All-seeing Eye:
5 skills/5 levels, no weapon restriction
Unshakable Sight: Nothing can stop you from finding and destroying your target; Flash bangs and smoke grenades effect you 20-100% less than normal
True Vision: While some may try to hide, they cannot do so for long; 20-100% chance on hit to remove any cloaking effects
Soul Stare: Horrifying visions torment the enemy, and he finds it hard to focus on the job at hand; 8-40% chance for particle effects to appear around the enemy on hit, potentially blocking his vision (think dragonfly effects, the effects shouldn't actually conceal the enemy from you, like the athena ones sometimes do, they should just disrupt the opponent's screen). [Banish might just be an easier option]
Foresight: Foresee the future, and one can change it; 8-40% chance to evade damage.
[ULTIMATE]: All-seeing eye: Become unable to move or attack (at all), but see players (friend and foe) through walls (though cloaking effects still apply if they haven't been dispelled yet). 8-0 second cooldown (cooldown required to activate and to deactivate).
A couple of the skills, like the noflash/smoke and the ultimate sound cool but I'm not really sure if the skills work with one another, they're a bit random.
You want me to put something here that speaks about my personality, don't you?
Mmk one more^^ By far the favourite of my own ideas
Wicked witch
6 skills/5 levels
-- Curse of Weakness: Place a curse on enemies to weaken their attacks. 10-30% chance on hit to cause an opponent's damage from weapons to be reduced by 30-50% for 3 seconds.
-- Curse of Lethargy: Curse enemies and drain them of their energy. 10-30% chance on hit to cause speed to be reduced and gravity to be increased by 30-50% for 3 seconds
-- Curse of Mortality: Curse enemies to draw them closer to their inevitable deaths. 10-30% chance on hit to cause periodic damage over time, 4 dmg per second, for 1-5 seconds.
-- Curse of Silence: Curse your opponent and silence their abilities. 10-30% chance on hit to prolong opponent's ultimate cooldown by 3-5 seconds.
-- Death Magic: When any player in the game dies, draw upon the rest of their life energy to boost your own. When any player dies, friend or foe, player gains 2-10 hp. Maximum 200 hp
-- ULTIMATE: Blood Magic: 5-25 health is stolen from all enemies in the area. Maximum 200 hp. [30 second cooldown] [Size of area similar to the size of orc/raiden ultimate, in a sphere] [If enemies already have less than 5-25 health, they are leeched down to 1 hp (no-one can outright die from this ultimate (to be honest, I think this feature should be on crypt lord too)). Health gained by the witch is equal to the health lost by opponents.]
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The effects of curses cannot stack upon themselves, for example, someone cannot have two curses of weakness on him at the same time, reducing his damage to 25% at max. If someone is hit with the same curse again, the timer is just renewed. Someone can be affected with two different curses at the same time, however.
I REALLY like the idea of the silence ability. Instead of blocking ultimates outright, you have a chance to just delay it a few seconds, if the opponent hasn't already used it before the curse is applied. The death magic skill I'm not so sure about, it sounds cool, but it's strength depends entirely on the number of people on the server. Perhaps health gained per death could be calculated by, say, [25-(#ofplayersonserver)]. That way if the server is full, you get 5 hp per player death. If there are 10 people on the server, you get 15 per death. I don't know how you'd scale the skill up as you level it in this case though. Perhaps another alternative is just to have it as a regular leech life skill, like vampiric aura, but I wanted it to be a bit more different from the ultimate. Then again, if it were vampiric aura, every skill would require you to hit an opponent before anything happens, which is neat.
The race overall sounds like it would be weak at low levels, because the chance to do anything is low, but at maxed it would be incredibly powerful in the hands of someone who can aim well. Because most of the skills require you to hit someone, perhaps weapon restrictions would be good. Spamming around with a p90 could be incredibly OP, as it is with some other races, as you'd be constantly cursing people over and over. Also for item restrictions, it's debatable whether health/ring/mask should be restricted. Sock and boots definitely should though, this is not designed to be a mobility class at all. Perhaps cloak also. In fact, perhaps the witch has a 20% speed reduction as default.
Thoughts?
EDIT: Perhaps death magic could be replaced by a skill whereby it's another curse placed on them, but once the curse is applied, any further damage you do to the player is added to your health. So it's kinda like vampiric, but not really. For vampiric each shot has a chance to leech health for you. For this skill, there's a chance you apply another curse on the opponent, for 3 seconds again, and once the curse is applied, any extra damage you do to them is guaranteed to be leeched.
Last edited by BlindGam3r; 05-31-2012 at 02:10 PM.
You want me to put something here that speaks about my personality, don't you?
Goblin Thief
Required lvl 500-600(to many races at low required levels)
Skills:5 skills-Total Levels 25
[Reload] - Gives 5%,10%,20%,30%,35% that you are going to make your enamy reload on hit.
