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Post by Wigglesnapper on Dec 5, 2009 16:15:09 GMT -8
A great start! Those spell packs should keep the guys on thehelper busy for a while, I'm currently trying to come out with ways to make my game unique as possible from other AOS's. I was thinking of a gem socketing system like in wow.
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Post by fudgikillz on Dec 5, 2009 19:28:20 GMT -8
Item Ideas:
Flash powder Creates a flash that makes enemies around you miss for 2 seconds. 2 charges.
Frost Cask Ensnares an enemy and all enemies in a 200 aoe for 2 seconds.
Stim Pack Increases attack speed and movement speed by 40% at the cost of 20% of your health. 1 charge.
Jumper Boots Jump forward 700 units, landing on an a target unit. Deals 100 damage to enemies. Also slows for 2 seconds. Could also increase movespeed.
Freezing Pads Increases armour by 9 and gives 8hp per second. Also slows attacker's attack speed by 35%
Fire Totem Plants a stationary totem that deals 30 damage per second to nearby units. Also reveals invisible units and deals extra damage by setting them on fire. Takes 3 hits to kill.
Barrier Wand Increase int by 15 and armour by 5. Creates a magical barrier that blocks all spells (and attacks if possible). Lasts 7 seconds with a 30 second cooldown.
Rebound Shield Increases armour by 7 and hp regen by 5 per second. 40% chance when hit to reduce damage taken by 60% and send the attacker flying back 300 units.
Mystic Gloves Improves Hp by 200 and int by 15. 20% chance on spell cast to create a small explosion around the caster that deals 200 damage and has slight knockback.
Warrior Gloves Improves hp by 200 and str by 10. 20% chance when hit to increase armour by 2. Lasts 15 seconds with a maximum of +16.
Assassin Gloves Improves hp by 200 and agi by 12. 20% chance on hit to deal 20 bonus damage and cast a 30 dps dot that lasts 5 seconds. Dots stack indefinately.
Root Guard Increases hp by 150 and hp regen by 7. When activated, attackers will become rooted in place for 1.5 seconds. lasts 3 seconds, 40 seconds cooldown.
Spellbreaker 's Staff Increases stats by 10 and mana regen by 150%. On active, creates a fiery whirlwind that traps enemies inside it for 2 seconds and deals 250 spell damage.
Achilles Heel Guard Increases armour by 10 and str by 15. On active, Makes the wearer absorb 40% of their hp and damage. After the shield is destroyed, the wearer is crippled for 7 seconds reducing ms to 20%.
Ocean's Trident Increases damage by 60 and str by 4. On active, Encases the target in rock for 1 second then a wave crashes against the rock hurling it toward the caster. (Think of Death Knight's death grip, something like that) 500 range.
Bowman Helm Increases attack speed by 25% and agi by 10. On active, Causes all attacks to ignore armour for 4 seconds.
more to come.
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Post by fudgikillz on Dec 8, 2009 22:16:48 GMT -8
New Hero Idea.
Teddy Bear
Bear Hug Gives an enemy target a big hug, dealing 1000 damage over every 2 seconds. Lasts as long as the teddy bear can stay hard.
Care Bear Magic The teddy bear is so adapt in the evil art of care bear magic that he has the ability to turn his enemies into small children, stunning for 18.5 seconds.
Bear Dance The teddy bear starts to dance, making his enemies surprisingly horny. Doesn't do anything else.
Bear Love The teddy bear hops in his white, windowless van and drives around until he runs into an enemy. He then lures them into his car with a lollipop, and then... gives them a big, big hug.
another joke hero:
Santa
Candy Cane Drags an enemy to Santa, has X range
Wrap Wraps an enemy is paper, stunning for X seconds. Takes 1 second to set it.
Santa Hat (buff) Gives a chance to throw a X damage snowball on hit.
Sleigh Ride Santa rides a sleigh into a group of enemies dealing X damage and wraps enemies in a 500 aoe.
less of a joke hero:
Blind Fool (illidan model)
Mach Strike Travels at the speed of sound through an enemy. Knocks up the target and pushes away any other units.
