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Wc4: Sc2 - Heroes

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Warcraft IV - Heroes

After all the feedbackfrom our community, and several Dev Discussions, we have finally decided to keep heroes in the Warcraft Gameplay. However, the Hero system will receive a MASSIVE overhaul and revamp. Heroes will not play as great a role as they did in Warcraft III, and they will not be accessible early on in the game like they were previously.

Here is the current layout for Heroes in Warcraft IV:

Maximum Level Drastically Reduced
The maximum level heroes can reach is now 3 or 4. Also, heroes do not gain stat bonuses whenever they level, so their auto attacks aren't stronger at higher levels.

No Leveling From Killing Units
The entire leveling system has changed. In melee gameplay, you don't acquire levels from killing units. Instead, you research levels at the altar. (more on that later)

Maximum of 2 Heroes
The maximum amount of heroes you can have at one time is two. However, you can still upgrade and level up other heroes, even if you haven't summoned them. Since heroes will be much more situational, there will probably be a way to "switch out" your heroes for different ones that might better suit your needs. - Note - Switching out heroes does not affect upgrades or the level of each Hero.

Better and More Structured Moves
All heroes will follow a very structured and set move/ability layout. At level one, heroes will have 2 moves. Some heroes may have 2 auras or two active abilities, while others may have one of each. At level two, they will acquire another aura or self buff/utility move. At level three, players can choose one of two active moves. Note: because levels do not affect stats, heroes never get “stronger” they just have better moves that potentially make them stronger.

The Altar
The altar will be a structure that each race can build. From there, a player can summon, upgrade, level, and switch out their heroes. Each hero in the altar will have their own upgrades and leveling researches, so leveling up one hero will not level all of them.



What We Would Like From You:

We would like for you guys to think of any heroes that you would like to see in Warcraft Iv's Melee Gameplay. Remember, the heroes should fit in with Warcraft Lore and be reasonable. You can suggest heroes from Warcraft three and give us a layout of the new moves your hero would have. (We are currently only looking for Orc and Human hero suggestions, however you can post other race heroes if you like.)

Here are some things to remember when writing a layout:

  • - Each hero starts with two moves. These moves are most likely to be buffs, auras, or maybe one active move.

  • - At level two, the hero should acquire another buff-like move or a utility move (like blink or something).

  • - Level three is where you get two think up some active moves (moves where the player has to click them and cool stuff happens). Please think of two separate active moves for each hero.



---- Here is an example layout of an Idea for a Warcraft IV hero: ----



Hero Name: Assassin

Base Moves: Stealth, and Blink
  • Stealth: Causes the assassin to become invisible to enemies. Lasts 30 seconds
  • Blink: The assassin teleports 15 yards forward.

Level 2:

New Aura: Evasion - Increases chance for hostile attacks to miss by 50%.

Improved Stealth: Stealth lasts ‘x’ seconds longer.

Level 3:

Specialized Move: The player may choose one of two specialized moves. Each of which is an active move.

Fan of Knives: Throws knives in every direction doing damage to all enemies within 20 yards.

or
Ambush/Shadow Strike (NNF): Attacks the target doing very high damage. Can only be cast while in stealth.
(This move can one-shot many units and badly hurt tough heroes or high tier units)


---- NNF = Name Not Final ----

Have Any Questions?
If you have any questions, concerns, comments, or ideas about the Warcraft IV Heroes, please post them here!

Enjoy!
 
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I have some idea on Forsaken Hero, Dark Ranger (let's remake WC III, but let's make it better!)

Hero Name: Dark Ranger
"Dark Rangers are powerful servants of Sylvanas. But instead of fighting in first lane, they rather slowly inflirtrate into enemy's base and destroy them from within."


Base Moves: Black Arrow, Shadowstep

  • Black Arrow - Deals damage to single unit from long range. (Snipe anyone?)
  • Shadowstep - Teleports Dark Ranger by 5 Yards.

Level 2.

Dark Command - Posseses target unit for 30 sec. Can only target lesser units.

Improved Black Arrow - Deals even higher damage to single unit.

Level 3.

Drain Essence - Drains (x) health from 5 nearby units, restoring Dark Ranger's health.

or

Shadow Minion - Summons an beast created from pure darkness. Dark Ranger can control the Shadow Minion for 20 sec.
 
Heroes should follow a coherent 'theme' Such as a support unit, Tank, or other such.

Nether Catalyst

Level one:
Moves: 'Shadow', 'Whiplash'

  • Shadow: Turns the Target invisible for 15 seconds
  • Whiplash: Teleports the target to the selected area, Stunning for 1 second, but removing any debuffs.

Level two:

Moves: 'Shadow Wall', 'Mass Whiplash'

  • Shadow Wall: Creates a wall that blocks sight in a 9 yard area.
  • Improved Whiplash: Teleports the all units in an AoE to the selected area, Stunning for 1 second, but removing any debuffs.

Level three:

Moves: 'Chaos Field', 'Nether Thunder'

  • Chaos Field: Creates a TBL 'Chaos Field' that allows them to phase new units in, and protects from the 'summoned' Effect. The area is 12 yeards wide.
  • Nether Thunder: Gives the target a Debuff that lasts for 30 seconds, causing it to deal 3 extra damage to itself for every attack made against it.

(Note that Wc4 will have hp levels much closer to that of sc2, and will use a semihard counter system, and that a 'yard' is the same as 1 'range' in sc2, making it easer for distances to be added into the GE.)
 
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so, how many heroes for each faction? just two? cuz i have more ideas for forsaken :grin:

Hero Name: Apothecary
"The alchemists of Forsaken, Apotheracies are masters of potions and elixirs. They are also developing plague, that nothing will kill everything except Forsaken."

Base Moves: Plague Bomb, Healing Saliva
  • Plague Bomb - Throws a plague bomb in target location. Location become poisoned and damages enemy units standing on it.
  • Healing Saliva - Apothecary use his potions to heal allies in target location.

Level 2.

Elixir of Death - Target will slowly take damage untill it dies. After death there is 15% chance that his corpse will become Zombie Servat for 30 seconds. Can only target lesser units.

Apothecary's Presence - Aura - Apothecary can isnpire other Forsaken with his pressence, increasing their attack speed.

