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)

[Incomplete] Tyranid Trygon - Page 2 I_vote_lcap63%[Incomplete] Tyranid Trygon - Page 2 I_vote_rcap 63% [ 5 ]
[Incomplete] Tyranid Trygon - Page 2 I_vote_lcap38%[Incomplete] Tyranid Trygon - Page 2 I_vote_rcap 38% [ 3 ]

Total Votes : 8

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» With everyone dead
[Incomplete] Tyranid Trygon - Page 2 I_icon_minitimeThu Mar 05, 2020 5:09 am by Occuli.Imperator.Aquillon

» Faction creeps
[Incomplete] Tyranid Trygon - Page 2 I_icon_minitimeSun Dec 21, 2014 12:49 am by Grass Hopper

» [SCII] [Inquisition] Hector Rex
[Incomplete] Tyranid Trygon - Page 2 I_icon_minitimeThu Dec 18, 2014 9:06 am by Grass Hopper

» [necrons] Orikan, the Diviner
[Incomplete] Tyranid Trygon - Page 2 I_icon_minitimeTue Dec 16, 2014 5:58 pm by Grass Hopper

» Talent System
[Incomplete] Tyranid Trygon - Page 2 I_icon_minitimeMon Dec 15, 2014 10:59 am by Grass Hopper

» Capture Points system
[Incomplete] Tyranid Trygon - Page 2 I_icon_minitimeFri Dec 12, 2014 2:36 pm by Grass Hopper

» [SCII] [Orks] Warboss(es)
[Incomplete] Tyranid Trygon - Page 2 I_icon_minitimeFri Dec 12, 2014 11:44 am by Grass Hopper

» Game Guide
[Incomplete] Tyranid Trygon - Page 2 I_icon_minitimeThu Dec 11, 2014 2:12 pm by Grass Hopper

» [Inquisition] Mordrak
[Incomplete] Tyranid Trygon - Page 2 I_icon_minitimeWed Dec 10, 2014 3:28 pm by Grass Hopper

» [inquiition] Kaldor Draigo
[Incomplete] Tyranid Trygon - Page 2 I_icon_minitimeWed Dec 10, 2014 3:07 pm by Grass Hopper

Version Progress
Changes for v0.02.0A
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[Incomplete] Tyranid Trygon

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[Incomplete] Tyranid Trygon - Page 2 Empty Re: [Incomplete] Tyranid Trygon

Post by Grass Hopper Fri Feb 18, 2011 12:30 pm

oh i hadnht noticed you remove the on hero kill ms XD

make it 20% and its good
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Post by a_broken_twig Fri Feb 18, 2011 12:49 pm

what about his 320 base movespeed?
son007 said it was too high

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Post by Grass Hopper Fri Feb 18, 2011 12:50 pm

ya it is Razz

considering he has a charge, and the tunnel, and his ult is bvased on his ms, make it lower than average (average is 300)
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Post by a_broken_twig Fri Feb 18, 2011 2:30 pm

dropped it to 290 im assuming its much better?

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Post by Grass Hopper Fri Feb 18, 2011 2:35 pm

Yep
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Post by Son007 Fri Feb 18, 2011 10:36 pm

What is the attack range of this hero? It doesn't say.



a_broken_twig wrote:Innate: Tunneling
The Trygon burrows around leaving tunnels for other tyranids to exit through.
-- The Trygon turns into the burrow model and can move 2500/3000/3500/4000/4500/5000 max distance before it is forced to exit the tunnel. 3/4/6/7/9 tunnel entrances/exits max 75/105/135/165/195/225 mana. 4,5,6 have 70%/105%/140%/175%/210% of str for damage and 100/125/150/175/200 AoE knockback to that knocks back all units of 250 range from epicenter of tunnel(enough to keep them out of melee range)
50 sec CD with a 7 sec cast time.

