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[HERO] Necrons - Flayed One

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Re: [HERO] Necrons - Flayed One

Post by Grass Hopper on Sun Aug 16, 2009 12:37 pm

make him toss a unit, without the one hit ko, and everything it hits, damages the tossed unit, and the hit unit(which gets knocked back)

an idea, cause im pretty sure a real stun or w/e wouldnt work, cause of the fear thing.

EDIT: and if u make terrifying visage work untill their. say.. 50-100 away from him, then it would work with him as a chaser/ganker, cause he could just run after them, if their slowed or something... but we'd have to give him a slightly lower ms, prolly 295 or 290

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Re: [HERO] Necrons - Flayed One

Post by Fromundaman on Sun Aug 16, 2009 12:41 pm

So wait, are you suggesting the tossed unit take extra damage for every unit in the area he lands in, or that he damages those units on landing?

And yeah, with this hero, the KB would make more sense than the stun (especially if you apply it to a move based more on DoW, since Flayed Ones were annoying for knocking people down with every blow, which, in that game, made them untargetable until they got up again.).
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Re: [HERO] Necrons - Flayed One

Post by Grass Hopper on Sun Aug 16, 2009 7:21 pm

the tossed unit initially takes no dmg, but takes damage for every unit hit, and the units hit also take damage
and kharn ignores stuns while in charge, cause of the coding, so i assume that making them run would ignore and stun that he has, so making a KB fits better that way too

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Re: [HERO] Necrons - Flayed One

Post by Fromundaman on Mon Aug 17, 2009 8:42 am

I very much like the idea!
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Re: [HERO] Necrons - Flayed One

Post by Grass Hopper on Mon Aug 17, 2009 9:36 am

kk, do that then Very Happy

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Re: [HERO] Necrons - Flayed One

Post by Fromundaman on Mon Aug 17, 2009 5:46 pm

Done, maybe?

Also, I do think the initial target of the 1st skill should get more damage, or maybe get a longer/be the only one to get knocked down. In any case, the initial target should receive more IMO.
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Re: [HERO] Necrons - Flayed One

Post by Grass Hopper on Mon Aug 17, 2009 6:46 pm

i was thinking that too
either hes the only one to take daamge, he takes extra damage, or hes the only one to be slowed, or takes extra slow... (the eziest one to do is take extra damage XD)

edit: and there u go, check your main post

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Re: [HERO] Necrons - Flayed One

Post by Fromundaman on Mon Aug 17, 2009 8:53 pm

Looks good. Only change I have is the ulti lasting 10/150/20 seconds XD

(I know it's a typo)
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Re: [HERO] Necrons - Flayed One

Post by Grass Hopper on Mon Aug 17, 2009 11:48 pm

lmao XD whoops. and yeah, ill move this to complete heroes now

edit: and if you could help with the names of some skills XD

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Re: [HERO] Necrons - Flayed One

Post by Fromundaman on Thu Aug 27, 2009 8:59 am

By the way, I was thinking about this (Still not sure what to name the skills yet, sorry), and was wondering if we could/should make his ulti also ignore mana shield? It makes sense, but I don't know if you'd be willing to do that.
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Re: [HERO] Necrons - Flayed One

Post by Grass Hopper on Thu Aug 27, 2009 12:22 pm

hmm, that makes sense, but i dont think thats doable

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Re: [HERO] Necrons - Flayed One

Post by Fromundaman on Thu Aug 27, 2009 12:45 pm

I figured it would be the same coding, just instead of recording the damage absorbed by armor, calculate the damage absorbed by mana shield.
All right, nevermind then.
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Re: [HERO] Necrons - Flayed One

Post by Grass Hopper on Thu Aug 27, 2009 12:47 pm

damage absorbed by manashield is never included in GetEventDamage() Razz neither is armor or evasion... which is why doing pure damage on hero attacks is so hard Razz

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Re: [HERO] Necrons - Flayed One

