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New Demigod #1 Concepts

New Demigod #1 Concepts

Feel free to add your ideas here

These are just my ideas, feel free to add.

Name of Demigod: TBD

Type of Demigod: General

General description: More of a classic wizard. Carries a staff, wears long robes.

Abilities:

 

Ability 1.

 

  1. Set totems that give friendly Demigods 20% more experience in a given area.  (level 1)
  2.  Totems  now also give friendly Demigods 20% more HP in a given area. Last 30 seconds. (level 3)
  3.  totems now also  give friendly Demigods 20% more attack damage in a given area. Lasts 30 seconds. (level 8).
  4. totelms now also give friendly demigods 20% more armor in a given area. (level 10)
Abiilty 2.
  1. Spell: Immunity. Makes friendly demigods immune from attacks for 2,3,4 seconds (depending on level).
Ability 3.
      1. Magic Missile. Sends 1,2,4,8 magic missles (depending on level) at a target area that does area damage.
 
Ability 5.
  1. Charm beast.  Causes 15%, 30%, 45% of enemy reinforcements to switch sides depending on level.
Ability 6.  Magic Armor. Provides 400, 800, 1200, 1600 armor depending on level.
 
Ability 7.  Melee Combat.  Base melee damage with staff adds 5 times level, 10 times level, 20 times level.
 
Ability 8. Money Purse. Provides 2, 4, 8 more gold per second to that player.
Thoughts?

 

727,884 views 291 replies
Reply #101 Top

Quoting Servius, reply 25
Chuck Norris.



Also the roundhouse would deal over 9000 dmg to all demigods/units/buildings within a certain range.


Chuck Norris is not limited by range.

Reply #102 Top

Quoting "Doggiedoodle",


1. Fear: Fear causes the enemy demigod to lose control of their character for a breif moment and causes them to run in a random direction away from the battle for 2 seconds and reduces their armor. Each progressive level of Fear increases the time a demigod is feared with a cap of 5 possibly 7 seconds. At lvl 15, fear grants the ability madness.        Madness: Top of the fear tree. With madness, the enemy demigod loses control of their character for 7 seconds and attacks his nearby allies. If he kills one of his allies in that 7 seconds, the kill goes to the demigod who cast madness.
This would be incredibly frustrating to play against.  You'd never have control of your dg and it owuld essentially be them dominating you while you watched unable to do anything.
 
Anyways, here's my idea(my numbers would probably be OP though):
 
Name:  Usurper
 
Description:  A vile snake that spits venom from a distance.  He has the ability to burrow to various locations.
 
Playstyle:  Hit and Run.  Assassin type.  Forces of Darkness.
 
Physical attributes:  Low health.  Medium mana capacity(close to QoT's or Sedna's).  Low to moderate base damage, 20 yd range on the attack.  Moderate movement speed.  Moderate rate of fire.
 
Abilities:
Ability 1 - Burrow(triggered, 5 levels 1,4,7,10):  The Usurper burrows to the target location(15 yd range).  Mana cost should be comparable to bramble shield, cast time should be between instant and 0.3 seconds.  Cooldown should be 7 seconds.  Upon unburrowing, the Usurper gains a weapon bonus for the next few seconds, as a rough idea 15/1(damage/seconds) at level 1, 30/2 at level 2, 45/3 at level 3, 60/4 at level 4.  Level 5 in the line increases the range to 30 yds but does not carry other bonuses(should probably carry a different name).
 
Ability 2 - Improved Burrowing(passive, 3 levels 5,10,15):  The cooldown on the Usurper's burrow is reduced.  20% at level 1, 30% at level 2, 40% at level 3.
 
Ability 3 - Bask(triggered, 4 levels 1,4,7,10):  Costs 0 mana.  1.5 second cast time.  15 second cooldown.  The Usurper enters a vulnerable state where he cannot move, use abilities, or capture flags and has 0 armor for the next 8 seconds.  His health and Mana regeneration are increased by 100% per level of this ability.  Due to the highly reflective nature of his scales, his position on the map is revealed when he starts the cast.
 
Ability 4 -  Godnap(triggered, 3 levels 5,10,15):  Costs a significant amount of mana.  2 second cast time.  45 second cooldown.  Burrows to an enemy demigod's location and drags him back to your original location.  Range increases with levels, 10 yds at level 1, 15 yds at level 2, 20 yds at level 3
 
Ability 5 - Constrictor(triggered, 4 levels 1,4,7,10):  Mana costs and range comparable to pounce.  0.3 second cast time.  10 second cooldown  Interrupts and stuns target while in effect.  Constricts target, dealing 200 damage per second for 1 second at level 1, 200 damage per second for 2 seconds at level 2.  300 damage per second for 2 seconds at level 3, 300 damage per second for 3 seconds at level 4.
 
