• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • 🏆 Hive's 6th HD Modeling Contest: Mechanical is now open! Design and model a mechanical creature, mechanized animal, a futuristic robotic being, or anything else your imagination can tinker with! 📅 Submissions close on June 30, 2024. Don't miss this opportunity to let your creativity shine! Enter now and show us your mechanical masterpiece! 🔗 Click here to enter!

Pandaren RPG

Status
Not open for further replies.
Level 34
Joined
May 1, 2008
Messages
3,212
There we go, fixed!
pandasmile.png
 

Attachments

  • PandarenRPG_LoadingScreen.png
    PandarenRPG_LoadingScreen.png
    1.4 MB · Views: 33,403
Level 18
Joined
Jul 28, 2009
Messages
410
Ok here are some more suggestions :)

64097d1251039920-pandaren-rpg-pikeman_quickjab.png
Pike Charge (Pike Impact)
Matsu charges forward with his spear.Damages everything 700 range in front of him and 200 range around him. (In other words moves from point A to point B)

Level 1 - 325 damage, 2 seconds slow atack speed by 25%, costs 45 mana points.
Level 2 - 450 damage, 2.7 seconds slow atack speed by 25%, costs 90 mana points.
Level 3 - 575 damage, 3.4 seconds slow atack speed by 25%, costs 130 mana points.

2 minutes cooldown.

icons_4478_btn.jpg
Poison Strike
Matsu's spear is painted with a deadly poison.Every hit made by Matsu will make the poison to stack up to 4 times.

Level 1 - Deals 10 damage per 0.5 sec.Slows Speed by 2%.Poison lasts 3 seconds.
Level 2 - Deals 20 damage per 0.5 sec.Slows Speed by 3%.Poison lasts 4 seconds.
Level 3 - Deals 30 damage per 0.5 sec.Slows Speed by 4%.Poison lasts 4 seconds.
Level 4 - Deals 40 damage per 0.5 sec.Slows Speed by 5%.Poison lasts 4 seconds.
Level 5 - Deals 50 damage per 0.5 sec.Slows Speed by 6%.Poison lasts 4 seconds.

Passive Ability.

How it works (level 5): Deals 50 damage per 0.5 for seconds (400 damage).Slow stacks up to 4 times (24% Slow speed)
Replace Truestrike Aura and Pike Impale



Change "Fan of Knives" to "Fan of Shurikens"
Change "Evasion" to "Confusion"
Change "Evasion" description: Kali moves and attacks so fast that his enemies confuse.
Change "Evasion" Icon with this (I made it :grin:)
Confusion-1.jpg



Surrender to Darkness

Using the power of evil energy, Hinjo turns an enemy target ethereal and increases magic damage taken.(Only Hinjo spells will make more damage)

Level 1 - 5% damage more, lasts 8 seconds. No mana cost.
Level 2 - 20% damage more, lasts 16 seconds. Costs 4 mana points.
Level 3 - 35% damage more, lasts 24 seconds. Costs 8 mana points.
Level 4 - 50% damage more, lasts 32 seconds. Costs 16 mana points.
Level 5 - 65% damage more, lasts 40 seconds. Costs 20 mana points.

18 seconds cooldown.

Shadow Strike
Hinjo blasts enemy units around a target enemy unit with a wave of damaging shadow power. Area of effect is 300.

Level 1 - 60 target damage, 20 nova damage. Costs 15 mana points.
Level 2 - 120 target damage, 40 nova damage. Costs 20 mana points.
Level 3 - 180 target damage, 60 nova damage. Costs 30 mana points.
Level 4 - 240 target damage, 80 nova damage. Costs 40 mana points.
Level 5 - 300 target damage, 100 nova damage. Costs 70 mana points.

18 seconds cooldown.

(This means level 5 Shadow Strike x level 5 Surrender to Darkness = 495 damage)

Word of Pain
Hinjo whispers the word of darkness, cursing the enemy unit dealing damage every second and stunning them. Lasts 20 seconds.

