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Current Version: v0.0.01A

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

[Yet another Hero] Tomb Spyder I_vote_lcap63%[Yet another Hero] Tomb Spyder I_vote_rcap 63% [ 5 ]
[Yet another Hero] Tomb Spyder I_vote_lcap38%[Yet another Hero] Tomb Spyder I_vote_rcap 38% [ 3 ]

Total Votes : 8

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» With everyone dead
[Yet another Hero] Tomb Spyder I_icon_minitimeThu Mar 05, 2020 5:09 am by Occuli.Imperator.Aquillon

» Faction creeps
[Yet another Hero] Tomb Spyder I_icon_minitimeSun Dec 21, 2014 12:49 am by Grass Hopper

» [SCII] [Inquisition] Hector Rex
[Yet another Hero] Tomb Spyder I_icon_minitimeThu Dec 18, 2014 9:06 am by Grass Hopper

» [necrons] Orikan, the Diviner
[Yet another Hero] Tomb Spyder I_icon_minitimeTue Dec 16, 2014 5:58 pm by Grass Hopper

» Talent System
[Yet another Hero] Tomb Spyder I_icon_minitimeMon Dec 15, 2014 10:59 am by Grass Hopper

» Capture Points system
[Yet another Hero] Tomb Spyder I_icon_minitimeFri Dec 12, 2014 2:36 pm by Grass Hopper

» [SCII] [Orks] Warboss(es)
[Yet another Hero] Tomb Spyder I_icon_minitimeFri Dec 12, 2014 11:44 am by Grass Hopper

» Game Guide
[Yet another Hero] Tomb Spyder I_icon_minitimeThu Dec 11, 2014 2:12 pm by Grass Hopper

» [Inquisition] Mordrak
[Yet another Hero] Tomb Spyder I_icon_minitimeWed Dec 10, 2014 3:28 pm by Grass Hopper

» [inquiition] Kaldor Draigo
[Yet another Hero] Tomb Spyder I_icon_minitimeWed Dec 10, 2014 3:07 pm by Grass Hopper

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[Yet another Hero] Tomb Spyder

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Post by Fromundaman Thu Sep 03, 2009 10:27 am

So I finally got around to doing this...

Str hero (Yes, I know, very descriptive.). Should have decent movespeed and ias, but low-ish int. Probably a bit less str than tanker heroes.

story:
These arachnoid creatures are artificial constructs created to maintain the ancient Necron tomb complexes. Their many eyes stare out from a featureless, metallic block. The hooded carapace of a Tomb Spyder provides essential protection while their flexible metal limbs repair Necron technologies which they will also fight to protect.

stats:
strength: 26 + 2.5
agility: 20 + 1.6
intelligence: 15 + 1.6

range: melee
movespeed: 285

Innate: Gather the Fallen
[Effect] Tomb Spyders gather corpses of the fallen to energize Scarabs and Necrons alike. The Tomb Spyder also regains 0.4/0.8/1.2/1.6/2.0/2.4% of it's max life per corpse gathered. Can carry a max of 8/10/12/14/16.


1st Skill: Scarab Swarm
[Effect] The Tomb Spyder summons swarms of Scarabs for a cost of it's own life, as well as using up one stored corpse per swarm. (Also has a manacost.)
lvl 1: 2 Swarms. Have a 5% evade and -5 armor. Cost 3% max life to create.
lvl 2: 3 Swarms. Have a 10% evade and -4 armor. Cost 7% max life to create.
lvl 3: 4 Swarms. Have a 15% evade and -3 armor. Cost 11% max life to create.
lvl 4: 6 Swarms. Have a 20% evade and -2 armor. Cost 15% max life to create.

