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Strife! [Alpha] Class Ideas
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| 21 May 2016 10:01 PM |
| I'm making quite a few. Right now I have 3. I will be adding more. Here's all of my class ideas for Strife. |
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| 21 May 2016 10:03 PM |
Class Idea: Marauder
Role: Rusher
Sub-role: Fighter
Weapon Name: Balisong
Description: A sneaky fighter who relies on his butterfly knife and his ways of ambushing to sneak up on and kill people. He heavily relies on ambushing so attacking when the enemy sees him is next to useless.
Idle Posture (w/o weapon): The knife is positioned to be in the players' "pocket" similar to Major's Needle. The knife is faced downard with the blade facing the ground.
Equip: Marauder uses his right hand to grab his butterfly knife and open it. When he de-equips, he uses his right hand to close his balisong.
Movement Posture: When idle, Marauder holds his knife handle with his right hand with the blade facing up.
Combo: Marauder stabs in front of him. Then, he does two quick slashes to the left and right, blade horizontal. Finally, Marauder holds his knife with blade facing downwards, then stabs.
Passive: Retreat - Whenever Marauder gets damaged, his walkspeed increases by 0.01. Lasts for at most 3 seconds. This is mainly for an escape to avoid vultures.
[E] Backstabbing Position: Pressing E automatically puts you in a backstabbing position. Click to hit. If you hit someone's torso with it, then will do 10-14 damage, including defense and walkspeed debuffs. If the victim is under atleast 30 hp, will deal twice as much damage. Consumes 30 mana.
[Z] Reckless Stabbing - Cannot be used until victim is stunned/staggered. Marauder will spawn in another knife onto his left hand and quickly stab someone (knife alternates from left to right) Does 5 to 15 damage each hit. Consumes 1 mana, has no cooldown.
[X] Somersault - Marauder takes a roll, moving 10 studs. Then, he dives, with knife at his head looking similar to a bayonet. If hits, very high stun rate. Consumes 25 mana, cooldown of 20 seconds.
[C] Cutting Crew/Brigand Blitz - Marauder grabs a phone to call Brigand. Brigand will then appear behind Marauder with a sword in his hand. Brigand will appear for 21 seconds before disappearing. If Marauder presses C again, Marauder will crouch down with Brigand lunging to where the mouse is at. Consumes 40 mana. Brigand does 5-10 damage each hit.
[V] Slice And Dice - Backstabber charges his balisong. It takes about 5 seconds to charge. Once charged, Backstabber will have increased walkspeed by 0.2. At this stage, Backstabber will slash everywhere in front of him. After 5 slashes, Backstabber will stop and be slowed down by 0.6. Deals atleast 20-30 damage if all slashes hit. Ignores Block and defense. Consumes 50 mana.
Combo Damge: 5-10 |
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| 21 May 2016 10:03 PM |
Class Idea: Dreamcrusher
Role: Tank
Sub-role:Fighter
Weapon Name: Mjolnir
Description: A giant who gives everyone fear with his mighty hammer, Mjolnir (not based off of Thor's Hammer). Even though Dreamcrusher has immense damage, his walkspeed eventually gives him the disadvantage.
Idle Posture (w/o weapon): Mjolnir is held on the player's back.
Equip: Dreamcrusher grabs Mjolnir, holding the bottom of the handle with his left hand and the middle of the hammer with his right hand. He de-equips with both hands placing Mjolnir onto Dreamcrusher's back.
Movement Posture: Dreamcrusher holds Mjolnir with the left hand on the bottom part of the handle and his right hand on the middle. This is the same with moving, although the body is very slightly leaning forward.
Combo: Dreamcrusher smashes Mjolnir onto the ground. Then, he will move Mjolnir to the right horizontally. Finally, Dreamcrusher will spin to hit in all angles.
Passive: Slowness - Dreamcrusher's health is now "stamina." The lower stamina Dreamcrusher gets, he becomes slowed down. He is slowed down even more because of his hammer. Stamina is lowered by damage x 1.2 = stamina decrease. That means if you do 7 damage to Dreamcrusher, his stamina will lower by 8.4. When stamina is depleted, Dreamcrusher is almost immobile. This reveals the inner shell of his health, which is actually only 30 health. He can regain his stamina quickly if he doesn't get damaged in 5 seconds after being immobile.
