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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)
---------------------
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)
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)
------------
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
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
Any ideas are welcome, we could all brainstorm together at the Discord.
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
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