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My concepts for my new Project: Siege of Darkholme AoS

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Level 21
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Aug 9, 2006
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Hello!

I am back in mapmaking and I am currently planning a new AoS map.

This includes:

-Heroes
-Items
-NPCs

and so on.

But today I would like your opinion on two hero concepts I have been working on:

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Maw of Madness

Maw of Oblivion

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(Credits to Retera for the Model)

Name: Ozikrtas - Maw of Madness

Primary Stat: Intelligence

Stats:
  • Strength: 16 (+1.75)

  • Agility: 16 (+1.75)

  • Intelligence: 20 (+2.00)

Attack Type: None

Attack Cooldown: None

Attack Range: None

Armor Type: Hero

Speed: 240

Health Regeneration (Always): 1.50

Day Sight: 150

Night Sight: 150


Passive: Insanity - This creature consumes nearby insanity and gorges himself on the madness. This creature has a Insanity Gauge with a maximum value of 1000. Starting with 0. This gauge is filled by creatures and heroes dying within 500 of The Maw of Madness. Creatures provide 10 Insanity and Heroes provide 50 Insanity. Insanity decreases by 10 every 10 seconds.


Passive: Gibbering Presence - The aura of this abyss of insanity devours all around him. Enemies within 500 suffer from despair, claustrophobia and other forms of fear. Enemies suffer 5 heroic damage * your level every 3 seconds. This damage is increased by 5 (not multiplied with Level) for every 100 Insanity stored up.


Skills:


1. Skill: The Eye Is On him

Description: The Maw of Madness focusses it’s gaze on the target. Cursing it with Gibbering Presence for a duration. It works the same as Gibbering Presence of the Maw of Madness, but the target is not immune to the damage and with slightly reduced area of effect.

Level 1: 7 Seconds Gibbering Presence Duration, 300 Gibbering Presence AoE, 50 Mana, 500 Spell Range, 4 Seconds Cooldown, Target Spell

Level 2: 9 Seconds Gibbering Presence Duration, 325 Gibbering Presence AoE, 50 Mana, 500 Spell Range, 5 Seconds Cooldown, Target Spell

Level 3: 11 Seconds Gibbering Presence Duration, 350 Gibbering Presence AoE, 50 Mana, 500 Spell Range, 6 Seconds Cooldown, Target Spell

Level 4: 13 Seconds Gibbering Presence Duration, 375 Gibbering Presence AoE, 50 Mana, 500 Spell Range, 7 Seconds Cooldown, Target Spell

-----------------------------------

2. Skill: Ray of Madness

Description: The Maw of Madness projects a beam of pure, unadulterated insanity in the target direction. All enemies hit suffer heavy damage and one of three random debuffs.

Level 1: 90 Ray Damage, 700 Ray Range, 200 Ray AoE, Random Debuff (1 Sec Stun, 5 Sec 33% Movement Slow, 5 Sec 15/Sec Bleeding), 12 Second Cooldown

Level 2: 125 Ray Damage, 700 Ray Range, 200 Ray AoE, Random Debuff (1 Sec Stun, 5 Sec 33% Movement Slow, 5 Sec 15/Sec Bleeding), 12 Second Cooldown

Level 3: 140 Ray Damage, 700 Ray Range, 200 Ray AoE, Random Debuff (1 Sec Stun, 5 Sec 33% Movement Slow, 5 Sec 15/Sec Bleeding), 12 Second Cooldown

Level 4: 170 Ray Damage, 700 Ray Range, 200 Ray AoE, Random Debuff (1 Sec Stun, 10 Sec 33% Movement Slow, 5 Sec 15/Sec Bleeding), 12 Second Cooldown

-----------------------------------

3. Skill: Bloated Corpulence

Description: Inducing the dreams of madness, the Maw became the ultimate incarnation of dreams, seemingly shifting in appearance before the eyes of mortals. Glowing in a rainbow like shine… Seemingly shifting between realities. Creatures and heroes that die within 500 grant increased Insanity and give rise to shimmering ghosts that appear as iridescent bloated monstrosities. Monstrosities have a set duration based on the current amount of Insanity stored by the Maw of Madness.