[E] Attack Modes: Dreamcrusher gets a new set of moves.
[Z] Extreme Knockback/Man Down: Dreamcrusher bashes Mjolnir into an enemy, knocking them back about 15 studs. Deals low damage. Consumes 10 mana, cooldown of 10 seconds. [Man Down: Dreamcrusher smashes Mjolnir into an enemy, stunning them. Deals low damage. Consumes 20 mana. Cooldown of 20 seconds.]
[X] Juggernaut/Stamina Hit: Dreamcrusher buffs himself with 0.1 defense and 0.1 damage. Lasts for 20 seconds. Consumes 20 mana, cooldown of 30. [Stamina Hit: Dreamcrusher holds Mjolnir above his head, then smashing into the ground, with low hitbox. Anyone that gets hit with Mjolnir gives Dreamcrusher +10 stamina. Consumes 5 stamina, 15 mana. Cooldown of 20 seconds.]
[C] Crushing Force/Old Wreck: Dreamcrusher bashes into an enemy, stunning them for the duration of the attack. Then, he will smash Mjolnir into the enemy so hard he loses some of his stamina. Enemy gets defense debuffs by 0.2. Deals 20 damage. Consumes 50 mana, cooldown of 60 seconds. [Old Wreck: Dreamcrusher destroys Mjolnir in exchange for speed. Mjolnir reappears after 20 seconds. Walkspeed buff is 0.3. Consumes 20 mana. Cooldown of 30 seconds.]
[V] Hammer Time/Wrecking Crew: Dreamcrusher charges Mjolnir into a dark, fiery, glowing red hammer. Then, he will smash the red hammer into the ground, making a massive "crater" which is 20 studs wide. Anyone caught in the crater will be hit with high stun and moderate damage. Consumes 60 mana, cooldown of 120. [Wrecking Crew: Dreamcrusher spawns in 5 hammers 10-15 studs above where the mouse is. After a few seconds, the 5 hammers will drop, dealing great AoE damage and moderate stun. Consumes 50 mana. Cooldown of 120.]
Combo Damage: 5-12 |
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| 21 May 2016 10:04 PM |
Class Idea: Recon
Role: Mage
Sub-role: Hexer
Weapon Name: Rattlesnake
Description: A highly trained military soldier who works with pin point accuracy, distance, and damage. Recon is Trooper's very very very very distant "brother." Recon will get wrecked if found up close and personal with a fighter.
Idle Posture (w/o weapon): Rattlesnake, a bolt action sniper rifle, is held onto the player's back.
Equip: Recon grabs the gun with the shoulder stock on the shoulder (in ROBLOX'S case, inside the arm) and the players head tilted, aiming on the sights.
Movement Posture: Recon aims Rattlesnake toward the ground diagonally, the barrel facing the left.
Combo: Recon uses the butt of Rattlesnake to hit. Deals 5 damage. Gives moderate knockback.
Passive: Frustration - Every time Recon misses, damage decreases by 0.1. If Recon misses 5 shots in a row, he will be frustrated so much he decreases his own defense by 0.3. Dealing damage does the exact opposite.
[E] Aim: Recon aims Rattlesnake. Everytime you click, the bullet will go towards the mouse. Bullets are hitscan. Each bullet does slightly less damage than Trooper's bullets to balance the hitscan. 7 bullets in the magazine.
[Z] Reload: Recon reloads Rattlesnake. Consumes 20 mana. Cooldown of 20 seconds.
[X] Explosive Round: Recon loads Rattlesnake with 1 explosive round, giving AoE damage and creating a "crater" similar to Fissure and Smeltering Reel. Explosive rounds ignore defense and decrease walkspeed by 0.1. Consumes 25 mana, cooldown of 30 seconds.
