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New Demigod #1 Concepts

New Demigod #1 Concepts

Feel free to add your ideas here

These are just my ideas, feel free to add.

Name of Demigod: TBD

Type of Demigod: General

General description: More of a classic wizard. Carries a staff, wears long robes.

Abilities:

 

Ability 1.

 

  1. Set totems that give friendly Demigods 20% more experience in a given area.  (level 1)
  2.  Totems  now also give friendly Demigods 20% more HP in a given area. Last 30 seconds. (level 3)
  3.  totems now also  give friendly Demigods 20% more attack damage in a given area. Lasts 30 seconds. (level 8).
  4. totelms now also give friendly demigods 20% more armor in a given area. (level 10)
Abiilty 2.
  1. Spell: Immunity. Makes friendly demigods immune from attacks for 2,3,4 seconds (depending on level).
Ability 3.
      1. Magic Missile. Sends 1,2,4,8 magic missles (depending on level) at a target area that does area damage.
 
Ability 5.
  1. Charm beast.  Causes 15%, 30%, 45% of enemy reinforcements to switch sides depending on level.
Ability 6.  Magic Armor. Provides 400, 800, 1200, 1600 armor depending on level.
 
Ability 7.  Melee Combat.  Base melee damage with staff adds 5 times level, 10 times level, 20 times level.
 
Ability 8. Money Purse. Provides 2, 4, 8 more gold per second to that player.
Thoughts?

 

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Reply #151 Top

Quoting econundrum1, reply 17

Ability 2: Form of the peon

 

Level 1 The shape shifter can alter his shape and size to appear as a basic troop in his own sides colours, this form allows him to sneak up on his enemies before striking, with out them realising how dangerous he is. When he strikes he reverts to his natural form.

 

Level 2 The shape shifter takes on the form of an enemy basic troop helping him to sneak behind enemy lines, towers are not fooled however and will still open fire on him.

 

Level 3 mouse form, in mouse form the changeling is very small and hard to see he has a 90% change of dodging all but area attacks and towers will not fire on him. He will revert to normal form if he attacks.

 
End of econundrum1's quote

I like this ability, especially the first two levels. It needs some tweaking, but i like the idea.

Reply #152 Top

If the concept revolves around a wizard AND shall not be a Torch-Bearer rip-off, then he should have a more magic feel to him.

The initial proposal rather looks like a World of Warcraft Shaman.

 

Abilities that feel wizardry

  1. Craft Items
    The ability to create the consumables like teleport scroll, potions, flag locks, etc.
    More levels allow different items.
  2. Juxtapose
    Switch positions with target Demigod (within a reasonable radius). The higher the level, the higher the disorientation effect of the target, which could be either a short stun or some kind of tumbling effect.
  3. Time Shift
    Strongly slow down EVERYTHING around you, including allies. Movement, animation, attacks ... kinda like a bullet-time effect. Higher levels either increase length or strength of effect, or lessen the effect for allies.
  4. Magic Missiles
    Sounds wizardry enough. :)
    Maybe make it like Isaac's greater missile storm from D&D, which means that all missiles are homing and distribute themselves among all targets in specified area. The less targets, the more missiles each target gets.
    However, I'd make this a passive skill, so that this DG's basic attack does area damage of a kind. This will put all those D&D players in their places, too, if they hear that one of the most useful PvP spells in Neverwinter Nights is the basic attack of this DG. :D
  5. Magic Armor
    Every mage should have three kind of spells prepared. One to fight, one to defend, and one to get the hell out.
    Magic armor sounds wizardy enough, too.
  6. Charm Beast
    Something new and potentially interesting, too. I'm not so sure how useful this will be unless you can grab other generals' minions. And I'd call it something else more in the line of Mind Control.
  7. Summon
    Gate reinforcements from target portal directly to you. The higher the level, the higher the number of creatures you can control. Excess creeps just run off on their own.
  8. Don't you  need a switch button for so many active skills ? :)
Reply #153 Top

An AOE totem is a good idea , but I agree with the other posters who said that it should provide all of the abilities from the start and just scale in % as you go up; otherwise the balance won't be right. I also don't like the idea of a %XP bonus because I think that balancing it would be really difficult... 

 

Consider the option of making it attackable, so that an opponent with good micro can deal with it; the tradeoff is either cost/cooldown (for spamability) or power. This would make its use more interesting -- because placement becomes an issue. As a result, it becomes more of a defensive item than on offensive one.

 

Immunity should be for spells and negative buffs only; it should be distinguished from Oak's shield somewhat.

 

MM: I'm concerned that EVEYRBODY has a nuke. Its hard to differentiate your heros when they all have the same abilities; everybody has some form of a nuke... Of course, its hard to fill up 8 abilites without a nuke, but it _would_ provide for much more varied DG's.