Level 1: +5 Insanity per dying creature, +10 Insanity per dying hero, Bloated Monstrosity {125 HP, 14 - 18 Chaos Damage, 300 Speed, Lasts 5 Seconds + 1 Seconds per 100 Insanity stored}

Level 2: +5 Insanity per dying creature, +15 Insanity per dying hero, Bloated Monstrosity {175 HP, 19 - 24 Chaos Damage, 300 Speed, Lasts 6 Seconds + 1 Seconds per 100 Insanity stored}

Level 3: +5 Insanity per dying creature, +20 Insanity per dying hero, Bloated Monstrosity {225 HP, 22 - 29 Chaos Damage, 300 Speed, Lasts 7 Seconds + 1 Seconds per 100 Insanity stored}

Level 4: +5 Insanity per dying creature, +25 Insanity per dying hero, Bloated Monstrosity {275 HP, 24 - 31 Chaos Damage, 300 Speed, Lasts 8 Seconds + 1 Seconds per 100 Insanity stored}

-----------------------------------

Ultimate: Horror from Beyond

Description: Maw of Madness anchors himself in the ground and starts to draw horror from beyond into reality. Suffocating the surrounding area in despair. Upon casting, enemies within 1000 are grasped by iridescent roots of insanity and dragged towards the maw of madness. Enemies are dragged for a set duration.

Level 1: Dragged for 75 Range per Second, Lasts 7 Seconds, 120 Second Cooldown

Level 2: Dragged for 100 Range per Second, Lasts 7 Seconds, 120 Second Cooldown

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The Gorger

Silithid Devourer


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(Credits to A.R)

Name: Shak’Raz - The Gorger

Primary Stat: Agility

Stats:
  • Strength: 20 (+1.90)

  • Agility: 22 (+2.25)

  • Intelligence: 14 (+1.50)

Attack Type: Hero

Attack Cooldown: 1.80

Attack Range: Melee

Armor Type: Hero

Speed: 270

Health Regeneration (Always): 0.5

Day Sight: 150

Night Sight: 160


Passive: Devour the Weak - Minions killed by Shak’Raz are devoured and their corpse are stored within the Carapace of him. Each Corpse devoured grants instantly 2% Health and while inside of Shak’Raz increased Health Regeneration (0.2 Points per Corpse). Can devour up to 10 Minions.


Skills:


1. Skill: Feeding Frenzy

Description: Shak’Raz goes into a state of berserk for a certain time. While Feeding Frenzy is active, the attack speed and movement speed of Shak’Raz is increased by an amount dependant on the amount of Corpses devoured. Also decreases armor by a set amount for the duration.

Level 1: 3% Attack Speed and 5 Movement Speed per Corpse, -2 Armor, Lasts 6 Seconds, 20 Seconds Cooldown, 50 Mana, Self

Level 2: 5% Attack Speed and 7 Movement Speed per Corpse, -2 Armor, Lasts 6 Seconds, 20 Seconds Cooldown, 50 Mana, Self

Level 3: 7% Attack Speed and 10 Movement Speed per Corpse, -3 Armor, Lasts 7 Seconds, 20 Seconds Cooldown, 50 Mana, Self

Level 4: 10% Attack Speed and 10 Movement Speed per Corpse, -4 Armor, Lasts 8 Seconds, 20 Seconds Cooldown, 50 Mana, Self

-----------------------------------

2. Skill: Regurgitate

Description: Shak’Raz spits a blob of digestive fluids at an opponent. The blob bursts and coats all nearby opponents in a coating of sizzling, acidic fluid. The initial burst deals minor damage and reduces armor and movement speed of all hit by the burst for a set duration.

Level 1: 35 Damage, -3 Armor and 15% movement speed reduction, 150 AoE, Lasts 5 Seconds, 12 Seconds Cooldown, 70 Mana, 400 Range

Level 2: 70 Damage, -3 Armor and 15% movement speed reduction, 150 AoE, Lasts 5 Seconds, 12 Seconds Cooldown, 80 Mana, 400 Range

Level 3: 100 Damage, -4 Armor and 20% movement speed reduction, 200 AoE, Lasts 6 Seconds, 12 Seconds Cooldown, 90 Mana, 400 Range

Level 4: 120 Damage, -5 Armor and 25% movement speed reduction, 200 AoE, Lasts 7 Seconds, 12 Seconds Cooldown, 100 Mana, 400 Range

-----------------------------------

3. Skill: Shredder Claws (Passive)

Description: Shak’Raz frontal pincers are sharpened to a razor-bladed edge. Melee Attacks cause vicious wounds. Each wound deals continuous damage that increases over time for the duration. Wounds do not stack on the same opponent.

