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Glad you enjoy 'em. I haven't worked on Ultimate Battle in years and I do not plan to either. I am not interested in a DotA style project. There's hundred others out there.
What about working on some DotA mechanics that you can use in your altered melee maps (status resistance, lifesteal amplification, spell lifesteal, health cost, manacost/manaloss increase & reduction, attack range increase & reduction, item silence, passive ability silence, fear, etc.) or DotA item abilities (Echo Saber / Harpoon, Orchid / Bloodthorn, Force Staff / Dragon Lance / Hurricane Pike, Witch Blade / Parasma, Veil of Discord / Shivas Guard, Lotus Orb, Glimmer Cape, Mage Slayer, Revenant Brooch, etc.)? I think adding these mechanics and abilities will both reduce the use of frequently used vanilla abilities and make your altered melee map more unique.
A lot of those mechanics cant be implemented without fundamentally changing the game completely. I would like to have things like setting mana costs of stuff (which has a function that doesn't work), being able to manipulate attack ranges, change resource costs or training times, and so on. I don't play dota so I have no idea what those items are or what they do.
I'm not completely against using vanilla things here and there. At this point coming up with ideas is harder and harder as I've practically used everything, so some things are bound to be similar or close to vanilla.
I would, ideally, like to have my factions play similarly with the vanilla factions.
There is another way to create a mana cost increase/reduction mechanic. An event that checks every second, the level of the skill can be increased or decreased if it has a buff or debuff. Level 2 abilities can cost less or more mana.
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