Author Topic: Hexer spell & feature suggestion thread  (Read 41928 times)

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Offline Toumaz

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Re: Hexer spell & feature suggestion thread
« Reply #200 on: August 06, 2007, 02:34:09 am »
...Why? Thats stupid that you can't move bots with moveplayer, someone should talk to MM EnEsCe about this..

Let me quote:

<Avarax> Will you make it possible to MovePlayer bots, EnEsCe...? :-***
<EnEsCe> after moving them, it screws up their brain for which waypoint they are meant to be travelling to. so no.

Offline Xxypher

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Re: Hexer spell & feature suggestion thread
« Reply #201 on: August 06, 2007, 02:41:12 am »
...Why? Thats stupid that you can't move bots with moveplayer, someone should talk to MM EnEsCe about this..

Let me quote:

<Avarax> Will you make it possible to MovePlayer bots, EnEsCe...? :-***
<EnEsCe> after moving them, it screws up their brain for which waypoint they are meant to be travelling to. so no.

Thank you.

Offline Felix_k2

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Re: Hexer spell & feature suggestion thread
« Reply #202 on: August 07, 2007, 03:09:50 am »
Ok how about this one:

Spell: Reveal

Summon spell (/summon to cast)
/learn reveal
Reveal will show those under the spell vanish that are in your sight for 25 seconds. 127 seconds cooldown.

-9 seconds cooldown per skilllevel

Now i dont mean to sound stupid but i reckon this is actually a pretty good idea, the exact opposite of vanish, think abouti t.

Offline ghg

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Re: Hexer spell & feature suggestion thread
« Reply #203 on: August 07, 2007, 09:22:08 am »
How would it work? There isn't any way to draw stuff other than text onto the screen.
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Offline DorkeyDear

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Re: Hexer spell & feature suggestion thread
« Reply #204 on: August 07, 2007, 02:14:35 pm »
<Avarax> Will you make it possible to MovePlayer bots, EnEsCe...? :-***
<EnEsCe> after moving them, it screws up their brain for which waypoint they are meant to be travelling to. so no.

Can't you just note that their waypoints are screwed up when it is used? This way people can still use them for.. bodyguards ^^

Offline Biscuiteer

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Re: Hexer spell & feature suggestion thread
« Reply #205 on: August 07, 2007, 02:19:55 pm »
Spell: Reveal

Summon spell (/summon to cast)
/learn reveal
Reveal will show those under the spell vanish that are in your sight for 25 seconds. 127 seconds cooldown.

-9 seconds cooldown per skilllevel

Reveal - Impossible with scripting. Denied
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Offline Avarax

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Re: Hexer spell & feature suggestion thread
« Reply #206 on: August 07, 2007, 06:41:23 pm »
i'm now back from vacation and will take a look at the suggested spells. from what i've seen, Weaken, Berserker and Lock seem adequate to me. However, Berserker is denied since there are no more free offensive slots atm. Weaken is a bit too simple. Lock is a candidate, allthough I think I'll not implement it because I don't think it'd be a really popular spell.
Here's another spell that came to my mind:


Short-term Burial
Defensive, Spell
Buries all enemies in a small area of effect (around 1.5 x height of a jump) directly under the surface. Only enemies that are close to the ground can be buried this way. Effect lasts 3-4 seconds, then the enemies are digged up again. 70 seconds cooldown. Cooldown counts down twice as fast aslong as you touch the ground.

+1 duration every 4 skilllevels
-1 cooldown every skilllevel
+0.05 AoE (of a jump) every skilllevel

NOTE: Enemies are so close under the surface, that they can still be sawed if you prone at the spot of burial.



