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[Altered Melee] Race/Hero Ideas

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For this map~

The Third Age v1.03

Hoy there! So I upped a Blood Elf race a ... i forget how long ago but a bit ago-- in that I mentioned that I had Naga and Demons/Burning Legion that mostly needed heroes which is uh... still true. I suck at coming up with hero ideas, still since then I've also added in Chaos Orcs, think Mannoroth-blood Orcs in the Grom level in the Orc campaign, I'm separating them from Fel Orcs in that Fel Orcs are the Outland ones with mutations and spikes on their backs while Chaos Orcs are basically just red orcs; they're also based a bit around Warcraft II's techtree.

Anyways! Babbling on about random whatevers seems to be what I'm good at, but for more info and such I need help with ideas on more Naga, Demon and Chaos Orc heroes (and maybe a flying unit or two for Demons)

Any hero that is in violet text is implemented completely, the others are uh... up in the air, as it were.

Naga (Implemented):
Screenshots of current stuff~
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((Names))
Illidari Demon Hunter (Probably Illidan model)
Soul Siphon - A psionic attack which drains 50/100/150 mana from the targeted unit and convert it into 100/200/300 health for the Demon Hunter.
Mind Lock - Prevents the affected unit from casting any spells while under its influence as well as slowing their movement for 20/40/60% for 10/14/18 seconds.
Spell Negation - Passively reduces 15/30/45% damage from spells, and a spell shield that stops a negative spell which recharges every 60/45/30 seconds.
Mind Bomb - Casts a curse on the target unit where if the target unit tries to cast a spell they will explode dealing 300 damage to the main target and 200 damage to enemies around in a range of 400.


With this hero, the normal Demon Hunter as well as the Blood Elf one in aforementioned map I think it's kind of hilarious to have three separate takes on the same thing.

((Names))
Naga Enchantress Medusa - Ancient Witch
Dimebolt - Strikes the selected area with a bolt of lightning dealing 50/100/150 damage, has a 33/66/100% chance to strike a second time, a 22/44/66% chance to strike a third time, and a 11/22/33% chance to strike a fourth time. Each repeated bolt deals 50 damage.
Mending Rapids - Casts a circle of healing waters on the target area, healing for 40/80/120 HP a second for 3 seconds, followed by 20/40/60 HP a second for 6 seconds. (Essentially a reverse Flame Strike)
Drown the Weak - Creates a bubble of water around the target unit, causing them to miss 20/40/60% of the time as well as taking 100% of the damage taken as mana damage, while only 30/40/50% normal damage is taken, if they have no mana they will instead take 33/66/100% extra damage.
Terror of the Tides - Creates a superstorm in the target area, calling down a storm of lightning to strike enemy units for 30 damage in a very large target area and summons three Tornadoes that slows enemy units' movement speed, randomly tosses enemy ground units into the air and damages enemy buildings. This superstorm lasts for 45 seconds.

((Names))
Highborne Sorceror HighborneMage_byCakedog345.blp
Icicle Lance - Creates a piercing shard of ice that deals 95/190/285 damage and slows them by 40/50/60% for 10/15/20 seconds.
Ethereality - Banishes units in a target area, turning them ethereal and slowing their movement speed by 35% for 7/9/11 seconds. Ethereal creatures cannot attack, but they can cast spells and certain spells cast upon them will have a greater effect.
Summon Rime Elemental (Essentially slightly weaker Water Elemental with frost attack)
Feed the Hunger - Changes the Highborne Sorcerer's attacks to Spell attacks, while in this state he has a splashing Feedback attack that may also drain 50% of the damage dealt as mana, however, his mana will naturally rapidly degenerate.

((Names))
Naga Champion Naga Royal Guard
Venom Swipe - The Naga Champion coats his weapon in a potent venom then swipes in front of himself, dealing 60/120/180 damage initial damage to all hit as well as poisoning them, dealing 4/8/12 damage a second as well as slowing their attacks by 10/20/30% for 10 seconds. During this time, the Champion's weapon will also keep the venom coating which gives a poison attack that deals 4 damage per second, and slows the target enemy's movement by 50% and attack by 25% for 5 seconds. These two poisons can stack.
Royal Guard - Taunts enemies in range to attack you, while in this state enemy damage done is decreased by 10/20/30% and 5/10/15% of the damage dealt will be reflected. Lasts for 10/15/20 seconds.
Enervation Aura - Reduces damage of enemies in range by 8/16/25%.
Undying Will - In certain cases the Naga Champion will just refuse to die, damage at fatal HP (10%) will cause him to regenerate at a rapid speed, healing 1000 HP in 10 seconds. Can only occur every 60 seconds. (Casts some kind of buff/debuff that makes it so this can't activate during the time, of course also means it'll forcibly reset if he revives)


Chaos Orcs (Implemented):
Screenshots of current stuff~
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full

((Names))
Chaos Orc Blademaster (Blademaster of Blackrock Clan model)
Scent of Blood - Speeds up allies in a range of 200/275/350 by 120/140/160% for 13 seconds, if a unit attacks it will break their haste and deal 10/20/30 extra damage.
Perfect Replica - Creates a single Mirror Image that deals 30/60/90% the damage of its original, as well as taking 160/130/100% as much damage upon being struck.
Burning Blade - Wreathes your blade in an endless flame, causing attacks to splash to enemies in range for 7/14/21 damage along with increasing your agility by 2/4/6.
Counter Attack - The Blademaster enters a defensive stance, all attacks dealt to you in this state will deal 50% damage and if in range of your blade (200) cause you to immediately strike back for 200% of the full damage recieved (So 400% damage, taking the halved damage into account), this defensive stance lasts for 8 seconds.

