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[Aeon of Strife] Ideas for two heroes (frost/wind and jungle/toxin based)

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Hello everyone,


I’m currently re-creating a lot of the dota 2 heroes and want to expand the roster with some of my own heroes. The heroes below are still in the concept phase and I’d like to have some feedback on the current version and ideas what can be improved / added as spells:


Hero #1, “The Northwind”

Should be a frail, ranged elemental hero, focused on slows, knockbacks and high damage potential if the abilities hit.
  • “Ice Strike”: Based on Devalut’s spell https://www.hiveworkshop.com/threads/icestrike-ver-empathetic-emu.322584 but with a few changes. Will use a charge system so that the spell does not have a cooldown, but can only be used a limited amount of time before needing to recharge. Targets hit by a ball are chilled (slowed).
  • Ability 2: TBD (maybe a wind ability, for example target aoe ability which knocks enemies back from the target center, deals damage and chills)
  • Ability 3: TBD (maybe an ability that can punish all “chilled” enemies around the caster, for example by preventing any movement and dealing damage)
  • Frozen Orb (Ult): Based on Eccho’s spell https://www.hiveworkshop.com/threads/frozen-orb-v1-01.158026(no changes). Deals massive damage if the ball travels right through an enemy. Targets hit by a spike are chilled (slowed).


Hero #2, “Swamp Monster”

Melee hero, but frail and has sniper-like abilities. Can punish enemies who a) stand still and are isolated or b) group together.
  • “Virulent Rush”: The hero charges forward. Leaves behind a toxic trail which poisons enemies. Deals damage during the charge and in the target area. Enemies in the target area are slightly knocked back.
  • “Infectuous Spores”: Deals low damage and debuffs an enemy. Every time the enemy moves there is a chance to grow a mushroom at the current spot. Upon spawning, the mushroom grows and after a set amount of time explodes, dealing damage and infecting all surrounding enemies with the same initial debuff, so that even more enemies have to stand still. Basically this
  • Ability 3: TBD (maybe something that forces enemies to move away from the hero)
  • “Toxic Artillery” (Ult): Shoots out a missile in arc which deals more damage the further it travels (deals MASSIVE damage at max distance). The damage is split among targets hit. Has 3-5 charges that can be spent without cooldown. The impact area is visible a bit prior to impact.

Ideas for the TBD abilities are very welcome!
 
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Northwind:
Breath of Boreas (Active): Targets a point. Enemies between the caster and the point are chilled, and the caster flies towards the target point.
Shatter (Active): Deals X damage to enemies around the caster and an extra 3x damage to chilled enemies. Long cooldown.

Swamp Monster:
Engulf (Passive): All enemies near the caster are slowed and take DoT while in melee range of it, but the caster is slowed by X% for every enemy unit affected.
 
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