Post by Fromundaman on Thu Aug 27, 2009 12:49 pm

Ah... gotcha. Arg! Silly technological limitations!
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Re: [HERO] Necrons - Flayed One

Post by Grass Hopper on Thu Aug 27, 2009 12:52 pm

yeah! stupid blizz! XD

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Re: [HERO] Necrons - Flayed One

Post by Son007 on Sun Sep 13, 2009 4:03 pm

Okay... Imma going to say this one... I havent played Warhammer 40k, but Ive played the AoS Grasshopper72 had made. So when it comes to skills the characters use, I really dont know. But I think Im quite good with balancing skills. Also Ive come up with an idea for this hero sometime ago, and Im going to post what I thought he should have (from reading on wiki what the race has). This is what Ive come up with:

Main Stat:
Str
Melee range.

Innate: Bury: The Flayed One buries its self under the earth. Gives the Flayed One and increased hp regen of 1.5/3/4.5/6/7.5/9. Slows down the Flayed One by 65/55/45/35/25/15%. The Flayed One can unbury himself and slash all nearby enemies in a 300 AoE for 75/110/145/180/215/250 damagen and stuns for 2 seconds. Flayed One is invisible while buried.
Mana: 60/70/80/90/100/110
Cd: 20
Duration: 30
Casting Time: 4

Scout Ahead: Allows the Flayed One to turn invisible for a short time allowing him to pass through units, gain a small movement speed bonus and give backstab when he breaks his invisiblity. WW lasts for 5/6/7/8 seconds, with a 12/16/20/24% movement speed bonus, and a 40/80/120/160 backstab. Can cast bury while still invisible.
Mana: 100/110/120/130
Cd: 14/13/12/11
Duration: 5/6/7/8

Passive
Warscythe: The Flayed One gaines 5/10/15/20 base attack and 5/10/15/20 strength due to his Warscythe.


Flaying Claws: The Flayed One strikes at his foe with his claws ripping skin from bone. Deals 1.2/1.4/1.6/1.8 x str in damage and slows 20/30/40/50% for 3 seconds and deals 14/16/18/20 dps for 5 seconds.
Mana: 120/135/150/165
Cd: 16
Range: Melee



Terrifying Sight: Just the looking at a Flayed One can cause people to break. Every time the Flayed One is attack there is a 10/13/16/19% chance that the attacking unit will be stunned for 0.5/0.6/0.7/0.8 seconds.
(I couldnt think of anything that could fit here so I made something up. This one will have to be worked on or changed to fit better).

Ultimate:

Endless Solitude:

(And I dont know about this one...).


Last edited by Son007 on Sun Sep 13, 2009 7:14 pm; edited 1 time in total
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Re: [HERO] Necrons - Flayed One

Post by Grass Hopper on Sun Sep 13, 2009 5:21 pm

u did read the original suggestion right? Razz
flayed one dont have warscythes, other than that it looks good. id suggest changing the unit tho, cause i'd prolly end up liking the current flayed one more

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Re: [HERO] Necrons - Flayed One

Post by Fromundaman on Mon Sep 14, 2009 9:10 am

For the currently nameless skill, the more I look at it, the more I feel it would look better with initial damage tacked onto the hurled unit (I mean, it is getting impaled.).



That being said, I still can't think of a proper name for it Razz
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Re: [HERO] Necrons - Flayed One

Post by Grass Hopper on Mon Sep 14, 2009 12:14 pm

shamlessly steal the name from son's suggestion and call it flaying claws? Razz or something similar to that? build on that name. and yeah, inital damage would make more sense

edit: added some inital damage (50/100/150/200)

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Re: [HERO] Necrons - Flayed One

Post by Fromundaman on Mon Sep 14, 2009 12:39 pm

K.

Sounds good but we may want to decrease the landing damage per unit though to offset this.

