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The One who lives Beyond
5 posters
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The One who lives Beyond
Deus's build:
Current Build:
Stats:
Strength: 21 + 1.7
Agility: 17 + 1.7
Intelligence: 23 + 2.7
Range: Melee (150)
Innate: Lunacy [Passive / Cast]:
Skill 1: Harvest's Call [Summon]:
Emissary of Insanity:
Skill 2: Insanity's Presence [Active]
Skill 3:
Ultimate: Illogical Labyrinth [Cast]
- Spoiler:
- "...when I awoke it was to find I had been transported beyond the Emperor's light. I beheld a scene of bedlam. Living engine-obelisks of metal belching lightning in whipcord arcs, a horizon that stretched up and round to enclose a bloated red sun that seemed so close I could reach out and touch it. Like a malevolent crimson eye, the sun roared and seethed in its death throes, the machines feeding on its luminescent energies like obscene mechanical parasites. Then I beheld the master of this domain and I knew in that moment that I was doomed. Not to die, you understand, but to truly appreciate the insignificance of my being..."
- Words of Adept Corteswain on the Lord of Insanity
Innate: Lunacy [Passive / Cast]"A useful tool, the darkness haunts all mortal minds. Only the strong survive."
Effect(s):
Range:
Mana Cost:
Cooldown:
Skill 1: Harvest's Call [Summon]"We serve the Outsider, we are the "Emissaries of Insanity" (see below)."
Effect(s): Summons an Emissary. Max of 1/2/3/4 Emissaries.
Range: Self
Mana Cost:
Cooldown:
Skill 2: Insanity's Presence [Passive]"A being of pure insanity. Who is sane, who is insane? Who decides?"
Effect(s): All units within the AoE have a 5/8/12/15% upon every attack to do that damage to themselves, instead of the targetted enemy. Also (same percentages) that spells cast in the AoE will backfire, silencing the caster for 1/*/2/* seconds and burning mana equal to .5/1/1.5/2x the spell's cost.
Range: 300/400/500/600 AoE
Mana Cost: N/A
Cooldown: N/A
Skill 3: Etheric Madness [Cast]"A touch of the C'tan's plane of existence is beyond a mortal's comprehension."
Effect(s): If cast on an Ally gives the buff "Mania", providing +10/20/30/40 IMS, +5/10/15/20% Mana Regen, and +10/15/20/30 ATK for 8/12/16/20 seconds. If cast on an Enemy gives the debuff "Dementia", giving -10/20/30/40 MS, draining 1/2/3/4% of max mana per second, and -10/15/20/30 ATK for 8/12/16/20 seconds.
Range: 300, Single Target (Ally / Enemy, see above)
Mana Cost:
Cooldown:
Ultimate: Illogical Labyrinth [Cast]"A sliver of hope, a million inverted geometries, whose mind can survive?"
Effect(s):
Range:
Mana Cost:
Cooldown:
- - -
Emissary of Insanity
(Emissaries have no natural mana regen, and cannot acquire mana threw any means except the "Harvester" ability.)
Harvester [Passive]"We serve The Lord of Insanity, reveling in madness, harvesting the insane."
Effect(s): Any unit that dies within an Emissary's AoE is harvested, adding 5 mana. May gain up to a max of 100 mana (see "Infectious Insanity" below).
Range: 400 AoE
Mana Cost: N/A
Cooldown: N/A
Infectious Insanity [Passive]"What is the quickest way into a mortal's mind? The skull."
Effect(s): When an Emissary reaches its max mana, all units within its AoE automatically gain either the "Mania" or "Dementia" buff/debuff (excluding other Emissaries). The Ally / Enemy requirements for "Mania"/"Dementia" no longer apply for this selection. This completely depletes the Emissary's mana.
Range: 400 AoE
Mana Cost: N/A
Cooldown: N/A
Current Build:
Stats:
Strength: 21 + 1.7
Agility: 17 + 1.7
Intelligence: 23 + 2.7
Range: Melee (150)
Innate: Lunacy [Passive / Cast]:
"A useful tool, the darkness haunts all mortal minds. Only the strong survive."