Mechanics:
scarab swarm... instead of making it a controlable summon... (like grots or honor guard) are more like a locus swarm summon (typhus' ult) each time you use the skill, u summon a controllable 'base' which instantly uses a locus swarm ability (the locus swarm are your scarabs, and the 'base' is a way to move the scarabs and attack them as a swarm) i think that would be a neat mechanic o.o


2nd Skill: Soul Consumption
[Effect] The Tomb Spyder uses it's own energy to animate Scarab Swarms, but that energy has to come from somewhere. The Tomb Spyder drains the life out of nearby enemies, converting it to energy for itself. The Tomb Spyder drains a total of 10/15/20/25% of its max HP from units in a 350 radius around it. The damage (25% of Spyder's max HP) is split amongst all units in the radius.


3rd Skill: Adaptive Technology
[Effect] Passively changes the type of Scarab the Tomb Spyder summons as well as adding HP. Without this skill, the Scarabs have no skills.
lvl 1: 100% chance to spawn 'tanker' scarabs 400 max HP
lvl 2: 50% chance to spawn 'tanker' scarabs and 50% chance to spawn 'healer' scarabs 900 max HP
lvl 3: 33% chance to spawn 'tanker' scarabs, 33% chance to spawn 'healer', and 33% chance to spawn 'swarmer' scarabs 1400 max HP
lvl 4: 25% chance to spawn 'tanker' scarabs, chance to spawn 'healer' scarabs, 25% chance to spawn 'swarmer' scarabs, and 25% chance to spawn 'reconstructor' scarabs. 1900 max HP

Names of Scarab types are subject to change.


Ulti: Re-energize Necrons (I have no idea what to name this. Help?)
[Effect]Kills all allied creeps in a 600 AoE and recreates them into Necron Warriors. The necrons gain 5 damage, .5 armor, and 50 health per corpse stored.
240/120/60 sec cd
Costs 30/25/20% of current health and 45/40/35% of total mana to cast.



Thanks very much Kharne and Grass for helping me finish this, and I pretty blatantly copied some of your posts for effect descriptions, because I am lazy.


Last edited by Grass Hopper on Fri Jan 01, 2010 1:30 pm; edited 5 times in total (Reason for editing : Done?)
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Post by Grass Hopper Thu Sep 03, 2009 12:32 pm

chaos damage doesnt go through armor value, just armor type (he'd be really good against buildings this way, if he was a creep XD)

and i still dont get it much, if its a toggle on off, i cant change the range like that (which i think we've discussed Razz)

soul consumption is very strong Razz its only melee range tho so its ok.

i'd like u to change the innate a bit, change it up from the necron lords a bit more.
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Post by Fromundaman Thu Sep 03, 2009 1:39 pm

Hmmm... okay.
I knew it didn't affect value, I meant armor type though.

Thought if the range increase was perma that it worked. Ah well.

Yeah... was originally trying to make it a 200 AoE around him, but I couldn't think of a way to make the numbers balanced. Needed the skill to offset the Scarab life cost though, but didn't want just a life drain.


Hmmm... okay. I was trying to base it off of the DoW Tomb Spyder's special trait, which was that, like the Necron Lord, when rebuilt, they would rez where they died (which could be both good or bad, depending on the situation.).
I'll try to come up with another innate though.
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Post by Grass Hopper Thu Sep 03, 2009 3:33 pm

and i can do perma range increase, but i cant do attack type change
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Post by Fromundaman Fri Sep 04, 2009 1:14 pm

Really? I thought you could do toggle range/melee. Or do you mean turning it into chaos damage, which I would have thought possible due to Metamorphosis.
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Post by Grass Hopper Fri Sep 04, 2009 1:34 pm

that changes the hero model entirly Razz its a morph skill
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Post by Fromundaman Mon Sep 07, 2009 4:01 pm

Ah... okay.

