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    Quote Originally Posted by CYBER View Post
    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?
    That sounds better on reflection actually, since it's invisible it doing damage would be pretty OP. At the time I was justifying it by making the ward very small, like smaller than width of a regular doorway on cs_office. But that doesn't really mean much since the entire point is for the ward to be placed at choke points, so it's going to be tripped anyway regardless of it's size.

    Another race for ya, the skills are kinda complicated but I really like the concepts behind them. It's a long read too. The '=' points give general details, '----' specifics.

    __________________________________________________ ___________________________________


    Blood Priest (5skills/6levels):

    Dark Prayer: Perform a ritual to increase the vigour of your veins.
    =Gain 25-50HP at round start.
    ----The only simple skill lol

    Insect Swarm: Release a swarm of ravenous insects at your enemy.
    =Chance on hitting an enemy to release insects at the target for a short time.
    ----10-25% chance.
    ----2-4 second duration, timer begins at release.
    ----Only one set of insects may affect a target at any one time, even if the skill activates more than once within the 2-4 seconds.
    ----The insects act like a projectile, the farther away the target, the longer it takes insects to reach them, wasting time (they travel quickly though).
    ----Imagine dust2. Someone standing in the side pit, someone standing against the far wall of A bombsite. That distance would take maybe 2 seconds to travel.
    =The insects swarm around the target, partially covering their vision.
    ----Something like this, though not as bad. Should be a bit disruptive, not make it impossible for the enemy to return fire: http://www.youtube.com/watch?v=C9aiz3TAQGk
    =The insects continuously leech small amounts of damage for the duration of the effect.
    ----5HP leeched for every half a second a target is affected.
    =If target dies while this effect is active, insects jump to nearby ally of target, although timer is not reset.
    ----Again, insects take time to travel between targets.
    ----Again, potential targets cannot be affected by two sets of insects at once.
    ----If target dies and no available enemies nearby, effect ends.

    Corpse Detonation: Extreme manipulation of the fallen's blood has explosive results.
    =When you kill an enemy, chance for target's body to explode.
    ----25-50% chance.
    =If caught within a small area of the explosion, enemies are damaged and you are healed.
    ----Area of explosion same size as a frag grenade.
    ----5-20HP of damage to enemies.
    ----10-40HP of healing to yourself.
    EDIT: Bad wording, you only get healed if you are within range of the explosion, and enemies only take damage if they are in range.

    [ABILITY] Entropic Aura: Create an area stricken with lethargy which slows the blood flow.
    =Places a ward.
    ----1/2/3 wards at level 1/3/5 in this skill.
    =Enemies inside the ward are slowed dramatically.
    ----30-80% speed reduction.
    =If an enemy dies while inside the ward, corpse detonation is guaranteed to activate (if you have points in that skill)
    ----Assuming you still got the last hit, as with the original corpse detonation.
    =The effects of two wards placed on top of each other do not stack.

    [ULTIMATE] Blood Shield: Shield yourself using your own life force.
    =Creates a shield for yourself for a short time.
    ----2-4 seconds.
    =Incoming damage is partially absorbed and partially reflected for the duration.
    ----For example, 60% of incoming damage could be taken normally, while 20% is reflected back and the other 20% is ignored.
    ----Always 50/50 distribution between absorption and reflection.
    =Specific percentages of the shield change in proportion to your current HP.
    ----The lower your HP, the weaker the shield is.
    ----The shield's power is determined when it is activated, it does not become weaker as you take damage during the effect.
    ----For each HP under 100, the damage that is taken normally increases by 0.5% (and so the damage reflected and absorbed decreases by 0.25% each)
    ----Minimum damage taken is 20% (when you're 100HP or above).
    =Long cooldown.
    ----40-25 seconds.

    ____________________

    The ultimate needs some more explanation. Say I'm at 100HP or greater, and I activate blood shield. I now take only 20% of any incoming damage, while 40% is reflected back to the enemy, and 40% is ignored completely.
    Lets say I'm now at 50HP when I activate blood shield again. This time I take 45% of incoming damage normally (the 20% minimum + 50*0.5%), and 27.5% is each reflected and ignored completely (maximum 40% - 50*0.25%)
    At 10HP, I take 65% of damage normally, while 17.5% is reflected/ignored.

    It seems like it could be needlessly complicated, but I wanted some way of reflecting some damage and reducing damage for yourself, and this seemed like the best/most balanced. An alternative, like having the shield simply reflecting a varying percentage of damage and letting the rest through, would either be incredibly under or overpowered. Simply having it as a shield, reducing damage, makes it weak compared to, for example, shadow hunters ulti. Having the shield absorb or reflect ALL damage would again be pretty OP

    _____________________


    The race as written could easily be overpowered, and so the numbers would need a lot of testing/tweaking, but I like the concepts of the skills and their relevence to each other. The dynamics of the HP-based ultimate compared to the neccessity to be as close as possible to the enemy would make for a really cool test of skill for the user. Insects and corpse detonation become stronger the closer you are to the enemy, due to reduced travel time and activation chance(from ward)/healing potential respectively, and yet you want as much HP as possible for your ultimate.

    It allows the user to employ two potential strategies, play more defensively in the expectation of coming out of a fight with higher HP for later, or go charging in with increased power, expecting to leech the HP back.

    Should also be a good challenge for ZERO to code if the race is implemented ^_^


    EDIT: Didn't think of this at the time, but if insects activated they would follow and continue to swarm enemies for the duration. This could mean, for example, they follow a Vagabond as he teleports away. This wasn't really the intention, so I don't know if it working this way would be good.

    Insects is a very complicated skill. Sorry about that, although in one sense this is a good thing because any number of it's characteristics could be tweaked if needed. Their speed, their leech strength, their graphics, their duration, or their activation chance etc.
    Last edited by BlindGam3r; 07-03-2012 at 05:58 PM.
    You want me to put something here that speaks about my personality, don't you?

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