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Just some ideas made from love
#1
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"Here I go again"

Hey, it's Mutes, bringing you a few new Ideas for Spells/trees and the like. 

Before I even get into it, just know that I won't be giving balancing to any current spell in the game. These are just some ideas as per usual, but with that, there won't be any numbers since I'm bad at that.

Fire- Ash/Smoke (Tree):

Ash & Smoke-5x3 flamethrower recolor that inflicts the blindness effect (Opener)
Smokescreen- Leave an AoE that blinds anyone that walks over it, but also helps hide them (Whilst inside, it can blind users, but gives 10% DR to them, damages enemies like any AoE, but small AoE anyway) (Basic)
Ashen Wake- Linear projectile that has a chance to apply wither on impact (Basic)
Soot- apply the unburned residue directly to your palms and increase Fire damage for a few seconds. (Basic)
Smeltery- Hurricane Based cast buff that leaves anyone who gets close to the caster inflicted with the Burn effect (Intermediate)

Plasma- Plasmic Cannon (Master): Condense and control the ultimate form of Plasmic Energy, releasing it in a massive show of power that will rip and demolish your enemies (Shadow/Holy Cannon recolor, but a bonus that if someone is behind you when you cast it, they get knocked back with no damage added.)

Earth-Mud (Tree):
Playing Dirty- Mud based AoE (Tiny) that applies slowness (Opener)
Mud Ball- Similar to Blood Ball, but applies the Mud Status effect, short-range, Low damage (Basic)
Muddy Surface-+ Vit +Flat Power +% Power added to Earth and Water trees. (Basic)
Mud Fist- A charge attack that releases and causes some KB and stuns. (Same timer as Sear) (Basic)
Mud Dome- Similar to crystal wall, but only a 3x3 that negates homings and charge attacks, not to mention applies Mud status effect for anyone who walks over it (Basic)

Metal- Bullet (Basic): Send out a homing shot of metal condensed into a small bullet, hitting your enemies with moderate damage.

Nature- Heritage (Master): Druids know how to follow the trees and guide a new age of prosperity. Learn from them and spawn a massive tree that spawns flowers that will bloom and target those who wish it harm. (Idea coming from the Magma Intermediate, but transitioning it into Nature with a bit of a spin. Blooms will act like the DB spell, only they last 4s and can spawn anywhere within a 20x20 box. I recommend a different tree than Yggdrasil to tell the difference)

Nature- Slime/Goo (tree):
Slick- Leave a small puddle of goo that leaves the foe confused and scrambles their movement (Opener)
Animated Goo ball- Summon goo balls that follow you around in battle and leave small AoE Tiles every couple of seconds (2x per life cycle per summon) that cleanses and heals you. (Fixed amounts) (Only 2 summons allowed) (Basic)
Puddy- A Whip that stuns and has massive damage, but isn't GCDE (Basic)
Gel Javalin- Javalin that stuns the target and leaves a Slick AoE on the ground where it goes. (Basic)
Gelatin- A Invulunerability spell similar to Volcanic Barrier, expect you can release it when you choose to or wait out the timer. (Spawns Slick AoE Tiles around itself) (Intermediate)

Illusion- Fake Out (Master):  Follow your call to the Illusion and use it to fake out your opponent to try and attack you, only for them to realize what they see and what you're doing might not be the same thing. This would be easily known as a Spell dodge cast buff that still lets you attack whilst spell dodging.

