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[AoS] Field of Conflict

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For God's sake stop saying that this map is the same as DotA...this maybe a dota 'type' game but its different than dota, see the description for info...

And all the classic hero abilities are useful even the Far Sight & Scout ability is useful!...now instead of comparing this to DotA, why dont you people give spell/reward
Ideas so that we can work and have your +rep!...
 
Level 5
Joined
Oct 14, 2010
Messages
180
Toggle.

While you move, Dreamscape collects the essence of the area around you. (Areas marked in the river give you blue essences, areas marked in the forests give you green essences, and areas marked as lanes give you red essence.) Each essence multiplies by .002 per second within that area. Each essence created by this effect multiplies by .0019, per second within that area. Each essence created by this effect multiplies by .0018, and so on. Now, for each Primary Essence, you gain .02 damage for Dreamscape's unleash. For each secondary, you gain .019 damage for Dreamscape's unleash, and so on. Now, the different colors work in different ways. Green Essences duplicate 100% faster if you have more blues them then, but if you have less blues then them, Green Essences duplicated 50% slower. Red Essences duplicate 50% faster the if you have more of other colors, however this effect tripples every 10 seconds. If you have more Red Essences then both over types of essence, they begin to spontanuasoly combust, dealing a small ammount of damage every 1.5 seconds. Blue Essences gain quicker the more health you have, and get slower the more mana you have. After turning off the toggle, (automaticaly ends if you die), you unleash a torrent of energy. Each blue essence conducts the area, giving it 5 units per blue essence. Each green essence increases the durration of the effect. Each red essence gives +.005 to the damage. Now, you may be wondering "WTF IS THE EFFECT". Well, I'm getting to that. Enemies within the field, to a maximum of the amount from red divded by green, turned into a fraction of ten and then changed to that number of ten, are effected by it. They are blasted backwords to the edges of the area, taking a medium amounr of damage and stunning if they hit a wall. For each second of the durration, Dreamscape takes a Nightmare counter. For each nightmare counter, a 20 damage Shade spawns and attacks at a speed of two attacks per second. When there are more nightmare counters then time, Dreamscape turns into a rift, pulling units inside to the center. For each shade in the center, Dreamscape deals more damage when it explodes. At the end of the duration, Dreamscape explodes, realsing the energies of the land into the air, sapping units within Dreamscape of a medium amount of mana and dealing a medium amount of damage. For each essence of red inside the maximum damage, Dreamscape Shades deal .005 more damage.
Cooldown: 300 seconds, 5 minutes.
Mana Cost : Idaknow.
Classification : Ultimate. DUH.

That's an ultimate I had once though about for League of Legends aswell.


...Might as well throw down some of my others as well.
----------- TIKI, THE GOBLIN SHAMAN -----------
Orange skin, black, unforgiving eyes, ragged clothes made of yordle fur strapped together by the hand bones of humans, holding a crooked semetar, stood the Goblin before the Announcer. He growled in a low language, his eyes bulging. The guards stood asaide, and the Goblin walked through the door and let out a bellowing scream. (description of a goblin tribesmen^)
---------------------------------
Innate - Goblin Tactics
---------------------------------
Passive Effect;

Tiki puts his all into his first attack in combat, dealing 200% AD as physical damage. His attacks slowly drain by 25% until his attacks deal 50% of normal damage. This effect resets on its own after 8 seconds without being attacked or attacking or if Tiki kills something.

---------------------------------
Q - Garglamesh
---------------------------------
Cost; 20/25/30/35/40 mana per attack.
Cooldown; 1.35 seconds.
Toggle Effect;

Tiki enters a shamanistic rage, dealing 50% more damage on autoattacks. He gains 3/5/7/9/11 AD for killing a champion while Garglamesh is active, and .3/.5/.7/.9/1.1 for pernemeantly killing minions. Upon death, Tiki loses 80% of his AD bonuses from Garglamesh, not counting Minion Kills.

