Author Topic: New spell ideas? Let us hear them.  (Read 14563 times)

Offline nobody

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Re: New spell ideas? Let us hear them.
« Reply #15 on: May 09, 2012, 09:22:06 pm »
A counter projectile spell. a quick touch range spell that if you activate it at just the right time will deflect any projectiles and send them back

Offline Tallgeese

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Re: New spell ideas? Let us hear them.
« Reply #16 on: May 09, 2012, 09:31:37 pm »
Well, obviously I am going to point to this topic:

http://www.arcengames.com/forums/index.php/topic,10622.0.html

In addition... I am interested in a spell in which you generate rings or orbs around the player, floating around them in circular or elliptical orbit. Player can spend time generating orbs as much as they like up to a limit (perhaps 4), but they have a duration. The orbs do not shield the user or fire anything, but do large damage to any enemy they touch. Essentially, a spell that keeps you up close and in the face of an enemy, with high risk but high reward.

Offline Zozma

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Re: New spell ideas? Let us hear them.
« Reply #17 on: May 09, 2012, 10:47:40 pm »
Sustained damage spells would get my vote; hold down the button to get a constant stream. Several varieties come to my mind immediately: a generic sustained that does continuous damage, a sustained that starts out doing low damage but increases as it is maintained (making it impractical against most mobs but good against certain bosses and stationaries), and a sustained that does high initial damage but does gradually less per tic (making it a balancing act for optimal damage to mana consumption).

As for other ideas? Maybe a mana intensive decoy spell that attracts "sentient" homing attacks, like dragon fire or fairy projectiles. Variations of storm dash wherin the target you collide with suffers damage and knockback? Slow moving "prismatic" projectiles that change between elements as they travel? Some of these ideas probably don't fit with the intended goal or theme of the game, but I'm just throwing them out there.

Offline khadgar

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Re: New spell ideas? Let us hear them.
« Reply #18 on: May 09, 2012, 10:53:53 pm »
Okay, here goes 3 spells for each color, to give you guys some variety!

WHITE
*Invulnerability - Makes your character invincible, exactly the same as you get on screen transition. Really high cooldown & mana cost. It would give you some breathing room in a hectic environment.
*Mirror Image - Creates a decoy copy of your character that would retain your character's appearance & hitpoints (or had a set number of HP that increases with tier) and distract fire. It would jump when you jump, but not move left or right.
*Righteousness - Toggle on/off spell, Increases damage dealt by some amount, but due to mana drain makes spellcasting slower

PURPLE
*Phase - Makes the player have no collision with enemies or spells for 0.5-1.5 seconds, with a relatively high floor (at least 3 seconds, to prevent constantly being phased) for the minimum cooldown.
*Soul Spear - Costs life to cast (in addition to mana), but returns 95% of the life if the spell deals damage to monster. If you miss, you don't get the life back.
*Vampirism - Toggle on/off spell, [entropy] damage dealt by the player is returned as life at some small percentage, but also capped at a certain amount (10-20 hp?) to prevent it being overpowered.

BLUE
*Summon Carp - Summons a carp (non-skeletal)! Or a skeletal version if you want. Should only be castable while in water, I guess?
*Tidal Wave - Very high mana cost, high knockback. Think "I just cast 12 tidal pulse all at once in the same direction". Should be multiple projectiles, so that some can collide with walls and the rest keeps going.
*Hydrostep - Alternative to Ride the Lightning, but water element. Virtually the same, but gives less propulsion for a longer duration. That is, you don't go up as much, but you hover there LONGER.

RED
*Magma Orb - Trajectory spell, tiny explosion (1/4th the size of an explosive esper) upon contact with an enemy / wall. High cooldown.
*Blazing Speed - Alternative to Storm Dash, but with fire particle effects. Does not increase damage to 200%, but instead burns off your health constantly as you use it.
*Char - Piercing whip-range spell, slightly longer than leafy whip. Low damage, lower cooldown, but nearly instant travel time (projectile speed) by default. Does not slide along walls.

GREEN
*Barricade - Summons a giant rock (grows to fill the space, a la crates) with a big chunk of hitpoints. Maximum grow size is as big as a 3x3 grid of crates. Can only summon 1 barricade at once, tier increases hitpoints.
*Beckon - Draws health orbs to the player from 3x the range for the next few seconds. All health orbs gathered in this time do increased healing.
*Stalagmite - Piercing projectile, deals good damage, but has somewhat high cooldown. Poor damage per second, but good damage per mana overall.

