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Zeb's hero corner!

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Re: Zeb's hero corner!

Post by ZebioLizard on Thu Dec 23, 2010 4:26 pm

Her ult also costs 625 mana xD

Anyways, doing another hero. Talk to me on the chat if you need to.

Bit of both. 400 mana drained is alot on some heroes, and can effectively shut down strength or agility based heroes completely.

Blue is the color of zeb

T3chW01f wrote:Grass Edit((
Hurray for being bored at work!

Hive Tyrant

Story:
Tyranid Primes are the very apex of the Tyranid Warrior strain, stronger and mroe devious than even these formidable troops. Wehn they lead their spawn-kin into battle, the brood acts as one entity, fighting with a cunning and precision that the most veteran of military commanders find hard to match.

Stats:
strength: 22 + 2.4
agility: 20 + 1.9
intelligence: 19 + 1.4

movespeed: 300
range: melee

innate: Synapses
The Tyranid Primes have a link to the Hive Mind and are able to comunicate Its Iron Will to nearby Tyranids, allowing them to ignore the fear and panic of lesser beings. If the Tyranid Prime or any nearby ally become stuned, it has a 10/14/18/22/26/30% chance whenever it takes damage to become un-stuned.
range: 200/230/260/290/320/350 aoe

Interesting, might want to raise it a bit due to its low AoE (or increase the AoE instead) Maybe 35 - 40% at the end

one: Spine Fists
This symbiote weapon-creature is carried in pairs by Tyranids for close quarter fighting. Spinefists launch a salvo of diamon-hard spines coated with a lethal neuro-toxin in a broad pattern when stimulated. Fires 10 + .1*strength spines at the target point, each dealing 8/9/10/11 damage to the unit it hits. slowing by 2% per spine that hits.
cooldown: 15 seconds, manacost: 90/100/110/120, duration: 5 seconds

What's the maximum amount of slow it can do? Because if it stacks strength it might be able to shoot a crapload at once. Do it like the space marine captains armor buff and it'd be fine.

two: Acid Maw
The creature has a powerful prehensile tongue dripping with highly corrosive bile and mucus that is used to snare prey and drag it in for digestion. The Tyranid Prime latches onto the target dealing damage equal to his agility, and slowly pulls it towards him over 2/2.5/3/3.5 seconds, dealing .33*strength per second. The Tyranit Prime can not back up, and must face the target.
manacost: 130/150/170/190, cooldown: 26
math: with 100 str and 100 agi, itll do 100 + 116 damage over the 3.5 seconds

I'm not sure Acid Maw Actually grants a prehensile tongue in the lore <.< ...Maybe give it a bonus bit of damage if it pulls you within range. Otherwise. Fine

three: Wings
Specialised organisms of Tyranids evolve one or more sets of wings and a lightened exoskeleton which enables them to fly over short distances. The Tyranid Prime takes flight and lands at the target location.
manacost: 60, cooldown: 35/25/15/5 seconds
Range? And 5 sec flight? Might be a bit to low depending on range.

ult: Toxin Sacs
Tick-like parasites that attach themselves to Tyranids and secreate toxins into or over their weapons. Gives the Tyranid Prime +12/25/38 strength, and causes his attacks to add 20/40/60% of his strength as a damage over time for 3 seconds.
Perfect, Nothing changed here.

))Grass Edit


Original Suggestion:
Spoiler:


Hive Tyrant

The Hive Tyrant is a large and massively powerful Tyranid creature, the closest thing to a leader of a battlefield swarm yet seen. Like many Tyranids they seem to able to mutate rapidly, and several different physical characteristics have been reported. All Hive Tyrants are highly psychic, and their relationship to the Hive Mind is closer than even that of Tyranid Warriors. The Hive Tyrants embody the Hive Mind completely, but their destruction does not diminish it in any way.

Based on hive tyrant equipped with spine fists, scything talons, Acid Maw, Extended Carapace, Winged, Implant attack

Melee Str Hero

Innate: Extended Carapce & Fearless (passive) +x armor & immune to fear and slow.

The Tyranid's carapace has thickened and grown, extending over the few joints and areas that are vulnerable on the Tyranid's body.