Level 3.

Black Plague - Target will become Infected. Target will slowly die, but if he gets close to his allies, they will take damage if they stay close to him.

or

Elixir of Life - Uses the best healing elixir to greatly heal one unit.


Hero Name: Ascendant
"Priests of Forsaken that gave up their body to become one with shadows. They are more dark and powerful then other priests and they call deadly shadow spells to destroy their foes."


Base Moves: Pain, Shadow Shield
  • Pain - Deals damage over time to target unit and slows it because of pain.
  • Shadow Shield - Ascendant uses his power to create shield around himself, absorbing damage at cost of his mana (energy, whatever)

Level 2.

Shadow Ascendant - Passively increase the attack and armour of Ascendant.

Improved Pain - Increase the damage over time, and has 20% chance to also effect 2 close units with Pain.

Level 3.

Death - Kills target unit. Unit can be lesser or bigger, but cannot target heroes.

or

Enslaved Souls - Ascendant can use his power to call souls of fallen and send them to target location. Souls hunger for living body and they will damage everything when they hit target zone.


Im thinking i will post more, but not now :grin:
 
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Very good, but not quite specialised enough. The abilities need to work with each other, so as the hero is very good for micro and suited to a single or very few purposes.

For e.g.

An assassin like hero might "blink" up a cliff, "fan of knives" the enemies workers before going "invis" and running back down.

The Dark Ranger is my favourite of your three and I like the idea of re-inventing some old classics, albeit not quite as powerful.
 
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well, if you look closely, you will see that Apothecary shares skills with Goblin Alchemist from WC3. With Ascendant i tried to be original :grin:
 
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gj! i like em, however there are too many active moves, i think you need more auras and self buff type moves. otherwise nice work :)
 
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gj! i like em, however there are too many active moves, i think you need more auras and self buff type moves. otherwise nice work :)

well, as you can see in Ascendant, i made him self-buff (Shadow Shield) and two passives. There are no auras because Forsaken are not best generals.
"If you fight, you will fight, if you die we will try to ress you but it might not work." thats what Forsaken Generals says :hohum: :wink:

If i post more hero ideas, they will probably have these "aura" like abilites. But they will not be in Forsaken Armies :wink:
 
The heros need to SYNERGIZE.

My nether catalyst is an example of a good synergy unit, its abilities are well suited to early sneak attacks, being able to turn a unit invis, teleport it up and then run away, covering itself with shadow wall, and either warping in new allies to do battle, or weakening the enemy base with Nether Thunder, which amplifies damage dealt.
 
You can only have two heroes "active" at any one time.
The number of heroes would probably be 3 for each race, though I personally would have done 5, as they aren't quite as diverse as wc3's it would make sense to have more.

As heroes are more powerful specialized units, many units will fill the roles the hereos will attempt to use.

Essentially, heroes are advanced support or micro units, with more powerful and extensive abilities.
 
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I don't have a name or a race for the hero, he is a tank-like hero so for now I'm just refering to him as "Tank".

Level 1

  • [*]Shielding Pressence: The Tank shields his brothers from harm, applying a +1 armor boost to all friendly units within 30 yards.
    [*]Retaliation: Whenever the Tank is attacked he has a 15% chance to retaliate, swinging in an arc and striking all enemies within melee attack range.

Level 2

  • [*]Scornful Shout: Yells obscenities at surrounding enemies, forcing the 3 nearest within 30 yards to attack the Tank for 6 seconds.
    [*]Improved Retaliation: Increases the chance of retaliation by 5%.

Level 3

  • [*]Wrathful Retaliation: Increases the chance of retaliation by 5% and increases damage from retaliation by 50%.

    or

    [*]Iron Defence: Raises the armor of all friendly units within 30 yards by 100% for 8 seconds. Also increases the passive bonus from shielding pressence by +1 armor.

Of course all the numbers can (and should) be edited for balancing.

I purposefully separated retaliation and scornful shout so that at level one the enemy should actively avoid attacking him with groups of melee units, but once the hero is upgraded the player can force his enemy to do so.

Hope you like the idea. I'm personally not fond of Shielding Pressence or Iron Defence but I wasn't sure what else to give him.

I do really like the idea of making one of his level 3 spells be a large damage boost to retaliation though (wrathful retaliation), as a note I was thinking retaliations base damage would be his normal attack damage.

EDIT: Not sure whats going on with those bullet points :razz:
 
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I like the idea a lot. the moves have good synergy and your last moves gave me an idea of something cool to add to this hero type.

I think this hero would be best called something like Beserker; being that it would be an orc hero. Or I could see it being a dwarf guy.. so I think one of those two would fit.

keep the ideas coming!
 
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(Night Elven) Sentinel


Base Moves: Shield and Elunes Grace.


Shield;
Shield, the Elf draws the shield on its back to gain a bonus in her deflecting and parrying strikes.

Using this spell sets the Sentinel into defensive mode, lowering the damage by 50%, movespeed by 0.5%, but raises the armor of the hero by 20% [Active and deactive]
(SFX: The Hero picks a shield off its back. Usually worn there as Night Elves are supposed to be agile as hell and tough to kill no matter what.. According to Lore anyway.)

Activate:No cooldown, but its a second channel time. Non-interuptable.
Deactive: 15 seconds cooldown and two second chanel time. Non-interuptable.



Elunes Grace
The Sentinel is under Elune's Grace, making the enemies a little blinded by the light on the Elf's skin from the moonlight, but withotu the moonlight the Elf also gains a bonus as the Grace of the Godess rests over her.

Gains a 18% evasion during the night(might also add rain or something if the engine is tough enough) and 9% during the day.

(SFX: During night(moonlight) the Night Elf gains a very very gentle glow, whilst on day there is nothing special.)






Level 2: Elunes Voice and Improved Shield.

Elune's Voice;
The Sentinel hears Elune's Voice and shares it with those around itself, speaking the word of the Godess.

Heals all units in a small circle aroudn the Sentinel by 1% per 5th second.

(SFX: Gentle glow of moonlight twirls around the healed units)




Improved Shield:
Shield, the Elf draws the shield on its back to gain a bonus in her deflecting and parrying strikes.

