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Post by slayernz on Nov 5, 2014 16:51:23 GMT -5
Thinking right out of the box - the Dimension-jumping Steampunker. He's somehow fallen through a dimension-door into the realm of Steel, and although he desperately wants to go back to his own world, he has become entwined with the threat that faces Steel, and has stepped up to help right the world. SP = Steam Points
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Post by slayernz on Nov 5, 2014 16:52:24 GMT -5
Seeee ... and some of you probably thought I'd suggest a bipedal Cat Thief ...
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Post by fallen on Nov 5, 2014 17:10:53 GMT -5
Thinking right out of the box - the Dimension-jumping Steampunker. He's somehow fallen through a dimension-door into the realm of Steel, and although he desperately wants to go back to his own world, he has become entwined with the threat that faces Steel, and has stepped up to help right the world. SP = Steam Points Lol, this is pretty awesome idea. I think we've got an idea as to where this might come in handy.
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Post by En1gma on Jan 28, 2015 13:00:44 GMT -5
Ice Rogue. Magic using sneak slot replacement.
Can Dual-Wield, but prefers to use Throwing Knives. Specializes in imbued weaponry, frozen blades freeze and shatter limbs while frigid throwing knives disable and slow enemies.
50/50 Ice Mage and Rogue
Rogue talents: Steel Wind: Short range AoE TK attack. Imbued knives flash forth and disable limbs, lowering Damage and Accuracy. Damage rises slowly, curse effect increases per level. Ice Spike: Single target TK attack. Knife is chilled to an extreme level, then is hurled at the target. High damage attack. Lowers AP and MP at mid level. High level could have an AoE effect, but only at rank 10, then only a small AoE. Targets are weakened by the Spike and take added damage, possibly even weakened against Elemental damages similar to Strickening's effect. Strike and Evade: Rogue attacks, then is stepped back a single space for free. Low damage, higher accuracy. Used to position for TK usage. Combined Blades: Rogue uses both 1h blades if dual wielding, or base damage of TK is added to the single 1h blade. A flurry of strikes is launched with high chance of critical damage.
Mage talents: Chilled Blast: Rogue lowers the temperature around himself and forms a cutting gust of wind, which is released in a close range AoE blast in front of/around himself. Lowers armor and has minor effects on ice resistance. Enemy accuracy lowered for 2 turns. Maelstrom: Rogue is able to conjure a vortex of glacial air around targets. DoT and severely lowered mp. effectively taking targets out of combat for the duration of the spell. AoE template, damage, and mp curse increases with talent level. Biting Blades. Group buff, cannot be used with other similar talents until higher levels, then only Thundering Blades, as Burning Blades would negate the effect. Group weapons- not spells- gain an increase to ice elemental damage, while also granting a minor cursing effect- lowered damage and armor. Frozen Armor: Rogue hardens his armor with his magic. Increasing armor level per point. Lowers resistance to Fire Damage
Something I've been thinking about recently
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Post by fallen on Jan 28, 2015 16:21:00 GMT -5
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Post by En1gma on Jan 28, 2015 16:34:56 GMT -5
Totally not what you think it is, fallen. Lol
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bobsoup
Exemplar
[ Elite Supporter ]
Posts: 453
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Post by bobsoup on Mar 30, 2015 13:36:08 GMT -5
Illusionist. (Replaces sorcerer)
Has an invisibility buff. Can cast a spell on self or other party member making the invisible to the enemy for a couple of turns... allows them to sneak through enemy ranks to get closer to the boss (or protect someone at risk). Perhaps other anti buff attacks that confuse enemy... makes them lose accuracy.
Half Breed. (Replaces fighter)
A rare half Human, half something else (Orc perhaps...) can use SP for "Savage Roar" aoe scaring the enemy into inaction in the next turn... or small chance of making them run away... could be useful when fighting on two fronts.
"Loathsome aura" for sp. Makes character so despised that it attracts foe to it and they leave the other party members for a few turns.
Trapper (replaces sneak)
Can lay traps down that trigger on foe not you. Can throw fire bombs... area causes fire damage for multiple turns.
I understand these probably not that easily feasible because it would be pain to code for (not just buffs that up this stat or down that stat)... but are classes that would be fun.
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Post by hissrad on Mar 30, 2015 14:37:17 GMT -5
I think the half breed sounds pretty cool! Maybe he could use spears or axes like a Wolf Lord? He could have a bezerker ability that reduces his armor/dodge and lowers the AP he needs for attacks. And something that gives a large boost to armor and parry but lowers his AP/MP. With these being mutually exclusive, he'd be pretty versatile.
