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Orks, yay for Orks.
4 posters
Page 1 of 1
Orks, yay for Orks.
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:
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.
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
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: Orks, yay for Orks.
its not possible to increase the casting range of a spell.
but the rest looks good
but the rest looks good
Re: Orks, yay for Orks.
Orks! Orks! Orks! Orks!
Green Wunz are da best!
Green Wunz are da best!
Fairemont- Veteran Seargent
- Posts : 283
Join date : 2010-04-11
Age : 33
Location : St. Cloud
Re: Orks, yay for Orks.
da red wunz go faster! WAAAAAAAAGH!!!!!
But anything else to add?
But anything else to add?
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: Orks, yay for Orks.
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.
ZebioLizard- Veteran Seargent
- Posts : 336
Join date : 2009-04-29
Location : Atlanta Georgia
Re: Orks, yay for Orks.
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.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: Orks, yay for Orks.
Yes he's awesome, but he's so far plain that most people would care not to use him.
ZebioLizard- Veteran Seargent
- Posts : 336
Join date : 2009-04-29
Location : Atlanta Georgia
Re: Orks, yay for Orks.
So, Grass, are you going to comment? xD Just looking good isn't very much of one.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: Orks, yay for Orks.
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
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?
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.
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
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?
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.
Re: Orks, yay for Orks.
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.
ZebioLizard- Veteran Seargent
- Posts : 336
Join date : 2009-04-29
Location : Atlanta Georgia
Re: Orks, yay for Orks.
but doesnt snik use the sneaky/backstab kinda thing?
edit: for the mek, i think we can improve on the force field
edit: for the mek, i think we can improve on the force field
Re: Orks, yay for Orks.
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
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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