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New Fighters: Dryads (Suggestion)
#1
Hello, all! Quinn here. I have a new set of concept Fighters to introduce to you today: Dryads! Ents are not the only guardians of Nature, after all!

Dryads are the beautiful & dangerous mythical protectors of Nature. These spirits of the natural world take on the appearance of beautiful plant-like women, able to shape & manipulate the world around them. Dryads act as the servants of Mother Nature & will fiercely defend their woodland homes against invaders.

The Dryads all have a new & unique Active Skill that I would very much like to get your opinion on - see what you think. Dryads introduce a new Status (like Poisoned, Stunned, & Disarmed) called Seed. A Seeded enemy receives damage each turn as if by a Poison effect - ignoring shield - & the player will "leech" some of that damage for healing. When an enemy is Seeded, two things happen each turn: the Seeded enemy receives damage & the player receives healing. It's like a healing poison. Damage & healing will both happen at the start of the player's turn after the Seed has been planted. Like other status effects (Poisoned, Stunned, etc.) Seeds do not stack - a single enemy may only be Seeded by a single Seed at one time. Got it?... I hope I didn't make that sound more complicated than it is, haha! If you have any questions, please ask!

I was thinking that the Seed symbol could look like either a small teardrop shaped seed, or a leaf.

I really appreciate your time. Please leave any comments, feedback, advice, or questions below. Thank you for reading! Without further ado, I present to you, the Dryads (Dryads are usually associated with trees, but I have given them all floral names instead, enjoy!):


Rose (Max Lv. 50)
School: Elemental
Kind: Legendary

Attack: 943
Defence: 972
Energy: 294

Captain Skill:
Nature’s Blessing R: 2x attack if Red & Purple Gems are matched.

Active Skill:
Healing Seed: Cost: 5500; Seed target enemy  for 3 turns, dealing 4000 damage to enemy each turn & healing the player 2000 life each turn.

Random Skill:
Sweet Aroma: Sleep target enemy until it receives an attack.


Rose, Daughter of the Garden (Max Lv. 99)
School: Elemental
Kind: Legendary/Protector

Attack: 1320
Defence: 1516
Energy: 403

Captain Skill:
Nature’s Bond R: 2x attack & 15% reduction of incoming damage if Red & Purple Gems are matched.

Active Skill:
Rejuvenating Seed: Cost: 6800; Seed target enemy for 3 turns, dealing 6000 damage to enemy each turn & healing the player 3000 life each turn.

Random Skill:
Sweet Aroma: Sleep target enemy until it receives an attack.


Clover (Max Lv. 50)
School: War
Kind: Legendary

Attack: 944
Defence: 977
Energy: 291

Captain Skill:
Nature’s Blessing G: 2x attack if Green & Blue Gems are matched.

Active Skill:
Healing Seed: Cost: 5500; Seed target enemy  for 3 turns, dealing 4000 damage to enemy each turn & healing the player 2000 life each turn.

Random Skill:
Sweet Aroma: Sleep target enemy until it receives an attack.


Clover, Daughter of the Grove (Max Lv. 99)
School: War
Kind: Legendary/Protector

Attack: 1321
Defence: 1524
Energy: 398

Captain Skill:
Nature’s Bond G: 2x attack & 15% reduction of incoming damage if Green & Blue Gems are matched.

Active Skill:
Rejuvenating Seed: Cost: 6800; Seed target enemy for 3 turns, dealing 6000 damage to enemy each turn & healing the player 3000 life each turn.

Random Skill:
Sweet Aroma: Sleep target enemy until it receives an attack.


Violet (Max Lv. 50)
School: Shadow
Kind: Legendary

Attack: 937
Defence: 969
Energy: 298

Captain Skill:
Nature’s Blessing P: 2x attack if Purple & Green Gems are matched.

Active Skill:
Healing Seed: Cost: 5500; Seed target enemy  for 3 turns, dealing 4000 damage to enemy each turn & healing the player 2000 life each turn.

