Name: Nova
Sex: Unknown
Type: General
Side: Light
Looks: Nova is an energy life Form, mostly made out of electricity, with some gold plates here and there to unite it.
Base Stats:
HP:1000
MP:1200
Armor:100
Damage: 120-156
Atack Speed: 1.42
Range: 15
Movement Speed: 6.6
Abbreviations:
CT = Casting Time
CD = CoolDown
O = Number of Orbs Sacrificed for Ray
Abilities:
Orbs of Light (Active)(4 levels)(1 sec CT): Creates 2/4/8/10 orbs, and can control a max of 4/8/8/10. The Orbs Atack is AoE and they Explode for AoE Damage when they die or they are consumed.(500/1000/1500/2000 , mana)(7 secs CD)
Perpetual Energy(Passive)(1 level)(Requires Orbs of Light lv4): Nova Gets +1 Mana and HP regen for each Orb of Light Nearby.
Recharge(Active)(3 Levels)(2 secs CT): Nova consumes 2/3/4 orbs to heal 100/200/400 in a 10 yard radius life and increases hp regen for 5/10/15 for 10 secs. (no mana)(12 secs CD)
Ray(Active)(5 levels)(Instant CT): Nova Absorbs all orbs to deal 75/75/100/100/150*O damage to one enemy and decreases the enemy movement speed for 3/5/7/9/11% for 2/3/4/5/6 secs and nova loses 100/200/300/400/500 hp, it cannot be killed by this effect.(100/200/300/400/500 , mana)(8 secs CD)
Positive and Negative Charge(Pasive)(1 level)(Requires Ray lv 5): Ray now explodes for AoE damage at impact. AoE damage = 50 percent of Ray damage in a 5 yard radius.
SuperCharge(Active)(3 levels)(Instant CT): Nova absorbs uses all mana and goes to supercharged state. Novas gets a 5/10/15% damage reduction,5/10/15% atack speed,5/10/15% atack and 5/10/15% Movement speed. This ability lasts for 1 second for each 1k mana used to cast and after that will consume 1 orb each second to keep active.(All Mana)(20 secs CD)
Overcharged(Pasive)(1 level)(requires SuperCharge lv 3): SuperCharge gets 2 more seconds and Nova's autoatack while in SuperCharge state becomes AoE.
Increase Voltage(Pasive)(4 levels): Orbs of light increases thier atack by 5/10/15/20% also all creeps and minions on a 5 yard radius of an Orb of light do 5/10/15/20% of its atack as AoE damage(Do not Affect Orbs of Light) and orbs of light cost 5/10/15/20% less mana.
Energy into Matter(Pasive)(3 levels): Nova's energy becomes more dense to the point of almost physical. Nova gets 3/6/9% HP, also orbs of lights get 5/10/15% atack and 10/20/30% explosion damge.
Electric Connection(Passive)(2 levels):Nova Creates a conection bewteen him and his allies increasing thier atack for 3/6*Number of Orbs Present.
Comments, suggestions, criticism? and did i forget something?
I like the idea. Has some great potential, IMHO.
Thx i was thinking to make it a general based assasin, he uses little to no mana so most of its atacks come from his orbs of light.
Bump.
Added cooldowns.
Changed some abilities.
This is one of the better ideas. In fact.. I think it's the only one I've seen where I wasn't shaking from trying so hard to hold back typing something really mean about how much I dislike it.
The only issue I have is that 45 sec ability should be balanced as a 20 second cooldown abliity. 45 seconds is too long.
And generally, I think all generals should be playable without minions. This one you can't.. but I don't think it'd be bad if ONE of them was dependant on them like this.
I think something added to this that would be nice that is a passive that triggers whenever the orbs are destroyed, whether destroyed by enemies or consumed by Nova himself.
I also like the concept of skills that require all remaining mana.
So +1 to you.
Yeah, my first karma .
Regarding the 45 sec ability i was thinking that 30% in atack speedthe and damage is pretty hight so i didnt want to make it very spamable, but now that i think of it if the last level for the orbs of light is at 15 or 13 i dont have to worry that the ability will last too long, in a best case scenarion the ability will last 20 secs with 10 orbs and 5k mana so yes i think i can tone it down to maybe 27.
