Take your favorite class and completely over power it

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CrazyCapnMorgan

Is not insane, just crazy >:)
Jan 5, 2011
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zenoaugustus said:
Druids (WoW): Make aquatic form useful. All shall fear the sea lion.
Have them turn into a Kraken. Or, more interestingly, a sperm whale...

Speaking of that game, my main was a Holy Paladin. Sooooooo...

1) Consecrate lasts longer and does more damage while still costing the same amount mana for a Holy Paladin.

2) Exorcism and Holy Wrath now affects EVERYthing and gets a damage boost for a Holy Paladin.

3) Aura Mastery allows the Holy Paladin use of all auras at once, while having the option to use the Mastery Power to increase all aura's power for a certain duration.

4) The Holy Paladin gets a mana recovery aura which ONLY affects the paladin in question and ONLY if you have spec'd into Aura Mastery. When Aura Mastery Power is used, it affects all in the party or raid for the duration. If other party or raid members don't have mana, then their recovery rate of their resource bar increases slightly.

5) All immunity effects last twice as long for a Holy Paladin and does NOT affect their damage dealt. All effects that reduce damage (Pally 50% bubble and so forth) also last twice as long as long as it is cast on the Holy Paladin.

6) All use of Holy Power charges has a chance to use one less charge for a Holy Paladin.

7) The Holy Paladin can use all mana and Holy Power charges to launch a Kamehameha beam that lasts ten seconds. Anything caught in the beam takes holy damage roughly equal to (Spell power times (# of charges + 1), plus amount of mana used) per second. After that, the Paladin dies and gets sent to Snake Way where King Kai will ***** the Paladin out for using too much power.

I can dream, can't I?
 

Benjamin Moore

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Nov 29, 2010
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This idea may not actually be overpowered, but would definitely screw with everyone. Even the negative attributes, I think, are useful and interesting.

TF Sniper/Medic:
Replaces Sniper rifle (or Syringe gun, which ever is appropriate) with a Tranquilliser gun that fires a hypodermic dart. Victim takes no damage, but for that player, all players on both teams appear in enemy colours. For the duration of the effect, friendly fire for that player is switched on and causes mini-crits (to both enemy and friendly victims). Plus, the victim experiences the effect of the old Chaos grenade from TF Classic: fake grenades, rockets, Heavy fire, etc., appear all around the player. Duration is set by the sniper bar, and whether you manage a head shot. A head shot should also cause the victim to black out for one second and spin through a random angle for additional disorientation.

All kills made by the victim of the dart are considered assist kills for the player who shot them. Of course, all kills made by that player of your team are their kills.

You can also target your own team-mates for the mini-crit and assists. (obviously still with most of the negative effects, making it a tactical decision. In this case a head-shot would not cause the disorientation business.)

It would be interesting if this were a medic gun, as it would allow medics to nullify enemy players before a push. Medics, being middle distance support, are ideally suited for this. However, it might also mean that medics would stay further back, limiting their ability to heal team-mates. (This is not necessarily a bad thing, again its a tactical play.) Thus is could be just as useful for the sniper, although I'm not sure which slot it should take in that case.

For the overpowered Sniper: the gun would take the sniper's second slot, leaving the sniper rifle; the kills made by the victim would count solely for the sniper; full-crits instead of mini-crits; and no negative side effects targeting friendlies. If we want to go really silly, all chaos bombs cause real damage..!
 

QuadFish

God Damn Sorcerer
Dec 25, 2010
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Benjamin Moore said:
A head shot should also cause the victim to black out for one second and spin through a random angle for additional disorientation.
I do like that idea, but to make it more effective it should be harder for the victim to realise they have been tranquilized. They'll just play it safe if they know they've been hit.
 

Benjamin Moore

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Nov 29, 2010
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QuadFish said:
Benjamin Moore said:
A head shot should also cause the victim to black out for one second and spin through a random angle for additional disorientation.
I do like that idea, but to make it more effective it should be harder for the victim to realise they have been tranquilized. They'll just play it safe if they know they've been hit.
I do agree, the only way I can think of making it harder to realise they've been hit is to not change anything immediately, but any players coming on screen to appear as enemies. If they turn around and back, all players would appear as enemies. Or additionally, on hit all players on screen appear as friendlies until you turn around..! Maybe it could also drain life unless they keep moving and firing: i.e. adrenaline.

Although, part of the idea is that they eventually realise that they are hit. It ups the ante: they know that they will cause a lot of damage due to the mini-crits, but that it will also harm team-mates, and they can't tell which is which. Hence you could use it to slow down a troublesome player for an easier kill (which is why I think it would be more suited to the medic; a sniper would have made the kill in the first place) and yet allow the possibility of it backfiring as they guess correctly. Or use team work to identify who is who.
 

