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Wc4: Sc2 - Heroes

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Level 5
Joined
Jun 27, 2009
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78
Hero Name: Cursed
Cursed are necromancers what for immortality sacrefice anything soul too.

Base Moves: Soul devour,Forsaken army
Soul devour: Cursed will call and devour souls from near corpses its heal 5 hp each soul.
Forsaken army: Cursed will call some zombies do do his will.

Level 2:

Degeneration Aura: - Cursed aura is killing all alive.It will damage living unit by 0.5 by sec and heal undead units by 0.5 by sec.


Plague: cursed will infect every unit in the radius 450 by the plague what damage 2 by sec when they die they become zombies enemy to all.

Level 3:

Rebirth: The enemies of the cursed must kill hime more than one time.Every time when he kill a hero he get a life.

Losted soul: Cursed could leave his body (hero cannot do anything.) created lost soul can possed and unpossed units,but when its killed the hero is killed too.At least 60 seconds.

Mage unit weak at close combat.
He will look like zombie in necromancers robe and staff.
 
Level 14
Joined
Jul 27, 2007
Messages
793
Hero Name: Blade Champion
"Blademasters are well-known in the orcish armies; their quickness and deadlines have made them well-known in the human armies as well. Only the best of those vicious warriors become Blade Champions – masters both of swift assassination and leading orcs into battle."

Base Moves: Cut, Slice & Dice, and Art of War
  • Cut, Slice & Dice: For 5 seconds every next attack of the Blade Champion does twice the damage of the previous one.
  • Art of War: Every 10 kills achieved by the Blade Champion increase the attack speed of nearby units by 2%.
  • Battlestomp: Stuns every unit within a short range (including friendly units) and removes all buffs and effects on them (excluding permanent auras).

Level 2:

New Aura: RespectWhen the Blade Champion finishes an enemy unit, the attack power of nearby friendly units increases with 20% for 5 seconds.

Improved Cut, Slice & DiceCut, Slice & Dice does thrice the damage.

Level 3:

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

War Dance: The Blade Champion performs a war dance with his blades, damaging units, buildings and trees in a 15 yards distance, and rendering him invulnerable during the dance.

or

Lok'vadnod: If the Blade Champion dies in battle, the nearby friendly units become invulnerable for 20 seconds.
 
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Level 14
Joined
Jul 27, 2007
Messages
793
Well, any of the stats is free to change since I cannot guess what would be balanced in the final version of the conversion. Still, we have a non-ultimate in WC3 that renders the hero invulnerable (Yes, Divine Shield), so I don't think that 20 seconds is unrealistic.
 
Level 10
Joined
Nov 28, 2008
Messages
655
Why the push to make the heroes less RPG like?

That was the entire focus of War3, to make the game less mass unit heavy, and make it as close to RPG like with the heroes as possible.


Just curious why you are moving towards that direction.
 
Level 14
Joined
Jul 27, 2007
Messages
793
Hero Name: Blade Champion
"Blademasters are well-known in the orcish armies; their quickness and deadlines have made them well-known in the human armies as well. Only the best of those vicious warriors become Blade Champions – masters both of swift assassination and leading orcs into battle."

Base Moves: Cut, Slice & Dice, and Art of War

  • Cut, Slice & Dice: For 5 seconds every next attack of the Blade Champion does twice the damage of the previous one.
  • Art of War: Every 10 kills achieved by the Blade Champion increase the attack speed of nearby units by 2%.
  • Battlestomp: Stuns every unit within a short range (including friendly units) and removes all buffs and effects on them (excluding permanent auras).

Level 2:

New Aura: RespectWhen the Blade Champion finishes an enemy unit, the attack power of nearby friendly units increases with 20% for 5 seconds.

Improved Cut, Slice & DiceCut, Slice & Dice does thrice the damage.

Level 3:

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

War Dance: The Blade Champion performs a war dance with his blades, damaging units, buildings and trees in a 15 yards distance, and rendering him invulnerable during the dance.

or

Lok'vadnod: If the Blade Champion dies in battle, the nearby friendly units become invulnerable for 20 seconds.


