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[harlequin] shadow seer
2 posters
Page 1 of 1
[harlequin] shadow seer
Preface: I apologize for any spelling errors or just confused stuff. I'm posting this from my phone. Cause in bored.
Also, in the advent of the soon(ish) to be harlequin tavern, this guy becomes a little more possible.
Also, this hero was in the map in some VERY early version.
So let's get this out. I'm sticking relativly to how it was.
Story:
Stats:
Strength: 17 + 1.5
Agility: 22 + 2.3
Intelligence: 24 + 2.5 <-
Range: unknown
Movespeed: 310
Innate: Illusion
One: Hallucinogen grenades
two: name
(note2: also, im aware that this is mostly forced synergy. this is the skill that i added cause i couldnt think of anyhting else)
Three: Misdirection
Ult: Veil of Tears
(note on effect: i have it imagined as a large effect that occupies a range (something like the tornado missle enlarged to 5x its size, it would cover lets say a 200 aoe). as long as the invisible unit stays within 200 range of the center of the effect, the effect wont move. but if the unit moves past 200 range (or the boundery of the effect), the effect will relocate itself on top of the unit.
the closer the unit is to an enemy, the smaller the aoe will be)
(note: not 100% sure, but i might be able to make the visible size different for each player - depending on weather different scale for different players will desync or not >.>)
conclusion:
a hero designed around disruption and confusion
limited direct damage potential, but able to effectivly stop the enemies from dealing damage to the allied team
my thoughts:
its very passive, which might not be good
forced synergy on skill 2
2 pseudo evasion auras
not fully sure of the effectiveness of the ult
comment on the concept before i go about adding numbers anywhere
Also, in the advent of the soon(ish) to be harlequin tavern, this guy becomes a little more possible.
Also, this hero was in the map in some VERY early version.
So let's get this out. I'm sticking relativly to how it was.
Story:
Rawr
Stats:
Strength: 17 + 1.5
Agility: 22 + 2.3
Intelligence: 24 + 2.5 <-
Range: unknown
Movespeed: 310
Innate: Illusion
(note: won't interupt orders or relative distance from the attacker)"fluff"
All enemies affected in the target aoe have a 10/12.5/15/17.5/20/22.5% chance on attack to create an illusion of their target. Illusions are controlled by the shadow seer.
ilusion and the unit randomly swap places; The attacking unit randomly targets either the unit or the illusion.
(illusion: 100% taken. 20% dealt. 8 seconds)
range: 550, aoe: 200, cooldown: 20 seconds, manacost: 100, duration: 5/6/7/8/9/10
One: Hallucinogen grenades
(note: single target spell, no aoe marker (based on acid bomb). slows both ias and ms)"fluff"
Target unit and nearby enemies are slowed by 30%
An illusion of each affected unit is spawned.
(illusion: 500% taken. 20% dealt. 5 seconds)
range: 300/400/500/600 aoe: 200250/300/350, cooldown 19/18/1716, manacost: 120/130/140/150, duration: 5 seconds
two: name
(note: has no fluff origin or real reason behind it. this skill exists purely because it works with the skillset. replacement suggestions are welcome)"fluff"
kills target illusion and deals 50/70/90/110 + 1xInt damage to nearby enemies
range: 650, aoe: 300, cooldown: 7/6.5/6/5.5, manacost: 50/55/60/65
(note2: also, im aware that this is mostly forced synergy. this is the skill that i added cause i couldnt think of anyhting else)
Three: Misdirection
"fluff"
Enemies that attack nearby allies have a 5/9/13/17% chance to be stunned (or slowed - as and ms - by 100%)
aoe: 400/550/700/850
Ult: Veil of Tears
(note: 'shared vision' wont reveal the unit even tho its invisible, but it will be attackble, auto attack not target, cause its still invis - tehcnically)"fluff"
while active, nearby allies become invisible, but will have their approximate posision marked.
the approximation of units' positions become more precise the closer they are to an enemy hero
when an invisible unit is within 600/525/450 distance of an enemy hero, that hero gains shared vision of the invisible unit
aoe: 600/700/800, manacost: 100, mana per second: 20/30/40.
