BLiNDBoi 930 Posted June 21, 2011 Grim ReaperStarting Level: 50First part, every 3 levels, gain 1 damage negation up to 15Second part, every 2 levels, gain 1 damage reduction up to 15, totaling 65%Expertise will max out at 95However, skitt's idea of immunity to slow/freeze and stuns I think at level 150 a second expertise where the race becomes any where from 25 to 50% immune to slows, freezes and stuns. Share this post Link to post Share on other sites
Deofuta 6 Posted July 4, 2011 Contract killerStarting Level: 50 Ends: 60From level 50, The Killer's contract will be highlighted for the Killer to see. The range of this sense will be risen by 50 until level 60. However, from level 50 on, the person who the contract is taken out on will be notified of the transaction taking place.Basically, I want to make it easier for the Contract Killer to actually plan on killing his contract. At the moment it appears to just be like "Oh hey, that last guy I killed was my contract, cool beans!" I want the idea that having a contract on your head as being something to be concerned about. Share this post Link to post Share on other sites
Kamea 1 Posted July 6, 2011 Grim ReaperStarting Level:100First: 2% Speed every level up to level 150 so total of an extra 100% speedSecond: Slow/Stun/freeze/weapon damage... basically its unstoppable Share this post Link to post Share on other sites
Frvwfr3 1 Posted July 21, 2011 Race: PriestLevel for Expertise to start:70What the expertise does: Healing wards can heal up to a MAX of 140 instead of 130Max Expertise Levels/Gain per level: 20 Share this post Link to post Share on other sites
Ika 320 Posted July 24, 2011 RPG GeneralLevel for Expertise to start: 60Max expertise; 90What it does: increase leech "cap" to 155hp, from the base 125. One more HP per level.Rakdos the DefilerLevel for Expertise to start: 50Max expertise: 80What it does: every three levels, do one extra damage per shotgun shot, to a max of +10 damage. Share this post Link to post Share on other sites
kalamaga 0 Posted July 28, 2011 some 1 know ghost expertise? Share this post Link to post Share on other sites
Mimic 3307 Posted July 29, 2011 some 1 know ghost expertise?Leech. Share this post Link to post Share on other sites
Ika 320 Posted July 30, 2011 Leech.speaking of which I think it should be buffed, or given a second expertise. I like Ghost a lot but it's not very good without survivability, regen, speed, ulti immune, etc etc etc, even given freeze+banish. the leech barely gets anything and I'm lv75 on it. Share this post Link to post Share on other sites
BLiNDBoi 930 Posted July 30, 2011 RPG GeneralLevel for Expertise to start: 60Max expertise; 90What it does: increase leech "cap" to 155hp, from the base 125. One more HP per level.You stole that idea from me.______ReptilianAt level 50 gain another skin to shed. Basically allowing the ultimate to be used twice instead of only once.At level 100, gain a new skill where the ultimate has to be used at least once, and upon use gain a chance to respawn, delayed by 5 second of place of death. The idea is simple, if possible you respawn where the ultimate was used, basically you are hidden within the old skin and come out when the 'fake' one dies. I am thinking of 25% starter proc rate and gain another percent every level to 50% proc rate. Share this post Link to post Share on other sites
Ika 320 Posted July 30, 2011 You stole that idea from me.______ReptilianAt level 50 gain another skin to shed. Basically allowing the ultimate to be used twice instead of only once.At level 100, gain a new skill where the ultimate has to be used at least once, and upon use gain a chance to respawn, delayed by 5 second of place of death. The idea is simple, if possible you respawn where the ultimate was used, basically you are hidden within the old skin and come out when the 'fake' one dies. I am thinking of 25% starter proc rate and gain another percent every level to 50% proc rate.No I didn't, I thought about it when Yiyas mentioned that RPG General was capped to 125HP. Sorry if you posted it in this thread already, there's a lot of stupid suggestions in this thread and a lot of "OMG LETS MAKE A STRONG RACE EVEN STRONGER SO I CAN WHORE BETTER", so I don't bother reading through it.Anyway:Drunken Master expertiseLevel 60-80: Gain 1% speed per level (up to max of 20% bonus). Share this post Link to post Share on other sites
MONKEH 829 Posted July 30, 2011 MACHINE GUNNER:INCREASE DAMAGE RESISTANCE WHILE ENTRENCHED BY 1% PER LEVELLEVELS 50-100 Share this post Link to post Share on other sites
