Introduction:
I'm an avid player of WC3. I enjoyd playing Dota....i have played many AoM's...AotZ's....
For those of you who have heard of Enmity Campaign....I was high up in the clan that tested it from Tekk-Vicious's "workshop."
My brother and I have also worked on an AoS map of our own for a very long time (college makes it hard to sync up to get to work on it...and Blizzard's latest patch has caused havoc with coding.)
Anyways - I noticed, and yes I do realize Demigod is in the beta stage still, a noticeable lack of impressive or extremely creative ideas for abilities.
I understand every game has to starts somewhere and usually ends up in a completely different location, because all things change in development, but my impression is is that in trying to span a large number of abilities in the guise of a single hero who is actually very narrow in role--
Rook - Tank, slow moving, slow attack
Reglus - Ranged, requires Mines
Torch Bearer - Caster with low damage but multiply castable abilities (except for firebolt) with two seperate modes
Unclean Beast - High damage disruptor.
--you clean out your repertoire of "Ready-made" abilities that are easy to think of and to code, too quickly.
It is easy to think of run-of-the-mill abilities, and easier yet to think of very crazy abilities completly incapable of meeting the drawing board.
As such, my Idea was to create a post "workshop" where you can put any new ideas you can think of for any of the heros, in a non-crazy and usable manner, to try and break out of the box with some interesting combinations or ideas.
Forgive my rambling and game-splitting, but I want to link to Warcraft III AoS style maps for a second to try and get my point across.
Ex. You're playing several AoS style maps, trying to get a feel for ideas. You come across several heros all about Time...what do most of them have? They generally have a global or large AoE Time-stop ability.... then targeted slows or slow auras or anything of the sort...
I'm taking this directly from our (my brother and I) map we are in the process of making for Wc3...
In our map heros have five abilities - one innate (comes with the hero), 3 "level 1" abilities, 1 "ultimate"
Innate - Time Walk -
Flavor Text: He speeds to his location by using a simple cantrip that slows down time around him but prevents him from interacting with any other matter....
What it Does: The hero targets a location with this ability, and begins a casting time. Upon finishing the casting time, you see him "zip" across the map to the location, he is see-through, invulnerable, and "stunned" for the duration.
Uses: Allows for quick trips back to your base in a moment of calm, or for a speedy way to the frontlines or to change lanes unexpectedly.
Level 1 - Time Anchor -
Flavor Text: Anchors a target's essence in time for a set duration, but his body is able to walk around freely. after a small amount of time, his body is dragged back through time to the location where his essence was anchored.
What it Does: The hero targets an enemy with this spell. A container is set at that location, and (in our case) a blue beam connects the container to the hero. After the set amount of time, the hero is dragged back to the container "much like time walk in reverse" and then takes a set amount of damage + a % of the distance he was dragged. Then he is slowed as his essence has to be reacquainted with hsi body.
Uses: Very nasty to use on fleeing heros, however it anchors them to the location they were at when it was cast, so only REALLY good on players who over-extended their hero by chasing beyond towers. Also VERY nasty to use on a hero who is teleporting - because he either cancels it and stays and fights you, or he continues with it and hopes that he has enough life to absorb the spell and you (because he has low life when you unhappily reunite)
Level 1 - Time Shock -
Flavor Text: Causes a local paradox ina locaton. Time slows down in an attempt to fix the paradox, which usually happens very violently.
What it does: Slows down enemies in that area for a small amount until the duration is over, doing damage to all enemies in the location, the closer to the origin of the paradox (the center of the aoe) the more damage taken.
Uses: Good to use on a creep waves because they stand near the middle. Also, if cast in the middle of a large hero on hero battle, it slows down the enemy heros, giving your team a vital edge, in addition to finishing off any weak ones. Also, if you get the timing right, is very mean to place down on the location where a Time Anchor was cast, simply becasue the enemy hero is then dragged right to the middle of the paradox right as it explodes.
Level 1 - Time Encpasulate -
Flavor Text: noticing an enemy about to get away, or an ally in need, the hero locks them in time and space for a set amount of time, preventing any and all damage, actions....etc. by them.......
What it does: Makes the target invulnerable and stuns them for the duration.
Uses: generic C.C that also comes in handy in a pinch to rescue an ally about to be killed by an enemy hero with just that much life more...
Level 6 - Time Cage -
Flavor Text: Travelling through time, the hero attachs the equivelant of a nautical anchor to a dingy to each enemy hero.
What it does: Souped up version of Time Anchor that basically casts an improved version on all enemy heros, no matter where they are on the map.
Uses: Good for finishing off a fleeing hero that you know will die with the damage, also good to prevent ganks and or set up a gank of your own because if the other team was massed togehter in a lane, all you have to do is cast and then wait for all the anchors to pull them back right to you.
Hero Overview: The way this hero plays is that he pops up with Time Walk right where the enemy team DOESNT want him. He is great at disrupting "ganks" (mutiple heros all ganging up on a single one [usually the 1st place one on your team] to deny him gold [because in DoTA dying loses you money] so that he doens't become uber powerful and own their team single handedly) by locking either the ganked hero (who usually is about to die) in time with time encapsulate....or one of the enemy teams. He prevents them from staying in the "ganking area" too long with Time shock....and then can choose his victim with Time Anchor as they attempt to run away and one of them realise's he's about to have a nasty trip back into the waiting arms of the gankee and his ally....along with the creep spawn and a defensive tower or two.
Original Idea: This hero had actually started as your generic slowing hero - Passive ally speed bonus, enemy negative....castable large slow....targeted slow.....world slow.....we tried it all. That's when we thought about - ok...so what if this hero doesn't freeze himself in time to attack the other heros...but instead affects them while leaving himself in real time? If you couldn't directly affect anyone while they are stuck in time - wouldn't that seem much more likely if you could somehow manipulatate time to even the smallest amount? And if you notice- nothing here involves using time to harm others....simpy time itself does the work...and the hero manipulates parts of his enemies to be in the way when time goes to work.
Once again, I simply want to get the creative juices flowing, and if you believe you have any good, thought out, rational abilities for heros currently in demigod that might do the amazing job that Stardock and GPG have done already for Demigod justice, post away...
GL/HF
Always be creative!