A Warhammer 40k MOBA by Grasshopper72
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Current Version: v0.0.01A

Alpha version


Changelogs to come



Poll

Changes to the way I release versions? (read the thread)

[Harlequin] Irillith, Great Harlequin I_vote_lcap63%[Harlequin] Irillith, Great Harlequin I_vote_rcap 63% [ 5 ]
[Harlequin] Irillith, Great Harlequin I_vote_lcap38%[Harlequin] Irillith, Great Harlequin I_vote_rcap 38% [ 3 ]

Total Votes : 8

Latest topics
» With everyone dead
[Harlequin] Irillith, Great Harlequin I_icon_minitimeThu Mar 05, 2020 5:09 am by Occuli.Imperator.Aquillon

» Faction creeps
[Harlequin] Irillith, Great Harlequin I_icon_minitimeSun Dec 21, 2014 12:49 am by Grass Hopper

» [SCII] [Inquisition] Hector Rex
[Harlequin] Irillith, Great Harlequin I_icon_minitimeThu Dec 18, 2014 9:06 am by Grass Hopper

» [necrons] Orikan, the Diviner
[Harlequin] Irillith, Great Harlequin I_icon_minitimeTue Dec 16, 2014 5:58 pm by Grass Hopper

» Talent System
[Harlequin] Irillith, Great Harlequin I_icon_minitimeMon Dec 15, 2014 10:59 am by Grass Hopper

» Capture Points system
[Harlequin] Irillith, Great Harlequin I_icon_minitimeFri Dec 12, 2014 2:36 pm by Grass Hopper

» [SCII] [Orks] Warboss(es)
[Harlequin] Irillith, Great Harlequin I_icon_minitimeFri Dec 12, 2014 11:44 am by Grass Hopper

» Game Guide
[Harlequin] Irillith, Great Harlequin I_icon_minitimeThu Dec 11, 2014 2:12 pm by Grass Hopper

» [Inquisition] Mordrak
[Harlequin] Irillith, Great Harlequin I_icon_minitimeWed Dec 10, 2014 3:28 pm by Grass Hopper

» [inquiition] Kaldor Draigo
[Harlequin] Irillith, Great Harlequin I_icon_minitimeWed Dec 10, 2014 3:07 pm by Grass Hopper

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

[Harlequin] Irillith, Great Harlequin

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[Harlequin] Irillith, Great Harlequin Empty [Harlequin] Irillith, Great Harlequin

Post by Glycine Tue Jun 08, 2010 12:11 am

Innate: Domino Field

Domino-Field: (innate)
When the Harlequin stands still, she turns 90% transparent over a period of 2 seconds. If enemy units are around her when she is transparent and she moves into action, a bright burst of light emanates from her suit, blinding all enemy units such that they have a 20/25/30/35/40/45% chance to miss their attacks in a 300/350/400/450/500/550 AoE for 3/4/5/6/7/8 seconds. Has a cooldown of 15 seconds at all levels. Additionally, the Harlequin cannot be targeted by enemy spells if the caster is blinded.

Skill 1: Spider's Silk
Not as soft as you would imagine, the Spider's Silk is a modification of the Harlequin's Kiss to better deal with hordes of enemies, such as Orks and Tyranids, by using their numbers against them. Using an especially strong, yet blunt braided monofilament wire, released from multiple projectors situated on her forearms and hands, Irillith can ensnare unwary foes and block off ways.

Irillith can fire off a wire which travels until it hits an object or it reaches 1000/1500/2000/2500 range. If this object is inanimate, the wire will embed itself and become taut, essentially forming a barrier between her current location and the object through which no unit can pass through. This wire, once touched by a unit, degrades in 3/4/5/6 seconds.

This wire, however, can be toggled to move at high and low speeds. At low speeds, when fired, the wire moves in the same direction as does Irillith does, and in this way can form elaborate roadblocks and encircle and trap enemies.

Model: http://www.hiveworkshop.com/forums/models-530/barbed-wire-165871/?prev=search%3Dwire%26d%3Dlist%26r%3D20

Skill 2: Siren's Screech

The Harlequins, with their arcane and unique technological prowess, have designed a miniature version of the Vibrocannon mounted on the supply platform. Using pulsating waves of sound, it can deafen opponents or even rip their internal structure out through massive vibratory force. The Great Harlequin is one of the few permitted to wear such a device, to protect it from those who would use to do harm and to do harm to those wicked individuals, most notably the Emperor's Children.