Midnight Crossroads

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Jul 17, 2010
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Druid: Give them vanish and sap in cat form, indoor use of all spells and effects, and an out of combat rez with no cooldown or item requirements.

All other classes are now useless and druids form druid only guilds.
 

VanillaBean

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Feb 3, 2010
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definitly the Druid from Diablo 2. He could use all sorts of elemental powers. Summon a ton of beast to aid him such as, an army of crows, a plant monster that stole your enemies health and mana and gave it back to you, wolves, and a giant bear. Plus he could turn into both a werewolf and a werebear. To Awesome.
 

QuadFish

God Damn Sorcerer
Dec 25, 2010
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Benjamin Moore said:
QuadFish said:
Benjamin Moore said:
A head shot should also cause the victim to black out for one second and spin through a random angle for additional disorientation.
I do like that idea, but to make it more effective it should be harder for the victim to realise they have been tranquilized. They'll just play it safe if they know they've been hit.
I do agree, the only way I can think of making it harder to realise they've been hit is to not change anything immediately, but any players coming on screen to appear as enemies. If they turn around and back, all players would appear as enemies. Or additionally, on hit all players on screen appear as friendlies until you turn around..! Maybe it could also drain life unless they keep moving and firing: i.e. adrenaline.

Although, part of the idea is that they eventually realise that they are hit. It ups the ante: they know that they will cause a lot of damage due to the mini-crits, but that it will also harm team-mates, and they can't tell which is which. Hence you could use it to slow down a troublesome player for an easier kill (which is why I think it would be more suited to the medic; a sniper would have made the kill in the first place) and yet allow the possibility of it backfiring as they guess correctly. Or use team work to identify who is who.
Don't suppose you're a bit of a TFC player? The medic was sort of like that. Deceptively harmless-looking, but packing all these interesting abilities like infecting people with strange tropical diseases.

Although I think part of Valve's philosophy with TF2 was to redo TFC but cut down on the reasonably massive complexity of the game, by giving players only two weapons and a melee weapon. Still, that would be very cool if it ever happened. Would be a real game changer.
 

ShakesZX

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Nov 28, 2009
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Question: Why would you want to purposefully overpower your favorite class in/of anything? Doesn't the point at which something becomes overpowered directly to relate to the point at which it losses it's greatness?
 

The Heik

King of the Nael
Oct 12, 2008
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Varanfan9 said:
As the title says take your favorite class from any video game and over power them beyond belief.
Here is mine for example.
Pyro (TF2)- Can set any structure on fire. The fire will spread through out the structure and can even jump from building to building. Fire does not hurt team mates but kills enemies very quickly. Fire will cover entire map in 3 minutes of game time. Fire also never goes out and can even catch water on fire some how.
The Infiltrator class from ME2. It is always invisible, conferring a +500% bonus to damage to the entire squad. In addition, the sniper rifle rapid fires homing rounds that seek and penetrate through all visible targets, exploding at each successive penetration.

The game would never be a challenge again.
 

Treblaine

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Jul 25, 2008
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Fenra said:
TF2 engineer, can build as many turrets as they have metal for, dispensers now restore 200 metal per tick at level one
2 can play at that game:

Spy's revolver can shoot sappers, while retaining cloak or disguise.

Normal sappers turn sentries against their own team, sapper cannot be knocked off, only destroy the sentry with gunfire.

Knife functions like CoD4, one-hit-kill from any angle and a 8 foot "lunge distance", combined with Eternal Reward type stealing of disguise.

Dead Ringer produces multiple holograms when shot, that fight or run away randomly.

Spy can float through the air while cloaked and clip through walls, cloak is instantly and silently activated and deactivated.


There's more:

Heavy can deploy his own uber charge, that he builds up from enemy kills, the uber charge is topped up by kills even AS he is using the charge.

Gloves/fists stun enemies and throw them back.


Soldier:

Always cr-ockets and only cr-ockets, fire as fast as huntsman arrows

Jet pack replaces rocket jump

Self Loading Rifle for secondary weapon, 12 shots as fast as pistol but dead accurate and as powerful as uncharged sniper-rifle shot

Pyro;

igniting enemies partially blinds them, reduces movement speed and they cannot use their weapons

Air blast is continuous like the flame-thrower, enemies pushed against objects are stunned

Shotgun and flare-gun are combined, 6 shots ignite as well as inflict buckshot damage
 

IBlackKiteI

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Mar 12, 2010
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MiracleOfSound said:
My COD4 AK-47 with a faster fire rate.
Its called double tap, and its awesome.

This is the gun for hardcore mode.

Wish it was actual double tap though, like being able to fire 2 shots with a semi-auto really damn fast.
 

