Designing Samurai for fun

edited February 2018 in Solomon's Games
Well, we haven't had daily dose of Solomon for a while for a reasonable reason so... ... I decided to design Samurai just to pass time. I know now is not the time to talk about Samurai cuz SKUME is not even live yet and Samurai is a some sort of DLC character... ... but who knows if this design might give some inspiration on other classes or Samurai himself. Anyway, here is my fan-made design of Samurai class:

Generic stats, resource(mana, faith, etc),and innate abilities

1. Samurai uses Ki instead of mana. Maximum amount of Ki is always 100 and can never be altered in any means.Samurai regenerates 1 Ki per second and gains 5 Ki upon hitting enemy with basic attacks.
2. Samurai can equip both Katana(sword) and Yumi(bow) at the same time. Samurai can switch between Yumi and Katana through an innate ability called weapon switch. Weapon switch does not need to be learned and it is no cost. However, it has 10 second cooldown time.
3. Samurai's melee attack is a quick wide arc slash. That is pretty much it.
4. Samurai's ranged attack is a some sort of charged shot. It works very similar to most bow characters in FPS(Hanzo, Huntsman Sniper, etc). You can also think of it as Boulder mage with less charge time, smaller hitbox, and faster projectile speed.
5, Samurai can have three secondary skills: weapon switch(which i mentioned earlier), Shunpo, and Ki Burst. Shunpo is a generic quick dash and Ki Burst is a some sort of ultimate ability. You can later add addtional upgrades to Shunpo and Ki Burst at the cost of extra Ki cost.
6. Similar to Elemental flourish, Samurai has weapon mastery skill which you can only choose one of two options

Skills

Katana skill 
Parry: Melee attacks can deflect arrows and nullify melee attack. Successful parry has a chance(5%-75%) to return the blocked attack toward the attacker.
Kamaitachi: Increase the size of slash width and length.
Ittoryodan: Shunpo deals damage(0.5-4.0x basic damage) to all enemies pass through but costs 20 more ki in melee form.
Tsubamegaeshi(weapon mastery): Each melee attack now slashes multiple times(2-3 times)(50%-100% of normal damage per slash)
Zanshin(weapon mastery): If Samurai successfully parry an attack, Samurai's basic attack refreshes and gain extra attack speed(20%-100%) for 2 seconds
Denkosekka: Ki Burst double movement speed and attack speed for several seconds(7-35 seconds) but increase its cost by 50 ki.

Yumi skill
Quick Draw: Range attack charge time decreases
Heavy Arrow: Range attack knocks enemy back
Vault Assault: Shunpo does not disrupt holding arrow and empowers next range attack(5-25% of enemy's current health)
Fan of Arrows(weapon mastery): Increase number of arrows fired(2-7 arrows) but decrease each arrow's damage.
Piercing Shot(weapon mastery): Arrows pierces enemy.
Steel Rain: Ki Burst make Samurai to fire stream of fully charged arrows for several seconds(3-15 seconds) but increase its cost by 50 ki.

Will skill
Martial Discipline: Increase attack damage of yumi and katana.
Shunpo: Quickly dash forward at the cost of 20 ki. This skill has 10-1 seconds cooldown.
Ki Burst: Emit a burst of ki energy at cost of 50 ki. Knocking all enemies slightly and gain temporary shield(50-200). This skill has 30-10 seconds cooldown
Unyielding: Receiving critical damage while having 100 ki will use all ki to heal Samurai 100 health. It has 210-80 second cooldown.
Martial Mastery: Chaning weapon makes next 2 attacks to gain 5 extra ki and deal bonus damage(1-3% of enemy's max health) 

Wisdom skill
Shingan: Allow Samurai to see predicted projectile movement and highlight enemies in mini map
Cripple: Any attack done by Samurai reduce enemies' damage(5-25%)
Whistling Arrow: Range attack leaves a wind trail which boosts allies' movement speed.
Kujikiri: Gain a shield(25-100) after not receiving damage or attacking for few seconds.
Kawarimi: Shunpo will summon decoy(1-3) that distracts enemies but cost 10 more.

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