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Unique Mercenary Hero Idea

PostPosted: Sun Apr 10, 2016 7:18 pm
by Sinque Productions
I have an is idea for a hero who is really unique:

Empo
A skilled mercenary from a distant land who will fight; for a price. He uses fear and smoke to kill his enemies, but don't be fooled, he is a capable fighter.

Role: Damage & Distraction (fear).

Stats:
HP: 275 (+25) [500]
Damage Range: 35-45 (+3,+4.5) [63-85] Every 1 seconds
Damage Melee: 17-20 (+1,+2) [26-38] Every .3 a second
Armor: Low
Magic Resistance: None
Regen: 12%
Speed: Fast
Respawn Time: 5 seconds

The part about Empo that is unique is that he takes 100 gold every time he respawns and 1 gold per second, (if there is not enough gold it will stack up until more gold to arrive)
The other is that 50% (stronger enemies less likely, weaker enemies more likely) of enemies that see him (closish to his position while he isn't moving) will be stunned in fear for 1 (+0.2) [2.8] seconds. It will only happen to enemies who haven't seen him before. Enemies that are stunned will take 25% extra damage, will not move, and will not attack for stunned period.

Abilities:

Spin Kick (Action, 10 seconds) 1/2/2
-Leaps in the air and spins around doing 50/60/70 damage to each enemy hit.
-Takes 1.5 seconds to complete.
-Can hit up to 3/5/7 enemies at once.

Smoke Bomb (Action, 7 seconds) 2/3/3
-Throw a smoke bomb slowing, distracting, and damaging enemies.
-Does 35/45/55 damage each second to enemies inside every second.
-Has a 25%/35%/45% chance to instakill all enemies inside.

Bounty (Action, 15 seconds) 2/2/3
-Instakills strongest enemy under 800/1000/1200 health.

Fear (Action, 20 seconds) 2/2/3
-AOE spell where enemies will be surrounded by smoke and then run 7/9/11 seconds back in the direction they came from.
-They will have a 75% chance to miss both melee and range attacks (their attacks) and will take 75% more damage from all sources. Lasts for 12/18/25 seconds after running stops.

Smoke Walk? (Hero Spell, 25 seconds) 3/4/4
-Slowly (think Grawl but even a little slower) walks forward with smoke around and behind hero (AOE)
-Fires wisps of smoke (AOE) 2/3/5 times, doing 450/550/650 damage. Will hit all enemies in a small radius (AOE).
-Enemies touching smoke under 900/1100/1300 health are instakilled, and enemies higher than that will receive 900/1100/1300 damage.
-Lasts for 15 seconds
-Cannot Attack
-Invulnerable

Appearance: (Will add picture in the future)
Brown cloak, brown broad and low hat, and crossbow like gun.

Feedback and ideas (including better name 8-)) are appreciated.
Thanks
:veznan:

Re: Unique Mercenary Hero Idea

PostPosted: Sun Apr 10, 2016 7:32 pm
by RZRider
I think the hero spell or some of his other abilities would cost gold. Ps he is really up. Since he costs all that gold he has to be what a normal hero is considered op. His hero spell has nothing to do with gold and is boring and UP. All in all it is a really good idea, but needs improvment on the actual hero.

Re: Unique Mercenary Hero Idea

PostPosted: Sun Apr 10, 2016 10:43 pm
by Sinque Productions
RZRider wrote:I think the hero spell or some of his other abilities would cost gold. Ps he is really up. Since he costs all that gold he has to be what a normal hero is considered op. His hero spell has nothing to do with gold and is boring and UP. All in all it is a really good idea, but needs improvment on the actual hero.


I changed it so now it costs for all spells. My plan is he is incredible strong but forces the player to build less and he makes up for the damage.

PS Does Up means OP?

Re: Unique Mercenary Hero Idea

PostPosted: Sun Apr 10, 2016 11:21 pm
by RZRider
No, he is underpowered. Especially the hero spell

Re: Unique Mercenary Hero Idea

PostPosted: Mon Apr 11, 2016 6:44 am
by FeedDaKingdom
Umm..... 2 gold per second????
I dont think thats a good idea.
If you want him to cost THAT much gold he should be really overpowered. Or at least deal a lot of damage (glass cannon)
my idea is just to remove the gold cost to less than 100 gold for abilities.

Re: Unique Mercenary Hero Idea

PostPosted: Mon Apr 11, 2016 1:08 pm
by Big Bad Bug
I don't think he should cost gold at all. Is he meant to fight alongside your own hero, or as the hero himself?

