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 DTG Chaos: Discussion Thread, Because this area looked empty and it made me sad.
Eris
 Posted: Aug 11 2018, 07:10 PM
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Was bored, and have been playing Overwatch lately, so I decided to create a series of Specials based on the Ultimates of Overwatch characters.

First up: D.Va.-
NERF THIS!
SP Needed: 170
Toast rips out her fusion core (she's a robot/cyborg, remember) and tosses it towards a location up to Range 2 away (can share a space with other entities). Her Current HP is reduced to 5. After 2 turns, the core detonates, dealing (20-30) damage to any enemies or Toast within Range 3. If she survived, Toast is restored to full HP.


Reaper-
Death Blossom:
SP Needed: 250
Toast teleports up to 3 tiles away, ignoring ZoC. She then gains the Death Blossom buff for 3 turns. While active, her movement is halved she deals 6-12 damage to all targets within Range 2 after moving. Can be cancelled early.

Genji-
Special: Pretty boring. You would basically get more damage or something.

Tracer-
Pulse Bomb
SP Needed: 120
Throw a sticky bomb onto ANY target within Range 1 (includes yourself, your allies, and the ground). After 1 turn, deal x damage to all targets within range 1 of the blast.
Compliments Shifting Sands quite well.

Pharah-
JUSTICE RAINS FROM ABOVE: I don't even know for this one.

yeehaw-
Deadeye:
SP Needed: 300
Toast channels for up to 3 turns, and faces a direction (her LoS becomes a cone shape). Each turn, she can either move 2, or change her facing direction. In addition, enemies in her LoS get a stack of the HIGH NOON debuff every turn. After she cancels the channel or it otherwise ends, she deals (11) damage to ALL enemies within her LoS for each stack of HIGH NOON.

Lúcio-
LETS DROP THE BEAT!:
SP Needed: 230
Toast drops the beat, giving all allies within Range 2 20 Overheal, which decays at 5 HP per turn.


Not necessarily balanced. None of these are meant to be, just a bit of fun. Also, unfinished.

Originally posted on 2016-07-05 11:49:00
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engie
 Posted: Aug 11 2018, 07:11 PM
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MvM Heavy:
RAGE!
SP needed: 250
Heavy turns towards one cardinal direction and unleashes a powerful attack. For this attack, any ranged weapon attacks in a cone-type pattern if it did not already, gains +5 (+1 per STR/SPC) damage, knocks all targets back 2 (+1 per 4STR) spaces, and inflicts Prone (because ynot).

Pyro
MMMPH
SP needed: 300
Gain 1 turn of absolute invincibility. For the next 3 (+1 per 4SPC) turns, every attack from Pyro is a critical hit, regardless of the roll. Pyro gains +5% (+5% per 3AGI) dodge.

Sniper
Crikey!
SP needed: 150
For the next 5 (+1 per 4SPC turns), every attack from Sniper is a guaranteed minicrit. This time is extended by +1 (+1 if at 12SPC) turns for every kill made during the effect of Crikey! Boring, but it synergizes with the Bushwacka.

Originally posted on 2016-07-09 14:53:00

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Irecreeper
 Posted: Aug 11 2018, 07:11 PM
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I'll fill in the Genji thing.

IF THE GENJI IS ON YOUR TEAM:
Dragonblade
SP Cost: 900
CHOOSE ONE: Get focused by the entire enemy team and die instantly, or kill the enemy Widowmaker.

IF THE GENJI IS ON THE ENEMY TEAM:
Dragonblade
SP Cost: 100
Gain +5 Move, +16 DMG, and obtain an extra turn after every kill. 90% chance of getting Play of the Game. You can act this turn. +19 Crit Chance.

Originally posted on 2016-07-09 14:59:00

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engie
 Posted: Aug 11 2018, 07:12 PM
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Well, enemy Widowmakers be extremely nasty threats, so... that first ult ain't completely useless.

Originally posted on 2016-07-10 13:25:00

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Eris
 Posted: Aug 11 2018, 07:12 PM
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Eh, an ult for a Widowmaker is fairly useless, since Genji can probably kill her anyway.

