As I see it, unless you put severe limitations, this demigod will be OP. It will have castable minions that cast demigod level spells on its own, while giving 0 risk to the original character.
Demigod level spells isn't quite what I'm going for here. And there are limitations to his abilities. Allow me to elaborate.
For one, I haven't added numbers yet. Meaning, since he can indeed use multiple skills/autoattack simultaneously, that the effectiveness of his skills would be toned down when compared directly with the abilities of other demigods.
To be more specific and to give everyone a better understanding, here's an example of what I'm thinking..
Conjure Rift - This ability is Occult's main damage dealing skill. It acts very similar to TB's Circle of Fire except that it is ranged and it is channeled. Circle of Fire requires TB to be in near-melee range or use it and retreat a bit, which in my opinion clashes with his playstyle. But regardless, Conjure Rift also drains a very small amount of mana as well. With the way health stacking is these days, I find this to be a much better repellant than straight-up damage, especially end game. However, since this skill is ranged AND drains mana, it would have to have a serious mana cost OR do little damage.
Some possible suggestions you can think about to limit replicas are:
- Replicas do no damage at lower levels and only upto 25% base damage at higher levels
- Replicas require recasting every ## seconds (30 seconds sounds okay but can be increased with skills)
- Replicas have a damage received multiplier of 1.5x and have no armor mitigation.
- Casting a replica requires you to use both health and mana (let's say 25% per replica but reduced to 12.5% per at higher levels) with a maximum of 4 replicas so 50% hp/mp.
I understand the control concept, but unless you nerf these, they will provide a method to have almost 0 risk on the original demigod if played smart (ie, sit back, let the replica suicide on retreating enemies past their towers to get a kill, etc.)
Okay, my intention is NOT that he can just send his replicas out and have them act seemingly independently in another lane or chasing into a base, casting abilites as if they were the actual demigod.
Occult's replicas are just minions that LOOK exactly like him. They aren't genuine copies of the demigod, meaning their damage and hp would be similar to that of other minions, and everything else that entails. Minions are easy to kill which would make running into an enemy base pointless because the towers would just about one-shot them. Also another thought I was playing with would be that his replicas have to stay within a certain radius of Occult or they would die.
Also, I don't know if I've made it clear exactly how I would like the skills to function. All the skills used will use mana from Occult. So when one of his replicas casts Conjure Rift, Occult will constantly have his mana drained because it is a channeled spell. Perhaps, in order to keep him from using this skill indefinately in a lane, the mana cost could increase the longer it's channeled. For example, at initial cast it drains 5 mana per second and at 10 secs channeled, it drains 50 mana per second. Another point I want to make clear as I subtley mentioned above, his minions can only cast the spells if they are CLOSE to Occult. I do NOT want him to be able to send a replica to another lane and have that replica channel Conjure Rift while Occult is autoattacking in a seperate lane, resulting in absurd amounts of exp.
I hope this addresses your concern about 0 risk or at least clears things up a bit.
Personally i think this idea is great... brazen is right though except about the damage multiplier and recasting. I also think that the multiple spells at once would be a great idea. Except that incite paranoia shouldn't be demigod targetable use it on Giants and have that gaint prioritize the lowest health demigod in area. This player could also be mechanical using automatons for replicas that explode on death for x damage (NOT TOO HIGH). And most of what he does could be mechanical.
I'm glad you like it
As far as taking over Giants instead of demigods, that's incredibly limited to just Giants which aren't even seen in many games. And what if a demigod wasn't nearby? Would he just stand there until the effect wore off? Also, I think it would be harder to reprogram a creep to prioritize low health on a nearby enemy demigod than it would be to temporary make an enemy demigod act like a friendly creep.
While the exploding on death would be neat, and I appreciate the feedback, it takes away from the character in many ways. If he were mechanical several of his skills wouldn't makes sense, Conjure Rift / Mental Instability / Enthrall. I feel like these are more trickster/manipulated chaos kind of skills which fit an imp or some ghostly apparition. Also, because of Unnatural Bond and the fact that you don't know whether you're attacking the demigod or a replica, killing his replicas is his main weakness. He uses them to blend in, cast spells, and to take damage for him. So if you gave his replicas the ability to explode on death, that would border on being very overpowered. You wouldn't want to kill his replicas because they would hurt you but that's one of the main ways to kill him.
And I hate long posts.. such a hypocrite lol