Ability 6 - Cold Blooded(passive, 3 levels 2,5,8):  Enhanced mana regeneration.  An additional 5 at level 1, an additional 10 at level 2, an addition 15 at level 3.  The values are cumulative if necessary.
 
Ability 7 - Swiftness of the Serpent(passive, 3 levels 2,5,8):  Skill cooldown reduction aura.  All allies within 15 yds receive reduced cooldowns.  10% at level 1.  15% at level 2.  20% at level 3.
Ability 8 - Venom(passive, 3 levels 2,5,8):  Each of your attacks reduces enemy mana by 5% of the damage dealt per level of venom.

Power Leg extend skill?

Reply #103 Top

What is wrong with this crap? I press quote Teseer and I end up quoting someone else? Several times this has happened. Really fucking annoying.

Reply #104 Top

Quoting Doggiedoodle, reply 16

1. Fear: Fear causes the enemy demigod to lose control of their character for a breif moment and causes them to run in a random direction away from the battle for 2 seconds and reduces their armor. Each progressive level of Fear increases the time a demigod is feared with a cap of 5 possibly 7 seconds. At lvl 15, fear grants the ability madness.

        Madness: Top of the fear tree. With madness, the enemy demigod loses control of their character for 7 seconds and attacks his nearby allies. If he kills one of his allies in that 7 seconds, the kill goes to the demigod who cast madness.


This would be incredibly frustrating to play against.  You'd never have control of your dg and it owuld essentially be them dominating you while you watched unable to do anything.

 

not necessarily, no more than a stun. Since this demigod relies on range and stupid minion AI responsiveness in order to actually do damage it would be necessary for him to have some good crowd control. I don't see how 5 seconds would be "never having control of your demigod" as there are 5 second stuns in the game already... The skill could have a 30 second cooldown so it could only be used once per fight. They could also adjust the duration of the fear, and mechanic of how feared demigods act. It could just be a stun/paralysis, I just thought that wouldn't be as creative as a fear ability.

Reply #105 Top

Quoting Crash486, reply 23


4.        Spell: Tornado.  Demigod turns into a still tornado in target location for 5 seconds dealing damage over time equal to half their mana pool.  Smaller units will be hurled into the air.  The tornado grants friendly Demigods in the area Wind Power. (Level 11)



5.        Wall of Stone:  Demigod unleashes a powerful Earth spell to turn an enemy to stone and incapacitates them for 5 seconds.  Units or Demigod that is effected by this will not be able to move or take action.  Unable to take damage as well. Wall of Stone replaces Stoneskin abilities. (Level 15)




I read through your post eX, I like alot of you ideas but to make a few comments. On these 2 spells particularly, unless I'm reading it wrong, you have 2 spells that turn from friendly target spells into opponent target spells. I don't like the idea of them switching from defensive spells to offensive spells... seems a little counter-intuitive.

I like alot of your other ideas, but I think you need to tweak the totems and the melee fusion abilities. Stacking that many buffs in one skill seems a bit too powerful. I mean... those skills make your melee better than any artifact in the game. If they do add multiple effects on the same attack/totem, then their effects need to be greatly reduced.

 

Thanks.  Tornado is meant to be something that somebody can look forward to getting.  Such as many other level 4/5 skill specifics.  It will take place in one spot, dealing damage to anything around it and providing a buff to friendly Demigods in the area.  The Demigod does not switch from any kind of spells, inless you switch forms.  The forms I put in there were meant to give the player more chances to open playstyles and not just one to two builds like everyone else.

Your right, if I could change it, I would have given 10% increase on all of them instead.  But I tell you, if you look at it again, costing that much mana and having that large of a cool down, it is well worth it.  Since the totems do not last when you switch forms, it is entirely useful in Magic form.  As well as easily killable, so you must be careful where you place the totems.  A single snipe shot, spikes from QoT, boulder roll, pest, anything of the sort can basically kill them in one hit.  Although you may have the buff and the totem die right away, other Demigods can not get it when they come close until your cooldown is up or you have mana.

Better?  Thanks for your input.  Hopefully Frogboy looks at it.

Reply #106 Top

Quoting Prail, reply 2
I like the idea of the totems, however I think you might want to scale that back to give extra xp/armor/hp/mp all at once, but do a % modifier like 5/7/10/extra perk or 15% sort of thing... otherwise it would be a little overpowered if a 20% flag and the 10% favor item is attained, I think you could see a level 10-12 wizard when everybody else is around 5-6.

It could still be useful if specialized in, as if it was a longer game I still think they would get to level 20, when others are around 16-17, which would be a fine reward for investing in it.

The immunity might be too much like the Oaks ability, perhaps do something along the lines of disabling an enemy hero like a polymorph/sleep where any damage removes the effect? Great run away/DG control tool!