[Robbed] - Gives 10%,15%,20%,25%,35% chance to rob your enamies ammo by 15%,20%,30%,40% percent(Meaning instead of having 30 bullets in 1 clip, they will have 20 on hit, if hit again will have 12 and on and on)
[maneuver] - Gives your Goblin a 5%,10%,15%,20%,25% percent chance to evade incoming damage, aswell as boost's your speed by 2%,5%,10%,15%,20% percent
[Cheater] - By not playing fair, Goblin's knife has a 2%,5%,10%,15%,20%,25%, chance to apply poisened mode, which is like being drugged for 1,1.5,2,3 seconds. This causes 1,2,3,4 dmg per second while slowing down his enamy slightly(like warden's poisen)
[[ULTIMATE-Shadow Walk]] - Makes you invisible for 1,2,3,4,5 seconds,has 45,35,30,20,15 second cooldown, at this stage you can only use your knife, you cant defuse/plant the bomb and you dont get any XP from kill's, and you are revealed on the radar while invisible.
I lowered the total lvl required and nerfd some of the skills and abilities to make it more appropriate to compare with other races. I just think this race would be more fun then OP as it doesnt do extra dmg, it just has effects that are annoying yet fun.
In my mind, a goblin is meant to be quick,agile,sneaky, and annoying and that's what i was going for with this race.![]()
Few general ideas, some individual skills which sound cool, some ideas for general races:
[RACE]: Conjurer: Ultimate is that you spawn a bot (ingame AI). All non-ultimate skills benefit you AND the bot. For example:
Conjure weapon for you and your pawn (once he has been spawned)
Conjure armour for you and your pawn
Extra damage for you and your pawn
Spawn bot....
etc
[SKILL]: Soul bind. When you hit an enemy, nearby allies of the target also take a percentage of the damage, damage is spread.
[SKILL]: In general, more abilities/ultis that don't necessarily benefit you directly in fights, but cant benefit you *AND THE TEAM* hugely, making for more tactical use, e.g:
-Recover; unable to move or attack for a few seconds, but you and nearby teammates recover a large amount of health.
-Shield; your hitbox doubles in size and you become invulnerable to all damage, unable to move or attack. could make for nice tactical play along with teammates down corridors or used to defend teammates who are defusing/planting
[SKILL]: I never really liked evade skills, although can obviously see the tendency for them in RPG style gameplay and typical game-lore. Instead, hows about skills where there is a chance for all damage to be deducted from your armour instead of health.
[SKILL]: A nice idea for an ultimate for an aggressive style race could be something like this:
Charge; Gain 300% speed for 1-3 seconds, once the speed buff finishes, enemies within a small area (something between knife range and the radius of wards) take 10-20 damage, are knocked back and have their screen shaken.
[RACE]: I already suggested previously a support-centric (medic style) race. While I'd still like this, the good point was raised that it take a long time/be tedious to level without much aggressive capability (aside from simple player skill, of course). Instead hows about a race centred around weakening the enemy team. You still sort of are a support race, but you can also fight on your own. e.g
-Tripwire(ability): Places what is essentially a ward, but instead of doing damage, all who enter the area of effect are slowed dramatically and are unable to use ultimates. Used to control chokes.
-Plague: Upon hitting enemy, chance they are infected with plague, damage reduced, small, continual damage, can spread (on its own) to nearby allies of the target.
-Ultimate: Forces nearby enemies to drop their current weapons
[RACE]: I also would like the idea of another race with the 'skulls' system like with succubus hunter. Although on a round by round basis, not cumulative. e.g Berserker, his 'rage' increases as he takes damage. His 'rage' makes various other skills more powerful, and can be expended on a powerful ultimate. This would make for an interesting dynamic, if implemented properly, of the player trying to be as low health as possible without actually dying, and could reward skill greatly.
You want me to put something here that speaks about my personality, don't you?
aaaand another....
Templar:
Holy smite: Strike against those who would use dark magic.
-Chance on hit to destroy an opponent's shop-bought item and inflict extra damage.
Ongoing Duty: Nothing will stop the Templar from completing his Holy mission.
-Periodic healing for you and nearby allies.
Holy Armour: A Templar can only wear a Templar's armour.
-Spawn with extra health and kevlar/helmet at round start.
[ABILITY]Purge Magic: Cleanse the area of harmful magic.
-Places a ward. Effects apply to all allies standing within the ward.
-Become immune to ultimates.
-Ignore skill based damage and direct debuffs. (e.g orc crits, human's bash etc)
-Incoming damage is reduced.
[ULTIMATE]Divine intervention: Call upon the almighty himself to deal with the most troublesome of apostates.
-Become invulnerable to all damage for a short time.
-The effects of Ongoing Duty and Holy Smite are increased within this time.
Last edited by BlindGam3r; 06-21-2012 at 07:06 PM.
You want me to put something here that speaks about my personality, don't you?
ok these 2 should be fun!!!!
I made a team race that is PURE strategy and give-and-take relationship.
Synergy: (team based race)
Devotion: start with 15-50 more hp.
