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Current Version: v0.0.01A

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

Proposed change log for 0.46

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Proposed change log for 0.46

Post by Grass Hopper on Sun Dec 05, 2010 11:09 pm

Optomization / Bugfixes:
-Lane creeps now spawn on proper timers
-Reworked the Damage Event triggers
-Reworked the Drop Pod triggers (and added a new model)
-Optimised some code invloving timed triggers
-Fixed a few bugs with rebuilding base towers
-Fixed the damage and attack types for some spells
-Fixed a bug where some skills would give a false 'Challenging Victory' trigger
-Fixed the use of squigs and leavers with drop pods
-Fixed an issue with fear related skills and unit data
-Knocbacks no longer prolong the duration of stuns/buffs
-Destroyed towers no longer sell the deepstrike unit
-Fixed various player color issues after a switch
-Fixed various inventory related bugs that caused the shops to sell to non-existant units
-Fixed tree position and pathing in various locations around the map

Game Modes:
-Added a new mode: Hero Recycle mode (-hr) (allows players to pick heroes that have been repicked)
-Fixed the No Creeps mode to work properly with new lanes
-Reduced the No Creep mode neutral spawn time to 45 seconds
-Fixed a few bugs with the Auto Balance feature, and enabled it by default

Commands:
-Removed the Switch command (as -ab is now active by devault)
-the Unstuck comand now takes 15 seconds before removing the hero, but takes 30 seconds untill its available at the base (same 45s total travel time)

General:
-General tooltip fixes
-Changed and standardized hero names in their tooltips
-Added hero glow to heroes without team color
-When a computer kills a hero, the split gold is now displayed over the player hero's head, instead of over the dead hero
-Heroes now gain 10% more exp
-Summons no longer give exp (this only includes guardsmen, scarab swarms, grots, and the summoned Tomb Spyder)
-Leaver's names are now grayed out in the Match Up command and the multiboard
-Drop pod scatter increased (up to 25% of distance between casting and target position)
-Drop Pods no longer scatter near allied buildings
-Drop Pods no longer count as buildings
-Using Drop Pods now adds the dropped units to the player's selection
-Added a 50 damage immolation to the fountain (to avoid full-hp units being able to be in the fountain aoe)
-Increased the area of the Imperial fountain area (to match the aoe of the damage aura)
-Fixed the name of the 'Tauren Totem' in the ork base
-Increased the damage on Base Outpost towers (100-120 => 140-160)
-Knocked back units now play their death animation on knockbacks that stun
-Changed the Attack type vs Armor type charts (see below)
-Creep camps now display properly on the minimap
-Added an initial creep spawn sound

Outposts:
-Added another entrance to the mini outpost at the top part of bottom lane
-Added 2 towers to each base outpost
-Lowered the damage on base outpost towers (140-160 => 110-130)
-Increased outpost hp (base/lane: 1500 => 2000; mini: 1000 => 1500)
-Increased the range on all towesr (600 => 700)
-Liberating mini outposts no longer gives honor
-Denying outposts no longer gives honor

Honor Rleated:
-Removed the summoning of multiple hireables per purchase (note: this is a temp fix)
-Fixing base towers no longer costs honor

Items:
-Holosuit now counts as an armor
-Sensor Sweep no longer thinks its a weapon
-Fixed the prices of various items bought using the -b command
-Increased the recipe cost for Bionics (450 => 1000)
-Fixed some bugs involving the Warp Jump Generator and mode changing heroes
-Increased the cooldown on Warp Jump Generator (6 => 10)
-Lowered the aoe damage on Thunder Hammer (250 => 190)
-Lowered the aoe damage on Power Fist (200 => 140)
-Clarified the proc chance on the Power Fist's buying tooltip
-Lowered the aoe on the Plague Armor's Rot (=> 200) (note: mostly just a temp fix to fix lag issues)
-Fixed the evasion icon showing up for Holo Suit
-Removed the sell value for Reductor Field
-Lowered the damage block on Armor of Ulthamar's Mana Shield (80 => 50%)
-Lowered the damage per mana on Armor of Ulthamar's Mana Shield (1 => 0.63) (note: same overall mana used to block same ammount of damage)
-Fixed a cooldown bug with Staff of Tzeentch and Raven's Talons
-Fixed a bug with thunder hammer damage and stun time

Heroes:

Ahriman:
-Fixed the hero cost
-Fixed a bug where Chains of Torment would continue on the area it was cast on
-Lowered base damage (22-28 => 12-18)
-Removed the bonus int on cast of Black Staff of Ahriman
-Doom Bolt now has a constant 8 bolts
-Rescaled the base damage on Doom Bolt (60/80/85/110 => 35/60/85/110)
-Lowered bonus int damage on Doom Bolt (.5/.55/.6/.65 => .35)
-Fixed Doom Bolt's bolt scatter aoe (125 => 200 as stated)
-Increased the aoe on each individual doom bolt (75 => 85)
-Rescaled the stun time on Chains of Torment (=> 1/1.5/2/2.5 + 1% of int)
-Increased the interval on Chains of Torment (.05 => .09)
-Increased the cooldown on Chains of Torment (26/25/24/23 => 26)
-Changed the disable type on Chains of Torment
-Added a cooldown to Master of Sorcery (when either of the effects take place, there is a 1 second cooldown before another can take place again)
-Lowered the hero int bonus on Master of Sorcery (.4/.8/1.2/1.6 => .4/.6/.8/1)
-Ahriman's ruberic now deals constant damage to non-heroes (80/95/110)
-Ahriman's Ruberic can now only create one summon per .5 seconds
-Lowered the armor on Souless Atomatons (4 => 1)

Asurmen:
-Melee mode can now buy and pick up items
-Added bonuses to being in melee mode ( 10 damage, 2 armor, 10 movespeed, -.15s attack cooldown)
-Lowered the ias on Blade Storm (400 => 200)
-Lowered the slow on Shuriken Vambraces (13 => 10)
-Rebalanced the critical on Sword of Asur (2/3/4 => 2.5/3/3.5)
-Increased the range on Sword of Asur's jump (200/300/400 => 600)
-Asurmen now moves to the target location of Sword of Asur after the jump is complete
-Increased the cooldown on Sword of Asur (20/15/10 => 20)
-Increased the manacost on Sword of Asur (70 => 120)

Aun'va:
-Reduced base damage (17 => 10)
-Lowered intelligence gain (2.9 => 2.6)
-Lowered the ias bonus on Supremly Inspiring Presence (10/15/20/25/30/35 => 5/7/9/11/13/15%)
-Lowered the regen bonus on Supremly Inspiring Presence (1/1.5/2/2.5/3/3.5 => .75/1/1.25/1.5/1.75/2)
-Lowered the max number of Honorguard Allowed (2/3/4/5 => 1/2/3/4)
-Lowered the abse armor on Honorguard (2 => 0)
-Increased the base attack time on Honorguard (1 => 1.25s)
-Reduced the damage on Honor Guard (11-16 => 7-12)
-Lowered the bonus damge per level on Honorguard (+0/4/8/12 => +0/2/4/6)
-Lowered the bonus armor per level on Honorugard (+0/1/2/3 => +0/1/12)
-Increased the manacost on Honor Guard (90 => 90/100/110/120)
-Increased the manaconst on Pacify (90/105/120/135 => 90/115/140/165)
-Pacify can now only target heroes
-Increased the damage on Skyray Assault (10/12/14/16 => 10/13/16/19)
-Lowered the on-death damage damage from Paradox of Duality (10/7.5/5 => 5)
-If either Aun'va or the Paradox dies, the remaining unit will controll all summoned honorguard untill the other revives/is resummoned
-Fixed some bugs with Paradox of Duality and instant death effects
-Fixed pacify with illusions/summoned/exploded units
-Fixed the bonuses on Honor Guard
-Fixed a bug with Paradox of Duality and the Gift of the Deceiver

Autarch:
-Remade (see below)

Avatar:
-Added a new sword model
-Increased intelligence (15 => 19)
-Increased intelligence gain (1.45 => 1.8 )
-Increased attack range (125 => 175)
-God of Murder no longer stacks
-God of Murder no longer instantly kills enemy units, but instead damages them by the amount that the Avatar would heal
-Increased the cooldown of God of Murder (15/14/13/12/11/10 => 17)
-Lowered the duration of God of Murder (20 => 8 )
-Increased the heal on God of Murder (5/7/9/11/13/15 => 20/25/30/35/40/45%)
-Increased the bonus damge on God of Murder (6/7/8/9/10/11 => 15/20/25/30/35/40%)
-Increased the bonus movespeed on God of Murder (2/2/3/3/4/4 => 5/7/9/11/13/15%)
-Added a passive effect to Emblem of War (see below)
-Emblem of War's active now heals for a constant 2% of max life for 20 seconds at all levels
-Increased the cooldown on Emblem of War (30/28/26/24 => 36)
-Burning Blood no longer gives armor
-Reworked the immolation damage on Burning Blood (=> 5/10/15/20 + .15xStr)
-Wrath of Khain no longer affects buildings or null units (note: just a bug fix mostly)
-Fixed the toggle on Wrath of Khaine (it now works)
-Fixed the interaction with Wrath of Khaine and the Gift of the Deciever

Big Mek:
-Increased the cooldown on Bigga Generatot (25/20/15/10 => 25/23/21/19)
-Lowered the overload damage on Bigga Generator (150/225/300/375 => 75/150/225/300)
-Lowered the ias bonus from the overload on Bigga Generator (20/40/60/80 => 5/10/15/20)
-Bigga Generator now burns/regenerates mana equal to 2xInt over the duration

Blood Thirster:
-Fixed an interaction between Fury of Khorne and the Gift of the Deceiver