Rather than an AOE ability, how about a drain mana ability? Unless I'm mistaken we don't have any DG's that employ that sort of attack just yet. Perhaps the mana drained could be distributed to friendly DG's in a certain range of the caster, or cause something like +25%/+35%/+45%/+55% mana regen for "15~" seconds to friendly teammates within a certain radius... has a lot of potential!

Magic armor seems good.

Melee combat could work as well - kind of a melee support wizard idea, I'm guessing your just throwing whatever numbers out, but 20 times level sounds like you would have him hitting for 750+ with a few attack items, I'm guessing that could be more like 2x, 4x, 6x, 10x?

Money purse might be a little weak of an ability, as you would sacrifice alot of utility to get it right at the start, perhaps if it was closer to 4/6/10? You might have players who go pure support role with this DG, and invest alot in the citadel, with the extra income they could buy the additional gold/xp upgrades for the team. I think several more 'pure' support DG's would be a great addition for team games.

 

On the Money Purse thingy...your amount is too much while the suggested amount is just right.    I mean, 4x60(min)=240 per minute at the start.  Now, say a match lasts like a normal match which is 30-45 minutes.  30x240=7200 gold free for the match under your suggestion.  However, with it just being 2 instead of 4 it's only 3600 for the match, or 120 per minute.  It's got to be looked in a practical manner over a long run.

 

These are just my ideas, feel free to add.

Name of Demigod: TBD

Type of Demigod: General

General description: More of a classic wizard. Carries a staff, wears long robes.

Abilities:

 

Ability 1.

 


Set totems that give friendly Demigods 20% more experience in a given area.  (level 1)
 Totems  now also give friendly Demigods 20% more HP in a given area. Last 30 seconds. (level 3)
 totems now also  give friendly Demigods 20% more attack damage in a given area. Lasts 30 seconds. (level 8).
totelms now also give friendly demigods 20% more armor in a given area. (level 10)
Abiilty 2.

Spell: Immunity. Makes friendly demigods immune from attacks for 2,3,4 seconds (depending on level).
Ability 3.
      1. Magic Missile. Sends 1,2,4,8 magic missles (depending on level) at a target area that does area damage.
 
Ability 5.


Charm beast.  Causes 15%, 30%, 45% of enemy reinforcements to switch sides depending on level.
Ability 6.  Magic Armor. Provides 400, 800, 1200, 1600 armor depending on level.
 
Ability 7.  Melee Combat.  Base melee damage with staff adds 5 times level, 10 times level, 20 times level.
 
Ability 8. Money Purse. Provides 2, 4, 8 more gold per second to that player.

Thoughts?
 

 

The name could just be "Wizard".  Or  "The Mage".  Or how about "Super Magical Starshine Express!"

Reply #107 Top

Quoting Siphaed, reply 6

The name could just be "Wizard".  Or  "The Mage".  Or how about "Super Magical Starshine Express!"

NO, NO, NO his name should be "Bob the Uninspired" or "Old Man From Scene 24"

Reply #108 Top


These are just my ideas, feel free to add.

Name of Demigod: TBD

Type of Demigod: General

General description: More of a classic wizard. Carries a staff, wears long robes.

Abilities:

 

Ability 1.

 


Set totems that give friendly Demigods 20% more experience in a given area.  (level 1)
 Totems  now also give friendly Demigods 20% more HP in a given area. Last 30 seconds. (level 3)
 totems now also  give friendly Demigods 20% more attack damage in a given area. Lasts 30 seconds. (level 8).
totelms now also give friendly demigods 20% more armor in a given area. (level 10)

Abiilty 2.

Spell: Immunity. Makes friendly demigods immune from attacks for 2,3,4 seconds (depending on level).

Ability 3.
      1. Magic Missile. Sends 1,2,4,8 magic missles (depending on level) at a target area that does area damage.
 
Ability 5.

Charm beast.  Causes 15%, 30%, 45% of enemy reinforcements to switch sides depending on level.

Ability 6.  Magic Armor. Provides 400, 800, 1200, 1600 armor depending on level.
 
Ability 7.  Melee Combat.  Base melee damage with staff adds 5 times level, 10 times level, 20 times level.
 
Ability 8. Money Purse. Provides 2, 4, 8 more gold per second to that player.

Thoughts?
 

 

So, you have a mage, that is a general with minions, has support skills (and powerfull ones, totems, Immunity), gives money, has ranged spells, extra armor, extra weapon dmg...  why not give him extra HP while you'r at it, its the only missing thing.

I know those numbers are just place holders, but to balance such nice skills you would have to lower the numbers beyond the point of no fun.

Don't get me wrong, general and no special minions, no skills involving the special minions... looks more like a hybrid than a general.