I seemed to be unsatisfied with the "Battlestomp" ability, it just didn't fit the hero, so I made a replacement for it.
 
Level 3
Joined
Dec 19, 2008
Messages
63
HERO NAME: Chaos Bearer
RACE: Orc
ROLE: fighting mage (support or damage dealer)

HISTORY:
Many orcs have been released of the Chaos curse put upon them, but some of them will never get completely purified. These cursed ones where exiled by the others, but still, some of them keep fighting their destiny, and seeking to use the remnants of Chaos within them to help the Horde. Marked with runes of Chaos and energy that often spills from their bodies these orcs are called Chaos Bearers.
__________________________________________________________


Base Moves: Mark of Chaos and Fry

*MARK OF CHAOS (passive aura)(no cost, 3-4 range radius)( 10 second buff duration)

TOOLTIP: The chaos energy flows all around the place and any Orc near will be slowly poisoned by the chaos once more.

CONCEPT: any Orc unit under the aura effect will get increasing Hp regen and attack, to a max of +3% hp regen and +5 damage. ( 0,6 hp regen and +1 dmg per second). But if the unit stays too much time ( more than 5 seconds)under the aura effect wil...
have a chance of go frenzy( +10% attack speed but the player will not control it for a moment) on the first attack it deals.
OR
start to lose hp instead of regen it.( 0,2 hp/second)

-------------------------------------------------------------------
*FRY (active,self) (25 to activate plus 1 mana per second to keep, melee range)

TOOLTIP: The chaos bearers with time learn to control some of the energy that runs within them, learning to release this energy, they become a serious treat to anyone that gets to close.

CONCEPT: upon activation the Chaos bearer will uleash the Chaos energy engulfing themselves on it. While the skill is active, anyone that comes close will receive 3 damage per second, also the Bearer get +2 bonus damage and feedback.

__________________________________________________________
Level2:


*EXTENDED FRY:(same cost of normal Fry):

TOOLTIP: same as Fry

CONCEPT:Extended Fry now reaches 2 range, and upon activation an 3 range wave of energy that deals 5 damage to any unit
(replaces fry)

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

*CHAOS PRESENCE: (active,AOE) (75 mana, 3 range) ( 15-20 seconds buff duration)

TOOLTIP: The Bearer using his marks prevents that other been affected by crippling effects of his own presence.

CONCEPT: The Bearer projects its marks of Chaos around himself, giving to any affected orc unit imunity to Mark of Chaos hp degeneration if stay too much time under it's effects. Also the berserking effect will become an controled frenzy ( the unit will get only 5% atk speed bonus, but the player don't lose control).

________________________________________________________________
Level 3:

*MASTER FRY:(active,self,AOE) (3 range, 35 activation cost plus 1 mana per second to keep.)

TOOLTIP:The chaos bearers with time learn to control some of the energy that runs within them, learning to release this energy, and With pratice the Chaos Bearer discovered how to conduct his energy without damaging allies.

CONCEPT:Same deal as extended fry, but has 3 range and don't damages allies also the activation energy wave will do 5 damage to any unit plus 3 damage to mana users.
(replaces extended Fry)

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

* CHAOS FORM: (self,active) ( 125 mana cost, see duration explanation below)

TOOLTIP: The extended usage of Chaos energy takes it's token, the Chaos bearer is twisted into an dark energy mass with the form of an Orc, like an armor of darkness"

CONCEPT: While transformed the Bearer loses it's normal skill but gets +3 bonus armor , +5 damage and +10% move speed. Also he get's an 1-2 range 6 damage aura.

Note:The chaos form duration should be like an protoss shield( in fact the bearer receives an protoss shield bar). After the skill is activated it will lasts until is fully destroyed, if the bearer retreats without the "shield" being depleted it will regenerate by itself, if the "shield" is destroyed the Chaos Bearer will return to it's normal form. When the chaos form is destroyed the Bearer will lose 45% of it's maximum HP.


______________________________________________________
Note 2: I made this hero thinking on ways of specialization, where it can be developed in 2 directions, an supportive unit that until mastered is a treat even to allied units, or an might unit that must be used alone, because it's skills will sure punish anyone near.