[C] Be The Bullet/Perfection: Recon spawns in a cannon, puts himself in it, and launches himself. Charge time of 5 seconds. Recon will be launched to wherever the mouse is at. If it hits, it will give the victim -0.2 defense and -0.1 damage. Deals moderate damage. Consumes 30 mana. Cooldown of 30 seconds. [Perfection: If Be The Bullet hits, and you press C again, this will activate Perfection. Recon will shoot homing bullets that target the most recently hit person and do slightly less damage than his regular bullets. Lasts for 25 seconds. Consumes 15 mana, 45 mana in total.]
[V] Scream, Aim, Fire/Point Five Oh: Recon will scream, completely removing Frustration, and giving anyone in a 25 stud radius defense debuffs and walkspeed debuffs by 0.2. Then, Recon will load Rattlesnake with an explosive round magazine. He will fire all rounds at the most recently hit person. These bullets can be dodged. Deals 20-30 damage if all bullets land. Consumes 50 mana. Cooldown of 60 seconds. [Point Five Oh is activated if all shots hit the enemy. All shots will deal twice as much damage for 5 seconds and give anyone that was shot walkspeed debuffs and pretty high stun.]
Combo Damage: 5-10 |
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ezabeIIe
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| Joined: 19 Dec 2015 |
| Total Posts: 31 |
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| 21 May 2016 10:15 PM |
woo soo cool m8 i like dreamcrusher
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| 27 May 2016 10:43 PM |
| I LOVE hit scan weapons and late military weapons like bolts n stuff seems interesting, though I'm normally bad at trooper |
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| 07 Sep 2016 09:23 PM |
Class Suggestion: Interstellar
Main Role: Mage
Sub Role: Rusher
Description: A foreign warrior of outer space, this guy knows all of the tricks of time, space travel, and even more. Even though he is almost unpredictable, which makes him a formidable fighter, he is weak to basically all tanks and hexers and uses A LOT of mana. (even more than spectre)
Weapon Name: Vacuum Blade (Vantablack, or really black, colour. Looks like a void katana and Ignis smashed together)
Combo: Interstellar has a similar combo attack to Spectre. His last attack doesn't do damage, but instead, makes an orb about 7 studs wide which brings enemies within 5-7 studs into the orb, and then launches them about 2 studs toward Interstellar.
Idle Position: Interstellar rests Vacuum Blade on the ground, his hand on the top of the blade.
Movement: Interstellar leans forward slightly, and holds Vacuum Blade diagonally down to the right with an obtuse angle, almost touching the ground.
Passive: Lightweight: Interstellar is able to move fast, but has a default 0.8 defense. ANY class that is able to do slowness debuffs will slow his movement speed AND decrease the distance Interstellar can move in one of his abilities. His mana recharges 3 times as fast.
[E] Space Blade: Interstellar can create a new set of moves depending on how much mana he has.
[Z] Time Window: Interstellar creates a time window and moves through it, giving him the health and mana he had around 5-7 before using Time Window. Costs 25 mana, cooldown of 30 seconds. (50 mana or more: Big Rip: Rips a hole in a dimension, allowing Interstellar to go through the hole like a wormhole and "teleport" to their destination. Anyone who tries to enter it will get damaged by 15. Costs 30 mana, cooldown of 30 seconds.)
[X] Slipspace: Interstellar moves to where ever the mouse is pointed at, and is a heat seeker, unlike Void Orb. It will only stop if Interstellar presses X again, runs out of mana, or hits something or someone, doing moderate damage. Costs 35 mana, cooldown of 32 seconds. (25 mana: Big Crunch: Interstellar creates a massive orb, and throws it to where the mouse is pointed at, which does AoE damage and creates fissure around where the orb travels do, dealing high stun. Costs 50 mana, cooldown of 50 seconds. 50 mana and more: Heat Death: Interstellar makes the environment around 30 studs of himself heat up, doing constant damage to anyone inside the area. It is signified by a red-orange transparent square, and slows anyone inside it. Costs 35 mana, cooldown of 30 seconds.)
