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[IDEA] Demigod Power Disciplines

[IDEA] Demigod Power Disciplines

Ok, I've this idea which works something like Company of Heroes commander tree.

Each Demigod player can choose a tree for example, the Rook has 2 or more power trees that goes. This will encourage diversification of the Demigods skills as no one would be able to predict what the other is using without seeing one of the skills in play.

Each skill in the power tree has to be bought using skill points or gold.

Rook Power Disciplines (Just an example)

A)Earthern Kin (name of tree 1)

A1) Stonewall :- Summon a stonewall to re-route/block enemy troops for the next 10 seconds.

A2) Chasm :- Crack open a fissure in the ground where enemy troops fall in for the next 10 seconds. Recharge time 120 secs.

A3) Call of the King :- Call upon the spirit of the dead king that fights for you for the next 60 secs. Recharge time 300 secs.

B) Metal Master (name of tree 2)

B1) Iron Hammer :- Transform your stone hammer into an iron hammer for the next 30 seconds. 300% Damage increased and 100% stun. 300 secs recharge.

B2) Gold Mayhem :- Convert your gold into weapons and armor for the next 3 waves of your army. 300% Damage increase and 300% Armor. 300 secs recharge.

B3) Coat of arms :- Enhance your ally's weapon with silver for the next 60 secs. 300% Damage increase. 300 secs recharge.

 

The above is just an example and does not have to be in the game, its an idea put forth for different Disciplines so that no similar Demigod would be the same.

Thanks. :)

4,434 views 28 replies
Reply #26 Top

Quoting Kyrein, reply 21
But it doesn't add uniqueness, you end up with one or two setups per discipline. Better to just add the skills and let people go crazy using whatever skills they want.
End of Kyrein's quote

 

Sounds so Guild Wars where about 90% of the 1000+ skills go unused. 

The power disciplines are there to add some additional skills that are unique to the character and the discipline itself. I, as a player would not want to have to pick a skillset from dozens of skills, it's a headache and a chore, esp as there is very little prep time at the start of a game.

It's really very easy to say, "Better to just add skills and let people go crazy" Believe me, most people will start sticking to the cookie-cutter of the week build and not even bother to experiment.

I want to have fun, not to do homework and asking myself "Will this skill go with that skill? Will 'A' skill be similar to 'B' skill?

 

Let's suppose your idea is implemented, I'll bet that as a game balancer, lets say you get all the skills you can choose from, the devs make it so that you can only customize your skillbar in the lobby, once in the game you are stuck with what you choose, Guild Wars style. This prevents abuse of the system. You can't have your cake and eat it.

Since it's an action RTS with some elements of RPG, I would say that I like my idea because it would fit in the RPG aspect for eg, you have mage, bard classes, and in Demigod, there's Disciplines.

Reply #27 Top

So because it's a headache and a chore for new players to figure out how use use the skills together, the game should muddle people together down specific paths so they only get to pick between three different builds rather than because able to make hundreds of different combinations?

 

Also, Demigod won't have 1500 skills like Guild Wars.  It'll probably have a dozen or 1.5 dozen per class.(IMO.. a higher level of a skill doesn't count as another whole skill.  A new type of passive or a new active does.)

And even with 75% of the skills in GW being unusable, there is still 350 good ones.  And with those 350 good ones there is more than a thousand good builds.  It's just people like using what's popular and that's why you see a lot of the same in gvg.

 

 

And no Voodooking, there is no choosing in the lobby like GW.  You are limited by your level 25 cap..

Reply #28 Top

be able* not because able..