((Names))
Chaos Orc Warlord (Possessed Grom model)
Ephemeral Blaze - Increases movement and attack speed by 20/40/60% and increasing all damage dealt by 14/28/42% for 9 seconds.
Illusory Terror - Creates 1/2/3 Mirror Images that deal 100% damage of its original but take 400% damage.
Axe Flurry - Your attacks have a 15% chance to unleash a flurry, doing 1/2/3 extra attacks.
Demon's Blood - The Warlord gouges his hand and spins, flinging his corrupted blood at a random neaby enemy which will splash further on to other enemies around it, the spin lasts 3 seconds and deals 100 damage a second during this time, the blood corrodes on those struck, doing 30 damage a second on its primary target and 22 damage a second to its secondary targets, reduces their armour by 5 and slowing their attack and movement speed by 10% for 20 seconds. The gouge does 25 damage recoil.


I think it'd be interesting to have two diverging takes on the normal Blademaster skill set as two separate heroes of the same race, so this was done for that.

((Names))
Doom Seer ThrallChaos
Storm Clouds - Creates 2/4/6 storm clouds that circle the Doom Seer and strike enemies that get too close for 30 damage. Lasts 14 seconds.
Feral Spirit (Akama's, essentially)
Dictation Aura - An aura that gives friendly nearby units a 10/20/30% bonus damage to their melee attacks.
Armageddon Ward - Creates a ward to attack the Doom Seer's enemies. The ward has 400 hit points, has magic immune, a healing aura, True Sight and deals 60 splash damage. Lasts 60 seconds.

((Names))
Maiden of Discord Fel Orc Black Hand
Flame Bomb - Deals 30/51/74 damage to enemy units in a target area every second for 3 seconds, the flames also deal twice the damage to buildings.
Place Landmine - Sets a Goblin Landmine down at a target point. Enemy units that move near the land mine will activate the mine, destroying the mine and causing area of effect damage to nearby units. Has a 30/22/16 second cooldown and costs 100/80/60 mana.
Sabotage Aura - Decreases the movement and attack speed of enemy structures by 20/40/60%. (Now your towers and ancients are significantly less useful!)
Paradigm Shift - The Maiden switches to using her dual blades as well as lacing them with chaotic energies, giving her a ranged splash attack, increasing damage by 20, decreasing attack cooldown and granting a 1.5x critical.


Demons (Implemented):
Screenshots of current stuff~
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((Names))
Ember Knight - Ember Forge & Ember Knight
Raging Fissure - Creates a powerful fissure that stuns for 2 seconds and deals 60/120/180 damage to those in its path, the fissure also has a 10/20/30% chance to set all those alight, dealing 10 damage a second for 10 seconds.
Pyric Bash - Smashes the target enemy with overwhelming flames, dealing 80/160/240 initial damage and stunning them for 4 seconds, as well as dealing 10/15/20 damage a second for 6 seconds.
Torrential Flame Aura - The Ember Knight emits an aura of flame which gives all allied units in range a weak Immolation effect, burning enemies in range for 4/8/12 damage every second.
Chaos Embers - Wreathes enemies in a target area in chaotic fire, dealing 125 initial damage. The flames are so exruciating that it decreases their defense by 7, causes them to miss 25% of the time, slows their attack and movement speeds by 30% and damages them for 22 damage a second for 20 seconds.

((Names))
Mo'arg Overlord - Mo'arg Overlord
Earthshaking Stomp - Stomps the ground, inflicting 30/65/100 damage to all enemies in range and knocking them back.
Slavedriver - Summons a Mo'arg Slave to attack the Overlord's enemies.
Wild Slam - Has a 20% chance to slam the ground in front of the Overlord, cleaving those hit for the same amount of damage as the main target.
Intimidate - The Overlord lets out a bone chilling roar, indimidating even the most hardened warrior reducing speed and defense by 35%.

((Names))
Eredar Annihilator - Eredar Annihilator
Sacrificial Pawn - Cast an exceptionally volatile demonic magic upon a target allied unit, causing them to erupt with violent force dealing 75/150/225 damage to all enemies in a range of 350. If you have Soul Capture it has a 15% chance refund up to 30 mana depending on its level.
Soulstone (Soulgem icon) - Stores the soul of the target organic unit or hero, allowing resurrection upon death. Resurrects at 20/40/60% HP and MP. (If a Hero it just revives them on the spot, if a Unit it instead spawns a replica unit)
Soul Leech - Killing a unit captures fragments of their soul, regenerating 5/10/15 mana. Will also capture fragments of the souls of any dying organic unit within a range of 900, regenerating 0/3/6 mana.
Hand of Gul'dan - Calls down a demonic meteor full of Wild Imps which burst forth to attack for 12 sec. After the Imps die they burst, dealing 100 damage to enemies in range.

Tarrasque, Xaphan, Marid, Chort, Djall, Bune,
Adrammelech Toxophilite - Demon Archer
Demon Eyes - Curses the target reducing their armour by 1/2/3, giving vision of that unit for 80 seconds, as well as passively giving True Sight and increasing sight range by 200/400/600
Devilish Power - Increases the target unit's Max HP by 80/160/240 and their attack speed by 10/15/20% for 60 seconds.
Pentagram Aura - Nearby friendly units have a 4/8/12% chance to deal 1.5/2/2.5 damage when they hit enemy units.
Fluctuating Destiny - Casts a chaotic magic on the target allied unit and a those in range of them, causing them to take half damage from all sources, they deal 25% of the damage taken to a damage source, as well as increasing attack speed by 15%. Every second they will take 4 damage a second for 60 seconds.


Stormwind Humans (WcI/II Humans) (Implemented):
((Names))
Lionheart - King Varian Wrynn
Colossus Smash - Strikes the enemy target with great force, dealing 70/140/210 damage as well as making them much more vulnerable- they take 20/30/40% increased damage from all sources for 7 seconds.
Lion's Fang - Create a shockwave that travels in a straight line, dealing 65/110/170 damage to all struck. Each enemy hit heals the Lionheart for 5/10/15 HP. (Breath of Frost with 0 damage over time for the 'debuff' or something)
Press The Attack! - The Lionheart deals more damage to an enemy the less percent of HP they have. 1/2/3 extra damage per missing 10%.
Banner of Stormwind - Plants a Banner of Stormwind at the target area which gives nearby ally units the ability to leech 33% of the damage they deal as both life and mana. The banner also increases mana regeneration of nearby allied units.

