#New character concepts (as well as biomes, enemies and alike)
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draw it like a ghost
Ahahaha.....
and the only way to unlock the hero is by beating the blue armored guy in arena
speaking of which
why havent they made skins/characters unlockable by beating certain enemies in arena?
its such a natural way to hand out skins
when my pen tips arrive from hong kong 
because they want money
wut? I'm being realistic
Peddler just đlmao
thats why its sad
after playing the game since launch, I feel like the game could have been something so much better but its held back by the slow updates and mobile game monetization
It prob don make as much money as sk so this is put to the side sadly
Not a lot of resources are poured to this so perhaps they only make skins and stuff that will earn money 
yea sad
soooo
im planning on a SK X OWL biome concept
Which one should i use?
the Pirate (Neo Isle) biome, Forest (Swamp included) biome or Volcano biome (I'll tryna remake it into a fiery temple of some sort)
Pirate King & Ship Goblin High Priest Sandworm / Ember Dragon from SKP
Sandworm, we need iframe and projectile spam hell (pov we cant cancel bullets with melee
)
prob make some areas that let u block bullets, and a cannon that let u immobilize it
or straight up make things Universelove when ur doing NIR
Pirate King would be more akin to UniLove
Design-wise yeah, however it'll be another case when it's about gameplay, I can't think of any way to use Sandworm as an enemy other than mechanical bullets or go Terraria
Enemy wise, however, all 3 biomes are easy to make, other than volcano, I need to add a bit more flame knights
some extra info abt my ideas (i wont make all since i just wanna prioritize on one and i dont have much time)
Pirate King: He starts on his ship at the top side of the screen, sending enemies and cannonballs. On RM, when the ship's HP depletes he jumps onto the arena to personally fight you.
Goblin High Priest: He utilize all 4 elements in-game (Fire, Ice, Poison, Thunder). On RM, upon reaching a portion of health, he regain 100% HP and transform into a brute form (the swamp form in SK)
Sandwyrm: A mechanical worm. Might be like Devourer Of Gods from Terraria or Ammoconda from ETG
Ember Dragon: A fiery dragon that spits fire-related stuff at you. On RM, her kids will join her fight.
character idea of a knight woman, text and image
Those images 
sshhh
The bottom right oneâŠ
if is bad quality is my fault but I can increase it if u need ig
I didn't found other examples better for the armor lmao
I put mercenary because "lost knight" sounded kinda edgy
This seems a little like
Vague idk
Also is that only one skill and a passive skill?
depends on armor it have equipped, I didn't really wanted put something like 1.6 speed to 2.0
passive skill must be something like for disabling POA attack speed and movement speed because it increases a lot on buffers
Oh so⊠skill one is sword
Skill two is armor
No skill 3?
I'm making 4th skill of sword because didn't knew if y'all be fine with a spinning attack or something like other heavy attack
Tbh i doubt theyd release a copied weapon style
I'll change buckler to passive if u want
that's what I thought
I'll search some move from the vikings and make it to the broadsword
Styles are supposed to be good, the only styles with trade-offs are the ones that are REALLY good
Or, well, would be insane without them

that's why I put the final text of requiring opinion of y'all, can change something of it and that because I don't think I wrote it fairly on the most way
buckler styles was hard to made since is pretty confusing
not having a example of how it would work well and that
Is the parry a skill?
So her dodge is only the parry, no iframes?
Yeah you really do not wanna remove a character's normal iframe dodge
like Gerald dodge is a shield bash but the parry of dodging could be like confusing to make
Even games that are super parry-heavy like Dead Cells will still have dodges
Gerard isn't a great example of a successful character design for owl 
dodge to behind is a normal dodge but frontal is the parry thing
that's what I thought
I can change the dodge to a parry skill
If you wanna do that I think parry is better off as backdodge
normal dodge but the parry goes to skill
Like this just tapping the button when not holding anything will parry
Also backdodges are used a lot less often
oh yeah I just remembered that
I forgor the back dodge can be done without touching other skills
other stuff
Momeng
I'm too silly
Unless if you wanna make her like Ped or Hillding and make FDodge her default
But I still think having a forward dodge is more useful than a back dodge
solver
what u think about a shield breaking skill with sword ?