Would it be possible to make it switch to range attack as a skill though? (Not sure how to level it yet.)
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Post by Grass Hopper Mon Sep 07, 2009 4:14 pm

well, yeah, im sure it is.
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Post by Fromundaman Mon Sep 21, 2009 5:53 pm

Okay, huge changes to this character:

Innate:

[Description]Scarabs tear at the soul as well as the flesh, and steal their victims' life force, in turn using it to create more scarab swarms.
[Effect] Upon killing an enemy, a scarab swarm has a 12/24/36/48/60% chance of creating a new Scarab swarm.

Ulti: Repair
[Description] When within range of a Tomb Spyder, a unit has a chance to repair and return to life. (Note: I know this doesn't make sense for a Tomb Spyder top reanimate an ork, but you know what, that won't be the case in race mode, and until then, it makes no sense for a Grey Knight to tag along with a Berserker of Khorne either.)
[Effect] Units within a 400/500/600 range of the Tomb Spyder have a 5/10/15% chance to revive with full HP, and heroes in that range have a 13/26/39% chance to revive with 30/40/50% HP



Hmmm... now I need an active skill, because as true as I am staying to the theme and making him a great pusher, he needs something to make him less of a point and click summon pusher...
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Post by Grass Hopper Mon Sep 21, 2009 7:38 pm

looks much better Very Happy altho, i would say instead of...HOLD on, i just thought of something i need to run by you...

scarab swarm... instead of making it a controlable summon... (like grots or honor guard) are more like a locus swarm summon (typhus' ult) each time you use the skill, u summon a controllable 'base' which instantly uses a locus swarm ability (the locus swarm are your scarabs, and the 'base' is a way to move the scarabs and attack them as a swarm) i think that would be a neat mechanic o.o

anywhio, scarabs should be his innate, and that new propsed innate should be a levelable skill... and instead of making scarabs reproduce scarabs... make them return the life to either the 'base' unit, or to the spyder... or have the spyder 'autocast' a scarab summon instead of a lavaspawn-like reproduction

well, that was my moment of inspiration for the day XD hope u like those ideas...

and now to the ult: lol good reasoning for it fluffwise XD
numberwise: NO! 39% chance on a hero is too much Razz i would seriously switch the numbers there Razz
but other than that... good ult
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Post by Fromundaman Mon Sep 21, 2009 9:40 pm

Sounds good, but can we make the base not have a model and take up most of the space the scarabs do? (AKA attacking a 'base' technically speaking, but it would look like you're attacking the swarm.)



We went over the ult in chat, but to enlighten anyone else who cares, we'll try with these numbers, since, if you think about it, there shouldn't be that many heroes dying next to the Spyder most games, and it isn't all that useful the rest of the time (though it can lead to bigger creep waves.)
However, we decided adding a cooldown of 90-120 between hero rezzes was a good idea.
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Post by Grass Hopper Mon Sep 21, 2009 9:42 pm

well, the base has to have a model... or else its untargetable.. altho i could try adding a collision sphere to a non-existant model
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Post by Fromundaman Mon Sep 21, 2009 11:06 pm

Ah, gotcha. Oh well.
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Post by DeusMechanicus Tue Sep 22, 2009 7:36 am

You could have the Scarabs return health to just any target unit, not just base or Spyder. Scarabs were sometimes used to shield / screen and / or repair Necron units. Doesn't really make sense if they repaired flesh, but like he said before about the rezzing, in race mode it'd be cool. Anyway, so he'd be able to damage the enemy, then heal the Scarabs, himself, or an ally hero. Would make sense considering the Spyder is a support unit used only in front line fighting in desperate measures- most of its weapons are for self defense if it's ambushed collecting the broken bodies of fallen Necrons for recycling (which wouldn't make him interesting in an AoS, but just shows his role as Support).
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Post by Grass Hopper Tue Sep 22, 2009 8:34 am

well theres an idea... the base has a heal ability then? Razz
i have a thought... if i can code it taht whenever the base gains hp, it also gains mana... so the scarabs used in the locus swarm... when they return hp to the base, it also gains mana usable to heal other units...
(thats if u want the scarab swarm autohealing like typhus... i would make the %healed alot lower than his ult, but its the same idea)
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Post by Fromundaman Tue Sep 22, 2009 10:05 am

Hmmm... if they do auto-heal, I would rather they auto-heal random units then (but with emphasis on heroes.), rather than just the Tomb Spyder. I mean, I have no problem with it, but it would kind of suck for Typhus if the swarm were just a mobile version of Typhus' ult.