Effect(s): The Outsider's uncontrollable and unstable state of mind can breaks the foundations of reality and spreads like wildfire to all units around it.
- Passively applies one counter to all units around it every second.
When a hero has 15 counters, it will become stunned for 0.5/1.0/1.5/2.0/2.5/3.0 seconds. Creeps need 7 counters for this effect to proc. Every time this effect procs, all enemy units around the affected unit within the AoE range get one counter. Has an internal cooldown of 6 seconds, meaning that no unit can be stunned again within that period.
If the passive effect of Lunacy procs when the affected unit has the Touch of the Outsider debuff, any other debuff present will spread as well to other units.
Range: 500/600/700/800/900/1000
Mana Cost: 50/80/110/140/170/200
Cooldown: N/A
Skill 1: Harvest's Call [Summon]:
----
"We serve the Outsider, we are the "Emissaries of Insanity" (see below)."
Effect(s): Summons an Emissary. Emissaries run around the Outsider and are unselectable, with no attack. Max of 1/2/3/4 Emissaries.
Range: Self
Mana Cost: 100/110/120/130
Cooldown: 30/26/22/18 seconds.
Emissary of Insanity:
Emissaries are a part of the Outsider, split from his body. They are anathema to logic, reason, and sense. No laws of physics apply to them, no pattern defines them. They represent chaos, yet are apart from the warp. To cull the galaxy of life is their only purpose, to feast their only joy.
Soul Harvester[Passive]
"We serve The Lord of Insanity, reveling in madness, harvesting the insane."
Effect(s): Any enemy or allied unit that dies within an Emissary's AoE is harvested, adding 8/12/16/20 mana. The Outsider gains half of this mana as well. May gain up to a max of 50/100/150/200 mana (see "Hysteria's Release" below).
Range: 400 AoE
Mana Cost: N/A
Cooldown: N/A
Hysteria's Release[Passive]
"What is the quickest way into a mortal's mind? The skull."
Effect(s): When an Emissary reaches its max mana, their presence is fully unleashed on other units, causing them to lose their minds. Units affected will run away in fear for 1/1.5/2/2.5 seconds and will take 50/100/150/200 damage. Additionally, all enemy units receive the Dementia debuff, losing -5/10/15/20% MS, 10/15/20/25% ATK, and 0.5/1.0/1.5/2.0% of max mana per second for 4/6/8/10 seconds. After this, the Emissary's mana resets to 0.
Range: 500 AoE
Mana Cost: N/A
Cooldown: N/A.
Skill 2: Insanity's Presence [Active]
"A being of pure insanity. Who is sane, who is insane? Who decides?"
Effect(s): All units within the AoE have a 10/15/20/25% upon every attack to do that damage to themselves, instead of the targeted enemy. Also (same percentages) that spells cast in the AoE will backfire, silencing the caster for 1/2/3/4 seconds and burning mana equal to 1/1.5/2/2.5 times the spell's cost. If a unit has the Touch of the Outsider debuff, all percentages are doubled in chance. [Thus, 20/30/40/50% chance]
Range: 300/400/500/600 AoE
Mana Cost: Costs 1/1.5/2/2.5% Mana per Second
Cooldown: Is a toggle spell.
Skill 3:
Hopelessness's Touch[Passive][Aura]
"Despite their dreams and aspirations, the flickering flames of mortals are snuffed by the faintest of breezes. The Outsider's presence merely amplifies the grim reality of battle, all the pain, suffering, and fear that runs rampant."
Effect(s): Inflicts the "Touch of the Outsider" debuff. This debuff will affect the impact of the Outsider's other skills upon this unit.
- For every debuff in addition to Touch of the Outsider, a unit will take 1/2/3/4/5/6% more damage. Additional, when a creep, allied or enemy, takes damage near the Outsider, that damage will be amplified by 5/10/15/20%.