thank god they didn't thought about that
updated buckler as a passive and added skill for broadsword attack, if want I can delete skills of buckler like styles and that 
Me when nagas styleless but op
seems like players need a bit of skill to play with ur character
u play ruthven u can't say "skill"

though that idk whatchu mean of "parry area" as if we're not parrying only the front
correction: naga characters.
how much area do u think a buckler shield can block?
is a unfair and balanced character in style
red area + projectiles
seems like depending if your cooldown is too short or no
I'll read later still
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Lmao someone did a little devious act :flag_ru : heheh
So...how exactly do I have to format the character idea?
any way u want
Okay, so I don't have a name for this guy, and no idea how to format this, but I have the idea.
Attack: 10.5 (Hits like Alasdair.)
HP/Armor: 50 / 50
Movement Speed: 1.5
Attack Speed: 1.8
Crit Chance: None
Hero Effect (I think that's the name of it.): "Wields an enchanted war hammer capable of sending enemies flying back at times. A side effect of this is that he is unable to land critical hits, with it instead acting as a knockback chance and causes enemies hit with knockback to take greatly increased damage depending on the power of the knockback."
That's the basic stuff.
Not including skills.
He's the type that utilizes knocking back enemies.
Kinda like having an innate Jack item.
Except that item actually synergizes with it giving more knockback, therefore more damage.
Nice
I don't have time to make it into a fully developed character with skills, but you already have two plus a passive, just needs one or two more, with the revival of enemies already being considered an idea
it could mix one of druid's removed reworks, necro1's nightmare tag causes summons to dash and attack tagged enemy, further makes use of defense decrease with the extra hits
it could be mixed with 3 (revive) which is also single target, mentor buff + boss cheese could be allowed but with limited attacks
& enemies killed by plague cloud can be revived with less statistics and timed lifespan unless tagged with nightmare
Congrats bobfeeshy, you've earned the Frequent Visitor role!
lorewise her gimmick would also make her somebody asura would want to recruit
for her other skills she can inherit some from priest, who seem like they share teachings with each other, shown by priest's moon shadow skill
prayer with the ally buff function you described, and a healing pact copy spawning a buffing plague cloud which could have a strategic function of getting your allies to stay around it to pick up the buff
She could be differentiated from ani by adding a micromanagement aspect
Spoilered text is not a part of description to keep it short when ingame, placed for clarification
Nightmare: (Default unlocked skill) Hold to mark and expose a target ||indicated by a red leviathan cross đ that will persist after their death, tags the enemy you're tracking, their damage taken is increased||, your summons strike at the marking. ||summons will dash to and strike the target marked|| Resurrect up to 2 marked targets near the marking as minions. ||the target you marked is guaranteed to be revived and will replace the oldest enemy you revived with this skill, revive minions as a result of this skill if they're in vicinity of the marking||
-||If you don't hold the skill, the marking is placed based on your joystick location, your summons will still strike there||
-||Minions are taken to the next scene, they are comparatively faster and have much higher attack rate||
**Skill Styles: **
- Malum Somnium - (Default unlocked style) Marked enemies spawn phantasmal claws when striked ||Claws are rapidly attacking minions with a short duration, they focus on attacking marked targets||.
- Legionem Inmortui - You can gain 1 additional minion, minions benefit from a fraction of each other's statistics ||15% of each other's attack and health||
- Dominium Mortis - Minions have reduced health but revive by themselves after a short while ||after 1.5 seconds||.
Omen Stone: Bring down a damaging plague cloud ||call down an omen stone on tracked target that will create a plague cloud|| that absorbs the dead ||within the plague cloud|| and releases them upon second use. ||spawn those absorbed within plague cloud as minions|| Resulting minions swiftly decay when not within plague cloud.
||Up to 5 dead can be absorbed, the dead are reabsorbed after the skill ends regardless of their location if less than 5 dead are available for absorption within the plague clouds||
-||Skill starts with 3 stacks||
-||The minions always attack the same target and move in a horde, the omen stone is always brought down upon the target they are targeting||
||If the enemy was marked with Nightmare, the marking's effect still creates a minion but Omen Stone's revive can create a duplicate||
Skill Styles:
- Prodromus Pestis - (Default unlocked style) Omen Stone carries a plague spider that creates another plague pool ||Spider is a timed minion that targets nearest enemies and creates another plague pool upon death. Can absorb additional dead||
- Morbus Incursio - Increase decay rate outside of plague. Resulting minions still decay within plague but have increased attack speed and damage.
