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Item, weapon and spell ideas
Another extensive thread of ideas. :samorost_dog:

Tell your item, weapon, armour and spell ideas and stat balance ideas here!

Template #1:

Name: Character: Type / Element: Level: Explanation: Particle-effect / Material effect: Colour (Particle effect): Cooldown time: Distance:

Particle effects and their colours might not be possible so those are just extra ideas which can be ignored. They could be changed with a special sound effect like a roar (slashes, melee boosts) or tingly noices (freeze spell).
Last edited by FishTigress; 6 Aug, 2017 @ 4:55am
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Showing 1-15 of 17 comments
FishTigress 6 Aug, 2017 @ 4:43am 
Name: Freeze Burn

Character: Pyro (Mage)

Type / Element: Ice magic

Level: Low-level spell (lvl 25 or so)

Explanation: Freeze-burns the enemy for 30 damage points per hit.

Particle effect: Winter Holiday Noisemaker's snowflake effect

Colour: Light blue

Cooldown time: 6 seconds

Distance: Close-medium (360 degree spell that can hit many players at the same time)

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Name: Healing Hand

Character: Medic (Healer)

Type: 1 person healing spell

Level: Default spell

Explanation: Heals one ally for 25% / 50hp and the healer himself for 25 hp. The glow is seen on Medic's hands or one hand and once the spell is done the players' screens' show Health crosses all over the place (and around the 3D model of the character for a while).

Particle effect: Medi Gun's glow (tip of the Medi Gun)

Colour: Opposite team colours (Blue for Red and Red for Blu because these would show better)

Cooldown time: ~15 seconds

Distance: Close-to-medium range (Can only heal one person at a time, the Medic must point their crosshair at them, can give overcharge)

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Name: Arcana Aid

Character: Medic (Healer)

Level: Default or low level (10 to 25 lvl)

Type: Team healing spell

Explanation: Heals allies within mid-range for 10 hp per second, lasts for 5 seconds (50 health for everyone unless they get hit). (Uses the Amputator taunt in beta)

Particle effect: In Beta it'd be the same as having the Amputator, in the finished game it would have the Darkblaze unusual effect for Blu and Hellfire for Red.

Colours: Purple and Orange (Or Blue and Red if possible)

Cooldown: ~25 seconds (Because it's quite powerful)

Distance: Mid-range (Doesn't give allies overcharge)

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Name: Asp's Arsenal

Character: Medic (Healer)

Level: Low-to-high (lvl 25)

Type: Poison spell

Explanation: One of the few hurtful spells the Medic can cast. Causes 5 damage for one enemy for 8 seconds (See: Bleeding).

Particle effect / Material: No particle effect expect if there's a spell coming out of the Medic's hands in which case he would have a dark green stream coming out of his hands. The person under poison damage would have their model turn a little bit dark green and their screen would go a bit green too. They would also have the bleeding effect droplet on top of their head.

Colour: Dark green (ex. the kind of Zepheniah's Greed)

Cooldown: ~45 seconds or more (To prevent spam as the Healer should mostly heal and not attack)
FishTigress 6 Aug, 2017 @ 4:54am 
Name: Speed Boost #1 and #2

Character: Heavy (#1) and Demo (#2)

Level: Low level (10 to 25)

Type: Aid spell / speed boost

Explanation: Speeds the character for 6 to 10 seconds by 35% (Heavy)
Speeds the character for 8 seconds by 15% (Demo)

Particle effect: Green line coming from behind (Similar to the CTF flag's trail). Speed boost lines in first person (Like when getting hit my Disciplinary Action)

Colour: Lime Green

Cooldown: 20-30 seconds (to prevent spam)

Distance: Close (On the player himself)

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Name: Katana Slash

Character: Soldier (Ronin) and maybe Demo (Knight)

Element/Type: Strength boost/ Power slash

Level: Low level (10 to 25)

Explanation: A strong close-range attack to the closest enemy. Deals 55 damage.

Particle effect: Orange line coming from the sword as it's slashed.

Colour: Bright orange (for both teams the same)

Cooldown: 15 seconds (takes mana)

Distance: Close-range
Space Radish 14 Aug, 2017 @ 10:51am 
Name : Allies from the grave or Undead Summon
Character:pyro (mage)
Element/Type: Undead Magic
Level: Medium Level (20-30)
Explantion: summon ally skelotens that attack the enemies (this spell has 3 Lvls, level 1 tiny skeletons, level 2 medium skeletons ,level 3 giant skeletons) they can summon up to 2 skeletons
Particle Effect: Purple Flame going into the ground
Colour: purple spell (However, the skeltons are team coloured)
Cooldown: 10 seconds (but only can be used if maximum skeletons have been summoned) (takes high ammounts of mana due to it's versatility)
Distance: Mutiple

Just an idea let me know what you think :sans:
FishTigress 14 Aug, 2017 @ 11:43am 
Update: We're now looking for new weapon ideas as Panns is working on finetuning the spells and also fixing other bugs!