Range: 450/500/550/600/650/700 range
Duration: N/A
Ultimate: Illogical Labyrinth [Cast]
"A sliver of hope, a million inverted geometries, whose mind can survive?"
Effect(s): Creates an area where no sane person can continue to think and where all minds pale in comparison to that of the Outsider. The Outsider creates a dead zone into which no unit can attack or enter. If within the zone, all creeps fall under the control of the Outsider and can be controlled as if he were a puppetmaster for the duration of the skill.
Heroes too are affected, but for much less time. Channels for 1/2/3 seconds, where the Outsider cannot take any action, but the skill lasts for 6/9/12 seconds. Creeps are affected for the whole duration, while heroes are affected for 2/3/4 seconds. When the skill ends, all enemy units lose 10/15/20% of their health and mana and have their health and mana bars switched as well as all regeneration negated for 10/15/20 seconds.
Range: 400/500/600 AoE
Mana Cost: 20/30/40% of the Outsider's maximum mana.
Cooldown: 250/210/170 seconds.
Last edited by DeusMechanicus on Mon Feb 08, 2010 11:11 pm; edited 15 times in total
DeusMechanicus- Moderator
- Posts : 690
Join date : 2009-09-01
Age : 35
Location : Iowa, USA
Re: The One who lives Beyond
Okay, so screw the Adeptus Arbites, just going to make this into my Outsider build.
Have most of his skills worked out in my head, just too lazy to type up them up right now.
Have most of his skills worked out in my head, just too lazy to type up them up right now.
DeusMechanicus- Moderator
- Posts : 690
Join date : 2009-09-01
Age : 35
Location : Iowa, USA
Re: The One who lives Beyond
<.< I personally like how he describes what the skills do in great detail.
cellrawr- Moderator
- Posts : 460
Join date : 2009-07-21
Age : 35
Re: The One who lives Beyond
DeusMechanicus wrote:Have most of his skills worked out in my head, just too lazy to type up them up right now.
I personally like how you are incapable of reading a simple sentence.
DeusMechanicus- Moderator
- Posts : 690
Join date : 2009-09-01
Age : 35
Location : Iowa, USA
Re: The One who lives Beyond
I PERSONALLY LIKE WHERE YOUR LAZY and Still totally like the very detailed descriptions given (I read it. Just fuckin with ya. QUIT BEING LAZY AND PLAYING ME2)
cellrawr- Moderator
- Posts : 460
Join date : 2009-07-21
Age : 35
Re: The One who lives Beyond
I'll update it eventually. And I already beat ME2, now I can focus on other things with only minor distractions as I replay it with a different character.
Anyway... See? Already got acouple of the skills up.
Anyway... See? Already got acouple of the skills up.
DeusMechanicus- Moderator
- Posts : 690
Join date : 2009-09-01
Age : 35
Location : Iowa, USA
Re: The One who lives Beyond
Now MAG is killing my free time. Played it for 8 hours straight today.. And Alien vs Predator comes out next week.. X_x.. I still need to work out his ultimate and find something to use for Lunacy, or some replacement skill. Suggestions welcome.
DeusMechanicus- Moderator
- Posts : 690
Join date : 2009-09-01
Age : 35
Location : Iowa, USA
Re: The One who lives Beyond
I really like the dark aura around this hero, he can be a taint upon the aos. (In a good way). Lunacy could be some sort of DoT spell, that is effective if the units dont have too much intelligence. Units that survive the DoT can become insane and turn hostile to everything around it.
Illogical labyrinth could maybe render the players controll over his hero useless, eg; Clicks left, uses an ability, uses an ability, runs back to base etc. (Random effect) How long it should last for idk, but maybe if the hero has high int, the player has better controll, if its someone like bloodthirster well theyre stuffed.
Only some suggestions mind you, I feel for you Deus, I spent a decent amount of time filtering through the DLC for DA.
Illogical labyrinth could maybe render the players controll over his hero useless, eg; Clicks left, uses an ability, uses an ability, runs back to base etc. (Random effect) How long it should last for idk, but maybe if the hero has high int, the player has better controll, if its someone like bloodthirster well theyre stuffed.
