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[Legacy] Modders Idea Factory

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Level 11
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927
oh ok, I'm on the job then, Ill get magtheridon's

Number of Heroes: 3
Number of Heroes with Intelligence Primary Attribute: 1
Number of Heroes with Strength Primary Attribute: 1
Number of Heroes with Agility Primary Attribute: 1
Map Theme: N/A
Map Kind: N/A
Number of Spells Per Hero: 4
Number of Normal Spells Per Hero 3
Number of Ultimates Per Hero: 1
Restrictions: Nothing. I want you to give me some good original ideas.

Edit:



Anub'Reka - Nerubian Elder (Intelligence)[r]
Abilities:


Nerubian Eyes - Unit Target
Anub'Reka uses her eyes to charm it's target and forcefully make it attack her for X Seconds. Anub'Reka gets one charge for every attack that the target made.


Nerubian's Curse - Unit Target
Anub'Reka releases all the pain she received onto a target. The target will receive damage equivalent to ?.??x number of charges that was collected under Nerubian Eyes per second. While the unit is under Nerubian's Curse, it has slowed movement speed and reduced armor.


Nerubian's Shell - Passive
Anub'Reka uses her shell as a protection against incoming attacks. The first X physical attacks that Anub'Reka will receive will be reduced by 50% and reflecting the other 50%. Once the shell is destroyed, all enemy units around Anub'Reka will receive XXX damage and get stunned for X seconds. Anub'Reka will then be vulnerable to attacks for X Seconds until the Nerubian Shell is regenerated.
Ultimate:


Web Vodoo - No Target
Anub'Reka randomly generate's web around her to slow the opponent's making them unable to escape. All units will get slowed by ??% movement speed and get there armor reduced by ? for everytime they get hit by a web. If an enemy unit get's hit by a web for at least 5 time's, it will be webbed to the ground and will be unable to move for ? Seconds.


One down :)

Edit 2:



Grendel Axewielder - Stone Sentinel (Strength)[r]
Abilities:


Mighty Swing - No Target
Grendel swings his axe full of strength causing all opponents in front of him to get pushed back and receive XXX damage. Unit's that get pushed back has a ??% chance to receive Dizzy Buff.


Ground Smash - No Target
Grendel smashes the ground with his large axe causing all units around him to get slowed for ? Seconds and receive XXX damage. If unit is Dizzy, It will get stunned instead.


Strength Concentration - No Target
Grendel stays put while charging his strength. He receives X Strength for every second that passes. The first opponent that Grendel hits will receive damage equivalent to ?.??x Grendel's Strength. If the unit that was hit was dizzy, it will get stunned for X seconds. The strength that was gained will be removed after hitting the unit.
Ultimate:


Sentinel's Charge - Point Target
Grendel charges toward a point and dragging the first X opponents that he collides with. Once he gets to the target point, he continues running forward (Stone Sentinel and the units that was dragged will be unable to be controlled while charging) and when he collides with an enemy unit, it will receive XXX damage and get stunned for X Seconds while getting pushed back. The units dragged will also receive XXX damage and get scattered around the collision point. If Grendel does not collide with a unit after X Seconds the dragged units will just get pushed back and receive XXX damage.


Two down :)
 
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Level 11
Joined
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Messages
927
no problem, One more to go :)

EDIT:

Sorry for the delay, watched something. Here you go




Slartose - Naga Stealthviper[r]
Abilities:


Naga Poison - No Target
Slartose spits venom in front of him causing enemy units there to receive damage by X for ? seconds. Everytime the unit get's hit by it the damage will stack. Maximum of ? Charges.