Spell 331 Posted July 30, 2011 MACHINE GUNNER:INCREASE DAMAGE RESISTANCE WHILE ENTRENCHED BY 1% PER LEVELLEVELS 50-100Refer to the post above you, the "let's make strong race stronger" point.Dark monk:Level 50-75Increase Invis % by 1% per level. This race needs SOMETHING to balance it out. It's complete shit currently, with what, 64% invis?.That orDark MonkLevel 50-75.Increase evasion 1% per level.Currently Dark monk has low evade, so this would help a ton.One of these two suggestions would be nice. Share this post Link to post Share on other sites
MONKEH 829 Posted July 30, 2011 MACHINE GUNNER:INCREASE DAMAGE RESISTANCE WHILE ENTRENCHED BY 1% PER LEVELLEVELS 50-100Refer to the post above you, the "let's make strong race stronger" point.I THOUGHT MACHINE GUNNER WITH 100% DAMAGE RESISTANCE WOULD SET OFF SARCASM DETECT SENSES............................................... Share this post Link to post Share on other sites
BLiNDBoi 930 Posted July 30, 2011 No I didn't, I thought about it when Yiyas mentioned that RPG General was capped to 125HP. Sorry if you posted it in this thread already, there's a lot of stupid suggestions in this thread and a lot of "OMG LETS MAKE A STRONG RACE EVEN STRONGER SO I CAN WHORE BETTER", so I don't bother reading through it.Was referring to another thread where I made a complete suggestion towards RPG General after you stated their should be expertise for it. If I recall regarding the hp cap vs leech cap. I don't really care, my idea dealt with percentages.For MONKEH, Machine Gunner______Hawk & CalthronLevel 60 to 100, every level gain 2.25% damage reduction towards fall damage, capping @ 90% damage reduction towards fall damage.This race is not really classified as a overpowered or a underpowered, and, considering it has a flying ultimate I think it only fits that it should have a expertise to stop fall damage to allow the race to do more, risky moves. Share this post Link to post Share on other sites
Ika 320 Posted July 31, 2011 Was referring to another thread where I made a complete suggestion towards RPG General after you stated their should be expertise for it. If I recall regarding the hp cap vs leech cap. I don't really care, my idea dealt with percentages.For MONKEH, Machine Gunner______Hawk & CalthronLevel 60 to 100, every level gain 2.25% damage reduction towards fall damage, capping @ 90% damage reduction towards fall damage.This race is not really classified as a overpowered or a underpowered, and, considering it has a flying ultimate I think it only fits that it should have a expertise to stop fall damage to allow the race to do more, risky moves.Oh, okay. I guess I did steal the idea from you. I don't really remember.Would giving low-grav to flying races help with the flying damage? That would help in actually differentiating them, I believe there are four. Share this post Link to post Share on other sites
BLiNDBoi 930 Posted July 31, 2011 I played hawk the other night, bought low-grav because i was not dying and whoring it away. The jump + ultimate = shot up rather quick, and in my opinion could be problematic. Of course, low-grav will lower if not cancel the damage but another problematic side effect would be the slow movement back to the earth. Share this post Link to post Share on other sites
Chigger 0 Posted August 7, 2011 AWW HEEELLL NAW xD motoko doesnt need any more power than it already has =P (knowing I have no say whatsoever in this I am currently rethinking why I am about to post this...whatever) Share this post Link to post Share on other sites
BLiNDBoi 930 Posted August 7, 2011 AWW HEEELLL NAW xD motoko doesnt need any more power than it already has =P (knowing I have no say whatsoever in this I am currently rethinking why I am about to post this...whatever)The expertise that i suggested was modified and added (on page 1), it was 2 armor regen every second. As of this current moment the expertise is removed and the damage reduction/negation for armor has once again been nerfed. The class in general, started very underpowered, then got uberbuffed and now taking the slow process of balancing. Although 2armor per second was way too fast even to my liking, I wanted a larger gap interval for the armor regen.Litterally speaking, I only used motoko to help rebalance stacked teams, can't do that anymore Share this post Link to post Share on other sites
