• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Hero Siege Hero Ideas

Status
Not open for further replies.
Level 5
Joined
May 24, 2017
Messages
93
I am making a hero siege and I want to make all the normal melee units into heroes with 3 ability's and 1 ultimate each.
I also want the ability's to go with the unit they are for, so for instance the footman might have defend.
I would like ideas for the footman, elf archer, grunt, and the priest, but any ideas are welcome.
There does not need to be too much depth but I would like explanations for the ability's as to what they do.
 
Level 30
Joined
Apr 6, 2010
Messages
3,219
Huntress:
* Lunge (Active): Jumps at the target unit, dealing critical damage on impact.
* Improved Glaive (Drains Mana): Increases number of attack bounces.
* Panther Training (Passive): Slightly increases armor, HP and damage and deals fixed high damage to melee attackers.
* Ambush (Active): Wind Walk that reduces movement speed and increases damage dealt. No time limit.


Raider:
* Battle Nets (Active): Ensnares X enemy units in the target area.
* Overrun (Active): Briefly increases movespeed to maximum and sets collision size to 0.
* Wolf Training (Passive): Increases speed, HP and damage.
* Call of the Wild (Active): Summons wolves with timed life and Roar or Howl Of Terror.
 
Level 5
Joined
May 24, 2017
Messages
93
These are all good but I have 2 questions if you know how to answer them. I had some of the same ideas but my enhancing of abilitys is currently limited so here they are.
1. How do I increase the number of bounces? Do I use an upgrade and set the upgrade level to the ability?
2. How do I code lung and what do I base it off of? I have yet to mess with moving units around.

thank you for the suggestions tho
 
Level 30
Joined
Apr 6, 2010
Messages
3,219
Tauren:
* Fury (Active): While active, deals extra damage proportional to Strength, reduces damage proportional to Agility, and takes reduced spell damage proportional to Intelligence.
* Mounting Rage (Passive): Increases attack speed by X percent with every attack, up to a maximum. This buff dissipates if incapacitated (sleep, stun...), healed by a large amount (e.g. Holy Light, Rejuvenation, Healing Mist but not Heal, Healing Ward, etc.) or not in combat for more than 5 seconds. Once dispelled or dissipated, cannot be used until cooldown ends.
* Totem Pound (Active, Channeling): Repeatedly slams the Tauren's totem into the ground, damaging and slowing nearby enemy units in a wide range, and damaging nearby buildings.
* Tribal Ancestors (Active): Randomly summons hallucinations of Tauren, Tauren Chieftains and Spirit Walkers with different debuffing auras and Magic damage.


Crypt Fiend:
* Burrow (Active): Burrows into the ground to increase HP regeneration. Can move, has Evasion and is invisible when not moving, but cannot attack or cast spells.
* Spawners (Passive): If an enemy non-mechanical unit dies while affected with this debuff, spawns spider swarms with timed life from the corpse.
* Tangle (Active): Spits a glob of sticky webbing at a target area. Units within the area are greatly slowed and reveals invisible units.
* Weave (Active, Channeling): Creates strands of webbing radiating from the caster in 8 directions. Units crossing the strands are stunned.
 
Level 6
Joined
Oct 9, 2017
Messages
124
I'd stick to having all the unit's original abilities be present in a direct capacity where possible and sensible for the map design. The mini-Earthquake Totem Pound is a nice runaround for Pulvarize's chance-to-cleave, though I feel Tribal Ancestors fits the Spirit Walker better, both due to synergizing with Spirit Link and due to the Tauren being the "dumb muscle". This does force some serious issues with the existing spellcasters, as they already have three abilities, leaving little room to make them self-sufficient without considerable work in enemy composition and twisting details to make the toolkit work well. Or having a defensive army the players need to turn the tides for to allow the support casters to shine. Or one could embrace the lack of self sufficiency, structuring the map around teamwork in much the same avenues as unit compositions.

My own thought for the Meat Wagon:

Corpse Stockpile: Merging the cargo and Exhume Corpses, so there's three variables in corpse type, corpse rate, and how much cargo space there is to store them, using this to give a full progression for the map's standard.
Blighted Mass: Inferno-based, makes a temporary but strong mass of flies that have on-hit and self-affecting aura DoTs, with increased levels improving the impact damage and duration rather than the quality of summon.
Carrion Feeders: A far weaker but permanent version of the Blighted Mass summon, improving the cost, cooldown, maximum and number spawned at a time rather than ever improving the quality of the individual summon.
Carving Tools: Engineering Upgrade that makes the corpses generated smaller and come faster, makes Blighted Mass more spammable, makes Carrion Feeder spawn better units, and gives a considerable speed bonus.

The general thing being that on its own it makes a great wall of fodder, relentlessly distracting, delaying and grinding down enemies in large masses, while offering pretty much anything another Hero might ask for in synergy. A lot of units, spawned in the middle of enemies or forming a large frontline, being entirely disposable in case you want to spam Unholy Frenzy. Making corpses in both quality and quantity, suitable for all corpse purposes including the occasional resurrection from a Priest or something. Having spammable abilities to recharge the mana for.

And I'd place the balance points as desperately needing at least one of these things to actually kill things because otherwise it'd run dry on mana, corpses or life before finishing a wave off.
 
Level 30
Joined
Apr 6, 2010
Messages
3,219
Archer:
* Volley Fire (Toggle): Switches to Volley Fire, increasing range, AoE and giving Attack Ground, but greatly reducing attack speed.
* Forest Ambusher (Passive): Gains Permanent Invisibility and Ghost when in X range of a tree.
* Perfect Shot (Active, Channeling): Channels for X seconds to fire an arrow at a target point, dealing extreme damage, stun, and cripple in a very small area on impact.
* Summon Mount (Active): Summons a permanent Hippogryph mount to attack air units. Hippogryph can be mounted, but only for a limited time.

Mortar Team:
* Flare: Illuminates a target point. Enemy units in X range of the target point have reduced armor (debuff is doubled for units with Permanent Invisibility, Invisibility, Evasion, and Drunken Brawler).
* Shoot & Scoot (Active): While active, increases range, damage and move speed, but greatly reduces attack speed.
* Frags (Passive) Increases radius and splash damage.
* Incendiary Bombardment (Active, Channeling): Fires incendiary projectiles at random points around the target point, dealing damage and setting the ground on fire. Buildings take double damage.
 
Level 5
Joined
May 24, 2017
Messages
93
-Or one could embrace the lack of self sufficiency, structuring the map around teamwork in much the same avenues as unit compositions.

Yes, the map is suppose to be team oriented. When playing a melee game, you make a large army of mixed units and that's the idea except each player controls one of the units. The game is suppose to make players relay on each other so priest is weak and knight is a tank etc.

Thank you for the ideas and support but, my ability editing knowledge is not great and I try to stay away from trigger enhancing ability's. I like what your doing with all the units you have done so far. Thank you for breaking down the meat wagon ability's.
 
Status
Not open for further replies.
Top