Regarding the new ability, i was thing about it too, but the question is what?, i had 2 ideas but they seem overpower to me. The first one was, when 2 or mroe orbs of light get killed in a 4 sec interval theres a 50% chance that the residual energy of the orbs get together and form a new orb.The second one is, when the orbs of light explode they leave a residual energy capable of disrupting or draining mana while someone is in range of i,. Kind of like, they can't use abilities while in the residual energy of the orbs, or their mana gets drained while they are in range of the residual energy, but i think that with 10 possible orbs the ability is too good.
I like the idea. I had something I wrote up (on paper) that matched what you have beaten me to the punch on. I will paste my suggested (additional) skills here, instead of starting a new poast, since you have a well thought out idea. I'd suggest coming up with as many skills as you want. The developers/fans can pick/vote for what they like. Great idea.
BTW- I set mine up as an Assasin.
What I'm saying is the ability should be nerfed to warrant a 20 second cooldown.
Like remove the enemy debuffings, 1 sec per 1k mana.
I dont really understand, the ability should remove enemy debuffs? or should the secs per mana should be less, as you say 1 sec per each 1k mana. You mean 2 seconds after it ends?, cause what i meant by 45, was 45 secs after it starts.
It will be highly apreciated,.
No i'm saying you should remove the "The enemy loses 7/15/20% movement speed and 7/15/20% atack speed." so you can balance it for having a lower cooldown.
And i'm talking about its duration increasing 1second per 1k mana used to cast it, instead of 2 extra seconds.. thought that'd be clear when you wrote it in the first place. Again to balancei t for a lower cooldown.
Or what would be better is 1/2/3/4 second duration, +1 second per 1000 mana used to cast, and every second you gain an additional buff/effect and a light orb is consumed. This means with no additional seconds, not many orbs are consumed and you don't gain many buffs or effects, or you dont' ahve htem long.
Say at 1st second you AoE interupt. 3 seconds you gain 35% IAS, well if it only lasts 3 seconds you aren't gaining this benefit since it ends then. If it lasts 8 seconds then you get 5 seconds of it.
At 6 seconds maybe something happens like an aoe. At the 10th second, and 10 orbs consumed, assuming all are alive, it'd be something really good. Plus, requires 6k mana.
And you have that passive like i suggested making your light orbs do an aoe explosion on their death, so every second each one is exploding and doing 50/100/150 damage or something. (obviously the heal one would need to be adjusted to consume less than 8 since 8*150 would be too much on that ability. But 150*10 would be fine for this one since it's consuming in 1 second delays)
And you'd have to micro your orbs to keep them ontop of an enemy since their aoe's would be small, like 6 range, or whatever mulch range is.
There are obvious counters to that ability. If you destroy the orbs(you have 10 seconds to destroy the 10th..) then there is no orb to consume to get the effects.That's why I'd like it a lot, and I like how this guy would passive I suggested would need to micro his orbs to make use of their suicide explosion.
oh ok now i get it. You know the way i imagine it, when it uses the ability it would look like some kind static electricity around so thats why i put the movement and atack speed reduction. Right now i dont know, but i will think about it.
Edit: Ok i just nerfed Supercharge, and i think i did a good job, i eleminated the reduced movement speed and nerfed the atack speed reduction and the duration of the ability (because i forgot about Overcharge ability wich gives it an aditional 5 seconds to the supercharge ability.)
Also 3 seconds is too short cooldown
Demigod skills are 7, 10, 15, 35 cooldown IIRC. And I believe the only one with 35 is Shield.
Though 20 sec could be added. For one, Silence needs to get nerfed to 20 second cooldown IMO.
And I edited my above post.
Ok let me try to reswpond the whole ost.
First orbs already explode when they die, i was also thinking of them exploding when used.
About the 3 sec cooldown, since it uses so many orbs i wanted it to be able to be used a lot and then refresh for wuite some time before used again, but now that i think of it, it can be abused as an instant kill with enough orbs and amana. so i will change it.
I wanted that all orbs be consumed on use so that Nova cannot use no other ability while on that state. Also 1 issue i think is that if orbs are consumed 1 by 1 it would be impossible to micro, cause the consume effect will be random, and having all orbs in the front line will make it so must of them will die against an eney demigod, cause i was thinking on making the orbs of light pretty weak in defense and hp to increase normal AoE damage and the explosion damage.