Using this spell sets the Sentinel into defensive mode, lowering the damage by 45%, movespeed by 0.2.5%, but raises the armor of the hero by 25% [Active and deactive]
(SFX: The Hero picks a shield off its back. Usually worn there as Night Elves are supposed to be agile as hell and tough to kill no matter what.. According to Lore anyway.)

Activate:No cooldown. Non-interuptable.
Deactive: 10 seconds cooldown and 0.5 second channel time. Non-interuptable.





Level 3: Hyppogryph and War Cry.


Hippogryph: The Sentinel calls for a Hippogryph that soars down from the sky, which the Sentinel mounts and become Airborne temporarily with a ranged attack from a bow until the Hippogryph tosses the Sentinel off and flies off into the sky to be called upon yet again.

Gains the "air" movement type and a ranked attack for 25 seconds. 2.5 channel time cooldown and 50 seconds cooldown. Interupt-able but if interupted there is only a 10 second cooldown.

(SFX: Quite obvious. A Hippogryph that flies down from the above and lands down. Which the Sentinel climbs unto and the Hippogryph fapfapfaps its wings up and voila, its airborne. The Elf also draws a bow.)



War Cry: The Sentinel shouts battle slogans to inspire the allied troops, "FOR ELUNE!".

All units around the Sentinel gains a 15% bonus in damage, and the Sentinel gains 30%.

Cooldown 30 seconds, non-interuptable lasts for 15 seconds - as an Aura not a spell.

(SFX: The Sentinel gains an aura around her feet which symbolizes a purple and silver light. All units effected gets a silverlight (very little, almost like a cloud) object over their heads.)



---------------------------------------------------------------------

I hope this suits the Night Elven community out there.

---------------------------------------------------------------------

(Dwarven)Raider


Level 1: Pillage and Where's me drenk?!

Pillage;
The Dwarven Raider has been using his two axes as weapon to frighten but also steal from the enemy.

The Raider gets a 50% chance of stealing 10-25 (Of one resource type for an example one hit can give him gold, second can give nothing and third can give lumber.)

(SFX: Red glow on the weapons as he gains something on hitting the buildings of the enemy.)


Where's me drenk?!:

The Dwarf gets his mead from his belt to drink, finally a good thing except bashing Orcs.

An ability that gives the Raider a 40% chance of evading the enemies strikes, but due to the alcohol level of the Dwarven mead, he also misses the enemy 60% of the time.

(SFX: He sits down and takes a drenk'!)

25 second cooldown and 4 second channel time.


Level 2: Raid and Improved Pillage

Raid:

During this Dwarf's battle experiences he has learned the best defence is offence, this is why he raids into the enemy forces and pummeling everyone on his path.

An Ability that lets the Raider charge into the enemy, everyone on his path gets stunned for a second.

Cooldown 30 sec, 1.5 second channel, stun lasts one second.


Improved Pillage:

The Dwarven Raider has been using his two axes as weapon to frighten but also steal from the enemy.

The Raider gets a 60% chance of gain 25-50 of one resource type. (for an example; one hit can give him gold, second can give nothing and third can give lumber.)

(SFX: Red glow on the weapons as he gains something on hitting the buildings of the enemy.)



Level 3: Boomstick and Ragnarok.


BOomstick:

The Raider always has his trusty Boomstick, or as anyone else says, his gun on his back, ready for use.

This ability gives him ranged attack. Lowering his armor by 50% and damage by 20% but gives him a ranged attack.

Activate: No cooldown but a second channeling time.
Deactivate: 10 second cooldown. No channel time.

(SFX: Quite obviously he pulls his gun up and sheathes his axes on his back.)



Ragnarok:
The Raider calls for the strength of the mountain and the sea to turn his two axes into one huge to swing at the enemy, dealing huge damage to multiple units.

This ability gives the Raider a 25% boost of damage and 50%(!) cleaving-damage.

Cooldown 70 seconds lasts for 30 seconds and gives him a big axe that has sparks coming out of the head of the Axe (AkA The blades of it)


(SFX: Lightning sparks down unto his axes as he slams them together, craetign a 'thunderclap' around him as the Axes turns into one. AFter 30 seconds, lightning sparks shoots out of him and the big axe turns into two again.)



---
And I hope that's good for any dwarven lover.
---
 
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As heroes are more powerful specialized units, many units will fill the roles the hereos will attempt to use.

Essentially, heroes are advanced support or micro units, with more powerful and extensive abilities.

Don't you think I know that, I helped design them remember?

Units will not fulfil their rolls at all, the only difference between our heroes and war 3 heroes is

- they are more specialised (hence you SHOULD HAVE MORE CHOICE)

- They don't get stat increases

- they only have 3 levels

- levels are researched not garnered via xp

- only two heroes can be "active" at a time
 
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I think what TWIF is trying to say is that not every race should have every type of specialization, so like for example, the Horde race would have a tank/meat shield hero, a healing hero, and a major buff/aura hero (just an example). While the Theramorian Alliance would have a magical buff/damage hero, a warrior/utility hero, and an assasin or something (again just an example). So that this way it gives races uniqueness.
 
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3x4 = 12 heroes in war3

Each hero could be used in 10x more situations than ours.

Were basically nerfing heroes AND limiting their uses, we may as well scrap them altogether!

It's as if were taking away someones armour, sword and shield and replacing it with a dagger... If that helps get the message through.
 
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No I don't think that we're making them useless. They are situational, but they are still very powerful and useful. for example, the assassin can harass and demolish enemy workers... that's amazing, but they can't take on an army by themselves like in wc3. Now, if we had 6 different types of heroes, why would people use units to counter? they would just mass one unit and max out heroes to counter what ever they needed. But if you limit it so that you don't have a hero to counter everything, then it forces the players to make more than 1 unit type.
We're nerfing heroes, and hard, but we're also changing their role in melee gameplay, so if you look at heroes from the viewpoint of what they were in wc3, and compare them to wc4, then yes they look like crap. But they aren't ment to play the same role they did in wc3.

Re-reading that paragraph, I'm not sure whether or not it came out 100% well but do you get my point?
 
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Your basically telling me everything I already know.

Units are the materials of war, heroes are the tools that drive them into place, support them, make their progress easier.

