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)

Orks, yay for Orks. I_vote_lcap63%Orks, yay for Orks. I_vote_rcap 63% [ 5 ]
Orks, yay for Orks. I_vote_lcap38%Orks, yay for Orks. I_vote_rcap 38% [ 3 ]

Total Votes : 8

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

» Faction creeps
Orks, yay for Orks. I_icon_minitimeSun Dec 21, 2014 12:49 am by Grass Hopper

» [SCII] [Inquisition] Hector Rex
Orks, yay for Orks. I_icon_minitimeThu Dec 18, 2014 9:06 am by Grass Hopper

» [necrons] Orikan, the Diviner
Orks, yay for Orks. I_icon_minitimeTue Dec 16, 2014 5:58 pm by Grass Hopper

» Talent System
Orks, yay for Orks. I_icon_minitimeMon Dec 15, 2014 10:59 am by Grass Hopper

» Capture Points system
Orks, yay for Orks. I_icon_minitimeFri Dec 12, 2014 2:36 pm by Grass Hopper

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

» Game Guide
Orks, yay for Orks. I_icon_minitimeThu Dec 11, 2014 2:12 pm by Grass Hopper

» [Inquisition] Mordrak
Orks, yay for Orks. I_icon_minitimeWed Dec 10, 2014 3:28 pm by Grass Hopper

» [inquiition] Kaldor Draigo
Orks, yay for Orks. 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]

Orks, yay for Orks.

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Post by Glycine Sun Apr 25, 2010 1:13 pm

We've already in the process of addressing Runt Herd and Warboss.

Onto the other Orks we go! Just my thoughts for them.

Big Mek:
Strip the OPness from The Bigga Gen, doesn't add or subtract mana at the proper rate.
Lower the cooldown on the teleport, but make it scatter the mek itself around the targeted area a little.
Instead of giving damage return on the force field, give it damage absorb, like a force shield for all damage and evasion from ranged attacks.

For the Shokk Attack Gun, I'm mixed. It has a lot of potential as an ult to do crazy things, but it works fine as the innate and has its uses there.

The ult also gives me mixed feelings as well, seeing as you lose bonuses even when you attack and the cooldown is prohibitively long to make it a true team skill. Is it possible to give him a skill to build battlewagons or other really cool Ork vehicles? Plus, Mad Doks would be more likely to attach bionic limbs to things, but that's just one interpretation.

Warphead: (Since we talked about him earlier, I'll try and go from memory)

Innate:
Keep the current mechanics on it: 3/4/5/6/7/8% chance to crit a spell, 1/2/2/3/3/4% to head explode, but add this: Warphead has no base mana regen and can only regen mana from being around friendly units. For every non-hero unit around, he gains 0.5/1/1.5/2/2.5/3 mana a second. For every hero unit around, he gains double that amount. If no units are around, he will degen mana at 0.25/0.5/0.75/1/1.25/1.5 mana a secpnd.

If more than 10 units are around him and he reaches 100/95/90/85/80/75% of his max mana, he will autocast a "Waaaaaaagh!" spell which does the following: 1.5/1.6/1.7/1.8/1.9/2.0x damage buff, Berserk buff (Units attack 40/60/80/100/120/140% faster, but take 5/10/15/20/25/30% more damage from all sources)

If he head explodes, all units around him in a 300/350/400/450/500/550 AoE take damage equivalent to 20/25/30/35/40/45% of the Warphead's mana. If he crits, the following effects are applied to his spells:

Zzap - 20/30/40/50/60/70% extra damage, but without the targeting of enemy heroes as is now. However, will only selectively bounce to enemy units on a crit, and not affect allies.
'Ere We Go - Doubles the AoE of the spell.
Warpath - Same effects as now, unless you want to come up with something. Illusions would be funny.

Zzap: 750 range. >> If you want to come up with mechanics to nerf this, go ahead. But it has to be done.

'ere we go and warpath: No changes.

Ult: Does three things: passively grants Zogwort poisoned attacks within 150/300/450 range, which slow enemies' movement speed by 15/20/25% percent. Still grants him the ability to autocast spells on attack, with same percentage, but as a toggle spell. Also introduces a new spell to be cast on attack, a hex that transforms either a regular unit into a squig permanently or a hero unit into a squig for 2/3/4 seconds.

Mad Dok: (I feel we need to make him a little more to character. He, after all, is one scalpel short of a medpack.)

Double the cooldowns on Injection and Kaboom. Reduce debuffs on Toxins.

Snikrot:
Decrease mana cost and cooldown on mines. Allow Squigs to move, but take true sight off when they do.

For the wind walk, add a passive to it. If Snikrot is charging towards a target, there is a 15/20/25/30% chance for Snikrot to toss a squig in the way of the targeted spell/ranged attack and thus negate it. Can only proc once every 5/4/3/2 seconds.

