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Avatar Remake
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Avatar Remake
Grass edit((
my combination of Alanine's and Fromundaman's ideas:
innate:
God of murder:
Skill one:
Wailing doom:
Skill two:
Inspiring:
Skill three:
Burning Blood:
Ult:
Wrath of Khain:
Alanine's original suggestion:
my combination of Alanine's and Fromundaman's ideas:
innate:
God of murder:
The avatar kills a target creep, healing the avatar for 5/7/9/11/13% of the creep' current hp over 2 seconds, and gaining 2/4/6/8/10% bonus damage, and 1/2/3/4/5/6% movespeed.
manacost: 50 - cd: 10 - duration: 20 seconds. successive casts refresh the duration.
Skill one:
Wailing doom:
Can active to deal 80/160/240/320 damage, slowing the target by 50% and reducing armor by 5 for 1.75/2.5/3.25/4 seoncds.
Skill two:
Inspiring:
When active, units near the avatar heal for 1/2/3/4% of their max life.
Skill three:
Burning Blood:
Bonus 2/3/4/5 armor and 1/2/3/4 regeneration
Ult:
Wrath of Khain:
))Grass editwhen a unit within 750 range of the avatar dies, the avatar gains damage, and attackspeed, and damages nearby enemies for 5/7.5/10% of the dying unit's max life.
allies: 2/4/6 damage and ias
enemies: 1/2/3 damage and ias
heroes: 5/10/15 damage and ias
Alanine's original suggestion:
- Spoiler:
- My quickie-build of an Avatar:
OOC: Heh, Ava has no innate skill. And the second skill is bloody useless. D:
Innate: Eldanesh's RegretDecreases as ms attack damage of enemy units
Nuke: Wailing DoomCastable effect: 70/140/210/280 damage and maims target, reducing ms by 10/15/20/25%. Passive: Grants a bit of cleave and damage.
Toggleable Autocast: BloodlustBasically what bloodlust does?
Burning Blood can remain as is, except it should give more armor.
Ult:Shouldn't it be fitting that Avatar should be his ult? Imbues the Avatar with Magic immunity, x/y/z Chaos Damage, & Health for some duration of time.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: Avatar Remake
Note: I do like Alaine's ideas (Except for the Ult, which is very similar to the Warboss', which itself is very similar to Avatar ), but I'm going to throw some others out there:
Innate: Send the Young King!
1st skill:
Wailing Doom:
2nd Skill: Inspire (or we can keep the name and call it Avatar, either way really.)
3rd Skill: Burning Blood
Ult: Bloody Handed God (or whatever it's currently called.)
Innate: Send the Young King!
Avatar of Khaine kills a nearby creep to energize itself, gaining MS and a % attack damage buff. When cast, causes enemy units within 400-500 to fall back in fear.
1st skill:
Wailing Doom:
I like Alain's idea. I just have a few tweaks/suggestions of my own. Instead of a passive cleave/+dmg (since Typhus has a whole skill devoted to just cleave/+dmg, I'd rather not tack it onto something else.), give it a random orb effect on attack (but don't count it as an orb effect, so that it stacks with a purchased weapon's effects), since it's TT profile says it can take the appearance of a sword, many bladed axe or spear.
2nd Skill: Inspire (or we can keep the name and call it Avatar, either way really.)
You had a good premise for Avatar, but it doesn't work for a hero too well (though I do have an idea on how to use it elsewhere and have it be effective, so don't get rid of the code quite yet!). Instead, I suggest that when cast, the Avatar brings allies' HP regen and armor up drastically for a short period of time (AKA fearless and push them to great feats of valor by making the player feel tougher.). Not sure if this should affect the Avatar though, since thematically, it wouldn't really make sense for him to inspire himself.
3rd Skill: Burning Blood
Maybe up both values by say 30-70% on both immolation and HP regen, but make it a somewhat expensive mana-costing toggle? Otherwise it can stay as is I think.
Ult: Bloody Handed God (or whatever it's currently called.)
Keep the skill you already have in place, but maybe nerf the numbers a bit and instead add a weak psychic shockwave upon the corpses (Codex says the doors to his shrine get blasted apart by a psychic shockwave as the Young King dies, so I was trying to implement that. We can take that part out though and keep the move as is.)? Also, bring down the range on that thing!
Fromundaman- Moderator
- Posts : 910
Join date : 2009-07-24
Re: Avatar Remake
the thing i find not fitting of incorperating the 'young king' into his skillset, is that the whole avatar summoning process is *highly* ritualized, and no one knows what happens in the chamber, its not something that would happen during battle, even in a basic form like this
i like your innate idea tho, give him bonus ms% and small heal, cause his ult arlady gives ias.
i like alanines idea on wailing doom more, without the passive effect... i might combine the two a bit...
i like inspire alot
burning blood is gona stay passive.. and instead of the ult boosting the regen, make the innate do that
and i like your idea of adding damage to the ult, and reducing the numbers...
i like your innate idea tho, give him bonus ms% and small heal, cause his ult arlady gives ias.
i like alanines idea on wailing doom more, without the passive effect... i might combine the two a bit...
i like inspire alot
burning blood is gona stay passive.. and instead of the ult boosting the regen, make the innate do that
and i like your idea of adding damage to the ult, and reducing the numbers...