There is no harm in 5, it is a good number. 10 is stupid, but so is 3.

Even if 2 are copy and pastes that every race has! e.g. Tank and Assassin (or wizard, w/e)

Then do 3 specific ones for each... idc.



The point stands, if a player is going to spend money on levelling heroes and time microing them, they'll want to have a bit more choice in the heroes they develop.
Remember only 2 can be active at a time and they will most definitely be unable to max out all 5 in a game, but 3? It almost makes the 2 "active" limit useless as only one hero would be inactive and I'd bet money on 90% of decent RTS players managing to max out all 3 every game.
 
I agree with trum 100% (as it is my idea and thoughts basically)

Grey, take this to Dev... not here.

Heroes have a completey different purpouse in wc4. i fail to see how they are not useful/fun if there are fewer of them, and you have to make more tactical decsions... all the better in a RTS. but if you want, we can nerf it down to 1 hero active at a time.

if the point is that they ARE more specialized.. then there should be, if anything... LESS choice.

(Jk, but seriously... it doesent seem is if you get our point)

10 is insane, too many choices, impossible to balance, takes the places and jobs of units. 5 is still too many. 3 is perfect for uniqeness and balance.


and hereos are not tools

heroes and units alike are materials of war... only heroes are steel... and units are wood.
 
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Again I don't have a name or race for the hero, but this one is sort of assassin-ish, so I will refer to it as "Assassin".

Level 1

  • [*]Exploit Weakness: The Assassin assaults the target's weak point, landing a critical strike (x2 damage) and reducing the targets armor by 5 for 6 seconds.
    [*]Shadow Walk: Blending with the shadows, the Assassin can pass undetected for a short period. The Assassin gains 80% increased movement speed and invisibility for 8 seconds and lashes out at any enemy unit he passes through (maximum of 1 attack per enemy). Any action besides movement will break Shadow Walk immediately. When Shadow Walk breaks the Assassin suffers a -40% movement speed penalty for 4 seconds.

Level 2

  • [*]Dark Embrace: Units hit during Shadow Walk are now stunned for 0.5 seconds.
    [*]Crippling Poison: To enchance the Assassins exploit weakness, he also strikes with poisoned weapons that cripple the target inflicting a -40% movement speed pentalty for the duration.

Level 3

  • [*]Relentless Assault: Unleashes a relentless assault on the enemy, striking 3 times in quick succession. The first strike stuns the target for 2 seconds, and the final strike inflicts a critical strike (x2 damage).

    or

    [*]Black Shadow: The Assassin has mastered the Shadow Walk ability allowing him to strike enemies up to twice and removing the movement penalty when it breaks.

Again all the numbers can (and should) be edited for balancing.

I think the Tank had more synergy but Assassin should synergise fairly well for destroying a single target and escaping.

Hope you like, if not, dont be afraid to bin it :razz:

EDIT: Again with the broken bullet points, no idea, oh well.
 
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Thanks for getting us back on topic Shogun. :grin:

I like this idea, even though it's very similar to our example one. We might have an assassin based hero for multiple races. So this could still be useable. I really like the tank hero as well! Keep it up.

Side note: As for your bullet problem, make sure there is no [*] in the blank space above your text.
 
Harass Hero
- A-10 Arachnobot

From the embattled forges of theramore isle come the mighty arachnobots, powerful steam-powered clockwerk masterpieces that dart around the battlefield like engines of destruction....


Level 1


  • Augumented Gyroscopes - allows the A-10 to climb up steep cliffs with ease.
  • M-80 Burst - Fires a hail of M-80 Burst Vauss Rifle fire at the area, dealing light damage and slowing.


Level 2


  • PIAP - The Phase inducing arcane processor attaches itself to a building that collects resouces, and takes all that it recives for 20 seconds, and transfers half to your stocks.
  • M-88 Burst - Fires a hail of M-88 Burst Vauss Rifle fire at the area, dealing light damage and stunning.


Level 3


  • Razorweave Nets - coveres an area in nets that deal damage and slow units trying to pass through them... last until destroyed.

    - or -
  • Steam Turret - Deployes a steam turret that attacks until destroyed, AG or AA.
 
Last edited:
Level 5
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Harass Hero
- A-10 Arachnobot

From the embattled forges of theramore isle come the mighty arachnobots, powerful steam-powered clockwerk masterpieces that dart around the battlefield like engines of destruction....


Level 1


  • Augumented Gyroscopes - allows the A-10 to climb up steep cliffs with ease.
  • M-80 Burst - Fires a hail of M-80 Burst Vauss Rifle fire at the area, dealing light damage and slowing.


Level 1


  • PIAP - The Phase inducing arcane processor attaches itself to a building that collects resouces, and takes all that it recives for 20 seconds, and transfers half to your stocks.
  • M-88 Burst - Fires a hail of M-88 Burst Vauss Rifle fire at the area, dealing light damage and stunning.


Level 1


  • Razorweave Nets - coveres an area in nets that deal damage and slow units trying to pass through them... last until destroyed.

    - or -
  • Steam Turret - Deployes a steam turret that attacks until destroyed, AG or AA.

:goblin_jawdrop: Goblin is impressed (and i simply love the new smilies :ogre_love:)
So i assume this hero is gnomish technology? Otherwise it's great
 
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It was hardly off topic -.-

It wasn't completely off topic, but it was still off topic. This thread is meant to be a place for our community to discuss and suggestion hero ideas that they would like to see in Wc4. Our discussion about how many heroes we want in our game is more of a of discussion for another post.

As for TWIF's idea, I really don't like the steam punk part of Wc3, so anything to do with steam punk (except for some goblin stuff.. idk why i just like them:goblin_boom:) won't sound good to me. Synergy and utility wise the hero looks great, but the theme just isn't my style. This is preference, so it does not mean, at all, that this idea won't be used, because I'm sure many people like the steam punk style in Wc3.
 
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(Night Elven) Sentinel


Base Moves: Shield and Elunes Grace.


Shield;
Shield, the Elf draws the shield on its back to gain a bonus in her deflecting and parrying strikes.

