New Demigod Idea: Cataphract

All these create-a-DG threads in this section are interesting to read, I figure I'd add one of my own. For those who don't know a Cataphract was a type of cavalry unit often used by Persians, Romans, etc. Many people probably know them as the unique Byzantine unit from AoE2. Yes, the name has unfortunate similarity to a certain DG map. Anyways:

The Cataphract is a heavily armored and mounted demigod. I've modeled him after a typical heavy cavalry unit, albeit augmented with magical powers. As such he is centered around his signature skill, Charge. It may surprise some that Charge does not deal that much damage compared to other spells in the game. However, Charge delivers a wealth of crippling effects, modeling what a typical infantry unit would experience subsequent to surviving a heavy cavalry charge. I don't envision him as a dueling DG, rather a melee supporter who doles out AoE buffs and debuffs to dominate large battles. I imagine that if the game goes long he'll pick up alot of steam, but will be somewhat unremarkable until then.

I tried to avoid generic mechanics or boring skills, so hopefully theres something in there that perks everyone's curiosity. This will of course, never be implemented, but it was fun to create and think about. 

I do list some specific numbers here but I'm just ballparking based on what I think would probably be fair, though its hard to say without being able to test it out. Obviously if something turned out to be unfair it would be changed, so please focus the discussion more around the general concepts rather than the numbers. 

 

Activated

Charge (4 Levels) - Available @ Levels 1, 4, 7, 10 - 150/300/450/600 damage to all units in a straight line to a location within range. Reduces attack speed by 10/20/30/30% for 6/8/10/10 seconds, and movement speed by 5/7/10/10%, for 3/4/5/5 seconds. Adds 1 second stun at level 4. Long recharge.

Aegis (4 Levels) - Available @ Levels 1, 4, 7, 10 - Increase Armor by 200/400/600/800. Redirect 30/40/50/60% of incoming damage in a 5/10/15/20 yard radius to yourself. Lasts 4/6/8/10 seconds. Long recharge.

Harriers Strike (3 Levels) - Available @ Levels 5, 10, 15 - 200/400/600 damage to single target. Interrupt that target. For 3/4/5 seconds, if that target uses a spell, that spell is afterwards disabled for an additional 3/5/7 seconds. Medium recharge. 

Inspire (4 Levels) - Available @ Levels 1, 4, 7, 10 - -10/20/30/30% Cooldowns, Cast Times, and Mana Costs to other nearby allies for 5/7/9/11 seconds. At level 4, reduces stun durations 33%. Long recharge. 

 

Passive

War Horse Training (3 Levels) - Available @ Levels 2, 5, 8 - +8/16/24% move speed. At level 2, Charge now flings small units. At level 3, adds 1 second stun to Charge (stacks with Charge's own stun) 

Conviction (3 Levels) - Available @ Levels 2, 5, 8 - +4/8/12% attack speed. Every successful attack removes .2/.4/.6 seconds from currently expiring cooldowns.  

Intimidation (3 Levels) - Available @ Levels 5, 10, 15 - Nearby enemy attack damage reduced 5/10/15%. Enemy cast times increased 15/30/45% when struck by Charge (10 seconds). 

Level 15

Ride Them Down - Requires Level 4 Charge - +200 damage to "fleeing" opponents

Lead the Way - Requires Level 3 Conviction - Other allies in your vicinity when activating Charge gain +15% move speed, +500 Armor and +10% attack speed for 10 seconds. 

Karmic Justice - Requires Level 4 Aegis - Cataphract Attack Damage increased proportional to amount of damage already redirected via current Aegis. Active whenever Aegis is active.  

1,881 views 5 replies
Reply #1 Top

Some interesting ideas.

How does the game determine which demigod is "fleeing" and which one is doing a tactical retreat, or simply repositioning? How about if the enemy demigod is chasing your teammate, and you're chasing them? They are not really fleeing. So are you thinking of the Ride Them Down ability more like a bonus "backstab" damage, but with every attack?

The cooldown reduction effect of Conviction is a unique idea. I like it.

But the passive speed bonus of War Horse Training is too much. At rank 3 you wouldn't even have to bother with any speed items. You would just get swift anklet and be able to chase pretty much everyone down. Combined with Charge and Ride Them Down, you would be unstoppable.

Or, keep it at 8-16-24, but make it so that after Charge, the bonus is gone for 6 seconds. The horse is tired and needs time to recuperate etc. It would also add an interesting element where you would have to carefully decide if you want to charge into the enemy, since you wouldn't be able to get out if they prove to be too strong.

Reply #2 Top

I agree with Camel. The speed stacks would be too much.

inb4anothersedna

Reply #3 Top

What
WE REALLY NEED ARE SOME NEW DEMIGODS/MAPS. I have played for a couple months and i have gotten bored of the playable characters/their buyable content just get boring. Its always the same the only thing that changes is the map and the demigods and who plays them. The items/tactics vs. demigod same/items to upgrade demigods should be different per demigod. To make them even more specific. I think that would actually make me want to play something that isn't the same over and over.

Reply #4 Top

<IMG SRC="http://images.google.com/imgres?imgurl=http://images2.wikia.nocookie.net/starcraft/images/2/27/Archon_SC2_head1.jpg&imgrefurl=http://starcraft2forum.org/forums/showthread.php%3Ft%3D9485%26page%3D4&usg=__yWMfzyR9iFESy-Fwnr3_BHqgBvE=&h=600&w=394&sz=155&hl=en&start=46&sig2=QUMcIuvVwkBLrGQCnYQYTg&um=1&tbnid=Md3XYPO63WvJbM:&tbnh=135&tbnw=89&prev=/images%3Fq%3Darchon%2Bimages%26ndsp%3D21%26hl%3Den%26safe%3Doff%26rlz%3D1G1GGLQ_ENUS319%26sa%3DN%26start%3D42%26um%3D1&ei=st9bSpPIEZmktgPWn42lCg">

 

 

my last post should have shown this!

 

 

Reply #5 Top

<IMG SRC="http://images2.wikia.nocookie.net/starcraft/images/2/27/Archon_SC2_head1.jpg">

 

my head post