A Warhammer 40k MOBA by Grasshopper72
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Current Version: v0.0.01A

Alpha version


Changelogs to come



Poll

Changes to the way I release versions? (read the thread)

Kruellagh the Vile I_vote_lcap63%Kruellagh the Vile I_vote_rcap 63% [ 5 ]
Kruellagh the Vile I_vote_lcap38%Kruellagh the Vile I_vote_rcap 38% [ 3 ]

Total Votes : 8

Latest topics
» With everyone dead
Kruellagh the Vile I_icon_minitimeThu Mar 05, 2020 5:09 am by Occuli.Imperator.Aquillon

» Faction creeps
Kruellagh the Vile I_icon_minitimeSun Dec 21, 2014 12:49 am by Grass Hopper

» [SCII] [Inquisition] Hector Rex
Kruellagh the Vile I_icon_minitimeThu Dec 18, 2014 9:06 am by Grass Hopper

» [necrons] Orikan, the Diviner
Kruellagh the Vile I_icon_minitimeTue Dec 16, 2014 5:58 pm by Grass Hopper

» Talent System
Kruellagh the Vile I_icon_minitimeMon Dec 15, 2014 10:59 am by Grass Hopper

» Capture Points system
Kruellagh the Vile I_icon_minitimeFri Dec 12, 2014 2:36 pm by Grass Hopper

» [SCII] [Orks] Warboss(es)
Kruellagh the Vile I_icon_minitimeFri Dec 12, 2014 11:44 am by Grass Hopper

» Game Guide
Kruellagh the Vile I_icon_minitimeThu Dec 11, 2014 2:12 pm by Grass Hopper

» [Inquisition] Mordrak
Kruellagh the Vile I_icon_minitimeWed Dec 10, 2014 3:28 pm by Grass Hopper

» [inquiition] Kaldor Draigo
Kruellagh the Vile I_icon_minitimeWed Dec 10, 2014 3:07 pm by Grass Hopper

Version Progress
Changes for v0.02.0A
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||||||||||||||||||||[] [Bugs]
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Kruellagh the Vile

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Kruellagh the Vile Empty Kruellagh the Vile

Post by reesespuffs Sat Aug 15, 2009 12:27 am

Kruellagh the Vile ( Dark Eldar )
Stats:
strength: 18 + 1.5
->agility: 28 + 3.4
Intelligence: 12 + 1.4

innate: Hellmask
Active
A common piece of gear found on most dark eldar, the Hell mask inspires fear into the hearts of their enemies. When activated, Kruellagh slips on her hell mask and gives a 50% chance to avoid melee attacks for 3/4/5/6/7/8 seconds.



Skill one: Soul Flayer
Passive
It's comprised of a pair of two extremely sharp spikes that extend out from her palm allowing her to cause her enemies to severely bleed. The soul flayer cuts deep into the target, causing W/X/Y/Z damage of 7 seconds.


skill two: Mistress Hell Fury
Passive
The need to kill grows with each passing kill as she is eager to attack her next victim.
Every 10 kills grants the Mistress a permanent +2/4/6/8% movement speed.


Skill three: Tubed Spikes
Manacost: S/T/U/V
Cooldown: O/P/Q/R
The spikes house tubes through which the victim's vital fluids are drained directly into Kruellagh, energizing her, making her stronger with each kill. Consumes a NPC to recover W/X/Y/Z% of the NPC's max health back.

ult: Terrorfex
Launches a grenade at the target area.
35% chance to be a Wraithbone Grenade causing X/Y/Z 3s Stun (Lesser of the damages)
35% chance to be a Damnation Grenade which causes U/V/W (Greater damage then ^ Unallies for 3 seconds)
30% chance to be a XenoSpasm Grenade which causes damage to nearest hero unit and slows movement speed by 25%. R/S/T


PLEASE feel free to fill in the holes :]


Last edited by reesespuffs on Sun Aug 16, 2009 2:06 am; edited 4 times in total
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Kruellagh the Vile Empty Re: Kruellagh the Vile

Post by Fromundaman Sat Aug 15, 2009 1:32 pm

I don't mean to be rude, but atm, your hero has a very sub-par innate (Most evade innates, and there are quite a few, have a much higher chance of making the opponent miss. Also, while there is nothing wrong with evade, we have so much evade in this game, it would be better to find a different effect for the innate. If not, it's okay, but something original is better.), 3 passives, and a grossly underpowered ultimate (unless the numbers are made really high, in which case it would be the opposite.).

