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Nork Deddog (Imperial Guard Ogryn)
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Nork Deddog (Imperial Guard Ogryn)
Nork Deddog
Str: 30 + 3.0
Agi: 17 + 1.8
Int: 15 + 1.4
Range: 300
Yes this is a support hero. Yes i'm keeping him that way.
Str: 30 + 3.0
Agi: 17 + 1.8
Int: 15 + 1.4
Range: 300
Innate: Defender
Lore: Nork is a very loyal friend to the end, he will give his life for his friends and allies.
Effect: When used on an allied hero, A mark will be placed upon the ally, counting as the one Nork is defending
Effect 2: Whenever in range (200-500) of the allied hero, he gains XX armor & spell resistance, Nork regenerates XX% more, and with his fierce zeal he gains XX% damage near him.
Level 1: Allied hero gains 3 armor, 10% spell resistance. Nork regenerates 2 hp/mana nearby, and 5% damage
Level 2: Allied hero gains 4 armor, 11% spell resistance. Nork regenerates 3 hp/mana nearby, and 10% damage
Level 3: Allied hero gains 5 armor, 12% spell resistance. Nork regenerates 4 hp/mana nearby, and 15% damage
Level 4: Allied hero gains 6 armor, 13% spell resistance. Nork regenerates 5 hp/mana nearby, and 20% damage
Level 5: Allied hero gains 7 armor, 14% spell resistance. Nork regenerates 6 hp/mana nearby, and 25% damage
Level 5: Allied hero gains 8 armor, 15% spell resistance. Nork regenerates 7 hp/mana nearby, and 30% damage
Skill 1: Loyal to the end:
Lore: Don't really need to say much for this do I?
Effect: The hero marked by Defender that takes damage will share his damage with Nork
Effect 2: Nork gains passive HP from this spell
Level 1: 20% damage shared; 100 HP Gained
Level 2: 25% damage shared; 200 HP Gained
Level 3: 30% damage shared; 300 HP Gained
Level 4: 35% damage shared; 400 HP Gained
Skill 2: Ripper Gun:
Lore: Basically a shotgun made durable enough for Ogryns to use in close combat, a glorified club that can shoot things.
Effect: Gives his weaponry a spread which can hit multiple units
Effect 2: In melee range, Nork will smash his gun into the enemies face, stopping splash, but giving a chance to knockback away from his commander and dealing damage with his ogryn strength
Level 1: Deals 20% damage to enemies nearby target; 15% chance to knockback 200, dealing an extra 50 damage
Level 2: Deals 25% damage to enemies nearby target; 20% chance to knockback 250, dealing an extra 100 damage
Level 3: Deals 30% damage to enemies nearby target; 25% chance to knockback 300, dealing an extra 150 damage
Level 4: Deals 35% damage to enemies nearby target; 30% chance to knockback 350, dealing an extra 200 damage
Skill 3: No boss! Don't die!
Lore: Nork is very loyal, he would never allow his commander to die on the battlefield!
Effect 1: The more wounded his defender is, the rage within him grows and he grows in strength, able to best a WARBOSS with a headbutt!
Effect 2: Should his commander get close to death (100-200 hp) Nork will quickly drag him from the front lines, and get him medical attention (He will "carry" the commander, rather like a transport, and be able to drop him after XX seconds. Hopefully away from enemies!)
Level 1: Strength + 2 for every 10% lost; Will be able to carry Defended target for 4 seconds
Level 2: Strength + 3 for every 10% lost; Will be able to carry Defended target for 5 seconds
Level 3: Strength + 4 for every 10% lost; Will be able to carry Defended target for 6 seconds
Level 4: Strength + 5 for every 10% lost; Will be able to carry Defended target for 7 seconds
Ultimate: Heroic Sacrifice:
Lore: Nork will fight on to the end, for his life matters not to him, he will fight to PROTECT THE COMMANDER AT ALL COSTS, EVEN HIS OWN LIFE!
Effect: Should a killing blow be made towards Norks Defended target, he will take the blow for his commander and knock him away to safety, Should Nork die during this. He gives No honor to the enemy.
Effect 2: Nork Will proceed to charge the enemy and lay a beatdown for trying to kill his commander! Even if he is killed he will fight on TILL THE END!
Effect 3: Defended target will be invulnerable after the save
Level 1: Defended will be knocked back 200 away from enemy that performed blow. Be given 3 seconds invulnerability. Nork gets up in the face of the enemy and deals 200 damage + 2 seconds stun
Level 2: Defended will be knocked back 300 away from enemy that performed blow. Be given 4 seconds invulnerability. Nork gets up in the face of the enemy and deals 300 damage + 2.5 seconds stun
Level 3: Defended will be knocked back 200 away from enemy that performed blow. Be given 5 seconds invulnerability. Nork gets up in the face of the enemy and deals 400 damage + 3.0 seconds stun
Yes this is a support hero. Yes i'm keeping him that way.