---------------------------------
W - Invoke
---------------------------------
Cost; 20/25/30/35/40 mana.
Cooldown; 8.22 seconds.
Effect;

Tiki channels for 1.5 seconds, smashing down his totem knocking back enemies 300 units and dealing 90/100/110/120/130 (+.35 AD) before summoning the spirit of a dead warrior from his tribe. The spirit lasts 2.5/3/3.5/4/4.5 seconds and has 70% of Tiki's AD as HP, Armor, and AD. Invoked Spirits have 300 mana and will cast Garglamesh and Shamanic Fury (randomly) in combat. They have a mana regen of 6.3 per second, and on-hit-effects may be applied by them.

---------------------------------
E - Shamanic Fury
---------------------------------
Cost; 60/65/70/75/80 mana.
Cooldown; 8.5 seconds.
Passive Effect;

Tiki's attacks grant him a stack of Shamistic Fury. Shamanistic Fury stacks last 4 seconds and grant him 2.4/2.8/3.2/3.6/4.00 Ad and AS. Max 8 stacks.

Active Effet;

Tiki slams down his totem, draining all stacks of Shamanistic Fury and giving nearbye allies all his stacks.

---------------------------------
R - Little People, Big Friends
---------------------------------
Cost; 100/135/160 health per 5 seconds.
Toggle Effect;

Tiki gains 10/15/20% AS and 15/20/25% AD of units within a 600 unit radius. Additonally, this effect causes Tiki's Invoked Tribesmen to also gain this passive. This effect drains by 3%/5%/7% per second.

Hope you liked Tiki, the Goblin Shaman! I'll put quotes and stuff if people like this.

-----------------------------------------------

------------------------
- Apperence -
------------------------
Looks; Riv'eren looks like a young, yordle samaruai with a gigantic blade. He wears full plate armor, and has some leather straps are hanging down from the shoulders. Beside him is Al'tranto, a gigantic male with leather armor and a dagger stands next to him.
Animations [Riv'eren]; Riv'eren's attacks are mainly quick strokes, however for his 'Saumrai Tsunami Strike', he jumps into the air and spins his blade around quickly, conjuring a tornado of quick moving wind around him. For 'Eye of the Blade', he places the blade where you'd put your finger as you sulute, and his eyes flash.
Animations [Al'trano]; Al'trano's attacks are focusing on crushing the opponent with his massive weight and strength, usually smashing down upon the target. For 'Giant's Throw', Al'trano lifts up the opponent and hurls them infront of him. For 'Hawk's Eye View', Al'trano looks down at the area infront of him and focuses on the targets within it.

------------------------
Innate - Duel Assult -
------------------------
Tab Controled Effect.

By pressing [Tab], Riv'eren and Al'trano switch control - causing you to gain control of the other. If Riv'eren dies, he will respawn after his timer at the location of Al'trano. If Al'trano dies, he will respawn after his timer at Riv'eren's location. If Revive is used, they instantly respawn at there counterparts location. If one of Rin'eren's spells go on cooldown, it's counterpart oges on cooldown for 50% normal time.

------------------------
Q - Samurai Tsunami Strike - Giant's Throw
------------------------
Mana Cost; 55/60/65/70/75 mana.
Form Dependancys; If Riv'eren uses it, it will trigger Samurai Tsunami Strike - and vice versa.
Effect [Riv'eren];
Riv'eren jumps up and propells himself up by swinging his blade fast enough, conjuring a small tornado around him, pulling enemies that walk into it to be pulled up into the air [knocked up] while Riv'eren is using Samurai Tsunami Strike. However, while this is being used, Riv'eren cannot move. Deals 55/65/75/85/95 damage.

Effect [Al'trano];
Al'tano picks the target up, shaking him around for .5 seconds before hurling them forward, dealing 50/70/90/110/130 damage and 50% damage done extra if they hit a wall. If they hit a wall, they get the 'Shaken Up' effect, moving 20% slower, attacking 10% slower, and causing them to deal 2% more damage. 'Shaken Up' lasts 2.5/3/3.5/4/4.5 seconds.