Removing the passive gold cost of 2 per second would be fine since he'd still cost the player gold as he used abilities, however, he shouldn't cost them more than a tower for any ability unless it's really worth the cost. If a Wild Magus can shoot for an average of 15 -a number for simplicity- magic damage four times in a second, it deals 60 damage per second and costs 300 Gold. Multiply that damage by the amount of time that it will stay in the level, which is about 15-30 minutes, and you'll see how valuable gold spent is, especially city pared to those underpowered abilities.

Rather than make the skills much stronger, make them somewhat more powerful and just lower the cost. By being cheaper, they can be used more often, making versatility the leading trait of the hero. ;)

Re: Unique Mercenary Hero Idea

PostPosted: Wed Apr 13, 2016 5:58 am
by Sinque Productions
2 gold per second doesn't seem that much at first... but oh gosh that's so much.

I've buffed all the abilities and Empo himself. Is it enough buffing?
I also changed fear to an upgrade and smoke walk to the hero spell. I imagine it being on annoying for Empo to do the walk when it isn't wanted. Should I keep it that way?

Thanks for the responses everyone. :D

Re: Unique Mercenary Hero Idea

PostPosted: Wed Apr 13, 2016 6:42 am
by Juice Box
This is just me, but I think you should remove the costs for each ability but keep the two gold per second. It can be really irritating on the player's side to see his/her gold constantly bogged down because the Hero used an ability.

I mean, imagine saving up for Eldritch Doom, and once you're about to upgrade, bam, Empo uses Bounty and you have to wait a while again.

A two gold per second system wouldn't irritate the player as much since it's a constant thing--after a while, the player will get used to the continuous stream of gold being taken from him and won't be bothered as much. Empo will need to be much more potent than even a dragon hero, however, if this is to work, since the gold lost on the player's side will have to be evened out by the Hero's sheer power.

What I really like about this guy, though, is that he'll create a sense of urgency for the player--he will always want to call in waves early, since the less time spent waiting, the less gold taken from him. It then becomes a game of getting Empo to cause as much damage as possible in the shortest amount of time, making him a little like Durax but riskier, since if he fails, the cost will come in terms of your gold.

Re: Unique Mercenary Hero Idea

PostPosted: Wed Apr 13, 2016 11:51 pm
by Sinque Productions
OK. Here's some math for everyone.
To find how much money a typical level costs, where going to use Blood Quarry. Using the wiki to find how much money you get for killing each enemy and how many of which enemy are on the level, I came out with the 9904 gold. I'm going to set it to 10k because it is easier for calculations and there are actually a few more enemies that come through the bushes.

Using the famous KR youtuber, Superbomjombo3's playthrough, it takes about 16 minutes. Using 10,000/(16*60) we get 10.42 gold per second. If Empo takes 2 gold per second, we still have 8.42 left, and 8k gold for the entire level. Seems pretty doable to me.

But what about his power ups? I will add 1-3 seconds to the cool downs to make it more true to the game.
Smoke Bomb: 50/8= 6.25 gold per second.
Bounty: average 200/17=11.8
Just his first two abilities about 8 more gold per second then is possible to get.If we multiply 18 by 2.25 (for the longer cool downs) to find the rest of the costs, we get 37 gold per second. It is clearly impossible to have enough gold to make the upgrades not cost to much without cheapening them. To find how cheap we need to make it, we'll use the equation 37-10=27/2=13.5. To make it cost as much as two gold per second, we would have to cheapen the prices by 13.5 times. And a smoke bomb that cost 3 gold seems strange to me.
In addition, Juice Box made a point that a steady flow wouldn't be irritating like a sudden drop. Another thing is that 2 gold per second is more like what a real mercenary's payment style is so it is fitting.
So I'm going to change it to 2 gold per second and free abilities.

Re: Unique Mercenary Hero Idea

PostPosted: Thu Apr 14, 2016 6:53 am
by The Kingmaker
But is he worth 1/5 of your total gold count?

You may be able to complete the level with 4/5, but it wouldn't be fun, and it would detract from the whole tower-defence aspect of these TD games. Removing gold for abilities I like, but it's a bit too much combined with two gold per second.
Would something like 5 or 10 gold a minute work better?

Re: Unique Mercenary Hero Idea

PostPosted: Fri Apr 15, 2016 12:13 am
by Sinque Productions
The Kingmaker wrote:But is he worth 1/5 of your total gold count?

You may be able to complete the level with 4/5, but it wouldn't be fun, and it would detract from the whole tower-defence aspect of these TD games. Removing gold for abilities I like, but it's a bit too much combined with two gold per second.
Would something like 5 or 10 gold a minute work better?


I see what you mean. Only having 4/5 doesn't allow for those nice abilities on towers. But I think 5 or 10 gold per minutes a little to low for what I'm trying to do. I'm decreasing it to 1 gold per second or 1/10 the total gold.