Originally posted on 2016-07-12 21:42:00
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engie
 Posted: Aug 11 2018, 07:12 PM
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Donald Trump
18 HP (+3 from 2 skillpoints)
22 MP (+9 from equipment, +3 from INT bonus)
1 STR
1 AGI
12 INT (+9 from 27 skillpoints, +2 from equipment)
1 SPC
0 AC

Weapon: American Greatness: (6-7) damage, 2 melee range, 1 retreat
WEAPON PASSIVE: Make America Great Again. Allies in range of the wielder are granted Blessing. Enemies in range of the wielder are Cursed. Damage scales with INT instead of STR.

Equipment
Helmet: Awful Hairstyle. Reskin of Mana Circlet (+1INT, +1MR)
Armor: Presidential Suit. Reskin of Mage Robes (+3MMP, +1INT)
Trinket: Portable Bank. Reskin of Mana Orb (+6MMP)

Skill 1: Small Loan (read: Healmore with a fitting name)
Skill 2: Build A Wall (read: Ice Pillar with a fitting name)
INT Bonus Skill: Summon - Donald Trump Supporter (36 skillpoints)

Donald Trump Supporter stats
16HP (+5 from skillpoints, -1 from Ranged)
10MP (+6 from skillpoints)
5% dodge
2 move
Ranged attack (8-9) damage, 5 range (+3 damage from 6 skillpoints, +1 range from 3 skillpoints)
Resistances/Weaknesses: none
Skill: Inception
Glitch Shard stats
15HP (+5 from 5 skillpoints)
4 range (+1 from 3 skillpoints
(8-8) damage (+4 from 8 skillpoints)

Special Attack: TRUMP TOWER
SP needed: 300
Fill Method: Healing allies (X1), summon damage (X1.5), damage dealt by nearby allies (X2)
Effect: Target a 2x2 area within 5 range. In that area, a Trump Tower is spawned.

Trump Tower stats
60hp (6AC)
20MP (2 mana regen)
0% dodge
0 move
Attack: (12-15) damage, splash 1, 4 range
Trump Endorsement: Heals self for (15-20) health. 6MP. Can also be used on allies in range for 8MP.
Deny Illegal Immigration: Root target enemy for 2 turns. 5MP. Trump Tower can act again after using this.
Destroy Political Career: Deals (24-29) damage to target enemy. 11MP. This attack does not have Splash, and cannot crit.
Passive - Make America Great Again: Grants blessing to allies in range, inflicts curse upon enemies in range.
Passive - THE WALL: Has a large Zone Of Control.


Why did I make this

Originally posted on 2016-07-13 08:46:00

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Eris
 Posted: Aug 11 2018, 07:13 PM
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What if I made a character that gained damage based on how stylish they are. So the cowboy hat is a must have for this build.

Originally posted on 2016-07-17 07:23:00
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Featherfall
 Posted: Aug 11 2018, 07:14 PM
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I decided to make the Genji ult. Also throwed in a Dunkey one, for the lulz.

Dragonstrike
SP Cost: 450
For 3 turns, user's range is set to 1, but damage +10, move +5, and mini-crits to ranged enemies.

HELLSHOT FROM OUTER SPACE
SP Cost: 1337
Deals 420 damage to an enemy within range 6, 0 splash. When dodged, automatically activates Slambo-Shot from bum-gorilla New Mexico.

SSFBgNM
Activates wthen Hellshot is dodged. The targeted enemy takes 69 damage, 3 splash.


Originally posted on 2016-07-20 12:31:00

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Eris
 Posted: Aug 11 2018, 07:16 PM
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Ana Amari -
NANA BOOST:
SP Needed: 250
Range 4. Toast powers up an ally within range 4 for 3 turns, giving them +4 Skill Damage (+1 for splash), minicrits on basic attacks and +6 AC. The target also has +3 move during this time.

Roadhog -
WHOLE HOG:
SP Needed: 300
Channel for 3 turns. Each turn, deal (6-10) damage to all enemies in a cone in front of you, knocking them away from you, to the edge of the cone. If they hit a wall, they are stunned. Movement is halved while chanelling. Range 4.

