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Naga Fans

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Level 15
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Jul 19, 2008
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I'm still here. I just work alot. I don't have as much time to just sit down and research ideas like I used to. Whenever I do have spare time, I spend it working on a project of my own that I hope to start as soon as I get a new computer and SCII. It's one of those projects that will probably never get done, it is just really entertaining to design it and plan it all out.
 
Level 10
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Dec 13, 2007
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lol I've been working on a warcraft comic, my scifi book, a warcraft cinematic (not warcraft editor), I'm trying to make a song, and was busy last weekend. So I've been busy, and haven't really touched the whole campaign stuff. Don't know what the status of the race tree is yet, so I can't make a plot or levels until I know exactly what I have. I do, however, have plot ideas that I want to use.
 
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I think we need a detailed update. What units we'll have, what abilities we'll have, what role they fill, how they're supposed to work, and what the problems are. That's the best way to start. I suggest you take a picture of each individual unit, paste them in a row (going down) and have the details to the right of the units they go to. Shouldn't take long.
 
Level 10
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Hmmm, I think the Death Knight could be a balance between strength and intelligence. Strength because of Vampiric aura and Reanimate Dead, and intelligence because of Death Grip and Summon Mur'Ghouls. However, Deathgrip could be taken as a strength ability. So it might just be a strength hero. And the Naga Warlord should be strength and tank Maybe he could have something like Command Aura.
 
Level 21
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Jul 27, 2008
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I think we could replace Vampire aura for death knight. Was thinking perhaps Fear aura or something that effects enemies. Like lowers attack or speed or something else.

True, command aura would be good but perhaps some aura that increases resistance would be more tank-like? Like mountain giants hardened skin aura.
 
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What's wrong with the abilities chosen already? Vampiric Aura would allow the Death Night and melee allies to gain health when attacking opponents, meaning that they last longer. When you've got a buff on a hero, it always increases the performance of your units, not decreases the enemy's performance. Perhaps that Fear ability (name would have to be changed) could be put in a ward for the Sorceror. That'd actually be kind of cool.

And Misha, the Death Knight is a Strength Hero. Their function determines how they are used and the spells they get. Agility Heros are built to disrupt enemies, but slaughter. That would go for the Blade Master, the Warden, the Dread Lord, and the Mountain King.

And what would you want in your fever defuff? If we add too many auras, the balance will be broken and the Naga will most definetly be on top, no matter how you played. I think we're fine with the biffs that we have.
 
Level 21
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Well vampire aura is nice but it already exist so we should make at least modified version of it, we shouldn't use unchanged blizz spells unless they aren't not used by other races. Oh for sorcerer I thought ward that auto AoE attacks units that cast any spell but guess fear could work too, he still needs a unit buff ability (all races must have ability to buff units like "Inner fire, Blood-lust, Unholy Frenzy and Roar").

Sacrid does have a point about hero roles. Agility are hero killers and easily manipulate enemy units while strength heroes either support units and them selves with defensive abilities or deal pure damage sort of.
 
Level 10
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And Intelligence are purely support, but have strong and diverse spells that can deal a severe blow to enemies if used correctly. But they're weaker than the other two hero types.

For the spells, why do we have to change all of them? I think it'd be easier to leave some of the simple ones. If we're going to edit Vampiric Aura, we could basically merge Unholy Aura and Vampiric Aura, so it increses attack power, speed, and gives regeneration bonus when attacking. That'd be quite a useful buff.
 
Level 21
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No their focus believe it or not is speed. Ghoul Frenzy, Unholy Frenzy and Unholy aura and undead are fastest attackers in game then. And their attacks are strong, they do have strongest air unit and range unit. As for hp well I am sure humans win that cuz they have actually upgrades for that and orcs are naturally tough.
 
Level 10
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Well it's definately an interesting concept. If we could get something similar, that'd be cool. I was thinking, now that I've seen it. we could use a water elemental without arms and put similar armor on it. The high pressure water laser there would be the highlight. Probably as it's only attack, assuming we don't add anti air attack as well.
 
Level 21
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Jul 27, 2008
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I was to lazy to even try. Or am just unlucky. Tried to transfer animations from undead building to custom building so it would use undead birth animation and instead custom unit lost its only animation (death).

Oh and I was gone these 2 weeks so I didn't work much...
 
Level 21
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Jul 27, 2008
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Right right, not like I have joined race contests for third time or got addicted with red alert 3 ^^;

Anyway how about these ideas:
-Mur'gul to have slippery skin ability (basically evasion)
-Sorcerer to get alchemist AoE heal instead of tranquility (still channeled), ward that auto attacks any unit that casts spell and auto-cast ability that increases attack and speed of naga units?
-Find a way to make ability for reptilian scavengers to attach themselves on air units and feed on them.
 
Level 21
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Jul 27, 2008
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14,361
Well most tier 1 melee units (aka cannon fodder) have upgrade or ability to survive a little longer (defend, cannibalism, hp increase for grunts and archer are semi-imune to piercing/magic attacks). Though I do think something better should be for mur'guls.

She already has parasite auto cast.

Yep, perfect anti-air ability though similar to dragonhawks just has heal and i guess different duration.
 
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