Demigod: Tyrrander
Appearance:
He wears very thick armor, and wields a huge mace called the Nullifier. Very dark in appearance. The armor, as well as the mace, is covered in glowing runes
Summary:
Tyrrander is a spellcaster's worst nightmare. He hates magic and everything that has to do with it. His simple presence makes it hard for spell casters to work. His nullifier further suppresses spell casting and completely destroyes any summoned units (with the right skills, of course). He has high armor, medium-high health but slow attack speedl. Movement speed is roughly the same as oak.
Strenghts:
-Suppresses demigods
-Powerfull burst damage
Weaknesses:
-Slow movement and attacking
-No effective means to deal with reinforcements
Abilities:
The Apocalyptor(active): Tyrrander starts to run towards a selected are on the ground. By running he increases his movement speed by 100%. Once he reaches his destination he raises his mace and swings it, like a golf club at the ground. The more distance he runs, the greater the damage in that area. It will deal damage between 100-400/200-700/300-1100/400-1600 depending on how much he ran. Second level will also give an interrupt ability. Third will give the ability to destroy 1000 mana for anyone in the area of impact. Forth will throw smaller units into the air, and stun the rest for 1 second. The last upgrade is called Unstoppable and will make Tyrrander invulnerable for the duration of his run. Mana cost is medium, cast time before running is 1 second. Cooldown is 8 seconds.
The Reflector(active): Tyrrander activate one of his anti-magic runes for 1 second and protect him, or one of his allies to reflect whatever spell is cast back at the caster. Negative buffs are reflected fully, and damage dealing spells (fireball, spit, spike wave etc) will be reflected back 60%/80%/90%/100% (by spells i mean any aoe or ranged ability). The fifth upgrade is called Overwhelm which means that if you are struck by an enemy spell while feedback is active, the attacker will have no mana regeneration for 10 seconds. Mana cost is medium, casting is 0.5 seconds, cooldown is 10 seconds.
Buff-B-Gone(active): This ability targets an enemy demigod. It will remove all buffs that the target has (negative and pozitive, except for any form of shielding...aura effects are removed for 5 seconds) and do 100/150/200/300 damage for each buff removed. This also intterupts spell casting. The Fifth level is called The Magic Purger and will prevent the enemy from getting any more buffs , heals, aura effects (except from potions) for 7 seconds. Casting is 0.5 seconds, mana cost is high, cooldown is 10 seconds.
Mana Infusion(active): When this power is activated (it's range is the same as oaks surge of faith), the runes on Tyrrander's armor light up and start draining mana from nearby DG (including allies) and converting it into health. The ratio is about 1 health per 3 mana drained. Mana drain rate is 50% of what the health crystal gives The next 3 levels increase the mana drain rate to 80% of the crystal's mana regen rate. The power has no time limit, can only be interrupted by the player or by stuns. While the power is on, Tyrrander is immobile. After the spell is deactivated by the player (not by stuns) tyrrander gains an increased movement and attack speed (bigger increases as the power is upgraded). Mana cost is high, cast time is 1 second. Cooldown is 20 seconds.
Nullification(passive): This power has 4 levels and they are derived from the first 4 levels of the Apocalyptor power. Each level increases the damage output of the mace (like Rooks Godstrenght). Also, each level further increases the damage done against summoned minions (not creeps, just minions). 4th level has a 20% chance to kill any minion in a single blow.
Rune of suppresion(passive): This rune on Tyrrander's armor will generate an aura that increases the spell cost by 10%/20%/30%/40%. Third and forth level will also add a 0.5/1 second cast time for enemy abilities. Fifth level is called Jinx. This means that the enemy will have a 10 % chance of their spell simply not working at the end of the cast time.
Mana vortex(passive): This power has 4 levels, derived from the 4 levels of Mana infusion. Upon death, on the spot where Tyrrander died, a rune will remain that will start to drain mana from all (even allied) DGs in an area about the same size as TB's Fireball range. The mana drain rate is equivalent to the Mana Infusion of that respective level. All enemy DG's will have their movement speed decreased by 20%30%/40%/50%. The vortex lasts 4 seconds, after which it will explode with anti-magic energy dealing damage equivalent to 30%/40%/50%/60% of the mana that has been drained to the enemy DGs (not creeps, just DG) .