Captain:
-Increased starting strength (22 => 23)
-Increased starting intelligence (17 => 18)
-Lowered cast backswing (1.67 => .4)
-Fixed the Captain's priority in selection
-Increased the cooldown on Fragmentation Grenade (7/6/5/4 => 13/11/9/7)
-Increased the manacost on Fragmentation Grenade (60/70/80/90 => 80/95/110/125)
-Increased the explosion damage on Fragmentation Grenade (50/75/100/125 => 60/90/120/150)
-Increased the Shrapnel damage on Fragmentation Grendae (25/50/75/100 => 40/70/100/130)
-Increased the range on Drop Pod Assault (5000/6000/7000/8000/9000/10000 => 10000)
-Lowered the channel time on Drop Pod Assault (=> 4/3.8/3.6/3.4/3.2/3)
-Drop Pod Assault now has one drop pod per unit being transported (they arrive in a staggered formation)
-Lowered the per-level damge on Honorguard (+0/10/20/30 => +0/5/10/15)
-Changed the attack type on Honorguard (magic => normal)
-Changed the armor type on Honorguard (large => small)
-Lowered the base damage on Honorguard (26-32(30-37) => 19-25(23-30))
-Increased the base attack time on Honorugard (1 => 1.35(1.25))
-Lowered the hp on Honorguard (=> 550(750))
-Lowered the duration on the Challenge ability on the Company Champion
-Lowered the bonus armor on Rights of Battle (2/4/6/8 => 2/3/4/5%)
-Orbital Bombardment now has 3 blasts spread around the aoe that each do 200/300/400 damage
-Changed the explosion effect on Orbial Bombardment
-Fixed a bug with Honorguard and force-order skills (challenge, fear, etc)
-It is now possible to stun him out of his innate

Carnifex:
-Remade (see below)

Celestine:
-Increased the aoe on individual flames from Ardent Blade(40 => 60)
-Increased the missle speed on Ardent Blade (400 => 550)
-Lowered the bonus damage from Ardent Blade (10/20/30/40 => 5/10/15/20)

Chaplain:
-Reworked (see blow)

Commissar:
-Changed the name (Yarrick / Gaunt => Holt)
-Increased starting agility (15 => 18)
-Increased starting intelligence (20 => 23)
-Changed Medalion Crimson (see below)
-Lowered bonus damage on Guardsmen (+2/4/6/8 => +0/2/4/6 )
-Lowered number of Guardsmen per summon (=> 6/7/8/9)
-Added a max of 3 squads of Guardsmen
-Hold the Line gives 5/7/9/11 bonus damage to creeps, and 10/20/30/40 damage to heroes
-Hold the Line's bonus damage now persists untill units move 300 range from their starting position
-Bring the Thunder now deals 40% damage to buildings

Dark Eldar:
-Added a new model
-Swapped Death Strike's and Gruesom Talisman's ability positions (see below)
-Lowered the cooldown on Nightmare Doll (60/55/50/45/40/35 => 30/28/26/24/22/20)
-Increased the duration on Nightmare Doll (3/3/4/4/5/5 => 5/5.5/6/6.5/7/7.5)
-Fixed a bug with Gruesome Talismans not working
-Lowered the duration on Animus Vitae (2.5/3/3.5/4 => 2.5/2.74/3/3.25)

Dragon:
-Added a new model
-Changed class name (Machine God => C'tan of Technology)
-Changed main stat (str => int)
-Lowered starting strength (23 => 19)
-Increased starting intelligence (19 => 16)
-Increased agility gain (1.3 => 1.6)
-Lowered the bonus intelligence given by Will of the Dragon (10 => 2.5%)
-Changed the armor type on Children of the Dragon (normal => medium)
-Lowered the duration of View the Void (=> 4/5/6s)
-Lowered the slow on View the Void (30 => 20%)
-Increased the pull on View the Void (7 => 10 units per tick; base)

Emperor's Champion:
-Recoded the movement on Furious Charge (no longer uses knockback, and no longer pauses while charging)
-Increased the damage on Furious Charge (40/80/120/160 => 90/130/170/210)
-Increased the range on Furious Charge (500/600/700/800 => 800)
-Lowered the self damage on Furious Charge (50/40/30/20 => 10%)
-Increased the damage bonus on Black Sword (20/25/30/35 => 20/30/40/50%)
-Lowered the armor loss on Fear Encarnate (2/3/4/5 => 2.5/3/3.5/4)
-Lowered the aoe on Fear Encarnate (600 => 450)

Farseer:
-Remade (see below)

Flayed One:
-Lowered the damage reduction on Flay (1/1.5/2/2.5/3/3.5 => 1/1.25/1.5/1.75/2/2.25% per skin)
-Lowered the bonus per skin to Terrifying Visage (.25/.5/.75/1/1.25/1.5 => .2/.25/.3/.35/.4/.45)
-Increased the manacost on Burrow Strike (120/125/130/135 => 120/130/140/150)
-Changed the damage type on Burrow Strike (magic => physical)
-Increased main target damage on Burrow Strike (.5 => 1xStr)
-Added a max distance to Burrow Strike (1500)
-Flaying Claws now tosses the target behind the Flayed One
-Increased the cooldown on Flaying Claws (12 => 19)
-Increased the manacost on Flaying Claws (90/100/110/120 => 90/110/130/150)
-Changed the damage type on Flaying Claws (magic => phyisical)
-Removed the static base damage on Flaying Claws
-Lowered the collision damage on Flaying Claws (1 => 0.5xStr)
-Increased the base %'s on Terrifying Visage (2/4/6/8 => 6/8/10/12%)
-Disruption Fields now deals a % of the Flayed One's damage as pure damage with respect to armor value

Fuegan:
-Lowered starting strength (20 => 16)
-Lowered strength gain (2.1 => 1.5)
-Lowered the minimum threshold damage on Feel No Pain (40/50/60/70/80 => 20/27/34/41/48/55)
-Removed the bonus strength from Fire Axe
-Lowered the total damage per second on Fire Axe (25/45/65/85 => 25/40/55/70)
-Increased the cooldown on Crack Shot (110/85/80 => 125/110/95)

Grey Knight:
-Reworked (see below)

Harlequin:
-Lowered strength (19 => 15)
-Increased intelligence (18 => 20)
-Lowered intelligence gain (1.65 => 1.4)
-Lowered agility gain (3.2 => 3)
-Lowered base damge (15-23 => 12-20)
-Dance of Death now issues an attack order on the target after its completion
-Increased the cooldown on Dance of Death (16/14/12/10 => 18/18/17/17)
-Increased the manacost on Dance of Death (75 => 70/85/100/115)

-Increased the cooldown on Flip Belts (15/13/11/9 => 15)
-Lowered the chance on HoloField (9/15/21/27 => 9/13/17/21%)
-Harlequin's Kiss no longer works on level 5 creeps
-Increased the stun time on Dance of Death (.75 => 1.2)
-Increased the cooldown on Harlequin's Kiss (35/30/25 => 70)
-Increased the manacost on Harlequin's Kiss (160/190/220 => 195/235/275)

-Fixed an interaction with Holofield and the Gift of the Deceiver, Gift of Cegorach, and Bolt of Change

Karandras:
-Removed the bonus agility from Biting Blade
-Fixed an interaction with Biting Blade and the Gift of the Deceiver

Keeper of Secrets:
-Icon of Slaanesh now only triggers on damage sources above 15 damage
-Lowered the range on Pavane of Slaanesh (600/800/1000/1200 => 600/750/900/1050)

Kharn:
-Recoded Furious Charge to be less buggy
-Increased the duration on The Betrayer (8/9/10 => 12/14/16)
-Rescaled the bonuses on The Betrayer (=> 50/75/100% of a full stack of Blood for the Blood God)
-Removed the rupture effect on The Betrayer
-Lowered the bonus damage on Furious Charge (50/100/150/200 => 40/60/80/100)

Librarian:
-Reworked (see below)

Lord of Change:
-Lowered strength gain (2.2 => 1.6)
-The immolation on Horrors no longer stacks
-Increased the immolation damage on Horrors (5/7/9/11/13/15 => 15/20/25/30/35/40)
-Increaed the base attack time on Horros (.1 => 1.25)
-Increased the damage on Pink Horrors (3-3 => 19-29)
-Increased the damage on Blue Horrors (1-2 => 9-19)
-Lowered the gold bounty on Pink Horrors (26-38 => 3-9)
-Lowered the golt bounty on Blue Horrors (26-38 => 1-3)
-Lowered the exp bonus from both Horrors
-Bolt of Change is now perminant on non-heroes
-Lowered the damage on Firestorm (75/175/275/375 => 100/175/250/325)
-Increased the cooldown on Nightmare Reality (100/85/70 => 100)
-Reduced the duration of Nightmare Reality (120 => 20 seconds)

Lucius:
-Added a double kill sound
-Increased the stun time on Armor of Shrieking Souls (+.15 to max, +.5 to min)
-Increased the damage on Armor of Shrieking Souls (1.5xInt + .5xAgi => 1.5xInt + 1xAgi)
-Lash of Torment now deals its stated counter damage
-Fixed a bug causing Lash of Torment to stop working

Mad Dok:
-Increased starting strength (20 => 22)
-Increased starting agility (14 => 18)
-Increased starting intelligence (21 => 24)
-Incerased agiltiy gain (1.35 => 1.6)
-Increased the cooldown on Unstable Injection (11/10/9/8/ => 11)
-Increased the cooldown on Toxins (15 => 19)
-Increased the damage interval on Toxins (.05 => .5)
-Increased the cooldown on Kaboom! (10/9/8/7 => 10)
-Reduced the increased damage taken by enemies from Da Kooky Juice (1.6/1.8/2 => 1.2/1.4/1.6)

Necron Lord:
-Remade (see below)

Pathfinder:
-Remade (see below)

Psyker:
-Now uses the Jaina Proudmore model (rakel is female)
-Perils of the Warp now only triggers on the Psyker's own skills
-Increased the manacost on Lightning Arc (95 => 120)
-Increased the cooldown on Lightning Arc (5/4/3/2 => 7.5/7/6.5/6)
-Rescaled the damage on Lightning Arc (140 => 110/125/140/155)
-Increased the duration on Psychic Lash (3/4/5/6 => 5/6/7/8 )
-Lash now only channels for half the total duration, and continues on for half the total duration once channeling has stopped (effects are half as powerufl when not channeling)

Runtherd:
-Increased priority for selection
-Lowered the slow on Grot Prod (10/20/30/40 => 10/15/20/25%)
-Lowered the bonus damage on Grot Prod (10/20/30/40 => 10/15/20/25)

Snikrot:
-Lowered the cooldown on Tricksy Traps (15 => 12)
-Lowered the duration on Bleed 'Em Out (20 => 15)
-Increased the damage on Bleed 'Em Out (25/30/35 => 35/40/45)

