|2020/09/15 01:48, Alweon:|| |
Arm Trap - Seems like a cool concept but don't want to make it exploitable in bottlenecks, so it needs to be cool down-based imo. Perhaps make it hill/grass/forest only as well? Awareness and perception could assist in avoiding the trap (making it go from hidden to visible). A command like 'disarm trap' could disable them. Trap ideas could be instant damage (and chance to wound), snare (cripple movement speed for a few seconds), and dot (poison).
Hemorrhage - Cool concept as well. Every 33% skill could add a wound up to a a max of 3 per target. After that, you have a chance to worsen the wounds. Perhaps a max of 10% on-hit chance to give a wound? The wound system is already in the game, which everyone already has access to and there are plenty of in-game counters as well so this seems like a nifty addition.
Throw Sand - This ability would be a temporary blind (2-3 seconds IRL) causing opponent to miss all attacks and/or potentially strike random nearby targets instead. It could be saved or dodged based on opposing DEX. It could also be ingredient-based, forcing the thief to carry extra items/weight (just needs to be in inventory). Put it on a 2 tick IRL cool down.
Precision - Passive as Naz mentioned above is very cool.
Kick - Interrupt that also drains target of 5 movement points (opponent loses their wind of course). Max damage of 20 depending on skill level, and give it a 1 tick cool down so it can't be spammed.
Charge - Remove lances entirely. Make this like a running bash type ability like 'charge *orc* east' where your character will keep running east (up to 5 rooms max) until it bashes the target. Make it cost 3-4x normal movement points for each room traveled. If landed, the target is bashed for half duration of a normal bash and suffers like 40 max damage. Can be saved/evaded up to 33% based on dex/per/dodge of target. Works in tandem with or independent of player's bash skill.
Poison - Might be cool to make this darkie-only. Can target players, mobs, food, water sources, and edged or spiked weapons. Applies a slightly nerfed version of venom, belladonna, arachnia, and psylonia.
Fear - Not sure how you'd make the math work here, but somehow give orcs a bonus to Fear to help balance to extra WIL most pukes have. It just seems like a darkie-themed spell and I'd even be OK if it was darkie-only.
Hold - Make the cast speed roughly the same as normal colour spray and if it lands (ie. is not saved), it becomes a channeled spell lasting 50% longer than bash. While channeled, the opponent can not cast or attack but the shaman can not cast or attack either since channeling requires his mental focus. Bonus chance to save with higher WIL.
Black Breath - Same casting speed as BoB but drains 20 moves and either cancels the enemy's BoB buff (if they have one) or applies a minor move regen debuff for one tick (the debuff can be removed by casting BoB but you will not get the BoB buff). It's not a targeted spell and affects either all enemies or all non-group members. Debuff can be saved depending on math factoring current WIL.
Raise Dead - Not an expert here, but it sounds like it could use a slight buff (duration, ability to re-raise a stale minion, less chance of disappearing, etc.)
Drain Life - Slightly less spell damage than bolt, ~2 mana cost more than bolt, same cast speed as bolt, and 20% of damage is given to caster in health (life steal).
Smother - Low damage, applies a ~3 second SILENCE debuff (no casting, speaking, or ordering charmies).
A new darkie-accessible item for increased mana-regen should be introduced. Maybe a bone necklace of sorts? I know, not a skill but I wanted to sneak this in, heh.
Charm - Apply a 2-3 second autoattack delay to charmies against PLAYERS only to force players to actually command their minions rather than rely on super-fast autos.
Call Familiar - I've honestly NEVER tried this, so forgive my ignorance but it could be a nifty early-game charmie type spell. Conjure a magical creature from thin air. Can be one of three mobile types - DPS, tank, or caster. Minions scale based on caster's mage level up to a reasonable cap. Do BN's get this spell? If not, they should as they will probably benefit the most. Can call up to 2 familiars max, and they last 36 ticks before vanish. No need to learn COMMAND for familiars as they only serve to buff or assist and do so automatically or via a tell command.
I may have stolen these ideas from another thread? If so, sorry for not giving credit!