Level 1 - 5 damage per second, every 2 seconds stun enemy for 0.5 sec. Costs 16 mana points.
Level 2 - 3 damage per second, 10% attack speed. Costs 24 mana points.
Level 3 - 8 damage per second, 15% attack speed. Costs 32 mana points.
Level 4 - 13 damage per second, 20% attack speed. Costs 40 mana points.
Level 5 - 18 damage per second, 25% attack speed. Costs 70 mana points.

70 seconds cooldown.

(Surrender to darkness (level5) x Word of Pain (level5) = 29.7 damage/sec = 594 damage)

Reworked his skills a little so now it is based more on his skills not just to w8 there cd.



Spiritual Fire
Spiritual fire that imbues Kesha's soul with power and tranquility, increasing his armor,Health and Mana regeneration. Lasts 20 seconds.

Level 1 - 2 Armor, 2hp/sec and 30% mana regen .2 mana cost.
Level 2 - 5 Armor, 3hp/sec and 60% mana regen/ 5 mana cost.
Level 3 - 8 Armor, 4hp/sec and 90% mana regen. 10 mana cost.
Level 4 - 11 Armor, 5hp/sec and 120% mana regen. 20 mana cost.
Level 5 - 14 Armor, 6hp/sec and 150% mana regen. 30 mana cost.

35 seconds cooldown.

Okibi
Kesha summons Okibi, the living fire. Okibi wreaths an enemy unit in magical flames causing damage over 8 seconds. Okibi will also reduce an enemy target's attack rate and attack speed.

Level 1 - 300 damage, 15% reduced attack rate and 5% reduced attack speed. Costs 70 mana points.
Level 2 - 500 damage, 25% reduced attack rate and 10% reduced attack speed. Costs 120 mana points.
Level 3 - 750 damage, 30% reduced attack rate and 15% reduced attack speed. Costs 180 mana points.

2 minutes cooldown.

I don't know really but i rework them because think a little :) 50 reduction atack rate..... On boss ??? ha lets say 4 people with skills for slowing atack and dmg.... The boss will hit them like 1 time on 1 min.



Summon Baru

icons_573_btn.jpg
Rejuvenation
Using nature's rejuvenating power to heal wounds, Komi casts rejuvenation on a friendly unit to heal lost hit points over 8 seconds.

Level 1 - 50 hit points, costs 25 mana points.
Level 2 - 100 hit points, costs 35 mana points.
Level 3 - 200 hit points, costs 45 mana points.
Level 4 - 250 hit points, costs 60 mana points.
Level 5 - 350 hit points, costs 85 mana points.

40 seconds cooldown.

64348d1251323482-pandaren-rpg-druid_rejuvenation.png
Mark of Nature
Komi buffs a friendly unit with the Mark of Nature,unit heals from received damage and increase armor. Lasts 14 Seconds.

Level 1 - 6% of received damage, 2 armor. Costs 5 mana points.
Level 2 - 9% of received damage, 4 armor. Costs 10 mana points.
Level 3 - 12% of received damage, 6 armor. Costs 15 mana points.
Level 4 - 15% of received damage, 8 armor. Costs 25 mana points.
Level 5 - 18% of received damage, 10 armor. Costs 35 mana points.

25 seconds cooldown.

Bear Form
Komi unites with nature and transforms himself into a Bear. Increasing his armor,atack and hit points.While in bear form Komi unlocks seacret powers.Attacks on melee while in bear form.When he returns to normal form he returns with 35% mana.

Level 1 - 100 hit points, 6 armor and 25 attack damage. Costs 60 mana points. 1 Skill.
Level 2 - 150 hit points, 8 armor and 50 attack damage. Costs 40 mana points. 3 Skills.
Level 3 - 200 hit points, 10 armor and 75 attack damage. Costs 20 mana points. 4 Skills.

icons_6651_btn.jpg
Shred
Komi strikes with his paw dealing 290 and reducing targets speed by 20% for 4 sec.

Cooldown 22 sec.

You get this skill when you have Bear Form level 1.

icons_4531_btn.jpg
Bite

Komi bites the target dealing 480 damage over 3 seconds and returning 10% of the targets current hit points.Komi and the target are immobilized for 3 seconds.