- Praesidium Corruptum - Increase the health of the resulting minions and redirect 40% of taken damage to them ||reduce taken damage by 40%, give 10% of that damage to each of the minions||
Atrophy Pact: Create a pact in your direction ||throw a smaller omen stone in your faced direction that spawns a circular area that heals summons, if you're not moving spawn it on top of you|| that strengthens your summons ||continuously heals and increases stats||. Summons linger around the pact. ||all summons move to atrophy pact and target enemies around it||
Skill Styles:
- Ortu Noctis - (Default unlocked style) Halve pact duration but double buffing rate. Pact increases summon size and speed.
- Intrepidus Horros - Increase summon attack speed and grant unflinching.
- Sana Infirmos - Instantly restore summons to full health and grant stacking regeneration.
Dodge - Short roll in any direction when moving. Roll backwards when not moving
Weapon - Staff of Plague from soul knight. Spawns 3 tracking green spike chains.
Stats: 20 hp, 30 ap, 5 crit, 4 dmg, 2 atkspd
Character Soulboons:
Tributum - Benefit from 10% of Nightmare summon health and attack. Capped at 100% of your stats per Tributum you take. Stackable
Umbra - As long as your Nightmare minions are attacking ||reached enemy to start landing hits||, you cannot be targeted. Unstackable
Venari - +30% minion speed and attack speed. Stackable
Putrescere - Increase plague cloud attraction to your minion horde. ||plague clouds somewhat follow your minion horde more|| Stackable
Contagione - Increase Omen Stone stacks by 1. Stackable
Sacrilegium - Minions from Omen Stone +2. Stackable
Coactio - Atrophy Pact buff effect +20%. Stackable
Strages - Increase Atrophy Pact pulling force. ||enemies are pulled towards atrophy pact circle|| Stackable
Gestae - Atrophy Pact area grows over time. Stackable
individual character skill points sp from leveling up, their effect on some chars can be different from others, ex skill cd time reduced in seconds instead if %, coin bonus in %of higher tier coins or more coin value instead of % droprate
possibly place them in
-skill cast time reduction
-skill cooldown reduction
-coin droprate
-increase chance of better weapon quality
-skill area of effect
-skill duration/health
-skill projectile speed/attack tickrate
Because we totally need new buffs...
Lol I love gamba (I dont gamba but i did play one or two gachas before)
Name: The Gambler
** Bio: ** Bruh he just gamba what else
Health: 50
Armor: 30
** Passive: **
The Gambler has a meter to measure his money (X/100 but can go over). This meter can be function as or be substituted into gold at peddlerâs shop, the forge, or items requiring / based off of gold. (There can be an exchange rate for money to gold, but this depends on how strong this passive would be). The meter doesnât reset between levels.
** Normal attack: **
The Gambler throws out poker cards at enemies at a moderate rate for moderate damage. Each successful throw (hits an enemy, peddler doesnât count unless he turns into an enemy) will show a card suit symbol above the gamblerâs head. This attack will aim in a 90 degree cone perpendicular The Gambler.
Every two suits the game will check whether the color matches or the suit matches (and then clear the suits). If the color matches, the next attack deals double damage and the gamblerâs money is gains 50 money. If the suit matches, the next attack deals quadruple damage and the gamblerâs money is gains 75 money. Killing enemies gives money based enemy type (normal, elite, champion)
** Dodge: Die Roll **
The gambler turns into a 4 faced die, rolls forward, and turns back into himself.
** Backdodge: Die Roll **
Same thing but backwards, whatever the die shows the player (the side facing the player) determines the money won or lost in this die roll. 1 = -25, 2 = 0, 3 = +12, 4 = +25
** Skill 1: Slot Machine **
Use 50 money to summon down a slot machine that gambles for buff effects every 5 seconds (unflinching, attacks pierces and freezes enemies, tiger tusk effect, or a healthpot). The slot machine deals moderate damage where it lands and lasts for 15 seconds. CD: 7 seconds.