Random Skill:
Sweet Aroma: Sleep target enemy until it receives an attack.


Violet, Daughter of the Valley (Max Lv. 99)
School: Shadow
Kind: Legendary/Protector

Attack: 1312
Defence: 1511
Energy: 408

Captain Skill:
Nature’s Bond P: 2x attack & 15% reduction of incoming damage if Purple & Green Gems are matched.

Active Skill:
Rejuvenating Seed: Cost: 6800; Seed target enemy for 3 turns, dealing 6000 damage to enemy each turn & healing the player 3000 life each turn.

Random Skill:
Sweet Aroma: Sleep target enemy until it receives an attack.


Lily (Max Lv. 50)
School: Transmute
Kind: Legendary

Attack: 949
Defence: 966
Energy: 288

Captain Skill:
Nature’s Blessing B: 2x attack if Blue &  Purple Gems are matched.

Active Skill:
Healing Seed: Cost: 5500; Seed target enemy  for 3 turns, dealing 4000 damage to enemy each turn & healing the player 2000 life each turn.

Random Skill:
Sweet Aroma: Sleep target enemy until it receives an attack.


Lily, Daughter of the Marsh (Max Lv. 99)
School: Transmute
Kind: Legendary/Protector

Attack: 1328
Defence: 1507
Energy: 395

Captain Skill:
Nature’s Bond B: 2x attack & 15% reduction of incoming damage if Blue & Purple Gems are matched.

Active Skill:
Rejuvenating Seed: Cost: 6800; Seed target enemy for 3 turns, dealing 6000 damage to enemy each turn & healing the player 3000 life each turn.

Random Skill:
Sweet Aroma: Sleep target enemy until it receives an attack.


Daisy (Max Lv. 50)
School: Mech
Kind: Legendary

Attack: 945
Defence: 973
Energy: 291

Captain Skill:
Nature’s Blessing Y: 2x attack if Yellow & Green Gems are matched.

Active Skill:
Healing Seed: Cost: 5500; Seed target enemy  for 3 turns, dealing 4000 damage to enemy each turn & healing the player 2000 life each turn.

Random Skill:
Sweet Aroma: Sleep target enemy until it receives an attack.


Daisy, Daughter of the Sun (Max Lv. 99)
School: Mech
Kind: Legendary/Protector

Attack: 1323
Defence: 1518
Energy: 399

Captain Skill:
Nature’s Bond Y: 2x attack & 15% reduction of incoming damage if Yellow & Green Gems are matched.

Active Skill:
Rejuvenating Seed: Cost: 6800; Seed target enemy for 3 turns, dealing 6000 damage to enemy each turn & healing the player 3000 life each turn.

Random Skill:
Sweet Aroma: Sleep target enemy until it receives an attack.

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The Dryads! I hope I did not make them too powerful... Please leave any feedback or comments below. Thank you for taking the time to read over this Fighter suggestion  Heart
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#2
They do sound really cool and the life tapping poison is taking a page from the me necromancers of Everquest. However it would probably need to be limited to a few turns and the energy cost would probably be over 7k considering both the damage dealt and healing received.

I like the gem matching captain skill. Both an attack boost and damage mitigation is nice.

Sleep as a random skill is interesting. It's tough to take advantage of sleep but it might be a saving grace in a pinch.
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#3
I like your ideas!
I agree with energy cost, but needs a set turn amount like 3-6. I think Joy is nerfing to hard Tongue
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#4
Aww I'm not being mean but the skill combines hades and shiva into one active skill. And even the lower evolutions of those skills would cost 7500.
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#5
Thank you very much for your feedback, Joy & Drainlock! I am glad to see that you both like the concept! After reviewing your comments, I will agree, the Active Skill ability should be limited to only a few turns - otherwise it might be a little too powerful against big enemies with a lot of life. But if a player is already at full life, it essentially acts a strong poison Skill - which is still a nice Skill. I like the idea of poison, but it seems pretty weak in most cases, such as Medusa & Naga's Poison Random Skill.

