| 03-14-2004, 12:03 PM | #211 |
Muradin is ready! ^_^ And sleep now makes the targets invurnable, but still able to be hit by WoT! I made the arts for froak and naisha better, the icons now look like they are turned off. The warden doesn't work perfectly jet :( |
| 03-14-2004, 12:08 PM | #212 |
wow... thats superb ^^! that sleeping units get invernerable and still be able to get hit... thats brilliant oO'' i'll go test muradin as soon as possible ;) |
| 03-14-2004, 12:10 PM | #213 |
Now, I am working on the ranger hero. For WoT, you must click behind the unit to give it a nightmare, bacause you can't target him. But it works so it isn't a great problem I think. ^_^ |
| 03-14-2004, 02:46 PM | #214 |
muradin works, good job ^ ^... as for the slow increase per level, it should get a longer duration, and all slow durations shouls be the same dependng on cold heart. so, for example, if you have cold heart at lvl 1, if mellee attacks him, they get slowed for two seconds, if he uses nova, it slows for two secs, his bonus attack should slow for two seconds, and his ulticlap should slowe for thwo seconds.... by a standard frost nova slow amount, that would be good. at level two all slows should durate longer. |
| 03-14-2004, 02:49 PM | #215 |
OK, all slow abillty levels are based of cold heart and the duration is easy edited. |
| 03-14-2004, 04:14 PM | #216 |
allright, cool... but make sure the slow doesnt stack... if thats possible. he has so many slowing skill that stacking it would be madness oO... if he wants to he can keep somebudy slowed like.... permanent ;)... i could swear i saw some diffrence in the slowing... but it could be just me... aslo, if thats possible, it would be really cool if they turned a little blue just like with frost nova... so its more obviouse they are frozen oO'' yet again i want to comment you on your work so far ^ ^ its nice. |
| 03-14-2004, 05:15 PM | #217 |
The slow is based of cold heart. I made the triggers so it checks the level of cold heart for the level of the slow. I think I can make the units a bit blue. (I could also make them darker ^_^ ) And I thougt slow didn't stack. But I will adjust the trigges, so that it is sure it doesn't stack. |
| 03-24-2004, 02:21 PM | #218 |
I haven't worked on the heroes for quite a time. But now I will finish what I have to finish and then post the map. By the way, is your map nearly ready or not? |
| 03-24-2004, 02:56 PM | #219 |
well.. to be honest, we kinda have to hold production for a little while... you just finsih up them spells, and we'll store em for a while... i'm much to busy with my exams, and vig has chrystal chronicles... |
| 03-24-2004, 03:06 PM | #220 |
OK, I won't hurry with making the spells then. |
| 04-07-2004, 12:59 PM | #221 |
kamux? hows it going with the spells? we are kinda needing them, we're allmost done... on the very edge of being done, actually, we are waiting for your spells... whan you think you could have them done? soon we'll get our act together, and i'll see if i can get a list of all the heros spells, including yours, looking for things that need to be changed or havnt been done or whateva, the plan is to build the beta fast and just start testing, cuz thats the best way to debug anyway... now, about something else, for beta v2 (yeah, allredy thinking about v2) we will add neutral heros, meaning that they can get picked by BOTH teams, and these will probubly be 9 as well... making that a choice of 18 heros a team, wich is pretty much enough for countless combinations, making sure each game is quite unique. i have some questions about spells i was toying with in my head... no need to make em yet, i was just thinking if it would be possible to do it... first, i want to make a lightening dude, comparable with blaze and muradin; he;ll have a skill improving passive, and i was thinking, why not make it a cooldown-decreaser or a mana cost decreaser or a combination of both... but mana cost would involve chaging the tooltips every time >.<'' i also want to make one neutral dude that has two daytime abilities, and two nighttime abilities... to (counter)act with froak and naisha, that would be cool... and now, for something silly... i've thought up a blademaster ultimate wich is kind of out of the ordinary, intense and strange, but if it can be pulled off it would be sooooooo goddamn cool... it basically goes like this: the blademaster launches himself onto a target, but on the way over there he performs a powerfull bladestorm. at contact, both the blademaster and the target are stunned, and so is everyone in an aoe. the aoe also receives damage. you kinda get what i want with this? during his 'flight' to his target, while he is performing a bladestorm, he should be able to pass through objects (make his movement flying for a moment or whateva). he damages things around him with the bladestorm, ofcourse, and he becomes spell immune, also as a normal effect of the bladestorm. the bladestorm should deal considerable damage, but not toooo much. he should move faster then normal while doing this, making it a bit harder to run away from. then, at the end of the run, either he collides with the target or he doesnt make it, he stops and immediatly performes a 'clap', stinning everything in an aoe and dealing danage to every enemy in that aoe. did you kinda follow? :/ its kinda hard to explain... the effect would be kinda comparable with a shockwave, actually. its launced in a straight line, and damages everyting in the line (due to the bladestorm). the hard part is that he performes a stunning 'clap', either at the end of the run or when he reaches the target the spell was targeted upon. thinking of the possubilities, i'm quite positive... you could for example, launch him through a group of buildings, landing near a group of heros and stunning them, damaging the buildings and tunning the heros so other heros can engage them... (blademasters stun should last as long as the enemy stun) sounds like a great skill to me...^^~! |
