| 04-20-2005, 01:57 PM | #1 |
Guest | Ok...I need more Hero ideas for my upcoming aos style map. So Heres what I need. As much information on your hero as possible! It needs to be losely themed around heaven, earth or hell. 3 normal skills (That go up to level 5) An ability it starts with (If any...I'd prefer these be left out so don't bother if you can) A level three ultimate Anything else you can think of. Please have fun, and most of all, if it's good, I'll use it! |
| 04-21-2005, 09:54 AM | #2 |
Guest | •Hero: Miracle-Maker •Description: an ethereal hero, made of a combination of light and flesh, capable of summoning and cause miracles around him. Is a great supporting hero, with potent healing spells. He travels by levitating. Miracle-Makers always lived near the borders of heaven, sometimes too close to the mortal world, making some of their miracles visible for mortals. •Skills: - Ward of Light: the Miracle-Maker summons a ward which reveals invisible enemy units, while healing friendly units. The area of effect and percentage healed increases every level, up to an area of 800 and 3% hit points healed per second. Lasts 30 seconds. Cooldown 30 seconds. - Miracle of Death: the hero has a little chance to kill an enemy unit every time he attacks (except heroes and creeps level 6 and above). The hit points of the killed unit will transfer to the Miracle-Maker, healing him. The chance raises every level, up to a maximum of 10%. - Miraculous Beast: The hero opens a link to heaven, bringing the miraculous beasts which guard the borders of heaven of the hypothetical raids of demons or other evil creatures.Level 1: 2 beasts, x HP, y damage, z armor. Level 2: 3 beasts, 1.5x HP, 2y damage, 1.5z armor, evasion. Level 3: 4 beasts, 2x HP, 3y damage, 2z armor, evasion, invisible. Level 4: 5 beasts, 2.5x HP, 4y damage, 2.5z armor, evasion, invisible. Level 5: 5 beasts, 3x HP, 5y damage, 3z armor, evasion, invisible, spell immunity. Last 60 seconds. Cooldown 20 seconds. •Starting ability: Ethereal form: the hero can switch from ethereal to non-ethereal form, and vice versa. While in ethereal form, the hero won't receive physical damage, but he can't attack, tho it's possible to use spells. •Ultimate ability: Heaven's Miracle: All the enemy units in the map, except heroes, are paused while this spell restores life and mana on all the friendly units. Level 1: 5 seconds duration, 4% HP/mana healed per second. Level 2: 8 seconds duration, 5% HP/mana healed per second. Level 3: 12 seconds duration, 6% HP/mana healed per second. Cooldown 150 seconds. I haven't used values for damage, mana and stuff cause I don't know what will be an average value at your map, but you make an idea :). I never made this hero, so it's probably unbalanced somewhere, but I'm sure you'll balance it if you use him. Salutions® |
| 04-21-2005, 12:58 PM | #3 |
Guest | Very Very nice. Minus the defualt ethereal ability (Maybe I'll keep it) It is a VERY nice job. I Will definitely use it. Keep more coming if you can. I'll let you know when it's fininshed (Might be a while though) I have a lot of other stuff to do. |
| 04-22-2005, 08:09 AM | #4 |
Guest | I hope you don't mind that I borrowed you're format. Hero: Fel Channeler Description: An adept spellcaster infused with the power of pain and suffering, that forms demonic pacts through dark rituals and sacrifices. Mages and warriors of all races were enslaved and tortured within the pits of Hades, are a mockery of their revered self. Depends on using souls as payment for the powers of the underworld.. Skills: - Soul Siphon: Disposes of a soul and restores allies with it's dissipating energy. Heals x HP, x/2 MP. Radius of the area healed and amount healed increases per level. - Arson of Flames: Condemns souls with hatred and anger of hell, the rage engulfs the soul and immolating enemies around it for more damage over time. Damage, radius, and damage over time increases with level. - Corridor of Despair: Channels apathy, conceit, and sorrow into a soul to create a demoralizing aura inflicting enemies until it's death. Foes damage, attack speed, and defense. Amount decreased and cooldown time decreased as level increases. Starting Ability: - Soul Thresher: Autocast ability. Units killed under the effects of Soul Thresher will turn into an Enslaved Soul (wisp). - Blood Seal: Sacrifices a unit (non-hero allies or creeps lower than Lvl. 6) into an Enslaved Soul. Ultimate Ability: - Demonic Pact: Channels a portal to the netherworld through the tribute of souls. The Fel Channeler takes the place of a powerful demon in hell. I think most of these would be easy to make. Use Aerial Shackles or Tranquility with modified stats to add the buffs. Since it is mainly channeling, it might not work well with stuns and such. |