((Names))
Commander - Anduin Lothar
Shield Slam - Slams the enemy with your shield, dealing 100/200/300 damage as well as stunning them for 1/2/3 seconds and increases your defense by 4/5/6 for 20/30/40 seconds.
Rallying Cry - Rally your army! Increases damage by 12/24/36%, defense by 2/3/4, health and mana regeneration by 15/30/45% for 30 seconds.
Command Aura - Does Command Aura things.
Last Stand - When reaching 25% HP the Commander will activate Last Stand, increasing HP by 750 as well as instantly healing for that amount. This effect will last for 20 seconds and cannot be used again for 60 seconds.

((Names))
Stalwart - Turalyon
Binding Blade - Casts a binding light that causes the target enemy unit to become docile, if used on an Undead unit it will also deal 100/200/300 damage. (Basically Sleep with damage if Undead.)
Veil of Light - Creates a field of light at the target area, allied units will have 5/10/15% more speed and heal 100/200/300% faster, while enemies will have a 5/10/15% slow and take 6/12/18 damage every second for 8/11/14 seconds.
Fiery Judgement - Auto-attacks against enemy units will set them alight, dealing 3/6/9 damage every second for 10 seconds. If Binding Blade is cast upon them they have a 15/30/45% chance to erupt into a ball of holy fire, dealing 40/80/120 damage and slowing by 30% in a range of 300 for 4 seconds. (The eruption will also null the Fiery Judgement debuff on all enemies struck.)
Abraxas - Sets a beacon on light that after a second will cast a beam of concentrated holy energy dealing 175 damage and all enemy units in its area will be affected in one of five ways: 50% less damage, 8 less defense, 50% miss chance, light-searing entanglement dealing 10 damage a second (Entangling Roots), all of these secondary effects last 30 seconds. If Undead may deal 125 extra damage.

((Names))
Sage - Hero_Khadgar
Comet Storm - Does Blizzard things, not channeled (Dummy unit, a bit weaker)
Dragon's Breath - Enemies in a cone in front of the Sage take 70/140/210 damage and are slowed by 15/30/45% for 5 seconds. (600 range)
Arcane Intellect - Increases the Sage's intelligence by 2/4/6, and mana regeneration by 75/125/200%.
Time Warp - Warp the flow of time, increasing attack and movement speed for all allies in a range of 600 for 15 seconds.

((Names))
Holy Knight - Paladiness
Fortify - Heals all allies in range for 15/30/45% of their max HP.
Phalanx Stance - Activate to enter Phalanx Stance, giving a 25/40/55% chance to reflect Piercing attacks upon the source and to take only 45/35/25% of the damage from attacks that are not reflected, will also reduce magic damage to 80/70/60%. While Phalanx Stance is active move speed is reduced by 45/30/15%
Holy Sword - Attacks against Undead deal 10/20/30 extra damage.
Aura Mastery - Activates Devotion Aura, increasing defense of all in range by 6, Retribution Aura, dealing 45% damage dealt to allies in range back to melee enemy attackers and Crusader Aura, increasing movement speed by 40% for 30 seconds.

Probably weird as heck to have five heroes, and with 80% of them being melee/likely Strength heroes it's probably even weirder. It'd definitely make Stormwind Humans more unique, but maybe not in the right way but who knows!

Stalwart will likely be your DPS/Support Paladin, while Katherine the Pure-- I mean lady Paladin would be Defense/Support Paladin Something like that anyway. Might just shift one of these heroes into the tavern or something.


Kul'tiras (Implemented):
((Names))
Admiral
Frigate Barrage - Send an enchanted Frigate ahead, the Frigate travels in a line firing cannonballs at random enemy units in range for 60/120/180 damage.
X Marks the Enemy - Mark the target, causing allied units to deal 1.4/1.7/2x as much damage to them. Lasts 10 seconds.
Gelid Aura - Reduces attack and move speed of enemy units in range by 7/14/21%.
Summon the Kraken - Summons forth a Kraken to wreak havoc on your enemies. The Kraken does 50-60 damage with a 100% splash attack and has 1200 HP. The Kraken also spawns a large pool of water that increases the regeneration of allied units within it.

((Names))
Tidesage
Wake of the Storm - Become the embodiment of the storm, while in this state the Tidesage emits a field of electricity that strikes enemy units in range for 10/15/20 damage every 2 seconds, a hurricane that slows enemy units in range for 5/10/15% movement speed, and adds a frost attack, this lasts 15 seconds. (Basically 3 level Metamorphosis things)
Chain Heal - Basically watery Healing Wave. (Dummy bouncing attack unit, when it attacks the damage system heals it up.)
Swift Reinforcement Wards - Creates a Reinforcing Ward at the target location which increases defense by 2/4/6, and a Swiftness Ward at the Tidesage's feet which increases attack and movement speeds by 10/20/30%.
Whirlpool - Maybe this? [Manasurge] Whirlpool v1.0.5

((Names))
Heartsbane Witch
Soul Manipulation - Dominates the mind of the target unit, switching them to your side for 25/50/75 seconds.
Withering Heart - Withers the target's heart, inflicting 12/24/36 damage every 2 seconds. Additionally, if a hero the target's Strength, Agility and Intelligence are reduced by 4/7/10, if they are a unit their damage is reduced by 6/12/18 and armour is reduced by 3/6/9
Aura of Apathy - Reduces armour of enemy units in range by 15/30/45%.
A Puppet Out Of You - Summon forth 4 Wicker monsters in front of the Heartsbane Witch, all of which are weak but can possess enemy units up to level 3.

