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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?

 

727,863 views 291 replies
Reply #201 Top

Just an idea I had while playing Demigod for a whle now. It stems from the fact that the "style" of the game story wise seems to fit that of a Roman worshipping nature, mixed with the fact that all the generals play like variable characters instead of just plain generals. I have always wanted a general that was just a melee fighter with no mana abilities and led an army into war. So I came up with a character that can do what with story. Anyways, here he is my idea for a new Demigod.

Name of Demigod: Marcus The Brave

Type of Demigod: General; Light

General Description: A Roman warrior weilding armor and a greatsword. His strengths include great health, armor and melee damage, and the ability to control a larger amount of units at once than most other generals. His weaknesses would be zero mana abilities and zero mana period. He also has no ranged attacks, and is quite vulnerable when dealing with a Demigod he can't get close enough too. Marcus's loyalties lie soley with the Roman Empire causing him to be unable to buy any equipment, or artifacts. (Only consumable potions etc.) Marucs also refuses to command any non Roman units. (He can't get idols.) His main strength alone would the ability to fight off hordes with no problems, and take alot of punishment in battle.

Backstory: You could pretty much say Marcus was born for battle. His father was a high ranking general in the Roman army and from a very young age he was taught the aspects of war. While his father was away, doing the Roman empire's bidding and fighting wars Marcus would practice various combat moves, trying to emulate what he did see and hear about brave warriors. He always idolized his father, and wanted to be a general in the Roman empre just like him. His dream came true, well sort of at the age of 17 he was drafted and was able to fight alongside his father. It was in his first battle, that he witnessed a tragic and shaking death of his father. Most other men at this point would perhaps hunger for revenge, or feel sorrow Marcus instead made a promise to himself and to his now deceased father. He would be brave, no matter what the enemy or what the odds he would fight with no fear, and at one hundred percent confidence. It was this promise that made him the most succesful Roman General in history. The amount of legendary battles and wars he and skills won for the Empire was unheard of. His army would support him, no matter what the odds. His ability to keep there confidence high, and command them was so great he could walk them into hell with him if he had to. After defeating countless territories and countries for the Roman empire, a higher duty was called upon by Marcus now being dubbed his peers and townsfolk alike "The Brave". He was too become the personal bodyguard of the Emporer himself. It was in his time with the Empire where Marcus picked up more leadership qualities. He learned so much more than how to lead an army into battle, he learned how to govern a empire. Granted the fact that his father had died, he found another idolizing figure in the Emporer, until just like before he again arrived just too late and had to watch the Emporers death. Marcus avenged the Emporer but the entire Roman Empire was in parrell. Who would be there leader? Well, it was obvious to mostly everyone, Marcus was the most suitable person for the job. Now, the Roman Emporer Marcus The Brave wishes to extend his peoples reach far beyond that of the mortal plain. Marcus The Brave with the power of his vast Roman Empire is looking to become a god!(Yeah not a OMG GLORIOUS STORY, but whatever, just came up with something off the top of my head.)

Abilities

Ability 1 - Summon Army(Costs no mana, but has a cooldown rate of 10 seconds)

Level 1. Marcus Summons his the might of his Roman Army to aid him in battle. You can have a maximum of 5 Roman Warriors with you on the battlefield.(Roman Warriors would have 150 health, and do generic low damage, and have very minor armor. They like Marcus have a sword and shield.)

Level 3. You can have a maximum of 10 Roman Warriors with you on the battlefield.

Level 8. You can have a maximum of 15 Roman Warriors with you on the battlefield.

Level 15. You can have a maximum of 30 Roman Warriors with you on the battlefield.

 

Ability 2 - Show No Fear!(Passive)

Level 5 - Marcus and his army show no fear! Whenever your opponent uses an ability or an attack that stuns you, there is a 10 percent chance you do not get stunned.

Level 7 - There is a 15 percent chance you do not get stunned.

Level 9 - There is a 20 percent chance you do not get stunned.

Level 11 - There is a 25 percent chance you do not get stunned.

Level 13 - There is a 30 percent chance you do not get stunned. Whenever you or your army evade getting stunned, you gain 100 hp.

Ability 3 - Equipment of the Empire!(Passive)

Level 2 - Your army is equipped with better armor, sword and shield. They get +100 health, +5 percent attack and +10 percent armor.