1st Skill: Spine Fists (active) AoE damage [suggest .5/1/1.5/2x str]

This symbiote weapon-creature is carried in pairs by Tyranids for close quarter fighting. Spinefists launch a salvo of diamon-hard spines coated with a lethal neuro-toxin in a broad pattern when stimulated

2nd skill: Acid Maw (active) ranged hook small stun +x damage

The creature has a powerful prehensile tongue dripping with highly corrosive bile and mucus that is used to snare prey and drag it in for digestion

3rd skill: Winged (active) long jump +x damage

Specialised organisms of Tyranids evince one or more sets of wings and a lightened exoskeleton which enables them to fly over short distances. Some creatures, particularly Gargoyles, have atrophied lower limbs which make them able to fly higher and for longer.

Ulti Skill: Implant attack (active) +x damage + x dot

Barbed stingers attached to a tail or tongue, implant attacks usually deliver corrosive pathogens, organic acids or letahl toxins
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Re: Zeb's hero corner!

Post by Grass Hopper on Thu Dec 23, 2010 5:03 pm

spine banks: its 10% of strength, so wtih 100 str, its 20 spines, max of 220 damage and 40% slow if every spine hits... which im pretty sure is impossible

well, in the previous dex, that was the description for acid maw >.>
i know its completly different now Razz but i like how the skill fits in there

as to wings: its a straight out blink. (but not as good cuse its a jump).
in most aos's that ive seen, generic blinks have 5 second cooldowns.
if he needs more cd (cause hes a ganker and all, and has disables etc) i can increase it.
and range might be 800-1200

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Re: Zeb's hero corner!

Post by ZebioLizard on Thu Dec 23, 2010 5:06 pm

It's more or less the issue that the Big Hive tyrant can dance more then the Harlequin xD Otherwise, its fine.
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Re: Zeb's hero corner!

Post by Grass Hopper on Thu Dec 23, 2010 5:06 pm

>.>

harle has 2 blinks Razz

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Re: Zeb's hero corner!

Post by ZebioLizard on Thu Dec 23, 2010 5:07 pm

Ah right, havnt tried the new her.

Anyways, most generic blinks are generally 300-600 range though with that speed, not 1200 xD

Remember, you can vote on which hero I make next too. Zeb wants to make a hero as much as review them!
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Re: Zeb's hero corner!

Post by The-Observer on Thu Dec 23, 2010 7:02 pm

I would like to see you make One of the incarnates of the C'tan (Outsider, Deciever, Night Bringer) or an Inquisitor.
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Re: Zeb's hero corner!

Post by ZebioLizard on Thu Dec 23, 2010 7:04 pm

There's really not enough info on outsider to actually do a hero (I refuse to do like grass and make a void dragon >.>)

Iquisitor is good though.
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Re: Zeb's hero corner!

Post by The-Observer on Thu Dec 23, 2010 7:12 pm

Maybe a Necron Wraith/Shade
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Re: Zeb's hero corner!

Post by ZebioLizard on Thu Dec 23, 2010 8:28 pm

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Re: Zeb's hero corner!

Post by Glycine on Tue Dec 28, 2010 4:38 am

Congratulations, you have the skeleton of a hero to tinker with.

Mek Boss Buzzgob


Innate: Grot Oilers
As his personal Gretchins, Nitnuckle and Lunk go around performing any task he needs them to do. Can either separate from Buzzgob or remain with him. When separated, they are invisible, move quickly, can carry items, and can increase the mana of any allied hero by a small amount. When with Buzzgob, they increase mana regeneration, attack and movement speed, and add additional effects/duration to all other skills.

Skill 1: Battle Kustomization
Buzzgob takes one aspect of a heroes's stats (Attack, Armor, Attack Speed, Movement Speed) and applies a time-limited buff. Buff effects and duration increase with level. He can also modify the bonuses from any one item for a duration, although knowing an Ork's penchant for randomness, the bonuses may go down or up.

Skill 2: Kustom Force Field
Buzzgob, having recently incorporated new gadgets into his equipment, can create shimmering fields of energy to block enemy projectiles and units, whether on the ground or around a unit. If target-cast on the ground, a wall of energy will form 300 distance in diameter, 100 in width, preventing any enemy units or projectiles from passing through. If cast on a unit, the same effect will occur, except for a much shorter time, and during this time, this unit will be considered magic immune.