------------------------
W - Eye of the Blade - Hawk's Eye View
------------------------
Mana Cost; 80/85/90/95/100 mana.
Form Dependancys; Same as Q's.
Effect [Riv'eren];
Riv'eren looks forward in a straight line, focusing on those units. He deals 10%/15%/20%/25%/30% more damage from auto attacks to units within his line, but he deals 30%/25%/20%/15%/10% less damage to units not focused on. Units within the line when cast get a "focused" counter. If a unit is focused by two effects, they are stunned for 2.5 seconds. Focused lasts 3.5 seconds.

Effect [Al'torno];
Al'torno looks down at a circular area, focusing upon units within the circle. He deals the same effects as Eye of the Blade, and gains the same debuff.

------------------------
E - Titan's Dive Finale
------------------------
Mana Cost; 0 mana.
Form Dependancys; None. However, Riv'eren and Al'torno must be within a 500 unit range of eachother.
Effect [Riv'eren/Al'torno];
Al'torno hurls Riv'eren forward, flying in a straight line forward, peircing the first unit and goes through, dealing 50/75/100/125/150 damage and inflicting Grevious Wound. He sticks to the second target hit, dealing 25/37.5/50/62.5/75 damage.

------------------------
R - Dimension Slash
------------------------
Mana Cost; 100/150/200.
Forum Dependancys; None.
Effect;
Riv'eren and Al'torno switch places, each dealing a different effect. Riv'eren activates the current level of his Samuari Tsunami Strike, dealing 50/100/150 bonus damage. Al'tono slams upon the ground, sending out an earthquake around him in a 600 unit radius, knocking units up and back and dealing 100/150/200 damage.

Hope you liked Riv'eren, the Twin Blades! I may be small, but my might is kazillon times that of yours!

-------------------------------------------

-----------------------------
Apppearence -
-----------------------------
Looks: Picture a floating corpse, it's back bent backwords and a bloody red glow in it's eyes. Put dark angel wings on it, and tilt it over so it's floating just off the ground, it's arms broken off and replaced with avian beaks. While moving, it's head flops back and forth, and while at less then 50% health, an occasinal "cr-aacck!" sound can be heard.
Size; Kayle's if put in the position I prosented in looks.
-----------------------------
Innate - Dead Man Walking
-----------------------------
Passive Effect.

Parel inspires an aura of fear around him (450 unit range), slowing units around him by 12% and dealing 5/10/15/20/25/30/35/40/45/50/55/60/65/70/75/80/85/90 damage per second, but draining 2% of his Mana per second they are in it's range.

-----------------------------
Q - Fallen Corpse Bombardment
-----------------------------
Mana Cost; 60/65/70/75/80 mana.
Unique Effect; Ranged AoE nuke, slowing enemies caught in the range as well as dealing a small amount of damage per second. However, if an ally enters it's radius, Fallen Corpse Bombardment will not effect a small area around that target.
Effect;
Parel snaps his head around a few times, mutters a few - grunt like words, before calling down a wave of corpses, falling at the target area and dealing 5/15/25/35/45 damage per second to units caught within it. The radius is about the size of Gangplank's ult. Enemies walking on it are slowed by .5%/1%/1.5%/2%/2.5%. A 450 unit radius appears around allies - free of the effects of Fallen Corpse Bombardment. Fallen Corpse Bombardment lats 4.5 seconds.

-----------------------------
W - Necrotic Posioning
-----------------------------
Mana Cost; 65/70/75/80/85 mana.
Unique Effect; A DoT effect dealing a decent amount of damage, coming from Parel's next attack. However, if Parel uses his Q with - all of the corpses are imbued with the Necrotic Poison, causing enemies effected by Fallen Corpse Bombardment to be inflicted by the effect of Necrotic Poisoning instead.
Effect;
Parel spits out a small amount of ooze, coating his blade with the slime. His next auto-attack leaves a dot, dealing 75/100/125/150/175 damage over 4.5 seconds. However, if Fallen Corpse Bombardment is used before Auto-Attacking, it leaves the DoT effect from Necrotic poison instead of it's normal DoT effect.