Venom Release - No Target
Slartose releases the poison that he implanted into the enemy target and making it receive ?? damage every second and get slowed for X Seconds. While the opponent is under Venom Release, Slartose will gain vision to this unit. (Will receive Deadly Poison Buff)


Sticky Fluid - Passive
Everytime Slartose hits an opponent, it will get slowed by ?%. Slartose also gains ?% attackspeed for every hit he makes. If unit that is getting hit is poisoned by any skill of Slartose, It will also get damage by ? per second.
Ultimate:


Venom Track - Unit Target
Slartose targets an opponent (This unit must have Deadly Poison Buff) and then he slashes it ?? Times dealing damage equivalent to the charges naga poison made multiplied to ?.??x Slartos Agility per slash. If the health of the targeted unit is below 20%, It will receive ?? damage per second for ? Seconds.

 
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Level 15
Joined
Oct 18, 2008
Messages
1,591
I think I'll give some hard time for you now. :D I need only skills, the basic idea is done, but well, u'll see the problem:

General Info:
Map Theme: Medieval
Map Kind: Fantasy ORPG ;)
NOW THE HARD ONE
Number of Spells: 50~60
Number of Ultimates: -

The Heroes so far:

Assassin
Primary Attribute: Agility

Elementalist/Archmage
Primary Attribute: Intelligence

Archer
Primary Attribute: Agility

Berserker-Uses non-target skills too (next attack does something), uses raged gained per attack or for being hit
Primary Attribute: Strength

Warder-Caster tank, uses mostly defensive nature themed buffs
Primary Attribute: Intelligence

Necromancer-Don't stick to the undead summonning necromancer, this one uses summoning/soul/blood magic and curses too, and is able to minimally heal himself or his allies (only a few skills)
Primary Attribute: Intelligence

Because of the number of abilities every hero has abilities grouped into multiple ways (preferably 3)-like the necromancer uses summon/soul-blood/curse, the elementalist uses fire/ice-water/lightning, or the assassin has passive skills/dagger attacks/shadow attacks (the latter is just an example, only necromancer's and elemenatlist's skills are divided yet).

Only have like 4-6 skills for every character, the only exception is the elementalist with ~10 spells.

I accept any size of help, from some skills to an entire character plan. The characters are able to repick their skills at any time, and they can use 6 skills at a time. Oh, and it'd be good if u could tell me which spell should I use for which skill, as I mostly use triggered skills (don't want any overlaps) Thank you! And have fun thinking about them ;)

This was mine once xD Would you like to make one like this? :D
 
Level 11
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Messages
927
I remember you requesting that, I think i dont have enough ideas to make a hero with that much spells xD
60 spells for each hero is it ? but when I started to read it you would only need 6 skills for each hero and 10 for elementalist ?
and then I get another Idea that the hero can only be able to use 6 skills out of the 60 skills they have.

I dont know which one is right, but that would be hard. DJ is awesome for finishing this :D
 
Level 19
Joined
Jan 22, 2011
Messages
3,980
A little time inactive, lest take the big one.
@kanadaj:ermm...¿challenge accepted?
table]

Assasin - AGI
Abilities:

http://www.hiveworkshop.com/forums/icons-541/btndagger-146750/Dagger strike
Channel.Hero atacks targeted unit, that units gets X damage *X more.Them more AGI hero gets, them more * chance.

http://www.hiveworkshop.com/forums/icons-541/btnspell_shadow_shadowward-54581/Deluded shadow
Cast upon 3 times. 1st time, hero gets invisible for X sec, but it can´t atack.2nd time, hero gets shandow aura, he now atacks, but get -X damage.3rd time Hero gets and *X damage, but he stuns himself for X sec after killing a unit, he stays invisible.(Efect stacks).After X sec, ALL efects on hero will go away.

http://www.hiveworkshop.com/forums/icons-541/btnastralblessing-193859/Insuyo no jutsu
Jutsu(costs mana).Hero gains (INT+STR)*AGI as damage, however, while tihs jutsu is active, your type of damage is magic, and your type of defense is whitout armor.After that, hero gains X sec ivisible.

http://www.hiveworkshop.com/forums/icons-541/btncriticalstrikedab-194576/Deadly atack
Passive.Guives hero X chance (less than critical) too make and atack that kills the target,depending on enemys level, chance is less.

