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Siege Minigame

#1
Enjoy Guns and Grenades? Well things turned out weird here...   Bows and swords are all you get.


Everyone gets a random class, including the boss which gets its own types.

Class:

Mage: Deal damage in order to gain points.
Staff of Magic: Fireball spell, but faster projectile, maybe different.
Demonic Grimoire: Every spell is a combo based attack.
Drain health: Create a tether between you and your victim, you take more damage from and will heal the victim for damage dealt.
Lightning Root: Chains lightning from starting point to the victim keeping them rooted in place for small timer. (victim can fight back to break out faster, has a cd for being rooted)
Gravity Toss: Lifts target up, to throw them into another direction. (First cast lifts up and has small timer, cast second time to toss, if you miss timer victim is released)




Knight: Deal damage in order to gain points
Hero's Blade: For every strike against the same opponent without missing or taking damage within Xseconds you gain 50% increased damage. (stacks 3 times)
Kingdom's Shield: Reduces damage taken when held out, Charge ability to create a force field like shield infront of yourself. Immobilized during ability.


Archer: Deal damage in order to gain points
Heaven's Bow: A charge shot scattershot, if about to hit something it explodes into a bunch of smaller arrows. (single shot arrow turns into shotgun shot styled arrows)
Forest Spirits: Able to summon forest spirits to act as immobile turrets against enemy. Max 1 of each element designed.


Priest: Heal yourself and others in order to gain points.
Staff of Light: Forms an Ion beam that does damage continuously as long as it is hitting the target.
Divine Grimoire: Every spell is a combo based attack.

Protection: AOE damage shield, any melee or projectile attacks still do damage normally.
Healing bubble: Do I even need to explain this, we already have one, but we can center it around the priest instead.
Regen mana: Debuff's hp and mobility while active by 50%.
Judgement: Revives players in small nearby radius after combo and charge meter. can take hp damage if you run out of mana during this. (2 extra people revived while 0 mana is enough to kill the priest)



Class designs for the boss would have it based around one of 3 types of damage. Melee/Ranged/Magic
"Closest thing I have had to alcohol is chocolate milk... Don't quote me on that!"
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