-----------------------------
E - Wind of Decay
-----------------------------
Mana Cost; 35/40/45/50/55 mana.
Unique Effect; A low damage, spamable AoE nuke. It's a semi-weak abbility by itself, but coupled with Enemies crowding from Fallen Corpse Bombardment and Necrotic Poison can give her a good amount of DPS output.
Effect;
Parel causes a small tornado to appear at the target location, spinning quickly and dealing 25/35/45/55/65 damage to units caught within the 450 unit radius. If enemies are affected with Necrotic Poison, this abbiltiy refreshes the duration of Necrotic Poison. This effect can not happen within 4.6 seconds from the last effect.

-----------------------------
R - Wings of Life, do not forget...
-----------------------------
Mana Cost; 80/75/70% current mana.
Unique Effect; A god-mode style abbility, like Rangorak, Highlander, Undying Rage, and many others. This causes Parel to actually regenerate some sense of life, making him stronger and more capable of dealing damage. While in this form, all of his spells have a 50% chance to be Critical Spells, dealing 150% damage, lasting 150% as long, and causing Parel to gain a different model look.
Wings of Life Apperance; A flying, spirit emminating white light. It has long, angelic wings and a halo above it's head. It has two blades flaring red in its hands. As it deals more and more damage, Parel turns to a white to a crimsonish-color to a black-devily appearence.
Effect;
Parel reacts oddly to the command given, shaking around and letting out a yelling noise before changing appearence and gaining a ranged attack. Parel moves 10% faster, and gains a 50% chance to do Critical Spells, dealing 150% damage, and lasting 150% as long if there dots. While in this form, Parel's innate passive gains 50 range, deals 50% normal effect, and drains 1% mana per second they are in range.

There ya' are. Hope you like Parel, Servant of the Skies! You may run, but then will it be fun..?

------------------------------------------------

[ Passive - Countium of Thought ]

KX is made up of what is around him. Basicaly, he is a anti-generator, sapping what is around him for resources. The more units within the radius of him, the more Whole he becomes. When he becomes completely Whole, he unleashes an aura of destruction around him, burning the resources off quickly and dealing damage to those around him. 300 essences of all types, or 1000 of one type makes him full.

[ Q - Edge of the Real ]

Passive: Attacls gennerate Red Essences. Red Essence gives him a slight bonus to damage, reconjuring a weaker essence for every attack.
Active : He unleashes a torrent of the Nether cointium, pushing units in a cone to away and dealing damage. For each Red Essence, this burns a small mark into the target.
Active : If he activates this and would hit a target with 3 or more marks, he unleashes a nuke on all targets that would have been hit, burning them for a medium amount of damage.
Active : If he would be reduced under half health while having 50 or more Red Essences, the essences combust, knocking enemies away, but sapping him off all Red Essences.

[ W - Storm of the Planar ]

Passive : Active effects gennerate Blue Essesnces. Blue Essences give him a slight bonus to attack speed, reconjuring a weaker essence for every attack.
Active : He unleashes a storm of the Planar coininum, frying the units within it with magic. Units gain increased speed while in it, but are slowed for 200% while leaving if the effect is still up.

[ E - Ether Rehabilitation ]

Passive : Taking damage generates Green Essences. Green Essences give him a slight bonus to movement speed, reconjruing a weaker essence for every attack.
Active : He breaks a bond on a target, dealing a small amount of damage, and removing any CC spells he placed in the last .5 seconds.

