Pyromancer (4skills/6levels)
Flaming Renewal
- Chance to leech health from target while using grenades
25-50% chance
10-25% of damage dealt is leeched
- Also, chance to absorb opponent's grenade that would deal damage to you
25-50% chance
10-25% of potential damage regained as health
If grenade explodes with teammates nearby, grenade still damages teammates normally
Scorched Earth
- Chance on hit to create a ring of fire around the target
20-35% chance
Fire as is created from hell hunter grenades, though not as tall, shouldn't obstruct vision at all on level ground
Upon activation, this skill doesn't immediately damage target, but they are trapped within the fire
Flames deal 5 damage per 0.2 seconds if enemy moves through them to escape
Radius of empty space within the ring is 18-8ft
Width of the flame itself isn't too great, with vanilla, unaffected speed someone should be able to move through them within half a second
The ring lasts for two seconds, successive activations can stack the damage
Searing Toolbelt
- Increases frag grenade capacity
Max capacity increased by 1-3
Only increases capacity, grenades still must be bought. picked up, or absorbed(see below)
- If flaming renewal activates on an opponent's grenade, chance for that grenade to be added to your toolbelt
25-50% chance
So, if maxed, chance is infact 25%, 50% chance for Flaming Renewal to activate, and then 50% chance for Toolbelt to activate because of it
May not exceed maximum grenade capacity this way
[ULTIMATE] From the ashes
- Used while dead, has no effect if activated while alive
- While spectating a teammate in first person view, activate ultimate to respawn at that teammate's location.
50-30 second cooldown
Cooldown timer begins at most recent death (say you die, respawn and die again, timer starts again from second death)
Respawn with 100HP, all equipment restored from moment of death
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I still havn't decided whether it's a good idea to let the player play the odds and throw grenades at their own feet in the hopes it is absorbed and so they gain health/regain the grenade, thats up for discussion. Say I throw a grenade at my own feet and would deal 70 damage to myself. With a change in the wording, I would have two seperate 50% chances to instead heal 25% of that potential damage, because a grenade I threw is about to deal damage (the first effect) and I'm about to take damage from a grenade (the second effect). So i would essentially have a 75% chance to heal myself a bit, with however many grenades I decided to throw at myself, and a 25% chance to get the grenades back anyway.
The way it's written at the moment, this isn't possible, but it might be a cool thing to add in anyways, gives the player the decision to make as to what use to make of their grenades - whether to try and deal damage to enemies and heal a little, or to deal no damage to enemies and try to heal a lot. Still based on playing the odds though