YELLOW
*Eye of the Storm - Drops a background object (like a ball of light or monster nest douser) that deflects projectiles like a repulsive dust cloud. Very short duration, very high cooldown. Tier increases deflection, not duration.
*Blink - Very short ranged version of lesser teleport. Default range is about 2 character-lengths forward (enough to warp through a projectile) Does not get increased range from +projectile speed. Low cooldown, negligible mana cost. Requires comet shards to make it harder to get.
*Air Burst - Like splashback, but only in a 60-90 degree cone in the direction fired. More knockback  & longer range to compensate.

RAINBOW
*GODLY TSUNAMI IMPLOSION APOCALYPSE OF FRIENDSHIP - Fills the target with a sense of well-being, belonging, love, and kindness. What element is it? It's EVERY ELEMENT. Why do you always try to divide us?
« Last Edit: May 09, 2012, 11:16:30 pm by khadgar »

Offline Drjones013

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Re: New spell ideas? Let us hear them.
« Reply #19 on: May 09, 2012, 11:12:49 pm »
I would like to see a spell that works like a chain-whip with a fixed range; you cast it on a wall or obstacle and it pulls you towards it. When you hit an enemy with it the spell it does damage. Platforms and boxes still have an important role as they can be placed anywhere whereas the chain needs a target. Basically it's a flat-out Castlevania-style spell.

Offline Tobias

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Re: New spell ideas? Let us hear them.
« Reply #20 on: May 10, 2012, 04:33:44 am »
I would like to see the ability for players to custom modify the attributes of spells. Things like cooldown, projectile speed, projectile size, customizable in the same way that player attributes are.

Also, a truly melee attack. Things like the entropy whip try to emulate melee, but ultimately fail because the attack animation does not move with the player - basically, if you use the spell while moving forward, it's range is effectively reduced.

Offline EtherealOne

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Re: New spell ideas? Let us hear them.
« Reply #21 on: May 10, 2012, 05:53:08 am »
A couple of things I would like to see is bigger spells with longer cooldowns so for instance

Astral Projection (1 minute cooldown)
 - You temporarily transfer your consciousness into a ball of energy
 - You control the ball in this state and move at an increased speed and can take no damage
 - The spell constantly drains mana whilst active, once your mana is at zero or you touch your body you return to your current form
 - Your body is left where you cast the spell and takes 400% increased damage.
Useful for scouting and such

Mana Flare  (5 minute cooldown)
  - Increase maximum mana or mana regen by a certain percent for 20 seconds or so
  - Might be useful for increasing burst damage or casting a sunrise or such spell.

Frenzy (5 minute cooldown)
  - Increases cooldown reduction by a certain percent for 20 seconds or so

I think buff spells with long cooldowns might help make boss fights more challenging since you could then balance them around people having temporarily stronger characters  compared with fighting trash mobs.

Offline zebramatt

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Re: New spell ideas? Let us hear them.
« Reply #22 on: May 10, 2012, 08:26:29 am »
Just a basic freeze spell strikes me as a great idea.

Offline madcow

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Re: New spell ideas? Let us hear them.
« Reply #23 on: May 10, 2012, 11:39:32 am »
A gravity gun would be quite fun. It would only work in close range, and once used would have a lengthy cooldown so that it couldn't be used as a shield. But you could catch shots fired at you and then shoot them back, or even catch enemies and carry them around before shooting them off. Holding down the mouse button would let you hold/carry the object and then releasing would shoot it off in that direction (enemies would move in an arc similar to rock-shot).

Edit: A digging spell would also be a fun spell to have.
« Last Edit: May 10, 2012, 11:47:28 am by madcow »

Offline The Wuggly Ump

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Re: New spell ideas? Let us hear them.
« Reply #24 on: May 10, 2012, 01:02:21 pm »
Right, you asked for it.

