Zwiebelchen
Hosted Project GR
- Joined
- Sep 17, 2009
- Messages
- 7,234
I'd like to fuel a discussion about new ability additions for future updates.
I also want to share what I have planned for 1.2B so far.
Feel free to contribute more skills for the classes in this thread.
But, however, keep two things in mind please:
1) Make sure your idea does contribute to, not violate the game balancing.
2) Even if an idea is good, I can't promise I will implement it, as there might be technical limitations or simply because I feel the ability is not appropriate
When you contribute ideas, please make sure to evaluate the purpose of your skill. Think about what the general class role is. Also, remember that there are general concepts in the class designs, like mana management, aggro management, etc. that need to be consistent for the game to be challenging and fun.
Examples: if every class gets a threat reduction skill, then why would we need buffs that reduce threat?
If every class gets a way to replenish mana, nobody would need a bard/druid anymore, etc..
These are the abilities that are planned for the 1.2B release.
I marked those that might be replaced with something else with (*), as I feel they would probably break the game and too hard to balance.
I also marked those that I don't like that much (because they are boring or have certain flaws) and will probably also be replaced with (**).
I also want to share what I have planned for 1.2B so far.
Feel free to contribute more skills for the classes in this thread.
But, however, keep two things in mind please:
1) Make sure your idea does contribute to, not violate the game balancing.
2) Even if an idea is good, I can't promise I will implement it, as there might be technical limitations or simply because I feel the ability is not appropriate
When you contribute ideas, please make sure to evaluate the purpose of your skill. Think about what the general class role is. Also, remember that there are general concepts in the class designs, like mana management, aggro management, etc. that need to be consistent for the game to be challenging and fun.
Examples: if every class gets a threat reduction skill, then why would we need buffs that reduce threat?
If every class gets a way to replenish mana, nobody would need a bard/druid anymore, etc..
These are the abilities that are planned for the 1.2B release.
I marked those that might be replaced with something else with (*), as I feel they would probably break the game and too hard to balance.
I also marked those that I don't like that much (because they are boring or have certain flaws) and will probably also be replaced with (**).
Crusader:
- Shield-Throw (Throws the shield, hits multiple enemies before returning to the caster; deals holy damage, based on SP, average cooldown, average mana cost)
- (**) Overpower (Instant melee attack, deals physical damage based on STR, low cooldown, no mana cost)
Berserker:
- (*) Intimidating Howl (Intimidates enemies, causing them to run in fear for 5 seconds)
- (**) Counter-Attack (Can only be used with a shield equipped; next physical damage is negated and triggers an instant counter attack [In case the target is within melee range])
Bishop:
- (**) Seal of Protection (Increases armor of the target by 20%; duration = cooldown)
- Group Heal (Heals all friendly units within range, high cast time, no cooldown)
Monk:
- (**) Shattering Strike (Deals AoE magic damage on the target and nearby units, mana cost)
- Provoke (AoE taunt effect, only temporary threat)
Sorcerer:
- Ice Nova (caster-centered AoE dealing spelldamage and slowing enemies around)
- (**) Implosion (single target spell, dealing half physical, half magic damage, average cooldown)
Necromancer:
- (*) Reanimate (Reanimates a dead enemy unit as an undead, to serve as a permanent pet, reducing the possible number of skeletons under control by 1. The reanimated unit keeps all spells, but will have its max health and mana adjusted to pet levels. And of course it doesn't work on bosses or units with unique abilities.)
- Dark Funnel (Channeling single-target attack, dealing shadow damage, no cooldown)
Hunter:
- Summon Falcon (Summons a permanent falcon minion following the caster; the falcon will basicly work as a procc attack on the hunter's normal attacks; the falcon itself can not be targeted and is invulnerable)
- Frost Arrow (Single target attack, slows enemy, low cooldown)
Druid:
- (**) Thunderstorm (Random lightning strikes in target area, based on SP)
- Life Infusion (Like ressurection of clerics, lower casting time, but higher mana cost)
Assassin:
- (**) Poisonous Gas (Throws a bottle at the target area, which creates a cloud of poisonous gas, dealing poison damage to all enemies inside)
- Explosive Trap (A trap that deals fire damage and stuns enemies for a short duration, can not be used in combat)
Bard:
- (**) Hymn of Heroes (All friendly units in range will receive +20% max health. Duration = cooldown)
- Hymn of Freedom (All friendly units in range will become immune to stun and interupt effects for 10 seconds, 60 seconds cooldown)