New Demigod Idea : Maia, the Valkyrie Warrior. Female assassin

I dont know if these are even being used anymore? But this was my idea for something the game is noticeably lacking, a powerful non-support female assassin. Also uses some of the underutilised skills within the game so as to encourage different playstyles and builds and counters and everything :)

Most of the new demigod ideas seemed quite a bit op when fully upgraded. I tried to make it so that maia cannot be fully upgraded in everything, and so is specialised in some areas but weak in others.

 Also tried to make the spell names original so they arent confused with others.

Any balancing ideas will be greatly appreciated. Especially mana costs and cast times for balance.

 (btw will try to include mostly non-winged pictures, as i realise regulus seems to have the monopoly on wings.)

 

 

[Name]: Maia

[Allignment]: Assassin. Potentially light, but perhaps dark. Not sure. 

[Appearance]: 2 modes.

Human mode : Powerfully built female, with long flowing hair, armed with a specially designed halbered and wearing a suit of celestial-based (fancy future looking) armour. Also a metallic visor over the face, and fancy gladitorial boots.

Celestial mode : Emits an aura of pink/blue/white. Black celestial wings spawn from the either side of the visor out behind the head. Armour radiates/glows in certain areas. Halberd has a trail of pink/white/blue energy following it as it swipes.

 

[Strengths]:    

Normal attack begins with slight aoe dmg and can be upgraded.

Can become good against mana dependant demigods.

Human abilities can be developed to allow for good 1v1.

Works best in a team environment.

 

[Weaknesses] :

Not much burst damage/nukes.  

Non able to fully upgrade all abilities. Jack of all trades, or highly specialised but lacking in areas.  

Most abilities not directly damaging.

Celestial form not so good at direct damage.

 

 

 

 

  

 

[Background] : (to be improved/added to)

Maia was a girl born into great prestige, and that great things were expected of. She was born the last daughter of the chiefess of the valkyrie Narmoth, and so her destiny was apparently set since birth. She too would be a valkyrie.

She lived with boarding schools of the ways of the valkyrie since birth. She learnt of the history of her tribe, granted the ability to take on celestial form and live in the peaceful celestial plains by and with the pacifist ancient elder beings.

In return, the tribe was given one task. Recover the souls of the recently dead great earth warriors, the lands being in constant battle with many fallen heros, and nurse them to full spiritual health. 

For it was that rumours amongst the villagers of the land continually circulated that the rival tribes had been at war for eternity and it would always be so , but those on the celestial plain knew better.

Their oracles predicted that one day, a nation would be born so powerful as to attempt to ascend to the heavens and overthrow the elders.

After many many years, the prince of one of the great tribes was strolling through a recent battlefield and happened accross Maia in earth form, recovering the soul of a dead hero.

He fell in love at first sight. As did she.

But he was unable to identify who she was. Attempting in vain to persuade her to marry him and come live as a queen in his lands forever, Maia denied his requests and replied that she would never be able, as it was her duty to carry out the sole task of the elders, so to remain in the celestial plain.With this, she ascended up with the recovered soul, leaving the prince in despair.

So great was the princes broken heart and instant love, that upon inheritance of his kingdom, he decided to broker peace arrangements with the other tribes. He did this by proposing a united invasion of the great celestial lands, upon which treasures where meant to be bountiless and plentiful. All he wanted was the hand of Maia, all the rest could be divided between the other tribes.

Agreeing, the tribes united and began building collossal structures to allow access to, and assault of the heavenly celestial plains. It was as the oracles had predicted.

A great battle ensued between the celestial forces and the armies of earth. When it seemed but all hope was lost for the celestial beings, they bought out the recovered souls of fallen earth heros, whom had been allowed to live in spirit form to fight this one battle. The armies of earth were paralysed in fear by the arrival of all their greatest heroes, now fighting against them. They all fled, but the prince. Defeating many, he was finally downed in a 3v1. Maia, realising the tragedy of it all, rushed to the side of the dead king, and attempted to recover his soul.

But the elder would not allow it. As the instigator of the great war of the heavens, his crime wasto have his soul destroyed forever. Maia pleaded, but it fell on deaf ears. Unable to control her distraught, she stole a mightly celestial halberd and armour, and fled the celestial plains to the earth lands, never to be seen again in the heavens. 

 

 

 

[Abilities]:

Human mode:    

1. Shroud of Darkness

Limits the vision area of the demigod it has been cast upon. Higher ranks diminish this vision by 50/75/95%. Attacks may only be allowed in range, so when cast on ranged demigods they cannot attack someone not in their vision. All casts last 4 seconds.

