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Hero that makes enemies paranoid

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I'm creating an altered melee map, where an entire race would be one man, an assassin, who should pick off enemy armies, kill few units and disappear before killed, and gain more power when killing units this way.

His abilities should be something that make enemies paranoid, to always think "is he there?" or "where will he attack from?".

I'm thinking of him having different stances, with different abilities.
Example, 1 stance would have Blink to the target and 5x crit if blink is done while unseen by enemies, so he can jump in, kill and get out.
Other stance would be marking enemies and then able to switch places with target marked enemy to escape or confuse enemies.
Another would have many mirror images, so the assassin can get in and get some kills, while enemies try to figure out which one is real.
Well... You get the idea.

Now, I need ideas for those stances and abilities, since I don't know what would be good for this playstyle.
You can assume other players are playing 4 default races.
 
Level 28
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Idea:
* Some abilities work only at night, daytime severely limits the assassin's abilities. As game time goes by, his abilities grow in power until he can use them in daylight.
* The game keeps track of how often a particular hero is targeted by the assassin and runs a Paranoia counter. As the counter (and game time) goes up, some spells become more effective. If the counter maxes out, the hero finally becomes Neutral Hostile. The NH hero drops all items on death, and once killed a new, level 1 hero of its class can be trained. Paranoia can be lowered by killing the Assassin or other means (liquid courage?).

Stances:

Aspect of the Striking Snake: Specializes in swift attacks but leaves the Assassin open to counterattack. High damage and speed while invisible but weak and slow when discovered.

Aspect of the Waiting Spider: Specializes in traps and poisons. High mana, average combat ability.

Aspect of the Twin Mask: Specializes in manipulating emotions. More effective spells (lower cooldowns?), low combat ability.


Abilities:

Snake:

Raptor Strike (Active): Blink to target, channel for several seconds, then deals damage and blinks to starting point. If the target moves away, is not instantly killed or the assassin is detected, the attack fails and he does not blink out.

Feint (Active): Creates a mirror image of the assassin that Wind Walks towards the target and attacks, dealing no damage. Successive uses of this spell send more images (one after the other), until the assassin himself Wind Walks to the target and attacks for damage. Detection will not cause the mirror images to interrupt their attack.

Moving Shadows (Channeling, only works at night): Creates mirror images of the assassin with permanent invisibility, all moving in formation with a central clone. Invisibility is removed periodically when moving so the shadows appear and disappear and removed when attacking. The assassin may switch out with any shadows in order to attack with a Wind Walk effect, ending the spell.

Night Mother (Passive): The Assassin gains increased health and mana regeneration while invisible at night.

Haschich (Active): The Assassin targets an allied unit. That unit receives a huge attack bonus that lasts as long as it gets told to attack a target. If the target is killed or a different target is selected, or the unit makes more than three attacks, it loses the bonus and get the Dizziness debuff. If the unit's target is killed, surrounding heroes have increased Paranoia.

Surrounded by Traitors (Active, Ultimate, only available after a large amount of game time has passed and the targeted unit has a high Paranoia status): Target hero is forced to attack the closest allied unit with a big damage bonus. As the spell increases in power, the spell's duration and the attack bonus increases and the number of targets ordered to attack increases.

Spider:

Aura of Fear (Passive): While invisible and in range of enemy heroes, their Paranoia count slowly goes up.

Nightmare Fuel (Active): The target's Paranoia count steadily increases while under the effect of the potion. At higher levels it can only be dispelled by anti-paranoia effects instead of dispels.

Fear Gas (Active, AoE): All units in the AoE have their vision range and accuracy reduced, and restored once out of the cloud. Paranoia count increases as long as the unit remains in the cloud. At higher levels the cloud slowly follows an enemy hero until it dispels.

Trap (Active): Creates one of several invisible wards that target any enemy unit walking over the trap without breaking invisibility, with cooldowns lasting as long as the effects:
* Silk: Webs a nearby enemy ground unit and reduces their vision to zero.
* Pitfall: Stuns a single unit at a time.
* Volatile Poison: Puts the Disease Cloud debuff on the unit.
If a hero is hit by the wards' spell, increases Paranoia count.

Spider's Web (Ultimate, Channeling): Creates a large amount of Silk wards across terrain, slowly spreading out from the assassin's position in a web shape. Wards have detection and can web multiple units. If a unit is killed while under this effect, his corpse spawns a small invisible health powerup.

Mask:

Disguise (Active): Assassin disguises himself as the worker unit of the targeted faction and becomes neutral to them (though with their team color), allied with their allies and enemy to their enemies. When breaking disguise to attack, the disguise takes a few seconds to wear off, and the assassin's previous alliances are restored. There is no damage bonus to attack, but does not set off detectors either except at very close ranges. If attacked while disguised, the disguise wears off instantly and restores alliances.

False Messages (Active, Channeling): Targets an enemy hero. The hero's player will receive false messages about being attacked at a random point on the map (low probability of indicating the assassin's location?) or gold mines running low/out while the spell lasts.

Poisoned Drink (Active, Permanent until dispelled): Targets a hero. Gives a small chance that the next healing item used by the hero will poison him instead.

Nowhere to Hide (Active): Targets a hero, the hero becomes visible to the assassin and his allies while the effect is active. Whenever the hero becomes invisible, ethereal, uses mirror image, or goes in a transport, the hero's current location is pinged to all his enemies.