 

Why not considering some good ideas in the thread, make a diferent demigod, with diferent kind of skills and not just the best from each of the existing demigods.

GPG and Stardock have plenty of workers for sure, i'm sure you guys have plenty of ideas on how to make a new, unique and "balanced" demigod. Fun to play too.

Reply #109 Top

These are just my ideas, feel free to add.

Name of Demigod: TBD

Type of Demigod: General

General description: More of a classic wizard. Carries a staff, wears long robes.

Abilities:

 

Ability 1.

 


Set totems that give friendly Demigods 20% more experience in a given area.  (level 1)
 Totems  now also give friendly Demigods 20% more HP in a given area. Last 30 seconds. (level 3)
 totems now also  give friendly Demigods 20% more attack damage in a given area. Lasts 30 seconds. (level 8).
totelms now also give friendly demigods 20% more armor in a given area. (level 10)
Abiilty 2.

Spell: Immunity. Makes friendly demigods immune from attacks for 2,3,4 seconds (depending on level).
Ability 3.
      1. Magic Missile. Sends 1,2,4,8 magic missles (depending on level) at a target area that does area damage.
 
Ability 5.


Charm beast.  Causes 15%, 30%, 45% of enemy reinforcements to switch sides depending on level.
Ability 6.  Magic Armor. Provides 400, 800, 1200, 1600 armor depending on level.
 
Ability 7.  Melee Combat.  Base melee damage with staff adds 5 times level, 10 times level, 20 times level.
 
Ability 8. Money Purse. Provides 2, 4, 8 more gold per second to that player.

Thoughts?
 

 

 

A "Team" charachter yes? Fullblwon-Supportclass it seems.

Cool yes? WRONG!

 

 

All it accomplishes is that every teams now needs to have one by LAW or be bound to suck.

 

Anything that modifies: gold income, exp income is a no go right there and then. Because if one team has it but the other does not, the effect is unbalanceable since the gains are raised exponentialy. Faster leveling/more gold = faster leveling/even more gold = enemy at a ever growing disadvantage.

Do not drive the game in that direction.

 

 

From a fluff point of view: Why would there be a demigod specialized in helping other demigods? Isn't that kinda.... missing the point of the game?

 

Even for a test ballon, this TBD simply is.... appaling.

 

 

Reply #110 Top

The thing that noone realises pertains to the weapons demigods use:

Torchbearer: Magic wand

Unclean Beast: Claws

Regulus: Crossbow

Rook: Hamer

Oak: Axe

Queen of Thorns: plant

Sedna: Animal

Regulus: Scythe

 

WE AIN'T GOT A FREAKING SWORDSMAN FOR GOD'S SAKE.

We need someone who can handle a sword.

My idea of a goldlike swordsman would be a rather stout shortie who can handle a really really big broadsword.

cheers

Reply #111 Top

Quoting DrFappo, reply 10
The thing that noone realises pertains to the weapons demigods use:

Torchbearer: Magic wand

Unclean Beast: Claws

Regulus: Crossbow

Rook: Hamer

Oak: Axe

Queen of Thorns: plant

Sedna: Animal

Regulus: Scythe

 

WE AIN'T GOT A FREAKING SWORDSMAN FOR GOD'S SAKE.

We need someone who can handle a sword.

My idea of a goldlike swordsman would be a rather stout shortie who can handle a really really big broadsword.

cheers

 

 

no bloody hobits!

 

 

 

I think they left out a swordswinger exactly because every game has them. they are generic. And boring.

+ the oak might as well be a sword swinger. Gameplay sure is the same.

 

Hey what about having him being able to switch betwen sword and his axe thingy? just give him the option, doesnt actualy do anything but make him look different.

 

 

 

 

As far as new dmigods go:

 

Steampunk-machina-doom'n'death plz. k thx bai.

Reply #112 Top

My first thoughts are to try to balance out what the game lacks in terms of heroes and right now it seems there's a lack of ranged heroes. There's only 3, Reg/TB/QoT while the other 5 are melee.

There's also no hero that is focused on debuffing and that would be an interesting type of gameplay.

Well I got to go back to work...more feedback later.

Reply #113 Top

I'm not sold on the mage type Frogboy, got to be honest it doesn't appeal to me.  Anyways i'll add an idea.

 

Name of Demigod: Dunno, should have been Oak I guess :) from now on refered to as Tree

Type of Demigod: Melee General

General description: A giant tree, leaves falling from him as he moves, has the ability to create life.  Think Ent/Treeman.

Abilities:

 

Ability 1.

Syphon Life.  Channeled.  Green life force sucks from any demigod or minion near the Tree to give life, healing the Tree damaging enemies.  Not too powerful damage but heals enough to give brief tanking period.

 Abiilty 2.