All for One: For each ally within 50 ft, increase damage output of each hit by 10dmg per teammate.
One for All: If an ally within 50 ft were to be targetted with a FATAL hit, you take half the damage instead of your teammate and the attacking enemy receives the other half (teammate saved). If you were to be killed by that redirected damage, the effect does not activate.
Healing Hands: Use +ability to create a ward (up to 3) that regerates your and your ally's healths by the same amount/rate/duration that serpent wards use.
Convoke: Activate using +ultimate when needed, respawn the last teammate that died on your team at the time of activation with 50% health.
Cooldown : 60-30 seconds.
The idea behind this race is to encourage teammates to work together, this race protects allies from fatal kills by taking damage intead of them, but can regenerate some of it with wards if they hold ground. In return, for each ally nearby, this race gets an increased damage output, so it's all about the survival and teamwork to ensure both ends are saved.
---------- Post added at 11:21 AM ---------- Previous post was at 11:08 AM ----------
++++++++++++++++++++++++++++++++
Captain Planet:
Earth: 5-15 % chance of shaking enemy crosshair for 1-5? seconds (something similar to archmage) with an earthquake.
Wind: 10-50% extra levitation using whirlwinds
Fire: 5-15% chance of setting targetted enemy on fire for 1-5 seconds
Water: 5-20% chance of evading bullets while hiding in water
Heart: Recover 2->5hp every 10->5 seconds
Powers Combined! : Invulnerability for 2-7 seconds, but when activated, all the player's skills are disabled.
A more crowd-control based race this time, with some neat potential tactics. The most obvious being that you place a 'tripwire', and then grapple an opponent to pull them into it. This is not meant to be a heavy damage dealing race, the reason for negating damage for the first two skills, and in the same vain weapon restrictions would be in order. TMP or MP5 sound right for the race, but the fast rate of fire could make the first two skills overpowered, unless the chances of activation are suitably low of course.
Engineer, 5skills:
Magnetise: The Engineer can effortlessly steal the opponent's metal weapons.
-Chance on hit to inflict no damage, but force the opponent to drop their weapon.
-[Perhaps just force a weapon switch? It's an annoying and unwanted by-product of this skill to sometimes have the weapon fall behind a box or through terrain and then to be impossible to pick up again]
Concussive shot: Fires a shot specifically designed to incapacitate the enemy.
-Chance on hit to inflict no damage, however slow and drug the target for a short time.
Titanium Plating: Much care goes into the Engineer's chosen armour.
-Spawn with kevlar and helmet.
-Chance for all incoming physical damage (i.e any damage you can take in vanilla css, non-skill damage) to be deducted from your armour value instead of health.
-If this skill doesn't activate, only a portion of damage is taken from armour and the rest from health, as normal.
-Once you have 0 armour remaining, this skill has no use, unless you go back to spawn to buy more.
[ABILITY]Tripwire: The Engineer crafts a cunning trap for his foes.
-Places a ward with a small radius visible only to yourself and allies, ward lasts very long time or until triggered. Ward is triggered when an enemy comes within range of it.
-Once triggered, all enemies within an area centered on the ward (that is larger than it's radius) take damage and are set on fire, dealing additional continuous damage for a short time.
[ULTIMATE]Grapple: The Engineer can use his grapple to manouver around the map, or perhaps ensnare his foes.
-Activating ultimate releases a grapple in direction of crosshair, two possible outcomes:
-If aimed at a solid wall or object (not a movable barrel etc), player is pulled towards the target object. (In the same manner as weblines for Spiderman)
-If aimed at an enemy, the enemy is pulled toward the engineer (as if the opponent weblined towards you) and takes a small amount of damage.
-Grapple has a maximum range, if grapple is fired and nothing is in range, nothing happens, but cooldown is still activated.
-Moderate length cooldown, 10-15 seconds. This is not to be an actual replica of weblines.
Last edited by BlindGam3r; 06-22-2012 at 08:42 PM.
You want me to put something here that speaks about my personality, don't you?
yes but didnt mikey already post smthn similar a while back, with a Darth Vader race or smthn? about "The Force" ultimate?
still though, very nice race, im assuming that with the +100 kevlar for 1000$ u can have a total of "200 hp" to work with right off the bat, and buy more if needed.
i guess it's the race's survival strength considering it's not meant to be a damage giver.
im loving support races wayyyyy more than damage races in this thread, they seem more balanced and thoughtout than people just mashing strong skills like me -.- , back in the day
edit: 1 thing i dont like is the invisible ward. it seems too op and rendering other ward from other races relatively weak. What i would suggest is that the wards dont do damage or set you on fire.
all they would do is Just slow the people in it by 40-60% without any damage. This way people can get out of it if they need or push through it, giving them a chance to survive the invisbility of it, but also giving u a chance to crowd control a choke point and kill people slowed down.
Heck, these wards might be allowed to be near bombsites and shit , with different color, since they dnt block objective.
whatcha think?