 

Reply #154 Top

Quoting Renevent, reply 12
Name of Demigod: Tactician

Type of Demigod: General

General description: General focused on building structures to give tactical advantages to the battlefield

Abilities:

 

Ability 1.


Walls - give ability to law down wall that can funnel/block creep/demigod advancement.  Start out weak
Walls have more HP and take more damage (level 3)
Walls have even more HP
Walls have even more HP and are equiped with spikes, which cause damage to any unit that attacks it (not against ranged units, though)


Abiilty 2.

Fortify - buffs any structure for a duration improving its health and damage resistance (offensive structures with fortify buff give the Tactician partial credit (gold/xp) for creep/dg kills).

More health and DR, and improves attack speed (if it's a tower or other offensive structure)
More health and DR, and now improves tagets damage (if it's a tower or other offensive structure)

Ability 3.
      1. Turret - Constructs a non-moveable turret that attacks targets.  Can be buffed by ability #2
      2.  More skills into it more health/dr/damage/attack speed



 Ability 5.

Entrench - the demigod gives off an aura so that any unit in it's radius is given a defensive bonus, although also causes a small run speed debuff

Additional levels in this ability improves defensive bonus, and reduces run speed penalty

Ability 6.


      1.  Assualt - the demigod gives off an aura so that any unit in it's radius is given a damage and run speed bonus, but also causes the units to have reduced defense.
      2.  Additional levels could inprove damage/run speed and reduce the defense penalty


Ability 7.


      1.  Flag Lock - Builds a structure on top of a flag that causes it to not be able to be capped by the other team.  The structure must be destroyed prior to capturing that flag again


Ability 8.


      1.  Reinforcements - the tactician calls in for reinforcements, which is a 4-8 creeps.  These reinforcements are temporary
      2.  Improves the duration and damage of the creeps
      3.  Grants 2 additional creeps, which are priest
      4.  Grants 2 additional creeps, which are siege creeps

 


I dunno, all I can think of for now

 
End of Renevent's quote

I really like this idea as well. 

I'd like a more defensive based hero for darkness... very simular to the Tactician above. Think egyiption god Anubis (head of a jackal) if you've seen Stargate you know what I'm talking about as well.

Basicly a slave driver/builder demigod who can build walls or renforce towers.

Of course, would creeps stop and beat on the walls, or would they just travel another way?

Might be intresting if his minions did not fight, but actually were used to build things (then again that might be too big of a change). 

Just letting the ideas flow...

-Jara

PS: I don't care for the generic wizard idea too much... feels too fantasy and overdone and if you want a spell caster TB fills that roll well.

PPS: It might be helpful to give us some design templates to build from.  For example what is missing on the sides of light/darkness?  Greater AOE for Light?  Slower moving defensive demigod for dark?  etc, etc.  That could help the comunity focus in a little more... but perhase that's the next stage :cylon:

Reply #155 Top

 

Here are my suggestions :grin:

Name : Arcanist

Ability 3.
      1. Magic Missile. Sends 1,2,4,8 magic missles (depending on level) at a target area that does area damage.
 *Should be renamed to Arcane Fury! The missles should be purple too :')
Ability 5.
  1. Charm beast.  Causes 15%, 30%, 45% of enemy reinforcements to switch sides depending on level.

*Rename to Mass Charm

Ability 6.  Magic Armor. Provides 400, 800, 1200, 1600 armor depending on level.
*Should be renamed to Arcane Armor. Give a purple aura around the demigod
 
Ability 7.  Melee Combat.  Base melee damage with staff adds 5 times level, 10 times level, 20 times level.
*Rename to Enchant Staff. Make the staff glow like a lightsaber purple, brighter as the level goes up
 
Ability 8. Money Purse. Provides 2, 4, 8 more gold per second to that player.
*Magic Money? - Magically make money? I dont know... X|
Hope this helps!
Reply #156 Top

classic wizard with no single target damage = :thumbsdown:  

I'd swap out invul with a short insta root (2,3,4)

make magic missle single target

melee combat bonuses on a wizard?  swap that out for something like mirror image

the gold thing is kinda lame too.  another damage spell such as a slow(5/10/15%)/dot combination would be cool, but maybe too much cc with the insta root.  possibly just a dot instead

if the towers boosted magic/skill damage by 20% at the 4th tier then it might be worth getting to.

Reply #157 Top

Not too fond of the wizard notion persay, but the idea of magic missles could turn it around for me.

If going forward with a wizard I think it should be themed around DD and Debuffs in the traditional element of magic. We already have fire and ice so we need to give the wizard either electric damage or just classic blue magic (ie magic missles) I'm leaning towards classic magic.


Magic missile

  • - Fires 2/3/4/5 missiles at the (single) target


(5th point) Improved magic missiles

  •  - Magic missiles now deal splash dmg in a (X)m radius

This would give the wizard a standard single target nuke with an option to upgrade for late game defense.