Tomb Spyder:
-Added a new model
-Increased intelligence gain (1.6 => 2.1)
-Each Scarab type is now a different unit type for selection
-Scarabs are no longer mechanical
-Scarabs damage type is now magical
-Scarabs armor type is now unarmored
-Lowered the basic mana regen on Scarabs (2 => 0.75)
-Lowered the bonus evasion on Shield Scarab type (double => 20%)
-Entanglement Scarabs now have mana
-Re-Energize's summoned necrons now have constant stats
-Re-Energize's summoned necrons now last a constant 150 secodns
-Re-Energize now only kills/summons up to the current number of stored corpses
-Re-Energize prioritizes allies over enemies for targets
-Changed the armor type of summoned Necrons to medium
-Lowered the armor on summoned Necrons (5 => 2)
-Lowered the damage on summoned Necrons (22-40 => 22-30)
-Fixed the bug with Scarab Swarms and -sc

Typhus:
-Increased starting intelligence (15 => 19)
-Increased intelligence gain (1.45 => 1.6)
-Swaped Winds of Change's and Nurgles Rot's ability positions (see below)

Vindicare:
-Increased starting Strength (17 => 18)
-Increased strength gain (1.8 => 2.0)
-Increased base attack damage (=> 57-61)
-Exitus Rifle now gives the Vindicare a constant 4.3 second base attack time
-Increased the Exitus Rifle's chance to trigger (5/6/7/8/910 => 5/7/9/11/13/15%)
-Increased the slow on Precise Aim (25 => 35%)
-Lowered the self slow on Precise Aim (50 => 35%)
-The stun chance from Infiltrate is modified by the time since last damage event
-Fixed Exitus Rifle working on buildings

Warboss:
-Increased starting intelligence (17 => 21)
-Increased starting agility (14 => 16)

Warphead:
-Fixed the inital damage on Zzap
-Lowered the ias slow on 'Ere We Go! (-20/40/60/80 => -15/25/35/45%)
-'Ere We Go! now kills trees
-Fixed a bug with attack-casting warpath

Zoantrhope:
-Remade (see below)



Detailed changes continued on next post


Last edited by Grass Hopper on Mon Jan 03, 2011 1:21 pm; edited 8 times in total
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Re: Proposed change log for 0.46

Post by Grass Hopper on Sun Dec 05, 2010 11:11 pm

edit:
Detailed Changes:

Attack vs. Armor type chart




armor vs damagepiercenormalsiegeheromagicspell
unarmored150% => 125%100% => 125%150% => 125%100% => 125%100% => 125%100% => 125%
small200% => 150%100% => 100%100% => 80%100% => 100%125% => 100%100% => 100%
medium75% => 150%150% => 100%50% => 80%100% => 100%75% => 100%100% => 100%
normal100% => 150%100% => 100%100% => 80%50% => 60%50% => 100%50% => 60%
large100% => 100%100% => 80%100% => 100%100% => 100%200% => 150%100% => 100%
foritfied35% => 35%70% => 75%150% => 150%50% => 50%35% => 50%100% => 100%
hero50% => 50%100% => 100%50% => 50%100% => 100%75% => 100%75% => 75%



Autarch
Autarch => Pirate Prince Yriel

Single Out => High Admiral:
Ability Type: Active: Multiple Abilities
"As the High Admiral of the Eldritch Raiders, Yriel is able to requisition support from his fleet in orbit."
Yriel has access to the following support powers:
•Strategic Redeployment
•Vampire Raider
•Bombing Run
Strategic Redeployment:
Ability Type: Active: Global Repositioning
Targets: Ground
Range: Global
"Yriel is able to use his flagship in orbit to lock onto new cooridantes and teleport Yriel to that location. Due to the power requirement, Yriel can't be injured."
Yriel can teleport to the home ase or any allied outpost on the map.
3.5 second casting time, 1 second transit time. Cannot be cast if Yriel has less than 30% of his max life.
Cooldown: 70 seconds.
Vampire Raider:
Ability Type: Active: Transport Summon
Targets: Instant.
"Yriel calls in the support of a Vampire Raider to serve as a battlefield transport."
Summons a Vampire Raider. Max of 1.
Combat: No Attack
Defense: 800 hp, 375 speed, 3 Fortified armor.
(Ability)Void Shields: Magic Imunity
(Ability)Land: Enables transport
Cooldown: 45 seconds.
Bombing Run:
Ability Type: Active: Aoe Nuke
Targets: Ground: Enemy Units
Range: 1600
"Yriel signals his flagship in orbit, the Flame of Asuryan, to commence a strategic strafing run on the battlefield. A wing of Vampire Raiders bombs the marked location."
3 strafing runs are carried out on the target locaiton.
1 bomb is dropped every 100 range, dealing 50 damage in a 250 aoe.
Cooldown: 50 seconds.
Ability Type: Active: Target Damage
Targets: Instant: Enemy Heroes
Range: Global
"The Flame of Asuryan launches several missles targeted at each enemy."
Fires 5 missles at each visible enemy hero, dealing 100 damage each.
Cooldown: 90 seconds.

Surgical Strike => Eye of Wrath:
Ability Type: Active: Cone Damage, Slow.
Targets: Units: Enemy Units.
Range: 600 range.
Duration: 3 Seconds
"Yriel sports an occular device that can emit a tempest of lightning on those that he gazes upon."
Deals damage to all enemies infront of Yriel, slowing them by 25%.
Level 1 - 100 damage.
Level 2 - 150 damage.
Level 3 - 200 damage.
Level 4 - 250 damage.
Cooldown: 15 seconds.
Manacost: 110/130/150/170 mana

Master Strategist => Path of Command:
Ability Type: Passive: Enemy Locator, Troop Order
Targets: Aura: Enemy Heros.
"Yriel is a master of battlefiled tactics and troop placement. He is able to quickly assess and battle and discern exactly where troops should be placed and where the enemy troops are hiding."
Every so often, heroes around Yriel will be pinged.
Heroes within half of the range will be revealed.
Whenever Yriel issues an attack order, nearby ranged creeps will be ordered to attack his target.
Level 1 - Every 30 seconds. 2750 AoE, 2 seconds.
Level 2 - Every 25 seconds. 3500 AoE, 3 seconds.
Level 3 - Every 20 seconds. 4250 AoE, 4 seconds.
Level 4 - Every 15 seconds. 5000 AoE, 5 seconds.

Battlefield Intuition => Ulthanash's Pride:
Ability Type: Passive: Bonus Damage
Targets: Enemy Units
Duration: 10 Seconds
"Yriel is a descendent from the bloodline of Ulthanash, and he carries within him an inextinguishable fire of pride. In battle Yriel is an unstoppable force of nature, never backing down in a fight even if he is in an unfaborable position."
When Yriel deals damage to an enemy, he will deal a % of the last damage he dealt to that target.
For each 10 bonus damage dealt this way, Yriel loses armor.
Level 1 - 10% of previous damage, -0.10 armor.
Level 2 - 17% of previous damage, -0.15 armor.
Level 3 - 24% of previous damage, -0.20 armor.
Level 4 - 31% of previous damage, -0.25 armor.

Strafing Run => Spear of Twilight:
Ability Type: Toggle: Ranged Mode
"The Spear of Twilight is a weapon of unmesurable power. It is said to containe the baleful energies of a dying sun, and its powers are such that no mortal can safely wield it. This cursed weapon gives Yriel unstoppable power, but is slowly burning through his soul."
Yriel uses the Spear of Twilight to gain 450 range at a 2s attack cooldown.
While using the Spear of Twilight, he deals no base damage, but each attack will remove all armor and magic resistance from his target and deal damaged based on total % of resistance removed.
Each attack has a manacost based on the total % of resistance removed and costs 2% of his max life.
If Yriel does not have enough mana, he loses life instead. Additional attacks do not stack the effects
[note: Orb Effect]
Level 1 - 1x% dmg, 2.0x% mana, 1.50s dur.
Level 2 - 2x% dmg, 1.5x% mana, 2.25s dur.
Level 3 - 3x% dmg, 1.0x% mana, 3.00s dur.

Carnifex
Bonded Exoskeleton => Living Battering Ram:
Ability Type: Active: Point Charge and Knockback
Targets: Ground: Enemy Units.
Range: 1500 Range, 200 Aoe.
"Carnifexes are most often used in the demolition of fortifications and obsticles to a Tyranid's invasion. They rampage through trees, tanks, walls, and men alike - leaving a trail of destruction in their wake. The momentum of a speeding Carnifex is nigh unstopable. It is a foolish foe indeed that lingers in the beast's path."
Charges the target point, gaining 40% ms.
Any units that come too close will be knocked aside, take take 150 + 1.2xStrength damage, become slowed by 35%, and give the carnifex +7 damage and ias for 8 seconds.
Destroys trees and removes collision while charging.
Cooldown: 11 seconds.

Adrenal Glands => Alpha Leader:
Ability Type: Active: Order Creeps.
Targets: Units: Enemy Units.
Range: 700 Aoe
"A large and dominant presence, the Carnifex's shear size grants it a manner of control over the lesser beasts of the Swarm."
Orders all nearby creeps to attack the target.
Passivly causes all nearby allies to use the Carnifex's Movespeed and Agility values if theirs are lower.
Creeps gain .25xagility attackspeed.
Level 1 - 400 cast range.
Level 2 - 500 cast range.
Level 3 - 600 cast range.
Level 4 - 700 cast range.
Cooldown: 20/17/14/11 seconds.
Manacost: 60/65/70/75 mana.

Acid Blood remains the same

Regeneration:
Ability Type: Passive: Healing Over Time
"Carnifexes have shown the ability to repair the most destructive battle damage, including delicate tissues and bodily organs, at an astonishing rate. Often scars are left, most notably in the head and neck which would be fatal to most other species."
While not in combat, the Carnifex regenerates lost hp.
After its last attack or instance of being attacked, and every 5 seconds after that, the Carnifex regenerates a % of its max hp per second.
The Carnifex gains 1 strength for every 1000 hp regenerated in this way. Regeneration resets but does not stop while Berzerk Rage is Active.
Level 1 - Starts after 6 seconds, 0.05% heal.
Level 2 - Starts after 5 seconds, 0.1% heal.
Level 3 - Starts after 4 seconds, 0.15% heal.
Level 4 - Starts after 3 seconds, 0.2% heal.