I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host

Offline King_Of_Pain

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Re: Hexer spell & feature suggestion thread
« Reply #207 on: August 07, 2007, 06:45:02 pm »
i'm now back from vacation and will take a look at the suggested spells. from what i've seen, Weaken, Berserker and Lock seem adequate to me. However, Berserker is denied since there are no more free offensive slots atm. Weaken is a bit too simple. Lock is a candidate, allthough I think I'll not implement it because I don't think it'd be a really popular spell.
Here's another spell that came to my mind:


Short-term Burial
Defensive, Spell
Buries all enemies in a small area of effect (around 1.5 x height of a jump) directly under the surface. Only enemies that are close to the ground can be buried this way. Effect lasts 3-4 seconds, then the enemies are digged up again. 70 seconds cooldown. Cooldown counts down twice as fast aslong as you touch the ground.

+1 duration every 4 skilllevels
-1 cooldown every skilllevel
+0.05 AoE (of a jump) every skilllevel

NOTE: Enemies are so close under the surface, that they can still be sawed if you prone at the spot of burial.

Well, it might glitch if you use it on a steep gradient. It's interesting, to say the least, but I don't think it'll really take off.

Offline SirJamesaford

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Re: Hexer spell & feature suggestion thread
« Reply #208 on: August 07, 2007, 06:48:04 pm »
Short-term Burial
Defensive, Spell
Buries all enemies in a small area of effect (around 1.5 x height of a jump) directly under the surface. Only enemies that are close to the ground can be buried this way. Effect lasts 3-4 seconds, then the enemies are digged up again. 70 seconds cooldown. Cooldown counts down twice as fast aslong as you touch the ground.

+1 duration every 4 skilllevels
-1 cooldown every skilllevel
+0.05 AoE (of a jump) every skilllevel

NOTE: Enemies are so close under the surface, that they can still be sawed if you prone at the spot of burial.

Welcome back sir....
That spell (if im understanding it right) would be great for getting the ffc home safe.  I cant wait for the new version...new spells = new problems = more fun.
And if the dam breaks open many years too soon
And if there is no room upon the hill
And if your head explodes with dark forebodings too
Ill see you on the dark side of the moon

Offline Avarax

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Re: Hexer spell & feature suggestion thread
« Reply #209 on: August 07, 2007, 06:56:57 pm »
Well, it might glitch if you use it on a steep gradient. It's interesting, to say the least, but I don't think it'll really take off.

good thing you said there, i hope i can make good use of raycast to prevent this in some way
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host

Offline Xxypher

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Re: Hexer spell & feature suggestion thread
« Reply #210 on: August 07, 2007, 09:42:10 pm »
i'm now back from vacation and will take a look at the suggested spells. from what i've seen, Weaken, Berserker and Lock seem adequate to me. However, Berserker is denied since there are no more free offensive slots atm. Weaken is a bit too simple. Lock is a candidate, allthough I think I'll not implement it because I don't think it'd be a really popular spell.
Here's another spell that came to my mind:


Short-term Burial
Defensive, Spell
Buries all enemies in a small area of effect (around 1.5 x height of a jump) directly under the surface. Only enemies that are close to the ground can be buried this way. Effect lasts 3-4 seconds, then the enemies are digged up again. 70 seconds cooldown. Cooldown counts down twice as fast aslong as you touch the ground.

+1 duration every 4 skilllevels
-1 cooldown every skilllevel
+0.05 AoE (of a jump) every skilllevel

NOTE: Enemies are so close under the surface, that they can still be sawed if you prone at the spot of burial.




That has been denied multiple times though...
So what would make this different just to ask?

Offline Biscuiteer

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Re: Hexer spell & feature suggestion thread
« Reply #211 on: August 07, 2007, 10:36:30 pm »
Burial Mk. 2 is very different. It affects enemies this time; not yourself. It also has the power to take on many enemies at once, but it also involves alot of tactics to pull it off right. Avarax already knows that i handed over an Approved.
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Offline Xxypher

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Re: Hexer spell & feature suggestion thread
« Reply #212 on: August 08, 2007, 12:20:56 am »
Freezeray:
Defense, skill.
When used, your closest enemy will be frozen. But during the time of being frozen, no weapons or grenades can affect him.
Effect lasts 4-5 seconds.

