Mine Rare Spell

Mine Rare Spell
effort 4.0 1 quality 4.0 1 reasonability 4.0 2

Mine Spell

Description

Allows the user to set a mine that remains passive until triggered.

Mechanics

This spell is a trap variant of the Explosion Spell.

Placement is exclusively self.

The spell can only be triggered when in an Armed state. It enters this state if it has been > 1 second since the spell was set, and the user is not within range.

The spell remains there until either the user dies/leaves or the user recalls it. Pressing the spell a second time recalls it. Delete-able by clashes and destruction, however, quite difficult, 2-3 strong clash blast.

The spell is put on cd only once triggered or recalled. Only one can be placed at a time.

Customization

Possesses all of the current explosion customization options, albeit with higher unlocks (excludes Placement Style). The unique customizations are below

Style
  • Proxy (default): Detonates when armed, in range of an enemy, and has a line of sight.
  • Remote: Detonates on recall and armed, higher aoe, slightly higher dmg
  • Tracking: Triggered the same as a proxy, detonates on the player who triggered it. Lower aoe
Amount

Doesn’t arm until you place all of them. Each is placed on an individual press. Also can’t go on cd until all are triggered or recalled.

Hidden

Toggle on or off. makes it much more transparent. Less aoe.

Visual

A small glowing orb of the user’s magic wherever placed.
Orb expands slightly when armed. Visually pulses every 2 seconds to show its presence.
Uses an explosion upon being triggered.

Intended Use

Zoning spell, control the environment. Set up traps or block-off areas.

3 Likes

there should be a cap

2 Likes

Great idea, I think that it probably should not be very noticeable when deployed so that people that are paying attention can see it, but people just running around can’t

1 Like

Place these at a spawn and then wait. Pratically grinds itself.

demoman

1 Like

Edited to clarify, only one can be placed at a time. Was thinking of allowing multiple mines, but this is a rare spell.

Feel like there should be more. Just one feels wrong. Maybe scale even?

maybe mimic the mine mechanic from ‘Tiny Tanks!’?

4 Likes

Explain, cuz like with pulsar we can just shoot it 0to delete it.
imo(just imo), it can be used as a “bait” to lure ppl to delete the trap and punish them with stuff

Sounds like an alright idea for a rare spell. Mines should have a generous timer for how long they last, maybe 5 minutes. They should also disintegrate when the player goes far enough from them, which should be around the length of a small or medium island (anything shorter would probably be fine though). I think you should be able to place it away from you, because having to run on top of the place you want to put the mine is hardly viable in combat and PVP + it would get annoying fast.

This might be really unbalanced or lead to lots of trolling, but you should be able to place more than 1 mine. Nobody is going to get hit by one mine, lets be real. One mine just isn’t enough crowd control against any player. If making walls of mines is too OP, then you can nerf it by making each mine remove a small amount of max energy while they are alive.

is a spy!

Since it’s a trap spell, it shouldn’t just get deleted like pulsar.

They last until you die or they are recalled.

Added a amount context.

I know, but I think this additional requirement would be a fine addition.

I know I didn’t address this in my original comment, but I think they should be destructible. They would have enough heath that two strong hits or three medium hits would destroy them, and each mines health would depend on the weight of your magic (same idea as resistance aura formula) alongside the customizations you chose for your spell. I think making them destructible (but not necessarily fragile) would be good for counterplay.

This topic was automatically closed 24 hours after the last reply. New replies are no longer allowed.