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Post by Wigglesnapper on Feb 21, 2010 10:39:16 GMT -8
K the other thread is getting really messy. So I made a new one devoted for heroes. Post your complaints, ideas. I'll post updates. Updates:Phoenix's Guard Arcane Rush has been buffed to 20x intelligence. Up from 10. Druid Ancester's Flourish got nerfed from 1/2/3/4 of his intelligence to 0.5/1/1.5/2 of his intelligence Druid Ancester's Rejuvenation got nerfed even more. Down to 200/400/600/800 with 50/100/150/200 mana cost was increased to 150/200/250/300. Druid Ancester's ultimate has been changed from having a chance to only take 1 damage from attacks. To Beast of Nature which summons 1/2/3 beasts of nature that heal nearby allies for 400 upon death. Fixed Mage Hunter's Arcane Slam. Slow increment was buggy so I made it a base slow instead. 50/60/70/80 for 5 seconds. Sasquatch and Stormcaller have been removed. Upcoming ChangesMasterguard is going to be bleeding out of his ass for awhile after I ram my nerfstick up there. Druid Ancestor is going to recieve a nerf on Beasts of Nature. Damage on beasts will be lowered from 100 normal damage to 50 chaos damage and health is going to be increased to 600 from 400. Ability IdeasI need 1 passive for this guy: www.hiveworkshop.com/forums/models-530/tidebaron-106883/?prev=of%3Drating%26order%3DDESC%26c%3D6%26d%3Dlist%26r%3D20Make your complaints and stick em in here!
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Post by fudgikillz on Feb 22, 2010 18:58:04 GMT -8
Master guard's ult needs a change. here are two options:
just a plain out reincarnation although this is really lame
New idea: Dragon Blades (ult) an improvement on dragon scales. Dragon scales is now targetable on enemies. For 10 seconds (nerfable) both the MG and the enemy have dragon scales active. Damage taken by the enemy and by MG deals damage to enemies in an aoe. Damage dealt hits enemies and MG. Cooldown will decrease with level.
As for the passive for the tidebaron,
two ideas Bloodwater - units that die in a 500 aoe around the TB will increase his ms and as by 3/6/9/12%. lasts 15 seconds. Stacks indefinitely.
OR - TB's ms and as are increased based on how much hp enemies in a 500 aoe around him are missing. Could also improve damage.
I'm not sure if it should be based on percentages or amounts... so,
every 5% missing = 1% ms and as every 200 missing = 5% ms and as
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Post by popehitler on Feb 22, 2010 20:30:10 GMT -8
Here's my idea for Tidebaron's passive:
Leviathan's Armor [Passive] Every time Tidebaron is attacked by an enemy hero, he gains 1/2/3/4 armor. Counter is reset if Tidebaron does not take hero damage for 6 seconds.
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Post by Wigglesnapper on Feb 23, 2010 3:20:45 GMT -8
@sam would dragon blades be a passive that improves the spell or would it be an active? I like bloodwater I think I'll use it. Thanks! I think I'm going to change the values to 1/2/3/4% because the hero has great farming capabilities already. E.g, he has a thing like carrion swarm called crushing wave, so... Carrion swarm=>kills 7ish units and gains 28% ms bonus. Nit bad by any means in my opinion . @victor that can go into the complaint fire, I mean bin
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Post by fudgikillz on Feb 23, 2010 18:54:56 GMT -8
Dragon Blades(shit name btw) would be an active with a longer cooldown than dragon scales. The idea is the when you use dragon blades it sets off both cooldowns and improves dragon scales.
if it were passive the damage stacking would need to be reduced.
New hero: Ogre Mauler one active heroes ftw
Crushing Sweep - OM wipes his huge dick maul across a 250/300/350/400 aoe in front of him. Sweep stuns for 0.75xlvl of rage (0.75 at lvl one) and deals damage equal to 25% of his attack damage times the level of rage. Crushing Sweep also gives the Ogre Mauler a 10/15/20/25% cleave for the duration of the stun.
Rage - Increases damage based on (str-int)x0.3/0.5/0.7/0.9. Also improves other abilities and increases damage taken by 10/8/6/4%.
Ogre Intellect - Ogre Mauler decides that being stupid is worth getting a 5/10/15/20% str increase. Lowers int by 60/50/40/30%. Every rage level increases str by 1%.
Ogre Stomach -
Every hit the OM takes to his belly he gets 2% ias and 0.4 armour. Stacks to 30/35/40% ias and 4/8/16 armour. Lasts 15 seconds.
