Mr.Goblin
Art & Graphics Design Moderator
- Joined
- May 26, 2008
- Messages
- 4,467
oh... epic <3
1. Spell
Name: Terrorize
Description: redscores summons a ward full of dark spirits, the ward starts to howl and crumble every few seconds, causing nearby enemy and allied (redscores is excluded here) units to flee in panic for a few seconds. The Ward has 50 Lifepoints.
Area of Effect: 400
Duration (Fear): 1/ 1,5/ 2/ 2,5 Seconds
Interval (Fear): Every 5 Seconds.
Duration (Ward): 40 Seconds
2. Spell
Name: Shock Drain
Description: redscores drains the life out of a victims heart, filling it with eternal darkness, the strength of the victim will vanish slowly, with every drain, and his motivation will vanquished with every part of the life drained out of the victim.
1. Effect: Drains 2 Damage and 25 Movement Speed from the Target.
2. Effect: Adds 2 Damage and 25 Movement Speed to redscores.
Limitation: 12/16/22/26 Damage and 100 Movement Speed.
Duration (Buff): 20 Seconds
If the Limitation is reached, the spell does nothing until the 20 seconds of the buff runs out.
3. Spell
Name: Claustrophobia
Description: redscores creates a matrix full of darkness around the victim, smashing it and causing immense fear, afterwards the victim has a bigger affinity against damage for a certain time.
Damage (Matrix): 20% of the Victims Lifepoints
Modificator (Damage): 1,25x
Duration (Debuff): 15 Seconds.
4. Spell (Ultimate)
Name: Master of Torture
Description: redscores presence alone shatters the hearts of his enemies, if a unit comes closer as a certain range to him, it will suffer from pain and maybe even insanity! (PASSIVE (Aura))
Area of Effect (Aura): 375/425/475
Damage (Aura): 3% of life per second.
Effect: Each second is there a 5% Chance that every unit in aura gets insane for 3 seconds.
Insane-Debuff: The Unit attacks 25% faster, but the owner of it can no longer control it. Units which are insane attack even allied units.
IMO new models will simply take up more space in the map. Space that you need for images (because if possible tree system and window system and pick system), code, icons, doodads (which could be used for terrain) and effects. Just an opinion.For everyone: please take care that we won't be using any custom model/skins YET.
Terrain Update 0.0.6
Most of the updates in this version were only to fix the current terrain and some rough-looking flaws.
Here is a small-list of the things that were fixed, changed or/and added.
-Made some changes in the woods between the lanes.
-Fixed all flaws and rough looking places on the waterfall
-Bottom lane is almost done.
-More fixed flaws over the middle lanes (both sides)
-Added some more details as requested
-New type of bushes (2)
-Some paths into the woods were modified
Agreed. Perhaps you should prevent players from selecting them as well?Xarwin, about the death system, please make it so that died units do not have collision.
Xarwin, I don't understand your midnighters hero. His second spell looks like a modified rip-off from demon hand in Soulstealer (HoN) and I can't find the overall tactic. I can't understand how you can combine your spells in order to be more useful.
So, the Orb is meant to be an AOE spell (because it attacks many units right?), the hand is a supportive slowing spell and your 3rd skill will (that will in most cases attack nearby creeps) only seems to be useful if you are making a solo fight in 1v1 which is horrible for your AOE spell (because it will be way less effective). Your ultimate is cool (LOVE the idea) but your spells won't benefit him that much (making your hand 2x will only slow the enemy 1 time. It really doesn't add any bonus).
The way I see it, the hero is a mix of lane pushers, single killer and supporter, but he is not good at any of these specific categories.
I am just saying that in games like Dota, HoN, LoL (and so on) heroes have a clear function / objective. In Dota (per example) it is clear that the Assassin is a carry, that zeus is a spellcaster nuker. In HoN it is clear that armadon is a born tanker and that Shaman is a babysitter/healer.I asked him to create it this way and he did. It portrays me, and if you don't like it, you won't have to use it.