[C] Singularity: Interstellar holds up his Vacuum Blade sky high, creates an orb with a 4 pointed star in the middle of it about 10 studs long, brings the Vacuum Blade to his left hand, and throws it. The orb will go about 4 studs before exploding into a massive 15 stud black sphere. Anyone that is about 10 studs away from it will be sucked into the black sphere, slowed down by 0.3, and will deal high damage and stun. Costs 50 mana, cooldown of 60 seconds. (50 mana or more: Supernova: Interstellar will explode, doing 50 damage to himself and anyone within 20 studs of him. Costs 90 mana, cooldown of 2 minutes.)
[V] Giga Drill Break: Not only is Interstellar a foreign space warrior, he also watches Gurren Lagann and decided to practice the GDB. Interstellar turns his Vacuum Blade into a small drill. Then, he points the small drill into the sky, turning it into a slender, tall, drill. Interstellar then spawns multiple drills on his body. The drill that is pointed at the sky will turn LARGE, and then Interstellar will go towards the nearest player, and fly and spin FAST towards the player. It is a 100% gauranteed hit. Does 90 damage to both players. Interstellar then has a countdown of 1 minute to kill their victim. Costs 100 mana, can only be used once in an entire round. (Gamma Ray Burst: Interstellar shoots out 5 bursts of gamma rays at the speed of light at the mouse. Each burst does 15 damage each. Costs 60 mana, cooldown of 1 minute.) |
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| 07 Sep 2016 09:24 PM |
Gamemode Suggestion: Infection
Map used: Forgotten Hill
Concept: A person is picked to be Infected. Let's call them Alpha Zombies for a reference (not permanent). whatever class they are, they can only use their combo attack (no abilities). They will spawn with an army of Kactus Men which do little damage. The infected player and kactus men have low defense (0.0 or 0.4 def). The survivors will have around 3-5 minutes to survive the onslaught. The infected player can respawn; the survivors can't. The infected player's goal is to "kill" survivors with their combo attack, infecting them.
I might as well add in a cringy background story of this gamemode, because I thought it would fit into this gamemode. (tl;dr)
A nuclear war happened in the past. The only things that remained after the war were 3 kactus men and an old "fort" at the top of the forgotten hill. They were buried after the harmful radiation was gone three years after the war. Decades later, one of the kactus men was resurrected and mutated into what is known as Siegmund (don't ask how, i put it into this story because why nawt, siegmund is the boss of forgotten hill). Another was revived by Siegmund. This one got infected by a disease so harmful to the kactus men, he died again. Siegmund revived him again, but he was broken beyond repair, and became an undead, infected kactus man which soon turned into a human because logic. It is rumoured that this one infected (and killed after) a lot of people descended from those who opposed the kactus men from the war. It is unknown what happened to the third one, but rumours say that the third one was infected from the second one and was "commanded" to infect and lead a kactus man army. |
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| 07 Sep 2016 10:17 PM |
Class Suggestion: Epidemic
Main Role: Hexer
Sub Role: Mage
Description: An evil creature whose job is to give everyone and anyone a disease, and spread the plague like the common cold. Despite Epidemic has a lot of crowd control capabilities, Epidemic can struggle with multiple people.
Weapon Name: Curse of God (curved knife with spiritual aura
Combo: Epidemic slashes to the left, to the right, and then backstabs. His E can change it to a very, very fash left, right, left, right slash which does moderate damage.
Idle Position: Epidemic wields the Curse of God on his left hand.
Movement: Epidemic holds the Curse of God with his left hand, leaning forward. The knife is faced half sideways.
Passive: Plague: Anyone that Epidemic hurts will be slowed by 0.1 for 20 seconds. The victim also gets a permanent "mark," which means they can give other players the plague, which gives Epidemic plague points. If the victim hits other people excluding Epidemic, the person the victim hit will also be slowed by 0.1. Epidemic gets a speed boost by 0.1.
[NEW BAR] Plague Bar: Epidemic fills this bar by "infecting" people. The more plague Epidemic gets, the more damage he does. At 100% plague, Epidemic is so contagious that if you are 10 studs away from him, you catch the plague. This can hurt Epidemic.
[E] Disease Release: Epidemic releases all of his plague in exchange for mana. The release of disease can damage people and slow them.
[Z] Bacteria: Epidemic releases small particles which attacks 1 person. These particles decrease defense by 0.1, and damages them by 1 hit point every 2 seconds for 15 seconds. Costs 15 mana, cooldown of 15 seconds.