Encourage Growth.  The area around the Tree and a brief path from where the Tree has been walking shows plants sprouting up from the ground, any allies within the plants have health regen, the final rank reduces enemy health regen and healing to 50% within this area.

Ability 3.
Timber!  The Tree slowly falls over in the specified direction causing Massive damage (thinking more than Hammer Slam because of how long it takes the tree out of action) to anyone who is underneath or in the way but also causes the Tree to be 'stunned' for 3 seconds while he gets back up.  Increasing in damage by rank.
 
Ability 4.
Grow Seed.  Spawn 1 (max 2) going up to 4 (max 4) plants, variable looks, shambler comparable hp, low base damage, snares target.
Ability 5.
Root.  The Tree's roots go through the ground and stun the target for up to 2/4/6/8 seconds but is canceled immediately by damage to the tree, during the stun the Tree is also effectively Stunned.  Tactical use might be to root someone next to a tower or Ally doing damage but of course is countered by any damage occuring to the tree.
 
Ability 6.
Adds a healing/regeneration reduction to normal melee attacks of 15/30/50%.
Ability 7.
Morale.  Standard General skill.

Reply #114 Top

Anything that modifies: gold income, exp income is a no go right there and then. Because if one team has it but the other does not, the effect is unbalanceable since the gains are raised exponentialy. Faster leveling/more gold = faster leveling/even more gold = enemy at a ever growing disadvantage.

Do not drive the game in that direction.

This is truth. Though gold is a lesser drive than exp.

Reply #115 Top

More of a classic wizard. Carries a staff, wears long robes.

Don't forget the long white hair, long white beard, and maybe a Gandalf-type hat.

I like your mage idea.

Reply #116 Top

i dont have any ideas for demigods, but here are some abilities which i think would be cool:

ability to pick up a tower(or one in each hand) and spin it around/throw it for x amount of damage --> increases damage per level, ofc tower would be teleported back into place but takes some damage from the use of this spell

invisible moving wards -->on full level allows you to capture a flag for 20 secs or allows you to remove capture lock effect

quicksand effect, sucking ONLY minions and creeps in as they run over it --> higher levels will trap demigods for a certain amount of time(very short) and have a bigger AoE

ability to throw another demigod to a certain range, and you get bounced over the demigod you throw, like a "leap frog" effect, you would aim this by lining yourself up with the demigod infront of you and the area you want to aim for.(sorry, kinda hard to explain)

ability to change the location of a creep portal, only on your side of the map

ability to convert 5 creeps into one large creep(low damage/high hp), or a giant into 5 smaller ones,can occur to ally creeps or enemy creeps

ability to take damage from a specified target and make the damage occur to you for a certain amount of time

 

 

 

 

 

 

 

Reply #117 Top

Quoting Levelheaded, reply 11


I think they left out a swordswinger exactly because every game has them. they are generic. And boring.

As far as new dmigods go: 

Steampunk-machina-doom'n'death plz. k thx bai.

Nothing is overplayed, generic OR boring if you play it out in the right way.

Mages are overplayed as well, but I don't see anyone saying Torchbearer (the satanic fire+ice mage) is unoriginal. That's because he wasn't just catered to us as a mage. He was presented as his own individual character with his own special characteristics and qualities.

All in all, stop dissing the swordsman just so you can promote your laser train thingy.
 

 

 

 

Reply #118 Top

Name of Demigod: Bryn

Type of Demigod: General

Backstory: After many thousands of years serving as a Valkyrie in the heavenly host Bryn grew frustrated with the mandate of non interference with the lower realms. Having witnessed death beyond the scope or mortal comprehension Bryn increasingly felt the suffering of brave men and women at the hands of dark forces was senseless when she had the considerable power to prevent it.

The guilt began to consume her over the course of several hundred years until at the battle of Amoth Kre she drew her blade on impulse and severed the arm of the undead king Salphrex as he was about to strike down the Amazonian warrior Haphaera.

Before the foul maggot rotten arm struck the ground Bryn was violently thrown from her heavenly mount. No longer heeding her commands the mount disappeared into the clouds leaving Bryn trapped in the lower realm. Salphrex loomed above her and Bryn reacted by swinging her blade upward.

The sword that she had long viewed as ceremonial was nevertheless forged in the divine realm. Salphrex exploded in a shower of bone fragments and rotting flesh when the upward arc of Bryn’s sword passed through the cavity that once housed a heart. Leaping to her feet Bryn bared her teeth and turned her gaze on the remaining forces of darkness.

Centuries of repressed rage were unleashed as Bryn began to rend the undead army apart single handedly as the exhausted Amazonian survivors watched in stunned amazement. It is said her screams of rage drew eagles from the sky, their own cries eerily similar to that of Bryn as they flew down to tear at what little flesh remained of the animated dead.

