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Some hero abilities/ideas wanted

05-24-2007, 08:14 PM#1
darkwulfv
I posted this exact message a while ago in the Map section, but it got nothing... So, rather, I'm reposting it here for a higher chance of publicity.

Quote:
Originally Posted by Original Thread
Not a project recruitment, so don't jump the gun. Rather, I'd just like suggestions for wolfish abilities for the final few wolves (and a few old ones, they need revamping). They can be basic, SFX, passive, anything. Moderate triggering limit, unless you're providing the trigger. (So none of this "Jump then WW and 4 backstab slashes while making a spiral SFX and damaming all units in an area, raising the dead ones as zombies" stuff.). I mean basically, I love JASS and all, but I can only do so much before it's beyond my skill level. And yes, I will be providing my own abilities, but any ideas are greatly wanted. And remember, keep it kinda sorta realistic in ways. At least wolf themed. Hokay, here we go.

Alpha Male
COMPLETE


Fighter Wolf

Needs: 2 abilities
Has: 2 abilities and an ultimate. One ability is an aura already.
Theme: Speed and quick strikes. (No WindWalk or Illusions please... too cliche)
Current Abilities:
Bloodrush Aura(passive)-Plus attack and move speed to all allies, but not fighter wolf.
Desperate Strikes(passive)-Extra attack damage when the Fighter's health is below half
Lightning Thrust(active)(ultimate)-Fan of Knives w/ lightning SFX, large area. Deals medium damage, slows effected enemies after.


Caretaker
Needs: 1 Ultimate, (Element: Air)
Has: 4 abilities
Theme: Healing and defense.
Family Bonds(active)- Heals the weakest (lowest HP) ally nearby. (Thanks CommanderZ for the idea)

Scout (spy)
Needs: 2 abilities and an ultimate (Element: Poison)
Has: 2 abilities
Theme: Sneaky, damage over time and debuffing. (Again, no WindWalk please.)
Current Abilities:
Assassin's Claws(passive)-Low % chance of Shadow Striking the attacked unit. Shadow
Strike damage is small.
[u]Scent Tracking(active)[u]-Gives vision of a target unit for a minute or so. (Thanks Dragoon for the idea)


Solar
Needs: 4 abilities and an ultimate (Element: Space)
Has: 1 ability
Theme: Sun and heat.
Brother of the Sun(passive)- The Solar wolf gains a bonus (probably speed) according to the time of day (mid-day is best, dawn/dusk is worst) (Thanks CommanderZ for the idea)

I'll be updating this right after it's posted (11:38 -4 GTM) with abilities I've already thought up, so some that need abilities might already have a few.

Thanks for any, ANY, suggestions. Even if I don't use your ability, it might help to spawn one.

~Darkwulfv

Yeah, basically the same. That's all I've got for those wolves right now, and I haven't been working on it in a while due to lack of usable ideas. Thanks again for any ideas anybody mentions.
05-24-2007, 08:30 PM#2
CommanderZ
Family Bond (for caretaker) - Heals the ally with lowest lives (percentage of lives) for n HP
Burning Sight (for Solar) - permanently burns foes in area in front of Solar
Brother Of The Sun (Solar)- Solar gets damage boost dependent on time of the day. The bonus would change very hour. 12AM=max bonus 6AM/PM=no boost 12PM=negative bonus
05-24-2007, 08:55 PM#3
darkwulfv
-First ability looks cool.
-The second one is confusing. Burns them how, and permanently?
-The third is a good one too, I'll tweak it just slightly so it gets bonuses during the day only. I just gotta think what kind of bonus he'll get (there's too many damage bonuses in the game)

Thanks, credited and so on.
05-24-2007, 09:10 PM#4
CommanderZ
Ad Burning Sight: There would be for example 45 degree circle sector in the front of the wolf where hostile units would take some minor damage every second. This might be very hard to code, but it would be interesting.
05-24-2007, 10:20 PM#5
darkwulfv
I've got an alternative: The wolf makes 4 burning rings of fire to the north, south, east, and west of him that damage units over a period of time. (Basically, just spawns 4 dummy units with permanent immolation and immolation models)
05-25-2007, 03:22 AM#6
Ignitedstar
The Caretaker actually appeals to me the most.

Endangered Will (Passive activation on allied hero's death)
Fearing the loss of its allies, the Caretaker will support the subject with all of the strength it can muster. When an allied hero has below [X]% of their HP and as long as the Caretaker stays within a 400 AOE around that ally, it will gain increased attack damage, attack speed, movement speed, and armor. If the allied hero dies, the Caretaker will take vengence for their dead ally, gaining [X] bonus damage specifically to the enemy hero that killed the subject.

