Since I've been working on v6.6 for 2 or 3 days now (lost track of time), I figured its time to post some of the updates I've done so far. I'd also like to point out that thanks to Mini-Me, theres been a few skillset updates and hopefully alot more to come if my mind keeps producing new ideas. Anyways, for your viewing pleasure, heres a few of the new changes.
Hero Updates:
Buzzwad - Bandit
First Spell: Net - Throws a net on the target enemy, preventing it from moving for a short time.
Starts at 2 seconds on level one and increases by 2 seconds per level, caps off at 12 seconds. I figured this would be useful to take down enemy heros and it also works well with his next two spells.
Second Spell: Axe Assault - Proving hes not all talk, Buzzwad uses his brute strength to bash his opponent with an axe. During this time, the opponent is unable to move and will take damage every second.
Level 1 - Buzzwad uses his brute strength to bash his oppoent with his axe, dealing 35 damage per second and preventing the target from moving for 5 seconds.
Basicly this spell gains 25 damage per level and always lasts 5 seconds. I see it as a useful spell if your gonna gank a hero or powerful unit with your allies. Use AA to hold the target still and deal damage while your allies attack or whip out their spells on it. Using this with Net on a weakened hero might give you an easy kill as well.
Third Spell: Track - Like anyone that lives in the wilderness, Buzzwad has learned how to track his prey. This skill will show where the targeted hero is until the duriation runs out. If the hero is killed while Track is in effect, the killer will gain bonus gold.
Level 1 - Reduces a target enemy hero's armor by 10 and gives vision of that unit. If the tracked hero is killed while Track is still in effect, the killing player will recieve 250 extra gold. Lasts 8 seconds.
This will probably be one of the most useful spells against heros that use abilities like Windwalk or Hide. It gains 10 armor reduction and 2 duriation per level, maxing out at -60 armor and 18 seconds. The gold bonus is ment to give a double bounty off most heros, though there are some who give more than 250. To avoid problems and bugs, this skill will only target heros, just incase someone was to put it on auto cast by mistake.
Ultimate: Bandit Slam - Every bandit knows theres always a chance they'll have to fight someone off during a heist. Thus, all bandits have learned how to damage large areas around them; the ability has been dubbed, Bandit Slam.
Level 1 - Slams the ground, dealing 300 damage to nearby enemy land units and stunning them for 2 seconds.
If I recall correctly, this skill has been part of Buzzwad's skillset since I added him way back in v4.5. The damage increases by 300 per level and the stunning effect gains 2 seconds. The AoE is a constant 600 for all 3 levels which is sometimes useful if your opponent has a weak army and you don't wanna kill all of it off. The most I felt I had to change with this was the learning tooltip since it sounded a lil corny, though I might tweek it eventually or even replace it if I come up with something better.
Sage Spellhammer - Battle Mage
Since v4.5, the Battle Mage has had the name Sage Darkhammer. But I felt he needed something closer related to magic instead of darkness. His attack has been changed from missle to instant so the lightning effect looks better. Almost his entire skillset had to be remade since it was using mostly default spells, with the exception of Entangling Roots which is a customized version but was far too powerful at higher levels.
First Spell: Telewave - The Battle Mage casts a powerful shockwave at the target point, dealing damage to all enemy units in a line. During casting the Battle Mage is teleported to the target point with such force that all enemy units around him become slowed.
Level 1 - The Battle Mage casts a powerful shockwave at the target point, dealing 100 damage to all enemy units in a line. During casting the Battle Mage is teleported to the target point with such force that all enemy units around him become slowed by 100% for 5 seconds.
The idea of a teleporting Shockwave came from my friend LeikPwn. The slam part was just something I thought would be highly useful incase theres enemies around where the Battle Mage is teleporting to. The damage is only half that of a normal Shockwave due to the extras the spell provides. It can probably be used not only as an attack but as a means of escape too. Being able to teleport through a small army and damage them while the Battle Mage is low on life can be useful as well.
Second Spell: Mana Burn - Sends a bolt of negative energy that burns a target enemy unit's mana. Burned mana combusts, dealing damage to the target equal to the amount of mana burned.
Level 1 - Sends a bolt of negative energy that burns up to 200 points of a target enemy unit's mana. The mana combusts, dealing damage equal to the amount of mana burned.
This is a customized form of Mana Burn. It gains 200 damage per level, capping off at 1200 mana burned. Not really much to say about it other than its got a different bolt animation, could be useful if you need to disable a caster thats harassing your base.
Third Spell: Entangling Roots - Causes roots to burst from the ground, immobilizing, disarming and damaging a target enemy temporarily.
Level 1 - Causes roots to burst from the ground, immobilizing and disarming a target enemy unit for 5 seconds, and dealing 25 damage per second.
This is the same roots Battle Mage has always had, but for v6.6 I've balanced it out. The duriation will last 5 seconds no matter what level it is and the spell gains 25 damage per level. Probably useful to hold an enemy hero down while you nail it with Mana Burn then finish it off with a few attacks before roots wears off.
Ultimate: 1000 Needles - The Battle Mage throws a flurry of needles around, each one dealing 1000 damage to the target it hits.
Level 1 - The Battle Mage throws a flurry of needles around, each one dealing 1000 damage to the target it hits. 2.5 second casting time. 180 second cooldown.
This was inspired by Final Fantasy, I've based it off Fan of Knives since that seemed the logical choice. All levels will deal 1000 damage, the casting time remains at 2.5 seconds and the cooldown decreases by 60 seconds per level, capping off at 60 seconds at max level.
Jason David Frank - Green Ranger
I haven't done much for the skillset of Green Ranger this time. I did however replace his Shadow Strike with a triggered spell, Blink Strike. The spell was originally used in DotA as far as I know but without access to the map, I had to create my own version, which works pretty damn well if I do say so myself.
Blink Strike: Level 1 - Teleports to the target enemy unit and strikes them, dealing 150 damage. 60 second cooldown.
Dispite what the tooltip says, I think the hero's attack also damages the target along with the spell. Each level adds 150 damage and decreases the cooldown by 5 seconds. 900 damage, 35 second cooldown at max level. I'm not sure if this can be used while Green Ranger is stuck in something like roots. But I'm assuming if it does move him, the game will either crash or he'll teleport but still remain rooted. Chances are, he'll teleport and remain rooted and the game won't crash.
As far as other heros go, I've added Holy Swordsman to the 5th hero tower, the one that has Warrior of Stone in it. Hes a pretty balanced hero until he hits lv 70 and his final form is unlocked. But even then he can be taken down pretty easily with the right hero combo. Anyone using HSM will have access to the Temple of Ice, a spinoff of the Heros' Sanctum. The temple has a frost attack and lets you train an Ice God, for a price of course. Be warned that the Ice God gives a 10k bounty and if used foolishly, will just result in feeding your opponent(s) and giving you a premature defeat.
I think thats all the hero work I have done so far. I think theres more but I can't remember right now what it was, so I'll post it when I find it.
As for the triggers, I did find quite a few leaks that I missed, which would explain why the server split is still clinging to life. Ironicly, almost all of them were caused by "Pick every unit owned by player and do (action)". Thanks to some info I3arf found for me before he went on his trip, all trigger leaks have been patched up and the split should be gone for good, or until I make another half-assed trigger setup.
Anyways, feel free to comment on the new changes or even offer some suggestions if you guys want. I'll probably be working on v6.6 for a while to get a few more things done.