And sure, I guess we can shamelessly steal the name if Son is okay with that.
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Re: [HERO] Necrons - Flayed One

Post by Son007 on Mon Sep 14, 2009 5:57 pm

You can take it for ten million dollars!!!! Jk Laughing . I really dont care if you take it, I post it for people to use.


Fromundaman wrote:Ult: Disruption fields
Quote:
The bladed hands of the Flayed Ones are able to warp the space around them, causing them to phase through armor, and warp the flesh underneath. While active, the Flayed One ignores 60/80/100% of his enemies armor. lasts 10/15/20 seconds.
cd: 100, manacost: 160/200/240

This will be very over powered. Deals 100% of his damage for 20 seconds. I would change the numbers a bit. 50/75/100% for 10 seconds. Cd: 120/110/100. Mana Cost: 150/200/250. All he would need is vampire and he wouldnt die in a 1v1, or even in a 2v1. Also, make it only effect his normal attacks, not spells. You might want to add a casting time of like 2 seconds (as hes charging up his disruption field).

You could instead give him a % to deal pure damage equal to his attack. Like a 40/60/80% chance to deal him damage as pure damage. This way he'll still cut through peoples armor, but it wont be all the time. With this effect making the duration a little longer wont be a big deal. You could increase it to what you have now, because it wont happen every attack, but it'll have a high chance.


Fromundaman wrote:Terrifying Visage
Quote:
Flayed Ones wear the skins of their fallen enemies, sowing fear and confusion in their ranks. Every second, units near the flayed one will have a 2/4/6/8% chance to succumb to the Flayed One's terrifying presence, and run 100 units away from the Flayed One, or untill it is at least 150 distance away from it.
aoe: 400

Have you guys play AoM (Age of Myth)? Well in there is this hero, that slows and lowers the enemies attack when they look at him within a range. You could make this skill do that effect. When an enemy looks at your hero that enemy will be slowed and deal less damage. Or have that unit become stunned every 8/7/6/5 seconds it is looking at your hero for 0.2/0.3/0.4/0.5 seconds. Making them run away will back fire when you try to kill them, they will be force to run even before they want to, causing them to live. These are just ideas. Also numbers dont have to stay the same, they can be changed to fit the hero more or make it less op/up.
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Re: [HERO] Necrons - Flayed One

Post by Grass Hopper on Mon Sep 14, 2009 7:20 pm

disruption fields prolly isnt that strong in game... itll take some testing to find out Razz and numbers can be changed.

visage is more of a disruption skil, to stop him being owned while he ganks a hapless victim (his burrowstrike slows, and he can toss the unit away... towards the flayed ones allies, and then if hes lucky, force him to run away from the flayed one towards the flayed ones allies)

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Re: [HERO] Necrons - Flayed One

Post by Fromundaman on Mon Sep 14, 2009 8:34 pm

Maybe you misunderstand. We're not adding +100% damage to his attacks on hi ulti, just making it so damage reduction doesn't affect them. It might actually be a bit weak for an ulti.

Also, while your suggestion is good, I personally think it's a little too vanilla and doesn't really fit his theme.
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Re: [HERO] Necrons - Flayed One

Post by Grass Hopper on Tue Sep 22, 2009 3:06 pm

i was just thinking, how hes a ganker taht relies on his spells and disruption to kill people mostly, not his attacks... disruption fields dont fully flow with his theme... so how about making any damage he deals (including spells) get 25(magic resist) + their armor reduction value as bonus damage?
so an enemy with 50% damage reduction from armor would take 75% extra damage from the flayed one, while someone with 5% woulc take 30% extra...
basically make him ignore magic resist and armor whenever he deals damage

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Heroes:
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Re: [HERO] Necrons - Flayed One

Post by Fromundaman on Tue Sep 22, 2009 3:12 pm

I like that idea. Sounds good to me!

However, that would REALLY hurt tanker heroes, since his strike from beneath, for example would, with a 75% damage increase, do almost 600 damage.

I really like the idea, but we may have to test and tinker with the numbers. Also, how would leveling it work?
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