redquill
Administrator
BLU (r)Mage
Where do you live, Monster?
Posts: 186
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Post by redquill on Sept 26, 2014 14:55:17 GMT -5
Not sure which would fit the theme better just yet, but this Monster is the new Priest, not very useful on their own but augmenting nearby allies a great deal with healing support. They can either lock onto a target to rapidly heal them for 1 HP a tick, or charge up without locking for burst AoE heals. At the second level they invert this role, draining HP from enemies slowly to heal themselves or charging up to debuff the enemy's movement, making it slower and more erratic. Not sure what to do with them at level 3; so far the only idea I've had is a quickcharge on their normal AoE with some slight modifications. In 'Light' mode it would be a small heal to all in range - 4-6 HP seems about right - and an instant shield like the one you get when they line-heal you at full health for a while. In 'Dark' mode it would steal enough health from enemies nearby to heal them fully (if possible) and put a curse on them that's about as strong as a half-charged one normally. I don't like it much though, it's not thad different from their normal attacks... ideas?
Nothing's added to the castle when they hit level 2 currently, and I think a healing potion would be a good addition. It would work like a bomb, healing a few hp - more if you're closer to where it pops - neutrally, perhaps clearing debuffs too.
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redquill
Administrator
BLU (r)Mage
Where do you live, Monster?
Posts: 186
|
Post by redquill on Sept 26, 2014 15:19:00 GMT -5
For the notes... main thing I have for these guys is their use of lock-on and lock-off ranges being different numbers, lock on being the distance they can acquire a target at and lock-off being the distance they're forced to lose that lock. The plan is that once they have a target they can keep it for a long time, though their healing/draining power becomes less effective as they get further away. There's a few other ideas for their level 3 too: reviving a target, removing debuffs in a large area, and stopping enemies from attacking in an area. I like the last one, but I think the 'light' version of that attack, removing debuffs, needs to be better as most debuffs are removed by healing anyway. Finally, 'reconsider visuals for clarity's sake' which I assume means the proposed reversal of healing and draining graphics because these are evil creatures, which is a valid point I think. It's a neat idea, but heals looking like a good thing is probably better.
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