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Tomekchan edited this page Aug 3, 2020 · 28 revisions

Talents

  • 9 talent pts total (start with 1 point at level 4 and then every 2 levels 1 point up to level 20) with most - if not all - talents capping at 3 pts
  • a general talent list at least as a bandied if not a fully fleshed out idea later, at least 5 talents per class that aren't 'boring' or purely bigger number
  • First 3 to work on are probably Shaman, Cleric, and Polt, Weapon master is a close 4th too

General

  • trade a talent point for an ability point
  • increase rune rate
  • increase credit gain
  • Rune hoarder reduced rune pickup delay and a few frames of invincibility

Polt

'Supersize me'

Increases size of polt hitbox 1.5x-2.0x & physical appearance while also increasing damage (not sure about defense) by X amount? Same value as increase size perhaps

The size increase can also increase various traits of the morph, for example:

  • Para has a longer tongue
  • Caco has a bigger skull thus a bigger radius
  • Brain has a wider pull due to increase FOV

'Chief'

Turns polt into a boss (must be morphed) for X amount of time (10 seconds?) HP increases, damage etc, must be below <50% HP to activate it and cooldown is high (1 minute?) - boss spawn depends on what you are morphed as, if you are a tank, you will be a commander.

Maybe we can introduce new bosses and polts can morph into those bosses depending on what they are currently morphed as. Work on it as pairings not individuals, such as, both Tank and Beserker morph will be a commander, Brain and Mutant will be a Makron, etc.

'Humanize'

Allows polt to use weapons again costing the effectivity of ghost, might be fun for people that morph and unmorph around.

Shaman

'Rage'

Turns character a dark red when Fury is proc' and now has thorns enabled for same duration as Fury (damage received is sent back to the dealer by .25% or so)

'Obsidian'

Flame- Old ice talent: Chance to do a 15/30/45 damage pulse from the totem

Ice- Gives a 8/16/25% chance when attacking a target under the effects of ice totem to hold them in place (move speed reduced by 100%) for 1-3 seconds and they can still attack/move

'Erosion'

Wind - Gives a 8/16/25% chance when taking damage that your totem will take the remaining damage that you would have taken. If damage is more than totems HP then you take the remainder. Ex. 300 dmg rail hits you and your totem can only take 200 dmg before it dies then you will take 100 dmg.

Stone - 11/222/33% resist that stacks with fury + salv but not the Resist ability. Totem also gets a 20/40/60% chance to teleport to you if you leave its radius.

'Twilight'

Darkness - 22/44/66% vamp past max health

Nature - 10/20/30 cubes given per tick

Weapon master

  • enable rockets that follow the player's crosshair
  • enable fast weapon switching
  • enable bfg pull
  • further reduces spread of sg/ssg
  • removes ammo limit of blaster
  • removes slowdown when using assault cannon
  • reduce rev down time of hyperblaster
  • makes detpipes autodetonate when targets are close
  • make 20mm shootable in the ai

Alien

  • remove summonable removed bonuses for acid in favor of a small aoe effect
  • talent to make spores recallable at will
  • obstacle slide or launch, something that'll give it more function than just being there
  • summon an obstacle and use it as a bowling ball
  • for healer, something to teleport it with you
  • "repellent" making cocoons get ignored by ai - they still get hurt in case there's piercing damage etc but it's no longer something they'll primarily target
  • event horizon: make wormhole free

Knight

'Backwards'

Reverse boost, boosts throws you forward and reverse boost lets you retreat

'Hook'

Hook now pulls enemies towards you

'Other ideas'

buff for salvation of sorts

Cleric

  • triple jump?
  • holy freeze has a chance to freeze an enemy for .5 seconds
  • salvation has the chance to cause holy shock to surrounding enemies
  • healing aura - transforms the healing ability into an aura (scales appropriately)
  • bless aura (.25% effective)

Mage

  • telefrag for mage; if the spot occupied by the teleport has a player, it deals damage, damage increases by talent level alt. make a small shockwave of damage near the teleport destination
  • overload/overclock - no cool down on spells for X amount of time
  • buff - increase magic damage by 100% for X amount of time

Vampire

  • leeching conversion: once the conversion ends steal % of the targets health and restore it

Engineer

  • upgrading power screen on sentry (uses cells to replenish) - 3/3 & every point = 100 cells
  • fix laser trap - supposed to have lasers spring out from it?.. OR REMOVE all together OR modify it where it pops up and spins lasers around in a small diameter

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