[ R - Dreamssscapeee!!! ]
While you move, Dreamscape collects the essence of the area around you. (Areas marked in the river give you blue essences, areas marked in the forests give you green essences, and areas marked as lanes give you red essence.) Each essence multiplies by .002 per second within that area. Each essence created by this effect multiplies by .0019, per second within that area. Each essence created by this effect multiplies by .0018, and so on. Now, for each Primary Essence, you gain .02 damage for Dreamscape's unleash. For each secondary, you gain .019 damage for Dreamscape's unleash, and so on. Now, the different colors work in different ways. Green Essences duplicate 100% faster if you have more blues them then, but if you have less blues then them, Green Essences duplicated 50% slower. Red Essences duplicate 50% faster the if you have more of other colors, however this effect tripples every 10 seconds. If you have more Red Essences then both over types of essence, they begin to spontanuasoly combust, dealing a small ammount of damage every 1.5 seconds. Blue Essences gain quicker the more health you have, and get slower the more mana you have. After turning off the toggle, (automaticaly ends if you die), you unleash a torrent of energy. Each blue essence conducts the area, giving it 5 units per blue essence. Each green essence increases the durration of the effect. Each red essence gives +.005 to the damage. Now, you may be wondering "WTF IS THE EFFECT". Well, I'm getting to that. Enemies within the field, to a maximum of the amount from red divded by green, turned into a fraction of ten and then changed to that number of ten, are effected by it. They are blasted backwords to the edges of the area, taking a medium amounr of damage and stunning if they hit a wall. For each second of the durration, Dreamscape takes a Nightmare counter. For each nightmare counter, a 20 damage Shade spawns and attacks at a speed of two attacks per second. When there are more nightmare counters then time, Dreamscape turns into a rift, pulling units inside to the center. For each shade in the center, Dreamscape deals more damage when it explodes. At the end of the duration, Dreamscape explodes, realsing the energies of the land into the air, sapping units within Dreamscape of a medium amount of mana and dealing a medium amount of damage. For each essence of red inside the maximum damage, Dreamscape Shades deal .005 more damage.

-----------------------------------------------

All the ones I could rembember![/Tab]
 
Last edited:
And that is why we need to be creative :)
Create Region(s) in those places and detects them through a trigger, simple, right ? :)

sorry Defs but that's a lot of work & Im not doing that, but Im planning to
apply it as 'level of attacked unit'...that's easier...

there's a much simplier way too, when the unit moves it stores damage (say 1) and if it reaches greater than 200 (maximum 1000) then you can use the ability to unleashes a devastating attack, like sudden blow...
 
Level 19
Joined
Oct 15, 2008
Messages
3,231
Finding more people to work on spells would be a great idea too, since I don't think I might have that much time, but I'll still work on the spells:)
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
DON'T use the word "rip" lol, sounds harsh
We can "EDIT" the spell
Be creative, that's all
I don't like to copy others, just EDIT, it's okay

Example:
Shoots out star to the targeted unit dealing 325 damage

Edited:
Hurls a venomous dagger that deals 100 damage per second for 3 second, slows 25%

Get what I mean ?
The idea can be the same, but we must edit the mechanics, damage, special effect, functions, etc
 
Level 11
Joined
May 26, 2009
Messages
760
What level of complexity will the spells have? Simple ones as defskull's example above or something in between his idea and WillofKhrone? Maybe stat scaling? Or spells that cooperate with each other. Like Blood Mage's combination of Banish and damage spells?

Venomous Dagger
Hurls a venomous dagger that deals 100 (+1.3 x Agility) damage per second and slows target's attack rate and movement speed by 25% (+3% x Intelligence) for 3 seconds.

Sting
Instantly damages an enemy target dealing 45 (+0.4 x Agility) damage. If the target has Venomous Dagger debuff the target will be stunned for 0.3 (+0.1 x Intelligence) seconds.
 
Level 11
Joined
Sep 9, 2010
Messages
368
What level of complexity will the spells have? Simple ones as defskull's example above or something in between his idea and WillofKhrone? Maybe stat scaling? Or spells that cooperate with each other. Like Blood Mage's combination of Banish and damage spells?

Venomous Dagger
Hurls a venomous dagger that deals 100 (+1.3 x Agility) damage per second and slows target's attack rate and movement speed by 25% (+3% x Intelligence) for 3 seconds.

Sting
Instantly damages an enemy target dealing 45 (+0.4 x Agility) damage. If the target has Venomous Dagger debuff the target will be stunned for 0.3 (+0.1 x Intelligence) seconds.

Stat scaling is awesome.
 