Spine Banks => Berzerk Rampage:
Ability Type: Active: Self Buff
Targets: Instant: Self.
Duration: 16 Seconds.
"Old One Eye is capable of a berzerk state that is beyond any other living creature, tearing apart battle tanks with its massive limbs and sending infatry flying."
The Carnifex gains 15 damage, 20 agilty, 20% movement speed, and a % chance to instantly kill creeps.
When the Carnifex kills a unit, it gains damage, agility, and 10% movement speed for 5 seconds.
Level 1 - 15% kill chance, +15 damage, +20 agility.
Level 2 - 25% kill chance, +20 damage, +25 agility.
Level 3 - 35% kill chance, +25 damage, +30 agility.
Cooldown: 90 seconds.
Manacost: 175/225/275 mana.


Chaplain
Rosarius => Fury Unbound:
Ability Type: Active/Passive: Jump and Spellblock
Targets: Ground.
Range: 1650 Range.
"'Remember proud Sanguinius when you are faced with hardship. When the armor of your faith is buckled and torn, see in your mind that magnificent hero. Think upon his deeds and be humble, for his like will never walk the galaxy again.'
Lemartes fights with the unbound fury of the long-dead Primarch Sanguinius, using a Jetpack as well as his Rosarius to quickly close with the enemy."
Lemartes can use his jetpack to jump 1000 range.
The Rosarius blocks most tageted spells once every 10 seconds.
Cooldown: 6 seconds.

Honor of the Chapter => Death Mask:
Ability Type: Passive/Active: Damge Reduction, Fear
Targets: Instant: Enemy Units.
Range: 700 Aura, 400 Aoe.
"A potent artifact of the Blood Angels. A dark aura of fear and apprehension surrounds its wearer, lowering the moral and resolve of any who glance upon it."
Reduces the attack damage of nearby enemies. Effects decrease by 5% every 100 distance from Lemartes.
Can be activated to cause enemies to run away from Lemartes for 2 seconds.
Level 1 - 15% damage reduction.
Level 2 - 25% damage reduction.
Level 3 - 35% damage reduction.
Level 4 - 45% damage reduction.
Cooldown: 16 seconds.
Manacost: 130 mana.

Death Before Dishonor:
Ability Type: Passive: Buffs on Life Loss.
Targets: Aura: Allied Units
Range: 700 Aoe.
"The Chaplain fights for the honor and glory of the Emperor and will never back down, even in the face of certain death."
For every 10% missing hp, Lematres and nearby allies gain bonus damage and armor.
Level 1 - 4% bonus damage, 0.15 armor.
Level 2 - 5% bonus damage, 0.30 armor.
Level 3 - 6% bonus damage, 0.45 armor.
Level 4 - 8% bonus damage, 0.60 armor.

Word of the Emperor => Fury of the Black Rage:
Ability Type: Acitve: AoE Damage Reduction
Targets: Instant: Allied Units.
Range: 450 AoE.
Duration: 7/9/11 Seconds
"The Black Rage momentarily overcomes Lemartes and his companions, hurling their minds back to the battle between Sanguinius and Horus. This vision maddens those that experience it and gives them a fraction of Sanguinius' strength and vitality."
Lemartes and all nearby allies gain damage reduction from all sources.
Lemates and nearby allies gain a chance to knockback their target. Lemartes deals 1xStrength extra damage when he knocks back.
At the end of the duration, all units take a % of the damage ignored from this skill.
Level 1 - 70% reduction, 15% chance, 30% return.
Level 2 - 80% reduction, 20% chance, 25% return.
Level 3 - 90% reduction, 25% chance, 20% return.

Commissar
Medalion Crimson:
Ability Type: Passive: Damage Block
"The medal awarded to soldiers who have suffered horrific injuries and not lost their will to fight."
The Commissar can not take more than 10% of his life as damage from a single source.
[note: Can not activate on 'instant death' damage]

Dark Eldar
Death Strike:
Ability Type: Active: Charge and Damage
Targets: Units: Enemy Units.
Range: 700 range.
"Lelith prepares both of her weapons and readies her self into a battle position. She then springs toward her enemy with extreme speed and determination. The closer to death her opponent is, the stronger the blow is."
Gains max movespeed and charges towards the target.
Upon striking a unit, Lelith deals damage plus a % of the enemy's missing hp.
Illusions also charge the target but only deal inital damage.
Level 1 - 100 initial damage, 5% of missing hp.
Level 2 - 125 initial damage, 7% of missing hp.
Level 3 - 150 initial damage, 9% of missing hp.
Level 4 - 175 initial damage, 11% of missing hp.
Cooldown: 24 seconds.
Manacost: 150/160/170/180 mana.

Gruesome Talismans:
Ability Type: Acitve: Ilusion Spawn
Targets: Instant: Self.
"Gruesome Talismans are worn by many Dark Eldar and include fingers, ears and eyes of their deceased enemies. Often this distracts their enemies, causing them to lose count of the number of Dark Eldar they are fighting."
When used, an illusion of Lelith is spawned.
Illusions last untill killed, take 200% damage, and deal 30% of Lelith's damage, and will mirror the spells that lelith casts.
25% of damage taken or health healed will be split across the illusions and Lelith. Healing shared is multiplied.
[Note: Does not work when Magic Immune]
[Note: Type -kill to kill all selected illusions]
Level 1 - Max of 1 illusion. 1.0x healing multiplier.
Level 2 - Max of 2 illusions. 1.5x healing multiplier.
Level 3 - Max of 3 illusions. 2.0x healing multiplier.

Farseer
Guide => Divination:
Ability Type: Active: Aoe Reveal
Targets: Ground
Range: Global; 1400 Aoe.
Duration: 16 Seconds.
"Possibly the most powerful dinviner the galaxy has ever seen, Eldrad has fortold countless events and was able to aptly guide his fellow Eldar out of harms way on countless occasions"
Reveals the target location on the map, exposing invisible units.
Cooldown: 21 seconds.

Fortune => Psychic Mastery:
Ability Type: Active: Multiple Abilities
"The most powerful psyker born from an already powerfully psychic race, Eldrad Ulthran's psychic potential greatly surpasses that of any other psyker."
Eldrad may cast Doom, Fortune, or Guide.
These spells share the same cooldown
Level 1 - +10% inc dmg; +3 armor/2 reg; +15% ias.
Level 2 - +15% inc dmg; +5 armor/3 reg; +25% ias.
Level 3 - +20% inc dmg; +7 armor/4 reg; +35% ias.
Level 4 - +25% inc dmg; +9 armor/5 reg; +45% ias.
Cooldown: 20/18/16/14 seconds.
Doom:
Ability Type: Active: AoE damage amplification.
Targets: Ground: Enemy units.
Range: 600; 250 AoE.
Duration: 9 seconds.
"The Farseer focuses her powers on a target area, picking out the strands of fate of all enemies in that area, and bringing misfortune on them."
Causes all enemies in the target area to take 25% extra damage.
Interupts orders.
Cooldown: 14 seconds.
Fortune:
Ability Type: Active: AoE Amor Bonus.
Targets: Ground: Allies units.
Range: 650; 450 AoE.
Duration: 15 seconds.
"The Farseer scrys the future, warning her allies of any incoming harm, allowing them to shield themselves from damage."
Grants 9 armor and 5 regen to all allies in the target area.
Cooldown: 14 seconds.
Guide:
Ability Type: Acitve: Aoe.
Targets: Ground; Allied Units.
Range: 650 range
Duration: 7 Seconds.
"The Farseer's prophetic powers warn him of the enemy's foul intent, allowing him to direct the fire of his warriors."
Increases the attack speed of allied units in the target area by 45%.
Cooldown: 14 seconds.

Mind War:
Ability Type: Acitve: Damage Over Time
Targets: Unit: Enemy organic units.
Range: 600.
Duration: 8 Seconds.
"The Farseer reaches out and attempts to destroy her enemy's mind in a psychic duel. Enemies that are target by this psychic onslaught are severely weakened if they are not killed outright."
Every two seconds, as long as the farseer is within 800 range and does not attack or cast =, the target will take base + .5xInt in damage and lose a % of their intelligence.
The target is slowed by 10% for 8 seconds, and gains back intelligence 8 seconds after it is lost.
Level 1 - 60 base damage, 10% intelligence loss.
Level 2 - 80 base damage, 14% intelligence loss.
Level 3 - 100 base damage, 18% intelligence loss.
Level 4 - 120 base damage, 22% intelligence loss.
Cooldown: 20 seconds.
Manacost: 100/125/150/175

Doom => Staff of Ulthamar:
Ability Type: Passive: Mana Regen %, Int. Damage
"The potent artifact carried by Eldrad Ultran is able to more easily channel his immense psychic power as well as function as a devastating weapon."
whenver Eldrad casts a spell, he has a % chance to gain mana based on the spell's manacost over the next 8 seconds.
Adds damage equal to a % of the difference in Eldrad's and his target's intelligence.
[note: Orb Effect]
Level 1 - 10% chance, 0.4x the manacost, 40%.
Level 2 - 16% chance, 0.7x the manacost, 52%.
Level 3 - 22% chance, 1.0x the manacost, 64%.
Level 4 - 28% chance, 1.3x the manacost, 76%.

Eldritch Storm:
Ability Type: Active: AoE damage and stun
Targets: Ground: Enemy units.
Range: 650; 600 AoE.
"The Farseer calls upon her psychic might to create a mighty eldritch storm at the target location. Calls down bolts of psychic energy to destroy her foes."
One bolt will strike a random enemy unit in the target area every 0.4 - 0.75 seconds, dealing damage; The explosive blast from the strike damages nearby enemy units and stuns them.
Max of 4 bolts per target. For each bolt that does not strike a target, Eldrad has a % chance to refresh this spell.
Level 1 - 100 main/50 Aoe damage, 1%. 6 bolts.
Level 2 - 150 main/100 Aoe damage, 2%. 9 bolts
Level 3 - 200 main/150 Aoe damage, 3%. 12 bolts.
Cooldown: 165 seconds.
Manacost: 200/300/400 mana.

Grey Knight
The Shrouding:
Ability Type: Passive: Evasion, Fading
Targets: Aura: Allied and Enemy Units.
Range: 750 Aoe
"The combined psychic prayers of the Grey Knights are focussed in battle to constantly confuse and wrong-foot their enemies, blinding their corrupted senses with the shining light of their fait and resolusion."
Causes enemies around the Grand Master to miss 34% of their attacks.
Causes nearby allies to become Intelligence% faded.