Level 1: 5 Starting Bleed Damage, +2 Bleed Damage per Second, Lasts for 10 Seconds, Passive

Level 2: 10 Starting Bleed Damage, +3 Bleed Damage per Second, Lasts for 10 Seconds, Passive

Level 3: 15 Starting Bleed Damage, +4 Bleed Damage per Second, Lasts for 10 Seconds, Passive

Level 4: 20 Starting Bleed Damage, +5 Bleed Damage per Second, Lasts for 10 Seconds, Passive

-----------------------------------

Ultimate: Metabolism Burst

Description: The Gorger increases his own metabolism extremely for a short time. This uses an amount of corpses stored by Shak’Raz to instantly restore a large amount of Hit Points and grant a large Damage Bonus for a short amount of time.

Level 1: 5 Corpses, 500 Hit Points, +50% Damage, Lasts 15 Seconds, 90 Seconds Cooldown, 100 Mana, Self

Level 2: 3 Corpses, 600 Hit Points, +70% Damage, Lasts 15 Seconds, 90 Seconds Cooldown, 100 Mana, Self

When used with less than 5/3 Corpses, does nothing and goes on Cooldown.

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Abyssal Lurker

Murk Snapper

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(Credit to -Grendel)

Name: Irixiat - Abyssal Lurker

Primary Stat: Agility

Stats:
  • Strength: 16 (+1.50)

  • Agility: 19 (+2.50)

  • Intelligence: 20 (+2.15)

Attack Type: Hero

Attack Cooldown: 2.10

Attack Range: 450

Armor Type: Hero

Speed: 270

Health Regeneration (Always): 1.25

Day Sight: 170

Night Sight: 100


Passive: Shimmer of the Abyss - Irixiat emits a glow of unlight out of the depths of the sea. No one knows what dwells below. Enemies within 300 of Irixiat start to suffer from hallucinations. Hallucinations causes negative Mana Regeneration based on proximity to Irixiat. (-1.5% Mana/Second and reduced by 0.5 for every 100 in distance between Irixiat and the enemy)


Skills:


1. Skill: Puddle of Null

Description: Irixiat teleports over a short distance and engulfs himself in his abyssal aura. Spreading a puddle of the null magic that wallows in the depths. Enemies within that puddle are silenced and suffers 100% more from the Shimmer of the Abyss. The puddle lasts for a short time.

Level 1: 250 Teleport Distance, 300 Puddle AoE, 120 Mana, Lasts 3 Seconds, 12 Seconds Cooldown

Level 2: 300 Teleport Distance, 300 Puddle AoE, 120 Mana, Lasts 4 Seconds, 12 Seconds Cooldown

Level 3: 350 Teleport Distance, 300 Puddle AoE, 120 Mana, Lasts 5 Seconds, 12 Seconds Cooldown

Level 4: 400 Teleport Distance, 300 Puddle AoE, 120 Mana, Lasts 6 Seconds, 12 Seconds Cooldown

-----------------------------------

2. Skill: Exploiting Claws

Description: Irixiat slashes all enemies in a small cone with abyssal claws, tearing ethereal wounds. Deals damage dependant on the mana percentage of the victim.

Level 1: 200 Cone AoE, 50 Base Damage, +10 Damage per 10% of Mana Missing, 100 Mana, 9 Seconds Cooldown

Level 2: 200 Cone AoE, 50 Base Damage, +15 Damage per 10% of Mana Missing, 100 Mana, 9 Seconds Cooldown

Level 3: 200 Cone AoE, 50 Base Damage, +20 Damage per 10% of Mana Missing, 100 Mana, 9 Seconds Cooldown

Level 4: 200 Cone AoE, 50 Base Damage, +25 Damage per 10% of Mana Missing, 100 Mana, 9 Seconds Cooldown

-----------------------------------

3. Skill: Iridescent Carapace (Passive)

Description: Irixiat’s Carapace is made of iridescent armor and deflects magic partially. Reduces magic damage by an percentage.