Level 11
Joined
Sep 9, 2010
Messages
368
Well, I've never played that AoS (not consciously at least) that you're talking about, but DotA have traces of lore (The battle for Hyjal, which really exist in the real wc3 lore). We should set up a good lore and from the lore, make a fitting map name.
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
@Chizume

fortunately I already have the Sting ability, see page 1..

"Damage is 5/10/15 per second lasts 20 seconds and unable to move"

but I like the Venomous Dagger ability, but just replace the dagger coz the scorpion doesnt have a dagger, lol!

Unable to move for... 20 SECONDS ?!
Change it to 2~3 seconds please !

Plus, we can replace "Venomous Dagger" with "Venomous Spit"
It shoots out venomous-like poison from its tail to the targeted enemy unit
 
Level 33
Joined
Mar 27, 2008
Messages
8,035
Trust me, I'm kinda expert on AoS Game (DotA Allstars Series)
20 seconds is... well... TOO long for a game such as AoS/DotA
5 seconds is the max you can get stun, 6 with Techies' Stasis Trap but you can detect it which makes it not imbalance
Same goes to Mirana, stun according to length of the arrow travels
4~5 seconds is the maximum time, please, 12 seconds is IMBALANCE...
 
Level 11
Joined
May 26, 2009
Messages
760
Golum
The Living Inanimate

icons_11040_btn.jpg
Boulder Roll [Active]
Rolls a large boulder toward a target location which collides with the first enemy target it hits dealing 60/90/120 (+1.3 x Strength) physical
damage to the target stunning it for 0.75/1.25/1.75 seconds. Nearby targets take half the damage and have their attack rate and
movement speed reduced by 25%/35%/45% for the time.


icons_11040_btn.jpg
Shatter [Active]
Golum shatters dealing 30/60/90 (+0.4 x Strength) physical damage to nearby enemy targets. Once Golum has shattered, he magically
damage nearby enemies for 2/4/6 damage for each mana point they use when they cast spells. During this state its armor is also increased
by 5/8/12 but he cannot move or attack.
Lasts for 7 seconds or until reassembled.

icons_11040_btn.jpg
Dead Material [Passive]
Golum is made of inanimate dead material which passively grants it 15/25/30% magic resistance and 3/5/7 (+1 per 100 Current Health)
Strength but decreases Intelligence by 4/7/10.



icons_11040_btn.jpg
Metal [Active]
Golum is covered with metal increasing its health by 800. Attacks made during this time will crush the target canceling their
actions, and reduce their armor by 4 (+0.2 x Strength) for 3 seconds. Once this form ends the Golum will slam the ground shaking the
earth stunning enemy targets in a huge area for 1 second.
Lasts for 15 seconds.

These abilities may require some explanation so here we go:

Golum is high on strength and health but low on intelligence and mana. Main role is obviously tanking but also some secondary disabling. Shatter is based on Faerie Dragon's Mana Flare. Use the Golem model's birth/death animations here for a nice looking spell and because those animations are like 1.5 seconds time this could be the time it takes to shatter/reassemble (cast). Boulder Roll may require custom projectiles but doesn't require arc so it's not that difficult. Because Golems are essentially just rocks with a spark of life in them I though a passive of Dead Material would be good. Golum's ultimate Metal transforms it to the metal golem increasing his favorite stat; health. The microstun is a 0.01 second stun so that his attacks will cancel channeling abilities and similar. Once the form deactivates he will stun many enemies for a second which is good if timed well when chasing a low health enemy hero. The metal golem has slam animation which the rock golem doesn't so. Base it off Avatar or such.

I hope you enjoy the concept of the character Golum the Living Inanimate!
 
Level 5
Joined
Oct 14, 2010
Messages
180
[ Lucy's Appearence ]

Lucy is the size of your average child. Blood dribbles in her path (behind her.) She floats off the ground a little. She has pale-white translusent skin, runic markings drawn on them. A blue dress os around her stomach, blood splattered on it.