Using this spell sets the Sentinel into defensive mode, lowering the damage by 50%, movespeed by 0.5%, but raises the armor of the hero by 20% [Active and deactive]
(SFX: The Hero picks a shield off its back. Usually worn there as Night Elves are supposed to be agile as hell and tough to kill no matter what.. According to Lore anyway.)

Activate:No cooldown, but its a second channel time. Non-interuptable.
Deactive: 15 seconds cooldown and two second chanel time. Non-interuptable.



Elunes Grace
The Sentinel is under Elune's Grace, making the enemies a little blinded by the light on the Elf's skin from the moonlight, but withotu the moonlight the Elf also gains a bonus as the Grace of the Godess rests over her.

Gains a 18% evasion during the night(might also add rain or something if the engine is tough enough) and 9% during the day.

(SFX: During night(moonlight) the Night Elf gains a very very gentle glow, whilst on day there is nothing special.)






Level 2: Elunes Voice and Improved Shield.

Elune's Voice;
The Sentinel hears Elune's Voice and shares it with those around itself, speaking the word of the Godess.

Heals all units in a small circle aroudn the Sentinel by 1% per 5th second.

(SFX: Gentle glow of moonlight twirls around the healed units)




Improved Shield:
Shield, the Elf draws the shield on its back to gain a bonus in her deflecting and parrying strikes.

Using this spell sets the Sentinel into defensive mode, lowering the damage by 45%, movespeed by 0.2.5%, but raises the armor of the hero by 25% [Active and deactive]
(SFX: The Hero picks a shield off its back. Usually worn there as Night Elves are supposed to be agile as hell and tough to kill no matter what.. According to Lore anyway.)

Activate:No cooldown. Non-interuptable.
Deactive: 10 seconds cooldown and 0.5 second channel time. Non-interuptable.





Level 3: Hyppogryph and War Cry.


Hippogryph: The Sentinel calls for a Hippogryph that soars down from the sky, which the Sentinel mounts and become Airborne temporarily with a ranged attack from a bow until the Hippogryph tosses the Sentinel off and flies off into the sky to be called upon yet again.

Gains the "air" movement type and a ranked attack for 25 seconds. 2.5 channel time cooldown and 50 seconds cooldown. Interupt-able but if interupted there is only a 10 second cooldown.

(SFX: Quite obvious. A Hippogryph that flies down from the above and lands down. Which the Sentinel climbs unto and the Hippogryph fapfapfaps its wings up and voila, its airborne. The Elf also draws a bow.)



War Cry: The Sentinel shouts battle slogans to inspire the allied troops, "FOR ELUNE!".

All units around the Sentinel gains a 15% bonus in damage, and the Sentinel gains 30%.

Cooldown 30 seconds, non-interuptable lasts for 15 seconds - as an Aura not a spell.

(SFX: The Sentinel gains an aura around her feet which symbolizes a purple and silver light. All units effected gets a silverlight (very little, almost like a cloud) object over their heads.)



---------------------------------------------------------------------

I hope this suits the Night Elven community out there.

---------------------------------------------------------------------

(Dwarven)Raider


Level 1: Pillage and Where's me drenk?!

Pillage;
The Dwarven Raider has been using his two axes as weapon to frighten but also steal from the enemy.

The Raider gets a 50% chance of stealing 10-25 (Of one resource type for an example one hit can give him gold, second can give nothing and third can give lumber.)

(SFX: Red glow on the weapons as he gains something on hitting the buildings of the enemy.)


Where's me drenk?!:

The Dwarf gets his mead from his belt to drink, finally a good thing except bashing Orcs.

An ability that gives the Raider a 40% chance of evading the enemies strikes, but due to the alcohol level of the Dwarven mead, he also misses the enemy 60% of the time.

(SFX: He sits down and takes a drenk'!)

25 second cooldown and 4 second channel time.


Level 2: Raid and Improved Pillage

Raid:

During this Dwarf's battle experiences he has learned the best defence is offence, this is why he raids into the enemy forces and pummeling everyone on his path.

An Ability that lets the Raider charge into the enemy, everyone on his path gets stunned for a second.

Cooldown 30 sec, 1.5 second channel, stun lasts one second.


Improved Pillage:

The Dwarven Raider has been using his two axes as weapon to frighten but also steal from the enemy.

The Raider gets a 60% chance of gain 25-50 of one resource type. (for an example; one hit can give him gold, second can give nothing and third can give lumber.)

(SFX: Red glow on the weapons as he gains something on hitting the buildings of the enemy.)



Level 3: Boomstick and Ragnarok.


BOomstick:

The Raider always has his trusty Boomstick, or as anyone else says, his gun on his back, ready for use.

This ability gives him ranged attack. Lowering his armor by 50% and damage by 20% but gives him a ranged attack.

Activate: No cooldown but a second channeling time.
Deactivate: 10 second cooldown. No channel time.

(SFX: Quite obviously he pulls his gun up and sheathes his axes on his back.)



Ragnarok:
The Raider calls for the strength of the mountain and the sea to turn his two axes into one huge to swing at the enemy, dealing huge damage to multiple units.

This ability gives the Raider a 25% boost of damage and 50%(!) cleaving-damage.

Cooldown 70 seconds lasts for 30 seconds and gives him a big axe that has sparks coming out of the head of the Axe (AkA The blades of it)


(SFX: Lightning sparks down unto his axes as he slams them together, craetign a 'thunderclap' around him as the Axes turns into one. AFter 30 seconds, lightning sparks shoots out of him and the big axe turns into two again.)



---
And I hope that's good for any dwarven lover.
---
(*cough*)

Draenei Whistler

Level 1: Elemental Fury and Totem


Elemental Fury
The Whistler brings up the Elements and uses them to gain what he wants, sparking one of the elements and fires using it.

10% chance to fire a slowing-earthquake, 10% chance to fire a Lightning bolt, 10% chance to fire a Fireball, 10% chance to fire an ice shard, 10% chance to fire a water "Wave", 10% of pushing the enemy back with Air, 10% chance to fire a Cuttinglike wind strike, 10% chance to make steam come up and block the visibility of targeted unit and surrounding units, 20% chance that nothing happens.

Cooldown; 20seconds if nothing happens, 40 if something happens.