Mana Elemental

The Wizard conjures an elemental made of pure mana.
Summons a ranged elemental with a passive allied mana regen aura and negative enemy mana drain.

  • - Regens 4/8/12/16 mana per level for the Wizard and allied units and DemiGods
  • - Drains   2/5/8/10 mana per level from enemy units and DemiGods
  • - Gains    75/125/175/225 hp per level
  • - Gains    5/10/15/20 dmg per level
  • - Upon death the elemental explodes dealing mana damage equal to it's life total in an (X)radius to un-allied units


Mana Shield

The Wizard encompasses himself inside a dome of shimmering magic, preventing damage at the cost of mana.

  • - Absorbs 600/900/1100/1500 dmg at a cost of 3/2.5/2/1.5 mana per damage absorbed


(5th Point) Mana Barrier

The Wizards mastery over mana allows him to extend his shielding to nearby DemiGods

  • - All DemiGods and/or Allied Structures within (X) proximity are also encompassed by the Wizards sheilding
  • - Mana Shield now costs 1 mana per 1 damage taken and remains on the wizard until his mana is depleted
  • - The wizards mana drains for all damage recieved by any units/structures under his sheild effect not just himself


Flash of Brilliance

With a wink and a smile the wizard snaps his fingers eminating a flash of intense light from his fingertips, dazing and blinding nearby units.

  • - Blinds nearby enemy units and Demigods in a (X)radius for 2/3/4/5 seconds
  • - Blinded units have thier attack rating and evade lowered by 5/10/15/20%
  • - Flash of Brilliance intterupts casting

Instant cast, similar to shatter.

 

Enchanted Weapon

The Wizard performs an enchantment on the targeted DemiGods weapon. Can be cast on Friend or Foe.

  • - If Targeted DemiGod = Allied then Damage increases by 5/10/15/20 for 10/15/20/30 seconds
  • - If Targeted Demigod = Enemy then Damage is Decreased by 8/12/18/29 for 8/10/12/15 seconds

(5th point)Purge

The unstable mana used in the wizards enchanment is drawn to other sources of mana causing the enchanted weapon to now drain mana with each strike.

  • - If Allied then 30% chance on hit to drain 50 mana
  • - If Enemy then 30% chance on hit to combust 50 mana (dealing 50 health dmg)

 

 

Just a few ideas I had.

Reply #158 Top

honestly?

 

You all proposed demigods that basicly never need to come to the frontlines. whats up with that. even the torchbearer needs to move his arse out i nthe open to achieve anything....

 

 

not to mention that support charachters that give buffs make their existence in every team MANDATORY.

 

None of the demigods that are here now feature massive support for other demigods. And why would they? even sednas heal is not a real team support, since most sednas dont even skill it and ifthey di iuts because they play the role of assasing, following demigods till they kill them, heal and escape alive. And why would they do it for the team. for a short burst of hp a potion or item will always work better, faster and with less sacrifices on the sedna built or her actions on the battlefield.

 

 

 

There are several very neat suggestions for skills in all your posts, but the complete packages you each propose just conjure up a "bleh" from me, plus they all have that "oh i've seen that before... in my diablo/d&d game" feeling.

I know it is hard to come up with something original in a fantasy setting nowadays, but please at least TRY harder than this *points up*.

 

And please remember: demigods are in it each for his own good.

And if you create a demigod based o ntrickery and mindfuckery (which is cool) then for gods sake call him Jester or something like that.

 

 

Reply #159 Top

eh, well feel free to add some ideas instead of just trouncing everyone elses. Frogboy threw out a "classic wizard" as a template so thats what some of us threw out ideas for.

Reply #160 Top

I also agree with the need for more female demigod.

Reply #161 Top

What if the 'classic wizard' was a bit steampunk, or Terry Pratchet wizardy?  Then his totems would be more like scientific devices, his wizard garb would resemble old lab gear, etc.

Reply #162 Top

Orginally I thought they already had 2 demigods lined up. They just weren't done or tested enough to make it for release. Here we are talking about concepts and how the new demigod should look...I guess whatever it turns out to be, we won't be seeing new Demigods for a very...very long time :(

Reply #163 Top

Ok i dont know what you meant with fell free to add, so i will just assume is fell free to add your demigod ideas. Maybe this will help you get a new idea for a new demigod.

Name: Nova

Sex: Unknown

Type: General

Side: Light

Looks: Nova is an energy life Form, mostly made out of electricity, with some gold plates here and there to unite it.