Only some suggestions mind you, I feel for you Deus, I spent a decent amount of time filtering through the DLC for DA.
13loodRaven- Contributor
- Posts : 575
Join date : 2009-08-30
Location : Australia
Re: The One who lives Beyond
So I wrote this up as part of one of my tests, but it should go out into the public domain now.
Stats:
Strength: 21 + 1.7
Agility: 17 + 1.7
Intelligence: 23 + 2.7
Range: Melee (150)
Innate: Lunacy [Passive / Cast]:
Skill 1: Harvest's Call [Summon]:
Emissary of Insanity:
Skill 2: Insanity's Presence [Active]
Skill 3:
Hopelessness's Touch[Passive][Aura]
"Despite their dreams and aspirations, the flickering flames of mortals are snuffed by the faintest of breezes. The Outsider's presence merely amplifies the grim reality of battle, all the pain, suffering, and fear that runs rampant."
Effect(s): Inflicts the "Touch of the Outsider" debuff. This debuff will affect the impact of the Outsider's other skills upon this unit.
- For every debuff in addition to Touch of the Outsider, a unit will take 1/2/3/4/5/6% more damage. Additional, when a creep, allied or enemy, takes damage near the Outsider, that damage will be amplified by 5/10/15/20%.
Range: 450/500/550/600/650/700 range
Duration: N/A
[/quote]
Ultimate: Illogical Labyrinth [Cast]
Stats:
Strength: 21 + 1.7
Agility: 17 + 1.7
Intelligence: 23 + 2.7
Range: Melee (150)
Innate: Lunacy [Passive / Cast]:
"A useful tool, the darkness haunts all mortal minds. Only the strong survive."
Effect(s): The Outsider's uncontrollable and unstable state of mind can breaks the foundations of reality and spreads like wildfire to all units around it.
- Passively applies one counter to all units around it every second.
When a hero has 15 counters, it will become stunned for 0.5/1.0/1.5/2.0/2.5/3.0 seconds. Creeps need 7 counters for this effect to proc. Every time this effect procs, all enemy units around the affected unit within the AoE range get one counter. Has an internal cooldown of 6 seconds, meaning that no unit can be stunned again within that period.
If the passive effect of Lunacy procs when the affected unit has the Touch of the Outsider debuff, any other debuff present will spread as well to other units.
Range: 500/600/700/800/900/1000
Mana Cost: 50/80/110/140/170/200
Cooldown: N/A
Skill 1: Harvest's Call [Summon]:
----
"We serve the Outsider, we are the "Emissaries of Insanity" (see below)."
Effect(s): Summons an Emissary. Emissaries run around the Outsider and are unselectable, with no attack. Max of 1/2/3/4 Emissaries.
Range: Self
Mana Cost: 100/110/120/130
Cooldown: 30/26/22/18 seconds.
Emissary of Insanity:
Emissaries are a part of the Outsider, split from his body. They are anathema to logic, reason, and sense. No laws of physics apply to them, no pattern defines them. They represent chaos, yet are apart from the warp. To cull the galaxy of life is their only purpose, to feast their only joy.
Soul Harvester[Passive]
"We serve The Lord of Insanity, reveling in madness, harvesting the insane."
Effect(s): Any enemy or allied unit that dies within an Emissary's AoE is harvested, adding 8/12/16/20 mana. The Outsider gains half of this mana as well. May gain up to a max of 50/100/150/200 mana (see "Hysteria's Release" below).
Range: 400 AoE
Mana Cost: N/A
Cooldown: N/A
Hysteria's Release[Passive]
"What is the quickest way into a mortal's mind? The skull."
Effect(s): When an Emissary reaches its max mana, their presence is fully unleashed on other units, causing them to lose their minds. Units affected will run away in fear for 1/1.5/2/2.5 seconds and will take 50/100/150/200 damage. Additionally, all enemy units receive the Dementia debuff, losing -5/10/15/20% MS, 10/15/20/25% ATK, and 0.5/1.0/1.5/2.0% of max mana per second for 4/6/8/10 seconds. After this, the Emissary's mana resets to 0.