Skill 3: Biomechanical Tools
Buzzgob's own creation (and tempermental at that), the mek arms function much like an extra pair of appendages and he normally uses to help build and maintain structures. In battle, however, Buzzgob wields them in conjunction with a big choppa, which allows him to fight multiple opponents in a skillful manner. Buzzgob deals two additional attacks to targets within melee range every so often and can block and parry attacks with them. The Hook Arm enables him to throw an allied unit at another or throw an enemy unit backward, while his bionic eye cancels out units' invisibility and transparency while they remain in his line of light and gives him true strike on any of his attacks.

Ult: Shokk Attack Gun
Somehow, Buzzgob has found room to fit a gun of his magnitude on his person, and instead of using grotlings as ammo for this weapon, he has managed to send a single, shielded missile. What that missile does, who knows or cares? Whether it be a firestorm, explosion, or even implosion, most of the time it usually ends up obliterating Buzzgob's enemies. Though that is most of the time and occasionally the aim is misplaced or the missile ends up showering his foes with flowers and bunnies... [insert actual description here, someone else. have fun with it.]
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Re: Zeb's hero corner!

Post by ZebioLizard on Tue Dec 28, 2010 8:49 pm

In blue as usual
Glycine wrote:Congratulations, you have the skeleton of a hero to tinker with.

Mek Boss Buzzgob


Innate: Grot Oilers
As his personal Gretchins, Nitnuckle and Lunk go around performing any task he needs them to do. Can either separate from Buzzgob or remain with him. When separated, they are invisible, move quickly, can carry items, and can increase the mana of any allied hero by a small amount. When with Buzzgob, they increase mana regeneration, attack and movement speed, and add additional effects/duration to all other skills.

So there's three. Do their effects stack? Or does one do the effect and the others can run off. What would upgrading it do? Like the skill, just need more info

Skill 1: Battle Kustomization
Buzzgob takes one aspect of a heroes's stats (Attack, Armor, Attack Speed, Movement Speed) and applies a time-limited buff. Buff effects and duration increase with level. He can also modify the bonuses from any one item for a duration, although knowing an Ork's penchant for randomness, the bonuses may go down or up.

There's a bit to much random here (Second part) He can modify bonus? Like how, if it gives strength, it'll make more/less? or will it apply a random buff to it, and how is it different from the first part? Once again, liking the skill, needing more info

Skill 2: Kustom Force Field
Buzzgob, having recently incorporated new gadgets into his equipment, can create shimmering fields of energy to block enemy projectiles and units, whether on the ground or around a unit. If target-cast on the ground, a wall of energy will form 300 distance in diameter, 100 in width, preventing any enemy units or projectiles from passing through. If cast on a unit, the same effect will occur, except for a much shorter time, and during this time, this unit will be considered magic immune.

Not bad, zeb likes, maybe add an hp limit to how much it could take or else some rigged ranged heros could stay in and beat down for as long as the duration is.


Skill 3: Biomechanical Tools
Buzzgob's own creation (and tempermental at that), the mek arms function much like an extra pair of appendages and he normally uses to help build and maintain structures. In battle, however, Buzzgob wields them in conjunction with a big choppa, which allows him to fight multiple opponents in a skillful manner. Buzzgob deals two additional attacks to targets within melee range every so often and can block and parry attacks with them. The Hook Arm enables him to throw an allied unit at another or throw an enemy unit backward, while his bionic eye cancels out units' invisibility and transparency while they remain in his line of light and gives him true strike on any of his attacks.

This one needs more details, cause from what I'm getting. He can hit two more people in melee range, blocks damage, has a hook arm, and bionic eye with truestrike!?

Ult: Shokk Attack Gun
Somehow, Buzzgob has found room to fit a gun of his magnitude on his person, and instead of using grotlings as ammo for this weapon, he has managed to send a single, shielded missile. What that missile does, who knows or cares? Whether it be a firestorm, explosion, or even implosion, most of the time it usually ends up obliterating Buzzgob's enemies. Though that is most of the time and occasionally the aim is misplaced or the missile ends up showering his foes with flowers and bunnies... [insert actual description here, someone else. have fun with it.]
O.o, not much..erm, well yeah, No fucking clue what this does, could do, or ever do.

Three words: NEED MORE INFO.
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Re: Zeb's hero corner!

