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)

Sigismund: Emperor's Champion - Page 2 I_vote_lcap63%Sigismund: Emperor's Champion - Page 2 I_vote_rcap 63% [ 5 ]
Sigismund: Emperor's Champion - Page 2 I_vote_lcap38%Sigismund: Emperor's Champion - Page 2 I_vote_rcap 38% [ 3 ]

Total Votes : 8

Latest topics
» With everyone dead
Sigismund: Emperor's Champion - Page 2 I_icon_minitimeThu Mar 05, 2020 5:09 am by Occuli.Imperator.Aquillon

» Faction creeps
Sigismund: Emperor's Champion - Page 2 I_icon_minitimeSun Dec 21, 2014 12:49 am by Grass Hopper

» [SCII] [Inquisition] Hector Rex
Sigismund: Emperor's Champion - Page 2 I_icon_minitimeThu Dec 18, 2014 9:06 am by Grass Hopper

» [necrons] Orikan, the Diviner
Sigismund: Emperor's Champion - Page 2 I_icon_minitimeTue Dec 16, 2014 5:58 pm by Grass Hopper

» Talent System
Sigismund: Emperor's Champion - Page 2 I_icon_minitimeMon Dec 15, 2014 10:59 am by Grass Hopper

» Capture Points system
Sigismund: Emperor's Champion - Page 2 I_icon_minitimeFri Dec 12, 2014 2:36 pm by Grass Hopper

» [SCII] [Orks] Warboss(es)
Sigismund: Emperor's Champion - Page 2 I_icon_minitimeFri Dec 12, 2014 11:44 am by Grass Hopper

» Game Guide
Sigismund: Emperor's Champion - Page 2 I_icon_minitimeThu Dec 11, 2014 2:12 pm by Grass Hopper

» [Inquisition] Mordrak
Sigismund: Emperor's Champion - Page 2 I_icon_minitimeWed Dec 10, 2014 3:28 pm by Grass Hopper

» [inquiition] Kaldor Draigo
Sigismund: Emperor's Champion - Page 2 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]

Sigismund: Emperor's Champion

+2
Glycine
GhostIV
6 posters

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Sigismund: Emperor's Champion - Page 2 Empty Re: Sigismund: Emperor's Champion

Post by Grass Hopper Thu Sep 24, 2009 12:02 pm

ok, so... first
@walt: more like im the only coder XD DarkWanderer left Sad
and i dont sleep 24 hours a day Razz i have school and work, and on those days, i gernerlaly get like 2 hours to myself all day (and yeah, as awesome as this is, its only a side projects and school/homework comes first)

anywho, now @changes:
ok, looking much better... i suggest changing the effects on the innate to ignoring all damage, not becoming unkillable (subtle diferences, cant be killed leaves u with 1 hp, ignoring damage means u dont take damage even at full hp) this way is synergises better with charge and black sword
also: as a rule, cooldowns should not scale with levels (my suggestion: 10/13/16/19/21/24% with a 55/50/45/40/35/30 second cooldown)

furious charge looks good. is it target unit? and 350 is really short range(unless u intended on that, but as a reference - Kharn's furious charge has soemthing like a 900 range)

for black sword, 3 armor is above average early game, but not noticable late game... id suggest something like 2/4/6/8 armor loss. because a basically passive 40% admaeg boost is alot

im not entirly liking the critical on his ult... it kinda works.. but i dunno... we'll see


and this is to all hero makers:
my general issue with people who make combat/dps heroes... whenever they want to give them self buffs... its always either +dmg%, +ias% or +ms% which gets kind of boring and redundant after a while
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Post by GhostIV Thu Sep 24, 2009 1:46 pm

I like making it invincible other than unkillable, I just thought that might be a bit oped.

It is a point and click attack, and the short range is so that he can't just plow straight through a dozen enemies to the juicy caster behind unless he's right in the middle of battle.

Ya, I like the armour scale better, it makes it so that the benefits are equal depending on if its on or off.

Hmm, now that I think about it, maybe a straight damage thing would be better, like 100/200/300 then the attack speed.
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Post by Grass Hopper Thu Sep 24, 2009 2:44 pm

sounds good, but i suggest increased the range on charge slightly... just a bit like 100-300 range
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Post by GhostIV Thu Sep 24, 2009 4:36 pm

so, maybe... 300/400/500 range?
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Post by Grass Hopper Thu Sep 24, 2009 4:37 pm

that would prolly work better
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Post by Fromundaman Thu Sep 24, 2009 6:19 pm

I do prefer the straight damage to the crit.

Maybe he could take 1/3 or 1/2 the damage from furious charge? Also, maybe start at a 1 sec stun and go up to 3.5-4? Maybe that's a bit long though...

Also Grass, isn't a chance to proc negate damage already Asurmen's innate?
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Post by Grass Hopper Thu Sep 24, 2009 6:22 pm

this guys innate is a chance to become immune to damage for 2 seconds, with a longerish cooldown.

and yeah, straight damage is a bit better, and he should def take less damage from furious charge, and ~1 second stun time would work a bit better, dont go longer than 1.5 please
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Post by Fromundaman Fri Sep 25, 2009 11:56 am

Haha, my stun numbers are way off. I don't know how long the stuns are on other chars, so nothing to compare with. Razz

And gotcha. Misunderstood what you guys meant for the innate then.
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Post by Grass Hopper Fri Sep 25, 2009 2:29 pm

yeah, most target stuns go from 1-2 seconds
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Post by Grass Hopper Sun Sep 27, 2009 10:31 am

ok, if no one has any more comments, i think this is complete
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Post by GhostIV Mon Sep 28, 2009 4:12 pm

I agree, made the finishing edits myself.
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