Base Stats:

HP:1000

MP:1200

Armor:100

Damage: 120-156

Atack Speed: 1.42

Range: 15

Movement Speed: 6.6

Abbreviations:

CT = Casting Time

CD = CoolDown

O = Number of Orbs Sacrificed for Ray

Abilities:

Orbs of Light (Active)(4 levels)(1 sec CT): Creates 2/4/8/10 orbs, and can control a max of 4/8/8/10. The Orbs Atack is AoE and they Explode for AoE Damage when they die or they are consumed.(500/1000/1500/2000 , mana)(7 secs CD)

Perpetual Energy(Passive)(1 level)(Requires Orbs of Light lv4): Nova Gets +1 Mana and HP regen for each Orb of Light Nearby.

Recharge(Active)(3 Levels)(2 secs CT): Nova consumes 2/3/4 orbs to heal 100/200/400 in a 10 yard radius life and increases hp regen for 5/10/15 for 10 secs. (no mana)(12 secs CD)

Ray(Active)(5 levels)(Instant CT): Nova Absorbs all orbs to deal 75/75/100/100/150*O damage to one enemy and decreases the enemy movement speed for 3/5/7/9/11% for 2/3/4/5/6 secs and nova loses 100/200/300/400/500 hp, it cannot be killed by this effect.(100/200/300/400/500 , mana)(8 secs CD)

Positive and Negative Charge(Pasive)(1 level)(Requires Ray lv 5): Ray now explodes for AoE damage at impact. AoE damage = 50 percent of Ray damage in a 5 yard radius.

SuperCharge(Active)(3 levels)(Instant CT): Nova absorbs uses all mana and goes to supercharged state. Novas gets a 5/10/15% damage reduction,5/10/15% atack speed,5/10/15% atack and 5/10/15% Movement speed. This ability lasts for 1 second for each 1k mana used to cast and after that will consume 1 orb each second to keep active.(All Mana)(20 secs CD)

Overcharged(Pasive)(1 level)(requires SuperCharge lv 3): SuperCharge gets 2 more seconds and Nova's autoatack while in SuperCharge state becomes AoE.

Increase Voltage(Pasive)(4 levels): Orbs of light increases thier atack by 5/10/15/20% also all creeps and minions on a 5 yard radius of an Orb of light do 5/10/15/20% of its atack as AoE damage(Do not Affect Orbs of Light) and orbs of light cost 5/10/15/20% less mana.

Energy into Matter(Pasive)(3 levels): Nova's energy becomes more dense to the point of almost physical. Nova gets 3/6/9% HP, also orbs of lights get 5/10/15% atack and 10/20/30% explosion damge.

Electric Connection(Passive)(2 levels):Nova Creates a conection bewteen him and his allies increasing thier atack for 3/6*Number of Orbs Present.

Reply #164 Top


These are just my ideas, feel free to add.

Name of Demigod: TBD

Type of Demigod: General

General description: More of a classic wizard. Carries a staff, wears long robes.

Abilities:

 

Ability 1.

 


Set totems that give friendly Demigods 20% more experience in a given area.  (level 1)
 Totems  now also give friendly Demigods 20% more HP in a given area. Last 30 seconds. (level 3)
 totems now also  give friendly Demigods 20% more attack damage in a given area. Lasts 30 seconds. (level 8).
totelms now also give friendly demigods 20% more armor in a given area. (level 10)

Abiilty 2.

Spell: Immunity. Makes friendly demigods immune from attacks for 2,3,4 seconds (depending on level).

Ability 3.
      1. Magic Missile. Sends 1,2,4,8 magic missles (depending on level) at a target area that does area damage.
 
Ability 5.

Charm beast.  Causes 15%, 30%, 45% of enemy reinforcements to switch sides depending on level.

Ability 6.  Magic Armor. Provides 400, 800, 1200, 1600 armor depending on level.
 
Ability 7.  Melee Combat.  Base melee damage with staff adds 5 times level, 10 times level, 20 times level.
 
Ability 8. Money Purse. Provides 2, 4, 8 more gold per second to that player.

Thoughts?
 

End of quote

I haven't read every page of this post, so sorry if some of these ideas have been state.

I like the wizard idea, but I don't like a few of the abilities.  I think it should be more magic/mana orientated if hes to be a pure wizard type.  How about Abilities:

1. Magic orbs or towers - same as what you posted for totems except nerf each thing to 15%

2. Spell immunity - either leave the same (altho very simily to oaks shield) or make it last longer but only immunity to magic/abilities

3. Magic Missile - Perfect, leave it the same.

4. Instead of Charm Beast, how about mana explosion.  For each reinforcement/minion/dg that dies the wizard gets mana, either a % of the dmg, or per death, doesn't matter.

5.Magic Armor - this is too good.  Its already easy enough to stack armor items.  How about Mana shield.  10/15/25%  of damage goes to mana instead.

6. Staff Combat (or staff infusal, name doesnt matter) - Turn it on similar to Regulus's wings.  Takes mana per swing but does more damage.