Last edited by ZebioLizard on Fri Dec 24, 2010 4:01 pm; edited 2 times in total
ZebioLizard- Veteran Seargent
- Posts : 336
Join date : 2009-04-29
Location : Atlanta Georgia
Re: Nork Deddog (Imperial Guard Ogryn)
useless by himself? check.
difficult to use? check.
best ally to have ever? check.
difficult to use? check.
best ally to have ever? check.
Re: Nork Deddog (Imperial Guard Ogryn)
Grass Hopper wrote:useless by himself? check.
difficult to use? check.
best ally to have ever? check.
*Places the very challenging to play collar around his neck*
Didn't plan for him to be very easy to use. Maybe be unable to random him if he's ever added. But he's supposed to be the "Best ally ever"
Be like the Empath from Enfos. Because his profile in the book itself is pretty much. "Best ally ever" He's protected over 100 leaders and commanders. And he basically beats the fuck out of people who kill his leader (Even willing to kill a commissar that does it!) And I refuse to just make him a standard generic ogryn xD (Listening to shinedowns *What a Shame* probably helped influence this too)
He can do *Some* damage by himself, level ripper gun and his first skill and he can meatshield a bit
ZebioLizard- Veteran Seargent
- Posts : 336
Join date : 2009-04-29
Location : Atlanta Georgia
Re: Nork Deddog (Imperial Guard Ogryn)
That answers my other question... I was gonna ask of this is based on a named Ogryn
Btw. Innates have 6 levels
Btw. Innates have 6 levels
Re: Nork Deddog (Imperial Guard Ogryn)
Fixed, also he is a named ogryn. He basically has alot of bodyguard type rules for defending and wounds.
ZebioLizard- Veteran Seargent
- Posts : 336
Join date : 2009-04-29
Location : Atlanta Georgia
Re: Nork Deddog (Imperial Guard Ogryn)
Cool. Ill get around to a detailed review later. The last 2 skills bother me the mos
Re: Nork Deddog (Imperial Guard Ogryn)
ok, so.
I love this hero, really i do, but the 3rd skill and ult bother me a little
(also, technical issue, magic resistance can only be lowered/raised properly in 5% intervals - due to the nature of the system i am using to deal with magic resist stacking issues))
first off, the third skill's low hp effect is pretty similar to the ults effect. They both serve to get your defendee out of combat.
now, even if we keep both effects, there are more than a few situtations where these automatic "ally saving" effects can be detremental (most notably, your defendee is chasing someone, for sure going to get the kill, and creeps bring him below the threshold)
the issue is that they are both automatic effects that take control away from both your hero and your defendee, which has enormous potential to do more harm than good.
some posibilities:
-make the 3rd skill an active skill that only works when the defendee is low hp
-make the 3rd skill a toggle (not my favourate, but there it is)
-give the ult either a subskill, or just make it active, so it has the same passive invince+knockback (on a killing blow its ok), but when you use the active, it gives the "charge in and bash stuff" effect.
-make the ult a toggle
I love this hero, really i do, but the 3rd skill and ult bother me a little
(also, technical issue, magic resistance can only be lowered/raised properly in 5% intervals - due to the nature of the system i am using to deal with magic resist stacking issues))
first off, the third skill's low hp effect is pretty similar to the ults effect. They both serve to get your defendee out of combat.
now, even if we keep both effects, there are more than a few situtations where these automatic "ally saving" effects can be detremental (most notably, your defendee is chasing someone, for sure going to get the kill, and creeps bring him below the threshold)
the issue is that they are both automatic effects that take control away from both your hero and your defendee, which has enormous potential to do more harm than good.
some posibilities:
-make the 3rd skill an active skill that only works when the defendee is low hp
-make the 3rd skill a toggle (not my favourate, but there it is)
-give the ult either a subskill, or just make it active, so it has the same passive invince+knockback (on a killing blow its ok), but when you use the active, it gives the "charge in and bash stuff" effect.
-make the ult a toggle
Re: Nork Deddog (Imperial Guard Ogryn)
Alright, I'll work those over into the idea's and remake those two partially.
ZebioLizard- Veteran Seargent
- Posts : 336
Join date : 2009-04-29
Location : Atlanta Georgia
Re: Nork Deddog (Imperial Guard Ogryn)
this hero sounds like an excellent support one to keep you alive in many situations even if the 3rd/ult skills are changed
Arvay6- Space Marine
- Posts : 11
Join date : 2010-12-20
Location : US
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