[Suggestions] Hero Abilities

Be imaginative...don't be stupid

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!

2,582 views 15 replies
Reply #2 Top

I actually like the idea of a time manipulation hero.

Slowing every other person down 50% is a lot neater than just having double attack and movement speed.

 

But um.. I think all the heros are pretty much planned. :P 12 of them at least.. maybe after that.

 

Plus, the abilities you describe need more depth.  They're as vanilla as the current ones.

Reply #3 Top

Edit:  Made the text a bit cleaner, made the quote abilities a bit easier to read and understand what they do.
innociv - the idea was to help generate cool abilities for the heros that we know about, not to think about any other heros.

Reply #4 Top

Which do these apply to though?  None of them seem like a time hero except maybe that crystal looking guy.

Reply #6 Top

Your Skills:

Time Walk - Teleportation with a new graphical effect

Time Anchor - This one is fairly unique

Time Shock - AoE damage + slow

Time Cage - Reuse of Time Anchor

 

The Time anchor idea is ok and fairly unique but the other three are pretty vanilla as inno said.

 


Suggestions:

Time Rift -  health/position are reset to 5 seconds in the past. If you made this targetable on self/allies/enemies it could be even more interesting.(similiar to time anchor i suppose)

Time Hammer -  Once activated your physical attacks have a % chance to return a player to his position 3 seconds in the past.

Time dilation - A sphere of time dilation is built around the hero for X seconds.  Anytime an enemy enters or leaves this circle they take Y amount of damage.(inside enemies have reduced movement speed)

Time Boost - Flag capturing is X times as fast for Y seconds after casting.  If attacked the effect is cancled.

Death Timer - A timer is placed above the enemy.  When time runs out the player takes 1000 damage.  However if the enemy touches an ally/enemy the clocks timer is reset and placed on the new demigod.

 

Those are just a few ideas off the top of my head.  I really actually like the Death Timer idea though.

 

 

P.S. White spaces are your friends in separating data.

Reply #7 Top

Please don't feel limitted by anything I have said.  Those abilities I listed are not there to set a genre or anything, and were not meant to be suggestions - just ideas...


The reason I was talking about a time hero was because I had said that most time heros in WC3 had a time stop ability - My intention was to show you a way my brother and I made a completely new set of abilities for that idea without involving anything using time stop or just generic slows.

The point of this thread was to have the similar idea but with the heros currently in demigod - just see what abilities you can think for them that might be cool, out of the box, or just entirely different/synergetic.

Reply #8 Top

If its time abilities we are talking about I would like to suggest mine, I tried to make them as unique as possible:

Aging- the targeted unit get a debuff, in first 5 seconds it suffers from movment slow, after that for 5 more seconds it also suffers from attack slow, and in the 10 seconds later he suffers from weaker damage and more vulnerbility to attacks from enemy.

Recap- all the damage that the demigod took in the last 10 seconds is dealt to a targeted enemy, if you target an ally it heals him in the same amount, cant target on self.

Future damage- all units in the targeted area will suffer 2X damage in the next 5 seconds.

Time damage- slow an area and dealing it damage for enemy in it for 5 sec' and has a chance of stuning them it for 5 sec' (a bit vanila but he got to have a massive slow spell as a time lord)

Reply #9 Top

Again - THE TIME ABILITIES were there to simply SHOW how my brother and I thought out of the box when confronted with a "bread and butter" ability...  THINK OF NEW ABILITIES FOR CURRENT DEMIGODS PLZ!!!!

TY :grin:

Reply #10 Top

So let me get this straight: you want us to think of...new and novel abilities...for the *same* demigods?  [head explodes]

XD

Anyway, some thoughts in that direction:

Rook -

Walking Castle , level 2, 6, 12 

Flavor Text:  Rook is able to transport smaller allied creep troops for short period of time, which supplement his stats and abilities

What it does:  At level 1 Rook can carry three minotaurs or two archers or one priest.  Minotaurs add to base damage, priest increases health regen, etc...Each level adds number of troops, duration of carry, etc.  (I figure to prevent Imba, Rook would lose his riders after given duration)

Uses:   At high levels a Rook carrying ten minotaurs would do hella damage, carrying three priests instead Rook would be a really tough tank, and so on...

Regulus:  

Enemy Mine - level 1, 4, 8, or possibly innate, would work well as innate talent synergizing with minelaying build, Snipe

Flavor Text:  Mines you have set can be 'defused' to create temporary or one shot buffs at the cost of damage dealt to defuser

What it does:  Defusing a mine causes Regulus to absorb 1/3 damage or effect duration of the mine, but he auto-straps the explosive or stun charge to his crossbow bolts.  In a duration scenario Regulus would have a 15/20/30 second period in which attacks had a 30% chance to cause an extra 200/400/600 damage or 30% chance to stun for 2/3/5 seconds depending on what type and level mine he defused.  In a one shot scenario, all the power of the mine would be added to Reg's next Snipe. 

