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Hammerwatch Discussion / The buffer class
« on: September 02, 2014, 11:24:29 AM »
Since I'm bored, I'm gonna present my concept of buffer class, which probably is going to be next. I'm going to attempt to make it reliant on positioning (quite like priest) and dynamic.
So here it is coming:
The bard - yes, it's overused, but it still fits the best as a buffer.
Starting health: 30 - Enough to not get one shotted.
Health per upgrade - 10 - This gives 80 health at the endgame, pretty low, forcing bard to use his skills.
Starting mana: 100 - Bards have generally lots of mana.
Mana per upgrade: 60 - Those numbers will be important later.
Mana regen: 2
Mana regen increase per mana upgrade: 1.6 - this gives 10 mana per second, quite a lot, but we are going to need it.
"Chord" - Base attack: some kind of music projectile, triple the priest base attack range. Penetrates enemies, explodes into small aoe at the end. Pretty slow. Damage increases per enemies penetrated.
Base damage: 5, 2 more per each upgrade.
Increase in damage by penetration: 2, 2 more per each upgrade.
Passives:
March: increase movement speed by 10% per upgrade, available at L1 defence.
Inspire: each enemy killed by buffed ally yields 1 mana per upgrade, available at L2 offence.
Active skills:
Silence:
Active as long as button is pressed.
Makes the bard invisible to enemies that are far enough from him.
Blocks natural mana regen.
Costs no mana to activate.
Consumes 20 mana per second.
Bard suffers from 50% speed penalty when active.
Upgrades reduce speed penalty by 10% per each and decreases range where enemies can still see bard.
Rally:
Activated and deactivated by tapping the button.
Does not block natural mana regen.
Consumes 50 mana on activation.
Consumes 20 mana per second.
Creates an aura around bard that boosts allies' damage and reduces damage they take by 20% per each upgrade.
Range increases per upgrade.
Brown note:
Bard creates an area around him that absorbs all the damage dealt inside (dealt upon both players and enemies). Upon deactivation, all damage contained is released in a form of instant explosion.
Consumes 70 mana on activation.
Consumes 30 mana per second.
Absorbs 25% damage per upgrade.
Range increases per upgrade.
A bit complicated, but I think it's going to be a very fun class to play and it will be actually easy to learn but hard to master.
So here it is coming:
The bard - yes, it's overused, but it still fits the best as a buffer.
Starting health: 30 - Enough to not get one shotted.
Health per upgrade - 10 - This gives 80 health at the endgame, pretty low, forcing bard to use his skills.
Starting mana: 100 - Bards have generally lots of mana.
Mana per upgrade: 60 - Those numbers will be important later.
Mana regen: 2
Mana regen increase per mana upgrade: 1.6 - this gives 10 mana per second, quite a lot, but we are going to need it.
"Chord" - Base attack: some kind of music projectile, triple the priest base attack range. Penetrates enemies, explodes into small aoe at the end. Pretty slow. Damage increases per enemies penetrated.
Base damage: 5, 2 more per each upgrade.
Increase in damage by penetration: 2, 2 more per each upgrade.
Passives:
March: increase movement speed by 10% per upgrade, available at L1 defence.
Inspire: each enemy killed by buffed ally yields 1 mana per upgrade, available at L2 offence.
Active skills:
Silence:
Active as long as button is pressed.
Makes the bard invisible to enemies that are far enough from him.
Blocks natural mana regen.
Costs no mana to activate.
Consumes 20 mana per second.
Bard suffers from 50% speed penalty when active.
Upgrades reduce speed penalty by 10% per each and decreases range where enemies can still see bard.
Rally:
Activated and deactivated by tapping the button.
Does not block natural mana regen.
Consumes 50 mana on activation.
Consumes 20 mana per second.
Creates an aura around bard that boosts allies' damage and reduces damage they take by 20% per each upgrade.
Range increases per upgrade.
Brown note:
Bard creates an area around him that absorbs all the damage dealt inside (dealt upon both players and enemies). Upon deactivation, all damage contained is released in a form of instant explosion.
Consumes 70 mana on activation.
Consumes 30 mana per second.
Absorbs 25% damage per upgrade.
Range increases per upgrade.
A bit complicated, but I think it's going to be a very fun class to play and it will be actually easy to learn but hard to master.