The Aegis => Holocaust:
Ability Type: Active: Aoe Damage and Slow.
Targets: Instant: Enemy Units.
Range: Self.
"The Grand Master projects forth the fire in his soul in a searing ball of white flame, igniting the very air around him and incinerating any who come too close."
Deals damage to enemies over 0.6 seconds.
Any units affected by the spell are slowed for 5 seconds, and take 0.2xIntelligence% of their missing mana in damage.
Level 1 - 50+Str damage, 20% slow.
Level 2 - 70+Str damage, 25% slow.
Level 3 - 90+Str damage, 30% slow.
Level 4 - 110+Str damage, 35% slow.
Cooldown: 24 seconds.
Manacost: 130/150/170/190 mana.

Nemesis Force Weapon:
Ability Type: Active: Critical, Passive Strength
Targets: Units: Enemy Units.
Range: 100; 300 Aoe.
"Nemesis Force Weapons are consecrated and anointed with sacred oils, psychically charged, and inscribed with devotional scripts and wards to destroy the denizens of the immaterium."
Passively adds strength to the Grand Master
Allows the Grey Knight to attack the target, scoring a critical hit.
The target loses mana equal to 50% of the damge dealt, and nearby creeps take a % of the damage dealt
Level 1 - +5 Str, 1.3x + 0.8xInt critical. 25% dmg.
Level 2 - +10 Str, 1.7x + 1.0xInt critical. 25% dmg.
Level 3 - +15 Str, 2.1x + 1.2xInt critical. 25% dmg.
Level 4 - +20 Str, 2.5x + 1.4xInt critical. 25% dmg.
Cooldown: 19 seconds.
Manacost: 100/135/170/205 mana.

Holocaust => Sanctuary:
Ability Type: Active: Area Denial.
Targets: Instant.
Range: 425 AoE.
"Many psykers can throw up a psychic shield that protects them from malign influences, and the strongest in faith can even conjure temporary wards around their companions through with the Daemon cannot pass."
Projects a field around Stern that enemies with more than a % of their max mana cannot enter. When an enemy comes in contact with the field, it will be blocked and lose a % of its max mana.
Should an enemy inside the field lose all of its mana, it will be stunned for 2.5 seconds and take damage equal to a % of its max mana.
Stern and allies in the aoe are Magic Imune.
[Costs 1 mana per second, +38% per second held]
[note: Channeling]
Level 1 - 4% block, 2% loss, and 15% damage.
Level 2 - 3% block, 3% loss, and 20% damage.
Level 3 - 2% block, 4% loss, and 25% damage.

Librarian:
Familar => Hood of Hellfire:
Ability Type: Passive: Anti Spell Casting.
Targets: Aura: Enemy units.
Range: 1000 AoE.
Duration: 3.75 Seconds.
"Librarians wear psychic hoods that allow them to intercept the psychic actions of their enemies, allowing the librarian to fight other spellcasters for their ability to cast spells. The Hood of Helfire is much more potent and allows the user to amplify their own psychic prowess."
Gives a 30% chance to silence enemies when they cast spells.
Silenced enemies take 1xIntelligence damage per second and the Librarian regenerates mana equal to the damage dealt.
[note: Can only trigger once every 3 seconds]

Psychic Hood => Fear of the Darkness:
Ability Type: Active: AoE Disable and Debuff.
Targets: Instant: Enemy Units.
Range: 300/350/400/450 AoE.
"Calling upon his mighty psychic prowess, the Librarian spreads visions of doom and destruction to his enemies, causing them to cower in fear and lose their will to fight."
Nearby enemies are disabled and lose damage for 15 seconds.
Level 1 - 1.75 second disable, 30% damage loss.
Level 2 - 2.00 second disable, 40% damage loss.
Level 3 - 2.25 second disable, 50% damage loss.
Level 4 - 2.50 second disable, 60% damage loss.
Cooldown: 26 seconds.
Manacost: 140/165/190/215 mana.

Fear of the Darkness => Veil of Time:
Ability Type: Active: Aoe Slow.
Targets: Ground: Creeps, Enemy Heroes
Range: 350 Range; 700 Aoe
"With his powerful Psychic mastery, Tigerius grasps the threads of time, twisting them to his will."
Causes All creeps and enemy heroes in the target location to be slowed by 100%
Takes 1 second to become fully slowed.
[note: also slows some spell projectiles]
[note: Channeling]
Level 1 - Lasts 4 seconds.
Level 2 - Lasts 5 seconds.
Level 3 - Lasts 6 seconds.
Cooldown: 150 seconds.
Manacost: 210/320/430 mana

Necron Lord:
-now has 3 different skill options for each slot (actives, self buffs, weapons, ultimates)
-When the necron lord gets level 10 stats, it will gain a Harbinger destinction depending on which ultimate it choses
Actives:
Gaze of Flame:
Ability Type: Active: Aoe Pause and Silence
Targets: Ground: Enemy units.
Range: 600/650/700/750 Range
"Flickering witch-fires blaze from the metal death mask of the Necron Lord, chilling the very heart of those who look upon it, stealing away their strength and crushing their courage."
The Necron Lord focuses his gaze on a target area, stunning units for 1.75 seconds and silencing them.
Level 1 - 3 second silence. 200 Aoe.
Level 2 - 4 second silence. 250 Aoe.
Level 3 - 5 second silence. 300 Aoe.
Level 4 - 6 second silence. 350 Aoe.
Cooldown: 17 seconds.
Manacost: 90/105/120/135 mana.
Nightmare Shroud:
Ability Type: Acitve: Stun, Target Immunity
Targets: Instant: Enemy Units.
Range: 450 Aoe.
"The worst fears are summoned from the pits of nightmare and thrust into the minds of all those near the Necron Lord. Palpable waves of horror radiate from the metal-skinned monster, and all who look upon it will find their courate tested to the very limit."
Nearby heroes are stuned and are unable to auto-attack or target the necron lord for 3 seconds after.
Creeps run away for 5 seconds and can not target or attack the necron lord.
Level 1 - 1.0 second stun.
Level 2 - 1.3 second stun.
Level 3 - 1.6 second stun.
Level 4 - 1.9 second stun.
Cooldown: 21/20/19/18 seconds.
Manacost: 115/140/165/190 mana.
Veil of Darkness:
Ability Type: Active: Group Teleportation
Targets: Ground
Range: 350 AoE
Duration: 5 Seconds
"The Necron Lord can summon a veil of darkness which twists about it like a ghostly cloak blown by an ethereal breeze. When the darkness ebbs, the Lord and those nearby will have disappeared, only to reappear mysteriously some distance away moments later."
Teleports the Necron Lord and any surrounding allies to the target point after 1 second
Upon arival, enemies near the casting point and target location are slowed by 17% per second while they stay in the aoe.
Level 1 - 1250 range.
Level 2 - 1500 range.
Level 3 - 1750 range.
Level 4 - 2000 range.
Cooldown: 30/28/24/22 seconds.
Manacost: 100/140/180/220 mana.

Self Buffs:
Chronometron:
Ability Type: Passive: Aoe Evasion. Active: Heal
Targets: Aura: Allied Units / Self
Range: 500 Aoe
"Necrons are the masters of space and time. The chronometron allows the Necrons to act out of phase with the normal time flow, advancing normally while their opponents move in slow motion."
When used, the Necron lord can assume its position, life, and mana from a previous time. Each hp healed by this effect costs mana, and the Necron Lord cannot assume previous life that would cost more mana than is available.
Passivly gives the Necron lord and nearby allies a % chance to avoid any source of damage.
Level 1 - Up to 1 second. 1.5 mana/hp. 8% chance.
Level 2 - Up to 2 seconds. 1.3 mana/hp. 11% chance.
Level 3 - Up to 3 seconds. 1.1 mana/hp. 14% chance.
Level 4 - Up to 4 seconds. 0.9 mana/hp. 17% chance.
Cooldown: 25 seconds.
Manacost: 150
Phase Shifter:
Ability Type: Toggle: Physical Immunity
Targets: Instant: Self
"The very fabric of the Necron Lord seems hazy and indistinct, as though it were not completly corporeal. Shots and blows pass through its mechanical body and even the most powerful weapons cannot harm it."
While active, the Necron Lord becomes ethereal.
While ethereal, the Necron Lord is immune to physical attacks and ignores pathing; however, it takes +25% damage from spells and deals less damage.
[note: costs a % of max mana per second]
Level 1 - Deals 75% less damage, 8% manacost.
Level 2 - Deals 60% less damage, 7% manacost.
Level 3 - Deals 45% less damage, 6% manacost.
Level 4 - Deals 30% less damage, 5% manacost.
Manacost: 25 mana
Phylactery:
Ability Type: Passive: WBB boost, Regen
"This inconspicuous chrm is a powerful self-repair device filled with tiny spider-like creatures that swarm all over a wounded Necron Lord, re-knitting its body so that it may continue to fight."
When We'll Be Back triggers, the Necron Lord is revived with more than the usual hp and mana and becomes invulnerable for a time.
Passivly increases the Necron Lord's hp regen.
Level 1 - 1.4x multiplier, 0.25 invul, +2 regen.
Level 2 - 1.6x multiplier, 0.50 invul, +3 regen.
Level 3 - 1.8x multiplier, 0.75 invul, +4 regen.
Level 4 - 2.0x multiplier, 1.00 invul, +5 regen.

Weapons:
Disruption Field:
Ability Type: Passive: Magic Damage, Bonus IAS
"The grasping metal claws of the Necrons pulse with unnatural energies that seem to warp the skin of their targets as they strike. Even the most heavily armored foe can be torn apary by Necrons with such powers."
A % of the Necron Lord's attack damage is dealt as magic damage.
Gives the Necron Lord bonus attack speed.
Level 1 - 55% damage is magic, +5% ias.
Level 2 - 70% damage is magic, +10% ias.
Level 3 - 85% damage is magic, +15% ias.
Level 4 - 100% damage is magic, +20% ias.
Staff of Light:
Ability Type: Passive: Ranged Attack, Mana Regen
"A Staff of Light is a device of arcane technology that serves as both a symbol of rank and a weapon for Necron Lords. They are able to project blasts of energy and serve as a focus for the Necron Lord's connection to its troops."
With this weapon, the Necron Lord gains a 350 ranged attack.
Gives the Necron Lord bonus mana regeneration.
Level 1 - +50% mana regeneration.
Level 2 - +75% mana regeneration.
Level 3 - +100% mana regeneration.
Level 3 - +125% mana regeneration.
Warscythe:
Ability Type: Passive: Pure Damage Chance, HP
"Warscythes are made from the same living metal as the hulls of Necron ships and the C'tan necrodermis. They have phase blades that slip effortlessly through the most powerful armor. A well-directed Warscythe can cut the barrel from a Lemon Russ or carve a hole in the side of a bunker."
Gives the Necron Lord a % chance to deal pure damage on attack.
Gives the Necron Lord additional hp.
Level 1 - 10% chance, 50 hp.
Level 2 - 20% chance, 100 hp.
Level 3 - 30% chance, 150 hp.
Level 4 - 40% chance, 200 hp.