Cooldown 32 sec.

You get this skill when you have Bear Form level 2.

icons_5937_btn.jpg
Rabies
Komi increases atack speed by 70% for 16 seconds.After effect ends his atack speed is slowed by 20% for 3 seconds.

Cooldwon 32 sec.

You get this skill when you have Bear Form level 2.

64349d1251323482-pandaren-rpg-druid_mark_of_nature.png
True Beast
While in bear form the skill increases your damage by 35%

Passive ability

You get this skill when you have Bear Form level 3.

I like druids and i think this is a good suggestion that i made to you :thumbs_up:



Replace Battle aura with Parry, because with Warcry and battle aura it will be overpowerd.

63960d1250932333-pandaren-rpg-sumo_counterattack.png
Parry
Mikasa uses his weapons to parry enemies atacks.

Level 1 - Every 8 seconds parry 1 atack.
Level 2 - Every 7 seconds parry 1 atack.
Level 3 - Every 6 seconds parry 1 atack.
Level 4 - Every 5 seconds parry 1 atack.
Level 5 - Every 4 seconds parry 1 atack.

Passive ability.

Warcry

Mikasa lets out a loud warcry, giving nearby friendly units a bonus to damage and increased life regeneration. Lasts 13 seconds.

Level 1 - 7% damage increase. Costs 5 mana points.
Level 2 - 12% damage increase. Costs 10 mana points.
Level 3 - 17% damage increase. Costs 15 mana points.
Level 4 - 23% damage increase. Costs 25 mana points.
Level 5 - 28% damage increase. Costs 50 mana points.

45 seconds cooldown.



Change name of rest to Meditation
Change Counter Attack with Body Fat

Body Fat
Banja's fat protects him suffering dangerous amount of damage.

Level 1 - 4% damage reduction.
Level 2 - 8% damage reduction.
Level 3 - 12% damage reduction.
Level 4 - 16% damage reduction.
Level 5 - 20% damage reduction.

Passive Ability.



This is what i suggest but it is still your rpg and you decide :grin::grin:
 
Level 34
Joined
May 1, 2008
Messages
3,212
Mhm mhm... okay. We'll see, maybe I'll take some of those ideas. Also, I'm not sure if you know that already, but this is a single play RPG, so the situation that you mentioned with Okibi won't really happen.
I don't know really but i rework them because think a little :) 50 reduction atack rate..... On boss ??? ha lets say 4 people with skills for slowing atack and dmg.... The boss will hit them like 1 time on 1 min.
 
Level 6
Joined
May 1, 2009
Messages
215
Oh, right, sorry... Uum, I might put in Blade Dance and Deep Wound, but I don't know from which ability am I going to base Deep Wound from, I don't know how to create custom spells with JASS or GUI.
pandahmm.png


EDIT: Update!
- Loading Screen changed (thanks to Static)
- Stormcaller's icon for Lightning Strike, changed

If you don't know how to create spells with GUI that's a problem. It's not hard though.

For "Deep Wound" you'll need a dummy passive spell (preferably something like "True Sight" – a passive like crit strike/evasion might overwrite item effects), then you'd need a trigger like this

  • Events
    • A Unit Is Attacked
  • Conditions
    • Unit Type of Attacking Unit = Hero
    • Attacking Unit has ability X
  • Actions
    • Math set RandomNumber (variable) = Random Number between 1-100
    • If Then Else
      • If RandomNumber is less than or equal to 3 do
        • Create 1 Dummy Unit For Player of Attacking Unit at (position of attacked unit)
        • Add (Shadow Strike) to (last created unit)
        • Order (last created unit) cast Shadow Strike to (attacked unit)
        • Give (last created unit) a Generic expiration timer of 1 second
      • Else
        • Do nothing
To add the armor reducing buff, you'll need to trigger it so the dummy unit also casts faerie fire or attacks the unit with an orb of corruption item ability on it.