I even thinked on the possibilty of the player choose only 1 of the lv 2 skills like with the specialized lv 3 ones, but this is with the dev team.
 
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Level 17
Joined
Jun 17, 2010
Messages
2,275


Base Moves: Trip Wire and Aggression Aura(NNF)

* Trip Wire(NNF): The trapper places a trip wire that is infused with arcane magic, when someones makes contact with the wire, they are stunned. If multiple units make contact with the wire within 1 second they are also stunned.
* Aggression Aura(NNF): Makes nearby units attack him unless ordered otherwise, because they are filled with aggression, they do not defend themselves, decreases armor.


Level 2:

New Aura - Influence(Possible to be a castable spell similar to charm)(NNF): When the trapper is attacked he has a x chance to cause the attacker to change allies, and attack his own for x seconds.

Arcane Hounds(NNF): Summons 2 Arcane Hounds that are very weak, but when killed in combat release all their mana and do damage equal to it in an x aoe.

Level 3:

Pulse Cannon(NNF): When a tripwire is triggered, a pulse cannon placed nearby targets the units in x aoe of who trips the wire, dealing x damage and disorienting. (reduced damage, as, ms) Requires an active trip wire, does not activate if trip wire is out of range.

or

Reflector Ward(NNF): Protects nearby units from magic spells by repelling any spells cast back onto the caster with half its effect. Can only block x spells.

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


History: The Trapper was accepted into the Arcane Academy. He adapted his trapping strategies to the arcane teachings and became famous with the title Arcane Trapper.

_____________________________________

I thought of this hero could be the first wizard-ish strength hero, Being able to fight head on head with a bear, but still have his mystic side, intelligence hero side.
 
Level 3
Joined
Dec 19, 2008
Messages
63
edited the Chaos Bearer post, sorry if description where poor, but i fixed it. Now it's easier to read ( i guess :p).

there's another one:

NAME: Doom Mage
RACE: Blood Elf
ROLE: Spellcaster

"Many creatures are know by the havoc they cause, some of them gain strength as the destruction spreads, but no one master it as the doom mages.
__________________________________________________________
Level 1

*Doom charged(passive,self)

Everytime that something (unit,building,critter,doodad) receives damage from any source, the Doom Mage regains 0.3% of the damage as mana.

--------------------------------------------------------
*Doom wave (active,aoe) (75 mana cost)

The mage releases an conic pattern energy blast that pushes the enemy and causes 15 damage.
________________________________________________________________
Level 2

* path of doom ( active,buff) ( 25 mana cost)

The mage enpowers the target with energy, increasing it's attack rate and damage, the buff lasts while the unit is spreading damage, if it stays more than 10 seconds without attack or cast damage spells it will lost the buff.

-------------------------------------------------------------------
*Doom vision (active,global) (50 mana cost)

The doom mage detects units that aren't with full hp or that are attacking in the map and reveals their position for a short duration of time.
____________________________________________________________
Level 3

*destruction fields ( active,aoe) (90 mana cost)

The doom mage unleashes destructive energy around him on a 6 range radius and 10 second duration field.
Saturating the air and the ground with his power. Enemy units that attack within this area will receive 3% of the damage dealt in return. Also they will not regenerate mana or health in this area.

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

* Tormenta Dimension (active,aoe) (125 mana and 75% of mage's health)

The Doom mage releases all his power twisting the dimensional fabric. Creating an 8 range mix of tornados, lightining, earthquakes and fire storms. doing massive damage to anything within his range.
 
Level 3
Joined
Dec 19, 2008
Messages
63
Sure, nothing there is final, and must be adapted to gameplay right?

Speaking of that, the heroes are planned to be main characters of the history? or just individuals with powers above the average troops?
 
Level 10
Joined
Jul 1, 2008
Messages
453
Are you going to give normal units a ranking feature, like if they kill a certain number of troops, or survive going near death, giving them ranks and making them stronger?

I'm not a developer anymore, however when I was we had a discussion about that and I think we ultimately decided against it because of all the problems and imbalances it causes.