Level 4 - They instead get +150 health, +10 percent attack, and +15 percent armor.

Level 6 - They instead get +200 health, +15 percent attack, and +20 percent armor.

Level 10 - Your army also gets +20 percent movement speed.

Ability 4 - To Battle!(30 second cooldown)

Level 3 - Marcus yells to Battle, causing an aura to emulate around him. All Roman Warriors inside of this aura gain +10 percent attack speed. Aurua lasts for 10 seconds.

Level 5 - Instead they gain +15 percent attack speed and the Aura lasts for 15 seconds.

Level 7 - Instead they gain +20 percent attack speed and the aura lasts for 20 seconds.

Level 9 - Instead they gain +25 percent attack speed and the aura lasts for 25 seconds.

Level 12 - All Roman Warriors also gain a +10 percent to stun an enemy whenever they damage it, while inside of the aura.

Ability 5 - Archers!(Passive)

Level 4 - When you Summon Army, on top of the Roman Warriors you get you also get 3 Roman Archers, Roman Archers count as apart of your army. (Roman Archers have 50 health, very low armor, and do less damage than Roman Warriors. Obviously they have a bow and arrow, and no shield and sword.

Level 8 - You instead get 6 Archers when you summon army.

Level 14 - You instead get 12 Archers when you summon army.

Level 16 - Archers get a higher rate of range, and dip there arrows in fire, doing more damage. (Not much more. Keep in mind Archers benefit from the upgrades to the Equipment just like the others do.)

Ability 6 - Sword Spin! (25 second cooldown)

Level 6 - Area of Effect Attack, Marcus quickly twirls his sword around becoming immune from damage and damaging all enemies in his radius. Does 50 damage to any enemy it touches.

Level 8 - Does 100 damage. Also has a stun chance of 5 percent.

Level 10 - Does 150 Damage to any enemy it touches and has a 10 percent stun chance.

Level 12 - Does 200 damage to any enemy it touches has a 15 percent stun chance, and sends any enemies in radius flying back.

Ability 7 - Be Brave!(35 second cooldown)

Level 5 - Marcus yells out Be Brave! You asborb all the damage your army would take for a period of time. 5 seconds.

Level 10 - 10 seconds.

Level 15 - 15 seconds. If Marcus dies from this ability, he instead regains full health and his entire army dies.

Ability 8 - The Emporer's Armor!

Level 20 - You wield the legendary Sword, Shield and Armor of the Emporer. You gain +2000 health, +25 percent attack speed, +25 percent damage, +25 percent movement speed, +25 percent attack speed, and +50 percent armor. You cannot be stunned. If you select this upgrade you can no longer use the ability Summon Army, and all Roman Warriors or Archers you have in battle automatically die.

 

 

Yeah so there it is. Not exactly conventional, very unique and different. I feel its all balanced for the most part though. His inability to use artifacts or equipment/items other than consumables like potions and stuff is fair. He also can't summon any more units other than his army, and althought the numbers of his army are really high, the only way he can upgradge them is through his own abilities since he can't use the equipment the game gives. Which is way to heavily required on anyways. He would use his money to do fortress upgrades and buy potions and the like. To make up for the fact that he can't buy any crazy rings or artifacts the level 20 ability is put in there, which makes him pretty godlike. Which was the point. Otherwise he's a very Army heavy unit, who uses his army to his advantage. He has 4 abilities, all don't cost mana but have cooldown rates, to prevent them from being whored. Whenever you use Summon Army obviously you summon all of them, whether its just the Warriors or the combination of Warriors and Archers. So yeah, feedback is welcome please.

Reply #203 Top

Shane, taht's a pretty interesting idea, it would be very good to see some truely diverse demigods liek this, my only issue would be 42 troops at once. Isn't this a bit much? The game already gets confusing when you have a few generals with a bunch of creeps at the moment... maybe fewer more powerful creeps would be better.

Reply #204 Top

Quoting Malama, reply 25
 

I think this game lacks a skilled melee fighter. As it is now we only got support, tank and range demigods.

So i think the next dg should be a fighter that focuses on melee skills and speed.

