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Quote from: King_Of_Pain on August 08, 2007, 05:51:41 pmTeleporter Offensive, SpellWhen 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.
Teleporter Offensive, SpellWhen 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.
The idea was that they'd be sitting ducks when they arrived (including nades, guns, everything except fists), and that anyone caught in a teleporter would have to dodge for a few seconds before counter-attacking.It's much easier to program than the Burrow spells, too.
(...) at levels 4, 6, and 10 (...)
(...) at levels 5 and 10 (...)
Pretty lame, w/e.
Teleporter Mk.2 Offensive, SpellWhen Teleporter is cast, the nearest enemy player is instantly moved to a few feet forward of your position, and the person who cast teleportation is invulnerable to attacks for one second after casting. Cooldown will be reduced at each level up, and invulnerability time will increased by one second at levels 5 and 10, for a maximum of three seconds.Will this suit your needs better, Biscuiteer?
Sacrfice/hybrid defensive Static: When your health goes below 2/4's you slowly lose bullets to regain your health like wise if your bullets go below 1/4 Spell: kill yourself to fully repplinish your allies health and give them small small small warmth and pierceCool down : ?? just make it verrrry long lol Level plus : per 3 level bulllets replinish more health, and health replinishes more bullets but this can only be leveld up once, lest it be sploited.Summon Medic/hybird summon idk if this is possible but can the static part be activated AFTER the spells activated? Static: Bot increases your health regeneration ratio .1 per level Spell : lays medkits over timecooldown : 340 secsNo per level +'sThe calling of blood/static defensiveIf your health goes below 2/4's a very weak bot with no weps and 1/4 health will spawn and it will be named "Blood golem" of course, you have to give up some health for it to work but itll distract yuor enemies long enough for you to get away Per level increases golems health by 2%.lvled twice, last level they give you health per hit and dmg they doAncestral bonds/spell summonCreates 2 weak bots that, as you kill more, get more powerful, *they can only get 4/4 health and USSCOM if thats possible* once you get 10 kills they get fully powered *read in the astreicks* and per level you can choose to give them main weapons at the cost of thier health *always have 2/4's* or give them secondary weapons to have them have low dmg income.Level plus : every 3 lvls + dmg and - kills needed, only lvled twice last level they can use main or secondary wepsThe spawns men/ summoning/spell Summons a bot who can *if this is even possible 0o* summon EXTREAMLY!!!!!!! weak bots over a perioid of 1-2 minutes. its sorta like tree of life but with a bot the bot is immoible and can be destroyed.Dance of blobs. Summoning/ spellCreates 1 bot every level *4 levels* each is armed with nothing has 1/4 of health and has low dmg income * i mean LOW* And last and very special!Call of the summoner / staticEvery summoning spell you cast will grant you with points. called Sumpoints. and you get to buy rewards with sumpoints AKA 10 sumpoints for a zerker...clusters...pred.. * iknow vanish but if you dont have it u can buy it * and if you get max sum points *u can choose what to do but ill give u a suggestion* you can cancel the cool down on one of your bot summons. !
Theif/Ghost (lack of better name)offensivewhen used, it steals a spell from the closest enemy and casts it right awaymuch like the ghost in mario cart
A spell snatcher would be great to use, stealing a random player's random skill and uses it on yourself would be fun.Here is just a random one that comes to mind.Extreme heating:Defensive, spell.When used, a random player, or the closest to you cooldowns all go up by 100, making it take a while before they can be re-used.120 cooldown, +1 second duration/ skilllevel.Summon pain:Summon, spell.When used, a bot is summoned with no weapons, just fists, but when it collides with someone, half their health is drained, it can only collide with two enemies max.Colldown is at 260 seconds. -1 second/ skilllevel.Summon thief:Summon, spell.When used, a bot is summoned, when it collides with another player, it randomly takes either its weapons, health, or grenades. It can use whatever it takes "Or gives them to you".220 cooldown.
Xxypher's Spell Snatcher - Could be useful, but because you don't always know what you will 'steal', it can only degrade your potential power. This is a Pass.Extreme Heating - Not really useful by itself, as spells aren't the ones that kill people; they only help kill people, mostly. PassSummon Pain - Not useful because they actually have to contact the enemy in order to halve their health, whereas a ghoul would of killed them already.Denied. A better idea could be a bot that degrades the health of everything around it, dubbed the 'Plague Bearer'. Summon Thief - Still not a useful summon, as it doesn't get you any EP, has to touch the enemy, and other pre-existing summons actually kill stuff.Coming soon: King Of Pain's Teleporter Mk 2.1A & B Reviews, so check this post tommorow.
Alright, I've been tinkering with my Teleporter idea a little more. I know Teleporter Mk. 2 already got a 'pass', but I'm experimenting to see if I can get a 'easily passed' or better.Teleporter Mk.2.1A Offensive, SpellWhen Teleporter is cast, the nearest enemy player is instantly moved to a few feet forward of your position, the person who cast teleportation is invulnerable to attacks for one second after casting and the person caught in the teleporter will be invulnerable for one second. and Cooldown will be reduced at each level up, and invulnerability time will increased by one second at levels 4, 8, and 12 for a maximum of four seconds.This is a mildly modified version of Mk.2, just to see if I can increase the balance slightly.Teleporter Mk.2.1B Offensive, SpellWhen Teleporter is cast, the nearest enemy player is instantly moved to a few feet forward of your position. Cooldown will be reduced at each level up.
Summon Poison:Summon, spell.When summoned, this bot will slowly poison the people they collide with, when the bot is killed, the poison goes away. The poison does 1% damage per second at first level.Cooldown 230 seconds. -1 cooldown/ skilllevel.+1% poison strength/ 2 skilllevels.