((Names))
Inquisitor of Embers
Silver Smite - Smites the enemy with silver encrusted on the Inquisitor's sword, dealing 80/160/240 damage and stunning for 2/3/4 seconds, if an Unholy Being they will take 40/80/120 extra damage.
Alchemical Fire - Throws a flask of alchemical fire, when it breaks it deals 6/12/18 damage a second to the main target and those around it, and, if an Unholy Being will take 1.2x damage from attacks. Lasts for 10 seconds.
Inquisitor's Vigor - Increases attack and movement speed by 6/12/18%, killing enemy units increases attack speed by 1/2/3% to a maximum of 20/40/60%. Dying resets to its base increase.
Witchbane Circle - Silences all enemy units, burns 50 mana and nullifies all buffs and debuffs in an area of 400, will also leave a zone of anti-magic for 20 seconds, sapping 5 mana every second.


Corrupt Night Elves/Satyr (Implemented):
((Names))
Nightmare Keeper - https://www.hiveworkshop.com/threads/cenarius-nightmare-nightmare-keeper.309949
Thorny Binds - Ensnares an opponent in magical binds, every time they are attacked they will recieve 7/14/21 extra damage.
Force of Nightmare - Converts an area of trees into Nightmare Treants (Basically just the usual Treants, less damage, use Corrupted model, have Plague Cloud and Envenomed Weapons.)
Contradiction Aura - Allies in range have a 25% chance to deal 10/20/30 damage to any damage source, including magic attacks.
Dissonance - Causes a rain of nightmarish energy to pour down in a large area, making enemy units go into a panic which increases their attack speed by 100%, but causing 50% of the damage they deal to instead damage themselves.

((Names))
Satyr Witch - Satyr Witch
Malevolent Plague - Sends a bolt of plague to the target, dealing 100/200/300 damage and, if it dies by this plague or while under its influence they will spawn a Dark Minion skeletal unit. (Shadow Strike, 10 second effect)
Hand of Pain - Calls forth a cone of lightning that initially hits up to 2/3/4 enemy units with each bouncing 2/3/4 times, the primary targets recieve 80/110/140 damage. Each jump deals 20% less damage.
Phantasmic Aura - Nearby friendly ranged units gain 15/30/45% of their attack damage when they hit enemy units.
Vile Effigy - Summons an Effigy at the target location, slowing enemies by 70% and reducing their armour by 25% as well as draining 1% of their HP every second for 13 seconds.

((Names))
Satyr Incinerator - Demon Hunter and Derivatives
Singe - Casts a bolt of flame that deals 70 damage to the main target and explodes doing 40/80/120 nova damage, this also causes the primary target to burn for 5/10/15 damage a second for 15 seconds. (Shadow Strike+Frost Nova)
Hellfire - Ignites the area surrounding the Incinerator, causing 60/95/130 damage a second for 5 seconds. (Also causes this damage to yourself!)
Cauterising Flame - The Incinerator leeches 10/20/30% of the damage done by attacks and has a 15% chance to immediately heal 15/30/45% of the damage recieved.
Cleansing Fires - Creates pillars of flame centered on enemy units that burn all ground units for 75 damage a second for 3 seconds. As each pillar of flame diminishes it will continue to deal moderate damage. Will create a maximum of 9 pillars.

((Names))
Skeleton King Skeleton Lord
Send to the Void - Slashes at the target enemy unit, dealing STR*2/4/6 damage and leech half the max damage dealt. If used on an non-hero enemy unit it has a percent chance equal to their level to instantly kill them and if used on a hero enemy unit it will instead do 1.5x damage. (Insta-kill heals fully, even if it is used on something with 1HP it will still heal half of the damage it should have done.)
Beyond the Grave - Sets a curse upon the target area, causing units affected to miss 15/30/45% of the time when attacking.
Abnegation - The Skeleton King becomes a hunter of anti-mages, making him deal 10/20/30 extra damage to those with magic immunities. If they have mana it will steal half that main damage amount, as well as dealing it as extra damage.
Purgatory - When reaching 1% HP (maybe even 1 HP?) the Skeleton King will instead create an unholy shell that prevents death for 10 seconds.


Bronzebeard Dwarves (Implemented):
{{Normal Mountain King names}}
Mountain King
Storm Bolt - On hitting a foe the Mountain King builds a charge, each charge empowers Storm Bolt more and more for when it is thrown. Charge 1-7 Storm Bolt will be thrown at a single target stunning it, charge 8-10 it will be thrown in a straight line, stunning those hit. Storm Bolt deals 70/140/210 base damage and 10 extra per charge, the stun lasts for 2/3/4 seconds.
King's War Cry - Makes a resonant howl, granting allied units in range 18/36/52% more damage as well as demoralising enemy units, decreasing their damage by 10/20/30% for 20 seconds.
Resounding Thunder - Gives a 7/14/21% chance to Bash an enemy unit, dealing 10 extra damage and stunning for 2 seconds. Also gives a 6/12/18% chance upon attacking or using an ability to Thunder Clap for 30/60/90 damage in a range of 350.
Avatar - Metamorphosis-flavoured Avatar that drains mana?

((Names))
Stoneheart - Dwarven Stormheart
Summon Earth Elemental - Summons an earth elemental that has a chance on hit to Taunt to attack the Stoneheart's enemies. Has 600/800/100 hit points and deals 20 - 25/35 - 40/50 - 55 melee damage. Lasts 60 seconds.
Earth Shield (spell_nature_skinofearth) - Protects the target with an earthen shield, healing them for 10/20/30 HP when they take damage for 10 seconds.
Storm Axe - Increases damage by 4/8/12 as well as giving a 15% chance on attack to strike the target with Chain Lightning, dealing 75/150/225 damage to main target and bouncing up to 3/4/5 times, each dealing less damage.
Set Totems - Summons four totems around the Stoneheart, a Counterstrike Totem, dealing 100% damage back at enemy units that damage ally units in range, an Earthbind Totem, slowing movement speed of enemies in range by 50%, a Capacitor Totem (Brilliance Aura icon), which gathers electrical enemy from the surrounding air and explodes after 2 seconds, stunning all enemies in range for 3 seconds, and a Healing Stream Totem (BTNImprovedStrengthOfTheMoon.blp), which heals allies in range for 1% health every second, all of these totems with the exception of the Capacitor Totem last 30 seconds.