Ok so...that's it. I hope you like it and post some pozitive/negative feedback. I will write a story on him shortly. Oh, and all the numbers you see can be changed. I'm not that good in guessing the right ammount of damage, etc.
Enter key is friend to us all...
You may want to edit.
Unique to say the least, i got nothing bad to say mainly because i belive that any changes will be bad for the "uniqueness" (if thats a word) of the character, although i would like to see more skills.
On an unrelated note: maybe increasing the size of the letters and making ability descreptions smaller might help to read, you should consider putting the description and flavor seperate.
Yes sorry about the form in which the text was presented the first time. It was not my fault. The site screwed up everything i wrote and did not allow me to edit anything, it was....FRUSTRATING, i had to stay up and rewrite everything. Anyway, I've managed to edit....hope this makes some more easy reading
Feedback needs to be 0.1 second casttime, instant is too OP (think of oaks shield here). And the cooldown needs to be 2,5x longer too. Otherwise he would just go POOF against all enemy spells when he sees the animation coming (just like sednas silence >.<). That way it would atleast have a chane it will get foiled (if even randomly)
Buff-B-Gone is seriously overpowered. All (de)buffs is a serious, SERIOUS problem. "oh hey, QoT, you have a shield on you? no problem, let me fix that. *poof*
With Mana Infusion i see people just using it when enemy DG's get in range they just cancel it and start wailing on him, and if he starts running just use the Apocalyptor. Which i might add (The Apocalyptor) would be better if the spell finished (damage gets dealt) before the designated area when an enemy demigod is in its path. Because otherwise enemies could just stand in one place and get no damage when they see you running.
Nullification... I dislike the last level somewhat but ohwell.
Rune of Suppression seems fairly reasonable... GJ. EXCEPT!!! the enemy ability cooldown increase is rather drastic for an aura. With that endgame teambattles would be dominated by the team with spellbreaker. So a possible fix would be to grant nearby allied demigods and yourself the passive ability to increase enemy demigods spell cooldowns on hit. 5 seconds is a very long time otherwise, go ahead, count 5 seconds. I dunno... improve it ^^.
I see Undying Hatred as a skip skill. Almost noone would want to take this.
These are just some ideas >.>...
Well, first of all, they're not going to have a unit called Spell Breaker, that was a unit in Warcraft 3 (a slightly overpowered one too, perhaps) called that, plus he had an ability called Feedback.
The Apocalyptor seems reasonable, but the description is so long that I don't think they would want something like that.
Feedback is overpowered, it would make a beast's spit worthless seeing as the recharge is 7, so you could keep him from using it entirely, plus it says this DG has high armor so he can prevent a lot of AA damage. Not to mention you'd need some kind of list to determine what is "magic" and what isn't. Like what if a Sedna pounces on you when you cast feedback, a cat pouncing is hardly magic, so would that be affected?
Buff-B-Gone is reasonable seeing as it removes negative effects too.
Doesn't say the mana drain rate for Mana Infusion so can't say whether it's OP or not.
Undying Hatred is crap, no one would take that, other 2 passives are fine.
Riight, I tottaly forgot about that one. I seemed to remember feedback from _somewhere_ but I wasn't sure. Well, I'll just change the name and call him Tyrrander all the time.
About feedback being overpowered....well I forgot to say that it will be up for only one second so that if you want to reflect a spell back, you have to time it PERFECTLY. In the hands of someone who does not know how to use it, it will be useless. And about that list "what is magic"... I'd say that any aoe attack and all ranged abilities. The melee abilities like sedna's pounce and rooks hammer can't really be considered magic. Not sure about what the mana drain rate is....Maybe something like half of what the health crystal gives. And about hatred, I will change it into something else.
Well, I should of been more specific. I only gave the examples that buff b gone won't affect oaks invulns. I forgot about Qot's shield (since that is the point of shields, protects people from spells). I will add it to the post.
Also, I can see how the apocalyptor might have a problem, people being able to just get out of the way. So i will permanently increase the running speed by 100%. That way, people will have a rough time getting out of the way. Still it should still be avoidable, since it does a lot of damage if used well.
Ok, i have combined your input about Suppresion's cooldown increase with everybodies dislike for hatred, so I will make some changes there.
Thank you both for the feedback, keep them coming .
Edit: I've also shortened the apocalyptor's description. As well as some other minor modifications.
There are many great features available to you once you register, including:
Sign in or Create Account