So it's pretty much the same thing as before but you'll deal damage when you exit the tunnel? Isn't the "burrow model" just invisible and underground? So a true sight would allow you to see. Also, would enemies be able to see this exits and entrances? I think it should so something like having a building, though would be small in size, be put for the exit and entrance so that enemies and allies would know what it is. Because what if an ally walked into an entrance and it put them somewhere they didn't want to be or was. And it would be kinda unfair if enemies didn't know where these 5000 range blink spots where and able to destroy them.

a_broken_twig wrote:Skill 1: Scything Talons' Rush
Trygons are armed with 2 pairs of scything talons rush their opponent striking with a blinding fury of swipes sacrificing a small amount of strength for a large boost in attack speed.
--Trygon approaches and strikes the target 2/3/4/5 times dealing 90% of actual damage. These attacks cannot miss the target at all. (Passive) If the Trygon were to miss its target the Trygon has a 40/50/60/70% chance to have not actually missed the target. 22 sec CD. 600 cast range then close to 100 melee range for attacks. The move speed of the Trygon is increased by 20% until it reaches its target.

So the Trygon rushes to the target and attacks the target dealing 450% of his attack damage? Does he gain unitwalking? And is there a maximum range in which he'll travel before he stops chasing?

a_broken_twig wrote:Skill 2: Scythed Tail
Trygons have tails as sharp as their talons making it very easy to trip and cut enemy's legs. As the Trygon attacks its prey it will swirl its tail to trip and slow its prey ensuring that it does not get away.
--The tail deals 70/125/190/260 with a ministun(trip) .25/.5/.75/1.1 secs or so. and 5/7/9/12% MS lost from leg wounds with a 5 sec duration. 14 sec CD

Hmmmm... Whats the AoE on the tail? Also, couldn't this skill just deal damage and stun. Does it really need a slow?
"Deals 60/100/140/180 damage and stuns all units within a 200/220/240/260 AoE for 1/1.3/1.6/2. Cooldown: 20/19/18/17 Mana: 100 Active around hero"

This way after you rush them you can pop this and get a fast stun in while dealing damage. Remember, if they cast a spell at you at this range they'll be slowed and take extra damage.

a_broken_twig wrote:Skill 3: Shadow in the Warp
Trygon Primes are under so much influence from the Hive mind that they actually disrupt other spells being casted.
--When enemies cast a spell within 700/800/900/1000AOE of the Trygon, they have their mana BURNED away at 30/40/50/60% of the spell's mana cost; and a 5/7/9/11% movespeed and attackspeed slow to the enemy that casts a spell within 300/400/500/600AOE for 3/4/5/6 sec. 7 second CD

Does the burned away part deal damage like in mana burn or feedback? And is the cool down there so they can't cast two spells and it burns both of them? If you need a cool down to make it weaker why not just weaken the skills upright?
"Units within 600/675/750/825 range of the Trygon and cast a spell lose mana equal to 24/31/38/45% of the spells cost. Units that casts spells within 300/337/375/412 range lose 6/9/12/15% movement speed and 15/30/45/60 attack speed for 2 seconds."
Or you can have it silence them instead of slowing them. "Units within 300/337/375/412 are silenced for 0.5/1/1.5/2 seconds after casting a spell." But that's up to you.


His ult for another post, this one is kinda long.
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Post by a_broken_twig Fri Feb 18, 2011 11:36 pm

Tunneling:
yes i wanted it to be burrowing model. yes they should be able to see it with true sight, maybe even give a verbal heads up in later version like "looks like that things under us again" in a guardsman voice. I did want some kind of unit/building with health for entrances/exits so that it could be destroyed

Scything Talon's Rush:
The rush should act like the carnifexes battering ram but not do damage and it could hit allied troops. I feel like they wont get to far away if hes charging, he gains almost 60 ms even without other bonuses. also its more of an opener, fight it out, trip, rush.

Scythed Tail:
not sure about AoE was thinking about 250/300 ish, also people start to complain when the heros aren't flashy enough with their skills. so i added the 5 sec slow.

Shadow in the Warp:
Hadnt realised that it was written as a BURNED while i was editting past few days. but i dont think it should be. the slow for this will prolly be dropped to a flat 2 or 3.

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