MrCoolness 547 Posted August 15, 2011 Hey, I haven't read the entire thread so don't blame me if I repeat someones idea ><. Here's my ideas on what a balanced expertise for each race would be.NOTE: The first level e.g. 80-89 (the 80) is the level that the 1% or whatever starts on.Human Alliance:Description: A human never leaves his house without his trusty pocket knifeLevel 120 -> Free m4a1 on spawn on every round after 2nd round (3rd round and on).Undead Scourge:Description: They are undead after all...Level 85-99 -> 1% chance to respawn per level, 15% at lvl 99.Orcish Horde:Description: Orcs may not be smart, but given they use their lightning enough they can still get better.Level 100-130 -> 1 ft/10 levels of ult from 18 ft -> 22 ft at lvl 130Night Elf:Description: A night elf knows his way around.Level 122-160 -> 1% movement speed increase / 2 levels -> 20% at level 160Flame Predator:Description: After years of chasing prey you learn your skills improve.Level 60-69 -> 1% movement speed / level & 1% chance for enemy to drop weapon, 10%/5% changes his move/drop to 50%/45%Nature Spirit:Description: A true natures spirit tends to others as welllevel 110-150 -> 1 hp / 4 seconds to allies in a 6 ft radius per 10 levels -> caps at 5 hp / 4 seconds at 6ftBlood Mage:Description: Your constant use of blood magic has made you healthierLevel 75-99 -> 1 hp / level -> 25 extra hp at level 99 (125 hp total at start)Archmage Proudmoore:Description: Your earthquakes now cause tremors.Level 110 -> When hitting an enemy with an earthquake any enemies in a 5ft radius of the one hit with earthquake suffer from a shake for 2 seconds as well.Warden:Description: You're used to being shot.Level 70-88 -> 1% damage reduction to all shots / 2 levels -> maxes out at 10% at level 88Ranger of the Woods:Description: Your barkskin hardensLevel 120-148 -> armor absorbs 1% of damage / 2 level (same thing as boreas of the north wind) -> 15% at level 148.Crypt Lord:Description: Putting your enemy in a crypt releases your powers.Level 150 -> Killing an enemy resets your ult timer.Keeper of the Grove:Description: Your practice longjumping has increased the strength of your legs.Level 70-88 -> 1% / 2 levels reduced gravity -> 90% gravity at level 88RPG Race:Description: All great heroes buy equipment from the shopkeeper.Level 100 & 200 -> at 100, 1 random item from weapon section of shopmenu. At level 200, an extra 1 defense item from shopmenu excluding talisman of evasion and ring of protection. Total of 1 attack and 1 defense item from shop excluding talisman/ring.Duskian:Description: Dust in the eyes can cause permanent damage.Level 140-149 -> 1 dmg/level from ult. 10 damage at level 149 (was thinking maybe level 154 max and 15 damage, lmk).Those are all for now I'll keep posting more and let me know what you think please. Share this post Link to post Share on other sites
MrCoolness 547 Posted August 16, 2011 Continuation of my previous post...Succubus Hunter:Description: Ripping the skulls from your enemies becomes easier with practiceLevel 130 -> increase the skull collection rate by like 40% of what it is (e.g. 25% -> 35%)Neve:Description: You're well equipped for battleLevel 145 -> Spawns with 100 armor, a grenade and an AUGMad Scientist:Description: You develop a concoction that allows your bullets to slow your enemy.Level 180 -> Bullets have a 25% chance to slow the enemy to 85% of their normal speed.Beast:Description: You're more beastlyLevel 150-248 -> 1 hp / 2 levels on initial spawn & 1 hp / 4 levels for respawn hp up to 150 / 125 at lvl 249.Selene:Description: You know your enemies and their weak pointsLevel 140-167 -> 3% + 1% / level chance to deal 1 dmg / 3 levels -> 30% chance to deal 10 extra damage at lvl 167Holy Juggernaut:Description: Gods armor grants you damage resistanceLevel 120-147 -> 1 damage reduced per shot / 3 levels -> 10 dmg reduced per shot at level 150Boros Cannon Bearer:Description: Holding a big cannon all day has increased your enduranceLevel 80-99 -> 1 hp / level -> 120 starting hp at level 99Takeno, Samurai General:Description: You stab your enemies in the eyes to gain the upper hand.Level 210 -> Stabbing an enemy from the front causes his screen to turn red (you can still see but its like red and difficult to see)Zeus:Description: Your ultimate achieved a global reach... sometimesLevel 150 -> 40% chance for your ult to hit all enemies on the map for 15 damage along with the regular ult effect.Server is mad broken right now so this is all for now xD Share this post Link to post Share on other sites