1. @ Lvl 15

Affected demigod regains their vision as normal, but loses all other vision of the map (as provided by the creeps other dgs etc) for 15 seconds.

2. Winged Footsteps

Celestial wings spread out from the boots of maia, granting her limited time of great speed. 10/15/20% increase for 5 seconds. 

2. @lvl 15

Gives the spell area of effect for allied forces. 

3. Celestial Spike

Maias halberd charges with celestial power and slashes for an almighty hit. 200/400/600/800. Upon successful hit, the power dissolves onto the enemies equipment. This reduces hp regen and mp regen by  25/40/60/90% for 5 seconds.

3.@ lvl 15

A target struck with celestial spike is immune to all positive buffs for 6 seconds. 

 

Celestial mode:    

1.  Maia's Kiss

Maia blows a kiss from afar at a rival demigod. The kiss, which takes on the physical form of a love heart and blown by celestial air, breaks upon inpact into a small area. The area of effect causes an interupt, a stun for creeps of 1/2/3/5 seconds and demigods of 0.5/1/2/3 seconds and a silence for 3/4/5/6 seconds. 

1. @ lvl 15 

Maias kiss also grants 500 bonus armour and heals for 500 for allied demigods in the affected area.

 

2. Magic Mana Hammer (name?)

Maia summons a celestial gods hammer that attacks by draining mana, no damage. This can be used in 2 ways.

Against an enemy demigod : will leach against the demigod for 200/300/450/700 gaining maia the equivilant mana. As this is a leach, if the demigod only has 50 mana, maia will only gain 50 mana.

Against an allied demigod : will transfer an amout of mana to a targeted demigod. The mana cost is penalised to double the amount of mana transfered.

Mana cost/mana given

400/200 800/400 1000 1500

2. @lvl 10 and 1000

The penalty cost is removed and it becomes a straight swap. 

 2. @lvl 15 

Using magic mana hammer on an ally will also increases their mana regen by 100% (need good numbers?) for 5 seconds.

3. Ragnarok

Sensing the impending apocalypse, maia lets out a battlecry on her special horn to signify the coming of the final battle. This ability is available from level 5. It allows for the converting of enemy creeps in the small sourrounding area to the allied side permanently. Longish cast time.

25% chance on each creep at lvl 5

50% chance at lvl 10.

3.@ lvl 15

65% chance to convert normal creeps.

75% chance to convert 75% of the ghosts of all allied fallen creatures in the surrounding area to life for a limit of 10 seconds.    

Passive:    

1.  Normal Attack AOE damage radius increased.

The halberd attacks individual targets naturally. Each increase increases the size and scope of the aoe damage slightly.

A level 2 (like regulus) upgrade allows 50% chance of cleave in small cone area to front.

Lvl5 100 % cleave (permanent from now on) and 180degree.

lvl7 360 degrees range of attack

 

 

2. Celestial form aura  

Maia's transformation into celestial form doesnt allow her as many abilities to damage opponents.

As such, celestial aura can be upgraded to recieve a  10/15/25% evasion/dodge aura. This applies only to allied demigods.  


And thats it. Thoughts? Ideas? 

7,258 views 3 replies
Reply #1 Top

Not very assasiny is it?

 

I'd abandon the idea of the two forms and go for a Pegasus riding warrioress instead.

Reply #2 Top

I agree with the above poster. This demigod 'concept' is superb, but the abilities need reworking. As an assassin, the amount of assistance she provides to team mates should not be so large that it constitutes half of her viable builds. I definatly believe bringing her into 1 form and focusing on her being a "Halberd wielding celestial being" would be very effective. This being the case, I think some reworking of the skills should be done.

1) She needs a leap attack that does single target damage. (sorta like pounce but brings her in contact with the enemy from range)

2) Passives are fine, but they should be in the form of auras. If you want her to have AoE damage, it should be an aura that affects all her teamates. Dodge / magic resist or % of damage done in an aura around her would be amazing as well. There are many viable options for a passive, and original passives at that. We don't need movement speed augmentation on yet another DG.

3) She should have an AoE attack. The damage should be superb (capable of killing everything but giants, 800 + damage at max level) and have a knockback effect attached as well. Would be interesting. Leap attack and AoE, su much fun... great spike damage that gets really good late game. LONG recast time though, 45 - 60 seconds would make this a fun skill.

4) A single target knock back / silence would be great. This way she gets a single target silence, would not be taking away from sedna's silence, yet would add something new to the game. Knocking back players into a gank omg amazing stuff.