I will add a turn limit to the Active Skill & alter the cost. But I'll leave it as it is for now to give others some more time to comment on the concept if they wish.

(07-08-2016, 05:15 PM)Joy Wrote:  I like the gem matching captain skill. Both an attack boost and damage mitigation is nice.

Sleep as a random skill is interesting. It's tough to take advantage of sleep but it might be a saving grace in a pinch.

Glad you like the Captain Skill! I was afraid that having both an attack boost as well as damage reduction might make it too strong. That is why I chose to use 2x attack & the low DR of 15%, so as to not make it too strong. I also decided to use the double-colour matching as a requirement to further justify the boost & DR. The colours are based on the Elementals - I made sure to not use a colour that an Elemental converts.

I've been toying with the idea of Sleep as a Random Skill - it is similar to Daze, being a stun. You are right, working with the Sleep ability can be tricky.

(07-09-2016, 02:07 AM)Joy Wrote:  Aww I'm not being mean but the skill combines hades and shiva into one active skill. And even the lower evolutions of those skills would cost 7500.

I completely forgot about Shiva! You make an excellent point there, Joy.

--

Thanks again for your feedback! I will make some adjustments soon.
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#6
The Fighters have been updated! Take a look & let me know what you think! Thanks for reading!

---

The cost of the Active Skills has been increased.
Seeds now have a turn duration.
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#7
what do you mean of poison being too powerful? i mean, at least we are talking about farming evo and lvl up materials, poison is the most useless skills. in pvp enemies have average 1 million life points. how is 4000 damage too powerful, i really can't understand it. about the fighters i really like the concept and i already love the art that these nature warriors. and the captain skills are also great, offensive and defensive at the same time. great work as always Quinn!
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#8
(07-11-2016, 10:23 PM)dino Wrote:  what do you mean of poison being too powerful? i mean, at least we are talking about farming evo and lvl up materials, poison is the most useless skills. in pvp enemies have average 1 million life points. how is 4000 damage too powerful, i really can't understand it. about the fighters i really like the concept and i already love the art that these nature warriors. and the captain skills are also great, offensive and defensive at the same time. great work as always Quinn!

Thanks, Dino! I appreciate you taking a look at these Fighter. I'm glad that you like the concept.

These Fighters are probably not the best Fighters for PvP. As you said, PvP enemies tend to have a lot of life, approaching or even exceeding 1 mil+. At a max of 18.000 damage divided into three turns, the damage of the Dryads' Active Skill will barely make a dent in that amount of life. I have edited the Dryads' Active Skills & added the turn limit - before there was no turn limit & the damage & healing lasted until the enemy died. That is what we were discussing about the poison being too powerful - the damage was endless & could add up to a very high amount of damage & healing for such a cost. The cost did not represent the potential strength of the Skill. We decided that there needed to be a turn limit on the Skill.

I agree, poison is not a great Skill, as it always seems to be too weak to really do anything. Other than to help to farm Evo & Level-up Materials. I wanted to change that a little with these Dryads & their twist on a poison-like ability - I at least wanted to make it more interesting.
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#9
I know this is an old thread, & I do not mean to resurrect it, but I felt like making a point that I missed when the ideas was first suggested...

Sleep as a Passive Skill is a BAD idea! As I have been using Sleep more recently (Dream Heal), I have made some new discoveries about Sleep... Sleep will disrupt a Stun that is in play, negating the Stun. Sleep will override any Stun in place & Sleep the enemy instead. This can really wreck havoc on a player's plan. I would not want a Fighter on my team with a passive Sleep Skill if I were using Stun! Just a point I wanted to make.
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#10
Also worth noting that sleep negates attack timers. So if a monster has three turns to attack and is put to sleep he will attack as soon as you wake him!
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