| 08-07-2008, 02:53 AM | #1 | ||
I ask a formal request to all of those at WC3Campaigns: I am in need of help thinking of Special Effects. For my map, which I expect to involve a great deal of teamwork, requires an extensive array of items to aid players in their quest to further their adventure. All heroes use the six inventory spaces, used as so: (Parenthesis briefly explains what the item type usually does)
What I am looking for specifically, are Special Effects. Special Effects are the passive- and sometimes active item's abilities that makes one want to have it, and stand out against all other items within its type. All items come in tiers from 1 to 9: One being the beginning tier (which sucks horribly) to nine (well off). Be aware however, that all items in this map follow two laws (that I made up).
The only item-type exception to both "laws" are Weapons, while Armor is exempt to the Law of Equivalence. The things that are affected most are the consumables and the miscellaneous. With those kind of restrictions, what exactly am I looking for? Well, let me categorize Special Effects, first. Note that these color categorizations only occur in-game to be player friendly; you don't have to do the colors yourself. Red Special Effects are directed at your enemies. Blue Special Effects are directed at your own hero. Green Special Effects are directed at your allies and to an extent, your hero as well. (It's Lime, but Green itself is too dark) Gray Special Effects are directed at everyone. Yellow Special Effects are effects that don't fit in any categorization. If one is in need of farther help, here are some example Special Effects that exist in my map with the corny, yet creative names.
If you look at all of the examples, I'm kind of looking for Special Effects that can do anything, but can be manipulated with ease. I appreciate all of the help I can get. By the way, I'm sorry if the the above counts as spamming colors; I'll fix it right away if it is. |
| 08-07-2008, 07:54 AM | #2 | ||
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| 08-07-2008, 07:57 AM | #3 | ||
Did you even read all of the way, erwt? Quote:
That, and: Quote:
Blind Strike not only applies to weapons, but enemies will occasionally start having innate Strike abilities. I thought that would be obvious...? Hold on; I'll clarify. Edit: Done. |
| 08-07-2008, 08:51 AM | #4 |
But its listed as a red special effect, and i though that both laws applied to them..? |
| 08-07-2008, 02:58 PM | #5 | |
Ewrt... I don't think you were paying enough attention to my emphasis over two words: items and Special Effects. I think that the way you're thinking of it erwt, is that the special effects prioritize over the existence of the item. That isn't the case: Quote:
Not Special Effects, ewrt. Items. |
| 08-07-2008, 08:24 PM | #6 |
oh, you're looking for special effects to put on items? Items that combine several special effects into one thematically georgeouse item? |
| 08-07-2008, 08:50 PM | #7 |
Yes, exactly. Although, they're not exactly gorgeous, if you know what I mean. |
| 08-14-2008, 12:24 PM | #8 |
I really like the idea, so I'll add a few: Bashing Strike - Attacks have a 0.1 second ministun (for stopping channellers and making bosses unable to attack) Manasteal Strike - All attacks restore 5 mana points Poison Strike - Attacks reduce enemies' attack and movement speeds by 30% Battle Berserker - When under attack, your movement speed is halved. (wears off after 2 seconds) Battle Experience - While in combat, your party gains 5 experience points per second Son of the Storm - A lightning bolt hits a random nearby location every 2 seconds |