** Style 1: ** Play it safe
The slot machine rolls a single buff for 5 seconds. Reduced cooldown to 3.5 seconds. Cost reduced to 25 money.
** Style 2: ** High Stakes
The slot machine attracts enemies and can be destroyed. Upon destruction, the slot machine explodes for moderate damage and dazes enemies for 2 seconds.
** Style 3: ** Ludomania
The slot machine is upgraded to roll two effects at the same time (cannot be dupes). But now there are negative effects (lose 20% hp, slows you down, or lose 25 money. Costs 75 money.
** Skill 2: Judgement Coin **
Use 50 money to flip a silver/gold coin flips over each enemyâs head. If it lands on heads (gold), it does nothing but refunds you 5 money. If itâs tails (silver) it deals high damage or 5% of the targetâs max health (whichever is higher) and refunds you 10 money.
** Style 1: ** Play it safe
Gold side (heads) refunds more money back (10 money) and gives you an unstackable damage boost.
** Style 2: ** High Stakes
Gold side (heads) no longer refunds but will flip a second time instead (no recursion)
** Style 3: ** Ludomania
Gold side (heads) no longer refunds but silver side (tails) now deals aoe damage as an explosion. If it kills, all enemies alive flip another coin. Uses 75 money.
** Skill 3: Dealing Cards **
Deals cards to each enemy that gives them one of the following effects for 10 seconds. Costs 50 money
- You gain 5 money back for each second this enemy stays alive. If this enemy dies you gain 20 money.
- You lose 5 money for each second this enemy stays alive.
- The enemy marked takes 50% extra damage and explodes for high damage on death.
- The enemy takes 50% less damage and gains unflinching
- The enemy spreads damage to nearby enemies like soul shackles.
** Style 1: ** Play it safe
Each positive card refunds you 10 money. Negative cards refunds you 5 money.
** Style 2: ** High Stakes
Negative cards are shuffled and dealt again for 10 money each (can occur recursively until no money).
** Style 3: ** Ludomania
You flip a coin that either increases your damage by 50% or double your dodge cooldown.
I did not think that carefully about balance at all so this character is going to be very janky
i have a suggestion
what about a 4th skill that is basically a russian roulette
(yes ive played backshot roulette how could you tell)
its not anything fancy but heres what i thought
Skill 4: This Means War
Uses 25 money to draw a shotgun (similar to how hannah works, except you cant increase the ammo using boons) that can shoot up to 6 times. 2 shells are explosive, 2 are regular shells and 2 are empty, the shell you'll shoot is rng based.
Style 1: Play it safe
All 6 shots are now regular shells. When all ammo is used, you get your money back.
Style 2: High Stakes
A random shell (can also be an empty one) turn into a golden shell. golden shells deal more damage than the regular ones and you get 25 money if you hit the shot, but you lose 25 money if you miss it.
Style 3: Ludomania
You now have 12 ammo, but you don't know how many of each type (regular, explosive, golden or empty) of shell you have. If you shoot an empty shell 3 times, the skill ends and the cooldown is increased by 3 times.
Bro đ BUCKSHOT not backshot...
Gamba gameplay gonna be lit đ
Phytotitan
Bio: A giant man-shaped mass of vegetation that has gained increased intelligence. It has the intelligence and behavior of a child but can put up one hell of a fight.
Health: 80
Armor: 0
Passive: Compost
*Phytotitan can walk over enemiesâ corpses to heal itself and boost one of its stats until the room clears. If a stat is already picked, it will roll for an unpicked one. If all stats are boosted, only the heal occurs, but the effectiveness is increased. Overheal is given in the form of armor. *
Normal Attack: Punches like quan
Dodge: Burrows underground. If the dodge ends underneath an enemy, the enemy is stunned briefly.
Skill 1: Vengevine
The phytotitan roots itself in place and takes reduced damage in this state. After a bit, vines will erupt around him and root the enemies. The number of vines, damage, and root duration is increased based on the amount of damage it took during the rooting. Each vine can root up to one enemy. The vines can be summoned early by tapping the skill button again. Uses 30% hp
- Vines with rooted enemies heal you.