[X] Virus: Epidemic holds his knife to his right hand, puts germs which turns the knife green, and throws it to the nearest person. If it hits, the knife will do moderate damage, and then effect takes place. The virus will not go away until the player has 15 or less mana. The virus slows the player by 0.1 every 15 seconds, and lowers attack by 0.1 every 25 seconds. Costs 20 mana, cooldown of 25 seconds.
[C] Parasite: Epidemic creates a worm and throws it to where the mouse is pointed at. The worm then disappears into the player he hit, and weakens the foe, which means 0.1 attack, 0.1 def, 0.1 walkspeed every 30 seconds. It will not disappear until the person is dead, staggered or stunned. Costs 40 mana, cooldown of 40 seconds.
[V] Lethality: Epidemic makes the disease become lethal, doing 15 damage every 10 seconds, and also makes walkspeed slow by 0.1. The effect stops after 1 minute. If Lethality drops someone down to 20 hit points, Lethality will not remove mana, but will change into Fatality. If it doesn't, then the mana cost is 40, cooldown of 40. (Fatality: Epidemic charges his mana and plague into a giant, purple ball, and launches it toward the most recently hit person. It will insta-kill if they are under 25 hit points. Costs 0 mana since it uses all of your mana. More mana = more damage. Cooldown of 50.) |
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| 08 Sep 2016 09:48 PM |
Class Idea: Flowe (By the way, there is one move for each type of music he hears) Class: Rusher [Passive: Flow] Flowe's attack speed is raised by 0.1 for each attack he deals to a single target. Sub Class: Mage
Description: A speedy bullet or a heavy tank, Flowe can do it. By changing Flowe's moves and stats depending on the music he/her listens to, he becomes a force to be reckoned with.
Idle Stance: Flowe's headphones rest around his/her neck, Boots held in right hand
Equiped Stance: Boots on feet, Headphones over ears (Of course) [Combo] Flowe kicks fowards, sweeps the opponent of their feet, and stomps on them. [E] Changes the song Flowe listens to. (I will let Dev's choose the songs. Genres I recomend are as follows: Dubstep, Rock, Classical.)
[Z]Speed Destruction Flowe kicks on the ground hard, flinging himself into a opponent. If it hits, he will deal a 3 kick combo and knock back the enemy. Deals 15 damage wih a 10 second cooldown. Mana cost is 15. (Dubstep)
[X]Earth Smash Flowe jumps in the air and comes back down with explosive force, knocking back all enemies in the AoE and boosts his defense by 0.5. Deals 30 damage with 15 second cooldown. Mana cost is 30.
[C]Blooming Rose A five kick combo is dealt to a opponent. The opponent is slowed by 0.1 and cannot regain mana. Damage is 20 with a 10 second cooldown. Mana cost is 35.
[V]Musical Destruction Flowe creates a giant musical note in front of him, firing it foward. This traps any opponent who is hit by it and damages them over time. Damage is 45 with a 35 second cooldown. Mana cost is 50.
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| 09 Sep 2016 09:24 PM |
Class Suggestion: Synthocide
Main Role: Hexer
Sub Role: Rusher
A futuristic player who despises the current trends, Synthocide can easily mesmerize anyone with his music which combats rap and hip hop. Even though Synthocide can destroy lots of players in short amounts of time with his sound, Synthocide can easily crumble with his low defense.
Weapon: Boombox
Equip: Synthocide grabs his boombox which is on his back, and wields it with his right hand which is holding the boombox from the handle. Synthocide leans forward a little.
Movement: Synthocide carries the boombox similarly to holding it in idle position, but Synthocide holds it with two hands.
Click Combo: Synthocide smashes his boombox to the front, swings it to the left, and throws it to where the mouse is pointed at, which travels 15 studs. His boombox regenerates in 0.2 seconds.
Passive: Synthesize: Synthocide has a default speed of 1 and a default defense of 0.9.
[E] Subwoofer: Synthocide plays low bass frequencies, lowering players' defense by 0.05 constantly that are in 20 studs of range. Consumes 5 mana every second.