(SFX: Quite obviously, for each elemental thing. Example: Fireball=Fireball, Slowing-Earthquake really just starts shaking the ground under the target 'gently'(to avoid crashes and lag).)


Totem

The Whistler pops out a Totem of the ground symbolizing one of the elements.

Makes all units attack with the element the Totem signs, giving them a 1-8 damage bonus and other side effects which follows the element. (Ice=Slow, Fire=DoT?) + Doubles the percentage chance of getting whatever element the totem has, in the Elemental Fury ability.

Cooldown, 30 seconds.

(SFX: A really normal Totem, with a glow that shows off the elements color. Can be modified if You, modified in such a way that each element have a different Totem.)




Level 2: Elemental Rage and Spiritual Awakening.


Elemental Rage


Upgrades the former; Elemental Fury - to a state of (nerd)Rage.

This increases the damage of each element casted through the normal Elemental Fury.

(Rest is the same)



Spiritual Awakening

The Whistler travels into a ethereal state and talks to the spirits, bringing back two of their former states back to their former lives to fight for the Whistler.

Using this ability, he brings back 2 units. Each of them can either be;

Ranged user: Can be a spearthrower, Archer, whatever ranged.
Melee User: Can be anything melee,from fists to the Ashbringer.(<- Was just an example)
Magic User: Has a very low chance of scoring a Magician which can be many types; Pyromancer(Fire), Hydromancer(water), Time Mage(Duh?), Druid(Nature) or a Tundromancer(Or whatever its called; A thunder Mage)

Cooldown; Ranged and Melee, 30 seconds, getting a magic user gives 45 Seconds.
Channel time; 1-15 seconds, depending on the heroes killing-count. The more kills, the LONGER time it takes to pursuade the spirits.

(SFX; Again, this is quite obvious. The user turns ethereal (or a greenish transparant tint) for 1-15 seconds, and comes back and 'tosses' (or attacks two times) spirits back to ground.)






Level 3: Reincarnation or Life Seed.

Reincarnation


The Whistler comes back to life after having an honorable death.

Cooldown each 2nd minute.
Channel, 6 seconds.

(SFX: The Whistler reverses his death-animation if not having a new 'reincarnation' animation on his model where he floats up or whatnot. - and glows orange-ish. )






Life Seed


The Whistler calls upon the spirits to create a Life Seed which can be given to a unit to ensure life after death, coming back yet again. The Whistler cannot consume this seed, as he created it for someone else.

The Seed brings another unit back to life, nice to have if you've made some top-tier units and wants to secure them. This Seed hangs unto to them till they die.
Cooldown: Each 2nd minute.
Channel 10 seconds. (5 to make it, 5 to give it. )

(SFX: Do I really have to explain!?)


---

I hope this sounds nice? Feedback would be Nice
 
Level 5
Joined
Jun 14, 2010
Messages
169
It wasn't completely off topic, but it was still off topic. This thread is meant to be a place for our community to discuss and suggestion hero ideas that they would like to see in Wc4. Our discussion about how many heroes we want in our game is more of a of discussion for another post.

As for TWIF's idea, I really don't like the steam punk part of Wc3, so anything to do with steam punk (except for some goblin stuff.. idk why i just like them:goblin_boom:) won't sound good to me. Synergy and utility wise the hero looks great, but the theme just isn't my style. This is preference, so it does not mean, at all, that this idea won't be used, because I'm sure many people like the steam punk style in Wc3.

If you won't introduce gnomes in human race for this mod.....
....then you can forget about more ideas,techtrees and unique aspects from me. Thank you.
Gnomes = Steam Punk
Dwarves are not engineers...all their technology (except guns) comes from Gnomes. Gnomes were part of WC II and III and they should be in IV
 
Level 10
Joined
Jul 1, 2008
Messages
453
If you won't introduce gnomes in human race for this mod.....
....then you can forget about more ideas,techtrees and unique aspects from me. Thank you.
Gnomes = Steam Punk
Dwarves are not engineers...all their technology (except guns) comes from Gnomes. Gnomes were part of WC II and III and they should be in IV

Read my post, I said this was just my opinion. I didn't say anything about not having gnomes in WcIV.
 
I do happen to be the creator and lead designer on this game.

Buffer Hero

Champion of the Light

The churches of light lay smoldering and broken in the destroyed vales of stormwind... of loaderon... in the darkness that has consumed humanity, a new order has arisen from the ashes, swathed in holy rage and bearing the souls of the fallen that have died around them in combat against the scourge, the legion, and the horde... these are the champions of that leauge...



Level 1
Abilities - Fury, Aura of Souls

Fury - By focusing his rage and hatred of the enemy, the Champion can inspire allies into a horrifying furious rampage against the enemy, bolstering speed and attack rate at the expense of 20 hp. (like sc2's stimpacks, only mass)


Aura of Souls - The Champion is swathed in the souls of his allies that have died in combat... the intensity of the energy and feelings of these restless spirits evokes hatred and rage in his alllies, and a burning thirst for vengeance. movement speed and attack rate are bolstered for nearby allies. and they are further enhanced when an ally dies, lasting 5 seconds, and stackable.


Level 2
Abilities - (Improvment) - Animosity, (New) - Purify

Animosity - Even greater than the holy fury, the Champion is able to replilicate and intensify his own rage and hatred of the enemy, and transfer that lust for holy vengeance onto nearby allies, bolstering speed and attack rate at the expense of 20 hp. (like sc2's stimpacks, only mass)

Purify - The unstoppable will of the Champion is focused into one holy blast of energy that implodes around the target, either healing 100 hp or dealing 100 damage to the target, reguardless of living or dead status. Also deals 150 damage to summoned units.


Level 3
Abilities - Martyr, Rite of Souls

Martyr - The Champion destroyes himself, and in the process, heals all nearby allies and revives up to 4 allied units, dealing 10 percent of damage healed as damage to enemies within that radius. (the healing is only up to a certain amount per unit)

- or -

Rite of Souls - The Champion creates a massive field of light around himself for 40 seconds, causing all allies that die within it to cause a large amount of soul damage to nearby enemies.
 
Last edited:
Level 10
Joined
Jul 1, 2008
Messages
453
Good hero idea TWIF I liek the idea of the spells, however I think they shouldn't be so single targeted. Maybe make them weaker, but effect an entire army. Or something like that.