 
 

that could work but if it is a assasisin rogue type loads off people will be pissed off

Reply #205 Top

Ability 1 - Summon Army(Costs no mana, but has a cooldown rate of 10 seconds)

Level 1. Marcus Summons his the might of his Roman Army to aid him in battle. You can have a maximum of 5 Roman Warriors with you on the battlefield.(Roman Warriors would have 150 health, and do generic low damage, and have very minor armor. They like Marcus have a sword and shield.)

Level 3. You can have a maximum of 10 Roman Warriors with you on the battlefield.

Level 8. You can have a maximum of 15 Roman Warriors with you on the battlefield.

Level 15. You can have a maximum of 30 Roman Warriors with you on the battlefield.

 

bit too many    start with 5 then 10 then 15 then 20 and give then the average  health of about  500  then 600 then 700 then 800

 

Ability 5 - Archers!(Passive)

Level 4 - When you Summon Army, on top of the Roman Warriors you get you also get 3 Roman Archers, Roman Archers count as apart of your army. (Roman Archers have 50 health, very low armor, and do less damage than Roman Warriors. Obviously they have a bow and arrow, and no shield and sword.

Level 8 - You instead get 6 Archers when you summon army.

Level 14 - You instead get 12 Archers when you summon army.

Level 16 - Archers get a higher rate of range, and dip there arrows in fire, doing more damage. (Not much more. Keep in mind Archers benefit from the upgrades to the Equipment just like the others do.)

 

hmm  i would say  start 4 then 8 then 12

 

then the max army is 32 about the same size as a creepwave  

the reason i didn't edit/mention the others is because there all fine   and they didn't sound over powered or under powered considering the no mana

Reply #206 Top

Thanks for the feedback guys. Glad you both like the idea and hope others support it, I also thought it would be fun obviously.

Also your probably right about the number of the army. I'll make that edit now, 42 is a bit too much.

Reply #207 Top

May I ask,is any of this being given serious consideration by GPG? Or are we just thinking wishfully?

Reply #208 Top

Quoting Moapy, reply 7
May I ask,is any of this being given serious consideration by GPG? Or are we just thinking wishfully?

 

mostly wishful thinking  ut there are so many here there bound to use 1

Reply #209 Top

Quoting si1foo, reply 4

Quoting Malama, reply 25 

I think this game lacks a skilled melee fighter. As it is now we only got support, tank and range demigods.

So i think the next dg should be a fighter that focuses on melee skills and speed.

 
 

that could work but if it is a assasisin rogue type loads off people will be pissed off

 

naaa, didn't mean one that uses stealth and filthy tricks, just someone who is skilled with a blade

Reply #210 Top

Quoting Malama, reply 9

Quoting si1foo, reply 4
Quoting Malama, reply 25 

I think this game lacks a skilled melee fighter. As it is now we only got support, tank and range demigods.

So i think the next dg should be a fighter that focuses on melee skills and speed.

 
 

that could work but if it is a assasisin rogue type loads off people will be pissed off
 

naaa, didn't mean one that uses stealth and filthy tricks, just someone who is skilled with a blade

then it would work  you should come up with some skills and self buffs for him and rright a origin

Reply #211 Top

Did this thread start out as a discussion ground for everyone's demigod ideas or did the OP just get super-hijacked?

Anyway, basically I'd like to name another Demigod after a star, just to act as a kind of counterpoint to Regulus, Ideally it would be named either Fomalhaut, Aldebaran, or Antares, because those three stars, plus regulus, are/were hailed as the "Archangel Stars" in Astrological circles because around 3000 BC they marked the Solstices and Equinoxes. These four have also been associated with the Four Horsemen of the Apocalypse (Ironically enough).

Not going to sit down and type out skillsets wiith numbers and fluff and all that funstuff right now, just felt like putting this one out there.

Reply #213 Top

00 BC they marked the Solstices and Equinoxes. These four have also been associated with the Four Horsemen of the Apocalypse (Ironically enough).

more angels  i could under stand making a girl one  but she would be like a melee type

she could have a kinda teleport like bat swarm but something to do with here wings  doe minor dmg  max 350

range attack something like a wind attack max like 600 and like slows hp/s  and mp/s

a aoe  she flies up high and then flys down into the ground  causeing dmg not much dmg max arround 500

have like a sword and a small shield

like shield  ram attack stuns the opponent forcing him to stop moving for 1-3 secs  doing weak dmg max 800

 

Reply #214 Top


Name:TBA

Type:General

Alignment: Light

Weapon: Uses an energy rifle as it's regular weapon. Attack speed is moderately slower than most attack speeds with a bit higher damage. (inspired by JaggerJack)

Movement: This character moves via rollerskates projected by small rockets on both sides. (Moves moderately fast but not tooo fast)

Look:  An old man clad with multiple different machines. (One of which being a sparking battery on his back that he uses to charge his devices.