Junkrat-
LADIES AND GENTLEMEN,
START YOUR ENGINES:
SP Needed: 170
Summon a RIP-Tire within Range 1 of you.
RIP-Tire
20 HP.
0 MP.
3 Move.
FIRE IN THE HOLE: Explodes for 15-20 damage to all enemies within range 2. Automatically triggers after 3 turns.

Mercy-
HEROES NEVER DIE:
SP Needed: 230
Revive 3 dead allies.

Symmettra-
Teleporter:
SP Needed: I dunno.
Create two Teleporter tiles (acts as a Rift square). One of these squares must be within Range 3 of you, but the other can be within Range 3 of any ally.
...
I never said it was GOOD.

Reinhardt-
Earthshatter!:
SP Needed: 250.
Deal (10-10) damage in a cone, stunning all enemies hit for one turn. Range 5.

Torbjorn-
MOLTEN COOOOOORE!:
SP Needed: 300.
Give your Sentry 3 AC, +10HP, +2 DMG, Minicrits, and a double action for 3 turns. Fully heals the turret when the effect finishes.
Teag, you taking notes? http://b3.ifrm.com/30592/38/0/e5072360//e5072360.png

Originally posted on 2016-08-02 04:12:00
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crystalcat
 Posted: Aug 11 2018, 07:16 PM
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Hmm, I should recreate Overclock as a momentary-benefit special. Balancing likely highly necessary.

Overclock 2.0
SP needed: 100 (SP cap: (SPC needed x2+n), where n is SPC/4) (So, at 12 SPC, the SP needed would be 50, and the SP cap would be 250)
Upon being expended, grants an extra action for the current turn. Does not end turn upon use. Cannot be stacked.
-10 SP per 2 SPC, until reaching 10 SPC. (caps out at 50 SPC) SPC cap extends by 1 every 4 SPC. Triple-action (grants two extra actions instead of one) at 8 STR and SPC.

Sacrifices some of the original features of Overclock, such as theoretically having six turns of double-action or the eventual (assuming one decided to build up to 12 SPC) relatively low cost of 140 SPC, for versatility and at-will use.

Originally posted on 2016-08-02 04:37:00

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Eris
 Posted: Aug 11 2018, 07:16 PM
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Doesn't seem too bad at first glance.

Originally posted on 2016-08-02 04:58:00
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Irecreeper
 Posted: Aug 11 2018, 07:16 PM
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@Crystal: That version of Overclock seems fine. Your formula for the SP Cap calculation seems a bit weird, though; why would you need SPC to cast the special? Anyway, I'm assuming what you mean with the formula is this;

SP Needed: 100
SP Cap: (SP Needed * (2 + n))
where N: Overcharge Quota (increased every 4 SPC, by 1)

Of course, there's the matter of fill requirements, but they'll probably be the same. Triple Action might be really powerful though, but we'll see if you do get to that point.

Originally posted on 2016-08-02 06:45:00

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Eris
 Posted: Aug 11 2018, 07:16 PM
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Will skills that factor in Basic Attack damage (Pushback, Spin Slash, etc.) be affected by DMG+ doubly so(because basic attack, then the skill bonus)? If not, that's probably worth mentioning in the update notes.

Originally posted on 2016-08-03 03:27:00
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Eris
 Posted: Aug 11 2018, 07:17 PM
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I think Headcrab (and possibly other ALL DMG sources) will need a buff during this update, since DMG will apply to all damage. EDIT: Same maybe goes for the Summon DMG items, as they kinda make their own archetype.

Originally posted on 2016-08-04 06:00:00
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Adria
 Posted: Aug 11 2018, 07:18 PM
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Well... I just have one of the clones heal me, and I just meditate.
I also look up, on the walkthrough, the Night's Bladed Seat, as well as the Sap Soaked Helmet. Because reasons.

....And then I realized that this was the wrong place... shit.

Originally posted on 2016-08-08 03:10:00

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engie
 Posted: Aug 11 2018, 07:18 PM
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You know, I'm surprised there isn't a trinket to allow dual-wielding yet. I mean, like...