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Post by Deleted on Mar 30, 2015 22:08:08 GMT -5
So sometimes (like tonight) when this thread pops back up, I go to the Kickstarter and read through the stretch goals and whistfully think about what life in HoS would look like with just $2 or 8K more pledged to this project. So bummed I didn't find out about Kickstarter until Star Traders 2.
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Post by slayernz on Mar 30, 2015 23:02:22 GMT -5
@rearick I'm sure if you threw $2k or $8k at the TB's, they might consider your ideas as a priority
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Post by fallen on Mar 30, 2015 23:28:58 GMT -5
@rearick - yes, the next two would have completely blown up the multiplication equations for group combos. I did the math once, I think in an update ... it was crazy.
Found it:
"If we are able to achieve just our first two big stretch goals (Character Expansion and Honor Classes) there will be 1,296 valid endgame group combinations. If we reach all three stretch goals (Character Expansion, Honor Classes, and Epic Character Expansion, the calculator says (and I am not sure I believe it!) that there will be 6561 valid endgame group combinations!"
I'm not sure the math is all right, but it's probably close! It's in the update titled "Diversity of Characters and Replay"
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Post by Cory Trese on Mar 31, 2015 1:01:57 GMT -5
I admit that Andrew and I may have borrowed concepts from this thread for TA2 =)
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bobsoup
Exemplar
[ Elite Supporter ]
Posts: 453
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Post by bobsoup on Mar 31, 2015 13:14:15 GMT -5
Best possible character class of all goes in slot 5... Custom. For the 5th hero you get to pick talents that your character can pursue (only 3 out of all the ones available to other heroes) Once you max out a talent another one is added at random (so you can keep upgrading after level 30).
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Post by Wabbit on Oct 12, 2015 14:28:37 GMT -5
Monk, pikeman and hunter/ranger sound great for warrior. Ninja - stealth and weapon specialist (no shield or hammers tho), assassin - crit specialist, bard and gambler all sound interesting for thief spot. Druid and shaman both sound cool for priest spot. Battle mage, force mage and arcane archer all sound good for the mage spot.
Most of my ideas have already been placed it seems...
How about an enchanter, buff and debuff specialist. - Mage Maybe a summoner, can summon natural, elemetal and supernatural beasts to fight with you (ai controlled though). -Mage Guardian - party defense specialist, including "protection ward": guardian takes all damage meant for one other target. - Warrior
May have more later - Wabbit
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Post by wascalwywabbit on Oct 15, 2015 14:20:14 GMT -5
Elementalist-earth mage with stone skin and earthquake? Uses hammers only Elementalist-air mage with deflecting breeze, group buff vs arrows, and purifying breeze for off priest heals? Uses thrown blades only. Tornado (maybe hurricane) would be high level damage over area talent. Kjartan is already fire... Not sure about water elementalist, but tsnami lvl 18 talent sounds intriguing... Maybe washes a group 1-3 spaces back and causes damage? Centaur: warrior, takes up two tiles spaces, cross between hunter/vraes, can use bows and 1h weapons and shields (maybe 2h polearms). Has charge and trample lvl. 12 talent, like juggernaut but slightly less powerful and mp boosts built in along the way... Maybe drawn/drag talent, takes opponent around behind for acc dodge and mp/ap debuffs and light damage. Dervish: warrior, a four armed monstrosity that can wield two of anything including bows, shields and 2h weapons... Mystic: priest with minimal damage potential, but healing, buffs (except damage) -including invisibility and maybe incorporeality (to attacks only), debuffs and far sight. Wraith: rogue, thrown blades only, broad incorporeality -can travel thru obstacles/walls, chill touch debuffs when passing thru an enemy... Half physical damage taken when incorporeal double from elemetal and holy/unholy. Giant: warrior, max 20 con (1.5 toughness) and str, max 12 dex and int. Can use two handed weapons one handed plus shield, but lacks coordination to duel wield, can't use bows or light/thrown weapons. Great swing, hits three squares- front and corners. Huge reach: attacks one (or two) square(s) past immediately adjacent ones. Pure tankiness, soak machine. Art should overhang adjacent squares to show pure mass. Hall of mirrors talent duplicates party to mislead enemies, willpower save means enemy is not fooled by the illusion. Obviously these aren't perfectly thought thru, but just something to chew on... fallen any feed back?
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