For the ult, do the damage over 10 seconds, not 20, and scale it a bit better to the end-game. 25/30/35 + 30% of agi per second for 10 seconds. With 70/100/150 agility, that turns out to be 460/600/800 damage, which is a little more and less powerful than it is now.


Last edited by Glycine on Mon May 03, 2010 12:39 am; edited 2 times in total
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Post by Grass Hopper Sun Apr 25, 2010 1:47 pm

its not possible to increase the casting range of a spell.

but the rest looks good
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Post by Glycine Mon May 03, 2010 12:43 am

Updated.
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Post by Fairemont Mon May 03, 2010 1:07 am

Orks! Orks! Orks! Orks!

Green Wunz are da best!
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Post by Glycine Mon May 03, 2010 1:25 am

da red wunz go faster! WAAAAAAAAGH!!!!!

But anything else to add?
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Post by ZebioLizard Mon May 03, 2010 2:28 am

I could try and come up with something new for the Mad Dok, as it is, nobody really ever uses him unless its a random repick.
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Post by Glycine Mon May 03, 2010 2:55 am

Lol, I use him because he's awesome. Heal, Toxins, Explode, heal, dead. A little too awesome, though. But if you want to do something, please go ahead. I look forward to it.
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Post by ZebioLizard Mon May 03, 2010 6:23 pm

Yes he's awesome, but he's so far plain that most people would care not to use him.
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Post by Glycine Mon May 10, 2010 10:58 am

So, Grass, are you going to comment? xD Just looking good isn't very much of one.
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Post by Grass Hopper Mon May 10, 2010 5:21 pm

mek:
what do you suggest for the bigga gen?

teleporta: how about this, the longer he goes without using it, the less scatter it gets, and the more people he can bring with him.
and give it a regular blink's cooldown.
(cd => 6 seconds)
every X seconds from the last use (up to the current cooldown) the mek can bring one extra hero along
mek's scatter would update on more-regular intervals

the forcefield... evasion is lame and overused... at least damage return is a bit non-overused.

and the ult... that could be remade... but it should keep to his theme...
or i can lower the break chances on being hit?
and the cooldown is so long cause it can be applied to multiple heroes XD
i can lower the cooldown a bit too.

dok:
eh, i cant think of a remake for him.... and the cooldowns on those skills ahve already bee increased.

warphead:
i like the mana regen mechanism, and the range nerf Razz
but i dont like the WAAAAGH buff.. (really... 140% ias, AND 200% bonus damage?) and its just way too many effects on one skill

the ult suffers a bit from the too many effects too... but i dunno..
and for the poison attack, i suggest a slight tweek.
every X (being about .75 seconds ish) a random unit will be attacked for x damage, and be slowed by (your %'s)
its easier to do a phoenix fire than put an orb effect in a spellbook.

snik:
somehow tossing squigs/charging are associated with all sneaky like? Razz
windwalk *is* his defense for the most part, so im against the squig evasion.
and the moving squigs is ok, only if they lose true sight perma if they move,
and the ult, the duration has alerady been lowered.
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Post by ZebioLizard Mon May 10, 2010 8:45 pm

somehow tossing squigs/charging are associated with all sneaky like?

Considering they can use shotgun type weaponry, not all kommando's are based around the knife xD

I got some idea's for dok, so I'll remake him myself when I get the time.
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Post by Grass Hopper Sat May 29, 2010 6:49 pm

but doesnt snik use the sneaky/backstab kinda thing? Orks, yay for Orks. Icon_razz

edit: for the mek, i think we can improve on the force field
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Post by Grass Hopper Sun May 30, 2010 12:41 pm

also, mek:

innate:
some new skill or another

tellyporta:
cooldown => 20/15/10/5
the mek will scatter up to 100% of the distance from the cast point (so if you target 1k away, you can scatter up to 1k)
scatters 5% less for each second since its last use (so, by time its cooled down, itll scatter (100/75/50/25% less, and keep increasing for each second not used)
for every 5 seconds since its last use, it will transport 1 additional unit with the mek (which are subject to a statick 500 aoe scatter). (note: priority => allied heroes, enemy heroes, allied units, enemy units)

bigga gen:
passivly gives the mek 1/1.3/1.6/1.9x int mana regen%.
when used, disables the self mana regen, and burns/regens 2x int mana over X seconds

forcefield:
(could do something better with this... but i cant think of it atm)
+Xarmor, +X melee damage return

ult:
now shokk attack gun
target unit, then target a second unit. if the second unit is within (300) range, it will be fired towards the first unit. else, the second unit will just be marked as a potential target for another unit.
when the two units collide, itll do some nifty effects and damage both units for 20/30/40% of the tossed units max hp
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