OR
Every time the OM takes 550/500/450 damage to his belly he becomes enraged, giving him 50/55/60% damage reduction and bonus damage equal to 25/30/35% of his strength for 1/1.25/1.5 seconds. Every level of rage reduces the damage needed to become enraged by 25.
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Post by chaotic on Feb 25, 2010 19:47:01 GMT -8
New Hero Idea (Although I already talked to Austin about this)
Gnoll Chieftain
Abilities:
Rabies: Can cast a melee range bloodlust that deals 5% health damage every second, but increases attack strength dramatically. Can be cast on anything.
Flail of the Storm: *passive* on hit has a chance to cast a 100 damage 25% slow thunderclap. Chances are 2/4/6/8%.
Bestial Fury: *passive* When a unit dies within 500 of this unit, his attack speed is increased by 2% for 5 seconds.
Roar of the Alpha: All creeps within range of this spell are turned to the side of the Gnoll Chieftain. This does not include lane creeps or bosses.
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Post by Wigglesnapper on Feb 25, 2010 22:05:19 GMT -8
I have decided to post upcoming changes hero-wise after our last test game. Thank you for testing!
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Post by fudgikillz on Feb 27, 2010 16:52:23 GMT -8
Nature Spirit (wisp model)
Lifebringer - All ground that the NS passes over becomes rejuvenated with life. Improves regen of all allies over rejuvenated ground by 40/80/120/160%. Slows enemies by 4/8/12/16%. Rejuvenated ground lasts 10/12/14/16 seconds.
Life Blast - Creates a blast around the NS that heals allies by 2/4/6/8%. Deals the same amount in damage to enemies. 12/10/8/6 second cooldown.
Conservation - The NS and allies in a 1000 aoe are granted an armour bonus equal to (str+agi+int)*(0.02/0.03/0.04/0.05)
Natural Healing(i fucking suck at names) - 4 seconds after casting Life Blast the NS is healed for 40/50/60% of all the healing and damage dealt by that Life Blast.
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Post by Wigglesnapper on Feb 27, 2010 19:12:23 GMT -8
Another dedicated healer?
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Post by fudgikillz on Feb 27, 2010 20:13:19 GMT -8
Not really, i think of NS as an anti-tank. His spells are designed to deal damage to tanks. And the spells are supposed to make him survive against crappy damage dealers. The healing spells can be nerfed until carries can dispatch NS easily.
Edit: MORE HEROEZ
Mangled Man (ghoul model) This should be a challenge.
Mangling Claws - Every subsequent attack adds layers onto MM's body making him bigger and stronger. Each subsequent attack on one target increases the damage MM deals to it by 1/2/3/4%. Every attack also adds a body charge. (body charges give him bonuses as well as make him bigger)
Meaty Shield (fuck names) - All attacks against MM give him a body charge. Every charge gives him a 1/1.5/2/2.5% chance for attacks against him to deal no damage. Stacks to 40% evasion. Number of charges cannot exceed 25. Charges are decreased by 1 for every time MM evades.
Consume - Consumes all of the current body charges giving MM a temporary damage and speed boost. Gives +3/4/5/6 damage and +1/2/3/4 ms(not percentages) for every charge. Lasts 4 seconds.
Bloody Rage - Whenever bloody rage is off cd and MM uses consume it causes MM to become enraged. The first attack deals 80/100/120% bonus damage and is reduced every attack by 20% until damage is normal.
OR
causes the effects of charges to be increased. Evasion stacks to 45/50/55%. Consume's damage boost is increased by 1/2/3 and lasts 3/4/5 seconds longer.
Edit: One more Hero
Unholy Disciple (acolyte model)
Unholy Scream - Deals 75/150/225/300 + UD's int in damage in a 500 aoe around UD. Deals 75/150/225/300 damage to UD. Can deny yourself with it.
Unholy Devotion - For 1/2/3/4 seconds after casting Unholy Scream UD's armour is increased by 3/6/9/12. Also reduces damage taken by Unholy scream by 50/100/150/200.
Dark Aura - Units that die in a 800 aoe around UD explode upon death dealing 30/60/90/120 damage in a 300 aoe. Dead bodies leave spirits that drain the enemies life away. Each spirit deals 1/2/3/4 dps in a 500 aoe.
Dark Ritual - Deals 150/200/250 damage plus 20/30/40 for every spirit in a 700 aoe around UD. UD turns into a large demon (lucifer model) with +50/100/150 bonus damage and +500/750/1000 hp. Lasts 10 seconds. If there are no spirits the UD instantly dies.
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Post by popehitler on Mar 2, 2010 20:42:55 GMT -8
Austin, post the most recent map so I can help balance all the skills. Don't worry, every skill will be perfectly balanced relative to each other. I'll make sure of it.