Re: Avatar Remake
my combination of both above ideas:
innate:
God of murder:
Skillone:
Wailing doom:
Skill two:
Inspiring:
Skill three:
Burning Blood:
Ult:
Wrath of Khain:
innate:
God of murder:
The avatar kills a target creep, healing the avatar for 5/7/9/11/13% of the creep' current hp over 2 seconds, and gaining 6/8/10/12/14% bonus damage, and 1/2/2/3/3/4% movespeed.
manacost: 50 - cd: 10 - duration: 20 seconds. successive casts refresh the duration.
Skillone:
Wailing doom:
Passivly gives +8/12/16/20 damage. and can deal 80/160/240/320 damage, slowing the target by 50% and reducing armor by 5 for 1.75/2.5/3.25/4 seoncds.
Skill two:
Inspiring:
When active, units near the avatar heal for 3/4.5/6/7.5 + 1/1.25/1.5/1.75% of their max life.
Skill three:
Burning Blood:
Same as before
Ult:
Wrath of Khain:
when a unit within 750 range of the avatar dies, the avatar gains damage, and attackspeed, and damage nearby enemies for 5/7.5/10% of their max life.
allies: 2/4/6 damage and ias
enemies: 1/2/3 damage and ias
heroes: 5/10/15 damage and ias
Last edited by Grass Hopper on Tue Sep 01, 2009 4:39 pm; edited 1 time in total
Re: Avatar Remake
Quick notes:
What is inspiring's duration? That seems like a pretty big regen bonus.
Also, for his ult, is it 10% max life for people near the corpse or near Khaine? If it's near Khaine, that could be kind of crazy when there are lots of creeps nearby...
What is inspiring's duration? That seems like a pretty big regen bonus.
Also, for his ult, is it 10% max life for people near the corpse or near Khaine? If it's near Khaine, that could be kind of crazy when there are lots of creeps nearby...
Fromundaman- Moderator
- Posts : 910
Join date : 2009-07-24
Re: Avatar Remake
Wailing doom's pseudo orb effect will happen randomly on attack right? Because if it's every hit, then It would be overpowered. The percentage chance for it to happen could scale with level accordingly.
With the exception of these two minor issues, the new Khaine looks great to me and gets my vote to go in.
edit- Wait you're right; there is going to need to be some kind of cap for a situation like this.Also, for his ult, is it 10% max life for people near the corpse or near Khaine? If it's near Khaine, that could be kind of crazy when there are lots of creeps nearby...
With the exception of these two minor issues, the new Khaine looks great to me and gets my vote to go in.
DarkWanderer- Contributor
- Posts : 122
Join date : 2009-07-19
Re: Avatar Remake
i left out the orb effects on wailing doom for now, i dont know if ill add them.
10% is 55 damage from melee and 30 damage from ranged creeps, in prolly like a 200 aoe
and tahts at level 16, so it isnt really that bad, if it proves very powerful, ill nerf it
10% is 55 damage from melee and 30 damage from ranged creeps, in prolly like a 200 aoe
and tahts at level 16, so it isnt really that bad, if it proves very powerful, ill nerf it
Re: Avatar Remake
That's too bad; I really liked Fromundaman's idea.i left out the orb effects on wailing doom for now, i dont know if ill add them.
I'm surprised you don't want to add the orb effects. I think it would be a lot less vanilla and boring.
And yeah, The ult doesn't sound that bad at all after you see the actual numbers.
DarkWanderer- Contributor
- Posts : 122
Join date : 2009-07-19
Re: Avatar Remake
Oh... You meant 10% of the creep's/fallen hero's HP... I thought it was 10% of whoever got hit by the shockwave's HP. In that case, yeah, it's good.
Looks good to me!
Looks good to me!
Fromundaman- Moderator
- Posts : 910
Join date : 2009-07-24
Re: Avatar Remake
Lol, that's ok. All things happen in time. We'll probably flesh it out more, though.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: Avatar Remake
Awww... not this coming patch?
Fromundaman- Moderator
- Posts : 910
Join date : 2009-07-24
Re: Avatar Remake
I know, I know... I just can't wait for him to be changed... As I found the other day, he's not only OPed at the moment, but also incredibly boring...
Fromundaman- Moderator
- Posts : 910
Join date : 2009-07-24
Re: Avatar Remake
i removed the passive damage from wailing doom, as he already gets damage from two other skills
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