Personally I find the spell to be a tad overpowered. A chance to deal damage and reduce armor is pretty powerful, it's not percentage damage either, it's direct damage so it could be a problem if a player gets too much attack speed.

I don't have a working WE on me while I write this, but this is the basic jist of it. If you can't do GUI spells you're going to have a rough time making heroes though :).
 
Level 34
Joined
May 1, 2008
Messages
3,212
omg friek the loadingscreen is really uber-imb0rpwnage but i would hide the version count cause thats not so important for a singleplayer rpg isnt it?
I thought people usually put "Version" since they know they messed something and they will fix it in the next version... I kinda thought about it like that, but I guess I can remove the version from the loading screen.
compleat the to do list, and the Terrain :D
I am doing the heroes right now, to complete the whole list will take a lot of time.
64427d1251462991-pandaren-emoticons-pandatongue.png
 
Level 6
Joined
May 1, 2009
Messages
215
Looking over your heroes I've realized I'm going to have to really give you a detailed criticism of all of them, a few of the spells are just plain awful for the hero they're on, others suffer from dis-syngery. The ideas for the heroes aren't bad, just the execution. Let me point out one just now...

Raijin the Lightning mage hero:

The problem with this hero is this hero will get a lot of mana regeneration but will have nothing to spend it on. Lightning shield has an obscenely long cooldown, as does his primary spell. He's a caster, so he's really going to need to be able to spam his spells. You should lower the cooldown and increase the mana cost of all of his spells. Lightning shield will be pretty weak in its current form too, unless your heroes will be fighting huge armies with lots of enemies grouped together for lightning shield to really hurt... you'd be better off giving him another AOE or single strike spell, or some kind of auto-cast buff or attack (like cold arrows, except you could call it "paralyzing shock"). I'll give a more comprehensive review later but I just wanted to remind myself to do this!
 
Level 6
Joined
May 1, 2009
Messages
215
maybe maybe not, it's how you look at it from different point of views. ..

True, and it isn't my RPG so I have no right to demand changes however... in my first example...

We're dealing with a single player RPG here, so I expect there to be a plethora of items to chose from. The many challenges will likely be in the forms of creeps, bosses, and the occasional puzzle.

Because of this, the main objective of the game will be hero building. You want the best, most optimized hero, to fight hordes of baddies and bosses. You want him to deal as much DPS as you can (either in the form of healing an ally while he attacks, or attacking him yourself) for the longest possible time.

In an RPG you generally play to your hero's strengths. If he comes with a passive critical strike ability, you'll want to increase his damage. If he comes with a spammable nuke, you'll want to give him +mana regeneration and +int/hp items.

In the hero I mentioned, he's a caster, and his passive is mana regeneration, with 1 offensive spell and 1 damage over time AOE spell (which is very situational, since it can hurt you as well) and an ultimate AOE. He has no passives which make getting items like life steal, crit, bash, etc. very attractive, so the player will be intersted in equipping +regen, +Max health/mana items, and items with miscellaneous effects (like spell absorb, spell reduction, summoning items, consumables, etc.).

Because of this, the player will rely on his spells to kill his enemies, since his auto attack will not be suffecient for the more difficult challenges (bosses, hordes of enemies).

But if the spells have long cooldowns (30 seconds for a primary spell alone, is a long time), not only is the DPS of the hero restricted, but he's very vulnerable while they're cooling down. In-fact, as it stands, this hero will likely cast his spells on his enemies then run around in circles until he can cast them again, since, his auto attack will contribute little and taking damage sitting there won't help him at all. Because the spells have such a long cooldown, also, his passive doesn't have much use since he'll probably regen all of his mana back by the time he can cast his spells again, which makes +int items fairly useless. It's likely someone who plays this hero will be casting his spells for 1 second then for the next 30, feeling bored or frustrated because his hero cannot accomplish anything during the remainder. Long cooldowns on spells are better suited for agi/str heroes since they will be auto attacking for heavy damage or tanking during those 30 seconds, is my point.

If you reduced the cooldowns to half of what they are, that would be suffecient. If they were reduced to 8-12 seconds, you could increase their mana cost to compensate. 8-12 seconds is fairly balanced.