Intercepted Orders (Passive): While in range of an enemy hero, every time the hero is given an Attack-Move order to a location, the location is pinged to all players.

Apple of Discord (Active, Channeling, Ultimate): Creates an item (after channeling) at the Assassin's location that greatly increases the hero's stats and abilities but decreases those of all allied players' heroes. Item drops on death. When picked up, all allied players receive a message explaining why their heroes are suddenly weaker, and that the only way to prevent this is for the hero to drop the Apple or kill him (if dropped, the Apple does mana damage). If the assassin is killed during the channeling, the Apple becomes a Crown of Kings instead.
 
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Level 18
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Jun 15, 2012
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blademaster

Ontopic

So,

-Name#1: The hero creates 2 illusions of himself, both die after attacking or being hit ONCE.
One of the illusions deals great damage when attacking, while the other deals the same amount of damage when being hit.
When one of the illusions dies, the other expires aswell.

-Name#2: ranged UnitTargeted spell, blink on a unit, attacking it once and dealing bonus dmg based on units missing health. IF the unit dies, the hero goes back to the point where he casted the spell from and gets bonus movespeed.

-Name#3: This one is hardly useful, but, Passive, the hero deals extra attack damage when his targets have no allied units around facing towards them. (deals extra damage both when there is noone around and when noone is facing towards the target, useful to pickoff backlines and fleeing units, synergises with #2)

-Ultimate#4: will thonk about it
 
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Level 5
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Apr 29, 2015
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His abilities should be something that make enemies paranoid, to always think "is he there?" or "where will he attack from?".

What if there is some sort of damage multiplier (around 25% extra) when unit is alone, like if there is no unit within specific range.
 
Level 21
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Just stopping by, this sounds interesting and the suggestions seem fine so far.

Some things:
I presume most playable races/factions will be closer to the original RTS gameplay?
If so, how would the Assassin be defeated, what's the losing condition?
How can enemy players harass the Assassin?

On that matter:
Option1: Having x lives, choose respawn point on death?
Option2: Having 1 true life, but a cheat death ability?
Option3: It is required to place a unique hideout building in order to respawn. This building can be hidden, upgraded, moved and so on. And destroyed of course, preventing respawn.

I suggest a demo map would be in order, so the odds and ends can be thoroughly explored - to my understanding this is a very complex concept due to its asymmetry.
 
Level 5
Joined
Jun 21, 2013
Messages
116
Just stopping by, this sounds interesting and the suggestions seem fine so far.

Some things:
I presume most playable races/factions will be closer to the original RTS gameplay?
If so, how would the Assassin be defeated, what's the losing condition?
How can enemy players harass the Assassin?

On that matter:
Option1: Having x lives, choose respawn point on death?
Option2: Having 1 true life, but a cheat death ability?
Option3: It is required to place a unique hideout building in order to respawn. This building can be hidden, upgraded, moved and so on. And destroyed of course, preventing respawn.

I suggest a demo map would be in order, so the odds and ends can be thoroughly explored - to my understanding this is a very complex concept due to its asymmetry.

Yes, other races will be closer, although not exactly like orcs or humans. Some have only units and are nomadic, without a fixed base (assassin would have advantage against these. Other, however, have no units except workers, but their buildings are very strong and can outdamage armies if placed smartly (assassin would be less effective against these, for obvious reasons).

About defeating the assassin, I was thinking about series of events when assassin is dead. One of them was that player playing him would become a ghost and needs to fulfill certain objectives, or player would get some kind of cultists that worship him that would bring him back to life by performing a ritual. So enemies should interrupt fulfilling those objectives in order to prevent assassin respawn. However, ideas are appreciated.

Enemies wouldn't really harass the assassin, but building outposts to see him coming could heavily slow his growth, making him useless later in game, when stronger units appear, and from there, he wouldn't be able to do anything. And since assassin would be outscaled by enemy armies and outposts making him easier to find, he could be chased until killed.


Side notes:
-Assassin isn't the race to play for solo, but is rather somebody who can weaken enemy armies by killing their healers and/or heroes quickly, in order to help allies.
-Assassin shouldn't be used in attacking bases, but he could poke enemy army during their attack, and if played well, even kill entire army through poking tactics
-Multiple stances should be used so enemy doesn't know what to expect. He might be expecting a stance that would get in, burst a hero and get out and try to protect hero by making many healers, but then assassin would come in tanky stance, taking out few healers and run away, preparing to strike again, when enemy has less healers, to burst down their hero
 
Level 28
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Tanky and assassin don't really go together well though...


Every Man's Price (Active): Targets a wide AoE. Creates as many +100 gold coins as there are non-hero enemy units in the AoE (and deducts that amount from the Assassin's gold), all non-hero enemy units are forced to move to a coin of their own (added to their player's owner when they reach it). If the assassin does not have enough gold to bribe all units, they all get combat bonuses instead and he keeps his gold. Alternately, if only some of the units are bribed, those that aren't bribed get combat bonuses.

Triple Threat: Creates two clones of the assassin, each in a different stance to the current one, and both invisible. As soon as the real one attacks or uses a spell (or a clone attacks), the clones disappear.
 
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