| 02-15-2004, 08:59 PM | #31 |
Bah... just try it real quick. I thought I'd post some information on one of the heroes... Name: Fire Lord Model: Kiljaeden (The small one, not the giant one) Stat: Intelligence Abilities: Raging Inferno - A weak immolation that covers a huge radius. You could almost call it an activatable mana-draining aura that damages enemy units directly rather than just boosting/debuffing a stat. Meteor - Calls a fiery meteor down from the sky, dealing area damage. Ignition - Causes the Fire Lord's attacks to ignite the unit and the ground below it, causing area damage over time. Call of the Inferno: Summons the God of Fire to aid the Fire Lord in battle. (Summons a powerful Serpent Ward that has the giant Kiljaeden model) |
| 02-15-2004, 09:13 PM | #32 |
Sounds great, but i think the last one should be movable, a summoned unit |
| 02-15-2004, 11:40 PM | #33 |
Nah.... if i make him moveable and stuff, then I wouldn't be able to make him as powerful without unbalancing him. |
| 02-16-2004, 05:56 AM | #34 |
Ok.... but a movable unit thats a tower will look quite strange when he turns on the spot..... here's another idea for that, if you like it: He is a powerful god who is forced back by a "leash", so you spawn a small circle of power (or something similar), and when the summoned god goes away from it, his movement starts decreasing (and when movement reaches the lowest you have in gameplay constants, he cannot move). What about that? |
| 02-16-2004, 06:26 PM | #35 |
You're also forgetting that the giant Kiljaeden model has no movement animation. He just sort of "hovers" around, stiff as a rock. He only has a stand animation and an attack animation. EDIT: I've also decided to use Lord Vexorian's Hero Selection System in my map. EDIT: The maximum level will be 25, and each ability will have 5 levels. Ultimate will require level 10 to be learned. NEW HERO Class: Juggernaut Model: Siege Golem Attribute: Strength Insanely durable. Almost nothing will kill him. However, he lacks any damaging abilities. ABILITIES 1. Spiked Armor - Enhances armor and returns damage from attacks. 2. Anti-magic Plating - Blocks a negative spell periodically. 3. Hardened Plating - Reduces melee damage 4. Re-assembly - Re-assembles the Juggernaut when he dies. 5. Taunt - Causes enemies to attack him. This is a natural ability that is already learned. |
| 02-16-2004, 09:57 PM | #36 |
all passives i c? i'm sorry to say it but... that would be quite boring to play in an eon dont you think? and besides, the golem has a 'clap' animation, why not use it? i would suggest remocing hardned plating and replacing it with a no damage long stun clap. that would make him more interesting to play. |
| 02-16-2004, 11:19 PM | #37 |
Alright... 3. Slam - Stuns enemy units in an wide area, dealing no damage. Also: Class: Psychic Model: Acolyte Attribute: Intelligence 1. Storm of Blades - The psychic uses telekinesis to control blades that soar through the air and cut through his enemies. (Based on Locust Swarm. Does not return damage) 2. Confusion - Manipulates the unit's mind so that it does not know friend from enemy. (Trigger-based. Turns the unit to Neutral Hostile while retaining color) 3. Mind Grip - Holds the unit in place and, by psychically attacking the target's mind, drains damage over time (Entangling Roots) 4. Mind Control - Takes control of a unit or hero temporarily.' Class: Beserker Model: Chaos Grom Attribute: Agility Focuses on abilities that increase damage and attack rate. Bloodlust - Increases movement and attack speed. Battle Cry - Increases damage. Rage Aura - Increases damage of nearby units. Berserker Frenzy - Gives extreme damage and attack speed bonuses, but turns the hero Neutral Hostile until he dies. Next Hero: Engineer. I'll post information as soon as I get some more ideas. |
| 02-17-2004, 07:38 AM | #38 |
you listned to me? wow... cool! cuz well i know it makes sense but some of those damn noobs dont get it! that physic guy sound really good, but i wouldnt make it an acolyte, they have suck a sucky attack animation >.< as for the berserker... damn, he'll be sooooo good at destroying buildings... he'd take em apart like toothpicks... i think battle cry and the damage aura might be a bit much though... maybe replace one of them for critical strike? preferably the aura cuz otherwise he'd have two passives. i made an engineer once as well, for the master contest. it was a gnome. 2 bad they are not going to animatye it, if they where you could use the model and skin in your game lol.. |
| 02-17-2004, 11:48 AM | #39 |
Nah, the Berserker would still be crappy against buildings because he's an Assassin, so he has a special weapon-type that's nearly useless against buildings. So he could probably do moderate damage at most. Well, yeah, the acolyte's attacks suck, but I don't think it would matter much since he's a caster. Actually, what I think I'll do instead, is make his flying vorpal blades a permanent passive ability. They'll substitute for his attack. Everytime he levels, the passive ability will automatically increase in level. Now I just need to think of something to fill the empty ability slot... |
| 02-17-2004, 02:17 PM | #40 |
yeah, that idea for a 'passive' physic attack would work perfectly!! and even if you have an attack that nearly uselss to buildings, you'll schred em with that extra dmg ad attack speed... believe me i played a lot of eos.. |
| 02-17-2004, 08:07 PM | #41 |
Well, I could just make it so he can't target buildings period. |
| 02-17-2004, 08:18 PM | #42 |
i'm not saying its a bad thing hes good at destroying buildings. hew wont be able to do it for a very long time anyway, becouse he is relatifly weak. (agility meaning low hitpoints, and no abilities to upgrade durability) if the enemie base has a fieuw towers hé wont be able to attach very long, becouse the hgh damage of the towers will drain his hitpoints too fast. this guy is actually kind of comparable with the troll of dota:classic, ever played that char? he had comparable abilities, and was exceptionally good at 'suicide runs', meaning you use ur skills first, beefing yourself up, and then you attack a target, can be a building or a hero, you try to destroy the target before you die yourself, and when you are at very low health you get back to base or back to your healer, to recover. fast risky action, with a pretty god chance of dying if you dont pay attention tou your opponant heros nukeskill-cooldowns, hence the name suicide run. |
| 02-17-2004, 09:31 PM | #43 |
Yeah, that's true... Assassins will be very good hero-killers, but they will also be very vulnerable to other heroes. Well, suicide runs in DOTA were only worth it because once you kamikaze'd a structure, it didn't come back. Nobody's gonna want to kamikaze something if its only going to get rebuilt. They'll have to play more intelligently than that... |
| 02-17-2004, 09:37 PM | #44 |
well it could be used as a last ditch effort to get a goldmine for example, so the enemy is cut off of recources for a while. this hore would be very good at intelligence killing as well lol... |
| 02-17-2004, 10:39 PM | #45 |
Yep... I'll have a few Disabler casters though that could stop an Assassin in his tracks. I wonder how long I could set the corpse decay time without making the game too laggy? It'd be nice to see a whole bunch of fresh bloody corpses littering the battlefield. Instead, corpses usually pass straight into bones after just a few seconds... I could also set the decay time for missiles and structures longer too. What do you guys think? I guess nobody would really care... |
