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[PR DRAFT] Wraith rework
#9
Another update:
The framework for all abilities and paths is now functional, so is the new rotating zones mechanic. The only mechanic left to be added in is the different additional vulnerabilities and weaknesses each path suffers from.

About the new abilities of the harbinger;

Summon void portal

Currently summons a void portal that after a time of setup can start creating a few creatures then stays here for a long while and finally despawns. It despawning normally or being destroyed will also destroy all the critters linked to it. Currently the critters it comes with are critters already in the game, but im considering making entirely new ones, although that represents a lot of work.

Summon void helper

This is the harbinger's ability bringing in the ghost of players. Upon use it prompts eligible ghosts to select if they want to join, like poltergeists, and picks one. This ability can only be used whiled manifested and inside one of the rotating zones. The summoned creature is currently a meatcube with three abilities, each one allowing it to pick which creature it wants to be. Those creatures are;
The skeleton general. A big, bulky, slow skeleton that possesses an ability that temporarily buffs surrounding critters, and possesses a melee range stun as well as an ability to make a weak skeleton. Meant as a bit of a tank, their overall damage is pretty low.
The spiker, a cowled figure with a tentacle for an arm. It can be used as a projectile and drags someone to your location. You also possess an ability allowing you to keep an already incapacitated person on the ground for a short while while doing some damage and bleed. Meant to be used in tandem with the hordes the harbinger summons as ranged support.
The void hound. A creature with the ability to go semi-invisible and armed with a leap able to stun people for a short time. They possess a slashing limb able to do some bleeding damage. Meant as a quick get-in get-out stealthy type with higher damage than the other summons but very low health.


Any sort of ideas or feedback on balance is of course greatly appreciatted.
Ill be working on correcting the faults and fixing the code for the following days and update as it goes.
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Messages In This Thread
[PR DRAFT] Wraith rework - by Bartimeus - 05-03-2022, 11:35 AM
RE: [PR DRAFT] Wraith rework - by Danger Noodle - 05-03-2022, 11:57 AM
RE: [PR DRAFT] Wraith rework - by LeahTheTech - 05-03-2022, 05:16 PM
RE: [PR DRAFT] Wraith rework - by Frank_Stein - 05-03-2022, 08:23 PM
RE: [PR DRAFT] Wraith rework - by SkeletonDoot - 05-07-2022, 10:07 AM
RE: [PR DRAFT] Wraith rework - by Bartimeus - 05-07-2022, 11:09 AM
RE: [PR DRAFT] Wraith rework - by DioChasek - 05-07-2022, 12:46 PM
RE: [PR DRAFT] Wraith rework - by Bartimeus - 05-08-2022, 03:24 PM
RE: [PR DRAFT] Wraith rework - by fungicidal - 05-08-2022, 03:48 PM

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