If you set them to 1-5 seconds, you could increase their mana cost significantly. This would make the player consider when he should use his spells and when he shouldn't. This would also make his passive more useful and make getting +int and +regen items more desirable. You could further balance issues by giving some bosses spell resistance.

Personally, I'd like to see some more inventiveness on his spells too. Maybe lightning shield could have a secondary effect? Like making the target able to absorb damage from lightning-based spells (you could trigger that pretty easily) or maybe units which are damaged by lightning shield are briefly slowed. Perhaps his ultimate could be influenced by his int or mana stat?
 
Last edited:
Level 34
Joined
May 1, 2008
Messages
3,212
Thank you very much, FlowerofSpeech! I mostly agree with you, and I will do as you say, but... I forgot to mention... none of these heroes are actually tested and balanced. Why, because I haven't made the enemy units yet, but we'll get there soon enough... the abilities that you see right now will be almost completely changed untill they're balanced. Right now, we can say that this is... version 0.12, or maybe even less... I'm telling ya, there will be a lot of work here untill it's finished...
pandasmile.png


Update!
- Shodo-Pan's abilities added
- Dexterity heroes are done

There we go... I was working on the Guardian Spirit model, most of the time... I'll show you an ingame picture of the model.

EDIT: Okay, this is the ingame picture:

guardianspirit.png
And this one is taken from Magos:
guardianspiritmagos.png
Just please, don't criticize it too harsh... I know it's not the best... you could also call this "FrIkY's first serious model edit".
 
Level 6
Joined
May 1, 2009
Messages
215
I dunno what the model looked like before, but your edit looks fine. Better than what I could do, probably.

And I understand you haven't tested your heroes yet. I guess it would be hard to figure out what spells to give them when you don't even know what they're going to be fighting :p
 
Level 34
Joined
May 1, 2008
Messages
3,212
I dunno what the model looked like before, but your edit looks fine. Better than what I could do, probably.

And I understand you haven't tested your heroes yet. I guess it would be hard to figure out what spells to give them when you don't even know what they're going to be fighting :p
Infernal edit. Oh, I know what they're going to fight, I just haven't made them yet...
64427d1251462991-pandaren-emoticons-pandatongue.png
 
Level 5
Joined
Oct 5, 2008
Messages
140
By the way: Have you thought about implementing "origin-quests" for the different heroes or, because that would probably too much work, for the different classes (might and so on)? Also, are you actually going to have some influence on what is going on in the story or is it going to be strictly linear (which is not necessarily a bad thing in my opinion)?
 
Level 6
Joined
May 1, 2009
Messages
215
Hero Spells:

Groundshaker:

The main problem I find for this hero is that his skills don't really make any sense.

Hurl Boulder vs Groundslam

Both cost 50 mana. Boulder does 300 damage to a single target, ground slam does 400 in an area. Ground slam has a shorter cooldown (by 15 seconds).

Why would I ever waste my mana on hurl boulder? The slam is clearly the superior spell, by far. There is no comparison. It doesn't help that there's little variance between the spells, they do basically the same thing.

The early levels of bash are simply terrible while the final level of bash is ridiculous. You can't simply increase effectiveness by 2 every level, although on paper seems balanced, it won't be in-game. A 15% to deal 160 bonus damage is quite a lot, especially when a stun is added to the effect.

Earth Ripple: Really, really boring. I understand you cannot use JASS and have little experince with GUI we can really improve the creativeness of his spells. I would like to suggest this:

The Groundshaker is adept at putting his enemies off balance. His spells have cumulative effects on his foes.

Hurl Boulder: Deals 65*Level damage and knocks the target back 50*level units away from the caster.

Ground Slam: Deals 15*Level damage and throws units off balance, making them attack and move 3.5*level% slower for 7 seconds. If Ground slam is cast again before the duration is up, the units will be put further off balance, making them attack 5*level% slower for 7 seconds and increasing the knockback on Hurl Boulder to 125*level units and the damage to 80*level damage.