+1 duration every 5 skilllevels
-1 cooldown every skilllevel
Cooldown starts at 70.

Offline Avarax

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Re: Hexer spell & feature suggestion thread
« Reply #213 on: August 08, 2007, 06:11:46 am »
how am i supposed to freeze a player?
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host

Offline EnEsCe

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Re: Hexer spell & feature suggestion thread
« Reply #214 on: August 08, 2007, 07:12:31 am »
<Avarax> Will you make it possible to MovePlayer bots, EnEsCe...? :-***
<EnEsCe> after moving them, it screws up their brain for which waypoint they are meant to be travelling to. so no.

Can't you just note that their waypoints are screwed up when it is used? This way people can still use them for.. bodyguards ^^
When will people learn that scripting is not made for for the purpose of Hexer.

Offline Avarax

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Re: Hexer spell & feature suggestion thread
« Reply #215 on: August 08, 2007, 07:47:23 am »
heh... I guess I actually finally learned that ;Q

well...
Essential (non value-balance related, rather mechanicwise) changes of all old skills in 0.9.2:
  • Disarm now "abolishs": instantly kills summoned minions if used on them
  • Disarm now has a silencing effect (you can't cast spells while disarmed)
  • Vampirism now heals both on hit and on kill
  • Body Double now also switches player positions
  • Body Double and Disarm now have a maximum range


Skills succesfully implemented:
  • Mage-Blooded (heal, 100% done)
  • Repel (def, 100% done)
  • Chainlightning (ofs, still needs testing)
  • Voodoo Burst (ofs, still needs testing)
  • Flak Shells (ofs, 100% done)
  • Summon Claymore (summon, 100% done)
  • Summon Thornling (summon, 100% done)
« Last Edit: August 08, 2007, 07:54:21 am by Avarax »
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host

Offline ghg

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Re: Hexer spell & feature suggestion thread
« Reply #216 on: August 08, 2007, 07:52:21 am »
MovePlayer him to the same spot and set his health to incredibly high?

Hey nice features. 'specially the vamp change, now allow me to go and make love to your servers.
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Offline Avarax

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Re: Hexer spell & feature suggestion thread
« Reply #217 on: August 08, 2007, 11:37:34 am »
hmhmhmhmhm...

there's a little public beta test (w/o accounts) running at the enesce server. it seems a bit hectic and there's a lot of balancing needed. spells are getting too... weird, you dont really know whats going on. i also noted that this version is really laggy. i think i should cut the skills for each class down to 6, eliminating the new really weird spells. these would be:
Cleansing Monsoon
The 7th Defensive spell that isn't coded yet.
Voodoo Burst
Summon Thornling
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host

Offline King_Of_Pain

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Re: Hexer spell & feature suggestion thread
« Reply #218 on: August 08, 2007, 05:51:41 pm »
Teleporter Offensive, Spell

When Teleporter is cast, the nearest enemy player is instantly moved to a few feet forward of your position, and cannot shoot for 1 second after teleportation. Cooldown will be reduced at each level up, and 'freeze time' (where the player cannot shoot) will increased by one second at levels 4, 6, and 10, for a maximum of four seconds.
« Last Edit: August 08, 2007, 06:12:52 pm by King_Of_Pain »

Offline Biscuiteer

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Re: Hexer spell & feature suggestion thread
« Reply #219 on: August 08, 2007, 06:58:56 pm »
Teleporter Offensive, Spell

When Teleporter is cast, the nearest enemy player is instantly moved to a few feet forward of your position, and cannot shoot for 1 second after teleportation. Cooldown will be reduced at each level up, and 'freeze time' (where the player cannot shoot) will increased by one second at levels 4, 6, and 10, for a maximum of four seconds.

Teleport - This is pretty much Burrow Mk.2 except they teleport above you and are disarmed for a moment. Players will quickly learn to nade you dead if you happen to use this often. Denied.
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