Any ideas are welcome, we could all brainstorm together at the Discord.
CAT 15 Aug, 2017 @ 1:16am 
The problem with skeletons is that they don't seem to be able to move or attack. When summoned they just stand there, doing nothing.
silver 18 Aug, 2017 @ 4:48am 
Originally posted by SomePanns:
The problem with skeletons is that they don't seem to be able to move or attack. When summoned they just stand there, doing nothing.
Don't they activate when nearby players?
CAT 18 Aug, 2017 @ 12:47pm 
Originally posted by Silver Von Preußen:
Originally posted by SomePanns:
The problem with skeletons is that they don't seem to be able to move or attack. When summoned they just stand there, doing nothing.
Don't they activate when nearby players?
Apparently not. Such a shame really.
Space Radish 19 Aug, 2017 @ 6:53am 
Name: Vampiric charged
Character:pyro(mage)
Element/Type: undead magic
level :mid to high (35 to 60)
Explantation: you transform into this state where all magic now takes no mana and you have 1 second of cooldowns on all spells but you have bleed damage the entire time in that for and you can't pick up health packs and medics healing is 2x slower
partical effect: red flame ingulfing the person using it (semi- transparent)
Colour:Blood red (same for both teams)
cooldown: it has 10 seconds of cooldown after going out of the form and it takes 2 seconds to go in and out of the form
Distance: all ranges

just another idea
CAT 19 Aug, 2017 @ 2:19pm 
Originally posted by The Radish Gamer RSS72:
Name: Vampiric charged
Character:pyro(mage)
Element/Type: undead magic
level :mid to high (35 to 60)
Explantation: you transform into this state where all magic now takes no mana and you have 1 second of cooldowns on all spells but you have bleed damage the entire time in that for and you can't pick up health packs and medics healing is 2x slower
partical effect: red flame ingulfing the person using it (semi- transparent)
Colour:Blood red (same for both teams)
cooldown: it has 10 seconds of cooldown after going out of the form and it takes 2 seconds to go in and out of the form
Distance: all ranges

just another idea
It's an interesting spell, although a bit too op. Perhaps it'd be better to make a spell that causes your next spell to use health instead of mana?
Space Radish 20 Aug, 2017 @ 1:44am 
Originally posted by SomePanns:
Originally posted by The Radish Gamer RSS72:
Name: Vampiric charged
Character:pyro(mage)
Element/Type: undead magic
level :mid to high (35 to 60)
Explantation: you transform into this state where all magic now takes no mana and you have 1 second of cooldowns on all spells but you have bleed damage the entire time in that for and you can't pick up health packs and medics healing is 2x slower
partical effect: red flame ingulfing the person using it (semi- transparent)
Colour:Blood red (same for both teams)
cooldown: it has 10 seconds of cooldown after going out of the form and it takes 2 seconds to go in and out of the form
Distance: all ranges

just another idea
It's an interesting spell, although a bit too op. Perhaps it'd be better to make a spell that causes your next spell to use health instead of mana?

You are suggesting there is no consequence for death in the game that is a true Inbalance because in all rpgs losing mana isn't as bad as dieing so therefore if it is seen as op that is because health doesn't matter due to the instant respawn at no consequence there for you should make death have :
A. A respawn time
B. Losing credits or items
To add consequence to dieing and make it a more fair and balanced rpg
CAT 20 Aug, 2017 @ 2:00am 
Originally posted by The Radish Gamer RSS72:
Originally posted by SomePanns:
It's an interesting spell, although a bit too op. Perhaps it'd be better to make a spell that causes your next spell to use health instead of mana?

You are suggesting there is no consequence for death in the game that is a true Inbalance because in all rpgs losing mana isn't as bad as dieing so therefore if it is seen as op that is because health doesn't matter due to the instant respawn at no consequence there for you should make death have :
A. A respawn time
B. Losing credits or items
To add consequence to dieing and make it a more fair and balanced rpg
Respawn times can be arranged, it's just instant for now to make testing easier.
Space Radish 20 Aug, 2017 @ 2:27am 
When respawn times are implemented it will more balanced because it gives more to stay alive making the spell more balanced
Yimura 23 Aug, 2017 @ 9:09am 
Originally posted by SomePanns:
The problem with skeletons is that they don't seem to be able to move or attack. When summoned they just stand there, doing nothing.
Sorry to start this again but there is a deadrun map that uses a skeleton king this is probably build into the map but doesn't this mean there is a way to do it correctly?
CAT 23 Aug, 2017 @ 9:15am 
Originally posted by Υιmυrα | SourceCBL.com:
Originally posted by SomePanns:
The problem with skeletons is that they don't seem to be able to move or attack. When summoned they just stand there, doing nothing.
Sorry to start this again but there is a deadrun map that uses a skeleton king this is probably build into the map but doesn't this mean there is a way to do it correctly?
The game might spawn them in different ways depending on if you do it through hammer or a plugin, who knows.
Yimura 23 Aug, 2017 @ 9:18am 
Originally posted by SomePanns:
Originally posted by Υιmυrα | SourceCBL.com:
Sorry to start this again but there is a deadrun map that uses a skeleton king this is probably build into the map but doesn't this mean there is a way to do it correctly?
The game might spawn them in different ways depending on if you do it through hammer or a plugin, who knows.
mmmm we'll have to take a look at that later on
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Date Posted: 6 Aug, 2017 @ 4:21am
Posts: 17