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)

[Incomplete]Slaaneshi Daemonette I_vote_lcap63%[Incomplete]Slaaneshi Daemonette I_vote_rcap 63% [ 5 ]
[Incomplete]Slaaneshi Daemonette I_vote_lcap38%[Incomplete]Slaaneshi Daemonette I_vote_rcap 38% [ 3 ]

Total Votes : 8

Latest topics
» With everyone dead
[Incomplete]Slaaneshi Daemonette I_icon_minitimeThu Mar 05, 2020 5:09 am by Occuli.Imperator.Aquillon

» Faction creeps
[Incomplete]Slaaneshi Daemonette I_icon_minitimeSun Dec 21, 2014 12:49 am by Grass Hopper

» [SCII] [Inquisition] Hector Rex
[Incomplete]Slaaneshi Daemonette I_icon_minitimeThu Dec 18, 2014 9:06 am by Grass Hopper

» [necrons] Orikan, the Diviner
[Incomplete]Slaaneshi Daemonette I_icon_minitimeTue Dec 16, 2014 5:58 pm by Grass Hopper

» Talent System
[Incomplete]Slaaneshi Daemonette I_icon_minitimeMon Dec 15, 2014 10:59 am by Grass Hopper

» Capture Points system
[Incomplete]Slaaneshi Daemonette I_icon_minitimeFri Dec 12, 2014 2:36 pm by Grass Hopper

» [SCII] [Orks] Warboss(es)
[Incomplete]Slaaneshi Daemonette I_icon_minitimeFri Dec 12, 2014 11:44 am by Grass Hopper

» Game Guide
[Incomplete]Slaaneshi Daemonette I_icon_minitimeThu Dec 11, 2014 2:12 pm by Grass Hopper

» [Inquisition] Mordrak
[Incomplete]Slaaneshi Daemonette I_icon_minitimeWed Dec 10, 2014 3:28 pm by Grass Hopper

» [inquiition] Kaldor Draigo
[Incomplete]Slaaneshi Daemonette I_icon_minitimeWed Dec 10, 2014 3:07 pm by Grass Hopper

Version Progress
Changes for v0.02.0A
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[Incomplete]Slaaneshi Daemonette

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[Incomplete]Slaaneshi Daemonette Empty [Incomplete]Slaaneshi Daemonette

Post by Fairemont Wed Apr 14, 2010 9:02 pm

Name: Slaaneshi Daemonette: The Masque

Model: Prime Matron

Role: The Masque will likely serve the role of an individual, hard hitter. Her "lover's embrace" can dish out some nice damage at high levels, but is easily counter and has a lengthy cooldown, like most other skills. Her ult is very deadly to everyone within radius, including allies. Her damage reduction aura will allow her to take a little bit more punishment than other similar roled heroes, and Masquerade can easily be used to fool enemies and counter other heroes who are exceptionally hard to kill with the Daemonette as she is. The Masque will rely mostly on her alternate attack via the innate to deal damage while her abilities are on cooldown.

Stats:

Main Attribute: Agility

Agility: 22 Gain: 2.3

Intelligence: 20 Gain: 2.1

Strength: 18 Gain: 1.9

Movement Speed: 300

Attack Range: Melee/Range: 500

Description: The Masque of Slaanesh is a Daemonette and was once Slaanesh's favoured dancer and chief handmaiden until she was cast out by her master. Now she is forced to dance through the mortal and immortal worlds for eternity. During the eternal conflict that is the Great Game, Tzeentch tricked Slaanesh into battling with Khorne, a war that he could not possibly hope to win, and Slaanesh was defeated and humiliated. Seeing the dark mood of her master, the Masque took it upon herself to please him with her most energetic and scintillating dance ever. However, instead of his usual laughter and joy at such a sight, Slaanesh saw mockery and attacks on his wounded pride in each perfect combination of moves that the Masque executed. He condemned her as a traitor, and cursed her, proclaiming that if she wanted to dance, she must dance forevermore.

Innate: Toggle attack

Attack One: Melee (Rending Claws) – The Claws of the Daemonette can tear flesh like any other weapon, but requires nothing to back it up beyond her physical strength and stamina.

