New Demigod Idea - Kul'Thar

Cthulhian Demigod

So i've read a few of the of the other people's suggestions for demigods, and I was surprised no one (that I've read anyway) had yet suggested a Cthulian influenced demigod. Being a long time fan of Lovecraft's work, and seeing as to how his mythology would be easy to link to Demigod's, I'd like to propse the idea of a Cthulian demigod, Kul'Thar.

To those unfamiliar with the Lovecraft's work, here's a brief summary of his Cthulhu mythos.

Basically, Lovecraft defines gods as giant alien beings known as "ancient ones." Long ago, different "Ancient Ones" descended from the sky, and man being primitive and tribal worshipped these beings as gods because of their size, appearence, and supernatural powers. One of these Ancient Ones, "Cthulhu" was a god of chaos and madnes of sorts. He was worshipped by a number of cults throughout the world, who practiced a religion similar to Voodoo. Cthulhu basically weilds psychic powers which drive people insane, in fact the sheer visage of his avatar his avatar is horrifying enough to drive a man insane.

I was thinking Kul'Thar could have a similar background, he could be the demigod from the deep. He would be tall and bipedal, with green slimy skin and perhaps some tentacles on or around his face for good measure. I think a General type character would fit his character the best, his minions could be little creatures from the deep with fish-like faces, spines on their back, large fish eyes. I haven't thought of a mechanic for summoning them yet, but perhaps someone else could lend a hand with that.

I'd really like if Kul'thar completely relied on his units to do damage, and simply cast debuff and crowd control abilities. There doesn't appear to be a demigod that does this as of now. Erebus is the closest to being able to do this now, but he can hold his own as a single unit. I'd like if Kul'thar was completely unit damage based.

1. Fear: Fear causes the enemy demigod to lose control of their character for a breif moment and causes them to run in a random direction away from the battle for 2 seconds and reduces their armor. Each progressive level of Fear increases the time a demigod is feared with a cap of 5 possibly 7 seconds. At lvl 15, fear grants the ability madness.

        Madness: Top of the fear tree. With madness, the enemy demigod loses control of their character for 7 seconds and attacks his nearby allies. If he kills one of his allies in that 7 seconds, the kill goes to the demigod who cast madness.

2. Stench: Stench can be some kind of debuffing aura which surrounds the demigod. The aura could possibly reduce enemy armor, or possibly slow their movement within an acceptable range of the demigod.

3. Summon Unit: As this tree evolves he can summon more powerful units to compliment his army of small melee units. At level 15 his summon summons 5 basic unit(basic melee unit), 2 strong melee unit(like giants) , 2 ranged units (shoot slime/acid)

4. Increase unit damage/armor tree

5. Supernatural/tentacle Armor: Increases the armor rating making him more durable.

6. Hex: Casted ability increases the cooldown time for enemy demigod's abilities, and slows their movement. At level 15, this ability doubles the cooldown time.

7. General Minion Tree

Maybe also give him some kind of passive mana regen ability as well to help supplment his high mana usage.

 

Anyway, I'll try to think of some more abilities for him, but I'd like to hear anyone's ideas and suggestions towards the idea so far.

1,868 views 7 replies
Reply #1 Top



1. Fear: Fear causes the enemy demigod to lose control of their character for a breif moment and causes them to run in a random direction away from the battle for 2 seconds and reduces their armor. Each progressive level of Fear increases the time a demigod is feared with a cap of 5 possibly 7 seconds. At lvl 15, fear grants the ability madness.

End of quote

 

If you ever played WoW, you would understand why this is a TERRIBLE idea.

Reply #2 Top

Quoting Sean0883, reply 1



1. Fear: Fear causes the enemy demigod to lose control of their character for a breif moment and causes them to run in a random direction away from the battle for 2 seconds and reduces their armor. Each progressive level of Fear increases the time a demigod is feared with a cap of 5 possibly 7 seconds. At lvl 15, fear grants the ability madness.




 

If you ever played WoW, you would understand why this is a TERRIBLE idea.
End of Sean0883's quote

I played WoW... yet I don't understand why its a "terrible idea." This game is not WoW... by any means. And having fear has the following practical applications.

1. It gets people off of flags.

2. Getting melee units away from you.

3. Escaping a unit that is faster than you.

4. Sending Enemy demigods into your towers.

As i stated before, Kul'thar is not a melee type character, his attacks are minion and cooldown based and the target doesn't have to be within close proximity of the demigod for either of those abilities to work.

Please explain why this is a terrible idea?

Reply #3 Top

Quoting Crash486, reply 2

Quoting Sean0883, reply 1


1. Fear: Fear causes the enemy demigod to lose control of their character for a breif moment and causes them to run in a random direction away from the battle for 2 seconds and reduces their armor. Each progressive level of Fear increases the time a demigod is feared with a cap of 5 possibly 7 seconds. At lvl 15, fear grants the ability madness.




 

If you ever played WoW, you would understand why this is a TERRIBLE idea.

I played WoW... yet I don't understand why its a "terrible idea." This game is not WoW... by any means. And having fear has the following practical applications.

1. It gets people off of flags.

2. Getting melee units away from you.

3. Escaping a unit that is faster than you.

4. Sending Enemy demigods into your towers.

As i stated before, Kul'thar is not a melee type character, his attacks are minion and cooldown based and the target doesn't have to be within close proximity of the demigod for either of those abilities to work.

Please explain why this is a terrible idea?
End of Crash486's quote

 

Sending a DG into your towers for a quick easy kill is a bunch of luck.  No skill is requred in that, in a mostly skill based game.  And in relation to WoW, fear never broke on damage (which I'm assuming it won't on your design plan either). Granted WoW changed that, atleast the patch notes said it did, I haven't played in a while.  So the enemy demigod gets feared into your towers, taking all the damage, then they have to run out of those towers, taking more damage.  How is that a fair talent?  It would be the best talent in the game by far, and would heavily tip that characters play time per person, considering you want him to be a minion/passive based character.