Post by The-Observer on Wed Dec 29, 2010 12:58 am

Hero type: necron wraith
name: (haven't decided)

Innate: the wraith has a built in deep strike(represented in description via it's unique floating capability, how quick it moves and how much it phases out) or a major boost of speed compared to other heroes

Ability 1: for every consecutive hit on an opponent it's damage temporarily increases (more damage increase per hit per level)

Ability 2: it reduces armor of units it hits by 2-4 ( depending on the level)

Ability 3: attacks faster at expense of it's defense

Ultimate: upon death flails around and does damage based on level

Main stat: agility

Notes: low armor and medium health

Too lazy to name the abilities though this is a rough idea I've had in mind for a little while now

Hope it works Smile

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Re: Zeb's hero corner!

Post by ZebioLizard on Wed Dec 29, 2010 1:59 am

The-Observer wrote:Hero type: necron wraith
Snip
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...Please do not post a hero in my thread again... Ever..
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Re: Zeb's hero corner!

Post by Glycine on Wed Dec 29, 2010 2:04 am

While Zebio is a little direct in his words, I too have objections. I would go back to the description of a Wraith and start from the foundation, rather than using an idea to twist something into what it is not.
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Re: Zeb's hero corner!

Post by Glycine on Wed Dec 29, 2010 2:06 am

It's a skeleton, derp. Of course the details are lacking.

So I'll elaborate.

Innate: There is just one unit summoned. This unit has the following attributes:

Health: 200/250/300/350/400/450
Mana: 300/400/500/600/700/800
Armor: 1/2/3/4, Light
Movement Speed: 320/340/360/380/400/420
It can carry items at level 1, become invisible through an active skill and gain dodge chance passively at level 3, and take a portion of its mana and transfer it to another unit at level 5. Durations of invisibility and dodge chance increase as the skill is leveled, and the percent of mana transferred increases with level.

When the pair rejoin Buzzgob, he gains 50/75/100/125/150/175% mana regeneration, 2/4/6/8/10/12% movement speed, and 5/10/15/20/25/30% attack speed. Additionally, Buzzgob gains extra refinements to his other skills (These are Engineering Upgrades. If but for any hero, the one based off the Tinker deserves them.)

First Skill:

If Grass can manage it, the skill would influence items in the following way: It would make 1/2/3/4 changes to any of the stats on an item. These changes would increase or decrease the bonus by 5/10/15/20% for a short duration, maybe 30 seconds.

Innate bonus:The presence of his Grot Oilers tilts the distribution of the effect to favor a net positive, in more cases than most. They also increase the number of changes by 1 and the bonus by an additional 5%.

Second skill:

When cast on a hero, the shield has 100/175/250/325 health before disappearing. Towers deal 3x damage to the shield, while heroes, spells, and units deal 1.0x. Duration of 3/5/7/9 seconds. Spells dea

Innate Bonus: Normal units deal 1.0/0.9/0.8/0.7x. Heroes deal 1.0/0.95/0.90/0.8x. When shield is active around a unit, that unit is spell immune for the duration of the shield.

Third Skill:

Yes, there are a lot of effects for him.

- Can attack two other units in melee range every 5/4/3/2 seconds. Cannot attack the same unit with both arms, but one arm and his normal attack may attack the same target.

- Hook arm can throw an allied unit at either the nearest unit or forward within 400/500/600/700 distance or throw an enemy unit backward 300/350/400/450 distance

Innate bonuses:

- Enables his arms to block incoming attacks within a certain damage threshold at a certain rate. Above the threshold, damage can only be reduced.

- Additionally, his Grot Oilers have managed to fix up his searchlight and in combination with his bionic eyes and ears, he can negate transparency and invisibility on units within his line of light.

Ult: He basically has a very long ranged AoE nuke that has varying effects, like poison clouds, firestorms, cluster explosions, etc, etc. It can do anything, depending on what you want it to do. In other words, figure out what you want it to do.
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Re: Zeb's hero corner!

Post by Mortis on Wed Dec 29, 2010 11:38 pm

Seems.... Overly complicated and random, fun though
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Re: Zeb's hero corner!

Post by Glycine on Thu Dec 30, 2010 4:51 am

He's a slightly complicated hero, with a lot of options and effects. But I think he'll be fun to play, as you say.

I'll write him up in a refined form some time.

In the meantime, Zebio, you have some heroes to look at. ^^

Irillith, Great Harlequin
Lelith Hesperax
Fateweaver, Lord of Change
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Re: Zeb's hero corner!