I think Sacrilege needs some work/revamp.

Other than that I like the story background and stuff.
 
Redoin' him, didnt like the synergy.


Tank/Speed Hero


Gladiator

The hulking orcish gladiators of durotaur are a new breed of warrior, a leauge created from the greatest of the raider cheiftans and the blademasters of the old horde... thrall, although he has just discovered the orcish past and tradition, has realized that if durotar is to survive, the horde will need to change. these new warriors are an amalgam of the old and the new, ready to fight the breakaway human factions that cannot accept peace with the orcs.

Level One
New Abilities: Wrath - Battlelust


  • Wrath
    The Gladiator unleashes a horrible swing with his blade, dealing double damage to all units within a 180 degree arc.
  • Battlelust
    The Gladiator lusts for battle so, that upon being within 22 yards from an enemy within sight, he doubles his movemnt until he arrives, dealing an extra 10 damage on impact.



Level Two
New Abilities: Greater Wrath (Improvment) - Warsong (New)


  • Greater Wrath
    The Gladiator unleashes a horrible swing with his blade, dealing double damage to all units within a 260 degree arc.
  • Warsong
    The Gladiator is constantly shouting encouragment and singing bawdy and terrible songs of war, this encourages nearby troops, and provides improved armor and damage.



Level Three
New Abilities: Sandswath Armor - or - Baneblade


  • Sandswath Armor
    The Gladiator is clad in mighty magical armor that is made of dark, metalic sand that constantly shifts and changes, allowing it to be immune to armor dampaning effects, and grant magical resistance. It also adds 3 armor, and blocks the first 2 damage from ranged attacks.
  • Baneblade
    The Gladiator is so adept and quick with his blade, that all enemy units that attack him in melee take half of the damage they deal back at them from the gladiator... in the form of a quick retalitory jab.


Atm, greater wrath might be too weak now, might go back to triple at 180.

another comin' up.
 
Last edited:
Level 3
Joined
Sep 24, 2010
Messages
80
Ok, i'm new to the forums here, but I LOVE the idea of a WC IV. The starcraft storyline wasn't nearly as good as the WC III story lines were, well imo that is. I've played WC III since it was released, and from a young age that was. I would be pleased to help in any way possible, so without further a-do i present you with . . .

-The Warlord-

-Backround-
A highly adept class of warrior. These warriors are the strongest warriors that form The Horde Only the most healthy new borns are chosen to be trained as Warlords when they reach the age of five. (Basically a Spartan esque concept. Only the strongest children will be chosen to even be allowed to be trained.) Training does not end until the age of 20. The leading warlord of The Horde is usually part of the Council. They wiill always be seen leading an army into any major battle. There is only ever one Warlord at a time, warriors who have been trained through the Warlord ways have but one chance to become a true Warlord. Inorder to do so they must follow the Warlord motto; Survival of the Fittest. Every 5 years there is a battle that is done in The Arena. All warlord trained warriors who wish to test their might for the true place of Warlord must be the only surviving Warrior in the Arena at the end of the 7-day Deathmatch. The surviving Warlord shall then become the new Warlord if he can do battle and succeed against the current Warlord.

I know some of that probably won't fit with your lore, but hey it can be changed to fit. Just tell me what has to be done to make it fit better. Now, on to the skills and such!

-Level 1-
Abilities- Rage, Maul

Rage
The Warlord enters a state of immense strength and power. Causes the warlord to take 20% more damage, but causes him to attack 25% faster. (Rage is toggleable, so if you have it toggled on, you will take the effects of rage, if toggled off you will not take the effects of rage.)
Maul
The Warlord has been trained to hit hard. Every now and again his attacks hit extra hard. The Warlord has a 15% chance every attack to stun the enemy for 3 seconds (Stun duratation is halved on heroes.) and deal an extra 35 damage.

-Level 2-
Abilities- (Improvement) Bloodthirst, Beastial Companion

Bloodthirst
The Warlord's rage is ferocious, his rage induces a thrist for blood that causes him to take more harm from enemy attacks, but also to restore his own life. Makes the Warlord take another 10% extra damage while in rage (30% total) but causes his attacks to restore 15% of the damage he deals back as health. The thirst for blood also causes him to deal 5% more damage due to increased Adrenaline levels caused by the foreign blood entering his body.

Beastial Companion
The Warlord is a powerful force to reckon with, but a Warlord needs something that resembles him. A warlord has a Beastial Companion, animals are a powerful symbol to Warlords, animals symbolize power in a Warlord's eyes. The beastial companion is a hero. It takes the slot of the 2nd hero choice. (The beastial companion will have it's own abilities and what not, once i get around to it. So for now this ability isn't exactly complete.) Note: Beastial Companion is killable. If killed it takes 150 seconds to be revived. (Revived with 50% health)

-Level 3-
Abilities- (Improvement) Spritual Link -or- Beastial Insight

Sprititual Link

Only active while in rage.
A Warlord can access power of past warlords. He can use this to empower himself, and to make himself embody the power of many warlords past. Increases the attack speed of the Warlord by 25% (50% total), life gained from bloodthirst by 10% (25%), and increases the damage gained through bloodthirst by a slight 5% (10%)

Beastial Insight

Only activatable if Companion is active.
The Warlord and his companion have formed a Spiritual, Physical, and Mental link over the years they have been together. An experianced Warlord can use these links to temporarily fuse the Warlord and companion into one powerful being. (Don't exactly know how this could be implimented or how much of a bonus or bonuses it would add.)

Well, any numbers and such are subject to change fro balancing of course. This Hero has few active moves but has some very good passives which allow this Hero to synergize those abilities (Rage, Bloodthirst, Spiritual Link; Beastial Companion, Beastial Insight.) very well. All in all i hope this sounds enjoyable, soon enough i should have a Beastial Companion hero ready. I also hope this inspires others of their own heroes. I'm always ready to help.
 