Critical chance
Inmate passive.X chance too make critical damage.(no icon)

http://www.hiveworkshop.com/forums/icons-541/btnspell_shadow_antishadow-54647/Enyi no jutsu
Jutsu.Castable only at night.Adds X AGI too the hero and X STR.This afect will stay all the night, but in echange, you will lose X mana when day starts.If you cast it at day, Hero will create a shadow zone from X zise, were sight range is -X and while he stays there he gets X chance too teleport too any unit inside the area.

http://www.hiveworkshop.com/forums/icons-541/btneyeofshadows-169554/Shadow learn
Creates an orb of shadow that absorbs ANY spell that is cast in an X range.After X sec, the orb will fly over a enemy hero, and unleash the last spell absorbed, after that, the orb will crash over hero, dealing damage in an X range, and stuning units in an X range.

Shadow move
Moves, too targeted point, and leaves a shadow track, units inside there can´t leave, and units can´t walk over it.

Poison dagger
Dages targeting unit, dealing X damage and poisoning it for X sec, taking X mora damage in time.

Painless nightmare
Does 0 damage too unit, but leaves a mark on it.Unit can´t leave heros range of sight, and when the night starts unit sleeps, if the day starts and unit hadn´t been awaken, it dies.

[/table]

finished assasin BTW was it 50-60 in total or each one?
 
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Level 11
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Jul 9, 2009
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sorry, I was confused while doing this. The real name is Slartose. I got it from naga names like, Slithice, Slark , Slardar. xD
 
Level 11
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it is not shown fully in the signature. I think you should make it smaller, it looks more decent when the signature is fully shown ;)
 

Vunjo

Hosted Project: SC
Level 19
Joined
Jul 1, 2010
Messages
1,340
Got another request. I know it will take you a lot of time to think, so I am willing to wait :)

Number of Heroes: 3
Number of Heroes with Intelligence Primary Attribute: 3
Number of Heroes with Strength Primary Attribute: 0
Number of Heroes with Agility Primary Attribute: 0
Map Theme: Medieval
Map Kind: RPG
Number of Spells Per Hero: 10
Number of Normal Spells Per Hero 9
Number of Ultimates Per Hero: 1
Restrictions: ALL Heroes must be Healers. 0 Damage based spells. Please do not use the following Heroes, because I already have them: Shaman, Priest, Paladin, Druid.
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
@Saif
REALLY sorry for not placing you at the sig. Gonna do it now.

One for me:



icons_9771_btn.jpg

White Knight - INT[r]
Abilities:

icons_12137_btn.jpg

Spell Assist - Unit Target
The White Knight casts a holy light on the target, making the next succeeding x spells deal x percent more damage.

icons_11578_pas.jpg

Chosen - Passive
The White Knight would have higher damage after a heal spell is casted. The higher the hp healed, the more damage. The bonus lasts x seconds.

icons_3232_btn.jpg

Disruption - Area Target
The White Knight creates a field of disruption, making all units affected have scrambled stats. Effects fade away after x seconds.

icons_8352_pas.jpg

Gods Empowering - Passive
Nearby units would have temporary increased attacks damage and armor when nearby the White Knight. Has a range of x. Gives x percent bonus to their stats.

icons_5584_btn.jpg

Energy Ball - Point Target
Fires an energy ball at the point, temporary reviving all dead, non-hero, non-mechanical and non-aerial units. They are given x seconds timed life.

icons_6641_btn.jpg

Eco Powering - Area Target
Brings back to life all destructibles in the target area. After, a force of healing is made there, which lasts x seconds, making all who enter heal x hp over time.

icons_7823_btn.jpg

Gridlock - Area Target
Creates holy yet unpassable waves which trap all units inside, prohibiting them from exiting and more units from entering. All those who attempt, are pushed back and are dealt x damage, but heals allied units when passed.
Unpassable only to enemy units. Lasts x seconds.

icons_8715_btn.jpg

Cleanse - Unit Target
Debuffs all negative buffs from a friendly unit. Costs x mana.

icons_10823_btn.jpg

Recycling - Area Target
Recycles a dead body of a unit and gives 1/3 of its total hp to the White Knight. Recycles x units.