Post by Grass Hopper on Thu Dec 30, 2010 2:44 pm

just a note: those are "new-hero" remakes for the same heroes in game

also, Zebio... can you change your comment color? Razz it hurts my eyes.


and just a comment on the mek:
i like the innate, force field, and ult, and the first skill im ok with.

on the innate, just a technical issue for your description, engineering upgrade is a perminent ability Razz and a really lame skill to put on any hero. any extra effects granted by the oilers when they are there would prolly be triggered into the skill itself

-it would be a huge amount of work to be able to change the stats for items, requiring a number of new dummy abilitities equal to the number of item abilities in the game, each with enough levels to require that they are preloaded.
so, while it is possible, for the sake of loading time and my sanity, i would request that you dont include that effect.

and tools has too many effects, i agree with zebio

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And the Stuff was good.

Heroes:
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Re: Zeb's hero corner!

Post by Grass Hopper on Thu Dec 30, 2010 2:49 pm

The-Observer wrote:Hero type: necron wraith
name: (haven't decided)

Innate: the wraith has a built in deep strike(represented in description via it's unique floating capability, how quick it moves and how much it phases out) or a major boost of speed compared to other heroes

Ability 1: for every consecutive hit on an opponent it's damage temporarily increases (more damage increase per hit per level)

Ability 2: it reduces armor of units it hits by 2-4 ( depending on the level)

Ability 3: attacks faster at expense of it's defense

Ultimate: upon death flails around and does damage based on level

Main stat: agility

Notes: low armor and medium health

Too lazy to name the abilities though this is a rough idea I've had in mind for a little while now

Hope it works Smile

The-Observer

so it seems your suggestion wasnt well accepted >.>

just a note: unless this hero was fragile as hell, it would be imba as hell (extra ms, and every. single. skill. gives him a dps increase vs single targets)
keep the innate, (as that makes sense in relation to a wratih) and maby the armor skill (as they could also feasably phase through an enemies armor)
and rework the rest of the skills, and make sure you include a phasing mode! (i know it doesnt exist in TT, but its a good idea from dow)

...Please do not post a hero in my thread again... Ever..
While Zebio is a little direct in his words, I too have objections. I would go back to the description of a Wraith and start from the foundation, rather than using an idea to twist something into what it is not.
and guys, come on, whatever happened to encouraging the authors of heroes

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Heroes:
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Re: Zeb's hero corner!

Post by Glycine on Thu Dec 30, 2010 3:55 pm

Well, where does one start to encourage? He has a passion for a particular type of hero, so I see that, but I want to see detail and effort. If you truly want to bring this hero concept to the map, then put in the time and outline all the logistical and mechanical ways in which his skills will work, not to mention the overall vision you want for the Wraith.

I'm not like Zebio, who prefers to not deal with things that have little lore standing, but I do want to see you, Observer, put a little more thought into your hero before I'll seriously look at it. Because if you lack that effort, your hero will just become one out of many, lost in the sands of time. It's nice you have an idea, but start fleshing it out, and I'll be happy to critique it.

As for mek:

For the innate, trigger the bonuses as you desire, but ensure there's an actual difference between when the oilers are with him and when they aren't.

It's not so much changing the stats on an item, but looking at the stats given and applying a bonus of some sort. Is that possible?

And for tools, pick the effects you think will be most helpful, in considering the rest of his skillset. Innate and first skill are buffs, both direct and indirect, force field blocks movement, and the ult is a large AoE nuke with variable effects.
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Re: Zeb's hero corner!

Post by Grass Hopper on Thu Dec 30, 2010 4:01 pm

"changing the stats on items" is the same as looking at the stats given and applying a bonus of some sort.

thats the way i would "change the stats" and it would require the amount of work outlined above.

the only thing i could do would be stat related. I could do "gives X% bonus stats granted by items".
I can get a heroes base stats, filter out stats gained by the stats skill, and be left with overall stats gained by items (and skills, but theres only 1 of those atm), and give a % bonus based on that.

i cant do damage/ias/regen or anything like that tho

i might be able to do armor tho

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And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.

Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
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Re: Zeb's hero corner!

Post by Glycine on Thu Dec 30, 2010 4:39 pm

% bonus stats works well, I guess.

And can't you do damage from items by subtracting the damage from stats and the base damage away?
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Re: Zeb's hero corner!

Post by Grass Hopper on Thu Dec 30, 2010 4:40 pm

you cant get a heroes base damage! Razz

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warning! very-stubborn, sarcastic, self-important, argumentative developer detected!

And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.

Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
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Re: Zeb's hero corner!