On top of this, I really don't know where you're going with this hero, since it seems every skill aims for a diff type of hero (Skill 1-2: Hero killer/ganker... kind of. Skill 3 and innate, kind of tanking. The Ultimate can serve a lot of purposes, and it's unpredictability could make it really bad, though it is an interesting idea, and I like it, I just think the numbers need tweaking (45% chance of it sucking is a bit much for an ulti.).).

Personally, I like her 1st skill, but feel her innate, 2nd skill, and 3rd skill need changing, and her ulti needs tweaking.

I'm not exactly sure what you could do with this hero yet, but I do have a suggestion for at least one of the skills:

Make Tubed Spikes an active ability that, when activated, kills a target creep and gives you back a fairly high portion of his HP.

I don't like her second skill at all though. It seems like a chasing move, but it requires you to stop and kill creeps to chase someone. Not to mention it's ANOTHER passive ability.



Still, I like the idea, especially for the ulti, and with a bit of tweaking we should be able to get there.
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Kruellagh the Vile Empty Re: Kruellagh the Vile

Post by reesespuffs Sat Aug 15, 2009 2:17 pm

To be honest, I don't know where I was going with her, I was just throwing stuff together. I even told grass, I was going to remove it, but he told me not to :/.


Edit: What if I replace the 2nd skill with your "Fleet of Foot" effect in the thread below?
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Kruellagh the Vile Empty Re: Kruellagh the Vile

Post by Grass Hopper Sun Aug 16, 2009 12:28 am

u could:
hell mask could be made into some active skill, depending on the description of the item, or keep it passive

the passive chance to bleed is good, maby make it not a chance? some ideas.

make mistress hell fury perminent... but make it only work on hero kills, or every x ammount of creeps or sometihng... then last untill death, or if perma is to much, make it lasts like 2 mins or something

skill three is good

and make the ult have some effects other than straight dmg, cause this hero is epic as a chaser, with evasion, +ms, quick heal, the bleed skill, just the ult, almost doesnt seem to fit right. some other effects other than straight damage... maby the unallying thing we talked about?
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Kruellagh the Vile Empty Re: Kruellagh the Vile

Post by reesespuffs Sun Aug 16, 2009 2:05 am

Updated.
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Kruellagh the Vile Empty Re: Kruellagh the Vile

Post by Grass Hopper Sun Aug 16, 2009 11:38 am

much better Smile
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Kruellagh the Vile Empty Re: Kruellagh the Vile

Post by Fromundaman Sun Aug 16, 2009 12:27 pm

Indeed, that does work much better!

For the 2nd skill, I prefer it being for hero kills, but it probably makes more sense this way.
That being said, we need to make sure the max is low enough that it will be balanced. Also, I personally like the idea of the buff resetting when the hero dies (And I think I'll steal the idea for the Flayed One's innate.), but that's just me.

Also, I've somewhat taken to Wanderer's philosophy of less passives is better, so I almost want to make the first skill an active "deal dmg + bleed", but it's up to you.


It looks good as of now in any case.
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Kruellagh the Vile Empty Re: Kruellagh the Vile

Post by Grass Hopper Sun Aug 16, 2009 12:28 pm

the first skill as a passive is fine...

and yeah, i was thinking every hero kill, or every x creeps. and it should really be... like... 1/1.5/2/2.5% ms per stack, or 2/3/4/5 if it lasts untill death.
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Kruellagh the Vile Empty Re: Kruellagh the Vile

Post by Fromundaman Sun Aug 16, 2009 12:42 pm

Sounds good to me.
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Kruellagh the Vile Empty Re: Kruellagh the Vile

Post by Grass Hopper Mon Aug 17, 2009 11:51 pm

moving to the heros forum
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Kruellagh the Vile Empty Re: Kruellagh the Vile

Post by Fromundaman Sun Aug 30, 2009 11:04 am

So, this one is done right? (Let's not forget all these heroes!)
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Kruellagh the Vile Empty Re: Kruellagh the Vile

Post by Grass Hopper Sun Aug 30, 2009 11:55 am

i wont forget them Razz ill put finished heroes in the right section after i add my finishing touches
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Kruellagh the Vile Empty Re: Kruellagh the Vile

Post by Fromundaman Sun Aug 30, 2009 12:25 pm

Okay, sounds good.
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Kruellagh the Vile Empty Re: Kruellagh the Vile

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