That type of system can quickly ruin games because it gives the winning player an even greater advantage if they cripple their foe's forces.

Here's an example:

Lets say you have a good sized army and you meet up with your enemy. Now lets say that you survive and kill all their forces and you have a small force left.
Now, without the system in question, you probably wouldn't be able to rush their base and destroy them. HOWEVER, if units gained an attack bonus for each kill they made, then your enemy not only is scrambling to replenish his forces, but all forces that he makes will be weaker to your elite group.
this system has proved to make games that use it a "single battle" decision; if you lose the main fight, you lose the game.

Hopefully that makes sense. They might use the system, but I wouldn't recommend it.
 
Level 20
Joined
Feb 24, 2009
Messages
2,999
I'm not a developer anymore

Shame :(

HOWEVER, if units gained an attack bonus for each kill they made, then your enemy not only is scrambling to replenish his forces, but all forces that he makes will be weaker to your elite group.

Pretty much, yeah. TWIF's redesigned A LOT though, so I wouldn't be surprised if he did turn round and say he was considering this or similar.
 
Level 17
Joined
Jun 17, 2010
Messages
2,275
IMO, it promotes more strategy, not only is a ranked stronger, it gives more exp. Also in a "big" battle as your scenario suggests, the kills are equally divided so the chance of multiple units getting their boost is not likely, if the enemy constantly failed in battles and he did get to the point where most of his units were of great rank, and the enemy couldn't do anything about it, then he deserves to lose. Plus alot of people are bad at micro and keeping their units alive, so when they have an ally, or an enemy that constantly keep their near death alive, they will start to learn and get better. And the rank will also depend on what killed what, if a tier 1 unit killed a tier 3 unit, then he will be ranked, but if its vise versa, that tier 3 will get a small percentage to a rank.

Edit: I see the abuse of this system, people will weaken enemy units with their stronger unit and bring out a weaker unit to get the final kill, if this is abused then set up damage system that can tell if it was just a KS.
 
Level 10
Joined
Mar 19, 2010
Messages
622
Here's a hero idea and hope it helps you.
Hero Name: Shaman

Base Moves: Totem Mastery and Elemental Aura

* Totem Master: Creates 4 immobile totem of different elements(Storm, earth, fire, water) around teh hero each giving different aura for 60 seocnds.Storm totem increases attack and movement speed of nearby ally by 30%. Earth totem increases their armor by 3. Fire burns nearby enemy and cause melee enemy which is attacking affected ally take a 15% returned damage. Water totem give 100% bonus mana regeneration.
* Elemental Aura: The Shaman gives out an aura grant nearby ally random buff every 30 seconds. Effect given is same as totem's. Note: Means every 30 seconds the shaman gives out random aura which his totem have.


Level 2:

New Skill: Elemental Bless - Cause target to get healed for 300 and get a 1% max health heal for the next 10 seconds. While in this effect the target's armor, damage, mana reg, attackspeed and movement speed is increased.

Improved Totem Mastery: Improves duration, colddown at the cost of double mana cost.

Level 3:

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

Storm: Summons various tornedo around Shaman. These tornedo moves randomly arounf the Shaman, damaging enemy that comes into contach with them. Last 60 seconds.

or

Elemental Lance: An elemental lance is hurled in a line damaging enemy the is hit. Damage, buff applied is based of the current element of ability "Elemental Aura". If is Storm, deals medium damage and slows target. If is earth, Heavily damage it. If is Fire, Deals high damage and applys a minor dps. If is water, it deals small damage and split into 4 and damage random target around the primary target. The splited water deals reduced damage and will contineus split again and again up to 10 times.

Note: All spell's figure is not final, since I don't know much about the scale of this mod's. Change if you needs =) and wish you good luck with your work.
 