Ultimates:
Lightning Field:
Ability Type: Toggle: Return Damage Aura.
Targets: Aura: Allied Units.
Range: 450/500/550 AoE
"Bolts of energy arc from the Necron Lord to nearby allies, energising and charging their bodies."
If a unit near the Necron Lord is attacked, it will gain 1 Charge Counter, and its attacker will be damaged for a % of its max life.
While Active:
Attacking units take double the regular damage.
Attacked allies with Charge Counters lose 1 counter, and the damage will bounce to a nearby enemy.
Every second, the Necron Lord loses 1 Charge counter, and a bolt of lightning will strike a nearby enemy.
Bolt damage is 5x the charge counters on the Lord, bouncing 3 times.
[note: Costs mana per second.]
Level 1 - 1.0% damage. 30 mana per second.
Level 2 - 1.5% damage. 45 mana per second.
Level 3 - 2.0% damage. 60 mana per second.
Manacost: 75 mana.
Ressurection Orb:
Ability Type: Active: Summon; Passive: Revive
Targets: Aura: Owned Units
Range: 800 Aoe
"With a gesture from the Necron Lord, the shattered remains of destroyed warriors crawl together before standing ready to do battle once more."
When used, the Necron Lord summons the remains of a fallen Necron to aid him in battle.
Passively gives nearby non-heroes a chance to revive when killed.
Level 1 - Max of 3 summons. 15% chance.
Level 2 - Max of 5 summons. 20% chance.
Level 3 - Max of 7 summons. 25% chance.
Cooldown: 25 seconds.
Manacost: 110 mana
Solar Pulse:
Ability Type: Active: AoE Vision loss and Slow
Targets: Instant: Enemy Units.
"The Necron Lord's staff releases a flash of energy, blinding his enemies and illuminating the battlefield."
Gives the Necron Lord full flying vision.
Causes any enemies within a certain range of the Necron Lord to lose all vision and become slowed.
Level 1 - 20% slow, 1000 AoE, 7 second duration.
Level 2 - 30% slow, 1200 AoE, 9 second duration.
Level 3 - 40% slow, 1400 AoE, 11 second duration.
Cooldown: 120/110/100 seconds.
Manacost: 200/250/300 mana.

Harbinger of Storms (lightning field):
Ability Type: Passive: Ultimate Upgrades
"Harbinger of the Storm is the title given to a Necron Lord capable of summoning a tremendous storm that jams all communication signals over a very broad area, causing general disarray among enemy forces thus granting a large tactical advantage to the Necrons. A Harbinger is able to fully control the tempest it has summoned from thin air, not only preventing deep strike attacks into Necron lines, but also allowing the Lord to call down devastating lightning strikes ."
With the Harbinger of the Storm designation, the Necron Lord gains the following benefits:
• Access to the Lightning Strike ability.
• Lightning Field deals +15 damage.
• Drop Pods targeted within 3000 range of the Necron Lord ignore buildings and teleport homers and scatter double the normal distance.
[note: Effects of We'll Be Back are still functioning]
Lightning Strike:
Ability Type: Active: Target Nuke
Targets: Instant: Enemy Units
Range: 1250 Range
"The Necron Lord is able to call down devastating lightning strikes that can reduce powerful machinery to mere pieces of junk and obliterate entire squadrons."
For each nearby ally with a Charge Counter, one lightning bolt hits the target unit, dealing 75 damage. The lightning bolt bounces once for each Charge Counter on the unit.
Removes all Charge Counters from units used to create lightning bolts; Max of 15 bolts.
[note: Disables Lighting Field for 15 seconds]
Cooldown: 100 seconds.

Harbinger of Awakening (ressurection orb):
Ability Type: Passive: Ultimate Upgrades
"Necron Tombs seldom awaken spontaneously. Indeed, many would lie undisturbed forever if not for tectonic activity, the delving of the younger races, or the action of the Harbinger of Awakening. Once a Harbinger of Awakening has awoken, it has but a single function: to travel the stars and awaken other dormant Tomb Worlds. Encoded in the Harbinger's artificial cortex is all the information required to make contact with a dormant tomb and begin its reactivation."
With the Harbinger of Awakening designation, the Necron Lord gains the following benefits:
• Access to the Awaken Tomb ability.
• Ressurection Orb affects heroes (20%).
• Ressurection Orb summons Immortals.
[note: Effects of We'll Be Back are still functioning]
Awaken Tomb:
Ability Type: Active: Summon
Targets: Instant.
"Within hours of the War Cell's arrival on the planet, maintenance Scarabs and Tomb Spyders spring into ghastly life and carry out two primary functions. The first of these is to ensure the successful awakening of the slumbering tomb, and the second is to drive away any unwanted life-forms from the tomb site so the awakening can be conducted undisturbed."
Summons a Tomb Spyder.
Combat: 81-87 dmg, melee, 2.4s attack cooldown
Defense: 1100 hp, 5 fortified armor, 250 movespeed
(ability)Mainenance Scarabs: utility summon
(ability)Repair Necrons: revives mechanical units
Manacost: 200 mana
Cooldown: 150 seconds.

Harbinger of Night (solar pulse):
Ability Type: Passive: Ultimate Upgrades
"Covered by darkness and announced by terror, the Necron Harbinger of Night begins its harvest, the skies only clearing with eventual victory."
With the Harbinger of Night designation, the Necron Lord gains the following benefits:
• Access to the Eclipse ability.
• Solar Pulse becomes global
• Solar Pulse silences enemies for 6 seconds.
• Solar Pulse gives allies full 1800 aoe vision.
[note: Effects of We'll Be Back are still functioning]
Eclipse:
Ability Type: Active: Night Time, Ally Invisiblity
Targets: Instant: Allied Units
Duration: 120 seconds
Range: 1000 Aoe
"The Harbingers of Night have the ability to absorb all light in a certain radius. They darken the skies to create terror in the enemy ranks, with few having the fortitude to stand before them as their power over darkness awakens deep, primeval fears amongst the enemy."
Interrupts the flow of time and changes the Time of Day to night.
Nearby allies gain Perminent Invisibility for the duration.
The Necron Lord has a 0.5 second fade time, while other units have a 2 second fade time.
Cooldown: 300 seconds.

Pathfinder:
Jump Jets => Vanguard:
Ability Type: Passive: Ally Boosts on Cast
Targets: Aura: Allied Units
Range: 800 Aoe
Duration: 6 Seconds
"Pathfinders are the vanguards to a Tau army. They scout out the enemies in advance and relay important tactical inforamtion back to the main army, giving them a tactical advantage."
Whenever the pathfinder casts a spell, the pathfinder gains a temporary +10% movespeed aura.
Casting multiple times will stack the effects and reset the duration.

Pulse Rifle => Surpressive Fire:
Ability Type: Acitve: AoE Damage and Slow
Targets: Ground: Enemy Units.
Range: 500 range, 300 AoE.
Duration: 5 Seconds.
"While their primary job is recon, Pathfinders do find themselves in the midst of a battle. Their job then becomes to lay down surpressive fire to pin down enemies, allowing the rest of the Tau army to decimate them."
Fires a burst of surpressive fire into the enemies in the target aoe, dealing damage, slowing movespeed by 25%, and causing enemies to miss a % of their attacks.
Level 1 - 70 damage, 25% miss.
Level 2 - 140 damage, 30% miss.
Level 3 - 210 damage, 35% miss.
Level 4 - 280 damage, 45% miss.
Cooldown: 16 seconds.
Manacost: 110/125/140/155 mana.

Markerlight => Remote Drone Network
Ability Type: Active: Enemy Armor Debuff.
Range: Global.
Duration: 12 Seconds.
"The pathfinder connects to the Remote Drone Network to target any enemy with a Markerlight array. This device is able to bring destruction to any enemy anywhere on the battlefield."
The Pathfinder is able to Markerlight any unit on the map:
-The target is revealed and and loses armor.
-A single unit may only have one enemy under the effects of Markerlight; multiple casts on the same unit will only reset the duration.
-Multiple units targeting the same enemy with Markerlight will stack the effects.
The Pathfinder can also coordinate Seeker Missle strikes on any marked unit.
Level 1 - 2 armor loss.
Level 2 - 3 armor loss.
Level 3 - 4 armor loss.
Level 4 - 5 armor loss.
Cooldown: 8/8/7/7 seconds.
Manacost: 50/55/60/65 mana.

Spotter Drone => Sensor Tower:
Ability Type: Acitve: Ward Placement
Targets: Ground.
Range: 100 range.
"Specifically in the Tarros Campain Pathfinders have sometimes errected temporary sensor beacons to act as advanced rader towers for their forces"
Constructs an immoblie invisible Sensor Tower at the target location.
The tower has medium vision, a Trueshot Aura, the Markerlight ability, and a 400 aoe 3 second trusight.
Trueshot Auras dont stack.
Level 1 - 700 aoe vision, 10% trueshot, 2 max.
Level 2 - 800 aoe vision, 14% trueshot, 3 max.
Level 3 - 900 aoe vision, 18% trueshot, 4 max.
Level 4 - 1000 aoe vision, 22% trueshot, 5 max.
Cooldown: 30 seconds.
Manacost: 100/125/150/175 mana.