When her rage ended there was nothing but scattered limbs and smashed bones littering the valley and Bryn fell to the ground and succumbed to exhaustion for the first time in her existence. Haphaera gathered Bryn onto a litter and bore her back to the closest Amazonian encampment.

After sleeping for three days Bryn woke to discover that she was now an object of reverence to the Amazonians. She protested their worship but was unable to convince them she was not divine. Had she not come from the skies in the hour of need? In the years to come Bryn was able to rally the forces of the Amazonians and repel the undead invasion when all had seemed lost.

In the years of peace that followed Bryn wondered how she been able to retain almost all of her divine powers and the powerful blade after breaking the highest of divine laws…

Ability 1: The Battle Rage of Bryn

Rank 1: Energy Cost (x) Instant. Bryn issues a scream of defiance that summons eagles to circle around her. All enemy demigods and priests within 15 yards of Bryn have a 10% chance per second to have an ability being cast interrupted by eagle strikes. 10 second duration. 70 second cooldown.

Rank 2: Energy Cost (x) Instant. Bryn issues a scream of defiance that summons eagles to circle around her. All enemy demigods and priests within 15 yards of Bryn have a 20% chance per second to have an ability being cast interrupted by eagle strikes. 15 second duration. 70 second cooldown.

Rank 3: Energy Cost (x) Instant. Bryn issues a scream of defiance that summons eagles to circle around her. All enemy demigods and priests within 15 yards of Bryn have a 30% chance per second to have an ability being cast interrupted by eagle strikes. 20 second duration. 70 second cooldown.

Ability 2: Amazon Warriors

 

Rank 1: Energy Cost (x) Cast time 0.5 sec 7 second cooldown.

Bryn Summons an Amazon Warrior skilled in the bow and the spear.

She may have 2 Amazon Warriors active

Health 750 Speed 6.2 Damage 25 (bow) 32 (spear) Range 18 (bow) 5 (spear) Attack Speed (x)

 

If a Amazon Warrior dies Bryn gains a stackable debuff “Guilt of the Valkyrie” which temporarily reduces some stats by (x).

 

Rank 2: Energy Cost (x) Cast time 0.5 sec 7 second cooldown.

Bryn Summons an Amazon Warrior skilled in the bow and the spear.

She may have 2 Amazon Warriors active

Health 1000 Speed 6.4 Damage 30 (bow) 40 (spear) Range 18 (bow) 5 (spear) Attack Speed (x)

 

If a Amazon Warrior dies Bryn gains a stackable debuff “Guilt of the Valkyrie” which temporarily reduces some stats by (x).

 

Rank 3: Energy Cost (x) Cast time 0.5 sec 7 second cooldown.

Bryn Summons an Amazon Warrior skilled in the bow and the spear.

She may have 2 Amazon Warriors active

Health 1250 Speed 6.6 Damage 35 (bow) 48 (spear) Range 18 (bow) 5 (spear) Attack Speed (x)

 

If a Amazon Warrior dies Bryn gains a stackable debuff “Guilt of the Valkyrie” which temporarily reduces some stats by (x).

 

Rank 4: Energy Cost (x) Cast time 0.5 sec 7 second cooldown.

Bryn Summons an Amazon Warrior skilled in the bow and the spear.

She may have 2 Amazon Warriors active

Health 1500 Speed 6.8 Damage 40 (bow) 56 (spear) Range 18 (bow) 5 (spear) Attack Speed (x)

 

If a Amazon Warrior dies Bryn gains a stackable debuff “Guilt of the Valkyrie” which temporarily reduces some stats by (x).

 

Rank 5: Bryn’s Triumph

 

Bryn’s history as a Valkyrie, her time among the Amazons and the infusion of divine power grant Bryn mastery over death. She can now has to power to ressurect any Amazon that falls in battle. While she can not do this until after victory is secured she is no longer effected by guilt when an Amazon falls.

 

Ability 3: Unleashed Blade*

 

Rank 1: Energy Cost (x) Cast Time 0.5 seconds Range 5 Cooldown 15 seconds

Bryn channels her rage into a devastating swing of her sword dealing weapon damage + 250 to her target and 65% damage to everything else in range.

 

Rank 2: Energy Cost (x) Cast Time 0.5 seconds Range 5 Cooldown 15 seconds

Bryn channels her rage into a devastating swing of her sword dealing weapon damage + 450 to her target and 75% damage to everything else in range.

 

Rank 3: Energy Cost (x) Cast Time 0.5 seconds Range 5 Cooldown 15 seconds

Bryn channels her rage into a devastating swing of her sword dealing weapon damage + 650 to her target and 85% damage to everything else in range.

 

Rank 4: Energy Cost (x) Cast Time 0.5 seconds Range 5 Cooldown 15 seconds

Bryn channels her rage into a devastating swing of her sword dealing weapon damage + 850 to her target and 95% damage to everything else in range.

