Team Fortress 2

Team Fortress 2

Sorcerer's Scepter of Support
Ultimate Stats
This one is based on the Final Fantasy Series

Each 75s (depending on spell), the Medic has the ability to cast a spell of his choice on right click (Press R to toggle through spells)
Spells:

Bonk(Blink)
Inflicts Bonk on Caster
Alt. Activation Speed: 2s
Effect will last: 8s
Alt. Recharge Time: 75s

Aspirin(Cure/Heal)
Heals Caster and Nearby Teammates for up to 60-90 hp
AS: Immediate
EWL: 3s

Hurt(Harm)
Deals 50 damage to Nearest enemies
Deals 195 and a 5s bleed to Halloween Bosses
AS:Immediate
RT: 45s

No Passing(Scare)
Will Super Airblast Enemies to Oblivion

Spy(Invis)
Will cause Invisibility on Caster
EWL: 20s

Too Young(NulDeath)
Will Deny Crits and Any damage above the Max Health of the Caster

Flame War(NulBlaze)
Will Deny damage from Fire and Afterburn

Force Field(NulShock)
Halves Projectile Damage

No Time(Poisona)
Will Deny damage from bleeding and gives a small temporary speed boost while bleeding or Debuffs a nearby Ally

Hit Me(Shield)
Gives 10% resistance from all sources to selected teammate

STFU(Mute)
When hit, Melee Weapons and Non-Explosive Projectiles cannot be used

Stun Resist(Stona)
Un-stuns Nearby teammates

Don’t STFU(Vox)
Cures Teammates of the STFU Effect

Cons:
-25 hp
- 15 Damage Dealt
Denies Health Regen at all times
Spells only affect friends and enemies in close range
Spells cause the Player to taunt (for, usually, 2s) and thus become vulnerable to attack
Last edited by Pimp Skeletor; 13 Sep, 2015 @ 10:16am
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Showing 1-2 of 2 comments
Gladebloom 12 Sep, 2015 @ 10:49am 
I like the idea of having different spells you can cast, but there are way too many spells listed here and the cooldown is absurdly high. A medic pocketing a single player exclusively takes up to 80 seconds maximum to build a full ubercharge with the stock medi gun, whereas you are proposing 90 seconds in between spells. Aside from that, the spells themselves are all over the place in terms of power. Crit immunity and taking no damage over 125 (basically headshot immunity, among other things) are way more powerful than 10% damage resistance on one ally or 50 damage to nearby enemies. Also, the buffs need a set duration. How long will the damage resitance or degroot keep disarm last? After some revision though, this could turn out to be a great idea for a weapon which would be very fun to use. Too bad all weapon mechanics are determined by Valve.
Pimp Skeletor 13 Sep, 2015 @ 9:55am 
Originally posted by FlutterPowah:
I like the idea of having different spells you can cast, but there are way too many spells listed here and the cooldown is absurdly high. A medic pocketing a single player exclusively takes up to 80 seconds maximum to build a full ubercharge with the stock medi gun, whereas you are proposing 90 seconds in between spells. Aside from that, the spells themselves are all over the place in terms of power. Crit immunity and taking no damage over 125 (basically headshot immunity, among other things) are way more powerful than 10% damage resistance on one ally or 50 damage to nearby enemies. Also, the buffs need a set duration. How long will the damage resitance or degroot keep disarm last? After some revision though, this could turn out to be a great idea for a weapon which would be very fun to use. Too bad all weapon mechanics are determined by Valve.
In all honesty, I respect how Valve goes upon giving weapon stats, it pairs up with what players want and need, not necessarily on each weapon.
For example, the Sticky Launcher was best known as one of the most quick and effective defensive weapons, with the Quickie Launcher, that is no longer a restriction while sentries are a harder enemy to combat, the Quickie Launcher is the best at taking out much more common nearby foes which helps offensive demomen in other ways than simply being a threat to sentries. The community needed it, we got it.
I like to use my stats not only as a way to stimulate mine and others' imagination, but to raise the standard, I mean, even if the idea doesn't fit the game, it could easily convince someone to make another. I don't want this to get pitched, but this is a high violence FPS game that says yes to bumper carts and aliens, an army of robots, a flying eye and a wizard for Christ's sake.
Valve is a company that says yes to imagination, talent acknolegdement and to creative insight. Even the craziest idea might create another.
As for the spell balancement, having a wizard in the game required me to think out of the box, the obvious answer for this weapon was "Amputator Reskin", which is why Aspirin is so weak, I wanted something else, wizard aren't supposed to be weak or predictable, not to mention a weapon that worked perfectly with Medieval Mode. So I made various spells to mix it up.
Too Young doesn't make the Medic Immortal but gets Spies, Snipers, and other "Instakill" class loadouts to think outside the box, Spies'll have to switch to the revolver, Puff'n'sting-like classes'll have to switch loadouts or make actual strategies, Engies and Heavies won't have a problem and Snipers'll just go "♥♥♥♥ it" and switch targets. You're only immune to Instakills but you also wasted 180s if you're going against anything else.
I forgot what logic I was using to make Hit Me, but I believe it was to help the Vaccinator, I'll look into it.
Harm was made thinking on having everyone in a radius being hit with the same damage this weapon usually deals quickly, It's meant for boss battles or when your getting ganged up and can't hit everyone at once. I'll make it go faster along with some other weak spells
STFU is actually made specifically for Medieval Mode despite helping in other game situations,
I do suppose it might need a nerf like a shorter lasting effect.
I'll give them all their own activation/effect speeds along with recharge times
Thank you for your insights
Last edited by Pimp Skeletor; 13 Sep, 2015 @ 9:56am
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