Railgun => Darkstar Warhead:
Ability Type: Active: Aoe Damage Over Time
Targets: Ground: Enemy Units
Range: 1100 range; 800 Aoe
Duration: 30 seconds
"The neutron pulses from this weapon destroy biological matter be leave material unharmed. It is an ideal weapon for use when a plant's resources are of great use to the Greater Good, but the population will not submit."
The pathfinder marks a location, and 3 seconds later a Darkstar Warhead impacts the target location.
Initially deals damage, and every 2 seconds after the inital strike, units in the area lose a % of their max hp.
Level 1 - 250 initial damage, 2% of max hp.
Level 2 - 325 initial damage, 4% of max hp.
Level 3 - 400 initial damage, 6% of max hp.
Cooldown: 130/110/90 seconds.
Manacost: 190/245/300 mana

Typhus:
Nurgles Rot:
Ability Type: Toggle: Aoe Debuff.
Targets: Self, Enemy Units.
Range: 400 AoE.
Duration: 2.5 Seconds.
"Typhus surounds himself with the Rot of Nurgle, causing nearby enemies to weaken and lose strength."
Nearby enemies take 60 damage per second, lose 4 armor, and become slowed by 20%.
[note: Also damages Typhus]

Winds of Change:
Ability Type: Active: Cone Damage
Targets: Ground: Enemy Units.
Range: 700, 300 AoE.
"Typhus was granted the power to summon chaotic winds of fire and decy to damage and destroy his enemies."
Deals damage and debuffs enemies with Nurgles Rot.
Level 1 - 70 damage.
Level 2 - 115 damage.
Level 3 - 160 damage.
Level 4 - 205 damage.
Cooldown: 14 seconds.
Manacost: 85/95/105/115 mana.

Zoanthrope:
Warp Field:
Ability Type: Toggle: Damage Block
"Zoanthropes project constant psychic barriers to protect themselves, absorbing and deflecting incoming attacks. These mental shields are invisible but for a slight shimmer when small-arms and heavy-weapons fire alike patter harmlessly against them."
While active, all damage taken by the Doom of Malan'tai will be reduced by a % equal to 1xInt.
Damage reduction values over 100% will heal the Doom of Malan'tai.
[Costs 1.2xInt mana per second]

Warpblast remains unchanged

Psychic Scream => Spirit Leech:
Ability Type: Active: Nova Slow and Damage
Targets: Instant: Enemy units.
Range: 650 AoE.
Duration: 6 Seconds.
"The Doom of Malan'tai feeds off the life-force of its enemies, cripling them as their souls are slowly pulled from their bodies."
Over the next 2 seconds, Enemies near the Doom of Malan'tai take damage based on intelligence and increase the Doom of Malan'tai's intelligence by 10% of their own.
Enemies affected for more than one second lose magic resistance and are slowed by 25%.
The Doom of Malan'tai loses 3% of the intelligence gained from this skill for each 5% of his max life it takes in damage.
Level 1 - 50 + 1xInt damage, -10% resistance loss.
Level 2 - 90 + 1xInt damage, -15% resistance loss.
Level 3 - 130 + 1xInt damage, -20% resistance loss.
Level 4 - 170 + 1xInt damage, -25% resistance loss.

Shadow in the Warp => Absorb Life:
Ability Type: Passive: Life Augmentation
"The Doom of Malan'tai absorbes the life-force of those it kills, supplementing its already formidible supply."
The Doom of Malan'tai gains max hp equal to 10% of the damage it deals; cannot gain more than a certain amount from this skill.
Damage dealt to the Doom of Malan'tai will remove max life gained from this skill before damaging it.
Level 1- 1xInt max life gained.
Level 2- 2xInt max life gained.
Level 3- 3xInt max life gained.
Level 4- 4xInt max life gained.

Catalyst => Cataclysm:
Ability Type: Active: Line Damage
Targets: Ground: Enemy Units.
Range: 1600, 300 AoE.
"Syphoning off a portion of its psychic strength, the Doom of Malan'tai can create a searing blast of destruction that destroys everything in its path."
The Doom of Malan'tai emits a wave of 15 explosions towards the target point.
Each explosion deals a % of its max life plus 1xIntelligence as damage.
Enemies cannot be damaged by more than 5 blasts. Resets the bonuses gained from Spirit Leech and Absorb Life.
[note: costs a % of max life to use]
Level 1 - 1.5% max life damage, 15% max life cost.
Level 2 - 2.5% max life damage, 25% max life cost.
Level 3 - 3.5% max life damage, 35% max life cost.
Cooldown: 160/150/140 seconds.
Manacost: 250/325/400 mana.




=======================================================================

this prolly took me ~1 hour to write up... : /


edit:
lawl, the changelog is now too big for one post


Last edited by Grass Hopper on Sat Dec 25, 2010 2:42 pm; edited 1 time in total

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Re: Proposed change log for 0.46

Post by Fairemont on Mon Dec 06, 2010 12:02 am

Holy textwall batman... Its going to take me a week to read all that.

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Re: Proposed change log for 0.46

Post by Grass Hopper on Mon Dec 06, 2010 12:05 am

And that is why I don't go a year between versions Razz

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Re: Proposed change log for 0.46

Post by Fairemont on Mon Dec 06, 2010 2:20 am

I just had a good idea! You know how we were trying to resolve the getting overflowed with creeps in the endgame, so bad that its like you cant do jack against it... Give the uhh... hometeam creeps like a "Hometurf" bonus inside of the base that gives them some like bigger damage, higher attack speed, more life, etc bonuses to kinda make up for the lower numbers. lol >.>

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Re: Proposed change log for 0.46

Post by Glycine on Mon Dec 06, 2010 2:42 am

I read it in 5 minutes. >>

Leavers can still drop pod under an unknown circumstance. I know it happened, but can't reproduce it from my head right now.

The thing with NC mode is that there's a creep limit for the map, which I don't know if you fixed. Instead of increasing the number of creeps spawned, increase how much gold and experience they give over time.

10% more experience didn't really seem to have an effect on leveling. Maybe if I was a pusher, it would be more noticeable, but as a normal character, leveling is still fairly slow at higher levels.

In addition, allow each team to upgrade the scout towers/burrows in each base. Use a point of honor to unlock upgrading, then use gold to actually upgrade and change. Base defense is a highly neglected area, and all they do now is serve as free gold and experience.

Ahriman: Still a beast. If everyone were as beastly as him, the game would be fair, but it's not like that. Quick issues: Chains is still too long, Summons do too much damage, Doombolt is still Doombolt, spell refresh is inherently flawed, balance wise (See Rakel).

Asurmen: Slightly less mobile, though I haven't played him since the change. 20 seconds for a 600 distance blink is being harsh about it, though. Considering almost every other blink in the game either goes farther, has a lower cooldown, or both, you reacted harshly towards how Asurman can rape a game. Some of the other things were dealt with more or less well, but if you're going to make him significantly less mobile, you have to give him something else in return.

Aun'va: Is still a pusher. I have nothing else to say, beside the fact he's the most fragile hero in the game, because you make an intelligence character with no life have to attack at 250 range without any hard disables and a useless AoE nuke. Looking forward to the change.

Autarch: Is interesting. Fix your stupid ult. damage calculations. Using the ship is clunky, seeing as it has to come to ground to pick up units. If you think about the logic of the teleport to outpost skill, making the ship come to ground makes no sense. He teleports from the ground to his ship to his outpost. That's the designed mechanism.

In such a case, wouldn't it be more useful to have the ship the first skill, the teleportation the second skill, and the missiles the third skill? In their current order, the ship is useful only in a few situations and spends most of its time doing nothing. I would suggest cloaking the ship while it's in the air, finding a better model for it, and allowing the ship to warp up units 200 units within range of it, while not on the ground. There's no reason for an Eldar ship to go to ground because all its troops use the webway portal to get to the ground in the first place.

To be continued.




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Re: Proposed change log for 0.46

Post by Grass Hopper on Mon Dec 06, 2010 12:32 pm

Fairemont wrote:I just had a good idea! You know how we were trying to resolve the getting overflowed with creeps in the endgame, so bad that its like you cant do jack against it... Give the uhh... hometeam creeps like a "Hometurf" bonus inside of the base that gives them some like bigger damage, higher attack speed, more life, etc bonuses to kinda make up for the lower numbers. lol >.>

like... inside the actual base? cause there arent ever allied creeps inside the base Razz

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Re: Proposed change log for 0.46

Post by Fairemont on Mon Dec 06, 2010 1:54 pm

Yes. >.> Like, once all the extra outposts are captured, have random waves spawn inside the base. >.> Or, once the last one on a lane are captured, have the spawn inside. O.o Like, if I rework the map, I could put a couple like "barracks" structures that could spawn units after the forts in one lane are taken, it would make it a lot easier to defend from that lane, as well as push back out and recapture it. And them maybe have like the fortress have an aura of some sort, or several, that expand over the radius of the base, or near enough, to give creeps inside a little advantage over the huge numbers of the opposing team. The auras probably would not effect champions, as that would be a bad idea, just creeps. I remember a thread somewhere trying to figure out how to fix that particular aspect of the game, this might be something worth trying.

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Re: Proposed change log for 0.46

Post by Grass Hopper on Mon Dec 06, 2010 1:56 pm

Fairemont wrote: I remember a thread somewhere trying to figure out how to fix that particular aspect of the game, this might be something worth trying.

was that this thread?

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Re: Proposed change log for 0.46

Post by Fairemont on Mon Dec 06, 2010 5:09 pm

Yeah, that one. It would make it easier to push out of the base and retake the first outpost again, since the creeps would be stronger within the limits of the base, but once they left, they'd be on equal footing again, so it wouldn't be abusable or overpowered, but something useful near end game, or if a lane gets pushed really fast.

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Re: Proposed change log for 0.46

Post by Grass Hopper on Mon Dec 06, 2010 5:14 pm

hmm well thats not a bad idea as a suplement for the planned idea.

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Re: Proposed change log for 0.46

Post by Fairemont on Mon Dec 06, 2010 5:24 pm

Also, I could think of a few other ideas as I build bases, like maybe giving towers a fear shout type thing that makes enemy creeps periodically run away, or things like that that just make it harder to destroy bases, and maybe statues that demoralize the enemy until destroyed, reducing armor/attack speed, etc. Things like that could make the massive amounts of creeps have a harder time taking down a base. Cuz from what I remember, once the last outpost goes down its almost game over for the base since its like, got no defense of its own.

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Re: Proposed change log for 0.46

Post by Grass Hopper on Mon Dec 06, 2010 5:48 pm

Glycine wrote: post!

while i do agree with a few things you said (aun'va and autarch's ship), ill have to respectfully disagree with most of your other points.
from an experience stand point. ive seen most of these heroes in play recently, and my observations of them are different from what you say.
(for the agreement parts)
aun'va is still a pusher yes, and hes squishy, yes... however the honorguard have relativly low hp and thus die quickly, and aun'va himself doesnt have aton of pushing power (low ass range and squishy ness), the aura is the real problem (and will be adressed)
he will also be going through some minor changes next version, based on what you suggested

Autarch, me and cell were comming up for changes to Path of Command and the Transport, and i specifically remeber you saying dont bother wasting time on the autarch when there are more important things to fix Razz
however, yes, i agree that the transport pales in comparison to the teleport.
however (twice >.>) the two main bonuses is has are that it can transport allies as well as the autarch, and it can serve as a quick escape mechanism (jump in it as your being chased, and they cant hurt you cause it can fly over trees and cant be destroyed by spells once in the air)
planned changes for this are to add offensive capabilities to the transport. in air mode, activating weapons would slow it and give it a quick 4 burst attack. In ground mode, the 4 burst attack would be line damage nukes instead of target.

