| 08-31-2008, 04:57 AM | #1 | |||||||||||||||||||||||||||||||||||||||
This is the next in the lineup of new Neutral Tavern heroes, a polar opposite of the last! Please welcome, the Seraph! Holy championer of light and goodness and all things Nike! This heroine needs some good proper names, 2 more abilities (including an Ultimate), decision on Agility vs. Intelligence, and... I think that's all. Pyrogasm and General_Frank, this is your chance to see this baby finished! ((NOTE: Since I am unable to code JASS, and somewhat unwilling to include it, I would prefer if any and all help would take that into consideration (i.e., some types of spells are not doable). For reference, variable arrays and Custom Values are available for use.)) ~~~
Seraph Spells:
~~~ This is the extent of the conversation on this hero, including Pyro's original thoughts:
I believe that's all.
Current Ability Ideas List:
=-=-=-=-=-=-= Anyway, any help would be greatly appreciated! |
| 08-31-2008, 09:27 PM | #2 |
A Healing Aura? Not very original, but would fit the theme and purpose of the hero. |
| 08-31-2008, 09:56 PM | #3 |
Valiant Soul: target unit has increased health regen and MS. If the unit dies while carrying the Valiant Soul buff, it releases a wave of dispelling energy (like Wisp suicide) into the surroundings. Should be auto-cast, like Inner Fire. Armor of Faith: passive armor ability. Hero has increased magic resistance per level (runed bracers), as well as reflecting an enemy spell once every (x) seconds (amulet of spell shield). Divine Legions: cast buff on target friendly. Whenever buffed unit kills an enemy unit, it has a % chance to summon a temporary Divine Legionnaire unit to assist it in combat. Selfless: cast buff on target friendly. When buffed unit is killed, its killer has a % chance of being converted to your side. |
| 09-01-2008, 07:46 AM | #4 |
Oooh. Gotta do something about the name "Telezap". Like seriously. I only gave it that name because I couldn't think of anything else at the time, and that is a horrible name for that skill... Upon reflection, I think Solar Armor should have a static mana cost because that would be a more interesting option as erwt said in his last post. As for the visuals, though, I can't think of a way for it to be possible to change the size of an attached model dynamically. I mean, sure, you could have a model for 0%-49% charged, a larger second model for 50%-99% charged, and a third differently-colored but still larger model for being 100% charged, but then you're looking at a fair few imports. Perhaps try using Pyritie's Caster Hand Attachments. Edit: I don't have a problem with you using our ideas, but I'm not sure about the model (if you're planning on making this public) because I don't know if General_Frank officially 'released' it. By-the-way, WTF is up with the link on "Seraph" anyway? |
| 09-01-2008, 01:46 PM | #5 | |||
@MCV - I thought that, too. In fact, I found a great (i.e. non-triggered and simple) spell recently; just a reverse Phoenix Fire. That way, friendly units around the Seraph will constantly be "hit with lightbeams" that focus and heal them. Not much, but whenever they lose the buff, the beams hit them again (think PF's targetting system). The thing is, I was thinking that 3+ healing spells, even on a Hero focused on movement and Healing, seems like too much. Anyone else? Maybe called "Spirituality"? @Ashkati - I seem to recall you being 'off-line' for a week... But whatever, I welcome your thoughts: I like Valiant Soul. Anyone think a single-target fits, though? Divine Legions and Selfless are good, but too similar to both be on. Armor of Faith sounds nice, but I'm not sure armor fits the hero-role.
@Pyro - Quote:
*Telezap* - Well, ok. The problem is, I am pretty non-l33t when it comes to triggering. I think I can get something like Solar Armor to work; perhaps using Custom Value to store the seconds, which is translated to bigger and bigger heals (Heal = 30 x Custom Value?). However, I'm pretty sure that using hand attachments to show power (and especially dynamically) is out of my field. Unless the "dynamic"ness can be triggered in concert with Custom Value... Thoughts? |
| 09-01-2008, 07:50 PM | #7 |
The ideas I listed aren't all meant to be used, they were just some possibilities I came up with while waiting for the reply page to load. The "Valiant Soul" and "Selfless" abilities are actually interesting alternative spells for a healer, methinks - you try to keep your troops alive through healing, but if they are on the brink of death and facing annihilation, you enchant them so that their deaths are not in vain. Sortof like how a Necromancer turns his fallen troops into skeleton units again. "Divine Legions" should be AoE, like Roar. Could be a pretty devastating ultimate, if the summoning % is high-ish. "Armor of Faith" is passive, like the Crypt Lord's carapace ability. |
| 09-01-2008, 09:06 PM | #8 | |