[Z] Boombox Explosion: Synthocide throws his boombox to where the mouse is pointed at. After 2 seconds, the boombox will explode violently, reducing attack by 0.1 to players and dealing high stun and moderate damage within 25 studs in range. Costs 15 mana, cooldown of 20.
[X] Synthesized Wave: Synthocide drops his boombox and smashes the ground with both hands, creating an orange wave which travels fast which decreases walkspeed by 0.2 and does low damage. Costs 20 mana, cooldown of 20.
[C] Dubstep Gun: Synthocide transforms his boombox into a railgun, which can shoot 5 electromagnetic projectiles which deal moderate damage and deal moderate stun. These projectiles lower defense and attack by 0.1, and lower walkspeed by 0.2. Click to shoot. Costs 35 mana, cooldown of 30.
[V] The Curse of Synthocide: Synthocide throws his boombox into the air, which releases tons of electromagnetic projectiles and waves of low bass frequencies. Whoever gets hit will forever be left with 0.9 defense (if they have 1 defense), 0.9 attack (if they have 1 attack), and 0.8 movespeed until they get stunned or staggered. Each one who gets hit will be marked with a quarter note icon. Deals low damage and low stun. Costs 50 mana, cooldown of 50. |
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| 10 Sep 2016 11:31 AM |
Class Suggestion: Synthocide
Main Role: Hexer
Sub Role: Rusher
A futuristic player who despises the current trends, Synthocide can easily mesmerize anyone with his music which combats rap and hip hop. Even though Synthocide can destroy lots of players in short amounts of time with his sound, Synthocide can easily crumble with his low defense.
Weapon: Boombox
Equip: Synthocide grabs his boombox which is on his back, and wields it with his right hand which is holding the boombox from the handle. Synthocide leans forward a little.
Movement: Synthocide carries the boombox similarly to holding it in idle position, but Synthocide holds it with two hands.
Click Combo: Synthocide smashes his boombox to the front, swings it to the left, and throws it to where the mouse is pointed at, which travels 15 studs. His boombox regenerates in 0.2 seconds.
Passive: Synthesize: Synthocide has a default speed of 1 and a default defense of 0.9.
[E] Subwoofer: Synthocide plays low bass frequencies, lowering players' defense by 0.05 constantly that are in 20 studs of range. Consumes 5 mana every second.
[Z] Boombox Explosion: Synthocide throws his boombox to where the mouse is pointed at. After 2 seconds, the boombox will explode violently, reducing attack by 0.1 to players and dealing high stun and moderate damage within 25 studs in range. Costs 15 mana, cooldown of 20.
[X] Synthesized Wave: Synthocide drops his boombox and smashes the ground with both hands, creating an orange wave which travels fast which decreases walkspeed by 0.2 and does low damage. Costs 20 mana, cooldown of 20.
[C] Dubstep Gun: Synthocide transforms his boombox into a railgun, which can shoot 5 electromagnetic projectiles which deal moderate damage and deal moderate stun. These projectiles lower defense and attack by 0.1, and lower walkspeed by 0.2. Click to shoot. Costs 35 mana, cooldown of 30.
[V] The Curse of Synthocide: Synthocide throws his boombox into the air, which releases tons of electromagnetic projectiles and waves of low bass frequencies. Whoever gets hit will forever be left with 0.9 defense (if they have 1 defense), 0.9 attack (if they have 1 attack), and 0.8 movespeed until they die, get stunned, or staggered. Each one who gets hit will be marked with a quarter note icon. Deals low damage and low stun. Costs 50 mana, cooldown of 50. |
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| 10 Sep 2016 03:46 PM |
Boss Suggestion: Soulless
Description: A being with no soul, Soulless focuses on complete insanity and demented "thoughts" to wreck his foes. Even though being extremely powerful, almost as strong as Avnas and Manotech combined, Soulless usually is weak to multiple players fighting him at the same time.
Weapon: Robotic Fists
Combo: Forward punch, knee, double punch to the face. Since they are robotic fists, they will do 2x the damage of Ichor's combo.