7. Money Purse - Same as you posted.

 

I think these changes would make him mana dependant (like a wizard should be), however he'd be able to get some back with Mana Explosion.  He'd be strong when he has mana but he'd have to be careful to manage it.

Lastly you could also give him a mana transfer ability (transfer mana to  an allied DG), but that might be too overpowered in some situations, not really sure without seeing it in game.  However it could be diminished.  Transfer 1000 mana, they recieve 800 (some mana is lost in the void).

 

-Crank

Reply #165 Top

You do know that the first two demigods are already set, right? :|

They were left out from the game, some concepts of them are on the net, and one of the them is even in the game's files, but not playable. He's a minotaur, named Oculus, a general type dg. All the skills are already set.

So this thread is not for the next two demigods, but maybe for future demigods.

Reply #166 Top

i am working on some concepts for some demigods atm, hopefully you guys will like them *_*

some of the ideas for them, have i heard about in this thread as something some people wanted to see

Reply #167 Top

I dunno... here's an idea from me...

 

Name: Soul Canonneer

Type of Demigod: General

Premise: A demigod who does damage and uses abilities by sacrificing absorbing and sacrificing the souls of his own minions. Relies on store bought minions over summoning his own. Therefore, having to rely heavely on mana to use his skills, as well as having long cooldown times to worry about once he's used them all.

Skill 1:

Absorb soul: SC absorbs the soul of a minion under his control, killing the minion(no exp gained for either side). By using this skill while a soul is already absorbed, SC regains x amount of health and the soul is destroyed.

---->Ultimate form-Soul Crush: When SC possesses or destroys a soul with Absorb soul, all enemies within x range take x damage. If a soul is possessed, then the blast is centered on the minion who lost their soul. If a soul is destroyed, the blast is centered on SC.

 

Soul Cannon: 2 second cast time. SC positions himself and fires the soul currently absorbed as a cannon ball, damaging everything in it's path for x health. The absorbed soul is lost after firing.

 

Soul Blade: SC executes a slash with a sword made of the current absorbed soul for x damage to a single target.The absorbed soul is destroyed afterwords.

 

Soul Rending: SC grabs out at target enemy's soul, and attempts to absorb it. for x amount of time, any damage inflicted upon SC is also done to the target. This skill ends automatically if the target moves out of your sight.

---->Ultimate form-Heavy Spirits: When an enemy's soul is in SC's possession, their movement speed is reduced, and SC steals their health regeneration.

 

Binding: When in possession of a soul, SC's health regeneration, mana regeneration, and attack are increased by x/x/x.

 

Resonance: Lowers the cooldown time of idol summon skills by x seconds.

 

Dispersion: Whenever a minion or creep dies on either side within 20 meters of SC through a way other then Absorb Soul, he gains x mana.

 

Release: Increase mana regen by +x when within 15 meters of an allied minion.

 

Thoughts?

Reply #168 Top

alot of his abilities require him to sacrifice his minions that he will buy with gold? so he wouldnt be a DG that a newcomer just could pick and have fun with, seeing what you need to do, to handout damage

Reply #169 Top

Quoting Dead, reply 15
You do know that the first two demigods are already set, right?

They were left out from the game, some concepts of them are on the net, and one of the them is even in the game's files, but not playable. He's a minotaur, named Oculus, a general type dg. All the skills are already set.

So this thread is not for the next two demigods, but maybe for future demigods.
End of Dead's quote

Not really, those 4 DGs where cut. There is also there is the fact that Frogboy has stated that the two new demigods will be designed to fill gameplay areas that the community find lacking, or something similar.

So even if the character concept is set, they still are semi-listening about the two new DGs skillsets

Reply #170 Top

I like the idea of the wizard theme, although if we're going to keep the General/Assassin structure (which I'm not sure we should) I think heading in the direction of magic missle etc is a bad idea, we have alot of that already. Also the totem idea seems a bit...hmm, dry... the effects sound nifty but really, I'm not envisioning it being very fun gameplay to run around dropping rocks in key spots.

 When I think of a wizard etc., especially in the context of a General Demigod, I'm thinking more of theming it around summons, like literaly all the skills work as creature summons, except the skill versions only last short amounts of time. Lets try some examples...