Watch your words there dude. I know more about gaming then you ever will know.It is clear that you never made a decent hero concept in your life, there is no strategy and no line of use.
Wermmm, since you are also a HoN player I assumed you knew the spell. My bad, sryHow do YOU expect me to know what exists and what not? You can't expect that all spells in the battlefield are different.
Hã? That is not what I said. We need to make this clear on msn, since posting it here will take 4ever.- So actually you say basing heroes only on tankers, support, noob carriers, healers,... is a good idea? That we shouldn't add one simple so named "nuker" or carrier? Why not? EACH AoS game has one or more and the players LIKE it. Unbalanced you say? Well then LETS balance, ever thought of that?
This is what I am talking. The role is so vague you can't even define it. Supporting the creeps and killing heroes is what ALL heroes do.- Role of this hero: support the creeps and keep heroes backwards. Sounds logical, no?
Watch your words there dude. I know more about gaming then you ever will know.
Yes, because wasting an AOE spell in 1 unit, slowing the target AND wasting a 3rd skill killing a creep is totally going to get you a kill... or not.This hero is a perfect combination for killing enemy heroes. A so named Anti-Hero.
That is the funny thing. I've already used it.You shouldn't judge things which you haven't used yet.
I think movement speed will be reduced based on how high the hero's level is.For the death system.. make the Wisp's mouvement speed at 599
Wait time is also included: your spirit is slowed for each level a hero gains. Distance takes an important note too.
Movement speed has can be 522 max.
Or just use my missileengine and when the missile reaches the body begin rescurrention.
What about that? Then you can use any movespeed you want.
I am just saying that in games like Dota, HoN, LoL (and so on) heroes have a clear function / objective. In Dota (per example) it is clear that the Assassin is a carry, that zeus is a spellcaster nuker. In HoN it is clear that armadon is a born tanker and that Shaman is a babysitter/healer.
In THW community project nothing is clear and heroes don't seem to have a function. Everyone makes heroes that belong to all areas and yet they are all poor and mediocre at them.
People like heroes when they have roles, and so do teams. If you make a hero that doesn't fit a strategy no one will play it. Even worst, you are ruining the game with senseless heroes and stealing the place to new heroes that could be better.
It is not a matter of liking/not liking. It is a matter of making sense and your "portrait" (or whatever you want to call it) makes none. Even redscores hero makes more sense than that. It is clear that you never made a decent hero concept in your life, there is no strategy and no line of use.
I honestly hope that this is the first and last hero of this type I see. Having more heroes like this will only make the PvP experience weaker and therefore will make the project fail / die (Like sands of time, it died because it had a weak PvP).
Please, for all the people who want to make heroes, THINK of a combined tactic. Decide if your hero is a supporter, tanker (we need those), nuker, carriers, single killer, disabler. Decide if it belongs to early, mid or late game.
Don't make heroes fit all roles in all stages because you will just be making a crap hero.
Function is the key.
With this said, your fate is now your own.
I actually gave example of HoN and I mentioned LoL iirc. I simply said "Dota" because it's a concept people know. I am not using it as a main reference and you should know that.You are thinking of DotA again.
As long as they make sense it's OK for me. In Age of Myths (its NOTHING like Dota) the heroes usually had mixes of roles, but still there were all awesome and they all had a very defined function (support, DPS, heal, etc). I could go on and find more example but I think you got my point.If you only make heroes that are supporters, tankers, nukers, carriers, single killers, disablers, you are doing it wrong. There are endless number of possibilities, and only your imagination is the limit. Your way does nothing but cuts out some options, some of which can be damn cool.