That's probably too complicated. Take whatever you want out of that.

Bloody Howling
Screams terror into the hearts of all enemies, decreasing their attack damage by [X]% and armor by [X]. As long as the affected enemies have the buff caused by this spell, they will recieve additional damage.

Hmm... can't think of anything more at the moment.
05-25-2007, 04:21 AM#7
darkwulfv
Glad you like the caretaker. The first ability is complicated, yeah. But I think I can grab something out of that... Hmm... No time to think now, it's wayy past bedtime, so tomorrow.

The second ability is a nice one. I'm thinking of adding that the scout, it's a nice "... RAWR!" kinda thing, coming out of nowhere and debuffing the enemies. Or the fighter wolf. He's a good debuffer.


Thanks for your input!
05-25-2007, 05:45 AM#8
Tide-Arc Ephemera
(Fighter Wolf) Glimpse the Full Moon - Turns the day to an artificial night. If it's already night when this spell is cast, all friendly wolves gain an extra 50% attack damage and an extra 200% movement speed and attack speed and have the ability to fade into invisibility over 3 seconds.
Lasts 30 seconds.

(Scout Wolf) Echo Howl - Generates a loud howl, giving away this wolf's position to all units within a 1000 radius, but gives this wolf a 400 site radius extension and 15% extra movement speed.
Lasts 30 seconds.

(Scout Wolf) Followed Footsteps - Blasts a powerful curse onto target unit, making it generate trails of energy behind itself. As long as this wolf is on that trail, it has a 50% movement speed bonus and a 50% regeneration bonus.
Duration is equal to 10 plus the caster's intelligence.
___

This is the most unusual theme ever...
05-25-2007, 08:26 PM#9
darkwulfv
You... Double posted inside your own post (??)

Anyways...
First spell: Can't use it, the werewolf has one alot like it already
Second spell: Hmm... I like the fact that it gives away position, I'll have to give it some special ability that counters that effect.
Third spell: That's... really hard O.o
05-25-2007, 09:25 PM#10
Tide-Arc Ephemera
Quote:
Originally Posted by darkwulfv
You... Double posted inside your own post (??)

Anyways...
First spell: Can't use it, the werewolf has one alot like it already
Second spell: Hmm... I like the fact that it gives away position, I'll have to give it some special ability that counters that effect.
Third spell: That's... really hard O.o

I can't edit out the retardation for some reason... but the third spell honestly isn't that hard to make. Basically you just have to create a dummy unit at the position of units with the buff every X seconds.

To be frank, it's like Spectre's Spectral Dagger from DotA. I just realised that.

*Edit - Scripting could be dummy cast but you need around a bazillion levels, or you could just cap it and say "X seconds maximum".
05-25-2007, 09:31 PM#11
darkwulfv
Quote:
To be frank, it's like Spectre's Spectral Dagger from DotA. I just realised that.

I don't play DotA, so i don't get what yo're talking about.

Here's my rendition:

It's a self inflicted spell, like immolation. When it's on, every X seconds, a small scent-marked footstep is left behind, which increases the health regeneration rate of any unit nearby. Each step lasts X seconds and increases regen by X amount.

Thanks for the inspiration, it's a cool idea.
05-25-2007, 11:10 PM#12
AtOmIc_PeAnUt
Here's two idea for the caretaker, dunno if they're any good:

Call of the Pack - The wolf bayes at the full moon, sending a call to the rest of its pack, summoning them to the wolf's aid (based off Far Seer's 'Spirit Wolf')

OR

Howl to the Moon - The wolf howls to the moon causing the trees part and let the moon's light flood through and bathe the wolf and those around it in moonlight (based off POTM's 'Tranqulity')
05-26-2007, 03:53 AM#13
Tide-Arc Ephemera
(Innate?) Bewildering Scent - Calls all nearby enemies towards this wolf. For each enemy drawn to this wolf, it gets +2 armor and +10% hit point regeneration.

(Solar) Howl's Eclipse - Calls forth a powerful wave of dark and light energy, temporarily preventing all enemy wolves from casting any spells and cause them to permit vision to all allies, and temporarily giving all allied wolves 50% mana regeneration and the ability to fade into invisibility.
Lasts 30 seconds.

(Unites dark and light)

(Fighter Wolf) Destructive Conduction - Instantly morphs the wolf into a bolt of lightning, damaging target enemy for 200 damage and then bouncing to up to 6 other enemies, dealing 15 damage less each bounce. At the last bounce, this wolf will reappear behind the last target, attacking it.

For each unit killed this way, this wolf regenerates 50 hit points.