Rank 5: Follow Through

Bryn’s gains (x)% attack speed for (x) seconds.

 

* The mana cost on this ability should probably be pretty steep or the cooldown increased.

 

Ability 4: Leading from the Front

Rank 1: Passive 15 yard radius

Bryn puts the safety of those under her command before her own. All non DG allies within the area of effect gain 5% evasion. Bryn does not benefit from this aura and permanantly loses 100 armour for always seeking the most dangerous areas of the battlefield.

Rank 2: Passive 15 yard radius

Bryn puts the safety of those under her command before her own. All non DG allies within the area of effect gain 10% evasion. Bryn does not benefit from this aura and permanantly loses 200 armour for always seeking the most dangerous areas of the battlefield.

Rank 3: Bryn’s selfless acts inspire the troops and word spreads. The radius increases to 25 yards.

 

Ability 5: Charge

Rank 1: Energy Cost (x) Instant 15 yard radius 90 second cooldown

Bryn gains +(x) %  movement speed and all non priest/siege allied units within the radius gain movement speed equal to hers for 7 seconds

Rank 2: Energy Cost (x) Instant 15 yard radius 70 second cooldown

Bryn gains +(x) %  movement speed and all non priest/siege allied units within the radius gain movement speed equal to hers for 7 seconds

Rank 3: The first weapon attack by non priest/siege units under the effect of charge does double damage.

 

Ability 6: Horn of Plenty

Rank 1: Energy Cost (x) 0.5 second cast 60 second cooldown

Byrn retains all of the divine items a Valkyrie carries among which is a horn of plenty from the table of the gods. By focusing her power she is able to refill the horn and drink from an endless supply of Ambrosia that grants her 35 HP per second for 10 seconds.

Rank 2: Energy Cost (x) 0.5 second cast 55 second cooldown

Byrn retains all of the divine items a Valkyrie carries among which is a horn of plenty from the table of the gods. By focusing her power she is able to refill the horn and drink from an endless supply of Ambrosia that grants her 55 HP per second for 10 seconds.

Rank 3: Energy Cost (x) 0.5 second cast 50 second cooldown

Byrn retains all of the divine items a Valkyrie carries among which is a horn of plenty from the table of the gods. By focusing her power she is able to refill the horn and drink from an endless supply of Ambrosia that grants her 75 HP per second for 10 seconds.

Rank 4: Energy Cost (x) 0.5 second cast 45 second cooldown

Byrn retains all of the divine items a Valkyrie carries among which is a horn of plenty from the table of the gods. By focusing her power she is able to refill the horn and drink from an endless supply of Ambrosia that grants 100 HP per second for 10 seconds.

Rank 5: The Ambrosia is so potent that maximum HP is increased by 1000 for 30 seconds.

 

Ability 7: Mount of the Valkyrie*

Rank 1: Bryn is able to once again able to command the mount of a Valkyrie that has seen countless battlefields. 5% Movement speed 5% evasion.

Rank 2: Bryn is able to once again able to command the mount of a Valkyrie that has seen countless battlefields. 10% Movement speed 10% evasion.

Rank 3: Bryn is able to once again able to command the mount of a Valkyrie that has seen countless battlefields. 15% Movement speed 15% evasion.

 

* Graphically Bryn should be on foot before gaining this horse. Mechanics wise she should be a bit slow without the horse.

 

Ability 8: Immortal Leadership

Rank 1: Energy cost (x) Instant 25 yard radius 45 second cooldown

Bryn has the battle experience and tactical knowledge of thousands upon thousands of engagements. All non DG units that can hear her orders gain 100 armour and (x) weapon damage for 20 seconds.

Rank 2: Energy cost (x) Instant 25 yard radius 45 second cooldown

Bryn has the battle experience and tactical knowledge of thousands upon thousands of engagements. All non DG units that can hear her orders gain 200 armour and (x) weapon damage for 20 seconds.

Rank 3: Energy cost (x) Instant 25 yard radius 45 second cooldown

Bryn has the battle experience and tactical knowledge of thousands upon thousands of engagements. All non DG units that can hear her orders gain 300 armour and (x) weapon damage for 20 seconds.

Rank 4: Energy cost (x) Instant 25 yard radius 45 second cooldown

Bryn has the battle experience and tactical knowledge of thousands upon thousands of engagements. All non DG units that can hear her orders gain 400 armour and (x) weapon damage for 20 seconds.

Rank 5: Bryn’s orders are so perfectly timed that no unit takes a scratch for the first 5 seconds.

 

Obviously theres a lot of room for balance - these numbers are just a reflection of the general idea behind each ability. I spent waaaaaay to much time working on this 8O

Reply #119 Top

An added fun feature would be to make the new demigod speak in spanish.