Bash: 1*level% chance with each attack to throw a target hurtling back 100/125/150/175/200 units away from the user, also slowing move and attack speed by 4*level% for 10 seconds. If a target is struck by Hurl Boulder after being bashed, it will lose 5 armor for 15 seconds. If a target is struck by ground slam, it will be stunned for 0.5*level seconds.

Earth Ripple: Change this to a channeling spell that ripples the earth below the caster, dealing damage to nearby units periodically and slowing their move/attack speed. Basically a channeling earthquake that deals damage but only damages the area around the caster.

I know the above spells would require a bit a triggering, but it's very doable with GUI, and if someone at the hive would be willing to volunteer, it could be easily done in JASS too.

The idea is synergy. You don't have to use my ideas, but the spells a hero gets should work together. In my example I'm trying to coordinate the spells so they get bonus effects if you use them in chains. If you keep the cooldowns high for this hero, he will be forced to save his spells until he bashes so he can maximize their effects.

Sumo Wrestler:

My problem with this hero is that his skills don't fit him in any particular niche.

Groundstomp: Tone down the damage (75/125/175/225/275). When the Wrestler uses Ground Stomp he taunts his enemies, forcing them to attack him.

Counterattack: This spell is... frankly, it's ridiculous. 50% damage return? It would basically make this hero easy mode for bosses.

I would change it completely. Here's my suggestion, but you can make your own:

Bulk Up: The Sumo Wrestler concentrates his chi, allowing him to greatly increase his mass temporarily. Increases damage dealt by 30+level*2% but decreases attack speed by 25/20/15/10/5%. Afterward, the user is exhausted and has 1/2/3/4/5 less armor for 10 seconds.

Rest: I guess it's an okay spell, but its function is curious to me. It seems like the player would benefit from something else, especially since it's basically a non-comabt recovery move.

My suggestion:

Slow Metabolism: Every time the Sumo Wrestler consumes food, his attack damage is increased by level*2. Stacks up to 10 times. Lasts 3 minutes.

Ultimate: I think this spell should function like a "charge". You choose a target and the Sumo Wrestler runs into it, dealing damage and knocking back the target and stunning it. If you're bulk'd up it should deal bonus damage or the stun should last longer.

Warrior:

Sunder Armor: Good.
Warcry: Good, but what's the life regneration?
Battle Aura: Boring. Especially when the hero's other spells have long cooldowns. How about this?

Impale: % chance to deal damage behind the target you're attacking. If the primary target you're attacking has sunder armor on it, it loses 1*level more armor and its duration is reset.

Enrage: Hmm... so-so. With all the attack speed this hero will get, it's almost like he'll become an agility hero! How about this?

Enrage: When activated, the user takes 25% more damage and loses 1*level mana per second but gains 1 strength and 1 agility every 2 seconds, capping at +14/21/30 agility and +30/45/60 strength. When deactivated, the stats slowly return to normal. If you cast warcry while enraged, you are healed for 150/200/250 hp.

Manaseeker:

This hero is basically solid though I would expect it to be changed a lot before the final version. Also, your description of him uses "knowledge" way too much :p

Ignite Mana

I'm not exactly sure how much mana the average unit will have, especially since all your heroes use very little mana for their abilities. So is 25 mana a lot, or a little? It would seem like a moderate amount... while 250 mana would seem like quite an enormous amount, it seems.

The spell seems okay, it's just it's hard to balance now. I'll leave it alone.

Mana Barrier:

Eh, I really bad skill for a single player RPG imo. It could be very easily abused, or it could become basically worthless. Again, it's dependent on how much mana this hero can get (5x your mana pool = your health... it a lot of health, usually).

I would consider a different kind of spell.

Absorb Mana:

Seems fine, especially if this hero will be using a lot of mana.

Mana Renew:

Interesting, but I'd give it a secondary effect.

Shadowmancer

Shadow Strike: Eh, how about a more interesting spell than nova? How about this:

Soul Cry: Deals 50 initial damage to the target, jumping 2/3/4/5/6 times. Each jump deals 15/30/45/60/75% more damage.