@Pyro - Lol, actually, I was pretty solid on triggering "Telezap". I meant triggering the Solar Armor; will it require a periodic trigger of 1 second, adding Custom Value every second, then a trigger counting it up and removing it if the heal is used, and healing in an area based on the Custom Value? (actually, that sounds pretty solid, although I'm loath to use Periodic Timers unnecessarily). And I agree; the abilities you posted are great, Ashkati, but don't fit with the hero theme and (NEWLY-ADDED!!!^^) flavor text. Hmm... Two thoughts for passive abilities: - Holy Blade (passive): (lame name, I know). But basically, the Seraph has a X% chance to strike an enemy with holy fervor, releasing the Light from her blade and healing all nearby friendly units for X hp. //Although it's another Heal spell, it's passive, and fits well with her nice Blademaster-y Attack Slam animation. - Tears of the Light (passive?): (another possible passive). Gives the Hero a passive boost to (Movespeed? Attack Speed? Damage? Armor? HP/Mana Regen? etc). Upon death, however, even the heavens mourn for her, as the Light pours it's holy wrath down upon the accursed murderers. (Basically, enemies that remained in the area-of-death would be bombarded with Light-bolts (not Starfall)) --EDIT1-- Does anyone mind if I make these topics concurrently? Like, I have a few more heroes to work on, and now that I have a template for the first post, it should be easy enough to pop these out... But perhaps you guys want a breather between idea-fests? --EDIT2-- Also, I rather like this as an ultimate (non-passive): Quote:
- Angel's Grace (ultimate): Fills all nearby friendly units with the purified light, boosting their fortitude** dramatically. Even if they fall in battle, their empowered outer husk would *** **(HP, HP Regen, MS, AS, Armor: any or all of the above; preferably based on Inner Fire) ***(Resurrect once - X% chance to Resurrect - Summons a Spirit of the Light - Heals nearby friendly units) ~~~ Although again, all but one (Holy Blade) of those abilities have a basis in death, which defeats her whole shtick (although they have some secondary effect as well...). If anything, I say she needs something based on Movespeed; either a boost (temporary buff or permanent passive), or a Heal-Over-Time based on the distance moved (eww, sounds AoSish)... etc. |
| 09-02-2008, 01:06 AM | #9 |
Yeah, I wouldn't do any "based on the distance moved" stuff. |
| 09-02-2008, 01:15 AM | #10 |
No. But... Any other thoughts? |
| 09-02-2008, 01:22 AM | #11 |
Well I have a bunch of random ideas, whether you like them or not isn't my choice: Anthem - Channeling, all damage dealt to other nearby units is reduced by Y% and the rest is redistributed amongst all other units under Anthem. Blessing - Blesses nearby units. The next X attacks placed upon them are reflected. Echoing Courage Lets loose a bright light that allows the Seraph to heal nearby units equal to damage it deals for X seconds. In these next spells, weakest means has least health. Valor - Passive. The Seraph has an X% chance to heal the weakest nearby unit for that much damage. Pacifism - Passive. The weakest nearby non-hero enemy will move 30% slower and attack 50% slower. Justice - Passive. The X weakest nearby allied units will deal a percentage of damage equal to the percentage their missing. |
| 09-05-2008, 06:59 PM | #12 |
Alrighty, it's been almost a week, and I'm not really sure I should post a 3rd [Hero Skillset] topic until the first two are more finalized. So... ~~~
Basically, ~BUMP~. :P |
| 09-05-2008, 10:42 PM | #13 |
Are you blind? I just gave you some suggestions. Angels may be noble but not always wise - I'd make it intelligence. The third ability should be some sort of passive ability unless the other abilities have reasonably long cool down/mana cost. Telezap could be called "Salvation" or something that has something to do with rescuing... like Rescue if you want. It should only affect the target area, otherwise you would just use short-blink to double heal things. |
| 09-06-2008, 03:37 AM | #14 |
Blind? No... I wear glasses, though; I'm a bit short-sighted. :P --- I saw your suggestions but none of them jumped out at me. Besides, I'd rather leave it up to the consensus of greater, more creative minds then mine; I always seem to make mediocre skillsets. Hence the public topic; I'm shooting for several people giving input or feedback. But meh, Pyro, Ashkati, and you are good too. :P Intelligence... duly noted. Third ability will definitely = a Passive. The only problem is, which one? The Healing Aura, the %Heal-AoE-on-Attack, the Boost+Retribution-on-Death, or one of yours?? Hence the question; "what should 3rd be?". Ooh... I kinda like "Salvation". Perhaps not "zippy" enough for a teleport, but fits the theme of both hero and ability... I'll set it to "Salvation" unless someone argues otherwise. :P Thanks. **And yeah, good point about the double-heal; we'll just make it heal at the Target AoE. Even though we could balance a double-heal with just a lower heal-amount... --EDIT-- Just realized, there's still some confusion with the existing abilities :/. Salvation: Should it do a single burst-heal at the target AoE? Or cast an AoE "healing salve" (Heal-over-Time)? Or even (following with the "Path of Light" idea), leave a shining pillar of light that Heals (over time) units inside of it? Solar Armor: Same thing; should this heal all at once, or over time (and if over-time, should it stack?) Etc. |
| 09-06-2008, 04:15 AM | #15 |
Over time heals are generally useless unless they're acute enough to offset incoming damage. _____ Aurora - Passive. Nearby units are shined upon by an aurora, healing them for X hit points per second. During the day, it heals for Y instead. Glisten - Passive. Increases hit point regeneration of this hero by X and the weakest (least hit points) nearby allied unit will also get healed for that much. Warmth - Passive. During the day, nearby living units get X% extra regeneration. Perseverance - Passive. Whenever an enemy spell is cast, nearby units are healed for X% of its mana cost. |