Trained Senses 40% chance to dodge and a 20% chance to retaliate when hit. (attacks back)
Heightened Smell (channeled) Reveals all enemies(invisible too) in a X aoe.
Anagnorisis Increases attack and movespeed by X% for 10 seconds.
Fire Deity
Flame On (needs a different name) FD becomes fire, burining nearby enemies for X dps. While in this form he has 200 hp and moves slow. Form lasts until killed.
Molten Strikes Deals extra damage and ministuns with each attack at the cost of 5% of FD's current hp.
Engulf Engulfs a target in flames, healing allies or damaging enemies. heals or damages for X per second.
Pure Fire (must be used while in flame form) Becomes invulnerable and deals attack damage every 0.5 seconds in a 300 aoe. Works with Molten Strike. Has a 2 second cast time and lasts X seconds.
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oflanagan
SDT Member
life is an illusion nothing really exists
Posts: 435
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Post by oflanagan on Dec 18, 2009 13:28:46 GMT -8
Idea for goblin mechanic:
Goblin bomber Calls in a goblin bomber to that drops 10 bombs in line and then leaves.
Level 1: 5 bombs 50 damage 200 knockback level 2: 7 bombs 50 damage 200 knockback level 3: 10 bombs 50 damage 200 knockback level 4: 10 bombs 100 damage 200 knockback
Model: goblin zepplin bombs are cluster rockets
the bombs drop at targeted are then drop 200 units beyond the previous drop point and have a 300 aoe
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Post by chaotic on Dec 24, 2009 12:08:10 GMT -8
Alright, here's a few new heroes I've been working on.
The Immolator
Running hot – Similar to Rots DoT over time to yourself, but instead of giving a damaging aura, it ramps up your attack and movement speed by; (attack increase)/(speed increase) lvl 1: 5%/2% lvl 2: 10%/4% lvl 3: 15%/6% lvl 4: 20%/8%
It would inflict 2.5% base health damage to yourself per second.
Piston charge – Target a spot on the map, and the Immolator will move towards it, gaining speed as it does. Anything in the way is dealt 100/150/200/250 damage on impact and stunned for .5/1/1.5/2 seconds.
Immolation – Passive aura, any hostile unit nearby the Immolator will be dealt 20/40/55/70 fire damage per second and a 5/10/15/20% debuff to armour.
The ‘Oh shit’ button – After activation, the Immolator will eject its pilot within 4/3/2/1 seconds, and return to base. After twenty seconds pass, the Immolator will respawn within the base and be usable again.
Pandora
Entropy – When cast on an enemy, their health and mana regeneration will be cancelled for 10/15/20/25 seconds.
Mark of Pandora – When cast on an enemy, can be seen at all times by Pandora and receives a damage debuff. When cast on an ally, it receives a damage increase. Can only be cast on one hero at a time.
**Paradox – Splits into two different heroes, Para and Dox, that have the same items. If one dies, so does the other. Para and Dox and the following abilities:
Chaos bolt – A magical bolt that can do from 100-500/150-650/200-750/250-850 damage. (is random)
Pandora’s box – Both Para and Dox are instantly teleported to any hero that has the Mark of Pandora active on it and the enemy is slowed by 2/4/6/8%.
The Great Unclean One
Swarm of Flies – Casts a cone in front of it, similar to Jakiros double breath or Dragon Knights… Whatever that breath thing is. Inflicts 100/150/200/250 damage, plus 50/100/150/200 damage if the unit is infected with the Unholy Plague. If not infected by the Unholy Plague, it will inflict the Unholy Plague upon it.
Plague Lance – Similar to Chain Heal, this jumps between enemy units, inflicting 50 damage initially, and increasing by 25 damage each jump. All units hit by this spell with be afflicted with the Unholy Plague. Increase in spell level increases amount of jumps.