| 04-22-2005, 11:55 AM | #5 |
Guest | Ok, here goes another one: •Hero: Dreams Weaver •Description: this hero, of calm but worrying appearance, is one of the hundreds and hundreds working for morpheus, lord of dreams; they distill and create new dreams and nightmares for the creatures over the world. In combat, they use their power to confuse enemies and take advantage with their mind control skills. These heroes are not affiliated to Heaven nor Hell. •Skills: - Mental Disfunction: The targeted enemy unit will run uncontrolled for a moment, randomly attacking either friendly or enemy units. Duration raises every level (5/10/15/20/25 secs, 3/6/9/12/15 for heroes). - Harmful Sleeping: targeted enemy unit falls asleep, being unable to do any actions. The unit dreams about such horrible things, that it's organism will suffer damage over time. Duration and damage increases every level: Level 1: 4 secs, 20 dmg/sec; Level 2: 6 secs, 22 dmg/sec; Level 3: 8 secs, 24 dmg/sec; Level 4: 10 secs, 26 dmg/sec; Level 5: 12 secs, 28 dmg/sec. - Corpses Dream: the targeted enemy unit will suffer from corpses dream for a while. While under this effect, an illusion will be created for any unit killed by the targeted unit. The duration and strenght of illusions raises every level. Level 1: 20 secs, illusions have 1/4 HP and deal 1/8 damage; Level 2: 30 secs, 1/2 HP, 1/4 damage; Level 3: 40 secs, 3/4 HP, 1/2 damage; Level 4: Full HP, 3/4 damage; Level 5: Full HP, Full damage. All the illusions last 20 seconds and cannot be re-illusioned (or whatever you want to call it). •Starting ability: Clairvoyant (passive): the Dreams Weaver can somehow advance the next attack of the enemy, giving him a permanent 10% chance of evading it. •Ultimate ability: Nightmare: the hero summons a powerful nightmarish creature which, uncontrolled, attacks ANY unit in its sight, except the Dreams Weaver himself. Duration and stats of the creature changes every level. Level 1: 30 seconds, x (a lot) HP, y dmg, z armor, disease cloud (affects only enemies); Level 2: 45 secs, 2x HP, 2y dmg, 1.5z armor, spell immunity, disease cloud; Level 3: 60 secs, 3x HP, 3y dmg, 2z armor, spell immunity, disease cloud, reincarnation. Salutions® |
| 04-22-2005, 03:51 PM | #6 |
Guest | Can the hero skills include trigger - enchanced ones? Hero: Lancelot Description: Super - melee attacker/counter attacker, and hp degen. Arthur's chosen knight. Even in undeath, his loyalty is unwavering. Though the legend of Camelot has been since shrouded in the wisps of myth, this lone warrior still walks the earth, his soul bound to the Lady of the Lake, his mind constantly haunted by shadows of his fallen king. Few rumours are spread of this once noble creature, and even fewer survivors to his encounter. Skills: - Overhead Driver Slash: Leaps into the air and delivers a stunning blow to the head of the target. Has a 20% chance of dealing an extra 50 damage and crippling the opponent. (10% chance for heroes). Mana cost and damage increase per level. (75/110/155/200 damage), (85/100/105/115) - Withering Rose (passive): An aura of death follows Lancelot wherever he goes. His enemies' flesh degenerate if they carry open wounds under this ghastly effect. If wounded enemies approach Lancelot, they will lose hp/second. Range and damage amount increase per level. - Blade Breaker: Increases Lancelot's combat senses. In this state of advanced awareness, any attack made to Lancelot, ranged or melee, is countered with a swift return blow which slows the target temporarily through shock. Also increases Lancelot's armour. Duration/Mana cost/Armour addition increases per level. - Tainted Gospel (Ultimate): Driving his cursed runblade into the earth, Lancelot sears his foes with bursts of unholy flame which linearly erupt from the point of insertion. Dazes enemies for a period of time, and decreases their health by X% of their current health. Mana cost/daze duration/Percentage loss increases per level. |
| 04-24-2005, 05:38 AM | #7 |
Guest | All of these heroes look very good. But please keep adding more, but don't add the starting abilities. I am probably not gonna use them. But I really like all these heroes, they are ver unique. |
| 04-24-2005, 05:59 AM | #8 |