| 04-08-2004, 08:38 AM | #222 |
I think I can make the blademaster spell and the ligthining "dude". I will take a look at it when I am at home. |
| 04-08-2004, 03:32 PM | #223 |
right, have a look at them, BUT, we first want you to finish all the spells that need to be done for the 'normal' heros. vig will soon post the map, so you can take it and put the heros in. then we can tweak them from there, take care of the balance etc. dont work on mr lighteing yet, we're not sure about him yet. it would be cool to see that bladestorm skill in action though ^^~! now, its not over yet... we are going to need you for even more heros... look in the coastal conflict main thread for further in-deapth, but we have decided that each group will have 2 'mancer' heros. this means they'll have an elemnt they cast, and a passive that affects there abilities. blaze is a pyromancer for Illidan Medusa will become a hydromancer for Illidan Muradin is a 'ice'mancer for Maiev nad Anibis will be a theomancer for Maiev... we need to think through medusa, what her effects will be, but we know anubis, he'll be very very annoying.. rofl... first skill, is a summon. anubis summones a mummy (reskinned zombie) from a corpse. the mummies will be very slow, but very tough. their damage will be minimal. the zombies will have an aoe effect on death, realesing a poisonouse fume, poisoning enemies, giving them decay. the zombies will also have a castable based off kaboom, that will have no effect, just kill the zombies so there death spell sets in work... kinda sacrifice them... second skill, mark of anubis, is a kind of deathtrap... he places a wardlike unit, that will be invisible (i think)... when a HERO (so it doesnt work on units) draws close enough, withing range, the ward deliveres one deadly attack, and the ward is then destroyed. it will be pretty short ranged though. third skill, his 'mancer' passive, is a very interesting one... it involves downing enemy armor. anubis' attacks will get a armormor lowering effect, the attacks of his zombies will aso have an armor lowering effect, and the attack of his ward will get a armor loweing effect. also, anubis gets an aura that lowers enemy armor a bit. his ultimate, is the most interesting of all... and the hardes and most boring to make i think... its a channel ability, that will be channeled like starfall, bigbad voodoo... tranquility... so in an aoe around the caster. the ao will be prett big though. what it does, is amplify the spell effects that are in the aoe... NOT boost nuke damage. like, if someone has a chace to miss on him, the chance to miss gets bigger, if he has an armor decrease, the armor is more decreased... if hes poisoned, the poson will damage more... that is vigs original plan... now i kinda disagree... what i want, is to have a aoe spell casted at an aoe, that does the same as what i just explained, but its casted once, not chanelled. the spell stays active for a while though... i think it can most easely be done by basing it off a ward, and give the ward an aura... this way you can easely detact wich units are in the aoe and are effected. the good thing about doing it like this, is that anubis can still attack, and if he attacks a unit with his armor decrease, and the unit is then near the ward, his armor will be decreased even more... wich is, pretty handy... u understand what we want from him? |
| 04-08-2004, 03:39 PM | #224 |
ehm, kamux, my question.. when will u be finished with the heroes? when ur finished, i'll mail u the map, u can extract your heroes in it, look at the terrain ( ^^ ) and mail it back. I'll edit the tooltips a bit, balance the abilites as much as i can, etcetra. Now, for the final hero: Anubis The Relentless. Summon Mummy (needs a better name) Summons a slow moving attack zombie out of a corpse. The zombie has high armor, but slow attack speed and damage. When a zombie dies, (we'll give him a customized kaboom abiltiy so u can detonate him any time) he creates a area of effect Attack decrease. These attack decreases SHUD stack, if its possible. Mark of Anubis: Creates a floating ankh, that acts as a beakon for godly powers. When a enemy comes close enough, the ankhs self-detonates (he attacks once then dies) with a spectaculair blast and deals big amounts of damage. Ancient Curse: This one is special. Since Anubis well be a ''mancer'' he has a skill that improves his spells. With this spell, his mummy's will get a ''armor decrease attack'', Anubis will get a ''armor decrease attack'' and ''Mark of Anubis'' gets a armor decrease attack. This way all of his spells and attack decrease enemy armor. These armor decreases shudnt stack, due overpowerdness.. ''Needs a cool name ultimate:'' This is a channeling spell: every unit with status decrease in the area of effect (this area will be rather large) will get his stat decrease mutliplied. Example: a unit with -10 attack will get -20 in the area of effect. This does NOT enforce nuke skills. Only stat decreasers. (this means perra's Haunt 2!) Think u can make it? When yer finsihed with Anubis, and all the other "triggered" heroes, ill mail u the map and ye can put your heroes into the game.... |
| 04-08-2004, 04:24 PM | #225 |
i think it would be better to call his ultimate ancient curse, becouse thats actually a curse... ^^ his passive needs a new name then... |
