- Joined
- Jul 1, 2005
- Messages
- 6
The Proving Grounds
Competitive Arena
Reinventing the core gameplay of arenas to bring a new level of competitive PvP based on twitch and reaction based skill. The arena is round based and the end of a round is designated by the death of all enemy heroes. Winner of 5 rounds wins the match.
Competitive Arena
Reinventing the core gameplay of arenas to bring a new level of competitive PvP based on twitch and reaction based skill. The arena is round based and the end of a round is designated by the death of all enemy heroes. Winner of 5 rounds wins the match.
Gameplay Preface
The Why?
We have done away with arenas of old that require a player to grind creeps before waiting for "duels" for any real action. Our gameplay is completely devoid of downtime and is a complete action packed arena. To ensure a high level of action and competitiveness we follow these simple rules:
- All abilities are twitch based: In that they MUST be aimed and CAN be dodged
- No cooldown is longer than 15 seconds
- There are no manacosts, only temporal limitations
- There are no items
- There is no leveling
- All heroes divide into simple classes: Tank, support, DPS
- All abilities can be classified as "skill shots"
- All hero abilities are enabled from level 1
- Team based objectives and strategy in a small arena
- Fast paced combat and rounds
- All heroes have at least 1 projectile ability
- All heroes have at least 1 escape/quick move ability
- If a hero is pushed into or knocked back into deep water -> they die
- Every hero has 5 abilities -> simple to learn, difficult to master
- Deeply engaging announcer helps intensify flow of the game
>>>Shorter cooldowns allow for a more "active" feel of a hero. You spend more time casting and dodging then you do waiting for cooldowns or mana
>>>Each hero is distinct and plays a role in the team. This comes as an "upgraded" feel to the Warlocks gameplay as every player is more unique instead of a spam-fest DPS character.
>>>With no items or leveling, there is no need to grind and spend ludicrous amounts of time killing AI controlled opponents and more time ganking and gibbing
>>>With no items or leveling, all heroes are always on an even playing ground - The Proving Grounds
>>>All hero abilities being enabled means your hero is the epitome of their nature and plays the way it is intended from level 1 (Compared to waiting till leveling your ultimate to be viable)
>>>3vs3 is the sweet spot for quick, action packed yet strategic team based combat
Heroes
Below follows a tiny sample of completed and implemented heroes for a better gauge of how the gameplay feels:
The Ancient
Support
- Gift of the Forest: Fires a projectile which on impact with an ALLY will make the target invisible for TWO seconds and heal for 100 HP [9s cooldown]
- Nature's Wrath: After a TWO second delay, entangling roots pop at target area holding enemies for 2.5 seconds [6s cooldown]
- Nature's Roots: The Ancients descends back into a Wisp and is able to freely move and is invulnerable for 3 seconds [10s cooldown]
- Ancient Judgment: A projectile which will collide with its first target, healing allies or damaging enemies [5s cooldown]
The ArenaInfernal
Tank
- Doom: The Infernal drives its fists forward damaging any enemies in the area [2.5s CD]
- Inferno: The infernal recomposes itself, lifting back to the sky and comes crashing down soon after damaging and stunning enemies in target area [7s CD]
- Chaos: Fires a projectile that damages enemies and on impact will also heal the Infernal for a small amount
- Unbreakable Shield: The Infernal becomes invulnerable for 1 second (Great for deflecting missiles that are about to hit you) [6s CD]
Obstacles will block projectiles
Smaller arena for faster paced combat
Being pushed into the outer deeper waters will instantly kill your hero
Where Are We?
Questions? Comments? Concerns?Currently Working On: Hero Selection System
- Terrain: 100% Complete
- Heroes+Ability: Enough complete for viable play
- Balancing: Up in the air
Next: Ranking system, Achievements, and Continued Beta Testing
Looking for feedback, criticism and support

Also looking for Beta Testers