Reply #120 Top

Quoting DrFappo, reply 19
An added fun feature would be to make the new demigod speak in spanish.

 

 

Zorro demigod ftw.

Reply #121 Top

I want to see Occulus (but of course more balanced) make into the game as a new Demigod. The whole vision buff/nerf theme was awesome and very unique.

Reply #122 Top

Name of Demigod: Dreamer (or TBD)

Type of DG: Support Assassin

General Description: A master of the dream realm. Specalises in messing with peoples heads. She wears long hooded robes. 

Abilities: 

 

Ability 1.

Dream state.

 

  1. Enters the dream realm, becoming immune to attacks (and invisible). 50mps drain. 
  2. Gains 15% more speed while in this state. 75mps drain
  3. Gains 50hps while in this state. 100mps drain.
  4. Upon exiting the dream state, has 50% damage resistence for 5 seconds. 

 

Ability 2. 

Sleep. Can only be cast while in the dream state. All affected creeps and DGs are put to sleep (stunned) for 4/6/8/10 seconds. Any damage will wake up sleeping DGs/creeps. 

Ability 3.

Haze. Can only be cast while in the dream state. An AoE debuff, reducing movement and attack speed by 10/20/30/40 for 5 seconds.

Ability 4. 

Nightmare. Can only be used on DGs and while NOT in the dream state. The dreamer becomes immobile, can't attack or use abilities. The target also can't use abilities. After 10 seconds, the target takes 50/75/100% of his/her total HP in damage. Stunning, interupting or killing the dreamer during the countdown will stop it. 

Ability 5. 

Hallucinate. Causes an enemy DG to see double/tripple/qaudruple of all other DGs for 4/6/8 seconds. 

Ability 6. 

Monsters of the Realm. AoE nuke that does 600/1000/1400/1800 and 1 second stun. Can only be used in the dream realm, and forces the Dreamer to leave it. 

Ability 7. 

Trance. Focuses nearby allies' minds, increasing their damage and movement speed by 10/20/30% for 5 seconds. 

Ability 8.

Illuminate. Passive ability, making her normal attack reduce enemy armour by 200/400/600 for 2 seconds. 

Reply #123 Top


Name of Demigod: TBD Bob The Uninspired

Type of Demigod: General

General description: More of a classic wizard. Carries a staff, wears long robes.

Abilities:

 

Ability 1.

 

Spell: Empowerment.
Set totems that give friendly Demigods 20% more experience in a given area.  (level 1) Potentially unbalancing
 Totems  now also give friendly Demigods 20% more HP in a given area. Last 30 seconds. (level 3)
 Totems now also  give friendly Demigods 20% more attack damage in a given area. Lasts 30 seconds. (level 8).

Totems now also give friendly demigods 20% more armor in a given area. (level 10)

Instead of totems make it a pulsing magic field


Abiilty 2.

Spell: Immunity. Makes friendly demigods immune from attacks for 2,3,4 seconds (depending on level).

Spell:  Haven. Can be used on caster and friendly Demigods. Creates a smallish circle around the target for x seconds. ANY Demgiod who enters the circle is immune to attacks while it lasts.

 

Ability 3.
Spell: Magic Missile. Sends 1,2,4,8 magic missles (depending on level) at a target area that does area damage.
 
Ability 5.

Charm beast.  Causes 15%, 30%, 45% of enemy reinforcements to switch sides depending on level.
Spell: Charm Monster.
Ability 6.  

Magic Armor. Provides 400, 800, 1200, 1600 armor depending on level.
 
Ability 7.  

Melee Combat.  Base melee damage with staff adds 5 times level, 10 times level, 20 times level.
 Gives knockback to Base melee damage with staff

Ability 8.

Money Purse. Provides 2, 4, 8 more gold per second to that player.

Thoughts?
 

Reply #124 Top

id like a big ass dragon/hydra plz kthx?

 

but a big flying/gliding/floating fiery dragon thats really slow but useful for melee would be very awsome indeed

could have an aoe cone breath attack, a divebomb attack, tail whip mabye, or something iunno id just like a big lumbering dragon to mess around with as an assassin or even a general dragon would be cool. lotsa little dragon minions

Reply #125 Top

Quoting Lavosking, reply 24
id like a big ass dragon/hydra plz kthx?

 

but a big flying/gliding/floating fiery dragon thats really slow but useful for melee would be very awsome indeed

could have an aoe cone breath attack, a divebomb attack, tail whip mabye, or something iunno id just like a big lumbering dragon to mess around with as an assassin or even a general dragon would be cool. lotsa little dragon minions

 

You forgot to mention the part where he speaks in spanish.

 

A spanish speaking dragon, what else do you want to see in your life?