MrCoolness 547 Posted August 17, 2011 Continuation...Shadow Hunter:Description: You bought yourself some new and improved wardsLevel 50, 100, 150, 200, 250 -> each level increases ward damage by 1. Level 100 and 200 increase radius by 1ft -> total of +5 dmg on wards & 2 ft at level 250.Tatsu, Ice Dragon:Description: A dragons wings always grow.Level 150 -> Improved ultimate (dunno rate so just improve it xD)Master Sniper:Description: A true master sniper is aware of his surroundingsLevel 200 -> Can see enemies on the radar in a radius around him (like stalker), 10ft Share this post Link to post Share on other sites
MrCoolness 547 Posted August 17, 2011 Continuation...Lord of the Pit:Description: Your collection of skulls makes you happier.Level 120-149 -> +1 hp / level -> 130 starting hp at lvl 149Level 200 -> 10% increased long jump / low gravCircu, Dimir Lobotomist:Description: Your lobotomy is more annoying nowLevel 120 -> Hits 2 people (if too OP, then make it last longer xD)Cheiron, The Centaurian Elder:Description: Centaurs really like AK47's.Level 75 -> AK47 has extra bullets on spawn -> 50 instead of 30Archimonde:Description: Sneak attack!Level 80-114-> When hiding your awp deals +1/level extra damage -> +35 at lvl 114Elvish Enchanter:Description: You can now heal your team betterLevel 50-74 -> +1 hp level -> 25 extra hp at lvl 74 at spawnLevel 120-177 -> +1% / 3 levels chance to heal team (tree of life aura skill) -> 55% at lvl 177Level 260-300 -> +1 hp per heal / 10 levels -> +5 extra hp on ult heal at lvl 300.Shinobi Aruki:Description: Ninjas are fast and deadly...Level 130-154 -> +1% / level movement speed -> 25% increased speed at lvl 154Level 210 -> 30% faster recovery time from a stab (basically faster attack speed if it hits)Molecule:Description: Molecules are hard to spot.Level 50-168 -> 1% invis / 2 levels -> 60% at lvl 188Rebel:Description: You can't rebel without some armor. You should probably work on your aim too.Level 60 -> Spawn with 120 armorLevel 100-116 -> 1 dmg reduction / 4 levels -> 5 dmg reduction at level 116Level 160-189 -> 1% recoil reduction / level -> 20% at lvl 149.Vigilante:Description: Your nades now do critical damage!Level 90 -> 150% crit nades Share this post Link to post Share on other sites
MrCoolness 547 Posted August 18, 2011 Continuation...Ahmed, the Jihadist:Description: Spawn with a cocktailLevel 45 -> Spawn with a grenade that sets enemies it hits on fireNithhogr, Fire Dragon:Description: Fire embers are difficult to walk onLevel 100-148 -> 1% chance / level to slow enemy down to 80% of their maximum movement speed -> 25% chance at level 148Will continue more later... like 3 people in the server I don't wanna stay xD Share this post Link to post Share on other sites
Toxygen 1885 Posted August 18, 2011 Continuation...Lord of the Pit:Description: Your collection of skulls makes you happier.Level 120-149 -> +1 hp / level -> 130 starting hp at lvl 149Level 200 -> 10% increased long jump / low gravCircu, Dimir Lobotomist:Description: Your lobotomy is more annoying nowLevel 120 -> Hits 2 people (if too OP, then make it last longer xD)Cheiron, The Centaurian Elder:Description: Centaurs really like AK47's.Level 75 -> Spawns with a free AK47Archimonde:Description: Sneak attack!Level 80-114-> When hiding your awp deals +1/level extra damage -> +35 at lvl 114Elvish Enchanter:Description: You can now heal your team betterLevel 50-74 -> +1 hp level -> 25 extra hp at lvl 74 at spawnLevel 120-177 -> +1% / 3 levels chance to heal team (tree of life aura skill) -> 55% at lvl 177Level 260-300 -> +1 hp per heal / 10 levels -> +5 extra hp on ult heal at lvl 300.Shinobi Aruki:Description: Ninjas are fast and deadly...Level 130-154 -> +1% / level movement speed -> 25% increased speed at lvl 154Level 210 -> 30% faster recovery time from a stab (basically faster attack speed if it hits)Molecule:Description: Molecules are hard to spot.Level 50-168 -> 1% invis / 2 levels -> 60% at lvl 188Rebel:Description: You can't rebel without some armor. You should probably work on your aim too.Level 60 -> Spawn with 120 armorLevel 100-116 -> 1 dmg reduction / 4 levels -> 5 dmg reduction at level 116Level 160-189 -> 1% recoil reduction / level -> 20% at lvl 149.Vigilante:Description: Your nades now do critical damage!Level 90 -> 150% crit nadesI'm pretty positive Cheiron already spawns with a free AK-47. Share this post Link to post Share on other sites
BLiNDBoi 930 Posted August 18, 2011 Nothing against your suggestions, I don't really like the free weapon idea. Share this post Link to post Share on other sites