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Current Version: v0.0.01A

Alpha version


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Changes to the way I release versions? (read the thread)

[Tyranid] Shrike- Tyranid Warrior I_vote_lcap63%[Tyranid] Shrike- Tyranid Warrior I_vote_rcap 63% [ 5 ]
[Tyranid] Shrike- Tyranid Warrior I_vote_lcap38%[Tyranid] Shrike- Tyranid Warrior I_vote_rcap 38% [ 3 ]

Total Votes : 8

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Version Progress
Changes for v0.02.0A
||||||||||||||||||||[] [general]
||||||||||||||||||||[] [Heroes]
||||||||||||||||||||[] [Items]
||||||||||||||||||||[] [Bugs]
||||||||||||||||||||[] [Total]

[Tyranid] Shrike- Tyranid Warrior

+2
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Post by T3chW01f Tue Aug 04, 2009 5:43 pm

Grass Edit((
Hurray for being bored at work!

Hive Tyrant

Story:
Tyranid Shrikes are an adaptaion of the Tyranid Warrior bioform, with leathery wings that allow them to swoop and soar through the skies of a pray world. With broods of Shrikes at its command, the Hive Mind can ensure that its influence extends to every corner of the swarm. Though more lightly armoured than Tyranid Warriors, Shrikes more than make up for the disadvantage with their ability to redeploy at a moments notice. Few enemies expect so large a creature to approach from the skies, and a well-timed Tyranid Shrike attack invariably spells disaster if the prey's sentries are caught off guard.

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

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

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

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

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.
))Grass Edit


Original Suggestion:
Spoiler:
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Post by T3chW01f Tue Aug 04, 2009 5:45 pm

It would also be possible to make him an agi hero in which case my recommendation for spine fists would obviously switch over to agi as well. I didn't know if you wanted more agi melee heroes or not...agi hero would make a bit more sense now that I think about it with him having the winged skill. Up to you though Hopper.
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Post by Grass Hopper Fri Aug 07, 2009 1:10 pm

again, i dont like the 2 in one passive...

im not entirely feeling the spinefists... making it basic aoe damage skill... doesnt seem to fit

and for the same reason the keper of secrets doesnt have wings and pavane... giving someone with a hooklike skill their own positioning skill is a bad idea.

however, depending on the proposed range of acid maw, and how much u like this idea, it is possible to keep it:
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. Snares the target unit, and slowly drags it towards the hive tyrant, dealing x damage to it over time.
basically, a short range (500-600 ish) target skill, that instead of making it... hook like.. slowly drags the target to you, over say... 2-3 seconds.
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Post by T3chW01f Sat Aug 08, 2009 5:20 am

what about spine fists being a basic Aoe doesn't seem to fit? Only other way I see it would be a ranged AoE damage which well I was trying to avoid since I was making this character extremely melee oriented.

As long as it's just the fast hook being changed to a slow drag being the only change that I find it agreeable.
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Post by Grass Hopper Sat Aug 08, 2009 10:08 am

spinefists not being aoe is the same deal with the lictors flesh hooks... it just doesnt.. seem right...
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Post by T3chW01f Sun Aug 09, 2009 7:01 pm

Well maybe make it a wide area forward attack like winds of chaos but without the pushing effect?
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Post by Grass Hopper Sun Aug 09, 2009 8:00 pm

i wouldnt make it a wide area, but definatly more like winds than anything... and give it some effects, like slow, or something, cause of 'lethal neuro toxin' or make it silence/slow or something... dunno
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Post by Grass Hopper Thu Sep 10, 2009 10:44 pm

ok, updated the first post with my proposed idea... comments plox
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Post by Fromundaman Sat Sep 12, 2009 9:40 am

That ulti is really, REALLY strong. Maybe give the 60% str dot a % chance to proc?

Can the Tyrant move/attack/cast during Acid Maw? Can the opponent?
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Post by Grass Hopper Sat Sep 12, 2009 9:43 am

the opponent is ensnared. so he can attack and cast, but not move
the tyrant can move as normal, cept he cant turn around, and has to face the target (this will be triggered, so hell move in circles around the target)

and 60% of 100 str will do 60 dps for 4 seconds, non stacking
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Post by Fromundaman Sat Sep 12, 2009 12:46 pm

Right, but by late game, he'll have more than 100 Str with items, and it will do that DoT every attack, meaning a lot of stacking damage.
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Post by Glycine Sat Sep 12, 2009 1:17 pm

Quick bit of mathcraft for everyone.

Say the Hive Tyrant has level 3 Sacs with 200 strength and about 310 total attack damage. Let's give him a cooldown of 0.75 secs.