Griffon Storm: Xmana and a giant griffon flys into the map and attacks the target for 5-15seconds depending on the time it takes to properly introduce him to the map.

or

Tentacle Summons: Xmana AOE. For 5-10-15 seconds tentacles erupt from the ground and attack anything nearby, perhaps even slowing movement of demigods they damage.

or

Mist Wall: Xmana +dmghealth. Summon a wall of mist that can close lanes for short periods, open to abuse obviously, so a long cool down and to make sure we'll say that when the wall takes damage, the wizard takes equal damage.

or

Enchanted Skeletons: Xmana. Cast on enemy grunt to have it's skeleton pop out and become a pet like the nightwalkers for erebus. I'm liking the idea of some skeleton catapultasaurus:))

anyhow...I think you'll get the theme I'm shooting for here. Just a thought. It's different...and you can incorporate any of the effects of 'normal' skills through a short term proxy summon. :troll:

Reply #171 Top

Quoting Szadowsz, reply 19

Not really, those 4 DGs where cut. There is also there is the fact that Frogboy has stated that the two new demigods will be designed to fill gameplay areas that the community find lacking, or something similar.

So even if the character concept is set, they still are semi-listening about the two new DGs skillsets
End of Szadowsz's quote

I'm sorry, but you're wrong. See this recent real interview with the lead creators of Demigod, not Frogboy: http://www.crispygamer.com/columns/2009-04-28/rush-boom-turtle-the-man-behind-the-demigods-of-demigod-8.aspx

As i've said, one of them is in the game files, and if you dig enough, you can see what his skills are, achievements, etc. They already know the skills and stuff, they already have the 3d models, not just the leaked concept arts.

I'm not saying there aren't listening to us, i don't know, but what i know so far is the next two demigods won't be taken from this thread.

Reply #172 Top

Quoting Dead, reply 21

Quoting Szadowsz, reply 19
I'm sorry, but you're wrong. See this recent real interview with the lead creators of Demigod, not Frogboy: http://www.crispygamer.com/columns/2009-04-28/rush-boom-turtle-the-man-behind-the-demigods-of-demigod-8.aspx

As i've said, one of them is in the game files, and if you dig enough, you can see what his skills are, achievements, etc. They already know the skills and stuff, they already have the 3d models, not just the leaked concept arts.

I'm not saying there aren't listening to us, i don't know, but what i know so far is the next two demigods won't be taken from this thread.
End of Dead's quote

FYI: By character art I meant models as well, not just concept art

As for skills Frogboy has said that they where going to release two new Demigods with skills that they thought fill gaps in Demigods current line-up after the release excitement has wound down; If it isn't directly usable in the game it can be changed quite easily (without the screaming of fans that exists for stuff in game), so I wouldn't say that they are going to be the DG final skills without any modification

Reply #173 Top

I want a classic fire breathing dragon for the next Demigod.

 

Name: Trogdor the Burninator

Type: Assassin

Ability 1: Flame Breath - frontal cylinder AoE attack dealing massive fire damage to everything caught in it

 -rank 1 = 250 dmg, rank 2 = 500 dmg, rank 3 = 750 dmg, rank 4 = 1000 dmg

 - area would be a cylinder extending out to a range of 15 units out, it should be about 5 units wide

- instant cast time, cast with a ground targetting reticule,  8 second cooldown, medium mana cost

 

Ability 2: Terrifying Roar - a booming roar that frightens enemies

-rank 1 = enemy reinforcements flee for 3 seconds, enemy DG's don't flee but their attack and move speed is reduced by 10% for 4 seconds, rank 2 = 5 second flee, 15% debuff for 6 seconds, rank 3 = 7 seconds flee, 20% debuff for 8 seconds, rank 4 = 9 seconds flee, 25% debuff for 10 seconds

- 1.5 second cast time, 15 unit radius, 20 second cooldown, high mana cost

 

Ability 3: Tail Lash - a spinning sweep attack with the dragon's tail that damages and interrupts everything nearb

- rank 1= 250 damage, interrupts casting and increases cooldowns by 3 seconds, rank 2 = 500 damage, increases cooldown by 5 seconds, rank 3 = 750 damage, increases cooldown by 7 seconds, rank 4 = 1000 damge, increase cooldown by 9 seconds

- 0.3 cast time, 10 unit radius, 18 second cooldown, medium mana cost

 

Ability 4: Dragon Flight - take to the skies on wings of flame, rapidly crossing over territory and leaving a trail of flame behind you

-cannot be learned before level 5, only has 3 ranks (unlocked at 5, 10, 15)

rank 1= flame trail burns for 80 damage per second, flying increases speed by +25% and cannot be attacked by melee reinforcements (can still be attacked by melee DG's), consumes 150 mana per second while flying

rank 2 = flame trail burns for 120 damage per second, increases speed by +40%, consumes 165 mana per second

rank 3= flame trail burns for 180 damage per second, increases speed by +65%, consumes 180 mana per second

- flame trail is 7 units wide and lingers for 10 seconds before fading away, should be able to stack multiple flame trails on top of each other if you double over your path within 10 seconds (think the Blaze ability from Diablo 2)

 

Passive 1: Greedy Wyrm - dragons love gold and love to hoard it. gain an interest rate paid on accumlated gold

- rank 1 = 5% interested compounded every 50 seconds, rank 2 = 7.5% compounded every 45 seconds, rank 3 = 10% compounded every 40 seconds