Post by ZebioLizard on Fri Dec 31, 2010 12:22 am

and guys, come on, whatever happened to encouraging the authors of heroes

I'm not like Zebio, who prefers to not deal with things that have little lore standing

That's not why I dejected it. It was so generically done that there was nothing to stand out. Although it does have Nothing to do with a wraith in general as well. It was the fact it was just so..generic. Yeah fine, but dang there was nothing that stood out on the hero.

I'll review later tomorrow, to tired now.
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Re: Zeb's hero corner!

Post by ZebioLizard on Sun Jan 09, 2011 7:34 pm

Long winter break, time to get back in the spirit!

cellrawr wrote:Story:

blah, blah, blah


Stats-
Strength: 20 + 1.9
Agility: 16 + 1.8
Intelligence: 25 + 2.4 <--

Range: 400
Movespeed: 300

(Innate) Spore Cloud:
Venomthropes emit a cloud of airborne spores so dense that is shrouds everything nearby. The Venomthrope and allies within an 500 aoe of him have a 4/8/12/16/20/24% chance to not take damage from ranged attacks. Enemies within 500 aoe of the Venomthrope take 10/14/18/22/26/30 damage every second and lose 2.5/5/7.5/10/12.5/15% ms and as.


Generally, to strong. The ranged damage part is nice, however the extra bit seems to shit on typhus as his drains his own life and mana cost while not being on at all times. Either lose the damage, or reduce it, and lose the MS/AS

Toxic Touch:
A Venomthrope's entire body is coated in alien poisons but its writhing tentacles exude the most lethal of all Tyranid toxins, a venom so virulent that it causes flesh to wither and slough from the bone. The Venomthrope's regular attacks leave a poison that deals 10/20/30/40 damage every two seconds. The poison has a duration of eight seconds. Each successive attack refreshes the duration. Toxic Touch adds a 2/3/4/5 armor debuff to Constrict. The poison effect from Toxic Touch is applied when Tentacle Spear deals damage.
Passive


So..at max, it'd deal about 160 per max, plus refreshes..Guess it's fine, have to see in action to gauge how effective it is.

Constrict:
Victims of the Venomthrope that do not succumb immediately to its toxins are entangled by its writhing limbs, bound in a poisonous embrace until the Venomthrope's toxic spores do their gruesome work. The Venomthrope wraps its tentacles around the victim for 2/3/4/5 seconds. The victim can still move and take action, but can not go beyond 400 distance from the venomthrope. The target takes 50 damage per second, and armor reduction if the Venomthrope has Toxic Touch. Max range 400. Costs 140/160/180/200 mana. Has a 30/28/26/24 second cd.
Channeled

Once again, needs to see in action..Cause 5 second's + a major melee ally will really tear up some fragile ones, along with the -5 armor and such. However it's channeled, which means a stun can stop the effect. I guess it's alright until we get some hard data.

Toxic Lance:
The Venomthrope lashes out with on of it's tentacles, piercing through its victim's body. The Venomthrope deals 100/150/200/250 damage, and stuns the victim for .5/1/1.5/2 seconds. The poison effect from Toxic Touch is applied when Tentacle Spear deals damage. Costs 110/120/130/140 mana. Has a 12 second cd.


Might need a longer CD due to stun and previous hold. Aside from that, it's fine


(Ultimate) Toxic Wasteland:
A Venomthrope left to its own devices poisons not only the world's indigenous life, but also the soil and atmosphere, leaving the plague-shrouded planet fit only for consumption by the Hive Fleet. The Venomthrope channels for 2/3/4, emitting a torrent of poisonous spore clouds. Enemies within 400 distance are enveloped by the gases, taking 150 damage per second. When the channel ends, the area within an 800 aoe of the Venomthrope is shrouded in toxic gases, dealing 20/40/60 damage per second to all enemies within the cloud for 10 seconds. Costs 220/260/300 mana. Has a 120/110/100 second cd.
If the channel is interrupted by something like moving, stuns, silence, or death the gas cloud still comes out.

so...600 damage max, with 60 damage per sec for 10 seconds and if stopped the ability still goes through completely with less then a 2 min cooldown.

... To strong might be the word of the day for this.


Why the hell was the flood control increased to 45 seconds? For fucks sake.

Also, how are anything moved over to development forum, I've read through a few and it seems gly or someone just randomly ports them over. Mad
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Re: Zeb's hero corner!

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