Level 1: 8% Magic Damage Reduction, Passive

Level 2: 11% Magic Damage Reduction, Passive

Level 3: 14% Magic Damage Reduction, Passive

Level 4: 17% Magic Damage Reduction, Passive

-----------------------------------

Ultimate: Reality Snap

Description: Snaps reality at Irixiat’s current position. Randomly repositioning nearby enemies and drains a large amount of Mana from them. This reality snap affects enemies within 700. The displacement also causes a mini stun with no real duration.

Level 1: 150 - 300 Displacement Area, Drains 15% of Mana, 150 Mana, 180 Seconds Cooldown

Level 2: 200 - 350 Displacement Area, Drains 20% of Mana, 175 Mana, 180 Seconds Cooldown

----------------------------------------------------------------------

I tried to make unique mechanics and interesting concepts.

All feedback is welcome.

NOTE: These heroes are not yet balanced or made. This is just the first iteration of a concept.
 
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Level 5
Joined
Mar 27, 2017
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106
The maw of madness have two major problems that possibly makes it unplayable at low and high level.
At low level it deals low damage until it killed tons of creatures and before that any hero can kill it with ease(for example before 10 creeps died in range it deals only 1,666 dps at level 1 and another problem is that during the time in which 10 creeps die in range 10 seconds probably elapsed so it needs something closer to 11 creeps dying in range)
Then at high level due to it not benefiting from increased attack rate from items and damage from stats and items who increase damage their single target dps falls even lower relatively to the other heroes.
While at level 1 the ray might help significantly it barely scales with level: you only get 55 extra damage and absolutely no other benefit.
That hero is even worse if you use last hit mechanics because then it is unlikely to get the last hit even through it is dealing tons of total damage because you can not time the attacks.

Otherwise the concept is not bad it is just hard to balance fighting heroes together with an area of effect attack and a mechanic that makes people want to assassinate you early game and does not scales in the end game.
 
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Level 21
Joined
Aug 9, 2006
Messages
2,384
The maw of madness have two major problems that possibly makes it unplayable at low and high level.
At low level it deals low damage until it killed tons of creatures and before that any hero can kill it with ease(for example before 10 creeps died in range it deals only 1,666 dps at level 1 and another problem is that during the time in which 10 creeps die in range 10 seconds probably elapsed so it needs something closer to 11 creeps dying in range)
Then at high level due to it not benefiting from increased attack rate from items and damage from stats and items who increase damage their single target dps falls even lower relatively to the other heroes.
While at level 1 the ray might help significantly it barely scales with level: you only get 55 extra damage and absolutely no other benefit.
That hero is even worse if you use last hit mechanics because then it is unlikely to get the last hit even through it is dealing tons of total damage because you can not time the attacks.

Otherwise the concept is not bad it is just hard to balance fighting heroes together with an area of effect attack and a mechanic that makes people want to assassinate you early game and does not scales in the end game.

The idea is for Maw of Madness to stack The Eye Is On him at the start to get enough damage on mobs. I know it is hard to balance but this hero is made to be a support character. He can easily jungle by kiting enemies (even if hes slow he can manage by abusing his aura).

If you take as your first spell The Eye Is On him and do it right you can get a powerful AoE that can shred creeps. Thats why his aura is so weak.

Maybe the aura should scale with intelligence? But that may make this character too powerful.
 
Level 21
Joined
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Messages
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I added a new hero concept to the main post.

:) I aim to post all heroes for the AoS in this thread.

This is the hero:

Abyssal Lurker

Murk Snapper

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Name: Irixiat - Abyssal Lurker

Primary Stat: Agility

Stats:
  • Strength: 16 (+1.50)

  • Agility: 19 (+2.50)

  • Intelligence: 20 (+2.15)
Attack Type: Hero

Attack Cooldown: 2.10

Attack Range: 450

Armor Type: Hero

Speed: 270

Health Regeneration (Always): 1.25

Day Sight: 170

Night Sight: 100


Passive: Shimmer of the Abyss - Irixiat emits a glow of unlight out of the depths of the sea. No one knows what dwells below. Enemies within 300 of Irixiat start to suffer from hallucinations. Hallucinations causes negative Mana Regeneration based on proximity to Irixiat. (-1.5% Mana/Second and reduced by 0.5 for every 100 in distance between Irixiat and the enemy)


Skills:


1. Skill: Puddle of Null

Description: Irixiat teleports over a short distance and engulfs himself in his abyssal aura. Spreading a puddle of the null magic that wallows in the depths. Enemies within that puddle are silenced and suffers 100% more from the Shimmer of the Abyss. The puddle lasts for a short time.

