Theoretical Arcane Odyssey asym

daww I can’t heart this because I used it TOO MUCH

I completely forgot about Laelus and honestly this is pretty cool, someone who’s really full of himself while also possibly being an active detriment, working best as a distraction/annoyance to the killer

I’m splitting Morden in two, and Nobody Can Stop Me.

Survivor Morden (aka, Morden, minus Death Curse)

Shadow Cloak, makes himself and other survivors invisible, uncertain of duration and cooldown.

Trap Blast, makes a small, somewhat difficult to see magic circle on the ground, the killer is slightly damaged, and has their vision (and maybe hearing) impaired when they approach it.

Passive, for every survivor that has died, Morden and survivors close to him are quieter. If Morden is the last survivor, abilities that reveal his location no longer work.

Killer Morden (aka, the Death Curse, minus Morden, sorta)

M1: Death Magic M1s, probably.

Abilities: Flying. Morden flies, moving faster and being able to ignore some obstacles while this is active.

Cloud of Death. That thing he did when clashing with Julian. A bit of windup, before he creates a cone of death, which should deal severe damage to survivors.

Sense. Morden gets to tell where people are. He cannot use his other abilities while doing so, or for about a second after cancelling.

Passives: Morden doesn’t exactly take a lot of damage, being a Curse User. Let’s say 80% less from sources that don’t specifically ignore resistances.

morden: GUYS RU-
morden.exe: IM HERE HAHAHAA

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I think survivor Morden sounds pretty cool, only thing I’d object is the passive silencing all tracking abilities, as I feel like it shouldn’t work for standoff location revealing to make it fair

As for killer, I think his sense could instead work that survivors with less health have brighter/more revealing auras than those who have a lot of health, and it could possibly have some other effect while active? And the passive could just make Morden completely immortal instead of just having a damage reduction

Great ideas, but I’d like to see them more developed. I’ll throw in an example.

Poison Jaws

Survivor

HP: 110

Passive - Blood Scent: Can see a survivor or a killer being hit through walls for five seconds

Ability 1 - Poison Tooth: Poison Jaws bites the killer, stunning them for two seconds, dealing 20 damage and giving them Poisoned 1 and Slowness 1, dealing 20 more damage over the span of 20 seconds and slowing them down a bit for five seconds. Effects work the same way they do in AO, but I kinda forgot how long slowness lasts. 25 seconds cooldown.

Ability 2 - Carry: Poison Jaws can pick up a survivor for four seconds. While carrying, Poison Jaws’s speed is increased by 15%. If, by the time the skill ends, Poison Jaws is 100 studs away from the killer or closer, it gets Slowness 2 for four seconds, while the carried survivor gets Energy Efficiency (that one effect from cooked mushrooms) 1 for four seconds, to discourage griefing teammates by intentionally dragging them to the killer. 35 seconds cooldown.

Morden (Killer) passive actual effect: Morden cannot die to these pitiful survivors. However, if he would have taken certain amounts of damage, he gets special lines, commending the survivors for doing so much damage, and, after a certain point, taunting them that it’s no use.

I forgot to elaborate on speed and stamina. I don’t think we can get some kind of points system for speed, so we’ll just give every survivor the default sprint and walk speed that the game has, and killers may have a percentage of that added or removed.

For stamina, we do 100 points of it for survivors, with the drain being 5 points/second, thats 20 seconds of sprint. Punishment for reaching 0 stamina is 1 second of no stamina regen. Killers’s stamina amount may vary.

Daw thanki! Glad to hear ya like em, and yeah I might develop them later on, possibly Maine since trappers are my fave kind of playstyle

A sea animal as a survivor? Alright, tbh Poison Jaws is in need of some love so I admire ya making something for it. I also do like this ability idea it’s quite cool :3

Yall already know who’s going to be a killer if Poison Jaws gets the survivor role.

Spoiler - one of the abilities is Flight

Blue Whale /silly

Survivor: Iris

Ability 1-Flare Blast (replace it with whatever Iris actually calls her Blast spell): Flare Magic. Deals some damage, stuns the killer for a very short moment. For flavor, they briefly leave behind a mostly cosmetic trail of flames.

Ability 2-Name TBA: That thing she does in the cutscene before the fight against King Calvus. Damages the killer, and throws them away from Iris.

Passive: Iris stamina recovers slightly faster.

I feel like either replace the second ability or make it the first one since those sound very similar to each other except the second ability is a stronger variant. Tbh I can’t blame ya since we honestly barely see Iris fight, and the only time we do is when we first meet her at Frostmill and during some pretty buggy ally NPC battles. So potentially another spell for her could work? I’ll try to think of something later on, nothing coming up rn lol

Guess I’ll throw my hat into the ring here

Meng Ozun (Survivor)

HP - 125 (Didn’t want to give too much since he’s still pretty agile)

Passive: Thrill of the Hunt - Meng Ozun receives a speed buff the closer he is to the killer, though inversely he will receive a speed debuff the farther he is away from the killer.

Ability 1: Swing - Meng Ozun swings Sifenya in front of him dealing a small amount of damage and applying a light slowing debuff to the killer. (4s cd, 15 dmg)

Ability 2: Pommel Strike - Meng Ozun strikes forward with the pommel of his blade, dealing moderate damage along with stunning the killer for 1s. (16s cd, 40 dmg)

Ability 3: Guard - Meng Ozun enters a guarding stance for 1.5s, if he’s hit during this duration he will knock the killer back along with halving the current cooldowns of his other abilities. Otherwise he’ll be stunned for the same duration as the guard window. (20s cd)

Since its past midnight for me rn, I don’t have the mental strenght to do this for every character before Poison Jaws, but I’ll at least do it here. This lacks information.

Hp wasn’t listed, so its 100, then. I’d give less, but a sentinel character kinda needs it.

Flare Blast being so low on damage and stun is kinda weak, so we’re giving it a low cooldown. 8 seconds, why not. The damage being 10 + 3 from the 3 seconds of the effect, and stun being 1 second. Remember - this is Flare magic, therefore many Iris can stack the effect’s tier to deal more damage.

Flare Explosion is better to be given more damage, 20 + 3 seconds of tier 1 effect. Also add Gale 3 effect to the killer on hit, directed away from Iris.

As for the passive - 6 stamina points per second instead of 5. This one is too strong if given a higher number

To give some love to the sea creatures, every map should have water zones that the sea creatures can leap from to get speed, and flop back into at any time with reduced speed. In the case of maps with normally little water, there could be flooded craters.

Well thats a hyper-aggressive sentinel. Why are there so many sentinels anyway? Where are supports?

Can you list damage numbers and Meng’s hp?

Nah, we don’t want them to be so map dependant. Just pretend there’s a permanent water puddle around them, so they can swim freely. Arcane Odyssey is a world of magic after all, use your imagination to make your adventures truly arcane!

Well vetex keeps neglecting spirit so there isn’t much to go off of

I did take inspiration from joma’s knight so yeah

First of all, design the maps well.

Secondly, this could apply to survivors too, such as Alligator Gar :3

It doesn’t necessarily need to be an oracle - many people made rough concepts of Enizor as a support, why not. Just develop those into an actual character. Another variant of a support would be debuffer - someone with a vision-impairing magic or a solid one to make walls