I am sorry for you Vikuna but people seem to like Metagame bullshit. It sells, and even Sands of Time has it. So, what's your suggestion? Just go and make random heroes?That is whats important, not your crappy DotA & HoN metagame bullshit you are trying to feed us here.
yes, because Nemo and green spring trees would in deed make perfect heroes that everyone would like playing. In fact, why give units abilities at all? Just add some pretty models and you have your game... or maybe not.Hero designing is more about this shit right here
Hive's Battlefield is now officially a hosted project on THW!
Thanks, Ralle!
Guys, I'll be making the needed posts and stuff tomorrow in the afternoon.
I don't have the time now so be ready!
-Xarwin
Death System
Its just dumb when a hero dies and disappears. To add a twist we’ll add a system which makes the hero fall upon battle right on the spot it got owned. In the meanwhile you’ll gain a spirit which can resurrect your hero by going near its body. You can compare it with the WoW death system.
Wait time is also included: your spirit is slowed for each level a hero gains. Distance takes an important note too.
I am sorry for you Vikuna but people seem to like Metagame bullshit. It sells, and even Sands of Time has it. So, what's your suggestion? Just go and make random heroes?
yes, because Nemo and green spring trees would in deed make perfect heroes that everyone would like playing. In fact, why give units abilities at all? Just add some pretty models and you have your game... or maybe not.
Sir, yes Sir !!First of all, my name is not Vikuna.
For the last time, I talk about Dota because it is the only "link" I can have with you guys. But fine, if you want I will stop referencing Dota. Want me to reference another game you all know?And my point was that you are here explaining us how DotA works, and claiming that this is exactly how this stuff should be done. But thats not how it is.
Numbers ? In case you haven't seen, even my own suggestions don't have such things as numbers. I don't pay much attention to values because they can always be changed for balance purpose. Now, I really pay attention to the overall tactic of the hero. Tactics have nothing to do with numbers, they are instead related to "what is the purpose of your hero".You are thinking of abilities with numbers,
Who's gonna make all those units, heroes, models, icons, spells etc... And wouldn't the map be extremely laggy with all these imported ressources, advanced triggers, new spells and all...? I think the idea is amazing, but is it possible??
I was being sarcastic my friendI personally think it shouldn't since Chick is popular all over the net, nut just here.
Afaik Xarwin ( the leader) decided to cut on imported models and resourced. Heroes will not have imported models so far and he will be focusing on imported models for effects and terrain. This way the map will be very small but very beautiful as well.Who's gonna make all those units, heroes, models, icons, spells etc... And wouldn't the map be extremely laggy with all these imported ressources, advanced triggers, new spells and all...? I think the idea is amazing, but is it possible??
I believe he meant AOS and not AOE. You know that, stop being a dick to people who just want to help.AoE is a simple shortening for Area of Effect,
Perhaps I should make a drawing so you could understand what I mean?don't disturb our work, you are selfish, and you are trying to force us in the fucking DOTA standards with your ideas, please, get out of here, it is useless to argue with you, DoTA has a miserable design, guess what? The Balance of DotA is based AT ALL on Items, which is a major design flaw.
I am always willing to talk to him and I have him in great consideration. Thanks for the warning.Actually, Xarwin is quite enraged about your behavior, so beware...
Yes, I totally agree Viikuna. I am not opposed to versatile heroes and I don't mind if a hero focuses on 2 roles (per example) as long as his tactic line is clear to understand. If you see my suggested hero you will understand how much I like versatility (and yes, my suggestion needs to be nerfedOf course some heroes are good at dealing damage, which makes them damage dealers. Some heroes are strong which makes them tanks.
But if you start to think other way around and only design tanks, damage dealers and supporters, your map will be very monotone, like redscores too said.
In your years !? Or do you mean ears ?And btw, getting longer revive times the longer game lasts sounds not cool in my years.
In your years !? Or do you mean ears ?
I don't know if I should agree or not. Long revive times were created to end with long games. If a game lasts like an hour people will want to finish the game, and long revive times help finishing the game.
But I also agree it sucks to wait a minute without doing anything. What would you suggest?