Guest | Okay...I made these following corrections to your hero designs. (Also, I will let you guys know when these heroes have been implemented so you can play them, and you are more then welcome to find me on TFT I play under the name Genki_777) Anyway Here are some corrections I think are needed to make them balanced. or things I didn't understand : Fel Channeler - Demonic Pact: Channels a portal to the netherworld through the tribute of souls. The Fel Channeler takes the place of a powerful demon in hell. Could you be more specific? I am not sure I understand. I just want to Clarify :All these skills are related to Souls(Wisps) that you have summoned, and these skills affect those wisps in some way correct? •Hero: Dreams Weaver •Skills: - Harmful Sleeping: targeted enemy unit falls asleep, being unable to do any actions. The unit dreams about such horrible things, that it's organism will suffer damage over time. Duration and damage increases every level: Level 1: 4 secs, 20 dmg/sec; Level 2: 6 secs, 22 dmg/sec; Level 3: 8 secs, 24 dmg/sec; Level 4: 10 secs, 26 dmg/sec; Level 5: 12 secs, 28 dmg/sec. The duration would have to be less on heroes, becuase at level 5 it is around 300...nevermind actually I think it might be fine. - Corpses Dream: the targeted enemy unit will suffer from corpses dream for a while. While under this effect, an illusion will be created for any unit killed by the targeted unit. The duration and strenght of illusions raises every level. Level 1: 20 secs, illusions have 1/4 HP and deal 1/8 damage; Level 2: 30 secs, 1/2 HP, 1/4 damage; Level 3: 40 secs, 3/4 HP, 1/2 damage; Level 4: Full HP, 3/4 damage; Level 5: Full HP, Full damage. All the illusions last 20 seconds and cannot be re-illusioned (or whatever you want to call it). Okay what you want, is that when the afflicted unit kills another unit, an illusion of the unit they kelled apears and attacks them, right? Well, if this is true, and cant affect heroes, lol, or it would be way overpowered. Hero: Lancelot Skills: Overhead Driver Slash: Might get more extra damage at higher levels? - Withering Rose (passive): An aura of death follows Lancelot wherever he goes. His enemies' flesh degenerate if they carry open wounds under this ghastly effect. If wounded enemies approach Lancelot, they will lose hp/second. Range and damage amount increase per level. Now what you want, is if an enemy unit has less than full health they, say, lose hp per second while in the aura? - Tainted Gospel (Ultimate): Driving his cursed runblade into the earth, Lancelot sears his foes with bursts of unholy flame which linearly erupt from the point of insertion. Dazes enemies for a period of time, and decreases their health by X% of their current health. Mana cost/daze duration/Percentage loss increases per level So this is basically impale, but it does damage based of off their maximum hp, right? Keep the heroes Coming! And dont forget to affiliate them with heaven earth or hell! |
| 04-24-2005, 07:59 AM | #9 |
Overlord - A well built and melee centered hero capable of creating chaos and destruction to all his opponents. *SKILLS* Holy Bane - Adds 2/3/4/5/6% damage every attack and stuns the target for 1.2/1.4/1.6/1.8/2 seconds. Usable once every 10 seconds. Only works on Holy units. Inferno Strike - Strikes the target for 50/75/80/95/110 damage and knocks it back 1000 radius from the caster. All units it hits while it is knocked back will receive minor damages. Demonic Rage - Shout to increase nearby party member's damage by 3/4/5/6/7% while decreasing damage of the same amount against nearby opponents. *STARTING ABILITY* Leech Skin - Equips the Overlord skin with leeches that adds defense and retaliates against the attackers. Any attackers will be infected by leech which will damage them 10 every 5 seconds for 20 seconds. *ULTIMATE* Ripping Wave - Chain attacks from hell's power destroy's the whole army of the opposing enemy. Damages 50/70/80 per jump and jumps 10/12/14 times while affecting all buildings near the target with a low earthquake. If any of the target dies, an imp is summoned with 250/300/350 HP. Needs Hell's Gem to be cast. |
| 04-24-2005, 08:08 AM | #10 |
Guest | A well built and melee centered hero capable of creating chaos and destruction to all his opponents. *SKILLS* Holy Bane - Adds 2/3/4/5/6% damage every attack and stuns the target for 1.2/1.4/1.6/1.8/2 seconds. Usable once every 10 seconds. Only works on Holy units. Okay...So is this a pasive thing...or what? Please elaborate *ULTIMATE* Ripping Wave - Chain attacks from hell's power destroy's the whole army of the opposing enemy. Damages 50/70/80 per jump and jumps 10/12/14 times while affecting all buildings near the target with a low earthquake. If any of the target dies, an imp is summoned with 250/300/350 HP. Needs Hell's Gem to be cast. Yeah...The damages and exact numbers would have to be tweaked to make this work, but i definatley like it...I might have to leave out the needing of a hell gem part though... |
| 04-24-2005, 08:17 AM | #11 |