Regarding the added of new effects each second is definitly a very interesting idea, i would like to do it, but 1 thing im worried if i put it like that is that supercharge instead of being an auto atack ability will become a abilitie using abilite, if that makles sense. What i mean is that i wanted Supercharge to be abilitie that made you very powerfull with auto atack and didnt let you use special abilities, and with your sugestion it will become a micro intensive ability (wich is great) about using other abilities. As i said interesting but i will need to think about how to balance it and how it will affect Nova overrall. You know what would be fun, if when she becomes supercharged she getws 3 new abilities dependant on supercharge level, the abilities will use health intead of mana and they will be diferent from the normal 3, maybe an explocion that ends supercharge takes half your life and does massive damage, or something like that. Also that would help so that you can't use the healing ability while on supercharge state.
I will think about this.
Once again thanks for the suggestions.
Added in some new changes , plz read.
bump
I feel that recharge is too similar to mulch shambler. The other abilities are nice and have decent synergy with each other(since they're based on consuming your orbs) but you should put something more unique in place of recharge so he has a more unique playstyle.
Also, the number of levels means he can get all but 4 skills under the current 20 level architecture(not counting the generic buff line which is borderline useless). Essentially, people would just skimp on Energy into matter entirely and the last level of increased voltage because those are the weakest lines. You can also easily just focus on developing the three major lines(summon, ray, and supercharge or recharge) at the lower levels which will unlock most of the potential of the character in a single build, spending the odd point in those 1 level lines. I think you need more levels of the various skills so it takes more thought to really develop a refined build with him. Most of the current generals have like 27-30 skill levels(again not counting the generic buff line).
Ok First, Check the new supercharge wich one you guys like most, green or red?
Now with you Doggiedoodle.
I Agree, but standard isnt always bad. and any suggestions, i didnt want to got with an AoE skill cause the orbs of light already have AoE.
True that, i took Rook as a example for the skills and since he had 24 + stats i thought every demigod had the same, thank you for that, now i know i can put new skills.
Also i think that the Red Supercharge(Check the new edit of my original post) can solve that problem, making it a mana build for ray, recharge and orbs and a hp build for supercharge and orbs.
Edit: Also Any Suggestions on the new Skills "Electrical Connection" and "Perpetual Energy"
Supercharge ability idea.
Paralize: Doubles CT of enemy abilities and reduces by 50% ATK SPD of the enemy (u make details)
Good Idea.
Now that red SuperCharge is Complete, what do you guys Think, Green or Red?
Well I have a couple ideas. If you want to stick with healing, you could have it turn her orbs into "healing bombs" that are essentially an AoE allied heal. I know, it's still AoE, but at least it's not AoE damage . If you want to go in a totally different direction, maybe you could have a triggered ability that gives a significant buff to her orbs rather than something consumption based. This would also give you more of a "keep your orbs around for support" build as an alternative to the "your orbs are floating magic potions" build because you could go with the orb buff ability, and the passive bonuses perpetual energy, energy into matter, and electric connection. That said, I don't think any DGs have more than 8 specific skill lines so I'm not sure there's room for some of your new additions lol(this is assuming you just keep the same structure). You could get around that by combining some lines though.
You kind of missed the point about cooldowns in that there is strandardation that makes for consistancy in playing the characters, easier comparison/balance, among other things.
But I don't think there should be a 2nd form, really.
, kind of messed it up eh?
Well considering your posts i guess i will have to go with the greeen one, also it will take some time, mainly i didnt thought the red one a lot so thats why it ended up a little messed up.
thx for the help.
Edit: I changed some things, thats a preliminary build of what i want to do.
I still like it.
thx i thought everyone had abandoned me, but i think ill leave it like that, i dont think i ahve to refine it too mucg, is not like its going to go on the game, but if anyone wants to keep giving suggestions i will keep listening and making changes.
imo i dont like the idea it seems kinda easy lkike i coulds see someone with a all his items buffing attack speed armor and crits focusing full on the supercharge
and does super alot off dmg with hardly being hit kill them and still be alive
too much like qot
It was a good surprise when i saw someone replyied here, im happy even though they werent especially good commentaries
There are many great features available to you once you register, including:
Sign in or Create Account