Fires off a wave of sonic energy that reaches for 700/900/1100/1300 distance, doing 120/190/260/330 damage. Damage done is full within half range, and decreases to 50/60/70/80% of normal damage at max range.

If used on an opponent within 50% of max range, that unit is knocked back an amount proportional to its proximity to the Harlequin. Units at 100 range are knocked backed 500 distance, 200 range, 400 distance, so on and so forth.

Skill 3: Shadow Step

Harlequins are well renowned and feared for their close combat lethality, but the Great Harlequin is considered the best of them all, save the Solitaire. Gravity defying feats of acrobatics and a refined battle sense make it seem as every blow is dodged, every shot sidestepped, and every attack wasted.

Every time the Great Harlequin is attacked in melee, she has a 10/14/18/22% chance to leap behind the unit and backstab it for 115/130/145/160% of attack damage. During the leap, she gains 100% evasion. If attacked from range, she has a 7/11/15/19% chance to sidestep the attack and gain a bonus 3/6/9/12% movement speed for 5 seconds.

Ult: Masters of the Webway

Enables the Harlequin to set down 2/3/4 Webway Portals across the map. Said Webway Portals can be used by allied heroes and the Harlequin to move across the map with a 3/2/1 second transport time. Each Webway Portal lasts for 240/360/480 seconds before it runs out of energy and disintegrates. Webway Portals are 100% transparent, but if an enemy finds out where the Portals are hidden, they too can use the webway to move around. What limits them is the location of the other webway portals, as they very well could teleport into the enemy's base.

When heroes enter the webway portal, a screen will pop up asking which webway portal they want to go through: Door 1, (2, 3, or 4 when they become available). The Harlequin's team know exactly where all portals are, as a number will appear by the Webway Portals corresponding to that portal. Said number is only visible to the allied team. When the selection is made, the transport time will then take effect. It is possible to transport a hero back to the same webway portal he entered originally, but non-hero units cannot use the Webway.

Cooldown: 120/90/60 seconds
Mana Cost: 250/350/450
Range: Any place where the Harlequin can stand and use it?
Set up time: 15/10/5 seconds (to turn transparent and be functional)

Only 2/3/4 active at any one time, can be placed anywhere, and it's the effing webway. Portals have no distance requirement besides the fact it'd be stupid to place 2 within 2000 range of each other.


Last edited by Glycine on Thu Dec 30, 2010 4:52 pm; edited 10 times in total
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[Harlequin] Irillith, Great Harlequin Empty Re: [Harlequin] Irillith, Great Harlequin

Post by Mortis Tue Jun 08, 2010 12:26 am

Ok.... i like this so far. Fucking brilliant. Im not sure how well all the different abilities would work however
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[Harlequin] Irillith, Great Harlequin Empty Re: [Harlequin] Irillith, Great Harlequin

Post by Grass Hopper Mon Oct 04, 2010 1:47 pm

VERY MAD AT MY INTERNET >.>

so i realised that you cant really look at this as a remake for the (current) great harlequin Razz
cause this is nothing like the (current) great harleuqin Razz
so its a new hero.

(thus: he needs stats and a story >.>)

innate:
the 15% transparency at level 1 is prety useless Razz
give it a constant high-levle transparency and scale the fading time.
you can also increase the blind duration (3.5 seconds of blind is pretty bad) and then increase the cooldown a bit to compensate.

spiders silk:
while its an interesting skill, there are a few things wrong with it:
-its not possible to fit 3 different active skills into one; an active skill can only have 1 active effect.
-its not possible to make the wire invisible unless it has no model or you find/make me a model that is only a ribbon emiter (ribbons are what is used in Winds of Chaos item btw)

so your going to have to chose 1 of the effects
(or what you could do is make it do the pathing blocker originally (would have to attach to the point where you cast it and attach at the point where you target it) and then give a subskill 'release' or something like that do damage and stun the units that are being blocked by it.