[ Lucy's Passive ]

---------------------
- Bloodtrail -
---------------------


Lucy leaves a trail of blood behind her. Enemy unnits on the trail are slowed by 5%, and are given a 'Blood Sacrifice' marker. If she hits a unit while enemies are effected by Blood Sacrifice, the marked units take the damage she would have done, divided evenly between them. If she has ten or more blood markers out, Bloodtrail deals 150% damage to them, skipping the dividing step.

[ Lucy's Passive Description ]

Bloodtrail allows Lucy do get mobile, it let's her "escape" ganks if done right, it let's her deal AoE damage with single target spells, and it let's her deal item-onhit effects to multiple enemy units at a time.


[ Lucy's Q ]

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- Howling Wail -
---------------------


Howling Wail targets a 300 / 400 / 500 / 600 / 700 unit radius within a 500/550/600 range, releasing a wail silencing enemy units and dealing 75 / 150 / 225 / 290 / 340 [ + 3% Mana ]damage split evenly between the targets.

[ Lucy's Q Description ]

Howling Wail is a HUGE AoE nuke, costly in mana. but deals a medium amount of damage. It is less effective by minions / creeps, because it splits between targets. However, it has a high range, and silences, which can make it really good right after innitates. Then, throw in Bloodtrail, even more hardcore AoE. Howling Wail is a solid nuke, and isn't to be thrown around because of it's huge mana cost.

[ Lucy's W ]

---------------------
- Sufficateeee! -
---------------------


Sufficateeee causes Lucy to sweep down on target unit in 400 / 500 / 600 / 600 / 600 unit range and evelop them in her cloak, stunning them for 1 / 1.5 / 2 / 2.5 / 3 seconds. However, Lucy can break ALL cc on both of them by moving away from the enemy. Deals 50 / 70 / 90 / 110 / 130 [ + 10% / 20% /30% / 40% / 50% damage ]damage. Also, if the target was effected by Howling Wail in the last 2.5 seconds, Sufficateeeee increases the durration of the silence to the durration of the stun.

[ Lucy's W Description ]

A "lulzy" spell. It can be used to break out of worse CC then what your currently in because of it's other effect, which breaks all CC on both of them. It's a decent stun with decent damage, and can increase the duration of Howling Wail's silence. Can be used as a mediocre damage nuke as well, as it also effect enemies marked with Bloodtrail, but the effect is split.

[ Lucy's E ]

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- Curse of Subtelty -
---------------------


Curse of Subtelty causes Lucy to curse the target unit with a 600 / 650 / 700 / 750 / 800. The target can't target champions with spells for .5 / 1 / 1.2 / 1.4 / 1.6 seconds. Deals 50 / 60 / 70 / 80 / 90 [ + .6 / .63 + .78/ .88 / 99% Int ]damage over 3 seconds.

[ Lucy's E Description ]

Curse of Subtelty is a good abbility for escapes, or disabling Carrys. It deals a little damage, so it can trigger Blood Sacrifice, but that should be used for a different spell. Combinded with her W, this allows Lucy to shut down enemy champions for a four second period, at the cost of most her mana.

[ Lucy's R ]

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Cryptial Beauty
---------------------


Cryptial Beuaty targets a area within a 3000 / 3500 / 4000 unit range. She goes into the ground, and demerges on an enemy champion with the highest health in the region, and pulls them under for 1.5 / 2.5 / 3.5 seconds. While underground, the champion is attacked by 10 450 health, 300 mana skeletons with Fury. Fury allows them to attack 50% faster but take 50% more damage for 1 second. Each skeleton deals 25 / 50 / 75 damage per hit, attacking two times per two seconds. If the skeletons kill the target, a Skeletal Horror will rip out of the ground along with Lucy. Skeletal Horrors have 450 [ + 11% Mana/ + 22% Mana/ + 33%mana.] health and 1000 mana, deal 0 damage, but have Bone Breaker Taunt, causing enemy units within 450 unit range to automaticly target it if they are attacked. When they take fatal damage, a bone will roll in the dirrection of the attacker of the most damage, going for 800 units, and dealing 75 / 100 / 125 [+ 7% Int / +9% Int / 11% Int ]damage to units hit.

