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- Nov 4, 2013
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Hmm... a bit strange but unique idea. Interesting...
Hmm... a bit strange but unique idea. Interesting...
| Klavier was an ordinary human who lives at Mt. Teressa, he learn the art of fire magic and swordsman from his father, inheriting his father. He was made to protect the mountain from anyone who wants to destroy the citizen inside the mountain, being the successor of his father. One day, the mountain was destroyed by the dead, only for Klavier to survive thanks to the help of the high elf forces. Klavier then invited by the high elf forces' leader to become one of their members. since then, Klavier fought with the elves to destroy the dead, he swore that the dead will pay for what they have done to his homeland. | ||||||
Affiliation: Human Role: Slayer Race: Human Gender: Male |
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![]() | Ability Name: Burn : Dragon Flame Ability Type: Active + No Target Ability description: "Klavier releases his sword to burn the area, devastatingly damaging everything in radius. For the next few seconds, he will gain additional damage." |
Level | Duration (Damage Bonus) | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect |
1 | 10 s | 40 s | 200 | N/A | 400 | Enemy | Deal 200 Damage to the radius, +10 Damage |
2 | 15 s | 45 s | 200 | N/A | 400 | Enemy | Deal 300 Damage to the radius, +10 Damage |
3 | 20 s | 45 s | 225 | N/A | 400 | Enemy | Deal 400 Damage to the radius, +15 Damage |
4 | 25 s | 50 s | 225 | N/A | 400 | Enemy | Deal 500 Damage to the radius, +15 Damage |
5 | 30 s | 53 s | 250 | N/A | 400 | Enemy | Deal 650 Damage to the radius, +20 Damage |
![]() | Ability Name: Burning Step Ability Type: Active + Point Target Ability Description : "Klavier steps into target point instantly, once he reach the target spot, a line of fire will be left behind him" |
Level | Duration (Fire Trace) | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect |
1 | 8 s | 20 s | 105 | 900 | N/A | N/A | moves instantly to target location, leaving a line of fire, the trace deals 10 damage/second to all enemies in the flames |
2 | 10 s | 20 s | 110 | 925 | N/A | N/A | moves instantly to target location, leaving a line of fire, the traces deals 11 damage/second to all enemies in the flames |
3 | 12 s | 22 s | 120 | 950 | N/A | N/A | moves instantly to target location, leaving a line of fire, the traces deals 12 damage/second to all enemies in the flames |
4 | 14 s | 24 s | 135 | 1000 | N/A | N/A | moves instantly to target location, leaving a line of fire, the traces deals 14 damage/second to all enemies in the flames |
5 | 18 s | 28 s | 150 | 1100 | N/A | N/A | moves instantly to target location, leaving a line of fire, the traces deals 20 damage/second to all enemies in the flames |
![]() | Ability Name: First Sentence : Fire Slash of Death Ability Type: Active + Unit Target Ability Description : "Klavier uses all the fire in his blade for 1 attack, blink to target instantly and deal devastating damage to the target, he loss ability to attack for a specified duration afterward. (except if he's in final showdown)" |
Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets | Effect |
1 | 10 s | 100 s | 250 | 800 | N/A | Enemy | deals (200+(2*Str)) damage |
2 | 9.5 s | 100 s | 275 | 850 | N/A | Enemy | deals (225+(4*Str)) damage |
3 | 9 s | 100 s | 300 | 900 | N/A | Enemy | deals (250+(6*Str)) damage |
4 | 8.5 s | 100 s | 325 | 950 | N/A | Enemy | deals (275+(8*Str)) damage |
5 | 8 s | 100 s | 350 | 1000 | N/A | Enemy | deals (300+(10*Str)) damage |
![]() | Name of Ultimate (Ultimate): Final Showdown : Field of Heaven Fire Ability Type: Instant Ability Description : "Klavier swing his blade, creating a powerful ring of fire that eradicates anything inside it. The fire can also be controlled partially, allowing some of it to be used for direct combat. If First Sentence : Fire Slash of Death is used during duration, the fire will loss some of its effectiveness, But the slash is moderately empowered." |
Level | Duration | Cooldown | Mana Cost | Range | Area of Effect | Allowed Targets (Flames) | Effect |
1 | 30 s | 300 s | 250 | N/A | 1000 | Enemies | 25 Damage/Second, First Sentence has 25% damage bonus but reduces the Flame's DPS by 20%. 15% Armor Bonus & 20% Damage Bonus for Klavier. |
2 | 35 s | 290 s | 300 | N/A | 1000 | Enemies | 40 Damage/Second, First Sentence has 30% damage bonus but reduces the Flame's DPS by 15%. 20% Armor Bonus & 30% Damage Bonus for Klavier. |
3 | 45 s | 270 s | 400 | N/A | 1000 | Enemies | 55 Damage/Second, First Sentence has 30% damage bonus but reduces the Flame's DPS by 5%. 25% Armor Bonus & 35% Damage Bonus for Klavier |
nope its no mistake, u saw it right, he doesnt get any agi even though its his main attribute. thats just so he wont be too op, since he can be played as tank, as a damage dealer(thats why agi his mainattribute) or as a mage or even a hybrid build. and as Chaosy already wrote in the first post, "Game Balance is a fickle thing, so you won't loose many points if you're unsure about some numbers for the abilities and give estimates. Every number changes at least once during Beta testing anyway.", i would rather balance him in beta test than making him already too op.