((Names))
Stormstrider - Hero_Dwarven Ramrider
Stormstrike Enchantment (ability_shaman_stormstrike) - Energises the weapon of an allied unit with lightning, causing their attacks to do 4/8/12 extra damage on attacks, attacks also have a 20% chance to strike an additional time for 40% of the damage done. This effect may chain on itself.
Crash Lightning (spell_shaman_crashlightning) - Electrocutes all enemies in front of the Stormstrider, dealing 100/200/300 damage and enhancing his halberd allowing his attacks to stun 50% of the time for 10 seconds.
Solidity Aura - Increases health of allied units in range by 60/120/180.
The Oncoming Storm - The Stormstrider casts a powerful lightning spell that stuns the target for 10 seconds, causing them to being a conduit for a storm where they will damage their allies in range for 20 damage a second during the stun, after 6 seconds a powerful bolt of lightning will crash onto the main target, dealing those in its wake for 40 damage a second for 4 seconds, the after effects of the scorched earth beneath continues to do 10 damage a second for 20 seconds.

((Names))
Sharpshooter - RiflemanElite
Disruption Shot - Fires a specific type of bullet forward, which deals 50/100/150 damage in a line, as well as stunning for 1/2/3 seconds, along with blinding and disorienting them, causing them to miss 40/60/80% of the time and slowing their attack and movement speed by 10/20/30% for 11/12/13 seconds. (Based off of Stormwind Humans' Sage's Dragon's Breath ability, basically.)
Lock and Load - Increases attack speed and stuff. Frenzy ability based.
Armour-slayer Aura - Increases damage of allies in range by 20/40/60% against Heavy Armour units, allowing your troops to tear through the frontlines. (Essentially sticks Sundering Blades onto things in range.)
Gamble - When used the Sharpshooter gains a percent chance to critical an enemy for twice the amount of damage equal to Agility to a maximum of 50%. Chance to hit is also reduced by 50% with each point in Strength adding an extra percent back. Lasts for 45 seconds.


All (most?) organic Dwarf units will also have the Stoneform ability, what it does isn't really nailed down yet, but will probably increase health and defense.

Not really a hero thing, but maybe adding in the beta tank thing where you can toss Rifleman into it could be done.


The Black Empire??
((Names))
((Hero 1))
((Spell 1))
((Spell 2))
((Spell 3))
((Ultimate))

((Names))
((Hero 2))
((Spell 1))
((Spell 2))
((Spell 3))
((Ultimate))

((Names))
((Hero 3))
((Spell 1))
((Spell 2))
((Spell 3))
((Ultimate))

((Names))
((Hero 4))
((Spell 1))
((Spell 2))
((Spell 3))
((Ultimate))

Nobody here but us chickens! This is only a 'maybe' right now
More not hero writings! Somethingsomething Insanity, somethingsomething mind dominations. Would be a really cool, fun overpowered faction to make but I don't really have ideas.


Shadow Elves/Dark Elves/Drows??
((Names))
((Hero 1))
((Spell 1))
((Spell 2))
((Spell 3))
((Ultimate))

((Names))
((Hero 2))
((Spell 1))
((Spell 2))
((Spell 3))
((Ultimate))

((Names))
((Hero 3))
((Spell 1))
((Spell 2))
((Spell 3))
((Ultimate))

((Names))
((Hero 4))
((Spell 1))
((Spell 2))
((Spell 3))
((Ultimate))

Nobody here but us chickens! This is only a 'maybe' right now
Essentially that old Shadow Elf idea from Heart of Storms. I love Drows. Might be lazy and essentially uh... 'borrow' the ideas directly or come up with my own spin on how Dark Elves exist and are not Nightborne or Void Elves.


Mag'har Orcs/Iron Horde??
Nobody here but us chickens! This is only a 'maybe' right now


San'layn/Vrykul?? (Northrend Scourge?)
Nobody here but us chickens! This is only a 'maybe' right now


Kal'dorei Empire??
Nobody here but us chickens! This is only a 'maybe' right now
Again, not really hero things, but the idea behind this is more along the lines of the old 'pre-Druid' Night Elves.


Argent Dawn??
Nobody here but us chickens! This is only a 'maybe' right now
Even MORE non-hero things! More on the more-- More Paladins!


Krokul??
Nobody here but us chickens! This is only a 'maybe' right now
You get the idea. Some potential for Void and Chaos in a single faction, all that.


Man'ari Eredar??
Nobody here but us chickens! This is only a 'maybe' right now
No idea why, but for some reason I want to add these fellows separately from Demons


More random info uh... Chaos Orc buildings will not dispel blight like normal Orcs would, similarly, Demons will create blight but do not need it to build; like Undead it is their main source of regeneration.

Chaos Orc units themselves have ZERO regeneration but are really bloody tanky (probably not going to do this for heroes), the Ogre and Forest Troll you see up there can regenerate since they're not corrupted, in fact the Troll has an upgrade for a super regeneration ability to offset their peasant-level HP. Chaos Orcs as a race also do not have any natural healing abilities or items like healing wards or what have you, instead they can learn an upgrade that heals when killing things, even one of their own (so you can sacrifice someone who's about to die anyway to sustain everyone else)

Uhhhhhh... Nothing is done with Corrupt Night Elves yet, mostly just thoughts, concepts and ideas written up. Might do a weird thing with builders like, a Satyr worker that can sacrifice himself into a Corrupted Wisp, Satyr Helots (Workers) harvest gold and can build all non-ancient buildings, while Corrupted Wisps harvest lumber and can build all ancient buildings.

Don't actually need name ideas, probably, just wrote them for completeness.

Anyways! Thanks for reading, and do have a nice day!

Edit: Just a note before I forget again-- Numbers and general descriptions are ever-changing for hero abilities, but for the most part, the function should still be as it's written here. So don't be too surprised for discrepencies with the actual map, haha.
 