The great thing about stuns and such are that you don't lose any pontentially good ground, or that your healer doesn't leave your side to go on a vacation in your towers.  Imagine that you fear me for 2 seconds away from the battle, not even into your towers, the fear duration is actually double because of me having to 2 seconds of  run back and regain that ground.  So at rank 1, you are effectively fearing me for 4 seconds.  That is a final rank move for any DG in this game.

Fear and abilities like fear, don't belong in this game, unless you make it some final rank ability with something like only a 2 seconds max duration.  Even then, I don't think that belongs in this game.  Same with stealth, but that would be a different thing and can actually be countered with towers seeing through stealth and it breaking on damage.

Reply #4 Top

Quoting Sean0883, reply 3



Quoting Crash486,
reply 2

Quoting Sean0883, reply 1


1. Fear: Fear causes the enemy demigod to lose control of their character for a breif moment and causes them to run in a random direction away from the battle for 2 seconds and reduces their armor. Each progressive level of Fear increases the time a demigod is feared with a cap of 5 possibly 7 seconds. At lvl 15, fear grants the ability madness.




 

If you ever played WoW, you would understand why this is a TERRIBLE idea.

I played WoW... yet I don't understand why its a "terrible idea." This game is not WoW... by any means. And having fear has the following practical applications.

1. It gets people off of flags.

2. Getting melee units away from you.

3. Escaping a unit that is faster than you.

4. Sending Enemy demigods into your towers.

As i stated before, Kul'thar is not a melee type character, his attacks are minion and cooldown based and the target doesn't have to be within close proximity of the demigod for either of those abilities to work.

Please explain why this is a terrible idea?


 

Sending a DG into your towers for a quick easy kill is a bunch of luck.  No skill is requred in that, in a mostly skill based game.  And in relation to WoW, fear never broke on damage (which I'm assuming it won't on your design plan either). Granted WoW changed that, atleast the patch notes said it did, I haven't played in a while.  So the enemy demigod gets feared into your towers, taking all the damage, then they have to run out of those towers, taking more damage.  How is that a fair talent?  It would be the best talent in the game by far, and would heavily tip that characters play time per person, considering you want him to be a minion/passive based character.

The great thing about stuns and such are that you don't lose any pontentially good ground, or that your healer doesn't leave your side to go on a vacation in your towers.  Imagine that you fear me for 2 seconds away from the battle, not even into your towers, the fear duration is actually double because of me having to 2 seconds of  run back and regain that ground.  So at rank 1, you are effectively fearing me for 4 seconds.  That is a final rank move for any DG in this game.

Fear and abilities like fear, don't belong in this game, unless you make it some final rank ability with something like only a 2 seconds max duration.  Even then, I don't think that belongs in this game.  Same with stealth, but that would be a different thing and can actually be countered with towers seeing through stealth and it breaking on damage.
End of Sean0883's quote

I see your points, here are my rebuttals.

1. Rank 1 fear is 2 seconds, there's no telling which direction the demigod might run, he might not necessarily run 2 seconds in the opposite direction he was traveling before meaning your estimation that it would effectively be 4 seconds is not quite accurate. It would only be 4 seconds in the case that the demigod runs 180 degrees in the opposite direction, which is not bound to happen very often. Movement speed could also be reduced while in fear to further reduce the distance they run.

2. As far as fearing them into towers, yes this would be by luck and once again a rare occurrence at that. We've already talked about the random direction of travel. So not only does the demigod have to be within close proximity to the towers already, but also has to be unlucky enough to run a direction in the negative 180 degree arc to head into the towers. Since towers already fire once every 2 seconds or so right now, at level one... they might take 1 tower blast.

3. The values of time at which you are feared could be adjusted. i didn't say that the ideas with the given values were exactly balanced, tweaking of values will have to be tested to find accurrate balance.

4. As i mentioned before, this demigod doesn't have any melee attack to defend himself, so his survival depends on him being able to keep distance so its necessay for him to have a way to keep this distance. At the same time it could be potential disadvantage, sending his opponent towards him allowing his opponent to gain ground.

Anyway, I feel it fits with his character but I'm open to new ideas. Fear doesn't have to necessarily mean they run around in random paths, it could just be a slowdown. That's just not very creative in my opinion.

Reply #5 Top

Because people hate losing control of their character.  It takes out all the skill of play.  That's like a stun but way-freaking-worse.

Reply #6 Top

Well, my only concern is a WoW style Fear.  It's bad enough in WoW to be feared into an enemy group of players or multiple hostile mobs of equal level, not to mention angering.  What wouldn't be bad is if, "The target player fears you too much to raise arms against you".  This would include autoattacking and even abilities that have an offensive nature (UB ooze).    But, the character can still heal and buff, which is something they would do in a situation where they fear for their life.  I dunno, it's a start, and would make it more than just another stun.  Also have it go in increments of something like 6/7/8, so that it's longer than a stun, and allows the enemy to escape on their own.  So it essentially becomes an ass saver.  This would also be great against DGs that have stacked dmg/atk speed and life steal.

 

EDIT:  note to self, don't quote a quote of a quote of a quote of a.....

Reply #7 Top

Quoting innociv, reply 5
Because people hate losing control of their character.  It takes out all the skill of play.  That's like a stun but way-freaking-worse.
End of innociv's quote

Word.

I've read couple of ideas that were contemplating the idea of "taking over control"; I'd say - forget it.

Too powerful; way too disturbing.