sirens song:
can you please please please please simplify the calculations? Razz
and can you make the damage decrease past 50% distance a linear progression instead of in intervals? its just easier for me that way
ie: gets reduced up to 50% at max range (similar to fuegan's fire pike)

also: a 3 second stun is too much on any normal aoe spell, reduce that (i know its just a numbers thing, but its easy enough to fix)


shadow step:
i actually like this one, and it works well.
now: i assume you read what i told cell about how wierd it is to determine a hero's attack damage.
do you want to change the damage value? (either to something stat based or a constant number - as it triggers on attack and not damage, i cant do counter damage)
or do you want me to do as much as i can to determine attack damage (keeping in mind that i cant calculate +damage items/effects)


and as for the ult...
i guess it could work Razz
what is the cooldown/manacost/range/set up time?
are there limits on placement/distance from another portal?
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Post by Glycine Mon Oct 04, 2010 11:37 pm

Hmmmmm. In that case, does Cell's Solitaire function as the practical remake for the Harlequin?

Story will come later. Bonus new skin: http://www.hiveworkshop.com/forums/skins-552/nightelfdeathknight_by67chrome-blp-122534/?prev=search%3Dwarden%26d%3Dlist%26r%3D20

Most is updated.

For Silk...

I'd prefer the first and second skills, in a spell book. One option allows her to target units with the silk strand, such that she could attach the wire to two trees. Units that walk past the wire are slowed and take a little damage.

The second option would allow her to fire the wire for x distance and curl around in a parabola. Any units trapped in the area of the parabola would be grouped together and ensnared for a duration.

As for the attack damage, hmm. You could make it a factor of agility. 40 + 50/75/100/125% of agility in pure damage?
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Post by Grass Hopper Tue Oct 05, 2010 12:05 am

1 second is still useless at level 1 Razz

and i like the idea of that unique aoe ensnare for silk
but not the spellbook
possibly give him the target unit/point, and a subskill that snaps it back in your ensnare-like way?

and yes, thats possible
i cant do a unit's attack damage, and i cant do a counter-value cause there is no damage event
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Post by Glycine Tue Oct 05, 2010 12:45 am

The way silk works, at least for the first option, is as followed.

Unit has silk attached to it, then an option comes up whether to place the second point on a unit. This can be accomplished by selecting the same skill again, or you can use the second option at this point. Now how do you decide which way the wire will curl, right or left?
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Post by Grass Hopper Tue Oct 05, 2010 12:54 am

thats very difficult to do btw Razz
and im assuming it would curl towards the harle.

it would be easiest if it attatched to the ground or nearest unit to the harle and at the target point/unit

or... target unit point attaches to target
subskill is a low cd target point/unit skill

first cast of subskill attaches 'your end' to target point/unit
then use it again and it curls in the direction of the target point/unit
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Post by Glycine Sun Oct 10, 2010 1:58 am

I suppose the latter function would work.
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Post by Grass Hopper Sun Oct 10, 2010 2:09 am

Heh kk. If you want that is Razz but I can't feasibly give 3 active effects to the same skill
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Post by Glycine Thu Dec 30, 2010 4:24 am

Updated.
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Post by Grass Hopper Thu Dec 30, 2010 3:02 pm

what happens if the initial (fast) cast of spider's silk hits a non-inanimate unit?

and the cooldown on webway portal is a little limiting (youll get 60 seconds with the second portal at level 1, and by time you place the third portal at level 2, the first one will run out (if my math is correct))
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Post by Glycine Thu Dec 30, 2010 4:50 pm

Whether fast or slow, if it hits a living unit, that unit is impaled onto the wire. From that point, the unit can only move along the wire itself and gains no collision while trapped onto the wire. Once hit, this effect lasts for 1/1.5/2/2.5 seconds.

And I'll fix cooldowns.
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Post by Son007 Mon Jan 17, 2011 12:23 am

Could you put some numbers on the damage the silk would do? Cuz of right now she has 1 damage skill that she can use to hit enemies. Unless this hero is a support hero she'll need something else. Currently she looks fine, maybe some attribute stats would help.
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Post by Glycine Mon Jan 17, 2011 2:06 am

This hero isn't a carry, Son. xD She has no boost to attack speed, no gigantic mobility, no true stuns.

She's designed to support by teleportation, area control, and knockback, not to mention a blind. If you can get your team in position, block off areas, and do other little things, good things will happen.
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