but good seeing some1 did read it![]()
Just pointing out, that is just my opinion. I think its stupid to remove points because they use 5 more start agility than the average hero. As I see it that should only be the issue if the hero seem OP. Again just my opinion maybe the judges think otherwise.
we talked about the topic a while ago in the team chat and one of us thought that we shouldnt modify the hero at all. The winning hero should be balanced enough as it is and there would be no point in having a contest if we have to "re-disign" the hero anyway. I dont remember who it was tho![]()
I don't think there's a single designer who can truly predict how a character will fit in a game and make them perfectly balanced on release.
Well, that's not what I meant when I said that, or at least when i said what Chaosy misremembered like that.
The original question in question had indeed been about whether to judge heroes as-is or judge them based on how far we'd need to change them to fit.
I argued against it, on the basis that we want to judge your ability to design a hero, not our ability in thinking up how to improve it. When we start thinking like "That hero would be awesome if it just had this ability instead of that.", then we're doing the work you were supposed to be doing. Thus I drew the line at changing numbers, because a) That is, as mentioned, going to happen anyway and b) I'm not that much a geek that I can fully calculate the repercussions of the choice of numbers in my head.
I hope that removes all remaining clarity.
I'll add a c) people posting here may not exactly know what are the average numbers in the game or either played the game.. So yeahWell, that's not what I meant when I said that, or at least when i said what Chaosy misremembered like that.
The original question in question had indeed been about whether to judge heroes as-is or judge them based on how far we'd need to change them to fit.
I argued against it, on the basis that we want to judge your ability to design a hero, not our ability in thinking up how to improve it. When we start thinking like "That hero would be awesome if it just had this ability instead of that.", then we're doing the work you were supposed to be doing. Thus I drew the line at changing numbers, because a) That is, as mentioned, going to happen anyway and b) I'm not that much a geek that I can fully calculate the repercussions of the choice of numbers in my head.
I hope that removes all remaining clarity.
We have reached the deadline. Here it is:
Entries submitted after the post will not be accepted. Anyone editing their entry after this post will be disqualified.
The list of all qualified entries can be found here.
Judgement time starts now. I don't know how long it'll take us to complete our assessments, but there'll be an announcement once the results are finalised.
I suppose that the point of going through, reviewing the entries, qualifies all of us for a set of reviews from the judges. They'll have to explain their scoring, anyways
Now, when the contest is over, I'd like to point out a thing or two.
1. Cooldowns should never, never, raise with levels. They should always stick to the same value, or drop lower with each level. Also, cooldown of 90/80/60 should, instead, be 90/75/60 - balance the number growth/loss.
2. Mana Cost can either increase or decrease with levels, but any of these two variations is a much better idea that leaving it plain for all levels. Also, mana cost growth per level should never be more than 50-80% of +INT per level x Total Mana gain per INT point, in mana cost.
3. A total of 4 spells, their combined mana cost, should never be higher than total mana pool.
These are just simple examples of technical data that I saw done wrong in quite a few entries.
Sweet, can't wait
On a side note, the fun thing about this is that each judge has it's own category of expertise, so they're focused upon very minor details, leading to better reviews.