Banish: S'good.

Word of Pain: It's fine, though I would prefer something more interesting. Like a summon?

Spectre: Animates a random corpse (giving them 50% transparency) from the dead, the spirit has 5/4/3/2/1 less armor and deals 25/20/15/10/5 less damage than it did in life. Specres last 30/60/90/120/150 seconds. Does not work on bosses or unique creeps.

Dark Energy: As a passive ability, this spell would be completely and utterly ridiculous. It's basically like a permanent starfall. I'm sorry for being harsh, but it wouldn't work (unless the area of effect was like melee range – and then it's just permanent immolation). I would suggest something like:

Manipulate: Coaxes a unit to attack its ally. Under the effects of manipulate, units lose 2% of their health every second but attack 50% faster. Bosses, heroes, and some unique creeps cannot be manipulated.

Firecaller

Fiery Impact: Okay.

Spiritual Fire: This is... rather powerful. Especially at level 5. With a low cooldown too... it's pretty imbalanced. I think it should do this:

While under the effects of spiritual fire, the hero returns 7*level% damage taken to the attacker and increases the damage dealt by his spells by 50*level for the duration (which is 10/11/12/13/15 seconds with a 40 second cooldown).

Ignite: Okay.

Okibi: Eh, it's a little boring. How about this?

Okibi: The hero becomes wreathed in flame, dealing 15 damage per second to nearby enemy units while active. While active, the user also takes 15/12/9 damage per second. While active, the user's Fiery Impact becomes Heat Wave, which is a line area of effect spell which deals heavy damage over time to units that remain in the AOE.

Druid:

Seems okay. His rejuvenation doesn't heal much and has a huge cooldown, but that can be balanced later. Mark of Nature seems rather bland though, I'd give him another spell dealing with nature. His ultimate is okay, but perhaps while in bear form, instead of losing regneration, he just can't cast any spells. Increase the mana cost to transform. Give the bear form some interesting passive abilities.

Geomancer:

Earth Shock: Okay, if boring.
Elemental Shield: Poor. 20 armor is quite a bit if you're using the normal armor chart. It also lasts a long time. Give him a support spell (summon or target buff, anything but self-cast only).
Song: Unless you have a good song to play during this, I would consider something else. Otherwise it will just be weird in-game.
Sunder: This will deal quite a bit of damage for an AOE. Really overpowered. Not sure what I would replace it with though.

Stormcaller:

Covered.

Dragon Warrior: Good except for dragon fire. How about this?

Dragon Spear: The user summons a great dragon spear (item), giving the hero 15/30/45 bonus damage. Dragon Spear has an ability on it which gives your attacks the chance to summon dragon spirits. The item goes away after 60 seconds. If the hero's inventory is full, the hero will be healed for 75*level hp and deal 75*level damage to all units in a small aoe in front of the caster.

Ninja:

Pretty good.

Stealth: I would increase the duration since 80% slower would make this spell basically useless. Lower the backstab damage and change the movement speed loss to 80/70/60/50/40. Actually, I think, if you gave certain enemies true sight (like sentries and bosses), you could afford to give this spell a duration of 0 (with a 1-1.5 minute cooldown), allowing the player to move slowly around and scout out his foes or set up ambushes.

Fan of Knives: Pretty good... except at level 5 the cooldown makes it ridiculous (400 damage every 10 seconds? compared to your other spells this is pretty high). I think a single target ability would be more suited, or maybe a trap spell? A spell that sets up something like stasis ward (except instead of stunning it has some other effect). You could also try a spell like "phase shift" and call it "vanish" or something?

Evasion: S'ok.

Shadow Phantom: Hmm, it's okay, but I think you could come up with sometihng better.

Pikeman:

Pierce: Pretty good.
Truestirke: Overpowered. Half the damage gain.
Quick Jab: Pretty good.
Pike Impale: Add a secondary effect, units effected by pierce take 100*level bonus damage.