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Post by Wigglesnapper on Mar 2, 2010 22:12:34 GMT -8
@vittor sure.
@sam how hard were you laughing when you thought of these?
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oflanagan
SDT Member
life is an illusion nothing really exists
Posts: 435
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Post by oflanagan on Mar 3, 2010 17:29:44 GMT -8
the spell for unholy disciple that does damage in an aoe and damage to himself shouldnt do the same damage to himself as the enemy make it like 50/100/150/200
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Post by fudgikillz on Mar 3, 2010 17:52:33 GMT -8
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oflanagan
SDT Member
life is an illusion nothing really exists
Posts: 435
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Post by oflanagan on Mar 3, 2010 19:42:47 GMT -8
i really feel like putting tl;dr so i will. tl;dr
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Post by fudgikillz on Mar 3, 2010 19:57:24 GMT -8
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Post by wazza on Mar 3, 2010 20:38:21 GMT -8
i really feel like putting tl;dr so i will. tl;dr ...? whats tl:dr??? @sam dude whats with all the random pics... you were board weren't you.
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Post by fudgikillz on Mar 3, 2010 20:48:42 GMT -8
It's bored.
tl:dr means too long to read.
Google is useful for such trivial facts.
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Post by popehitler on Mar 3, 2010 21:41:16 GMT -8
Here's a hero idea: Templar Knight Melee hero. Stat gain ratio should be str-3.1, agi-2.2, int-1.8
Aura of Judgment: Templar Knight sends pulses of damage every second for 8 seconds in a 750 AoE around himself. First pulse starts at 10/20/30/40 damage and increases by 4/8/12/16 damage per pulse. Physical Damage. Mana cost: 90/120/170/210. Cooldown: 22 seconds. Conviction: Passive Aura. AoE of 1150. All enemy units have their armor reduced by 10%/20%/30%/40%. Submission: Target hero is slowed by 20% for 5/7/9/11 seconds. If the target hero loses more than 25%/22%/19%/16% of their health while slowed, they are stunned for 1.5/2/2.5/3 seconds. Mana cost: 75. Cooldown: 15 seconds. Casting range of 600. Archangel: Transform into an Archangel, becoming immune to magic and gaining +20/30/40 health regeneration per second. Also, all physical damage dealt by Templar Knight is increased by 30%/45%/60%, including spells. Lasts 20/30/40 seconds. Mana cost: 300/400/500. Cooldown: 75 seconds.
Edit: I balanced this hero.
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Post by Wigglesnapper on Mar 4, 2010 9:09:59 GMT -8
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Post by fudgikillz on Mar 4, 2010 18:12:09 GMT -8
New hero: Slimy (sludge monster model)
Slimy Body(it would be cool if this turned him bright green) - Slimy becomes really fucking slimy, slowing himself by 20%. Removes collision and deals 1/1.2/1.4/1.6 times his str per second to enemies around him in a 100 aoe. Enemies that are entirely covered by slime are immobilized for 0.2 seconds. Cannot occur more than every 0.5 seconds.
Ejaculate Release - Slimy releases his bodily fluids, covering a 400 aoe area around slimy with goo. Deal dps equal to his str times 0.5/0.7/0.9/1.1.
Absorb - Absorbs 200/250/300/350 damage. Slimy will get bigger and bigger with every attack until he explodes. He will take 150/175/200/225 damage cast release. Only active while in slime body form.
Ecstasy - Slimy randomly sprays goo around himself. Creates large balls of goo that roll outward from Slimy. Goo balls deal 50/100/150 damage on contact and leave a trail of goo that deals the same damage as release.
edit: absorb should be based on percentages, i just realized how insanely op that would be. I mean he would still be op but like w/e.
Demoness
Enchanted Knives - Demoness's weapons have a 80% chance to deal 10/20/30/40 extra damage(fire animation possible?) and a 20% chance steal attack speed(shadow animation possible?) from the enemy. Steals 5/10/15/20% as and lasts 5 seconds. Stacks indefinitely.
Cloak of Shadows (suck it bliz) - Spells cast on demoness increase her attack speed by 10/20/30/40%. Lasts 5 seconds.
Cursed Assault - Closes in on a target enemy causing DM to teleport to it every time she attacks. Slows target by 20/25/30/40% and lasts 2.5 seconds. (spells works like omnislash but on one target and isn't as good)
Shadow Clone - Creates 1/2/3 clones of DM when your cast cursed assault. They have a 20% chance to steal AS and give it to the original DM. Shadow Clone is only active when cursed assault is used. Clones last for the duration of cursed assault and deal 100% damage.
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