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Apologies for the double-post-bump, but the first post has been updated a bit, and I'd still like to ask for any potential spell/hero ideas. Don't really want to release this with 3/8 (including the standard races) having no/unfinished heroes. Might just wait to do Corrupt Night Elves until they're done as well, but I don't know yet.
 
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So uh... Apologies for the triple-post-bump, but, one last request for ideas and thoughts.

of course the first post is updated again, as well.

I might also add a Naga Sea Witch variant for Naga (In this version of the map I'm doing with all 4/5 races in one, Human's 'Blood Mage' is reskinned into a human Pyrecaster but keeps the same function as it did, while the new Blood Elf Blood Mage keeps the old skin with a new ability set, so might do the same thing here for that), and maybe a bit of a play on Kael/Vashj/Illidan working together in the campaigns and make some other variant of Blood Mage for Naga. I'm probably really boring just having so many variant races and heroes instead of unique-unique things, eh, having fun with it anyways.
 
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Having fun with making stuff in general is pretty good-- doing stuff and not enjoying doing so but feeling as if you need to sucks.

Making progress! Demon and Chaos Orcs are done up now, all that's left is to do the last 3 Naga heroes. I'll probably upload it after doing that and might toss the Corrupt Night Elf hero into the tavern as a weird 'first look' or something, then update it again after Corrupt Night Elves are done as well.

On that, I'm a bit insane and now want to do Kul'tiras, mostly came to mind while writing down stuff for the Satyr Witch (hence why the Heartsbane Witch has the most written down as well). Don't really have anything written for them aside from the meager amount of hero stuff written up there-- probably doesn't actually make sense to include the Witch as a hero if you're one of those that follows the current World of Warcraft lore, buuuut I just wanted to bypass that since the concept intrigued me too much. Anyways!~ Kul'tiras of course won't actually be started up until Corrupt Night Elves are actually done first.

I think that's everything I've needed to say for now... it's 1:25 in the morning and sleep sounds really great right now. Hopefully you're all having a splendid day! (well as splendid as possible with what's happening now)
 
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And now with the heroes for Naga, Demons and Chaos Orcs done, I think that's probably enough for a release ....Well, whenever I get around to doing items and prettying some stuff up a bit more, so that should take uh... 1/2 days from now. Not sure if I'll get AIs for those three done by then, but Blood Elves will have AIs at least. 5/8 isn't so bad!
 
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Few ideas for naga, I once had my own take on them, but that was long ago. I don't remember all the details, but still, I was pretty proud of it back in the day.

Anyway, Naga ought to have sea giants and hydras, they just fit them too well. The other creeps from the Sunken Ruins tileset can be recycled pretty safely as well. I would also discard the royal guard and the summoner, since they're far too similar to the myrmidon and the siren, and you should respect unit readability if you want your race to be taken seriously.

List of buildings and units:
  • Temple of Tides: Mur'gul Slave.
  • (((Infantry units))): Mur'Gul Reaver, Naga Myrmidon, Sea Giant.
  • (((Monster units))): Snap Dragon, Dragon Turtle, Hydra.
  • (((Spellcaster units))): (((Makrura Caster))), Naga Siren, Sea Revenant.
  • (((Flying units))): Couatl, Sea Dragon.
  • Altar of the Depths: Naga Sea Witch (Intelligence), (((Mur'gul Intelligence Hero))), Eredar Warlock (Strength), (((Makrura Strength Hero))).
Few notes:
  • All the ground units are amphibian. The Sea Revenant floats above the water, and the Eredar Warlocks walks over it (just like Illidan). The other playable races would need something of their own to compensate for this huge perk, or this ability could be disabled altogether (for the record, the Naga Sea Witch is not amphibian on melee, so the precedent exists).
  • The special ability of the workers (Mur'gul Slave) is that they can turn into a spiky ball to defend themselves, kinda like a hedgehog. This can be useful to surround and block enemy unit movement too.
  • Buildings are summoned automatically, with no further worker input once the building has been placed.
  • The farm building (Coral Bed) provides a passive buff to nearby buildings, which makes them work faster. This affects building construction, unit training, and upgrade research.
  • All naga buildings repair themselves for free, at a slow rate. The buff from the Coral Beds boosts this repair speed. Workers cannot repair neither buildings nor mechanical units. Workers from other races can repair naga buildings, but they have to pay resources.
Hope it helps. Note that this was built purely with melee play in mind.

Also, I would combine fel orcs and demons. Just take the orc race, replace orc units with fel orc units, and replace non-orc units with demon units. Should be easy enough.
 
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Seems rather interesting, aye. I particularly like the worker defense and auto-repair thing, haha.
Makrura seems like a strange choice seeing as Naga and Makrura hate eachother don't they? I think they did anyway.

As mentioned-- The intent for Naga is to expand on what's already there more than anything else so that does indeed mean I'm also stuck with the two sets of twins. Not sure what you mean by readability.

In terms of amphibiousness and balance, i've uh... never been good at balancing and all the times i've asked for help with it i've not really got anything, so now I just do things that seem fun and are, at least, in my eyes fair enough. If it's not overwhelmingly overpowered and can still be won against that's enough for me.

Seems a bit strange to essentially scrap two finished races for just one in its place. Uh... Chaos Orcs are more being used as an excuse for Warcraft 2 Orcs as well, Axe Throwers, Ogre Mages, Dragons, Death Knights, all that ...Yep, I'm dividing Chaos Orcs and Fel Orcs as well, in that Chaos Orcs are just like Grom, with mostly just the red skin to them while Fel Orcs are the ones in Outland in the Blood Elf missions and Burning Crusade with all the spikes coming from their back and stuff. May do something on that separation at some point to have both in, but not sure yet.

Anyways! Thank you!

As for the thing itself, I usually use Local files for all the stuff I work on, so now I need to separate it all and name it all for the map itself... and apparently the difference between '\' and '/' completely matters so I need to redo all of the model and icon filepaths. Goodie.

