Anyway, I'm thinking we're moving into the right direction, but still none of the names seems to be the one. Anyone recalls any steampunk comic/movie/book/novel/game with something like this?
Marius wrote:Hey, when thinking of new characters, I guess you could give them some more abilities. 7 tiers should do.
2) Retribution-- For 30 seconds, whenever the enemy destroys any of the player's shields or summons, the Enemy's own shield or summon is also destroyed.
4) Cleansing--this ability gets rid of any negative effects on the mage and restores 50 health.
I really want there to be a holy/paladin/cleric good type of character in the sequel.
TeeGee wrote:Don't worry, I won't.
Anyway, I'm thinking we're moving into the right direction, but still none of the names seems to be the one. Anyone recalls any steampunk comic/movie/book/novel/game with something like this?
Design wrote:Sorceress:
Reflex based character able to quickly punish her enemy's mistakes and to deal large rapid amounts of damage in consequence. Emphasis on her ability to quickly get to lots of channels and spells as well as on active defense. She should make a good balanced character that can substitue some blasting by using her abilities. Skill based and punishing in case of bad timing, but the reward for doing her stuff right should be well worth it. Key words: fast, colorful, rainbow, fancy, magical, quick, annoying, pretty, smart, rebellious, homosexual, energetic.
1) :
2) Reflect:
Bounces opponent' missile back with its Power equal to this ability's Power in %.
3)
4) Rainbow Missile
A missile. Power equals X+channels*Y.
5) Absorb
Works like the old protective spell. Gain energy from every enemy missile (it doesn't have to hit the Sorceress).
6) Barrage
Buff that makes the Sorceress launch missiles for its duration. Prevents Energy gathering.
7)
Design wrote:Tier 1:
Something to give a quick advantage at the start. If the skill can be used in the later game, than it's extra awesome.
Tier 2:
Old tier 1. A skill that can be used to gain a pretty significant short term advantage or a medium advantage in the long term. Should also allow a quicker start or could be a good finishing move if saved for later. Needs to brace the theme of the character.
Tier 3:
Something more powerful than old tier 1, but less than tier 2. It's a bit hard to describe. It can be some effect that comboes well with other skills and allows for chaining them or something to gain a medium overall advantage. Can also be a defensive / supportive move of lower value.
Tier 4:
Old tier 2. Mainly supportive and defensive skills of higher value and with more lasting effects should go here. If this skill is offensive in nature, then it should be really powerful, but other tiers need to be lowered to balance that.
Tier 5:
A powerful skill that could be enough to finish the battle or change it's flow. It should brace the character's theme and sho its power.
Tier 6:
Old tier 3. A mega powerful skill that utilizes the character's theme. In most cases it should be enough to win a battle or turn a lost dueal around.
Tier 7
Something really powerful. Surviving its effect should be a really rare occurrence.
TeeGee wrote:I'll take a deeper look on that later. It looks pretty sweet.
Key words: fast, colorful, rainbow, fancy, magical, quick, annoying, pretty, smart, rebellious, homosexual, energetic.
Nightshade wrote:TeeGee wrote:I'll take a deeper look on that later. It looks pretty sweet.
Key words: fast, colorful, rainbow, fancy, magical, quick, annoying, pretty, smart, rebellious, homosexual, energetic.
1) Supercharge:
The sorceress's next spell is cast at 50% greater strength.
3) Dismissal:
A missile that does great damage to summons (like unsummon). If the summon is killed, the enemy caster also takes damage.
7) Breach:
The enemy caster can't summon a shield for a short duration. Does not destroy a shield already in existence
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