Level 1: 250 Teleport Distance, 300 Puddle AoE, 120 Mana, Lasts 3 Seconds, 12 Seconds Cooldown

Level 2: 300 Teleport Distance, 300 Puddle AoE, 120 Mana, Lasts 4 Seconds, 12 Seconds Cooldown

Level 3: 350 Teleport Distance, 300 Puddle AoE, 120 Mana, Lasts 5 Seconds, 12 Seconds Cooldown

Level 4: 400 Teleport Distance, 300 Puddle AoE, 120 Mana, Lasts 6 Seconds, 12 Seconds Cooldown

-----------------------------------

2. Skill: Exploiting Claws

Description: Irixiat slashes all enemies in a small cone with abyssal claws, tearing ethereal wounds. Deals damage dependant on the mana percentage of the victim.

Level 1: 200 Cone AoE, 50 Base Damage, +10 Damage per 10% of Mana Missing, 100 Mana, 9 Seconds Cooldown

Level 2: 200 Cone AoE, 50 Base Damage, +15 Damage per 10% of Mana Missing, 100 Mana, 9 Seconds Cooldown

Level 3: 200 Cone AoE, 50 Base Damage, +20 Damage per 10% of Mana Missing, 100 Mana, 9 Seconds Cooldown

Level 4: 200 Cone AoE, 50 Base Damage, +25 Damage per 10% of Mana Missing, 100 Mana, 9 Seconds Cooldown

-----------------------------------

3. Skill: Iridescent Carapace (Passive)

Description: Irixiat’s Carapace is made of iridescent armor and deflects magic partially. Reduces magic damage by an percentage.

Level 1: 8% Magic Damage Reduction, Passive

Level 2: 11% Magic Damage Reduction, Passive

Level 3: 14% Magic Damage Reduction, Passive

Level 4: 17% Magic Damage Reduction, Passive

-----------------------------------

Ultimate: Reality Snap

Description: Snaps reality at Irixiat’s current position. Randomly repositioning nearby enemies and drains a large amount of Mana from them. This reality snap affects enemies within 700. The displacement also causes a mini stun with no real duration.

Level 1: 150 - 300 Displacement Area, Drains 15% of Mana, 150 Mana, 180 Seconds Cooldown

Level 2: 200 - 350 Displacement Area, Drains 20% of Mana, 175 Mana, 180 Seconds Cooldown
 
Level 5
Joined
Mar 27, 2017
Messages
106
The idea is for Maw of Madness to stack The Eye Is On him at the start to get enough damage on mobs. I know it is hard to balance but this hero is made to be a support character. He can easily jungle by kiting enemies (even if hes slow he can manage by abusing his aura).

If you take as your first spell The Eye Is On him and do it right you can get a powerful AoE that can shred creeps. Thats why his aura is so weak.

Maybe the aura should scale with intelligence? But that may make this character too powerful.
if the aura becomes something like Int + root(10 for every 100 Insanity stored up , 1.3) then you would have something that caps(when you reach 1000 insanity) out at the same value (minus some dust) at level 1 and can progress with int and which is less weak when depleted. (and the first insanity ranks gives a bit more and the last ones gives a bit less)
or maybe if starting damage is more an issue than maximum damage it might be:
Int - flat constant + 5 for every 100 Insanity stored up.

Another approach to the problem is that in fact that insanity counter basically depletes only when your hero is killed(Because you lose only around 150 insanity by coming to base and coming back unless you are spectacularly slow because spending two minutes for coming to base and back is quite long) and otherwise it is constantly at the maximum or very close except at start and so it is some sort of system that is here only to penalize you for dying and/or retreating too often to the enemies heroes which is already penalized(and for penalizing starting with that hero which is more problematic) so maybe the insanity counter should not start empty when you pick that hero and keep the same formulae but at game start have the hero gain something like 500 insanity.

Anyway all those heroes looks cool and I am impatient to see the end result.
 
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