Ultimate:
icons_634_btn.jpg

Heroic Act - No Target
Immediately revives all nearby non-hero, non-mechanical, non-aerial and non-summoned units for the cost of half of the White Knights hp. The White Knight is damaged when one unit dies.

 
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Level 19
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Messages
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Thought of doing another:
The last would be either for Saif or Kanadaj.
Also, I forgot to place the links of the icons on the first request. Too lazy to search them again.





Witch Doctor - INT[r]
Abilities:


Scare - Unit Target
The Witch Doctor removes his mask and shows his horrifying face, which stuns the target unit for x seconds. Friendly spells may not be activated on the target unit. Target unit acquires a Voodoo Buff after.


Totem Curse - Passive
The Witch Doctor changes the attacking unit into a totem, disabling all actions and orders from it. When the unit is reverted back, all orders are resumed. Has an x percent chance to take effect. Target unit acquires a Voodoo Buff after. Lasts x seconds if successful.

icons_14180_btn.jpg

Insanity - Unit Target
Makes the target unit insane, making it attack all friendly units but making friendly units not attack it. The target unit takes a Voodoo Buff after casted. Effects fade away after x seconds.


Hurl Flask - Unit Target
The Witch Doctor throws a varied flask on the target unit. Effect varies on the kind of unit. If:
Friendly unit - Heals x hp over time for x seconds. Target acquires a Voodoo buff.

Enemy unit - Lowers armor by x percent for x seconds. Target acquires a Voodoo buff.


Rage Potion - Unit Target
Hurls a mysterious potion which makes a unit more angered. The target unit gets x percent bonus attack damage, attack speed and movement speed. Lasts x seconds. Can only target friendly units and the unit affected is given a Voodoo Buff.


Chemical Arsenal - Passive
The weapon of the Witch Doctor would be packed with chemicals that melt the opponents armor. Attacks would give an armor depletion of x percent to the unit hit. The effect may only be used once. The armor depletion would last for x seconds. The unit affected would be given a Voodoo buff.

icons_7823_btn.jpg

Gridlock - Area Target
Creates holy yet unpassable waves which trap all units inside, prohibiting them from exiting and more units from entering. All those who attempt, are pushed back and are dealt x damage, but heals allied units when passed.
Unpassable only to enemy units. Lasts x seconds.


Mass Voodoo - Area Target
The Witch Doctor creates a mysterious force around the target area. Effect varies on the unit/s inside. If:

Friendly unit - Heals x hp per second, which would last for x seconds. Target unit would acquire a Voodoo buff.

Enemy unit - Enemy would be placed each with a Doll and Voodoo Buff. Doll Buff fades after x seconds.


Doll Torture - No Target
The Witch Doctor deals random effects to all unit with Doll Buffs. Effects:
- The unit gets x percent armor depletion for x seconds. The unit is given a Voodoo buff.
- The unit is slowed with x percent movement speed reduction for x seconds. The unit is given a Voodoo buff.
- The unit is dealt x damage.
- The unit is treated as a hostile to both friendly and enemy units. Lasts x seconds. The unit is given a Voodoo buff.

Ultimate:

Voodoo: Activate! - No Target
All spells involving Voodoo buffs would have x percent longer spell duration.
Also, if a unit with a Voodoo buff dies, a Voodoo doll springs in its place. The Voodoo doll has x seconds timed life and has x spells.