 

Passive 2: Fiery Blood - dragon blood is naturally at a boiling hot temperature and is readily combustible (like hot oil). anyone attacking the dragon will get its blood spattered on them and suffer the consequences

rank 1 = reflects 20 damage back on attackers and makes them take an additional 10% damage from fire attacks for 15 second

rank 2 = reflects 40 damage, take additional 15% fire damage for 15 seconds

rank 3 = reflects 60 damage, take additional 20% fire damage for 15 seconds

 

Passive 3: Mythical Vitality - dragon's strength and stamina are legendary

rank 1 = health and mana regen increased by +5

rank 2 = health and mana regen increased by +10

rank 3 = health and mana regen increased by +15

rank 4 = health and mana regen increased by +20

 

 

Reply #174 Top

Just because I feel like posting my idea again. 

I added to Frogboys orginal idea, except added a ton more including mana, cooldowns, abilities, and strong spells to gain interest to the player.  Also added in abilities to open up more play styles.  I hope you all like it, I spend a lot of time doing it.

Name of Demigod: Lachesis.

This name is taken from "The Fates" of Greek Mythology.  Which is the measurer, who choses the lot in life one will have and measures off how long it is to be.

Type of Demigod: General

General description: More of a futuristic wizard.  More of a high powered looking wizard than a traditional one.  Honestly does not matter if it is a mage, sorcerer, wizard, witch, nobody really knows the difference or cares much.

http://images.epilogue.net/users/jae/WarWizard.jpg

Pretty good example, male or female does not matter.  She is not very pretty anyways lol.  Think of a newer Gandalf with a sword and staff.  His sword and staff will be made from elements, so he never really carries both at a time.

Abilities:  Mailny will be focused around elemental type magic.  I know Torchbearer is ice and fire, why not have another mage character fighting for the other side?  Ex-husband and wife fighting it out!  Rofl, just kidding .

Magic form is mainly geared towars magic, Demigod will use staff/range attacks when in this form.  Battle form will focus more on melee attacks and open styles.  If you switch forms, debuffs on enemies will not go away, but buffs on yourself will, buffs from totems will not go away until totem is killed.  This can help to open play style more to change forms more often.

Magic form: Demigods HP and Mana are more than Battle form.  Armor is also reduced.

 Ability 1. 200, 400, 600, 800 mana.  5, 10, 10, 10 second cooldowns. Totems have a set amount of HP.  This helps to prevent spam of them, also helps in strats on where to place them.  Reduced over all %'s, more balanced now.

1.        Set totems that give friendly Demigods 5% more experience in a given area.  (Level 1)

2.        Totems now also give friendly Demigods 10% more HP in a given area. Last 30 seconds. (Level 3)

3.        Totems now also give friendly Demigods 10% more attack damage in a given area. Lasts 30 seconds. (Level 8).

4.        Totems now also give friendly Demigods 10% more armor in a given area. (Level 10)

5.        Totems will give buff to minions as well as friendly Demigods. (Level 16)

 

 

Abiilty 2.  300 Mana, 500 mana, 700 mana, 950 mana.  15, 20, 25, 30 second cooldowns.  Mainly used to aid friendly Demigods getting out of range of an enemy or getting someplace under specific conditions.  The last ones mana pool is set just right, if you have 4000 mana, 2000 damage is not much for 5 seconds of twirling while opening yourself to attack.   5 seconds of 20% faster not that much.

1.        Spell: Wind power. Makes friendly Demigods speed 10% faster and armor increased by 200 for 5 seconds.   (Level 1)

2.        Spell: Wind power. Makes friendly Demigods speed 15% faster and armor increased by 400 for 5 seconds.   (Level 3)

3.        Spell: Wind power. Makes friendly Demigods speed 20% faster and armor increased by 600 for 5 seconds.  (Level 9)

4.        Spell: Tornado.  Demigod turns into a still tornado in target location for 5 seconds dealing damage over time equal to half their mana pool.  Smaller units will be hurled into the air.  The tornado grants friendly Demigods in the area Wind Power. (Level 11)

 

 

Ability 3.  200 mana, 400 mana, 600 mana, 800 mana. 5, 7, 14, 14 second cooldowns.  The point is to attack the Demigods with this when they are with units next to them. 

 

1.        Spell: Electric Bolts. Sends 1 electric bolt at an enemy, electric damage will spread to nearby enemies. (Level 1)

2.        Spell: Electric Bolts. Sends 2 electric bolts at an enemy, electric damage will spread to nearby enemies. (Level 3)

3.        Spell: Electric Bolts. Sends 3 electric bolts at an enemy, electric damage will spread to nearby enemies. (Level 8)

4.        Spell: Electric Bolts. Sends 4 electric bolts to an enemy, electric damage will spread to nearby enemies. (Level 12)

 

 

Battle form: Geared towards melee combat, armor, strong damage. 