Attack Two: Range (Warpfire) – The Daemonette flings balls of flames at her enemies, tearing through armor and defenses with ease, burning the target for 15/20/25/30/35/40 damage per second for 2/2/3/3/4/4 seconds. Requires mana to use this toggled ability.

Skill 1: Masquerade: (Active Ability Steal/Disguise) The Masque was reputed to have infiltrated a troupe of Harlequins, joining their performance without them even realizing it until a Solitaire appeared and was able to match her move for move for six days and nights that she finally faltered. The Masque can take on the appearance and abilities of any opponent or ally she may choose, mimicking them for 7/12/18/25 seconds. She is capable of utilizing their abilities, as well as their stats and items.

Note: At the end of the ability, the Masque will be reduced to 25% maximum mana, regardless if she had more mana before she returned to her original form. If she has less mana, she will retain the lower mana upon returning to original form.

Cooldown: Approx 90/80/70/60 seconds.
Mana cost: Average, since it really adds no overall bonus to her and she will need mana to make this ability effective, unless the other person is packin' some hardcore gear which she might benefit from, but then again, its just that hero, so, it might not be all that great. =\

Skill 2: Enrapture: (Passive Corruption) The lure of the Daemonette and her dance is so powerful that none can withstand its pull. Those under the influence of her presence find themselves hard pressed to attack her or her allies, well to the point that the Daemonette can extend her influence over them, having successfully converted them to the ranks of those who follow the Chaos Gods. Has a chance to randomly turn an enemy minion against its former allies. 5/10/15/20% chance. Radius 700.

Skill 3: Lover’s Embrace: (Active Life steal) The Masque latches onto her target, leeching 5%life from them over 3/5/7/9seconds. During the time of the ability, if the target attacks her, the life force that has been leached from him will combust, dealing the full damage that has been leached so far to the target, as well as knocking them back. If the target tries to run away, their movement speed will be reduced 5% as well as 1 armor per 100 distance from the Masque up to 600 radius, if they break the 600 radius, the effects will wear off and the leeching will cease. Use of another ability or attacking will cancel the effect.

Cooldown: 60 seconds.

Note: This ability has potential to be powerful if you stand around like an idiot. Best bet to counter it would be: If you are close, hit her before too much life can be leached to combust on you, or, if you are further away, run like crazy.

Ultimate: Daemon’s Dance: (Channeled High Damage Output/Slow) “And so the Masque was forced to dance for all eternity, across space and time, for both mortal and immortal audiences. As she reenacts Slaanesh's greatest conquest and victories, her mask changes to match the roles of the characters she play. So powerful is the lure of the Masque's display, those who see it are inevitably compelled to join in the performance.”

All target’s caught within the radius of this ability will have movement speed drastically reduces by 45/55/65%, and take a total of 88/102/135 damage per second as long as the Masque is capable of sustaining the mana requirements for the ability. Creeps caught within the radius will be stunned for the duration, spinning in circles as if dancing. This ability can harm allies.

(Damage is merely placeholding, will need editing, but it will likely need to wait until there is testing, if she is approved.)

Cooldown: 120 seconds (if damage is kept fairly high, scaled down slightly if damage is reduced)

Glycine wanted a Masque character, and I wanted to use the model for a Daemonette, so I worked up this little cutie. Numbers will likely need modification, of course, but when don’t they?!


Last edited by Fairemont on Thu Apr 15, 2010 11:15 pm; edited 2 times in total
Fairemont
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Post by 13loodRaven Thu Apr 15, 2010 3:03 pm

Most of this looks great, im guessing her claws would be the default attack and I would make the dance suitably more chaotic like slaanesh would like Razz say that at the end of the dance, there is a battle play and everyone is allied to the Daemonette, but they all turn against each other. Could do that and tone down the dot.
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Post by Fairemont Thu Apr 15, 2010 3:03 pm

The dot was just random numbers thrown up there. =\
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Post by 13loodRaven Thu Apr 15, 2010 3:08 pm

It is just a suggestion, you could laugh at it in the face and no one would mind. Just keep in mind that Slaanesh is a deity bourne of limitless cruelty and cunning, such as is with his children.
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Post by Fairemont Thu Apr 15, 2010 3:09 pm

The dance was sort of fluff-related, as in, generally she just forced people to dance with her until they died. =\
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Post by Son007 Thu Apr 15, 2010 4:21 pm

Woot, another melee/range hero...