PASSIVE: Soulless has a default 3 defense and 2 attack, and he can only attack 1 person at a time.
Sprinting: Soulless runs. His default speed goes from 1 to 1.2.
[Z] Exhortation: Soulless posesses a player, rendering them unable to do anything. Soulless will then control the player for 20 seconds. In those 20 seconds, Soulless will be invincible, and he will attack any player close to him. After the 20 seconds, the player that got possessed will have 0.8 movespeed, 0.9 def and 0.9 attack. If the player got damaged while posessed, he will keep that damage.
Consternation: Soulless will disappear, and will reappear in front of someone. The victim will be confused and will get 0 stats once he reappears for 1 second, and then regains his stats after confusion, although weaker. If Soulless manages to hit them in the 1 second, it will do three times the damage of his normal combo.
Deprivation: Soulless uses 5 hit points to charge up a beam that does critical damage to full health players. Anyone that gets hit will be left with 0.8 defense, 0.8 attack and 0.7 walkspeed.
Immolation: This acts as Soulless's ultimate. Soulless charges up a massive ball of GREEK fire. After 5 seconds, he will throw the ball of fire onto the ground. The fire becomes bigger the more damage Soulless gets dealt with. The fire eventually disappears after 15 seconds, but 15 seconds is basically enough for Soulless to kill everyone inside the fire. |
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| 03 Oct 2016 08:00 PM |
Class Suggestion: Mr. Greg Murphy
Main Role: Mage
Sub Role: Hexer
Description: A master of fire and heat, he puts chilly people into shame. He can easily quickly lower someone's health and kill them without any trouble . Despite of his massive burst damage potential, he can not depend on Infernus dealing damage directly as he can not handle up-close-and-personal situations because of his lackluster damage.
Weapon Name: Infernus (a fiery sickle)
Idle Position: Greg holds Infernus like you would a normal sickle.
Movement: Greg holds Infernus like you would a normal sickle when walking.
Combo: Greg slices overhand forward, and then slices left and right. He then throws it, which goes up to 10 studs.
Passive: Wrath: Mr. Greg Murphy gets a new bar called Wrath. He fills this up the more damage he deals and gets. At 100 Wrath, Greg changes colour of part of the environment. Anyone inside the colour-changed environment gets decreased stats by 0.2. He has a default 0.8 damage disadvantage.
[E] Blaze: Mr. Greg Murphy leaves a wither effect on a player, doing 5 damage until E is pressed again. Consumes 10 mana every second.
[Z] Fire Blast: Greg shoots a fiery blast which looks similar to that of a stick figure with its arms horizontally straight. It can travel up to 30 studs. Deals moderate damage and low stun, and slows players near it. Consumes 20 mana, cooldown of 25.
[X] Heat Wave: Greg makes the environment around him turn so hot that it lowers defense by 0.2, and slows players by 0.2. Deals no damage, consumes 20 mana. Cooldown of 15.
[C] Drought: Greg makes a portion of the map become degraded, which slows and decreases attack by 0.2. Deals damage overtime. Consumes 30 mana, cooldown of 25.
[V] The Wrath Of Mr. Greg ####### Greg uses up all of ### mana and Wrath, and charges it into an infinitely ####### small orb. The more mana and Wrath, the more damage. He then releases it into the atmosphere and the orb will explode into a giant behemoth of black and red which deals low damage and high stun to anyone in it, and it will implode on itself. Inside the implosion, it deals a monstrosity of damage. Anyone outside the implosion by about 15 studs will internally combust, doing 15 damage and dealing more damage overtime. Everyone outside 15 studs will get a mild stat decrease by 0.15. Combo Damage: 4-6 |
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| 03 Oct 2016 08:01 PM |
Class Suggestion: Pyrexx
Main Role: Fighter
Sub Role: Mage
Description: A god who we know little about, Pyrexx is mostly unpredictable and can appear at the most unexpecting times. Although he can self-heal, his default 0.8 walkspeed can give him a big disadvantage.
Weapon Name: Time Sword
Idle Position: Pyrexx holds his Time Sword similar to Tempus.
Movement: Pyrexx leans forward.