Infectious Hive – Plants a small hive in the ground full of infected flies, and any unit within 1000 will immediately be afflicted by the Unholy Plague. Is only visible if you have truesight.
Power of Corruption – For each unit infected by the Unholy Plague, the Great Unclean One will have his health increased by 5% of the units health, attack increased by 5% of the units attack, and speed increased by 5% of the units speed.
*The Unholy Plague only decreases movement speed by 2.5%. It can be dispelled, but will otherwise not dispel by itself.
Personally, I want to change the Immolators ult, because while it's good, I don't really like it. Also, try not to get rid of much of Great Unclean One, because the point of him is to spread the plague.
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Post by chaotic on Dec 24, 2009 12:17:12 GMT -8
By the way, do you still have sets of items? Because I've got a set made.
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Post by chaotic on Dec 24, 2009 12:29:51 GMT -8
Helm of the Eternal: Grants the wearer 15 Int, and 5 Str, plus slowing any enemy that attacks you by 5%. This stacks with other slows that are active on the enemy.
Ribcage of the Eternal: Grants the wearer 15 Str and 5 Int, also granting you the Bone Cage spell, trapping an enemy in a prison of bones for 2 seconds.
Reaper of the Eternal: Grants a cleave effect, plus a 5% slow. This stacks with other slows that are active on the enemy.
Benefits of the Eternal set: Gives you the ability Shadowstrike, which, when it is night, allows you to blink anywhere on the map, decreasing your max health by 25% for 10 seconds upon arrival. Has a cooldown of 120 seconds.
Gore spattered cleaver: Grants 6 Agi as well as a 20dps/s DoT that has a 40% chance to proc.
Pheonix Blade: Grants 5 Str as well as a Radiation Aura which weakens enemy armour by 5%.
Nerubian Carapace Shield: Grants 5 Armour, 8 Str and a 20% magic reduction.
Orb of Malice: A one use AoE spell item. When cast, covers an area with a cloud that lasts 5 seconds and grants a 10% buff to spell damage that lasts 2 minutes.
Orb of Sorrow: A one use AoE spell item. When cast, covers an area with a cloud that lasts 10 seconds andabsorbs the health of any unit within by 2% of max health per second.
Orb of Hate: : A one use AoE spell item. When cast, covers an area with a cloud that lasts 5 seconds and grants a 10% buff to melee damage that lasts 2 minutes.
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oflanagan
SDT Member
life is an illusion nothing really exists
Posts: 435
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Post by oflanagan on Dec 24, 2009 12:59:36 GMT -8
www.hiveworkshop.com/forums/models-530/incursor-49866/?prev=c%3D6%26r%3D20%26d%3Dlist%26page%3D3pretty cool model some rough ideas for spells Ultimate: summons a horde of murlocs steal attack speed and move speed from target lvl 1: 5 murlocs deal 20 damage steal 5 as and ms each lvl 2: 10 murlocs deal 25 damage steal 5 as and ms each lvl 3: 15 murlocs deal 30 damage steal 5 as and ms each The as and ms lasts for 30 seconds. Continues if the hero that is targeted diesscrew that make it a chain of water that drains as and ms as well as does dps lvl 1: 10% ms and as per second and 20 dps lasts 8 seconds or if the unit gets outside 600 range lvl 2: 10% ms and as per second 9 30 dps lasts 9 seconds or if the unit gets outside 800 range lvl 3: 10% ms and as per second 40 dps lasts 10 seconds or if the unit gets outside 1000 range the effects last for 20 seconds after chain ends next spell will be a bitch to trigger i would think has a chance on hit of triggering a spout of water that does lvl 1: 5% chance 50 bonus damage lvl 2: 10% chance 75 bonus damage lvl 3: 15% chance 100 bonus damage lvl 4: 20% chance 125 bonus damage it would be an aoe stun that looks like admirals torrent and slows by 20% for 3 seconds also would probably be a bitch to trigger whirlpool creates a whirlpool around _____(dont know name) that slows enemies and if they are caught within a 400 unit radius they get sucked in to ______ and stunned for X seconds has a 700 total range lvl 1: 100 damage .5 second stun lvl 2: 150 damage 1 seconds stun lvl 3: 200 damage 1.5 second stun lvl 4: 250 damage 2 second stun there is a slight delay before stun is activated (about 2 seconds) but slow is applied the entire time 20% slow Ill add the last spell when i think of it
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Post by Wigglesnapper on Dec 24, 2009 14:37:59 GMT -8
Good ideas guys!