Range: 500 AoE
Mana Cost: N/A
Cooldown: N/A.
Skill 2: Insanity's Presence [Active]
"A being of pure insanity. Who is sane, who is insane? Who decides?"
Effect(s): All units within the AoE have a 10/15/20/25% upon every attack to do that damage to themselves, instead of the targeted enemy. Also (same percentages) that spells cast in the AoE will backfire, silencing the caster for 1/2/3/4 seconds and burning mana equal to 1/1.5/2/2.5 times the spell's cost. If a unit has the Touch of the Outsider debuff, all percentages are doubled in chance. [Thus, 20/30/40/50% chance]
Range: 300/400/500/600 AoE
Mana Cost: Costs 1/1.5/2/2.5% Mana per Second
Cooldown: Is a toggle spell.
Skill 3:
Hopelessness's Touch[Passive][Aura]
"Despite their dreams and aspirations, the flickering flames of mortals are snuffed by the faintest of breezes. The Outsider's presence merely amplifies the grim reality of battle, all the pain, suffering, and fear that runs rampant."
Effect(s): Inflicts the "Touch of the Outsider" debuff. This debuff will affect the impact of the Outsider's other skills upon this unit.
- For every debuff in addition to Touch of the Outsider, a unit will take 1/2/3/4/5/6% more damage. Additional, when a creep, allied or enemy, takes damage near the Outsider, that damage will be amplified by 5/10/15/20%.
Range: 450/500/550/600/650/700 range
Duration: N/A
[/quote]
Ultimate: Illogical Labyrinth [Cast]
"A sliver of hope, a million inverted geometries, whose mind can survive?"
Effect(s): Creates an area where no sane person can continue to think and where all minds pale in comparison to that of the Outsider. The Outsider creates a dead zone into which no unit can attack or enter. If within the zone, all creeps fall under the control of the Outsider and can be controlled as if he were a puppetmaster for the duration of the skill.
Heroes too are affected, but for much less time. Channels for 1/2/3 seconds, where the Outsider cannot take any action, but the skill lasts for 6/9/12 seconds. Creeps are affected for the whole duration, while heroes are affected for 2/3/4 seconds. When the skill ends, all enemy units lose 10/15/20% of their health and mana and have their health and mana bars switched as well as all regeneration negated for 10/15/20 seconds.
Range: 400/500/600 AoE
Mana Cost: 20/30/40% of the Outsider's maximum mana.
Cooldown: 250/210/170 seconds.
Last edited by Glycine on Sun Oct 10, 2010 11:44 am; edited 10 times in total
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: The One who lives Beyond
Hmm. First, what do you mean one of your tests?
Anyway.
Innate: isn't it kind of useless for it to affect creeps? Cause they aren't controlled anyway
Also, you can either remove or drastically lower the internal cd. It can't affect a single unit more than once every 180/135/96/63/36/15 seconds anyway. (I suggest you look over those numbers btw).
That's all for now till I get home
edit: ok so. i have a few issues, and first, i would like you to tell me a few things.
how does the summon *actually* contribute to the theme/role of the hero. they have no skills of their own to contribute, apart from just passively casting madness on units. it feels very forced. (note: if they do something once the mana is full - i think its a good idea - make them do their own thing, not just free-casting the outsiders other spells)
so how do the summons contribue to the role and theme of the outsider.