 

Ability 1.  200, 200, 200, 200 mana.  5, 5, 5, 5 second cooldowns. This ability mainly used to open a range of play styles for this Demigod to each player.  Each time you upgrade, you will lose the previous ability, so this makes the player choose wisely which one they want to go for.  Weakest fusion to the strongest of course.

1.        Melee Fusion: Demigod fuses his/her weapon with the element of wind.  Increasing his attack speed and movement speed by 5%. (Level 1)

2.        Melee Fusion: Demigod fuses his/her weapon with the element of earth.  This increases his/her weapon damage by 10 for every level. (Level 3)

3.        Melee Fusion: Demigod fuses his/her weapon with the element of electricity.  This allows the Demigod to attack multiple units. (Level 5)

4.        Melee Fusion: Demigod fuses hi/her weapon with the element of water.  This allows the Demigod to poison each enemy he attacks. (Like venom spit) (Level 13)

 

Ability 2, 200, 400, 600, 800 mana, 1000 mana.  5, 10, 15, 15, 25, second cooldowns. This allows the Demigod to actually fight other Demigods in melee combat and opens more options in strategy with friendly Demigods.

 

1.        Stoneskin: Demigod targets friendly’s or himself/herself to increase armor by 300 for 7 seconds. (Level 2)

2.        Stoneskin: Demigod targets friendly’s or himself/herself to increase armor by 600 for 7 seconds. (Level 6)

3.        Stoneskin: Demigod targets friendly’s or himself/herself to increase armor by 800 for 7 seconds. (Level 9)

4.        Stoneskin: Demigod targets friendly’s or himself/herself to increase armor by 1200 for 7 seconds. (level 13)

5.        Wall of Stone:  Demigod unleashes a powerful Earth spell to turn an enemy to stone and incapacitates them for 5 seconds.  Units or Demigod that is effected by this will not be able to move or take action.  Unable to take damage as well. Wall of Stone replaces Stoneskin abilities. (Level 15)

 

Ability 3, 100, 300, 600, 1000 Mana. 6, 6, 6, 15 cool downs.  1, 1, 1, 3 second cast times. Similar to ice shower from TB, except the Swift Comet allows for more of an excitement factor.

 

1.        Meteors: Demigod calls forth a meteor shower from the Heavens to damage enemies dealing 200 AOE damage, as well as reducing armor of any Demigods in the area by 200. (Level 1)

2.        Meteors: Demigod calls forth a meteor shower from the Heavens to damage enemies dealing 400 AOE damage, as well as reducing armor of any Demigods in the area by 400. (Level 5)

3.        Meteors: Demigod calls forth a meteor shower from the Heavens to damage enemies dealing 600 AOE damage, as well as reducing armor of any Demigods in the area by 600. (Level 10)

4.        Swift Comet:  Demigod unleashes a devastating spell calling a comet to deal AOE damage dealing 1000 AOE damage, as well as reducing armor of any Demigods in the area by 800. (Level 15)

Reply #175 Top

well there is a angel dude regulus 

a good idea would be too make a kinda demonic one

his origin could be something likein a village  a man wandered and cam across a hole in the ground he fell into the hole weeks past the villagers got concerened and found the hole they went over to the hole

then this spurt of lava came up and the villagers ran  he arose from the hole  covered in lava  he walk away from the hole and it closed he had become a demon and  masacared the village where he lived

he then set his sights to the next village

 

 

he could be  a medium sized demi smaller then rook but bigger then oak 

his attacks could be  like hand to hand with fists

have a burning fire spit that does less dmg then both fireball for tb and ubs spit  but  are both together

kinda like does 200 dmg when hits and does 30 dmg over time for 5 secs  and is increased each lvl

he could have some sort of short range aoe so he anit too powerful in all areas like a small area arround him like the cloak of fire range

kinda live tbs  fire aoe  but  shorter in range and  it could like make the ground look like oit split open and lava coming out and makes the small area do dot  for like 10 secs  then the ground could reform

a close range attack move like a big punch  where it doesn't do much  dmg like lvl 1 does 200dmg lvl 2 400 lvl 3 600 but  gives them a speed debuff

hmm and he could have something like self regen but he can't move while he does it  so he can like sit there and regen while this makes hit a sitting duck this could also reduce his dmg  so players might use it in battle to stop the enermy  and give ur allies a chance to kill the dude

start lvl it is 400 2nd lvl 600 3rd lvl 800 4 lvl  1000 

i think he would come more under assasin then general but if general

he  could have little demonic  things  like the night walkers 

lvl 1 he gets 2 and extra 2 per lvl

this dude wouldn't be the strongest demigod but would be fun to play