P.S. Eamon you have a fucking murloc fetish
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oflanagan
SDT Member
life is an illusion nothing really exists
Posts: 435
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Post by oflanagan on Dec 24, 2009 15:09:43 GMT -8
murlocs fucking own dont deny it
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Post by Wigglesnapper on Dec 24, 2009 16:29:02 GMT -8
Btw I'm probably not going to use most of the fancy items. Imagine if they were in Dota...
And for jack, heroes that need abilities
n = normal ability u =ultimate
sludge monster - 2n shadow - 2n tuskarr chieftain - 1n 1u Vampire king - 1n Fel Orc Chieftain - 2n 1u
I think that's it
EDIT: and jack please enter values for each level in your spells
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oflanagan
SDT Member
life is an illusion nothing really exists
Posts: 435
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Post by oflanagan on Dec 24, 2009 17:14:33 GMT -8
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Post by chaotic on Dec 24, 2009 18:24:57 GMT -8
I did post values. What are you talking about?
Oh, and I'll get to working on those guys right away.
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Post by Wigglesnapper on Dec 24, 2009 20:19:14 GMT -8
@jack post them like the way eamon did it. I'm too fucking lazy.
@eamon the only one that is bitchy is the whirlpool.
And I would rather not use custom models because unless they are really awesome because I have to give credit.
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Post by fudgikillz on Jan 10, 2010 17:42:23 GMT -8
Im going to suggest some changes to some of my heroes spells.
master guard - he needs a nerf/change
sacrifice - should cause him to teleport toward to the target if it takes x damage.
return needs to be nerfed down to 40/50/60/70.
dragon scales is fine.
his ult needs to be changed. i suggest it causes all the units around him and his sacrificed target to attack him for 3/4/5 seconds.
Serpent Warrior
his poisonous bite should cause enemy units to attack 2% faster and deal 1% less damage with each charge. damage increases with level.
Fruit of knowledge needs to be changed. It should cause all the enemies in a 600 aoe to be stunned for 1.5 seconds and saps 50/60/70% of their int for 10/15/20 seconds. Or it could slow and sap int.
Zombie <-- needs a new name
You should be able to walk through zombies.
Would be nice if severed limb autocasted shriek. when it dies it should turn into something resembling an infernal.(still a zombie tho)
The sarge
Go prone could be changed to something less awesome. Like Military Training which would have similar bonuses.
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Post by Wigglesnapper on Jan 10, 2010 21:33:00 GMT -8
Not changing heroes until alpha is released. And master guard now has mana requirements.
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Post by chaotic on Jan 10, 2010 22:05:24 GMT -8
Yeah, with mana requirements Master Guard he is really, really nerfsticked. He now has a nerstick up his ass, and it makes him really uptight.