Also, the swarm area would be much smaller than Typhus', right?

Also, I agree with the support role, but I'm trying to find at least one more active skill to give him, maybe two (I could merge his innate and Scarab spawning skill if needed.), so as to not make him absolutely boring, even if functional. I think the skills he has already show him as being a support/lane pusher. More support skills could work, but they would have to be entertaining support skills, like maybe debuffs, or something that affects enemies and allies for opposite effects.

Also, I've read a lot recently about Necron players using Scarabs to tie up CC units in TT. I hope the evade represents that, but maybe I could find another way as well?
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Post by Grass Hopper Tue Sep 22, 2009 11:36 am

waht i had in mind for the scarabs...

click summon skill, u get one 'base' unit, that imediatly casts a 'locus swarm' ability, that summons (lets say 5) scarabs. the aoe of the swarm would be like 100-200, the units themselves would deal like 5-7 damage (25-35 damage total) and would heal lets say 10% of damage done, and return after 50 hp is stored or something... (so a 5 heal per scarab when it returns). the swarm base would have a 0 damage attack so you can focus the scarabs.
the thing is, a 'locus swarm' ability isnt alowed to heal other units, just the caster (in this case the swarm base). so the summoned swarms wouldnt heal the spyder...
my idea, give the swarm base a... lets say 10 mana heal that heals for 10 hp... its on autocast. whenever the swarm base gains life, give it taht much mana (so the life absorbed by the scarabs goes to the base, which charges its heal skill, giving it the effect taht you want of healing other units)

its very mico-manage-y, so even tho the spyder has 2.5 passives, it still has alot of work to do to max its potential...

and in TT, units in close combat cant volentarily break, and have to finish combat. scarab swarms haev lots of wounds, little strength, and are fearless, so they wont fall back. (so getting a scarab swarm in combat with an enemy unit will keep it there untill something dies... which will be the scarabs after a *long* time cause they have so many wounds, thus tying down the unit)
if you can incorperate that strategy, then impressive to you [Yet another Hero] Tomb Spyder Icon_razz

edit: and for your idea about the scarabs reproducing... you could give the base two abilities, the autoheal for other units, and a 'spawn new swarm' ability, that moves it to the spyder, and 'makes the spyder cast' its scarab swarm ablity (without using cooldown or costing mana/life). this ability would only be usable when the base has max mana
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Post by Fromundaman Tue Sep 22, 2009 1:09 pm

I like this idea.

I'll see what else I can come up with for the rest.

Gonna have to stray for the codex for some of it though.
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Post by Grass Hopper Tue Sep 22, 2009 2:55 pm

thats fine Razz just dont go crazy

i still think summon scarabs sjhould be his innate, and the thing that lets them steal life should be a skill Razz
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Post by Grass Hopper Wed Sep 23, 2009 10:42 pm

oh, and go with the negative armor idea, instead of taking increased damage from everything
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Post by Fromundaman Wed Sep 23, 2009 11:46 pm

For the Scarabs you mean?
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Post by Grass Hopper Thu Sep 24, 2009 12:28 pm

yeah
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Post by Grass Hopper Sun Sep 27, 2009 10:22 am

dont forget to update your first post >.>
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Post by Fromundaman Sun Sep 27, 2009 11:41 am

Am gonna do that when I get the other skill(s) done. Sorry, kinda forgot about this hero though XD
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Post by Grass Hopper Sun Sep 27, 2009 6:59 pm

lmao kk Razz
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