 

Vunjo

Hosted Project: SC
Level 19
Joined
Jul 1, 2010
Messages
1,340
To be honest, the second hero is not really a healer, but more as a support. Lacks healing spells (especially single targets), and uses same spell as the White Knight. Good idea, but you have kind of made a wrong hero type. +Rep
 
Level 15
Joined
Oct 18, 2008
Messages
1,591
Well I have a crazy idea for your healer, but I lack the time to type it. I'll try to make it in 3 hours, so keep a room for meh :D

DJ, I have an idea, what about asking the spell workshop to directly help each other, so like we advertise each other and they take ideas from our factory as a priority? They'll have plenty of work, and we lack a triggered team, which would be necessary for most people requesting from us ^^
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
Well I have a crazy idea for your healer, but I lack the time to type it. I'll try to make it in 3 hours, so keep a room for meh :D

DJ, I have an idea, what about asking the spell workshop to directly help each other, so like we advertise each other and they take ideas from our factory as a priority? They'll have plenty of work, and we lack a triggered team, which would be necessary for most people requesting from us ^^

Good idea there. Ill contact them.

To be honest, the second hero is not really a healer, but more as a support. Lacks healing spells (especially single targets), and uses same spell as the White Knight. Good idea, but you have kind of made a wrong hero type. +Rep

Sorry there, but im really not so good when it comes to those with only one kind of spell. Like majority would be heals.
 
Level 17
Joined
Nov 4, 2008
Messages
1,603
I don't understand how you can have seven healers? Purely healers? Wouldn't that make the class boring? I mean, I know you can vary with support and buffing, but no DPS really just... ruins it.

Oh, and an idea for a healer. A reaver. Summoning minions and sacrificing them for self-support/ally healing or buffs.
 

Vunjo

Hosted Project: SC
Level 19
Joined
Jul 1, 2010
Messages
1,340
Well, I still need 2 more healers, since you have done 1, you may take a rest :)

@Wolfe if you were talking to me, no I don't have 7 healers. Currently I got only 1 and a half. The other classes are mainly DPS, with 1 or 2 healing spells
 
Level 6
Joined
Dec 8, 2009
Messages
165
Number of Heroes: 3
Number of Heroes with Intelligence Primary Attribute: 1
Number of Heroes with Strength Primary Attribute: 1
Number of Heroes with Agility Primary Attribute: 1
Map Theme: Forest
Map Kind: Tree Tag (Heroes are for protecting builders.)
Number of Spells Per Hero: 5
Number of Normal Spells Per Hero 4
Number of Ultimates Per Hero: 1
Restrictions: Intelligence one needs more effective spells than the agility and strength, since he's weaker in combat. I prefer they are some kind of night elves or forest guys, not humen.

Edit: Ancients maybe...
 
Level 8
Joined
Sep 20, 2011
Messages
583
tauren brawler that uses both steel hands to crush enemies
map theme: anything
Map Kind: futuristic
hero type:intelligence not strengh
ability 1:
ability 2:
ability 3:
ultimate:something that smashes an area with hands and electricity pulse that damages an area and increases he's damage at the cost of lifepoints not mana
 
Level 11
Joined
Jul 9, 2009
Messages
927
@ Lautanen
Here is one of your heroes, might do the others later
@Killerjel
I will take your request just wait :)

Number of Heroes: 3
Number of Heroes with Intelligence Primary Attribute: 1
Number of Heroes with Strength Primary Attribute: 1
Number of Heroes with Agility Primary Attribute: 1
Map Theme: Forest
Map Kind: Tree Tag (Heroes are for protecting builders.)
Number of Spells Per Hero: 5
Number of Normal Spells Per Hero 4
Number of Ultimates Per Hero: 1
Restrictions: Intelligence one needs more effective spells than the agility and strength, since he's weaker in combat. I prefer they are some kind of night elves or forest guys, not humen.

EDIT :
Go to the latest post, all three of them are there :D
 
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Level 11
Joined
Jul 9, 2009
Messages
927
@Killerjel
here I am done. Thanks for waiting. I hope you like it :D




Reygol Lightningfists - Tauren Shaman (Intelligence)[r]
Abilities:


Lightning Diversion - Point Target
Reygol uses a percent of his health to strike out lightning straight from his fists directly to the target point. Units that was hit will be pushed back to the right, and the other one's to the left dealing ??? damage.