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oflanagan
SDT Member
life is an illusion nothing really exists
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Post by oflanagan on Jan 17, 2010 15:02:29 GMT -8
new hero dont know name model: avatar of vengeance
first skill (dont know name) the _____ evades an attack and spreads the damage in an aoe lvl 1: 20% chance to evade deals back 20% of the damage in a 1000 aoe lvl 2: 25% chance to evade deals back 30% of the damage in a 1000 aoe lvl 3: 30% chance to evade deals back 40% of the damage in a 1000 aoe lvl 4: 35% chance to evade deals back 50% of the damage in 1000 aoe
second skill: shadow strike dont know tool tip. costs 100 mana lvl 1: 20 dps over 10 seconds 10% slow lvl 2: 25 dps over 10 seconds 15% slow lvl 3: 30 dps over 10 seconds 20% slow lvl 4: 40 dps over 10 seconds 25% slow
3rd skill: phase dont know tool tips. costs 50 mana. causes unit to have no collision lvl 1:5% movement speed bonus lasts 5 seconds 30 second cooldown lvl 2:10% movement speed bonus lasts 5 seconds 25 second cooldown lvl 3:15% movement speed bonus lasts 5 seconds 20 second cooldown lvl 4:20% movement speed bonus lasts 5 seconds 15 second cooldown
ulti: aura that does dps dont know tooltip or name lvl 1: 60 dps 400 aoe lvl 2: 70 dps 500 aoe lvl 3: 80 dps 600 aoe
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Post by Nesbit on Jan 18, 2010 8:42:23 GMT -8
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Post by fudgikillz on Jan 18, 2010 16:52:30 GMT -8
A few more changes to my heroes:
Elementalist needs a change because his moves suck cock.
Changing his moves to:
Snowfall - Blankets a large/larger/huge/gigantic area with snow. The snow slows by 5/10/15/20. Improves all allies as and ms by 2/4/6/8.
Summon Elemental - Summons an elemental based on what terrain the spell is cast on.
Note: it would be cool if it changed as it moved across terrain, but that is wishful thinking.
On roads - makes and earth elemental that has high hp and 40/50/60/70% damage reduction. melee
On grass - Makes a grass elemental that deals high damage and has a 30/40/50/60 dps dot that lasts 3 seconds. ranged
On trees - Makes a treant that can throw boulders that stun for 1.25/1.5/1.75/2 seconds and deal 25/50/75/100 damage. melee
On water - Creates a water elemental that makes more of themselves every time they die. Getting progressively weaker of course. Damage and hp is reduced by 70/60/50/40 with every split. Makes 2, 3 and then 4. ranged.
On snow - Makes an ice elemental that has a nuke called snowball that deals 25/50/75/100 damage in a wide line (400ish units) for 1000 units forward. The snowball deals more damage the more enemies it hits. Every enemy hit increases damage by 1.2/1.4/1.6/1.8 times. max at 500. (this might need a nerfstick) ranged.
I'm not sure if this will work so im going with something i know is possible:
If it's cast on trees in makes a treant, on any ground a earth elemental and if the snowfall buff is active it makes an ice elemental. it's still a bitch to trigger but I'm sure it's possible.
Enchant Weapons (no longer the ult) - Enchants weapons with fire, earth and frost powers. Has a chance on hit to cast a dot, deal extra damage or slow. Orb effect.
dot is 20/30/40/50 dps for 3 seconds. 25 percent chance. Extra damage is based on primary stat. deals 0.2/0.4/0.6/0.8 of base stat as extra damage. 20 percent chance. Slow is 10/15/20/25. 30 percent chance.
Effects cannot be cast at the same time.
new ult:
Natures resilience - When activated the elementalist becomes covered with vines which absorb damage based on his current hp. Absorbs 0.5/0.7/0.9% of current hp. Lasts 10/12/14 seconds.
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Post by fudgikillz on Jan 19, 2010 17:10:12 GMT -8
New hero Jungle Stalker
Tangle Tangles himself together with an target enemy unit for 2/3/4/4 seconds. While tangled both he and the tangled unit take the same amount of damage. Neither can move or attack in the duration. JS's armour is increased by 3/5/7/12 for the duration. Allies can attack and kill him while tangle is active.
Vine whip (passive orb) Causes JS's attacks to ensnare nearby enemies for 0.1/0.2/0.2/0.3 seconds with every attack. Every ensnare decreases all enemy armour by 0.1/0.2/0.3/0.4. stacks indefinitely.
Headbutt Charges up for 1.5 seconds and rushes forward pushing anything in his way forward. Stuns enemies for the duration of the rush. Runs forward 500/600/700/800 units.