Summary: A mechanical genius. Builds mechanical companions to serve multiple different purposes.

 

Teleporter:

Builds a teleporter device. Requires an enterance and exit. (only goes one way). Every time a user teleports they are stunned for a set period of time upon exiting the device. (Time is lower depending on level of teleporter).  Building a teleporter requires a certain ammount of mana AND! gold. After a certain ammount of uses the portal can run out of power.

Charge:

Sends electrical charges into your devices to recharge them. (Uses a certain ammount of man per point of electricity recharged. Mana per volt depends on level). Charging mechanical minions not only recharges their power but also gives a bonus to movement speed and weapon damage for 5 seconds.(Ammount dependant on level of charge)

 

Construct Mech:

Constructs a random mechanical minion to assist you and your team in battle.

You will randomly either construct a

Model A (Siege type bot.)

Model X (Melee type bot )

Model M (Medic type bot )

Each mech runs out of power. YOU NEED TO RECHARGE THEM!!

 

Self Destruct:

Target device self destructs and causes AOE damage depending on the ammount of electricity left in the device.

 

Shock Rod:(Cone shaped AOE (Inspired by JaggerJack)


Shocks an enemy demigod doing damage over time and draining mana restoring your own. (moderate damage and mana drain for balancing) Reduces the enemy movement speed for X seconds (depending on level) Damage stops when the enemy is out of range of the shock rod. (You can not move or use abillities/items while using the shock rod. Using the skill again will cancel its effects.)

 

Morale:

The classic morale skill.

 

Mechanical Mastery:

Increases the stats of his various mechanical devices.(More life and battery longevity)

 

 

 

 

 

 

Reply #215 Top

Quoting Onifiro, reply 14

quoting post
Name:TBA
 

simply put a good idea  but te teleport should cost either gold or mana to use like let the player decide

Reply #216 Top

How about a Demigod who can scramble other players` controls?

Isn`t that a great classic mechanic?

(Heh heh heh)

(ducks)

Reply #217 Top

Quoting WarlokLord, reply 16
How about a Demigod who can scramble other players` controls?

Isn`t that a great classic mechanic?

(Heh heh heh)

(ducks)

hmm that would proberly be such a op character espically if it made the skills comeout  in like the wrong order like it switchs the rain of ice with the switch to fire

Reply #218 Top

Quoting si1foo, reply 17

hmm that would proberly be such a op character espically if it made the skills comeout  in like the wrong order like it switchs the rain of ice with the switch to fire

No no no,

You misunderstand! I`m talking about if you scroll up with the mouse wheel, you track left, or if you press the attack button, you bring up the Chat window!

(grin)

(just kidding, in case of seriousness)

Reply #219 Top

I found something missing in Demigod. Adding more demigods to the mix of both the assassin and general types would add a miniscule amount of variety. Not really enough to make it worth an expansion purchase. What we need is another class of demigods.

The Architect Class

Yeah, that's what's missing. A class of demigods that can control the battlefield using buildings, instead of battle prowess or minion control. They would win a game by slowly pushing their border closer to your own, eventually owning the entire map. They could become a major defensive player in large team battles, the only one able to repair your defenses mid-game so that you can go the long haul.

You would be able to have at least 3 definitive types of Architect. First would be your builder, because the builder emphasizes everything that is the architect. Builders would have the ability to build new structures and place temporary structures, might also be able to give towers temporary boosts. Yes, I know the rook can place structures, but they're much weaker than a standard tower. I figure any OP of this class could be balanced by mechanics. Make a special space in the store (much like the general's place) where each tower (be it a light/dark tower or an archer tower) would be purchased and then go on the consumable items bar.

onto the second architect type, the Remodeler. Give it a special ability that takes a little more time to perform, but allows you to pull down your own tower and put it in the Remodeler's item bar... then they can put the tower up somewhere else! OMFG

The 3rd type, the Reinforcer. Able to heal defensive structures, temporarily boost the power of structures, even making them invulnerable for a short amount of time at high levels.