Combo: Pyrexx slashes to the left, slashes overhand, and then uses his left hand to punch forward. The last attack is Pyrexx transforming his Time Sword into a dagger, and slices left and right twice in rapid succession.
Passive: Regeneration: Pyrexx heals 1.5 times as fast as the normal player. He also gets a default 0.8 walkspeed.
[E] Cleanse: Pyrexx heals himself by 5 hitpoints. Consumes 10 mana every second.
[Z] Warp: Pyrexx teleports to where the mouse is pointed at. Maximum distance of 25 studs. It uses half of the cooldown if it hits someone which does 5-10 damage to them. Consumes 20 mana, cooldown of 20.
[X] Imitate: Pyrexx imitates the last move the most recently hit person does. To do this, Pyrexx turns ### Time Sword into the weapon the victim is using, and copies the move. This takes around 0.2 seconds to do. The move will have half its damage. To compensate for the damage and time, it staggers upon hit. It can be a combo attack. Deals high stun. Consumes 25 mana, cooldown of 25.
[C] Time Shatter: Pyrexx uses this move on the most recently hit person. Can only be used once, unlike Time Crack. Decreases stats by 0.1. Deals moderate damage and low stun. Consumes 25 mana, cooldown of 30.
[V] Liquid Manifestation: Mana flows into Pyrexx, giving him default walkspeed and a glow depending on the player's weapon colour, which gives Pyrexx infinite mana for a short period of time. This DOES NOT mean he has no cooldown for the rest of his abilities. Consumes no mana, cooldown of 100.
Combo Damage: 5-9 |
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| 03 Oct 2016 08:03 PM |
Class Idea: Wheelman
Role: Mage
Sub-role: Fighter? I do#'t know. (because of his ###icle, ya know)
Weapon: The Judge
Description: An excellent driver who uses his driving to kill his foes, at a cost of a lot of mana. If he isn't in his main weapon, he has his "shotgun pistol" to do damage. He does get easily destroyed with just his pistol.
Idle Posture: Wheelman spawns with a pistol on his ###t side and a whistle on his ###ht side.
Equip: Wheelman take##### ###tol out of his ###ster in an aiming position.
Movement Posture: Wheelman has his ###tol to the left side of him, and is leaning slightly forward.
Combo: He holds his gun and bashes it with the bottom of the barrel. He then shoots to wherever the mouse is pointed at.
NEW BAR: Drive - Wheelman starts with 50 D##v######v#####increased for the longer you don't use the vehicle. Drive increases by 1 drive every second. Opposite goes for decreasing. Decreases 1 mana every second.
Passive: Splatter Spree - If Wheelman damages people with his vehicle, it will give him 0.1 defense and 0.1 damage for a few seconds. This doesn't stack.
[E] Vehicle Call: Wheelman blows his whistle, spawning in a very small car next to him. This car has 50 hp and 0.8 defense. Costs 20 mana. He can only use it when Drive is at 100.
NOTE: I'm trying my best to make this class as balanced as possible. Give me all of your suggestions to make this class as balanced as possible (and maybe stop the lag) pls
[Z] Road Hog: Wheelman gives his ###iature car armour, giving it +0.1 defense. Costs 15 mana, cool########20 seconds.
[X] Road Rage: Wheelman spins his vehicle around, giving a moderate AoE damage and massive damage if caught inside the vehicle's spin. Consumes 30 mana, cooldown of 25 seconds.
[C] Vehicular Manslaughter: Wheelman violently pushes himself out of his car, dealing 10 damage to him. He then proceeds to detonate his car with an explosion that has a moderate AoE damage and massive damage if in the explosion. Costs 45 mana, cooldown of 50.
[V] Sunday Driver: Wheelman eats up all of his Drive to uncontrollably drive into anything, including walls and players. If a wall is hit, it will do moderate AoE damage and high stun. If a player is hit, Wheelman will deal massive damage to them. Consumes 60 mana, cooldown of 60.
This is one of the more "unique" classes as most classes either use melee, range or AoE damage. This one uses a vehicle to do damage and stuff.
Combo Damage: 6-10
Vehicle Damage: 8-13 |
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