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Buff steal item / Item that transfers debuffs
Iron Knot that raises def by 1 per x seconds
Blood Drinker - Heal for each bleed effect or enemy bleeding
Some sort of item that steals stats from allies.
Items that inflict slow on enemies
No idea if any of that actually works balance wise. Really enjoying the game so far!
It is a tricky line to walk since regular tanks don't particularly need a buff, but I think creating a world where Frostmancer, Pyromancer, Wildmage, etc were all super valid tanks if you got a correct set of items would be fantastic since their passives almost beg to be utilized in that creative way. This is obviously something that could be tackled with a slight buff to survivability on non-tanks, but I think items could be a great way to tackle it as well.
The items that I think truly make me the most excited to use are ones that help you think out of the box and use a character in a way that they maybe aren't expressly intended to be used.
Stat swap potion that gives a buff that swaps attack and def for x seconds (enemies to)
Bees in a jar - fill empty spaces with beeeeeeeeees!!!! (work like illusionist skill)
Jar of Dirt - does nothing, sells high
Jarate - remove enemy hidden buff and add %defense debuff for 8 seconds
Juice that makes you explode - give your characters a fire stack, if they get koed while its active deal damage to all enemies
Quill bow +50% spd -50%/-30%/-20% attack
Orange GI lose 10% max hp per second but attack stat x2,3,4
Opalessence +5 to random stat - 5 random stat each second
Also give crit items big red crit text when they activate
Flame shell-similar to frost shell, increasing defense per stack of burn, allows additional pyromancer/paladin synergy while making the flame sword actually worth getting (imo)
Fortifying poison- same deal as above, gain defense per stack of poison and or gain shield
Sticky axe- every attack decreases enemy speed by 2% (basically reverse whirlwind axe)
Guilty pleasure- For every negative ailment afflicted on you, gain attack/def/speed/mp charge (any or all, mostly an ancient item idea)
Spontaneous shrapnel- bleed effects spread to adjacent enemies and additionally slow them by 2% per stack
Vitality vacuum- every tick of bleed damage raises your defense/hp by 2/2% or restores hp by that amount
Bloodthirsty armor- All bleed damage (ally and enemy) grants you additional shield
Cursed shield- Your attack and defense stats/bonuses are switched
Converting obelisk- All blessings are converted to hp/mp gain
witch doctors spellbook- Any form of healing produced by this character is amplified and redirected as attack damage
Lightbender- cloak that grants hidden, but -2 mp gain or +10 active ability use
Thief's dagger- while hidden, gain +2 attack/sec
Book of Malice- gain + 1 attack for every stack of negative aliments imposed on enemy
Neurotoxin/concentrated acid- Any poison damage inflicted additionally lowers speed/def
Mana sipper- grants large boost to attack but significantly lowers mp gain/raises active ability cost
bashing shield- Any shield gain is reduced and instead increases attack
Atlas pendent: grant shield equal to your HP (high %) but greatly reduce speed, either single or party wide
Glass gauntlets- less def you have=more attack or speed
That's all I got for now, obviously these need to be balanced, just wanted to think out the box a bit and give some viability/switch up some characters. Also sorry for the terrible names LOL
Each level: --> 20% attack, -10 defense. --> 30% attack, -15 defense.
*Knockback opponent if they are in the front row dealing an 'additional' 200% attack damage. If *knockback is successful, gain 10 attack and 30% to stun enemies for 2 seconds for the rest of the round. Can stack. Protected.
Each level: --> 300% attack damage, gain 15 attack, 40% stun chance.--> 400% attach damage, gain 20 attack, 50% stun chance.
**Knockback - Enemies hit with knockback in the front row are pushed into the backrow, are stunned for 5 seconds and have their attack reduced by 30%. Bosses/Elites are immune to knockback.
Quote: "It was said this sword was used during the creation of the world cutting out it's canyons and moving mountainsides."
Each level: --> 30 MP. --> 50 MP.
Increase healing received for all party members by 20%. Each time you or a party member is healed, gain 15% MP regeneration. Can stack. Protected.
Each level: --> 45% healing received, 20% MP regen. -->50% healing received, 25% MP regen.
Quote: "The virgo is ever watching, always seeking to help those in need and offer them her healing embrace".
Each level: --> 20% attack, 20 starting MP. --> 30% attack, 30 starting MP.
At the start of combat, you have an evil twin with 50% your stats. Your evil twin deals has a 33% chance of attacking you in a rage and only dies at -150 health. If your evil twin kills you or you die, they will revive you for 70% of your Max HP. Your twin dies if they revive you.
Each level: --> 65% your stats, 80% Max HP. --> 80% your stats, 90 Max HP.