[ Lucy's R Description ]

This is Lucy's bread-and-butter. A well planned Lucy strike can stun lock an enemy champion by ripping in with this, hitting there Howling Wail and silencing, then jumping back onto them with Strangleeee, and Curse of Subeltying for the finish. With the Skeletal Horror, Lucy can create an off-tank, and with Blood Trail, Lucy can deal massive amounts of damage while CCing a champion completely.
Pew-pew.

She could use a tinted banshee model sized down.

For blood-trail, I suggest the icon of Flame Strike. Reincarnation or Raise Dead would work nice for her ultimate, and Posses could work for her Wail. http://www.hiveworkshop.com/forums/icons-541/btnbloodcursev2-169953/ could work for her Curse, and http://www.hiveworkshop.com/forums/icons-541/btndeathhand-160431/?prev=search=Hand&d=list&r=20 could work for her Suficate. I don't know, it's up to you, since your the creator of the map.
 
Level 5
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Oct 14, 2010
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180
Mr. McKill, I have an idea for a system if you'd like to hear it.

[ ] BASTIONS [ ]

[v] There are six bastions per lane. Each bastion starts out with 7 minions in it and three cannons. Every four waves, an extra two minions come to replace dead bastion workers. Each bastion holds a Flag of Defense, or a Flag of Offense. If a team comes to a vote (60%^ required to win the vote) the flag switches. Flags of Defense slow enemys within a 600 unit radius and cause allies to move slightly faster and have higher health. Flags of Offense cause enemys to take more damage and have reduced armor, and cause allies to deal 2% of there damage over three seconds after the inital hit.[v]

[v] What are bastions?
Bastions are large towers inhabited by minion waves. Instead of being destroyed, they can be occupied and purged. When a bastion is purged, all minions inside of it die and the next wave sends seven new minions for it. When a bastion is occupied, it contains three cannons [ upgradable with money ]. Cannons deal 65 / 75 / 85 / 95 /105 / 115, and so on damage. Cannons transfer over with occupation, and a new one can be added for a high price. Cannons target minions over heros. Bastions fire faster per 7 minions within, up to a maximum of 5 shots per second.

[v] Why are bastions important?
Although having less firepower then your average turret, they are able to act as quick regrouping points. They can help stop a running enemy, or help save a ally. Bastions can become better then towers with they're constant buffs and debuffs, helping you take down those foes that plain damage won't just cut it for.

[v] Bastion Minions
Their can be a maximum of 35 minions within a bastion. Each minion within gives a bastion the base life of a minion plus 450. Bastions start out with 1000 health, and give increased bonuses to minions within them that do not have cannons. Bastion Minions without cannons deal about 25% extra damage, have 25% extra life, and have the buff, "Stand Together", giving them a DoT that deals 10 / 20 / 30 / 40 / 50 per upgrade on the bastion per second for 3 seconds.

[v] Hero Occupation!
In some cases, Minions just won't cut it. When in dire curcamstances, heros can enter bastions to gain three abbilities while within, but lose there auto attack. Based on the hero, they have three standard Bastion abbilites along with a unique. For Yamai the Medical Sparkbot, the unique would be like this.

Healing Wave [ UNIQUE ] spammable wave that heals allies for 10 damage. Costs 0 mana. 1 second cooldown.

The standard abbilities are as follows;

Arrow Spray ; The hero tells the archers within the bastion to focus fire in a circular region. Deals 50 / 75 / 100 damage per second. Lasts 5 seconds. 8 second cooldown.

Kamikazi Cannon ; You command a cannon to exit the bastion. For a few seconds, you can control where it moves before it explodes in a large radius for a high amount of damage. Maximum usage of once per cannon.

Double or Nothing ; You command the bastion to pull out both flags, causing the effect of both flags to happen. Lasts 5 seconds. While on cooldown, neither flag works. Cooldown ; 3 Minutes.

[v] What if my bastion gets captured? Can I get it back?
Yes. Simply get it down to 0 HP and it'll be yours if you can secure it until your next wave of minions.

Just an idea you could use if you want.
 
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