Edit: ...Having tried to import stuff differently it works, so it seems it just doesn't want to work for the sake of not working. That's kind of annoying. I'd rather 'not' import 775 files manually.
 
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Seems rather interesting, aye. I particularly like the worker defense and auto-repair thing, haha.
Makrura seems like a strange choice seeing as Naga and Makrura hate eachother don't they? I think they did anyway.

That's a WoW thing, but still, naga could use makrura slaves too.

As mentioned-- The intent for Naga is to expand on what's already there more than anything else so that does indeed mean I'm also stuck with the two sets of twins. Not sure what you mean by readability.

You should be able to tell units apart easily, that's readability.

In terms of amphibiousness and balance, i've uh... never been good at balancing and all the times i've asked for help with it i've not really got anything, so now I just do things that seem fun and are, at least, in my eyes fair enough. If it's not overwhelmingly overpowered and can still be won against that's enough for me.

If you aren't good at it, then just ignore it. Fun is the most important thing, and balance should never be above it. Developers who don't know how to balance properly always end up ruining their games.

Seems a bit strange to essentially scrap two finished races for just one in its place. Uh... Chaos Orcs are more being used as an excuse for Warcraft 2 Orcs as well, Axe Throwers, Ogre Mages, Dragons, Death Knights, all that ...Yep, I'm dividing Chaos Orcs and Fel Orcs as well, in that Chaos Orcs are just like Grom, with mostly just the red skin to them while Fel Orcs are the ones in Outland in the Blood Elf missions and Burning Crusade with all the spikes coming from their back and stuff. May do something on that separation at some point to have both in, but not sure yet.

Don't worry, that's just my take, not saying you should scrap anything.

If you want a W2 horde, use dark orcs instead of fel orcs. WoW has remnants of the Old Horde at Blackrock Mountain anyway, so it's not like you'd be making it up.
 

Kyrbi0

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Most of these are great ideas, but the "Coral Bed - Naga Buildings - HP Regen - No Repair" concept is AMAZING and I will be sure to credit you when (not 'if') I use it in *my* Naga. ^_^

no I mean SERIOUSLY that thing is an absolute GOLD MINE of an idea I mean
think about it, it not only provides a unique Building thing for the Naga, but it provides the Coral Bed (an otherwise useless "Farm" structure) with a totally legitimate 2nd Purpose (which nearly all "Farm" structures have, but is increasingly hard to come up with good ideas for when designing custom factions), which makes PERFECT SENSE!! Like how their buildings are made out of a rocky substance WHICH CORAL IS, SO GROWING CORAL IS GOOD FOR THE BUILDING BECAUSE IT'S ALREADY MADE OF UNDERSEA STONE of course it's so simple & yet beautiful oh my Gosh you're basically knocking out, like, 2-3 design birds with one stone and I Just Can't Even...
 
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Vrykul and The Black Empire are powerful race.Vrykul has Dragon Rider.Black Empire has Faceless.
And Lizardman in Pandaria are also interesting race.
 
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We'll have to see if I can do something with them! Still not entirely sure yet, haha.

Since I'm a bit of a crazy idiot I'm working on 4 races at once-- at least the units that should appear in them. Right now they're only units themselves and stats and 'some' general role idea, no buildings or upgrades or even much in terms of spells. And for some reason the one I wanted to do next (Corrupted Night Elves) is the one with least stuff. welp. Need to get distracted by less stuff.
full

If they're directly next to eachother they're an upgrade or transformation.

So, let's name 'em all shall we!

Kul'tiras~
Cataphract, Gryphon Archer/Gryphon Ranger
Cannoneers, Galleon, Dreadnaught
Storm Sorceror, Ship's Doctor, Druid of the Branch, Kul'tiran Druid
Admiralty Marine/Admiralty Royal Guard, Navy Sniper/Flibustier, Guardsman
Sailor

Stormwind Humans (Warcraft 1/2 Humans)~
Mage, Conjurer, Half-Elf Kelpie
Cleric, Prior, Chevalier/Justiciar
Armsman, Half-Elf Archer/Half-Elf Ranger, Bricole
Bucolic

Dwarves~
Mountaineer, Fusilier
Miner

Corrupted Night Elves~
Satyr Helot/Vile Soul


And for some spell/upgrade possibilities...
Kul'tiras~
Flibustier:
Saber Slash upgrade - When attacked by a Melee enemy the Flibustier has a 33% chance to counter slash the enemy for 40% of the damage taken.

Cataphract:
Heavy Armour upgrade - Increases defense by 3, reduces damage taken by 10 (Hardened Skin) and reduces damage taken from Piercing attacks by a further 25% (Elune's Grace) at the cost of reducing movement speed by 20.

Stormwind Humans~
Quite a few spells are a bit boring right now, huh.

Armsman:
Sunder Armour - Either chance on hit (Orb ability+Faerie Fire), or on attack (Orb of Corruption). Reduces armour of affected enemy unit by 2 for 10 seconds. (This hopefully keeps some incentive to have one or two of these guys around)

Magic (Adept/Master) upgrades also up damage a bit, but up HP a little less.

Justiciar Spells:
Holy Strike - An autocast attack, adding 8 damage to attacks, costs 4 mana each attack.
Healing Discharge - Discharges the life from an Unholy Being to heal allied units around it. Deals 100 damage to a target enemy while healing allied units around it in a range of 300 for 35 HP.
Exorcism - Exorcises Unholy units in an area, dealing ... (Base off of Death Knight's Mortal Coil, no projectile though and Unholy units only.)

Prior Spells:
Holy Vision - As the spirit of mankind is everywhere, so the Holy Vision of the Prior extends to all corners of the land. The area unveiled by this incantation grants the Prior knowledge of the terrain and of all those who may dwell there. When this spell dims, the Prior maintains knowledge of the lands she has seen, although she loses sight of the denizens in these lands.
Holy Light - Heals for 150 or damages for half that, usual Holy Light.
Redemption - Raises a non-hero fallen unit from the dead. (NEEDS 250 mana, but will use up all of it)

Cleric Spells:
Healing - Heals units for...
Slow - Does Slow things
Invisibility - Does invisibility things. Lasts less time than the Sorceress one.

