- Aug 5, 2008
That seems like a good way to implement a character like Invoker. And I agree that Tornado would definitely be his recovery. For his normals, I imagined a mix of Marvel vs Capcom Dr. Strange and variants of his auto attack animation (Ranged Smash attacks perhaps). A major part of Invoker's playstyle involves chaining his spells into a catastrophic combo, but I figure it'd be his Final Smash.Part of me wonders how they'd implement the Quas Wex Exort system into Smash though. Invoker's already (in)famous for being very complex to control in Dota, and honestly I doubt that Sakurai would let the "One elemental per keyboard key, 3 elementals needed for a spell" system fly without adjusting the system a bit.
One way to do it - outside of integrating his 10 spells into his normals somehow (how though... given that he's practically AoE everywhere) - might be to split the spells up for (relative) simplicity's sake (and for everyone else's sanity), perhaps choosing like mini-Monado wheels:
- The Disarm-wave Deafening Blast might be best suited as the Neutral B. (Since it's the QWE spell)
- Quas (Ice) spells could be Down B - between the Mini-Stun inducing Cold Snap, the Invisibility spell (with a slow to nearby opponents of course) Ghost Walk, and his AoE Slow spell Ice Wall.
- Wex (Storm and electricity) could be Up B - shifting between the AoE damaging EMP, the similarily AoE / perhaps recovery option Tornado, and the self / team mate attack speed buff Alacrity.
- And Exort (Fire) could be Side B - what with the Chaos Meteor (seemingly self explanatory), Sun Strike (also self explanatory) and the familiar-summoning Forge Spirits.
It'd be extremely difficult to implement him regardless, but that might be one way that would be less headache inducing. Partly because he'd have access to four spells at all times, but would still need to choose for the situation.
I think we can also agree that