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)

about typhus (and his remake) I_vote_lcap63%about typhus (and his remake) I_vote_rcap 63% [ 5 ]
about typhus (and his remake) I_vote_lcap38%about typhus (and his remake) I_vote_rcap 38% [ 3 ]

Total Votes : 8

Latest topics
» With everyone dead
about typhus (and his remake) I_icon_minitimeThu Mar 05, 2020 5:09 am by Occuli.Imperator.Aquillon

» Faction creeps
about typhus (and his remake) I_icon_minitimeSun Dec 21, 2014 12:49 am by Grass Hopper

» [SCII] [Inquisition] Hector Rex
about typhus (and his remake) I_icon_minitimeThu Dec 18, 2014 9:06 am by Grass Hopper

» [necrons] Orikan, the Diviner
about typhus (and his remake) I_icon_minitimeTue Dec 16, 2014 5:58 pm by Grass Hopper

» Talent System
about typhus (and his remake) I_icon_minitimeMon Dec 15, 2014 10:59 am by Grass Hopper

» Capture Points system
about typhus (and his remake) I_icon_minitimeFri Dec 12, 2014 2:36 pm by Grass Hopper

» [SCII] [Orks] Warboss(es)
about typhus (and his remake) I_icon_minitimeFri Dec 12, 2014 11:44 am by Grass Hopper

» Game Guide
about typhus (and his remake) I_icon_minitimeThu Dec 11, 2014 2:12 pm by Grass Hopper

» [Inquisition] Mordrak
about typhus (and his remake) I_icon_minitimeWed Dec 10, 2014 3:28 pm by Grass Hopper

» [inquiition] Kaldor Draigo
about typhus (and his remake) 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]

about typhus (and his remake)

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Post by Grass Hopper Wed Jul 29, 2009 11:56 pm

so we all know typhus is boring and op (sorry kharn Sad) 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.
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Post by DarkWanderer Thu Jul 30, 2009 12:30 am

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.

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Post by Grass Hopper Thu Jul 30, 2009 12:31 am

nah, that fits the 40k description of winds better (winds of chaos uses a flamer template in table top)
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Post by DarkWanderer Thu Jul 30, 2009 12:34 am

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 Razz , and I can see your pretty strict on following it.

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Post by Grass Hopper Thu Jul 30, 2009 12:36 am

well, not strict Razz 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)
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Post by Fromundaman Thu Jul 30, 2009 1:24 pm

Hmmm.... that looks better.

I finally saw how strong Typhus could be yesterday... XD
This change will be nice.
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Post by Type-4-Doragon Thu Jul 30, 2009 3:36 pm

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.
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Post by Grass Hopper Thu Jul 30, 2009 7:22 pm

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 Razz just regen plays a bigger part
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Post by DarkWanderer Thu Jul 30, 2009 9:53 pm

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.

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Post by Grass Hopper Thu Jul 30, 2009 10:46 pm

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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