Level 5
Joined
Oct 14, 2010
Messages
180
Darius, the Gnomish Engineer

[-_-]Sundown Rocket Set[-_-]
Darius holds a set of canister rockets with him where ever he goes. Instead of dealing a normal attack, he deals a small AoE attack that deals damage in the area around where he clicks. Darius can click multiple times in one spot to initate certian spells.
[Tap Once -- Left or Right or Up or Down]
Darius sends out his rockets to deal damage in a line, going down at the first click and pushing to the target area, dealing damage in the line.
[ Tap At Each Point - X ]
Darius fires his rockets down in an X, dealing damage in two lines. Units that move through during the barrage take extra damage and are slowed slightly.

[-_-]Nuts, Bolts, and some Almonds [-_-]
Darius can repair buildings and seige units for a small fee. Just click on a building or a seige unit and he will begin to repair it. If he is attacked while repairing, a backlash of potent explosives deals damage to enemys near the repaired unit.

Level 2---
[-_^] Mechanic's Teachings [^_-]
Darius causes those near him to gain a small amount of mana and defense based upon his amount of mana.
[-_^] Workshop [^_-]
Darius gives bonus damage, mana, and cooldown reduction to nearbye Seige Units, giving an extra 1% for each within the area.

Level 3

[^_^] Eye-off Cannon [^_^]
Darius charges for a few seconds before unleasing a giant beam from his Eye-cannon. It deals a large amount of damage to enemies within it's large path, and knocks Darius backwords 300 feet.
------------------------------------
[^_^] Wondershop [^_^]
Darius creates a small wondershop at the target area, creating Clockwork Bererkers quickly. Each CLockwork Berserker counts as a seige unit, and causes Workshop to deal 5% more bonus stats to seige units effected. Each Clockwork Berserker has about the same stats as a zergling, but they spawn incredibly fast.
 
SAVAGRY HERO

Soul Kindler
"Killin' ya be real easy mon."

Ancient lore tells little of these ravenous beasts. Legend says nothing, and only the darkest tomes speak of sightings and of their power. The Trolls had lost these powers long ago, but in the mists of the maelstrom, they found it once again. An old tablet in the prison of the Sea-Witch holds the secret to their power, and one again, ancient warriors rise to deal death to the enemies of the horde.

____________________________________________________

Level 1
- Soul Finger, Shadoweye
  • Soul Finger [Active]
    Casting Time: 1 second. Strikes an enemy with a bolt of negative energy, dealing damage dependant on enemy health, the initial strike bouncing, dealing 15 less damage on each strike until all damage is depleted. At 100% Health, Deals 35 Damage. 75% 65, 50%, 90, 25% 150 damage. Builds one soul counter on self.
  • Shadoweye
    Casting Time: 1.75 Seconds. Frezes an enemy in place and begins to add energy to its reserves, if they reach maximum, the entire mana pool combusts, dealing X% of total mana + the amount added, X being 10% for every Soul Counter consumed.

____________________________________________________

Level 2
- Aura of the Pale Vine, Souless Stare
  • AotPV
    Whenever a spell is cast within range, Build .5 soul counters and deal 25% of the mana cost of the spell as mana damage, and heal 10% of mana damage as hp on the Soul Kindler.
  • Torrent
    Dispells any positive effects, dealing 15 damage for each one, in addition to the effects of Shadoweye. Lasts 10 seconds longer.

____________________________________________________

Level 3
- Soul Kindle, Kindlers Blast
  • Soul Kindle
    Revives X Units to Y % Health. X being the number of soul counters, Y being 10% for each soul counter. If there are more than 10 soul counters, each unit permanantly gains that much hp as a boost to their cap.
  • Kindler's Blast
    Deals X damage to target unit, generating Y Soul counters dependant on Z Overkill, Dealing A Damage to nearby units, repeating for each enemy. X being 10 for every soul counter, Y being how much damage Over the end of the HP bar the attack dealt, Z being 1 for every 7 Damage over the HP bar, A being 10 for every 1 soul counter created by Z.
 
Level 17
Joined
Jun 17, 2010
Messages
2,275
[*]AotPV
Whenever a spell is cast within range, Build .5 soul counters and deal 25% of the mana cost of the spell as mana damage, and heal 10% of mana damage as hp on the Soul Kindler.

I think this should have a short cool down, because late game so many units r spammed that have useful spells that this will get to the point of being OP
 
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