(disagreement)
for NC, that is an old change, and when i did it i remeber you saying "that works much better now" Razz
however, if it starts hitting a limit, i can increase the limit. i wasnt aware of this being a problem.
(remind me next time you and i are online - im at school right now)

i unno, 10% exp goes a long way, and ive had a more than a few games where i greatly outleveled the enemies cause i just stayed in lane (i was level 15 where everyone else was 7/8 as vindi at mid)

ahriman in my most recent games didnt dominate at all

and asurmen in my most recent game (i was playing) was still good
i dunno if it was because i was playing it vs only pubs and deus, or cause its still good... but early game was still just as good (the bladestorm nerf was noticable and definatly needed... perhaps not 100% there yet, but prolly)
and the rest of my imbaness was due to the fact that my entire team left and left me with leaver gold

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Re: Proposed change log for 0.46

Post by Fairemont on Mon Dec 06, 2010 5:56 pm

@ Glycine

You brought up the uhh... bases being harder to defend. I think Im going to try some unique base strategies to get the bases a little easier to defend, from a certain point of view. We'll see how it goes.

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Re: Proposed change log for 0.46

Post by Glycine on Tue Dec 07, 2010 3:01 am

@ Faire: Yay.

@ Grass: Haha, you tell funny jokes, Grass. Aun'va is able to push when he has full creep support, and his honor guard, aura, and nuke make it such that he will decimate most creep waves without a hero almost instantly early-mid game, thus having full creep support.

He does need a hero, preferably a status or a sniper, to babysit him or at least hang around, as to prevent random ganks. He's like Commissar without the bullshit innate and annoying bombardment on buildings. That does not, one bit, diminish his pushing power, especially when he gets double staff. When he does, he's the best pusher in the game hands-down, with a 400+ AoE line heal. Not to mention Pacify, which is fabricated completely on imagination and stubbornness, but still is annoying.

Aun'va may wilt under any kind of long range/invisible/disabling abilities, but if your team doesn't realize the threat inherent and move to counteract a good Aun'va, he will end your game 25 minutes in, while everyone stands there herpaderping. Put him with another pusher or even a status support, and there's almost no way to counter him.

He has, perhaps, the greatest potential of any hero in the game, because of his rigged ally spell, his auto-summons, a passable AoE spell for creeps only, and the ability to get 12 items instead of 6. It would be extremely amusing to see the copy of an Aun'va go for auras, but so devastating if he pulled it off.

Main: Sacred, Staff of Tzeentch, Ulthamar, Singing Spear/Honour Blade, Refractor, Webway
Copy: Chapter, Waagh, Sensor, Holosuit, Staff of Tzeentch, Berserker's Glaive.

That's at least 20-30k worth of items there, but it would allow him to go toe-to-toe with almost any team of heroes just by himself.

Don't fall into the trap of thinking your heroes are worse than they actually are. If there was an active community who actually analyzed what you put into the game, they would sight some of the things that I note, and the fact that pubbies can't play Aun'va to save their lives means little. Please, please, please, think of these things. Every beta test is a pub stomp, nearly, and to test on unfit competition (sorry to hurt your feelings, pubs Razz) is to get unbalanced or biased results back.

tl;dr: Balance to potential, not to actuality. In actual practice, new people tend to flail wildly around in a stupid daze. Aun'va has always been able to push. Your changes here and there only make it hard for the pubs to use him. You even said it yourself, in terms of Asurmen: playing against pubs is no way to test for balance, despite the leaver gold. Unless you play a *competitive* game, where every people in the map knows exactly what they're doing, you're going to be guessing at some balance issues.
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Re: Proposed change log for 0.46

Post by Grass Hopper on Tue Dec 07, 2010 2:21 pm

Glycine wrote: ...He has, perhaps, the greatest potential of any hero in the game, because of his rigged ally spell, his auto-summons, a passable AoE spell for creeps only, and the ability to get 12 items instead of 6....

just need to point out that pacify doesnt do a whole lot on pushing, you completly forgot the aura, and any other pushing hero (current cato, loc, ahriman, commissar to a degree, void dragon even) have the same qualities: summons and an aoe spell
you also completly ignored the aura, which, imo, affects his pushes more than his summons or aoe.


Glycine wrote: ...Don't fall into the trap of thinking your heroes are worse than they actually are. If there was an active community who actually analyzed what you put into the game, they would sight some of the things that I note, and the fact that pubbies can't play Aun'va to save their lives means little. Please, please, please, think of these things. Every beta test is a pub stomp, nearly, and to test on unfit competition (sorry to hurt your feelings, pubs Razz) is to get unbalanced or biased results back.
and i hate to disregard your points, but...
the same thing applies to his power.
you can take any craptastic hero and win vs pubs, so your points of his overpowered-ness is either based on assumptions or that same unfit competition.
since we can only test vs pubs, we have no way of knowing if a competant team can deal with aun'va or not (without assuming things)

overall, aun'va ammounts to 1 pushing hero + 1 ally(in terms of potential items)
but to even have him count asn +1 ally, he has to farm twice as much as any other hero (granted, thats not too hard)
(his base damage is lower than most if not all heroes, he has low range, and hes fragile, so having two bodies at level 6 doesnt count for a ton)

the main problems lie in his aura, and his ranged summons mostly. which can both be addressed.
pacify lasts for a total of 6 seconds, nvm, you can ignore this. dont know my own skill apparently XD

so... i dont like some your points, but i still agree with you.


Last edited by Grass Hopper on Tue Dec 07, 2010 5:50 pm; edited 1 time in total

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Re: Proposed change log for 0.46

Post by Fairemont on Tue Dec 07, 2010 5:44 pm

Another couple of things that we could implement into making bases a little more defensible would be the ability to spend honor/gold to improve said defenses. For Example, spend like ~600 gold to purchase mines for all lane chokepoints near the base (Or 200 for a specific lane) which deal large amount of damage to all non-hero units within a specific radius, maybe like ~500 radius and deal enough damage to either kill or harm a great portion of standard creeps. Or could have the option of upgrading the tower's armor/attack on several levels, maybe 300 at first level, 500 second level, 800 third level, 1000 + 1 honor 4th level, 1500 + 2 honor third level with adding like scaled damage according to such and maybe at fourth level giving it an AoE splash attack with fifth level adding DoT effects to the attacks. Armor could add defense and damage return or something. Could also possibly have the addition of purchasable barricade walls near towers that utilize taunt with exceptional damage resistance. Maybe even then add in purchasable defensive units that are placed behind said bunkers and use range/melee attacks to help defend, again purchasable. Things like the barricades and the added defensive units could be purchased multiple times, maybe stacking them up for added defense. Like, maybe row 1 out front, row 2 behind the towers, and row three near the fortress or something of that nature. All of these could make bases far more powerful and harder for creeps to defend, and would make it easier for heroes to focus on retaking outposts instead of killing invading creeps, which, at that point, are numbered so largely that it is ridiculous. Just thoughts. I could probably refine such things with appropriate stats and the like after a while but... w/e. Im just thinking of ways to address this possible issue.

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Re: Proposed change log for 0.46

Post by Grass Hopper on Tue Dec 07, 2010 6:06 pm

im not opposed to some base improvements, and im sure it would be more feasable to include them when you rework the terrain... so possible options ripped from your post:
(these are all puchasable)
mines on base entrances
baracades become units with taunt
upgrading towers (attack and defense)
summonable defenders

the only problem with these is that they dont help the heroes take back the base outposts, they only prolong the defeat of the defending team
(even if they take care of the attacking creeps, there is no support for the heroes *at* the outposts, leaving them completly open to towers and defending heroes, as well as more enemy waves)

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Re: Proposed change log for 0.46

Post by Fairemont on Tue Dec 07, 2010 6:13 pm

Isnt there still purchaseable attackers?

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Re: Proposed change log for 0.46

Post by Grass Hopper on Tue Dec 07, 2010 6:27 pm

Well.. Hireables for one don't have enough staying power to cover heroes who are attempting to take an outpost.

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Re: Proposed change log for 0.46

Post by Fairemont on Tue Dec 07, 2010 6:29 pm

Get in the chat box.

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Re: Proposed change log for 0.46

Post by Fairemont on Wed Dec 08, 2010 1:36 am

lawl, never mind> I cant make a map cuz the editor crashes my computer everytime. Sorry guys, Ill have to figure something else out. xD

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Re: Proposed change log for 0.46

Post by Grass Hopper on Wed Dec 08, 2010 12:23 pm

damnit

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Re: Proposed change log for 0.46

Post by Fairemont on Wed Dec 08, 2010 2:21 pm

I may be able to fix it later.

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Re: Proposed change log for 0.46

Post by Glycine on Fri Dec 10, 2010 9:40 am

(quotes whatever grass wrote up there)

The point I'm trying to convey is that you've played the map so often that you've lost sensitivity towards what needs be done. The strong heroes are still very, very strong. Your lack of action on Lelith, for example, is slightly embarrassing.

You don't need to wait for me to finish my version to FIX THE DAMN PROBLEM. You've known her clones and overall skillset are extremely OP. You even played her and came back in a game where I killed you with Warphead 6+ times and then rolled us when it came late game. She's existed in this form for at least 3-4 months. Why do I have to tell you these things when you already know them? Oh wait, it's because you're a lazy bastard and you can't tell a problem with a hero even if you play it and utilize that imbalance.

Seriously, Grass, you shouldn't have to be handfed fixes. You're a very busy person, but if you can't pick up on problems when you play the actual hero... When you pick up some initiative, call me. ^^;

tl;dr: Lelith's skillset is OP. I can't believe you glossed over that minor fact, having played her. Please fix it before you release the new version. More specifically, the % of HP on death strike, the way damage sharing works in game, the longest hold in the game with no drawback, essentially spell immunity for a period of time, and how her clones make absolutely no sense in relation to the current lelith, nor can they realistically perform the original's actions.

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Re: Proposed change log for 0.46

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