(these guys bother me the most in the skillset)
the ult: right off, an aoe charm seems more fitting for the deviever than the outsider, but oh well.
i like the null zone idea, and i think you should focus more on that and possible effects than a charm, imo.
and i dont like the forced synergy at the end. (if they are reduced to gibbering idiots at the end cause of the experiance, again, it should have its own effects, not just free-casting the outsiders other spells)
also, just to nit-pick: you say no units can enter the zone, but units in the zone are charmed.
now, the innate... the passive and the active arent even related.
my suggestion would be to somehow make touch of the outsider its own skill, with some new effects (but keep the amplification of his other skills on the touched unit, just make the touch itself do something)
also, he has ZERO damage potential. none of his skills deal damage, or increase damage taken. (thorns doesnt count, cause its not the outsider dealing the damage). so he can contribute *very* little to the team. he has a minor slow (40 ms is around 13% slow, and if its 40% slow, then redo all of the numbers cause 40% for 10 (22) seconds is too too much), and some debuffs.
i like the madness/chaos theme, but, imo, he doesnt seem like he would be very effective when it comes down to any sort of battle. It just seems that he would be a minor annoyance in battle, without contributing any real influence to it.
this can (maby?) be fixed when the ult and the summon are adressed, with a possible addition of other effects in touch of the outsider
(minor things )
-why the % of max mana manacosts?
-just a random thought here, when you learn etheric madness, he should get both the mania and dementia skills, with independant cooldowns. either that or etheric madness should be a small aoe skill instead of single target.
Anyway.
Innate: isn't it kind of useless for it to affect creeps? Cause they aren't controlled anyway
Also, you can either remove or drastically lower the internal cd. It can't affect a single unit more than once every 180/135/96/63/36/15 seconds anyway. (I suggest you look over those numbers btw).
edit: ok so. i have a few issues, and first, i would like you to tell me a few things.
how does the summon *actually* contribute to the theme/role of the hero. they have no skills of their own to contribute, apart from just passively casting madness on units. it feels very forced. (note: if they do something once the mana is full - i think its a good idea - make them do their own thing, not just free-casting the outsiders other spells)
so how do the summons contribue to the role and theme of the outsider.
(these guys bother me the most in the skillset)
the ult: right off, an aoe charm seems more fitting for the deviever than the outsider, but oh well.
i like the null zone idea, and i think you should focus more on that and possible effects than a charm, imo.
and i dont like the forced synergy at the end. (if they are reduced to gibbering idiots at the end cause of the experiance, again, it should have its own effects, not just free-casting the outsiders other spells)
also, just to nit-pick: you say no units can enter the zone, but units in the zone are charmed.
now, the innate... the passive and the active arent even related.
my suggestion would be to somehow make touch of the outsider its own skill, with some new effects (but keep the amplification of his other skills on the touched unit, just make the touch itself do something)
also, he has ZERO damage potential. none of his skills deal damage, or increase damage taken. (thorns doesnt count, cause its not the outsider dealing the damage). so he can contribute *very* little to the team. he has a minor slow (40 ms is around 13% slow, and if its 40% slow, then redo all of the numbers cause 40% for 10 (22) seconds is too too much), and some debuffs.
i like the madness/chaos theme, but, imo, he doesnt seem like he would be very effective when it comes down to any sort of battle. It just seems that he would be a minor annoyance in battle, without contributing any real influence to it.
this can (maby?) be fixed when the ult and the summon are adressed, with a possible addition of other effects in touch of the outsider
(minor things )
-why the % of max mana manacosts?
-just a random thought here, when you learn etheric madness, he should get both the mania and dementia skills, with independant cooldowns. either that or etheric madness should be a small aoe skill instead of single target.
Re: The One who lives Beyond
Grass, you do realize I simply took Deus's build and gave it details. I didn't change any of the core skills, because those were his ideas. I don't know if he'll be back to defend his build, but I would rather him explain the role of his summons because I can't read minds. I didn't choose the skills, I just fleshed them out. ^^; So please wait for Deus if you're going to critique the skills rather than the details behind them.
And that test thing is nothing.
Actual comments when I have time.
And that test thing is nothing.
Actual comments when I have time.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: The One who lives Beyond
well, this build has been mostly up for a long time anyway XD
its about time i really commented something on it
(and btw, i *know* the ult is not what deus was thinking about )
its about time i really commented something on it
(and btw, i *know* the ult is not what deus was thinking about )
Re: The One who lives Beyond
It's not really useless for it to affect creeps because of how the spreading mechanic works. If a hero has 8 creeps around him, and they all reach their threshold at the same time, that means that hero not only has 8 counters but will receive 8 more from each of his units. Since counters don't decay, heroes will find themselves stunned more than they would like.