Sooo in 3 seconds, he's attacked 4 times, doing 4 * [310 damage + 120/4 dps *.75 duration] So, in reality, he's doing 310 + 22.5 damage every attack, BECAUSE!!!!!!!! every attack resets the DoT, making it not as effective.
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Post by Grass Hopper Sat Sep 12, 2009 7:21 pm

thx gly Razz attacking twice wont make it do dot twice, itll prolong the duration only
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Post by 13loodRaven Sat Sep 12, 2009 8:17 pm

Hey, soz i havnt been on in a bit, just some quick thoughts on the hero:
With the innate, not every game will have disablers, rendering this guys innate useless... Maybe have it as something that has a chance to whats the word... Say if a bad guy cast a spell on you, it has a chance to cast the same spell on the bad guy... Or maybe a chance to remove a negative buff, like stun, slow, ias and ms reduction etc.
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Post by Grass Hopper Sat Sep 12, 2009 8:46 pm

stun is ez to code, cause they all use the same buff. but different negative buffs all use diff buffs... causing me to need a list of every negative buff in the game, which is much too much work... and really... most games *should* have a stun
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Post by Fromundaman Sat Sep 12, 2009 8:55 pm

Oh... okay. As long as it resets the DoT rather than stacking, then it's fine.

Also, I disagree for the innate. If there's no disabler, then don't level it. That being said, if there is one, then it is invaluably useful, and can to a greatly reduce or even to certain extent nullify certain heroes' impacts on the Hive Tyrant (like LoC).
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Post by Grass Hopper Sat Sep 12, 2009 9:41 pm

also, leveling the innate will *always* give you +4 stats so...
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Post by Fromundaman Sat Sep 12, 2009 11:45 pm

Well, that's true. However, some skills are worth more than the stats, hence why I say the way you'd level him would depend on the team makeups.

I really like him though.
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Post by Grass Hopper Sun Sep 13, 2009 10:45 am

well, since no one really has a problem with it... ill move it to complete
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Post by Glycine Sun Sep 13, 2009 11:41 am

D: I was gooooooing to comment. But I don't have time for it now, so give me a day.
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Post by Grass Hopper Sun Sep 13, 2009 2:37 pm

lmao ok ill wait for your comment tomorrow Razz
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Post by Fromundaman Mon Sep 14, 2009 10:10 pm

Doo-doo-doo.... Still no comment...
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Post by Glycine Tue Sep 15, 2009 1:10 am

Let's go backwards.

I feel his ult doesn't help him enough in sustained combat. For instance, if he's going up against a Karandras, that extra 10 to 20 damage won't be very helpful if Karan's going to assault really fast. It makes him excellent for hit and run attacks, since you're going to do the full amount, but it doesn't make him a true warrior.

Why does he have a ranged biomorph in the form of Spinefists? It's actually a gun of sorts, so shouldn't we maximize his potential as a melee Hive Tyrant? [This is considering the fact there's still a ranged hive tyrant in the works; I have a few ideas for him, but I need to know if he'll be implemented]

Because he's a Hive Tyrant and has synapse potential, he should have at least one synapse skill available to him. For example, Warp Field would extend his survivability immensely by say... blocking a % of attacks/spells that specifically select him as a target while still allowing AoE damage to affect him 100%. The Horror could make him devastating against melee opponents, as it would interrupt a % of melee attacks directed at him.

He could even go Warp Blasting with Zoey and rape everything in his path, although I want to say that power for the ranged Tyrant.

As for the melee Biomorph, give him Scything Talons, which would make him absolutely deadly in close combat with some random absurd bonus fitting for a Hive Tyrant.

Instead of Acid Maw, give him a Lash Whip, which would bind the enemy in melee range (Root it, perhaps?) and do a certain amount of damage while allowing the tyrant to wail on the poor soul.

Flight is fine, but the innate is too situational to be of primary use. While we do have lots of stuns, they're generally focused on a few characters (Harle, Lord of Change, Librarian, I think I'm missing one). Thus, instead of triggering out of stuns via attack, make it so he can trigger out of debuffs when attacked @ a % chance, as everyone has a debuff.


It's disorganized, but it's a bit to chew on.
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Post by Grass Hopper Tue Sep 15, 2009 3:32 pm

ok, one at a time... the ult isnt supposed to necessarily help him in combat, its supposed to help him tank and boost his other skills, while not being boring +str... and its more useful in chasing than sustained combat.

arent spine fists melee combat weapons? or am i getting my tyranid rules wrong?

i dont wanna give the tyrant psychic stuff, i dont know why, but to me it seems unfitting for his playstyle.

and acid maw is the same as lash whip Razz cept instead of a melee bind, it drags the target close to him, in effect itll be the same thing... and do nids even have a lash whip?
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Post by Glycine Tue Sep 15, 2009 7:53 pm

The ult should be at least somewhat useful in combat besides giving him a Str Bonus, so instead of doing damage only, make it like a passive slow poison effect that saps ias and ims.

Spine fists are actually ranged weapons. oo

As noted above, Warp Field and the Horror would be immensely helpful instead of that strange innate, because people are just going to build ways around it and it isn't even that useful against characters who don't have a stun.

Yes, nids have a lash whip.
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