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about typhus (and his remake)
4 posters
Page 1 of 1
about typhus (and his remake)
so we all know typhus is boring and op (sorry kharn ) so here are some ideas for his remake.
winds of chaos, make those affecd by it be targeted with nurgles rot? (if possible)
make feel no pain work like this: any damage taken by typhus will be (a: taken 5 seconds later. b: taken over the next 5 seconds)
a: ez to understand, every time he takes damage, he takes the damage taken 5 seconds later
b: lets say he takes 100 damage, he will now isntead take 20 damage over 5 seconds
make rot a togglable skill, instead of a passive aura (like pudges rot from dota to compare)
while active, typhus will take damage, but not be slowed, and will release the rot clouds every .25 seconds instead of the current 1.5
make destroyer hive's destroyers heal typhus back whenever they deal 50 damage, instead of at the end
this gives him a less absurdly powerful feel no pain, and a more active skillset, now containing 2 (1 + .5 + .5) actives
edit: also, it makes the healing of his ult, and the damage redistribution of his passive go with his rot, while still allowing him to aoe dps from his cleave, and (now) more rapid armor reduction.
winds of chaos, make those affecd by it be targeted with nurgles rot? (if possible)
make feel no pain work like this: any damage taken by typhus will be (a: taken 5 seconds later. b: taken over the next 5 seconds)
a: ez to understand, every time he takes damage, he takes the damage taken 5 seconds later
b: lets say he takes 100 damage, he will now isntead take 20 damage over 5 seconds
make rot a togglable skill, instead of a passive aura (like pudges rot from dota to compare)
while active, typhus will take damage, but not be slowed, and will release the rot clouds every .25 seconds instead of the current 1.5
make destroyer hive's destroyers heal typhus back whenever they deal 50 damage, instead of at the end
this gives him a less absurdly powerful feel no pain, and a more active skillset, now containing 2 (1 + .5 + .5) actives
edit: also, it makes the healing of his ult, and the damage redistribution of his passive go with his rot, while still allowing him to aoe dps from his cleave, and (now) more rapid armor reduction.
Re: about typhus (and his remake)
That looks much better. Also, how about making winds of chaos do more than just go in a straight line (a little boring isn't it?) . How about having it spread out in random directions (winds of chaos?) after going a certain distance in a line.
DarkWanderer- Contributor
- Posts : 122
Join date : 2009-07-19
Re: about typhus (and his remake)
nah, that fits the 40k description of winds better (winds of chaos uses a flamer template in table top)
Re: about typhus (and his remake)
Well, as long as it does more than just do damage. So it will rot units that get hit by it?
O, is there a website that has the table top stuff; I know absolutely nothing about it , and I can see your pretty strict on following it.
O, is there a website that has the table top stuff; I know absolutely nothing about it , and I can see your pretty strict on following it.
DarkWanderer- Contributor
- Posts : 122
Join date : 2009-07-19
Re: about typhus (and his remake)
well, not strict but i try to stick to it
and i cant get u the rulebook..
wait nvm yes i can.. XD do u have a torrent program? cause i can get u a torrent of pretty much every codex. and ill find a way to torrent u the rulebook (which shouldnt be entirely nessesary but w.e)
and i cant get u the rulebook..
wait nvm yes i can.. XD do u have a torrent program? cause i can get u a torrent of pretty much every codex. and ill find a way to torrent u the rulebook (which shouldnt be entirely nessesary but w.e)
Re: about typhus (and his remake)
Hmmm.... that looks better.
I finally saw how strong Typhus could be yesterday... XD
This change will be nice.
I finally saw how strong Typhus could be yesterday... XD
This change will be nice.
Fromundaman- Moderator
- Posts : 910
Join date : 2009-07-24
Re: about typhus (and his remake)
I'm not sure about the way feel no pain plan b would work. If the damage is spread over a duration, then there might be some slight damage negation due to armor for each tick. That might cause him to take less damage than he would with plan a. Unless there's a way you can negate that effect, in which case, it's a great idea.
Type-4-Doragon- Space Marine
- Posts : 30
Join date : 2009-07-23
Age : 35
Location : Clemson, SC
Re: about typhus (and his remake)
well, the way it currently is, due to the nature of NOT being able to detect spell damage vs hero damage, its all being dealt to him as hero damage
and 100 *.76 = 20*.76 + 20*.76 + 20*.76 + 20*.76 +20*.76 just regen plays a bigger part
and 100 *.76 = 20*.76 + 20*.76 + 20*.76 + 20*.76 +20*.76 just regen plays a bigger part
Re: about typhus (and his remake)
I've heard from a player that he had trouble moving with typhus. Because, his collision box is too big.
You might want to make it a little smaller.
You might want to make it a little smaller.
DarkWanderer- Contributor
- Posts : 122
Join date : 2009-07-19
Re: about typhus (and his remake)
all heros have the same collision size, that guy was bullshiting. the only thing the actual collision box affects is clicking. nothing else
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