hmm.. about the first, it is passive. you can make it active too. or you can remove the "usable every 10 seconds" part. :D EDIT: oh, i think the starting ability "leech skin" is too powerful. make it active. and set it's duration to 7 seconds and cooldown of 30 sec. :D |
| 04-24-2005, 08:38 AM | #12 |
Guest | For the idea I had, basically you have to get "wisp" units, all of the skills require a wisp to cast, except that they don't affect the wisps, but instead they require a wisp to make the spells go in effect. I was thinking that the hero isn't dependant on mana, but instead has to do something like the Warlock in WoW. For the Demonic Pact ability, I was thinking that its a multiple spell skill. If you click on it, it opens several spell options. What I meant to say in this one is that you could choose a spell (which will result in summoning that creature), and cast it. Each one would require a certain amount of wisps to be present when the spell is cast. If the wisps are met and the spell channels through fully, the person transforms into that creature for awhile. Thank you for your comment, and good luck with your map. Just another hero idea. Hero: Gaia's Presence Description: A mysterious being that some believe is an incarnation of the planet's soul containing its very strength and sensitivity to the world's suffering. Others believe that it is only an ancient being that is tied to the earth's soul, but is no more than a protector. This hardy ancient, however, commands the flora and protects nature itself. With the war between heaven and hell, the hero stands forth to protect the land, using the land's own powers of growth and healing, from the destruction of the celestial war. Skills: Scent of Blossoms: Grows forth a patch of sweet-smelling blossoms that relax allies, preparing them with a clear mind and refreshing them for battle. Creates a ward that increases attack speed and regeneration. Attack speed increase and regeneration rate increases per level. Dance of the Leaves: Mystically conjures a mystical wind that blows leaves to defend the caster and the allies from attacks. Produces an aura that gives all allies in range a 5% evasion. Evasion rate increases per level. Deepening of the Pond: Calls upon the water to gather and drown an oppenent causing them to be trapped within a pool of water. Requires channeling to hold the waters in place. The targeted area will become a water terrain while the hero is channeling. Ultimate: Wrath of Gaia- The final and ultimate symbol of the heros representation of Gaia. Returns the hero back to the world's spirit releasing thick deluges, thundering stormclouds, and blustery tornados. Divides Gaia's Presence into 3 forms: a Rain spirit, a Storm spirit, and a Wind spirit. -The Rain spirit has a mana and life degenerating aura, the gushes of water it pours on enemies contains properties that causes vines to grow and entangle enemies. Lacking damage, but a powerful support caster. -The Storm spirit is a raging cloud that drop bolts of lightning on whoever passes underneath it. Lacking spells, but a powerful attacker. -The Wind spirit has a slowing aura, weakens an enemies attack, and can fling enemies. If any of the spirits survive, Gaia can recreate another physical avatar. All of these spirits are slow moving. I'm not sure what your storyline is, but hopefully this works out. Also for the Water ability, I'm not sure if its possible to change the terrain with triggeres. Anyways, good luck with your map, sounds like a great idea and a good AoS map. |
| 04-24-2005, 08:47 AM | #13 |
Guest | So, Basically, with demonic pact you have a menu of units you can change into, and then the more powerfull the unit, the more wisps it takes? Also...As for the water ability...I need you to elaborate, and if possible, come up with an alternate ability. Oh...and about the leech skin ability, I Uh...wasn't planing on using it anyway :D I am only gonna use starting abilities if I feel I have to... For example, my mistform hero. He copies other heroes abilities, and he starts with an ability to forget all the abilities he currently has, that way he can learn new ones. Edit : thanks for all the positive feedback, I'm on version 2.7, and I have the basics fleshed out...I figure around version 3.0 I should have enough to have a tangible beta...If anyone wants to send me their WC3 name, I'd love to test with you. Also... you can submit Item ideas, and Game modes on this thread if you'd like. :D |
| 04-24-2005, 09:05 AM | #14 | |
Guest | Quote:
Ok, maybe you'd want to decrease the duration of illusions or the damage they deal. Just find a good balance depending on how strong the creeps or lesser units will be. Salutions® |
| 04-24-2005, 09:12 AM | #15 | |
Guest | Quote:
Yep...that sounds like a plan. |