At the end-game, when there are 40 creeps surrounding the outpost, one could keep a hero in permastun just by stunning the creeps around him and watching the chain reaction go, if there was no internal cooldown.
Summons:
Their role is to give the Outsider mana for his spells and also do periodic damage. Changed quite a bit, though.
Ult: The Deceiver has his illusions, unless you would rather switch the two ults and have the outsider create like 50 illusions.
At the end-game, when there are 40 creeps surrounding the outpost, one could keep a hero in permastun just by stunning the creeps around him and watching the chain reaction go, if there was no internal cooldown.
Summons:
Their role is to give the Outsider mana for his spells and also do periodic damage. Changed quite a bit, though.
Ult: The Deceiver has his illusions, unless you would rather switch the two ults and have the outsider create like 50 illusions.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: The One who lives Beyond
i didnt think of the spreading at the time i was thinking of the loss of control (that it was)
and techncailly, for each 15 counters a hero had on him, they would all be removed, thus not stacking stuns if there was no cd
anywho, i like what youve done.
just a ntoe tho, touch of the outsider cant stack on level 1 and 2 (and thats the only way to deal damage right?)
and techncailly, for each 15 counters a hero had on him, they would all be removed, thus not stacking stuns if there was no cd
anywho, i like what youve done.
just a ntoe tho, touch of the outsider cant stack on level 1 and 2 (and thats the only way to deal damage right?)
Re: The One who lives Beyond
Uhm you might want to update the first post dues
13loodRaven- Contributor
- Posts : 575
Join date : 2009-08-30
Location : Australia
Re: The One who lives Beyond
Yes, Touch of the Outsider won't stack, but what do you mean that's the only way to do damage?
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: The One who lives Beyond
nvm, i thought buff meant only touch of the outsider's buff.
also, what have you done! i can only assume that you arent done, because hopelessness is still talking about emeseries
also, what have you done! i can only assume that you arent done, because hopelessness is still talking about emeseries
Re: The One who lives Beyond
bleh, ok.
i liked ehteric madness
also, it still suffers from the same two-skills thing as the old innate
(also, new innate, its not possible to just give units buffs without casting a spell, and its not possible to get the origin spell for a buf, so its not possible to transfer buffs)
and again, if a skill modifies all other skills, it should be the innate, and if a skill relies on another skill, it should be the innate (or rely on the innate) so you dont waste skillpoints on a skill that isnt as effective just cauyse you havnt leveld another skill
if you want my suggestion, move hopelessness and touch of the outsider (As two seperate skills) back to the emissaries, and bring back etheric madness.
i liked ehteric madness
also, it still suffers from the same two-skills thing as the old innate
(also, new innate, its not possible to just give units buffs without casting a spell, and its not possible to get the origin spell for a buf, so its not possible to transfer buffs)
and again, if a skill modifies all other skills, it should be the innate, and if a skill relies on another skill, it should be the innate (or rely on the innate) so you dont waste skillpoints on a skill that isnt as effective just cauyse you havnt leveld another skill
if you want my suggestion, move hopelessness and touch of the outsider (As two seperate skills) back to the emissaries, and bring back etheric madness.
Re: The One who lives Beyond
Auras are buffs, no? If Lunacy was a debuff aura, I'm pretty sure it would give debuffs... >>
And if I gave Hopelessness and Touch as separate skills, they would have to be passive auras, because Emissaries are unselectable.
I only removed the buff portion from Etheric Madness, the debuff is still present. I didn't think it right that he could buff units, when C'tan in general don't do that. They're very self-focused, mortal erasing beings. They tear down, rather than bring up.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: The One who lives Beyond
I change a lot of things very quickly without telling you, so you have to reread my build occasionally to make sure that the facts still remain.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
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