I would like to see mana costs and cooldown on all your abilities. MC and CD can make a hero op and what not, so I think you should put some numbers in there based on the skills and duration.

I also think you should change 'Lover's Embrace'. It can deal way to much damage. All you'd need to two people to get good stuns in and keep your target from running anywhere while you deal 45% of their hp in a matter of seconds.

Other than that, very very nice hero.
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Post by Fairemont Thu Apr 15, 2010 6:13 pm

I didn't add mana, because I don't know what the mana pool would be like. =\ So, I cannot accurately assign mana costs, and I can add some cooldowns quick. Smile

Also, I figure that the Lover's Embrace would be interrupted by any sort of stun or some such on the target due to the fact that it is indeed, and "embrace". I do realize it has the potential for high damage, but other than that, it can be stunned out of, ran away from, cancelled by attacking the caster, or the caster uses another ability, etc. =\
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[Incomplete]Slaaneshi Daemonette Empty Re: [Incomplete]Slaaneshi Daemonette

Post by Glycine Sun Apr 18, 2010 12:06 am

Moved to Incomplete.

Potential changes:

  1. Further elaboration on the innate and introducing scaling and mana costs. What bonuses from melee are there?
  2. Masquerade is a ridiculously powerful skill. Imagine if you had two Commissars or Farseers casting their ults. Plus you can copy DPS heroes and go off on the other team. ._.
  3. Enrapture is fine so far. Perhaps you should add a bonus that converted units get?
  4. Lovers' Embrace is kind of a bit counter-intuitive. Why add life combustion if it'll only be highest at the end duration, when the target has already had a few seconds not to attack you and to run away? Your percents need to be modified and the mechanics of the skill could be changed to make it better.

    For example, here's a skill that would serve the same purpose without being totally overpowered:

    Soul Steal (Just my name for it): The Masque, like other followers of Slaanesh, finds the taste of souls exquisite. Of course, the souls of the Eldar are the best of them all, since they ripen to perfection over the ages, but she's not very picky in general. The Masque grabs onto an opponent for 0.5/1/1.5/2 seconds and attempts to take their soul from them at a 25/45/65/85% chance. While held on, enemies are immobilized. If she fails, nothing happens, but if she succeeds, two things can happen.

    1.
    If the target tries to run 2 seconds after the hold, their mana pool will start to leak. For every 200 distance moved, the target will lose 0.5/1.0/1.5/2% mana. The Masque will absorb the essence of the lost mana and convert it to life. 0.25/0.5/0.75/1.00 health will be recovered per mana point lost.

    2.
    If the target stays in place for 2 seconds after the hold, the Masque will completely devour their soul and go into ecstasy. The target will be silenced for 1/2/3/4 seconds and suffer 20% drop in attack damage. Additionally, the Masque will gain 5/10/15/20% lifesteal and have 15/20/25/30% chance on attack to strip the soul of another unit and so begin the process again.

    It's basically a lot more complicated, but not so overpowered. oo;
  5. Ult: 65% slow is... 105 speed, which is polymorph speed. Nothing's going to be able to escape it by walking. Damage per second isn't too bad, but the whole ult is a copy of Ahriman's, minus the automatons and the int. damage. I'll comment more later.
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Post by Grass Hopper Sun Apr 18, 2010 12:17 am

kinda tired atm, not a whole lot to add. so far it looks good tho.

im gona have to dissappoint you tho, the first skill is not very possible/practical, and if it *was* it would be ult worthy.

whats the interval on the aura? or is it just whenver a unit enters the area? that skill needs more explanation

embrace is *ridiculously* powerful. they cant attack you, and they cant run away.
its good that its channeling tho. i would consider removing the combustion effect.
also, 5% life *over* the duration compared to 5% life *per second* for the duration. Which is it?

ult: is very powerful. does it have a duration apart from the mana-cost-restriction?
and i really dont like ally-damage skills, personally. it detracts from the whole team-effort thing

overal: powerful, could use some toning down, looks good tho!
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