- Summons more vines, empty vines slaps enemies.
- Uses 50%hp. Increases damage reduction and there is no automatic end to the rooting process (end it manually by pressing the skill button again)
Skill 2: Floral Sea
*A circular patch of flowers grows around the phytotitan and spreads a poison mist. The poison mist can be ignited into a fiery tornado that draws enemies in and applies burn and lethal poison stacks per hit if an enemy within gains a stack of burn. Uses 30% hp. *
- Duration is extended (including the tornado)
- The ignition blast deals double damage.
- The flower field attacts enemies outside its range and poisoned enemies on the inside heal phytotitan.
Skill 3: Solar Beam
*The phytotitan shoots a golden beam of sunlight that multihits similar to Asura phase 3 chest beam (but not that much damage). During this beam, it gains unflinching but can take damage from behind and the side. Drains 50% of your total hp on use. *
- Longer duration and wider beam
- Shorter cooldown, drains 15% hp, lower damage and width. The beam is now finishes instantly.
- Drains 15% hp, then drains hp per second (drain rate increases slowly) for each second the ability stays on. Toggles on/off a giant sword of sunlight and swings it around. The faster the hp drain rate the more damage per swing.
my beloved mtg creature
It's the time to share another character idea I came up with, and I got an idea for it's name!
Mister M1M1C: a humanoid figure figure that is in a large Straight Jacket, long claws shooting out of the ends of the long sleeves. It's face seemingly completely covered in steel bindings except for one hole for a glowing red eye to peer out it. It's skills having him turning into a large quantity of black goo too absorb monsters.
It's passive allows it to gain the attacks of a basic enemy for 10 seconds and one attack from a boss for one use(persistence through scenes, the boss attack will still be there but the basic monster attacks won't) after killing them with one of it's skills. The attack will change the corresponding skill used to kill the enemy. Weapon skills do not count for this passive, same with Mister M1M1C skills on other heroes though weapons.
This silly little guy is incredibly fast with high health and damage with low armor, crit rate and defense.
so many humanoid, would be awesome to see a pure beast character concept from your guys
Technically Mister M1M1C isn't stereotypically humanoid cuz it's a blob of goo
Hmmm
yet in the shape of human, such loose rule
Rules are silly
Next Character Concept: Nibbles the Necro-Hamster
Nibbles is a hamster, ah duh, that rides atop a sword welding Skeleton that has very basic armor.
Nibbles have 50 HP and varying armor that doesn't drop under 50 and goes up to a maximum of 90.
Other than that, his stats are pretty basic. The guy has a unique resource called souls and minions. Nibbles gains 1 soul from a basic enemy, 2 from an elite and 5 from a boss up to a maximum of 100 souls that are shown in a meter at the bottom of the screen. Using one of his skills won't consume souls BUT a second use of each skill will consume souls equal to the description of the skill.
Minions are Nibbles' resurrected soldiers and can have a total of two active at a time. One minion will be roaming and attacking while Nibbles while ride atop the most recent summon. Normally Nibbles will ride atop the selected primary skill minion, BUT upon use of the secondary skill of Nibbles, he will ride atop that minion while the previous mount of Nibbles will roam beside Nibbles and attack independently of him.
SKILLS
Nibbles has four skills, each one summoning a different for battle.
Skill one: Mr. Stabby: Mr. Stabby is a lightly armored skeleton that gives Nibbles 60 armor when mounted by Nibbles. While roaming, Mr. Stabby will swing with his sword and have a 10% chance to give embrittle. When using the skill after Mr. Stabby is summoned, he will do a shoulder tackle that bounces off walls five times while stunning enemies hit by the charge for 2 seconds
I'll come back for the rest cuz I gotta work today
Skill two: The Wall: The Wall is heavily armored shield welding skeleton that gives Nibbles 90 armor when Nibbles riding him. The Wall uses big swings of his shield for his attacks while roaming with a 10% chance of causing embrittle with each swing. Upon tapping The Wall's skill button for a second time, he will unleash a mighty yell dealing rapid damage to any enemy in the radius while giving allies three stacks of Berserk
Skill three: Spooky Lady: Spooky Lady is a slightly feminine cloaked creature that gives Nibbles 50 armor while he rides atop her. Spooky Lady shoots fast moving bolts of freezing lightning that can inflict frostbite on a 10% for one stack while roaming. When tapping her ability button, Spooky Lady will launch a slow moving ball of arcing ice lightning that can quickly freeze enemies in it.
