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Help: Hero Ability Ideas

05-29-2008, 06:53 PM#1
Ignitedstar
Okay, I'm having trouble, and I can't think of anything anymore. I'm really brain fried right now when it comes to ability ideas, especialy after having thought of so many, already. Therefore, I wish for the aid of the users here at Wc3c to help me in my quest to completing the remaining abilities for a few heroes that I have yet to finish. Anything is appreciated, really. Just so long as it is not too complicated for me to accomplish with my own abilities. Oh, and to help those who would like a theme, think RPG-ish, but a tiny bit of AoS-style added to it.

What I would like are a few ability ideas on:

- An ultimate for a sword-wielding hero.
- Two ultimates for a leading, melee support hero.
- An ultimate for a thief-like/assassin hero.

I have a problem with ultimates, because I put too many side effects on them.

Thanks in advance!
05-31-2008, 04:06 AM#2
Castlemaster
Give some more background on these heroes. It's always easy to get hero help when we have lore/hero theme to work with.
05-31-2008, 06:14 PM#3
Burning Rose
The Best ultimate is one that fits well with the rest of his abilities, or corrects a major flaw in the Hero (Really slow hero getting some sort of speed, for example).
So yeah, more information on abilities would be good as well :)
06-02-2008, 02:38 AM#4
Ignitedstar
I suppose by ultimates, I gave a misconception. What I really mean is that I am searching for abilities that are learned at a late-game stage of the map, I suppose. Of course, nothing learned in the beginning of the map should be useless compared to what is learned later in the map.

All of the heroes in this map of mine have two skill sets, or spell books: the first skill book is for one area of expertise, while the other spell book specializes in something else. There is a third spell book, but it currently does nothing, and is completely irrelevant to the topic.

To the actual heroes: The sword-wielding hero and the leader hero are actually one in the same; they are the same hero. The concept I had in mind was basically a leader, or the ally that would be confident being in the front lines without having to worry about being overwhelmed. His first skill set bestows him with basic damaging abilities with short cooldowns and a few secondary effects (more stuns then anything), His second skill set gives him the ability to lead with abilities that specialize in support, like increased damage and armor while doing the opposite (reduced damage/armor) to enemies. His health and armor total is second best compared to all of the others.

The thief/assassin hero's skills sets: the first being her abiilty to steal a variety of things from enemies and the like. She is not the traditional thief, for the fact that she cannot steal just anything, and I don't want her to for fear of having a hero that has it too easy when it comes to being a savvy spender. She can steal all of the common things: gold, health, and mana. She can also steal items, but doing so has several conditions. Her second skill set, or assassin abilities don't really rely on stealth, but more so taking advantage of unit types and/or their benefits. For example, certain skills will have different effects if they were to be used on Undead enemies rather than any other type of enemy. This idea can be expanded towards thirteen other enemy types, but I do not want to burden you guys with all of the types, so I will not mention them.

Ah... I forgot: battles transition into small fields more appropriate for fighting, like final fantasy forever, a wc3 RPG made by clan TDG.

Lore... There's quite a lot. The problem with the lore is that the Thief/Assassin and the Leader heroes aren't attached to the lore as closely as some other heroes.

Is there anything else?
06-02-2008, 02:55 AM#5
rulerofiron99
Thief: steal experience

Tank dude: Mass AoE Life Drain
06-05-2008, 04:39 PM#6
Kyrbi0
Sword-Fighter:
Sword Storm - creates a swirling vortex of blades around the SF, which slash nearby (a little more than melee range) enemy units. (If you have the ability, make it more interesting by giving each blade a chance to Critical Hit, or leave a Bleeding effect on affected enemies. And/or a chance to deflect attacks (like projectiles).
[insert name of Warrior God here]'s Enchanted Blade - summons an magical, twin version of the (magical?) blade the SF wields himself; this blade acts as a separate entity, attacking enemies by itself and following the SF around. Circles the SF when not attacking. (Has critical strike? bash? slashing bleed effect? parry chance? etc)
Flank: target an enemy unit. he then takes a contingent of allied forces (a few nearby friendly units) and leads them in a strategic flanking of the enemies forces. ("blinks" them all over to the target unit, stunning and surrounding it.)
Flank v2.0: target an area (of enemies), [same as above], except the area (from the left and right) is flooded by your own troops (grabs basically your whole army and uses them to Flank the target area, surprise-stunning the enemy units within.

Or some kind of self- or AoE-buff based on the number of nearby attacking friendly units; "Fury of Battle"...?

~~~

Thief:
Steal Experience - Yeah, that sounds fitting and useful...
Assassinate - turns invisible and slows to a Crawl; however, she can't be detected using "true sight" (doable?), and when she basically insta-kills (or lots of damage + a heavy debuff) the first thing she attacks. This breaks her invisibility, but if she waits a further ~3 seconds, she slinks back into the shadows (turns back perma-invisible) and can perform another Assassination.
(Yes, I know it's a buffed up Wind Walk... So what! :P)
Venomous Rush - uses a specialized poison dagger to stab a target (hero?). Does minimal stab damage, but leaves behind a powerful poison. The poison has no buff or any other sign that they have a disease. But HP is lost incrementally, and then exponentially (so -1, -1, -1, -1, -1, -2, -2, -2, -4, -4, -8, -16, -32, -64, -128, etc). Also, after ~20 seconds of being poisoned without removing the poison, they get a debilitating sickness (= debuff), and eventually become bedridden (= completely unable to move or attack or cast).
Hey, you could even make it so that the only way to cure the poison would be to get the antivenom or antidote from the Thief who inflicted the stab! (Like, kill the Thief and an item would drop; pick it up to use it and heal yourself.)
06-05-2008, 04:56 PM#7
rulerofiron99
Expiration Timer of Doom: Creates an expiration timer on target unit. If the caster is killed before the timer finishes, it is removed. Also slows caster by 20% per cast. (for balance issues...)