Quote: "I swear it was must of been her evil twin! She would never do such vile acts against humanity! I suspect its those pearls she wears!..It all started with those. Yes! Maybe they have something to do with her behavior!" -Lawyer from the trials of Mindaria; the lady, the killer and the cursed pearls.
Each level: --> 20% attack, 10% speed. --> 30% attack, 15% speed)
You target enemies in the front row first. Enemies hit by your attacks have a 10% chance to be charmed* losing 30 defense and dealing 50% less damage. charmed attackers have a 10% chance of joining your side during combat.
**charmed - charmed enemies lose 30 defense and deal 50% less damage to those they are charmed by. charmed enemies have a small chance of fighting for your team, striking attackers for an additional 100% damage. Bosses/Elites are immune to being charmed.
Each level: --> 20% chance to charm, 15% chance to join. --> 30% chance to charm. 20% chance to join.
Quote: "Having started off as a simple necklace to charm men, a young witch ended up creating something much more useful that can really catch the man of her dreams. Legend has it she was so effective at charming men, she became a queen until it became known she was a witch being burned to the stake."
That's all for now. Out of time but have lots more I wanted to throw out at you!! Thanks!
On level 2 in lasts for 6-10 sec and it dose 9-15 'damage and on level 3 it lasets for 20 sec and dose 20-35 damage
Note•
The paladin can not use this item
To what retro is saying here, it might be cool to have unlockable versions of heroes that change their roles. Turn the alchemist into a healer, frost mage to a tank, etc.
Ring of Favor (Common): +15/30/45 Starting MP. Gain 1/2/3 Minor Blessings whenever you use your Active Ability.
Battle Armor (Common): +50/100/150 HP. Whenever you are attacked, gain +5/10/15 Max HP and +1/2/3 Defense.
Volatile Vial (Rare): +5/10/15 Attack. Gain +1/2/3% Attack for each Negative Effect on your target (up to +15%/30%/45% Attack).
Warding Cloak (Rare): +100/200/300 HP. Stun, Silence, and Disarm effects on you have their duration reduced by 25%/50%/75% and are applied to your target as well.
Twincast Gloves (Ancient): Your Active Ability casts an additional time for 50%/75%/100% effectiveness (damage, healing, shields, status effects), but the MP cost is doubled and cannot be reduced below its normal cost.
Item-in-a-Can (Ancient): At the start of combat, this transforms into a random nonupgraded/+1/+2 item of any rarity except Item-in-a-Can. At the end of combat, add that item to the item rewards.
I'm bad at comping up with specific items/effects but some simple ones could include:
Increased % or flat dmg against a bleeding target based on number of stacks or as a debuff on the target.
% crit against bleeding targets.
Healing against bleeding targets - e.g. the Fiends heal could be based on stacks of bleed.
Inflicting self bleeding to cause some sort of effect - e.g. if the Bloodmages effect caused him to bleed rather than lose % hp, or an item that caused you to apply bleed to yourself in order to deal extra dmg,
Damage/speed buff based on number of bleeding targets/stacks.
Consuming stacks of bleed to trigger some effect.
Now this would be an absolutely awesome above and beyond thing to add, yes. Could be a good way to sorta add new heroes without needing new art and letting the characters be reframed in a different light.
-Chance to proc active ability on hit 5/10/15%
-Chance to counter attack with bleed (Or when hit apply bleed to both you and them)
-Increase % damage dealt from all sources based on missing hp
-Reduce damage taken by flat amount of defense, 10/12.5/15% EDIT: Or an aura that protects the party by 5/7.5/10% of defense
-Heal based on damage dealt from effects
-Reduce effect of debuffs by x% so frost lowers speed by 2% rather than 4% for example
-When ally should take lethal damage, transfer 25/50/75% of your health to them once per fight
I'd really love a chance to counter attack or shield self on hit but that's just the brawlers passive
Strike back at every 3rd/2nd/- attacker.
(this counts as an attack and resets the attack bar)
Enemies at the front increase their Max HP by 30/50/70% of their Max HP and heal for the same amount.
Every Attack and Active Ability damage you take cannot exceed 35/25/15% of your Max HP.
(damage over time works normally unless each tick surpasses the threshold)
Damage over time effects on enemies do not expire./
Damage over time effects on enemies do not expire and cannot be removed.
Over time effects you receive or cause happen 4x as fast.
Over time effects you receive or cause happen instantly.
When an enemy dies, you and adjacent heroes gain a shield equal to 15/25/35% of it's Max HP.
Attackers give adjacent heroes 1/2/4 MP.
Upon being knocked out, deal 150/300/450 piercing damage to all enemies.
Every 2 seconds, all heroes lose 5/10/15% Speed and enemies gain the same amount.
Increase the cost of your Active Ability by 35/25/15 each time it is used.
I’m sure it would be overpowered as crap, so it would need some serious drawbacks.