Level 3
Joined
Sep 24, 2010
Messages
80
Grovelord
Faction: Sentinels
Tank/Support(Summons/Aura)

Backround
The Grovelords. After the Death of Nedrassil a group of druids attempted to restore their own power to the Earth in hopes of empowering the Earth Spirits to bestow upon a Tree the blessing of life, the blessing that could turn it into a new World Tree. This plan failed. Instead of enfusing the tree with the power of the druids the earth bestowed the druids, soul, mind, and power into the very things they had tried to save. With the druids enfused into the body of the Forest, a new from of Druid, and Ent was born.

Level 1
New Abilities- Forest Vice, Lull of the Forest

Forest Vice
The Grovelord calls up the roots of the forest to embrace his enemies and to defend his forest with all their strength. The roots cause the target to become immobile and to take damage over time. The roots deal 11 damage sec/5 seconds.

Lull of the Forest
The forest calls out to the grovelord's enemies upon his command to put them to peace. The Grovelord's targeted enemy is put to sleep for 20 seconds or until attacked. During the lull the targeted unit loses all buffs and debuffs aswell. The target is also slightly dazed after awaking if having slept for the full 20 seconds. *Daze*- Unit's attack and move speed are decreased by 20% for 3 seconds. -Cooldown- 45 seconds.

Level 2
New Abilities- Ironbark, Summon Fey

Ironbark(passive)
Being encased in the extremly durable body of an ent is a very benefical quality when fighting on the front lines. Adds 5 armor to the Grovelord and also reflects 10% of damage dealed to him back to the attacker. (Kind of like Spiked Carapace from wc3: TFT's Crypt Lord.)

Summon Fey
The elves are always at the aid of the forest and so are always at the aid of a Grovelord. Spell summons 3 Fey. (Giving my idea of stats, of course balancing will have to probably be done.) [Once unit's are summoned spell is not castable again until all units are killed. There is no duratation. Spell takes 10 seconds to cast.]

Fey: The Fey are small, but aggresive Elf flyers who blast their enemies with a mix of pollen and poison. They are quick and agile. They equip themselves with poison coated pollen which they desperse using their wings to direct it at their enemies.
Health: 85
Move speed: 3.75
Armor: 1
Damage: 3 (3 attacks) (.8 attak speed) [That is a dps of 11.25]
Range: 7 (Ground and Air)

Abilities: Poison
Poison
The target is slightly poisoned by the Fey's attacks. Taking 2 damage per sec/3 sec. Slows attack speed by 5% and movespeed by 10%.

Level 3
New Abilities- Protector of the Forest(Improvment) -or- Faerie Fighters(Improvment)

Protector of the Forest
The Grovelord has begun to fully learn the true power of himself and is better able to protect the forest and it's inhabitants. The Grovelords ironbark has become slightly more powerful, now +7 armor to the Grovelord, and 15% damage return. All allies within 7.5 range (or 7.5 yards, just about 22.5 feet.) are given +2 to armor and a 5% damage return to enemies.

- or -

Faerie Fighters
A forest unites under a grovelord to protect eachother and restore faith in the Elven ability. This ability improves Summon Fey. Instead of summoning 3 Fey it now summons 2 Fey, 2 Pixies, and 2 Vixens.

Pixie: Slightly larger than Fey and more combative than them as well. Pixies are usually male and like to arm themselves with daggers and shortblades. Slower and less agile of a creature, however they are altogether still more dexterous than most humanoids.

Life: 135
Move Speed: 3.25
Armor: 1
Damage: 7 (2 attacks) (.85 attack speed) [That is a dps of 16.5 rounded to tenths.]
Range: Melee (Ground)

Vixen: Vixens usually cause massive amounts of damage to their enemies with hit and run claw tactics. Slender and graceful creatures whose claws are the nightmare of any who have ever come in contact with them.

Life: 105
Move Speed: 3.45
Armor: 1
Damage: 3 (2 attacks) (.35 attack speed) [That is a dps of 17.15 rounded to the hundredths.]

All in all I believe this could use some balancing but these are suggestions, so if i could see what game units would be like in the future i could very well try to balance this out. I believe my 2 Ultimates may be slightly OPed. Though with the Faerie Fighters and Fey you can only have one group at a time. And it is a channeled spell, so if in battle it could be interuppted with a stun, or maybe it could be made that if any damage is taken the spell would be interupted. Well, enjoy.
 
Support Hero

Avatar

The Avatars of the newly formed church of Theramore are swathed in the sorrow and rage of the fallen spirits they seek to rescue and save. they use this raw ange and greif to cast mighty spells and battle the darkness that surrounds humanity. to save the souls from the torment they feel every day, the Avatar will do anything, even sacrifice his own life.

__________________________________________

Special Notation: the Savior makes use of a soul pool, the soul of an ally or enemy who has fallen can be added to this, and his spells can be assisted by drawing from this.

Level One
Abilities - Saviour, Light​

  • Saviour (Active) - The Avatar can save the soul of a fallen ally from everlasting wanderings, misery, and who knows what else. By doing this, the Saved unit can no longer be raised as an undead, and it adds 1 to the Saviour's Soul Pool.

  • Light (Autocast) - The Avatar uses the soul of an ally to let loose a blast of light, either healing a living ally, or dealing half damage to an unholy enemy. total heal or damage effects take 15 seconds.

Level Two
Abilities - Even in Death, Mass Light​

  • Even In Death (Active) - The Avatar binds powerful magic and the souls of fallen allies to units in that area. They can loose hp, but will not die for 15 seconds. Each ally consumes a Soul.

  • Light (Autocast) - All allies in a large area recieve the Light effect. Enemies recive full damage from its effects now. This spell requires 2 souls. total heal and damage effects take 15 seconds.

Level Three
Abilities - Beyond Duty, Nova​

  • Beyond Duty (Active) - Units under the effect of Even In Death are revived after they die, gaining a permanant increase to attack and attack speed.

  • Nova (Active) - All Allies in the target area with the 'Light' Buff gain 6 armor and gain 3 bonus regain for 60 seconds.
 
Level 20
Joined
Feb 24, 2009
Messages
2,999
I love the idea and theme twif but it has two problems.

1. Avatar? No. Definitely not.

2. It needs another more advanced soul-gaining ability, one isn't enough.
Besides i'd probably stick with mana and mana gaining anyway (make it non regen).
Adding a whole new system for a single hero is silly and puts unneeded pressure on the coders.
 
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