5) A counter attack that increases in effectiveness over levels. This can be based off of dodge %, meaning the skill levels the dodge, and when she dodges she does the damage that would be dealt to her back to the attacker. This has good synergy with her other passive, and with stacking dodge items which are typically ignored in currenct play.

6) A single target blessing that can be sustained on only 1 character. It has no length of time duration, and would increase multiple stats. This buff would give % inrease to health, armor, mana, move speed and attack damage.

As you can see these 6 skills are all great, but focusing on 3 leaves out 3 very good skills, and getting all of them leaves you weaker across the board. This allows your original concept to stay intact without needing to have form changing hinder the overall game play. I'm sorry if you feel I am degrading your great idea, im not. I simply was inspired by your concept art and character idea that my mind went off to develop a playstyle I feel suites the way the female assassin should play. Independant of other DG, but plays well with other ;-) if you know what I mean.

So the skills I list allow for 4 activatable abilities, and 3 passives (1 of the activatable abilities gives a passive effect) I feel it's only natural for me to depict numbers that 'work' IMHO for each of the skills.

1) Leaping strike: 15 range || 300/400/550/750 mana || 200/350/500/700 damage || .5/1/2/3 second stun || 30 second cooldown || obtainable from level 1/4/7/10 || skill at 15 gives self buff that doubles all damage for 5 second after Leaping Strike

2) Goddess Aura: 20 range || 5/8/12/17 % damage reduction || at 15 can take skill that reduces all damage above 600 to 600 || level 2/4/7/10 / 15

3) Sweaping haldberg: 10 range || 500/800/1100 mana || 400/600/900 damage || KNOCKBACK (new effect) || 60 second cooldown || level 5/10/15

4) Stiff Arm: Melee range || 300/400/500 mana || KNOCKBACK and silence 2/4/6 seconds || 8 second cooldown || level 1/5/10

5) Counter Balance: Passive Self Buff || 5/7/10/15 & dodge increase || on all dodge damage is dealt back to attacker in following certain percentages per level 15/30/50/85 % damage back || level 2/4/8/10

6) Single Target Passive Buff || level 1 cleave attack (small aoe on attack)/ level 2 10% health and mana/ level 3 10% movement speed / level 4 buff doubles all effects, 20% mana 20% health and 20% movement speed. || level 3/6/8/10

This gives 24 skill points to get, 30 with the adition of stats. I believe most DG are built around this number, and you can see the level required to get each skill tends to work out. I believe if these numbers were put into the game now, this DG would not only be fun to play but actually balanced. The only skill that may need reworking is stiff arm, the cooldown is a bit low, but I want a spamable attack. I really don't think the long cooldown will have to much of an effect though, its essentially just a tool to let you reposition your opponent. But chain silencing 1 person could have negative concequences.

Reply #3 Top

:) Thanks for the input Lugh and alvaro.

Yeah after i had written it up i realised how general-ly it seemed. Too many games playing as oak.

Im thinking the concept of an awesome warrior woman would be counteractive to multiple forms. I'm thinking of abandoning the form switching, leaving 4 abilities and the woman always celestial. Not really a fan of the idea in the first place.

I think the two most underutilised stats in the game are cleaving effects, evade and reflected damage and to a lesser extent silence and "knockback" (which would be like the forcewave of orb of veiled storms/tbs fire nova.).

So i was thinking of perhaps since speed, hp stacking and dps are being so overused atm, promoting cleaving effects and evade more as auras, as well as a kick ass female assassin that would utilise knockback and silence would be very beneficial to the game.

I'd actually abandon most of the active abilities put up.

-----

I like the idea of a leaping attack. Perhaps a warp-like distance leap of faith/damage, that occurs by leaping for a short period of time (0.5 seconds) . (akin to the anubites from AoM) Strikes for mass damage and an individual silence, with a knockback effect in an area of effect when ugraded.

Also, ragnorak as a powerful aoe damage summoned charm, with all creeps killed by the attack (as a %) revived back to the teams side full health. With some minor degenrative side ffects against allied demigods as the ability increases. powerful and iconic, but interuptable, like rooks hammer slam.

I also like the idea of a ranged-insta-cast shroud of secrecy/darkness which limits the view substantially of a targeted enemy demigod. This would limit them from casting a ranged spell correctly, as well as not being ableto hit ranged units. Confusions abounds and could be used tactically for well placed ganks, as well as saving the day for retreating allied demigods.. As well as causing -attack speed and +%cooldown times when upgraded.

 

Ill rearrange and add up the others later tommowo. Including the new passives of potentially evade cleave and reflection.

 

 

So the plan is, to be specced either to make her good at 1v1, or great when with a team.