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)

Avatar Remake I_vote_lcap63%Avatar Remake I_vote_rcap 63% [ 5 ]
Avatar Remake I_vote_lcap38%Avatar Remake I_vote_rcap 38% [ 3 ]

Total Votes : 8

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

» Faction creeps
Avatar Remake I_icon_minitimeSun Dec 21, 2014 12:49 am by Grass Hopper

» [SCII] [Inquisition] Hector Rex
Avatar Remake I_icon_minitimeThu Dec 18, 2014 9:06 am by Grass Hopper

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

» Talent System
Avatar Remake I_icon_minitimeMon Dec 15, 2014 10:59 am by Grass Hopper

» Capture Points system
Avatar Remake I_icon_minitimeFri Dec 12, 2014 2:36 pm by Grass Hopper

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

» Game Guide
Avatar Remake I_icon_minitimeThu Dec 11, 2014 2:12 pm by Grass Hopper

» [Inquisition] Mordrak
Avatar Remake I_icon_minitimeWed Dec 10, 2014 3:28 pm by Grass Hopper

» [inquiition] Kaldor Draigo
Avatar Remake I_icon_minitimeWed Dec 10, 2014 3:07 pm by Grass Hopper

Version Progress
Changes for v0.02.0A
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||||||||||||||||||||[] [Heroes]
||||||||||||||||||||[] [Items]
||||||||||||||||||||[] [Bugs]
||||||||||||||||||||[] [Total]

Avatar Remake

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Avatar Remake Empty Avatar Remake

Post by Glycine Sun Aug 30, 2009 2:13 am

Grass edit((
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:
when 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
))Grass edit

Alanine's original suggestion:
Spoiler:
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Avatar Remake Empty Re: Avatar Remake

Post by Fromundaman Mon Aug 31, 2009 8:07 am

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 Razz ), but I'm going to throw some others out there:

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!
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Avatar Remake Empty Re: Avatar Remake

Post by Grass Hopper Mon Aug 31, 2009 12:06 pm

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...
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Avatar Remake Empty Re: Avatar Remake

Post by Grass Hopper Tue Sep 01, 2009 12:47 pm

my combination of both above 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 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
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Avatar Remake Empty Re: Avatar Remake

Post by Fromundaman Tue Sep 01, 2009 1:13 pm

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...
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Avatar Remake Empty Re: Avatar Remake

Post by DarkWanderer Tue Sep 01, 2009 4:15 pm

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.

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...
edit- Wait you're right; there is going to need to be some kind of cap for a situation like this.

With the exception of these two minor issues, the new Khaine looks great to me and gets my vote to go in.

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Avatar Remake Empty Re: Avatar Remake

Post by Grass Hopper Tue Sep 01, 2009 4:42 pm

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
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Avatar Remake Empty Re: Avatar Remake

Post by DarkWanderer Tue Sep 01, 2009 4:46 pm

i left out the orb effects on wailing doom for now, i dont know if ill add them.
That's too bad; I really liked Fromundaman's idea.
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.

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Avatar Remake Empty Re: Avatar Remake

Post by Fromundaman Tue Sep 01, 2009 8:08 pm

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!
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Avatar Remake Empty Re: Avatar Remake

Post by Grass Hopper Tue Sep 01, 2009 10:19 pm

hurray Very Happy so this'll happen eventually XD
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Avatar Remake Empty Re: Avatar Remake

Post by Glycine Tue Sep 01, 2009 11:09 pm

Lol, that's ok. All things happen in time. We'll probably flesh it out more, though.
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Avatar Remake Empty Re: Avatar Remake

Post by Fromundaman Wed Sep 02, 2009 2:32 pm

Awww... not this coming patch? Sad
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Avatar Remake Empty Re: Avatar Remake

Post by Grass Hopper Wed Sep 02, 2009 4:40 pm

lmao i already have alot of things to do for this patch XD
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Avatar Remake Empty Re: Avatar Remake

Post by Fromundaman Thu Sep 03, 2009 10:10 am

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... Sad
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Avatar Remake Empty Re: Avatar Remake

Post by Grass Hopper Tue Sep 08, 2009 5:28 pm

i removed the passive damage from wailing doom, as he already gets damage from two other skills
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