Shodo:

Whirlwind: Mmm, it's alright.
Song: Bad. An agi hero needs to deal damage, he can't afford to channel. It doesn't suit him at all.
Guardian Spirit: Mm, a summon on an agi hero is strange but not horrible. I'd give him the taunt ability though.
Spiritual Form: Seems alright, if very boring.

Wawrdancer:

Whirlwind: You're recycling moves now :p it's fine though
Mirror Image: Hmm, it's dull, level 1 and 2 are very very weak too (10/15 seconds on a summon is almost nothing). I would scrap this though.
Critical strike: Fine.

War dance: You already have whirlwind, this is very redundant. I would seriously consider redoing this.


Windwaker:

Windwalk: Eh, it's alright.
Wind Strike: Okay.
Twister: Too conventional. I would give it a secondary effect and REALLY tone down the attack speed gain.
Tornado Spin: Between whirlwind and war dance you're abusing the spin animations too much. I would consider something else.

Lol I did all this between classes. Forgive me if I'm being too critical. It's your map, not mine. However, I think it helps to have some input. Consider my ideas and reject them if you wish, just using my experience with WC3 as a guide for my criticisms, I'm no authority on the matter.

edit: I forgot to mention this!!! by level*constant, I mean that as a variable for skills as they level up, in the instance of level*2 I mean, (level of the ability being cast) times (2), min level is 1, max is 5 for non-ultimates
 
Last edited:
Level 6
Joined
May 1, 2009
Messages
215
Wow. Maybe you can use the hide text thingy?

Yeah I was going to format it but I saw what time it was and said 'Oh crap'. Had to get to class you know. Maybe I should have posted it later?

Oh... man... I don't know should I be happy for such a long review with great ideas, or sad because of all that time I spent making these abilities... thanks again, FlowerofSpeech, but I don't know how to make most of these abilities, they all require skills in triggering... uhh... *feints*

If you really can't find anyone to trigger them for you (the spells I listed would be easily do-able if you wanted to do them, they're not very complex) I'd be willing to. But I doubt you'll have trouble finding someone capable who can trigger some hero spells for you. I mean, look in the request section, there's somebody who even makes JASS spells for people for a little rep.
 
Level 34
Joined
May 1, 2008
Messages
3,212
Update!
- Pandaren Brewmaster's abilities added

I kept all the abilities from regular Brewmaster except for "Drunken Brawler" (I'm saving that for Drunk Boxer) which I replaced with "Master Drunkard". In "Storm, Earth and Fire"'s description, I couldn't tell you all the info about their hit points, attack damage armor etc... because there's a lot of stuff to write, and there's not enough space in the Ability Description... or something like that. Okay, but right now I'll need some ideas for Drunk Boxer's abilities. I know 2, "Drunken Brawler" and "Drunk" (ulti, something like Warrior's "Enrage"), give me more!

EDIT: Ah damn... I messed something up... I didn't save changes when I was editing... wait, it will be fixed in few minutes.
EDIT2: There, fixed!
 
Level 6
Joined
May 1, 2009
Messages
215
Drunken Stance:
The user consumes alcohol, causing his attacks to miss 50/45/40/35/30% of the time but increasing his evasiveness by 35/45/55/65/75% for the duration. While drunk, the user takes extra damage from breath of fire (and other 'breath' spells). Lasts 10/11/12/13/14 seconds. 45/44/43/42/41 second cooldown.

Refreshing Brew:
I like this idea, except, although it restores hp/mana, it makes the user drunk for a short period of time (and lowers the user's armor while drunk). It doesn't give evasion boost.

Passive:

Tolerance:
Having built up an immunity to toxins, the user cannot be poisoned. Also increases passive health regeneration by 33/66/99/130/150% and spell resistance by 3/6/9/12/15%.

Or

False Image:
While drunk, the Drunken Boxer has a 10/15/20/25/30% chance to create an illusion of himself when he attacks. The illusion takes 10 normal damage and deals 100% damage.

Or

Drunken Release:

While drunk, the Drunken Boxer steadily gains strength (1/2/3/4/5 strength every 3 seconds). Upon becoming sober, the strength gain is lost.
 
Status
Not open for further replies.
Top