Summon Scarecrow - a silly-looking scarecrow draws aggro for a while.
Explode Head - Exploding the heads of things is funny, but maybe too gross for AVWW.
Fortify [Attribute] - a temporary buff for things like movement speed or jumpiness. Might mess up balance though.
Water Walking - because it's awesome.
Silence - make a mob stop casting so many dang spells.
Mark and Recall - teleportation spells that let you mark one or more chunks, and return to those at will. I really liked Morrowind, can you tell?
Panic Button - teleport to a random chunk in the same region. This would be even better as an enchant that activates when a player's health gets too low. Obviously it'd be annoying as heck to some people, but it'd be funny so I say you should do it.
Sword Spin - very fast melee attack that hits in a circular area around the player. I want more Castlevania style melee, please.
Multi-shot - I'd really love a ranged attack that had three or more projectiles, shmup style.
Shotgun - Oh, or maybe a medium range blast of a whole bunch of little projectiles, that'd work too.
Spin Attack - like the Screw Attack from Metroid, basically.
Chain of Awesome Exploding Death - ranged attack that causes enemies to explode on death; and if the explosion kills another enemy, that enemy explodes too, and so on.

That's all for now, I'll probably have more later because I like making lists of things I want.

Okay, here's some more:

Wall Walking - walk on walls, ceilings, and so forth. Might be better as an enchant, but might not.
Fling Self - flings the player character at the cursor, damaging and bouncing off any enemies hit.
Call Land Shark - A big toothy shark jumps out of the ground in an arch then despawns when it lands, damaging anything it hits. Does not work in water (because it's funnier that way).
Fling Monster - extremely fast ranged attack that flings what it hits in a random direction (but always away from the player), damaging the enemy being flung (flinged?) and any enemies it hits.
Wall Jump - again, this might be better as an enchant. Is there a thread like this for enchants? I could have sworn there was, but now I can't find it.
« Last Edit: May 10, 2012, 03:17:45 pm by The Wuggly Ump »

Offline stevebat

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Re: New spell ideas? Let us hear them.
« Reply #25 on: May 10, 2012, 11:35:44 pm »
I would be happy to see placable mine spells. Spells that have no movement speed on their own but have a long life time and do damage to whatever poor enemy paths into it.

Offline LintMan

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Re: New spell ideas? Let us hear them.
« Reply #26 on: May 11, 2012, 12:37:03 am »
General type of stuff I'd like to see:

- AOE spells: 
 ---  Maybe one where the AOE ignores walls (ie the blast catches things on the other side).  Perhaps this could be counter-balanced by being self-damaging to the player.
 --- Some sort of long-lingering gas/cloud that does slow damage over time to any enemies within it (and perhaps the player too).

- Aura effect spells: ie: causes enemies constant DOT if within the aura, slows enemies in the aura's area, boosts other players, etc.  Perhaps some of these auras could be passive bonuses or automatically activated when needed like Storm Dash or RtL.

- Spell Mutator spells: activating one of these has some effect on the other spells you cast.  ie: increases both range and mana cost, or increases damage and halves range, etc.  Or even something like it costs constant mana like a shielf, but makes any spell you cast piercing or do bonus damage over time, etc.

- Long range sustained beam spell, perhaps that reflects off walls.

- "The Smart Bomb" - Huge cost, damages all enemies on screen

- "The Minigun" - Tiny "bullets", low damage but huge rate of fire at constant mana drain, for overall very good DPS, but shots spread out so the further away, the less accurate and the lower the DPS.

- Chain lightning - Hits first target then chains to several more for diminished damage to each subsequent one.  A sustained version of this might also be really cool.
« Last Edit: May 11, 2012, 12:39:48 am by LintMan »

Offline Martyn van Buren

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Re: New spell ideas? Let us hear them.
« Reply #27 on: May 11, 2012, 01:31:05 am »
Translocation could be cool --- warp a basic enemy to a random other place in the same room.

Offline Zozma

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Re: New spell ideas? Let us hear them.
« Reply #28 on: May 11, 2012, 04:59:45 pm »
Simple, chargable projectiles might be cool, too :)

Offline The Wuggly Ump

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Re: New spell ideas? Let us hear them.
« Reply #29 on: May 11, 2012, 08:09:55 pm »
Oh man, I just had a great idea for a spell, or maybe a terrible idea for a spell, I have trouble distinguishing those.

Rainbow Filter of Love - A circle of spell energy stuff surrounds the player for a short time (maybe 0.5 to 1 seconds?), and any enemy projectile that passes through the circle is converted into some sort of positive effect, like healing or mana regen or an elemental buff or something. Different enemies' projectiles have different effects.

It'd probably be pretty hard to implement, but if it's not, I think it might be a cool addition.