Skill four: Greg: the biggest and lest armoured skeleton of Nibbles' minions, giving Nibbles 70 armor when he riding on Greg. For Greg's attacks...he punches...a lot, with each punch having a 1% chance to stun only for the fact that that Greg punches so many times quickly it would be to powerful if he could stun on a 10% chance. Tapping his skill button again will cause Greg to leap into the air, crashing down 2 seconds later with a fiery explosion, lighting enemies on fire in the radius and leaving patch of magma on the ground for ten seconds that can also light enemies on fire... this deals a lot of damage
Now Nibbles will gain the passive and attacking abilities of the minion he's riding atop, as an example, Nibbles will have the slashing attack of Mr. Stabby along with the chance to cause Embrittle.
Simic
Health: 80 (Idk bro can be lower i dont have a good grasp for stat numbers in this game)
Armor: 0
**Passive: **Simic is a shapeshifting dark grey slime and can take the form of its defeated foes. While shapeshifting, Simicâs primary skill remains unchanged but the moves for dodging, secondary skill and normal attack are temporarily replaced with the victimâs moves until the shapeshifting ends.
Normal Attack: Similar to OWLâs slimesâ attacks but adjusted for to be the playerâs damage, attack speed, and mobility.
Dodge: Standard dodge and back dodge.
Skill 1: Proliferation
Simic, transformed or untransformed, splits out 2 more copies as allies and attacks
Longevity: Extended duration
Swarm: Creates two extra copies, longer cool down. (Casting resets copies, no stacking without boons)
Evolved: Copies are elites with significant stat buffs.
Skill 2: Assimilation
*Simic traps itself onto a target and leeches health from it. The target is feared during this. Bosses are not feared and can attack you. If the target dies from this skill, gain a red slime cube ally that can transform with health potion (not an item so will die). *
Regeneration: Increased healing rate
Low Power: If the skill ends or Simic exits out of it without killing the enemy, the cooldown is reduced. Less healing.
High Power: Stronger transformations and being an elite are faovred in the rng. On cooldown until it dies.
Skill 3: Transmutation
*Surprise! Using this skill casts a random heroâs skill. Low cool down. *
Bear: Skills from melee characters are favored
Hawk: Skills from ranged characters are favored
Orca: Summon skills are favored
Been a while since I wrote a character concept so here's something
New character idea:
Vinette the Titan Slayer is an elven humanoid that sports light armor and a light Great sword as his main weapon. He has 80 HP and 20 armor with a varying damage, crit rate, attack speed and movement speed.
His normal attack is a looping set of slashes and stabs that are pretty quick.
Skills...kinda
Skill one: Vulcan Crag Blade: Vinette drags his sword forward on the ground before swinging it forward to send molten rock forward in a cone. After using this skill, this makes Vinette's weapon a large great sword with slow swings which inflicts two stacks of burning on hit. Using this skill again will do the same opening part while keeping the Crag Blade active.
Skill two: Raging Bolt Saber: using this skill spends Vinette forward instantly with a bolt of lightning, upon hitting an enemy this skill will have him bounce two another enemy up to five times in a row. After using this skill, Vinette will be using a a katana crackling with electricity that has an incredibly fast slash combo and hitting the skill button again will cast the weapon summoning part of the skill again. This skill causes 3 electro charge
Skill three: Gale Frost Spear: Vinette dose a short dash forward to deliver a a powerful slam with a Ice spear, giving two stacks of frostbite on hit. This will make Vinette's weapon a Frozen Spear that attacks through stabs and slashes.
Other notes: Vinette can't do any shenanigans with his skills like getting a third one through a weapon, he's always stuck with the two weapons he gains through his normal skills. Along with this, each weapon has a 10% chance to cause their respective debuff on hit(Burning, Electro charge and frostbite respectively) while active. Vinette will go back to his normal great sword upon entering a new level and floor, just a little thing you should know about.
I have a character
He has a character
He certainly does have a character