The 4th type, the Demolisher. Able to quickly destroy enemy defenses, but a weak combatant.

The architect class would likely always be lower-level in-game than the other demigods because they would spend a majority of their battles re-inforcing their defenses, and would rely more on their own structures and allies to help throw the battle in their favor. They would also be more gold-dependant than the other classes, as each structure might cost to build.

Reply #221 Top

Quoting WarlokLord, reply 18

Quoting si1foo, reply 17
hmm that would proberly be such a op character espically if it made the skills comeout  in like the wrong order like it switchs the rain of ice with the switch to fire

No no no,

You misunderstand! I`m talking about if you scroll up with the mouse wheel, you track left, or if you press the attack button, you bring up the Chat window!

(grin)

(just kidding, in case of seriousness)

hmm  maybe make both of them into one skill    fucks up abbilites and  controls

Reply #222 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?
 

 

Not a fan of this, I feel that this demigod has too many random perks than other generals, i.e Sedna has a support role. Oak has synergy with his minions and abilities, erebus has synergy with his stuff too. This idea just too...bleh. Full team support, random AoE and the ability to convert other forces?

I'd stick with a theme and roll with it, i.e Charm beast, but instead of magic missile how about an ability which sends a minion under your direct control to kamikazee into the enemy, exploding and dealing aoe damage. Instead of Magic Armor providing armor on levels, provide armor to you based on the minions you directly control.

I think the totems would be too much of a boon to the team and dare i say it somewhat overpowered. maybe have them as standards that minions near you will carry, sort of like the flags sticking out of the minions(like those minotaur guys) and have it as a passive ability that scales with amounts of minions like 1 minion will be 1% increased xp/hp/dmg/arm. and so forth up until a softcap of maybe 10%?

The money idea is good aslong as it only affects you, something like "tax of war" or something :P

 

I know I deviated from your idea but you did say thoughts :P so i took it and just ran with it :moon:

Reply #223 Top

I dunno, I think I'd rather

Name of Demigod: TBD

Type of Demigod: General

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

Abilities:

 

Ability 1. Spell Circle:

 

  1. Sets Spell Circle that gives friendly minions and Demigods 20% more HP in a given area. Last 30 seconds. (level 1)
  2. Spell Circle now also gives friendly minions and Demigods 20% more armor in a given area. Lasts 30 seconds (level 3)
  3. Spell Circle now also gives friendly minions and Demigods 20% more attack damage in a given area. Lasts 30 seconds. (level 8).
  4. Spell Circle now also gives friendly minions and Demigods 10% more attack speed in a given area. Lasts 30 seconds. (level 10).
Ability 2. Immunity: Makes friendly demigods immune to debuffs for 4, 6, 8, 10 seconds (depending on level).
Ability 3. Magic Missile: Sends 1,2,4,6 magic missiles (depending on level) at a target. Each missile does 300 damage.
Ability 4. Golem: Summons a powerful Golem that mindlessly defends his master. Causes splash damage
  1. Earth Golem (level 1). 
  2. Stone Golem (level 3). More HP, more attack, more Armor.
  3. Steel Golem (level 7). More HP, more attack, more Armor.
  4. Blade Golem (level 10). More HP, more attack, more Armor.
Ability 5. Magic Armor: Provides 400, 800, 1200, 1600 armor depending on level.
 
Ability 6. Magic Mastery: Reduces cost and cooldown of abilities depending on level.
 
Ability 8. Lightning: Fires a bolt of lightning that passes through all creatures in a straight line from the caster.

 

Works as an area denial and pusher DG, especially with other friendly DGs, so I'd put him or her with the Darkness DGs because Light already has Rook for that.

Reply #224 Top

I think we need a DG named King Leonidas, and when he is near an enemy at theedge of the map he can yell, "THIS! IS! SPARTA!" and kick him off the side.

Reply #225 Top

I think this thread should be moved to the Suggestions forum so it can mingle with all of the awesome ideas there.

I agree that a 'classic wizard' is sort of meh, but I like the totem concept.

What about taking the 'Maid' visual concept, a female Knight, and turn the 'totems' into battle standards? The only thing is, how would be make the character visually unique and apealing?