Illusion- Psychic (Tree)-
Pull- Opposite to Push (Lel Push-Pull Combo) (Opener)
Telekinetic- Homing that slows on impact (Basic)
Levitation- Just Fly from Spires or Levitation potion (+5 Agi-Crit) (Basic)
Force Field- Bubble Barrier that applies ?? x Power rather than RPL (Basic)
Mind Reader- A spell that lets you read your opponent's mind and causes you to dodge spells for 5 seconds. (Intermediate) 

Shadow- Voices (Intermediate-Passive): Listening to the voices that come from dipping too deep into the shadows fills your mind with plaguing thoughts of what to do with them when times are at their grimmest. Gain passive DR when you're below Under 50% HP

Energy-Mystic (Tree):

Transcendence- Busy Cast Spell that warps you towards your opponent within 20 tiles (Basically similar to Meteor Dash)(Opener)
Mystic Form- +Flat Power +Crit +Melee Range increased by 1 (Aura) (Basic)
Soul Strike- Low range strike attack that strikes twice and applies curse on second hit (Similar to Double Slash) (Basic)
Soul Spear- Sear attack, same charge time of Metal, but half the range(Basic)
Quantum-Silence on a linear projectile similar to Poison/Scarlet Darts, but only has a chance to apply (Intermediate)

Melee- Unarmed Grab (Basic)- Grab your foes and hold them in place for you to get that striking blow! (Basically its a 1 range common root spell similar to Illusion spell, granted, it just 'roots' both of you so you can move, so its both great for Unarmed users, but can ruin them too if someone just puts down an AOE, this is good to secure attacks within the unarm tree in of itself. Plus, Unarm only builds need some kind of Root too).

Melee- Unarmed- Sweep (Intermediate)- Strike at your foe's legs, knocking them down to get them onto the mat. (Basically, a close-ranged stun that's not a drag.)

Blacksmith-Magical Glyph (Mana)- For the longest time we had Vit/Power/Agi-Crit Glyphs, but nothing helped Mana in the slightest. The use of this could help with Builds that depend on DR% or for older characters to use Mana to fight against age DR. I know that DR stacking 'can' be an issue, but I'm not asking for it to be something that will break the game. For example, 2% DR for leggings but 5% for chest. Or maybe +2 Vit +10 Mana? On wearables only of course.

Medic Tree- Nurse/Surgeon/Doctor- 

For this, it's complicated, but hear me out.

For the longest time, Medics are just glorified ways to get free heals, but some people actively don't like to RP the actual injuries and just slap on a bandaid (Granted this is heavily exaggerated and doesn't need to receive anything more than your attention.). Some people can't handle RP'ing how someone has a bone sticking out of their skin or how someone is graphically injured. Most people can't handle that kind of imagery. 

What I suggest is to clarify Medical Practices that someone might want more of and reward them for such a thing. For that, we need to split the Medic skill into 3 ways; Medical Nurse, Doctor, and Surgeon.

Nurse- A medical Nurse preps individuals for doctors and surgeons, but is reformed at Medical First Aid. For that reason, they should be given the Normal Medic skill, but give 50% time reduction for Temps, but they only cost 500 energy, not 1000. This locks them out of surgeries as they wouldn't have to medical practice to do that, but are very useful to most people like they are now.

Doctor- A medical Doctor can help individuals with injuries prescribe medicine and perform small fix-ups overall. With this, Doctors will be able to do surgeries with Medical kits and Heal with first aid. Their first aid will be upgraded to a 75% time reduction, unlike Nurses their heals cost the normal 1000 energy though so it's a fair trade-off. Their healing perms stay at 50% with normal kits and higher with enhanced medical kits.

Surgeon- They are rather in-depth with surgeries and perform near miracles when others can't. For that reason, Surgeons are mainly for Perm fixes in this world, allowing them to be the ultimate help with injuries. They get a 75% Heal to individuals with a normal kit, but a full 100% Heal with Enhanced Medical Kits. For that reason, they'd be locked out of first aid since they use their energy to perform miracles more so than smaller injuries that could be handled by others.

These would be put in a tome. All of them would be 0 RPP, yet they'd come to have different symbols (Blue for Surgeon, Red for Doctors, Green for Nurses).

Thank you, I'm Mutes, thanks for coming to my Ted Talk, have a nice day. Legit made this whilst the game was down.
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Just some ideas made from love - by MutesToCry - 11-30-2021, 09:00 PM

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