Mage Spells:
Lightning - Basically Lightning Attack with an active Chain Lightning (Hits 2 extra, 100 damage, 30% damage decay)
Polymorph - Does Polymorph things.
Flame Shield - Does Lightning Shield things.
Blizzard - (Basically the Chaos Orc Death Knight's Death and Decay.)

Conjurer Spells:
Elemental Blast - Basically Frost Attack.
Summon Scorpion - Summons a Scorpion to attack your enemies. Scorpion has 200 HP, deals 4-7 damage with a Poison attack.
Summon Water Elemental - Summons a powerful Water Elemental. Water Elemental has 400 HP and deals 13-16 damage.

Half-Elf Kelpie Spells:
The Immaterial - Something to do with being Ethereal, like Spirit Walkers or Faerie Dragons.
Tidal Wave - Attacks have a chance to cause a tidal wave, causing something extra damage as well as water-logging the building, making them unable to do things for something seconds. (Base off of Farstrider's Holy Arrow)
????? - Basically Sundering Blades for +30% Fortified Armour damage so they utterly tear apart buildings.
 
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Most of these are great ideas, but the "Coral Bed - Naga Buildings - HP Regen - No Repair" concept is AMAZING and I will be sure to credit you when (not 'if') I use it in *my* Naga. ^_^

no I mean SERIOUSLY that thing is an absolute GOLD MINE of an idea I mean
think about it, it not only provides a unique Building thing for the Naga, but it provides the Coral Bed (an otherwise useless "Farm" structure) with a totally legitimate 2nd Purpose (which nearly all "Farm" structures have, but is increasingly hard to come up with good ideas for when designing custom factions), which makes PERFECT SENSE!! Like how their buildings are made out of a rocky substance WHICH CORAL IS, SO GROWING CORAL IS GOOD FOR THE BUILDING BECAUSE IT'S ALREADY MADE OF UNDERSEA STONE of course it's so simple & yet beautiful oh my Gosh you're basically knocking out, like, 2-3 design birds with one stone and I Just Can't Even...

Glad you liked it, I really like game design and I'm always thinking and writing ideas for all kind of stuff. And yeah, you found out the reason why it works so well :D.

Most people focus on "what they want" or "the cool stuff" instead of the bigger picture. Farms in particular are such an important element, maybe the most important unit of a race, since they define early gameplay as well as racial themes and feeling.

Speaking of farms, recently I thought about remaking the human and orc farms with far more elaborate mechanics:
  • Humans got a Windmill (2x2 size, using the doodad model), with an ability to freely place crops near itself (up to 4, 3x3 size, they had to make contact with the building). The mill itself was pretty sturdy, but the crops were kinda easy to destroy. If the windmill was destroyed, crops would be useless until a new mill was built near them. You could research an upgrade to give the fields fences and make them sturdier. Mill also had an ability to "overload" giving a temporary food boost in exchange of a loss in capacity later. Windmills replaced scout towers too, and were upgradeable to the various combat towers (losing their farm role).
  • Orcs got a Pig Farm (3x3, inspired by the already existing model), with an ability to freely spawn pigs. These pigs were actual units with critter behaviour, and you had to be careful and watch over them. Pigs provided a passive food buff, but could also be used as a consumable resource for either temporary food boosts or various ritual sacrifices. Burrows were a separate building, where you could safely store the pigs.
Unfortunately, Warcraft III is far too simple regarding building gameplay, and these kind of mechanics wouldn't work that well, so I just moved along. For undead, I was planning on using corpses as both food and a consumable resource (spend them for temporary units, such as skeletons), and for night elves, something about wisps possessing trees and being able to turn into treants and then back into trees again, the ancients being able to eat trees for repairs, buffs, and special abilities.

Back to simple mechanics that fit W3's gameplay, aside from naga I'm pretty sure I had a pretty advanced silithid/aqir/qiraji take, but it's been so long lol. Here's some details I remember:
  • The town hall was a Forgotten One. You had no workers, and instead you used tentacles, which worked as buildings that could burrow to teleport around your base. For wood, the tentacles worked kinda like wisps. For gold, like acolytes (fixed spot, killable one by one) after claiming the mine (like night elves).
  • Farms were obelisks, used to spread your influence (stone obelisk with an eye and insect legs). Instead of using a worker unit to spawn buildings, this race used the farm and the town hall. Unlike forgotten ones, obelisks could move around (like night elf ancients).
  • Buildings weren't built in the open, being trained like units and upgrades instead. Once finished, they were stored, ready for quick deployment. The town hall could store up to 4, and farms up to 1. The other buildings were pretty standard, training units in the normal way.
  • Buildings were classified in two: fleshy and stone. Fleshy buildings (including the town hall) were able to burrow, disabling their abilities in exchange of a defensive buff. Stone buildings had nothing special going on.
  • The tower was similar to the obelisk, or maybe they were just a single building/unit, being able to be upgraded to tiers 2 and 3 later. Maybe obelisks were able to summon defensive tentacles as well. No idea.
  • As for the units, they were a mix of WoW creatures related to the Old Gods, specially Ahn'Qiraj stuff and elementals. I think the "train, save, then deploy" idea worked here too, and units didn't consume food until deployed, so you could have your replacement army ready for deployment even before the battle began. The drawback here is that buildings could be destroyed with all their trained stuff inside, so it's a kind of risk/reward situation.
And I don't remember much more. Some of the details above are probably wrong, since I'm mixing different versions of it, but whatever, might serve as inspiration, so there it is. I think there was some transforming with the obelisks too (the blocks of stone changing shapes to become different buildings), but that clashes with the summoning aspect so no idea.

The overall theme was swapping unit and building roles (since the buildings are actual living creatures) and separating construction/training from deployment (you keep a stock of battle-ready units instead of training constantly).

I had more ideas for other TFT races but I don't remember them anymore.
 
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