Paralyzing Strike - Unit Target
Reygol punches his opponent with his lightning fist causing the opponent to feel dizzy and be paralyzed for ? Seconds. Unit will get Paralyzed Buff.


Lightning Fists - Passive
Whenever Reygol hits an opponent, he gains ?% attackspeed for every hit. If unit that is being hit has a Paralyzed Buff, the opponent's movement speed get slowed by ?% for each hit. If unit with Paralyzed Buff gets hit 5 times, Reygol regains ??? Health points.
Ultimate:


Heavy Charge - No Target
Reygol smashes the ground with his fist and then exerting heavy electrical force causing all the opponent's to get damaged by ???. Reygol will then gain ?? damage for every unit that is within ??? Range. If unit that was hit by Paralyzed Buff also gets affected, it will get stunned for X Seconds. Reygol also gets damaged by a percentage of his health due to the Heavy Charge.

 
Level 11
Joined
Jul 9, 2009
Messages
927
@Killerjel
no problem, come back anytime :)

EDIT:
@Lautanen
here's the second hero. :D One more to go.

EDIT2:
@Lautanen
Go to the latest post, all three of them are there :D
 
Last edited:
Level 15
Joined
Oct 18, 2008
Messages
1,591



Trakthar, the Battle Spirit - Intelligence[r]
Abilities:

Healing Rage - [No Target]
For X seconds, every ally within X range gains the Healing Rage buff, healing them for X% of the damage they deal while they deal X% more damage. Affects magic as well as physical attacks.

Spirit Link - [Unit Target]
For X seconds, Trakthar takes half of the damage instead of the target, but the total damage is reduced by X. If Trakthar or his ally dies during this effect, the other one gains as much life as the link shared between them during the duration.

Summon Beasts - [No Target]
Summons a spirit beast for X seconds. There can be more than one spirit beast at a time. If the beast dies, every ally within melee range is healed by X.

Ethereal Palm Strike - [No Target]
The next attack deals 0 damage, but silences the target for X seconds, and drains X mana from him. Behind the unit, a cone of spirit fire erupts, dealing X% of the burned mana to enemy units and healing allies.

Holy Cry - [No Target]
Every unit within X range gains a holy mark. The next time they deal damage, the mark is removed, and they and their ally within X range of them is healed X% of the dealt damage.

Spirit Channel - [No Target, Channelled]
For up to X seconds, you channel the spirits into your body, creating a defensive barrier within X range. When allies would take damage, a counter increases instead. When you stop channelling, you take the counted damage as raw damage. If you die, your body explodes, dealing X% of the counted damage.

Chain Spirit - [Unit Target]
Chains the target's spirit into his body for X seconds. If the target dies during this duration, he's automatically revived at the feet of the caster with X% life and mana.

Channel Mana - [No Target, Channelled]
For up to X seconds, you lose X mana every seconds, and its X% is distributed between your allies within X range.

Spirit Shield - [Unit Target]
For X seconds, whenever the target takes damage, every ally is healid apart from him for X life.

Ultimate:
Eternal Spirit - [Unit Target]
For X seconds, target unit takes X% less damage from all sources. If he dies during this effect, he becomes a spirit, and within X range every damage his allies would take his spirit takes instead. The spirit lasts for up to X seconds or until his life is 0.
 
Level 12
Joined
Dec 25, 2010
Messages
972
Hero Name: Ryan Alexander Blake
Hero Class: Divine Crusader
Primary Attribute: Strength
Map Theme: Fantasy
Map Kind: Campaign
Number of Spells: 6
Number of Innate Spells 1
Number of Normal Spells 4
Number of Ultimates: 1
Restrictions: Must have at least an Aura, His style is a mixture of Retribution (DPS) with Protection (Tank) .

Good luck, Merry christmas to all and a happy new year
 
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