(note on effect: i have it imagined as a large effect that occupies a range (something like the tornado missle enlarged to 5x its size, it would cover lets say a 200 aoe). as long as the invisible unit stays within 200 range of the center of the effect, the effect wont move. but if the unit moves past 200 range (or the boundery of the effect), the effect will relocate itself on top of the unit.
the closer the unit is to an enemy, the smaller the aoe will be)
(note: not 100% sure, but i might be able to make the visible size different for each player - depending on weather different scale for different players will desync or not >.>)
conclusion:
a hero designed around disruption and confusion
limited direct damage potential, but able to effectivly stop the enemies from dealing damage to the allied team
my thoughts:
its very passive, which might not be good
forced synergy on skill 2
2 pseudo evasion auras
not fully sure of the effectiveness of the ult
comment on the concept before i go about adding numbers anywhere
Last edited by Grass Hopper on Wed Oct 20, 2010 11:32 am; edited 5 times in total
Re: [harlequin] shadow seer
herpaderp
Stats + Stat gain aren't adjusted. Still don't see why you refuse to standardize stats and/or stat gain. All I was able to hear was WHAAAAARGARBLLLLLL, which translated to "I prefer certain heroes to naturally have an advantage, even if the basis for that advantage is fake, imagined, or simply contrary to the actual character". But sadly, this isn't the place to take up that discussion, so I'll drop the issue.
Where is the illusion created? How does it swap places? Is it two units on top of each other? Random is not a catch-all; use percentages to determine. Mana cost? Seems a little strong for a passive. Cooldown? AoE range? What about instant-kill attacks? Does the skill proc on all sources of damage, like spells? What if you clone an end-game fex? 5k health at 100% damage taken with all passive abilities is absurd.
Nades: Cooldown, casting range, aoe range, mana cost? Seems to be a single target spell. What's with the disparity between 500% damage and 100%? Random numbers?
Stats + Stat gain aren't adjusted. Still don't see why you refuse to standardize stats and/or stat gain. All I was able to hear was WHAAAAARGARBLLLLLL, which translated to "I prefer certain heroes to naturally have an advantage, even if the basis for that advantage is fake, imagined, or simply contrary to the actual character". But sadly, this isn't the place to take up that discussion, so I'll drop the issue.
Where is the illusion created? How does it swap places? Is it two units on top of each other? Random is not a catch-all; use percentages to determine. Mana cost? Seems a little strong for a passive. Cooldown? AoE range? What about instant-kill attacks? Does the skill proc on all sources of damage, like spells? What if you clone an end-game fex? 5k health at 100% damage taken with all passive abilities is absurd.
Nades: Cooldown, casting range, aoe range, mana cost? Seems to be a single target spell. What's with the disparity between 500% damage and 100%? Random numbers?
Glycine- Moderator
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Join date : 2009-07-23
Re: [harlequin] shadow seer
Sandbox forum
Just ideas atm.
And stats actually are both 63
(just a quick note: some heroes have naturally better skillsets, and some have naturally worse skillsets. Stats can be used as a balance for that.
its the same reason not all heroes have the same movespeed and range. Stats, Speed, and Range serve as balancing factors)
Innate. Triggers *on atttack*
I'm assuming its spawned off to the side at the same relative distance.
And fine. 50% chance for the unit to take the position of the illusion. And 50% chance for the attacker to focus the illusion. Same thing
Also. It lasts 8 seconds and damages for crap. Its a spiffy evasion aura.
Hallu:
Stats to be determined?
Also, 'Illusion' is 100% so its not obvious which is the illusion.
Hallu is 500 cause its aoe.
Just ideas atm.
And stats actually are both 63
(just a quick note: some heroes have naturally better skillsets, and some have naturally worse skillsets. Stats can be used as a balance for that.
its the same reason not all heroes have the same movespeed and range. Stats, Speed, and Range serve as balancing factors)
Innate. Triggers *on atttack*
I'm assuming its spawned off to the side at the same relative distance.
And fine. 50% chance for the unit to take the position of the illusion. And 50% chance for the attacker to focus the illusion. Same thing
Also. It lasts 8 seconds and damages for crap. Its a spiffy evasion aura.
Hallu:
Stats to be determined?
Also, 'Illusion' is 100% so its not obvious which is the illusion.
Hallu is 500 cause its aoe.
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