Reshkar

"Face to Face"
May 18, 2010
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Bad Company 2: SVU needs both Magnum Ammo and Ammo Upgrade as spec 1 & 2(it's now just under the same spec, which means I can't have both.)
 

MiracleOfSound

Fight like a Krogan
Jan 3, 2009
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IBlackKiteI said:
MiracleOfSound said:
My COD4 AK-47 with a faster fire rate.
Its called double tap, and its awesome.

This is the gun for hardcore mode.

Wish it was actual double tap though, like being able to fire 2 shots with a semi-auto really damn fast.
Hmmmm sounds interesting... I always pick Stopping Power over double tap though as ammo runs dry very fast with DT, even with Bandolier.
 

Trivun

Stabat mater dolorosa
Dec 13, 2008
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Snipers in Halo. Just give me permanent active camo, and infinite ammo. That's more than enough to overpower me when I play as a sniper. I'll completely rule the battlefield...
 

Eclectic Dreck

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Sep 3, 2008
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I was going to say the Mage from most games then I remembered the NWN2 Warlock that was essentially a mage with a limited spellbook that could wear fairly reasonable armor and could cast any of their spells an unlimited number of times. The Chilling Tentacles spell was what really did it.

The spell persisted for one round (six seconds) for every caster level. (Up to a full three minutes at level 30). Each spell would hit any enemy with 1d4 tentacles which would deal 1d6+4 bludgeoning damage plus 2d6 cold damage each round. The spell could easily be cast in a single round and it was possible to stack a dozen or more of the things in one spot. There were instances where hoards of incredibly tough end game enemies crumpled nearly instantly when they tried to cross the tentacle line only to realize that 12d4 tentacles that did 1d6+4 damage + 24d6 cold damage per round was a hair more than even an epic creature could withstand. Only creatures immune to the attack (very powerful magically protected creatures generally) were spared instant death.

On top of that you have the power to cast a spell (Eldrich Blast) that could be changed to suit the situation. In it's most basic form it delivered damage equivalent to a fireball but the damage could be of any type.

So, while you don't get a lot of fancy tricks with the Warlock, you do get endless gobs of firepower. And you get more HP than a Mage, the ability to actually protect yourself with armor (and respectable armor at that) along with ever increasing resistance to various damage types and the ability to summon ever more powerful demons to do your bidding. I don't know how you'd make it more powerful without just making each of those things even more absurd.

Were I to try, it would be something like this:
Increase Base Attack Bonus from Low to Medium
Increase Skills per level to 4 + Int Modifier
Change Eldrich Blast damage die to d10
Change Hit Die to d8

From that you have a character about as good in a slugging match as a Cleric, with drastically improved firepower (Eldrich Blast would hit for 14d10 + charisma modifier base and can easily chain to multiple targets dealing AoE damage) and the increase in skills might remove the need to have a particular useless specialist in the party (one could change a Rogue for a Bard and gain utility in the form of spells and the like). Even more overpowered but at least it would look reasonable on paper.
 

Eclectic Dreck

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Sep 3, 2008
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Mr.Squishy said:
Or monks. They self-heal. They teleport. They attack 4 times in one round before reachcing level 10. They can speak to every living thing ever. They don't age. They can defy gravity to a degree. They're extra fast. They get AC bonuses. And Pelor help you if they find the Book of Exalted Deeds and take the Vow feats (it's like giving them space marine armor and a chainsword). They get spell resistance. They get poison/disease immunity.
Were it not for the fact that all of these abilities come with downsides, I'd agree. For example, if you took away the once per day restriction on Quivering Palm, you pretty much have a world ending character. To put it another way, the attack instantly kills any target that fails a rather tough saving throw (10 + 1/2 monk level + charisma modifier). At level 30, this could easily equate to a DC of 40 or more. By contrast, a Fighter (well suited to shrug off the attack) has a base save of 17 at level 30 and as such will automatically fail the throw unless they have a constitution of 18 or higher (and 18 will give you a 5% chance to survive!).
 

badgersprite

[--SYSTEM ERROR--]
Sep 22, 2009
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Rogue with archer specialization from DA:O every RPG ever.

Instead of firing arrows, the archer fires small, laser-guided missiles.
 

sageoftruth

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Jan 29, 2010
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Mordekaien said:
Prince of persia (Classic 1989)... You play as Kratos
I had the same thoughts about the RE4. Kratos wouldn't even let the antagonists finish their speeches.
 

sgt. soap mctavish

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Jun 13, 2010
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All right then. the engineer from BFBC2. Double the damage with the lazer guided rpg (so i can take out annoying helicopters in one hit) double the speed of the power drill (so teammates in tanks can last a little bit longer when i'm repairing them)and whenever i step into a vehicle, it has double the armor (so me and my squad will last twice as long too)