Ult: Jungle Fury JS goes into a rage causing his as to be reduced to 0.5/0.4/0.3 seconds while decreasing the damage by 80/70/60. Also causes his tangle to deal damage either he or his target take to deal damage in a 300 aoe. lasts 5/7/9 seconds.
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Post by popehitler on Jan 22, 2010 19:08:07 GMT -8
Ok so here is my very thoroughly thought out hero which is totally balanced:
Mangina, the Dickface
Voiding Blades [Passive orb effect. Damage type magical.] Whenever Mangina hits an enemy unit, it takes damage equal to 5%/10%/15%/20% of the mana that the enemy unit has lost.
Ex: Mangina with level 4 Voiding Blades hit an enemy hero with 200/500 mana. Mangina deals 0.2*300=60 extra damage on his attack.
Arcane Surge [Single target spell. Damage type pure.] Enemy unit recovers all of its mana. For each point of mana recovered, enemy unit takes 0.25/0.5/0.75/1 damage. Mana cost: 100/110/120/130 Cooldown: 20/15/10/5
Ex: Enemy unit has 100/600 mana. Mangina casts a level 2 Arcane Rush on the enemy unit. Enemy unit recovers 500 mana and takes 0.5*500=250 damage.
Shadow Rift [Ground/Unit target spell. 0.33 second cast delay.] Mangina teleports to target location, up to a maximum range of 850/950/1050/1150 units and takes 20%/30%/40%/50% less damage for 5 seconds. Mana cost: 50 Cooldown: 30/24/18/12
Ex: Mangina has a lvl 3 Shadow Rift. He can teleport up to 1050 units away from his current location with a 0.33 second delay and has a buff for 5 seconds which reduces all incoming damage by 40%.
Ultimate: Aura of the Anti-Mage [Passive Aura. Targets enemy units. Manaburn deals magical damage equal to mana lost.] All enemy units within 1000 aoe of Mangina are manaburned for 20/40/60 mana per second. Enemy units below 10% of their maximum mana are slowed for 15%/20%/25%.
Ex: Enemy hero A has 700/1000 mana, enemy hero B has 30/1000 mana, and Mangina has level 3 Aura of the Anti-Mage. Both enemy units are within 1000 aoe of Mangina. Enemy hero A loses 60 mana every second and take 60 damage every second, but is above 10% of his maximum mana and is not slowed. Enemy hero B only loses 30 mana as he can not lose anymore and takes 30 damage but is below 10% of his maximum mana and is slowed for 25% of his movement speed.
If you don't like the numbers, qq moar. And use the Anti-Mage model except with flaming gayness around him.
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oflanagan
SDT Member
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Post by oflanagan on Jan 31, 2010 18:14:59 GMT -8
k last two abilities for mage hunter dont know names and frankly dont care
first An aoe slow based on how much mana they are missing like thunderclap level 1: 10% base slow 25 damage increases damage by 10% and slow by 2% for every 5% mana missing level 2: 15% base slow 50 damage increases damage by 10% and slow by 2% for every 4% mana missing level 3: 20% base slow 75 damage increases damage by 10% and slow by 2% for every 3% mana missing level 4: 25% base slow 100 damage increases damage by 10% by 2% for every 2% mana missing so if you use it when they have 50% mana and skill is level 4 you slow by 50% and do 350 damage
second skill passive spell reflect a spell that reflects spell damage only level 1: reflects 5% level 2: reflects 10% level 3: reflects 15% level 4: reflects 20%
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Post by Wigglesnapper on Jan 31, 2010 22:05:09 GMT -8
The funny thing is that the second ability is waaay more advanced and difficult to do than the first ability. It's time to put my JASS abilities to the test.
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Post by Wigglesnapper on Feb 1, 2010 22:13:06 GMT -8
K I was right. According to 8 people + and admin, it is impossible to accomplish the second spell unless I retrigger every damaging spell on my map to incorporate a damage system. Could you think of another spell?
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