TRINK: Grip Glove: Allows use of second weapon with a damage penalty (hover over for weapon)
Second weapon: Rifle: (11-12) damage, 5 range, 1 retreat (RANGED)

or somewhat


Also I'm surprised there isn't a spell to damage yourself so that you can regenerate moar mana yet since let's face it meditation hardly sees use just in case ya end up getting screwed over by an unexpected spanish inquisition

Originally posted on 2016-08-09 08:16:00

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crystalcat
 Posted: Aug 11 2018, 07:21 PM
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New custom skill idea, for the pure attackers who don't really need spells.
Charge
Cost: (2+n) MP

+1 DMG to an attack this turn, plus 1 for every 2 MP extra spent. Does not end turn on use.
(+1 base DMG per 6 STR, lasts for 2 attacks at 12 STR. Initial cost lowers to 1 at 6 INT.)

Still a prototype.

Originally posted on 2016-08-25 19:31:00

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Eris
 Posted: Aug 11 2018, 07:21 PM
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+n MP cost spells are interesting.

Originally posted on 2016-08-27 21:26:00
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Featherfall
 Posted: Aug 11 2018, 07:23 PM
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So let's see.
2 points in HP, 5 points in MP, 6 points in each stat.
2 + 5 = 7.
6 x 4 = 24.
7 + 24 = 31.
31 + 2 = 33.
Here we go.

Here's a new melee build in case of mage overload.

Name: Professor00 (from Boson X)
HP: 20 (+2 from 1 point used, +3 from STR)
MP: 14 (+2 from 2 points used, +2 from INT)
STR: 4 (+2 from 6 points used, +1 from armor)
AGI: 6 (+4 from 12 points used, +1 from armor)
INT: 5 (+4 from 12 points used)
SPC: 2 (+1 from helmet)
AC: -1 (-1 from armor)
W: Dome's Arm
H: Gravity Tiara
A: Frenzy Aura
T: Broken Scale Necklace
Spell 1: Ice Pillar
Spell 2: Greater Blink
SPECIAL: Collide
SP Needed: 200
Filled by: Dealing Damage, Using MP, Moving Spaces, Dying (x10)
On use: Pick a cardinal direction. You will dash in that direction until you hit an obstacle, from which you can dash in a cardinal direction again. Any enemy you pass through takes (8-10) damage.

Originally posted on 2016-09-06 11:33:00

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Eris
 Posted: Aug 11 2018, 07:24 PM
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Tactical Visor:
Range 3. For the next 2 turns, a nearby ally ignores dodge, has +2 Base DMG and gains 2 Range. Only works with Ranged weapons.

Barrage:
Lose all move and dodge for 3 turns, but gain Flight. Each turn this is active deal 3 instances of (5-5) damage to 3 enemies. Splash 1. Can be cancelled early at 6 SPC.

Graviton Surge:
Create a Gravity Well tile, which remains until the end of turn. Enemies that move (or are placed) within range 5 of the Graviton Surge are pulled within Range 1 of it. 5 Move or ZoC immunity is required to escape it.

Transcendence:
Gain +5 Move and invincibility for 2 turns. During this time, you cannot attack or use items. At the end of your turn, restore (8-8) health to all allies within Range 2.

Blizzard:
Target a 5x5 area (centre must be within range 4). Enemies that end their turn on a space in this area are Rooted and Frozen until the effect ends. Lasts for two turns.

Configuration: Tank
Okay, let's be real. Who here actually knows how to transform into a tank?

Dragonstrike:
Deal (5-5) damage in a straight or diagonal line, ignoring walls. Infinite range. Deal (10-10) damage whenever an enemy ends their turn on a space targetted by Dragonstrike, and (5-5) damage whenever an enemy tries to pass through it. Lasts for 2 turns.

Infra-sight:
Not so good when you have 4 Widowmakers on your team.
Allies can attack through walls and ignore dodge. Lasts 2 turns.

Is that all of them?
Oh, wait. Forgot sombra.

ARG:
¿Quien es Sombra?

Originally posted on 2016-09-19 07:46:00
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