Uses:  Makes minelaying useful even if you don't spec harassment

Unclean Beast:

Bestial Burrowing - level 5, 10, 15

Flavor Text:  Unclean Beast uses his giant front claws to dig a tunnel

What it does:  UB is able to tunnel short distances.  While in the tunnel he takes 50 damage per second, has a vastly reduced sight radius, and is invisible to enemy creeps and demigods.  Upon breaking out to the surface, all nearby enemies are dealt 50/100/150 damage and their movement speed is slowed by 10/15/20% for 2 seconds. 

Uses:  Beast is able to conduct ambushes and tunnel behind enemy lines with this ability.  Lets a skilled player negate relatively short range.  If you were so inclined you could have this stack with Bestial Fury, so that tunneling went faster or tunnel breakout was more explosive...

What would be some other, off-the-wall interesting skills and abilities we can come up with for the demigods we already have?

Reply #11 Top

Regulus

Skill : Missle barrage

Description : Regulus Shoots Missles over a small radius dealing dmg

LvL :  lvl 1/3/5

         100dmg 7 yard AoE /150dmg 9 yard AoE / 200dmg 11 yard AoE

Idea : seems like Regulus has missles Straped to his legs

Torch Bearer

Skill : Steam Cloud

Desciption : Tb shoots a quick burst of Steam in a cone infront of him scorching the skin off his enemies

LvL :  1/3/5

        75+20dmg over 3 seconds /150+40 dmg over 3 seconds /225+60 dmg over 3 seconds

Idea : he's ice and fire user might as well combine them so useable in fire and ice mode

Rook

Skill : Seige Weapon

Description : Rook temporarily takes the form of a Fort which shoots his Catapult archer tower and tower of light at a much faster rate and the range it shoots at (all 3 are pre-requisites)

LvL :    10-15

          2x faster 20 yard range /4x faster 25 yard range

          100 MP/second  ///    200 MP/second

Idea : hes a castle

 

Unclean Beast

Skill : Cry of Hate

Description : The unclean Beast Screams his hate for the world causeing his enemies to cower

LvL : 1/2/3

       10 yard radius 50 dmg +10% slowdown to walk and atk speed /15 yard radius 75 dmg 20% slowdown to walk and atk speed /20 yard radius 100 dmg 30% slowdown to walk and atk speed

Idea : after reading his storyline I say hes pretty friggin hateful

EDIT

I didnt like the regulus skill i had so im making another while keeping the first also this new 1 is a synergy like TB has fire ice regulus has mines and shots so i combined them altho the name isnt that good

Regulus

Skill : Shoot Em Dead

Description : Reglus shoots a arrow that follows the path of special mines set down doing dmg to anyone in the way and exploding each mine as it passes them

LvL : 1/5/10

Mines : 3/6/9  (available to put down)

Arrow Dmg : 175/250/375

Mine Dmg : 25/50/75

Mana per mine : lvl 1/5/10

                       300/500/700

Bullet mana cost : lvl 1/5/10

                        200/400/600

Idea : From his Snip ability and Ke5trels mine idea

Picture

each time the bullet hits the checkpoint the special mine explodes doing small aoe dmg

the basic idea is to set up ur bombs early from lvl 1 if u can because of the mana cost and use it wisely once all mines are set the mines can only be set off using Snipe or another kind of snipe ability made for this and if its only using the regular snipe then it only works for the special mines also the bullet will only jump in the order you put them so the first mine u put is the last 1 it hit meaning if u plan a zigzag motion and an enemy walkes into that area you can hit him 8 times it takes careful planning for this stuff

EDIT AGAIN!!

This 1 decreases 1 part of his stats for his other part

Unclean Beast

Skill : Poisonous Monstrosity

Description : The unclean Beast Sheds off his Bone Like Armor increasing his poison dmg on all spells but leaving him with no armor and heavily decreased melee dmg with lower run speed.

LvL : 10/15

Bonus :  40% increased poison dmg 10 seconds /// 80% increased poison dmg 10 seconds

Mana cost : Half of Max mana

Idea : since all skills get weak end game when everyone has alot of health heres the solution to Unclean Beast i assume his Melee DPS will be decreased later on like the whole 400% thing that adds even items which it shouldnt.

 

Reply #12 Top

It's been brought up before (innociv's synergy post, I think) but I really like the idea of Torchburner being able to follow an ice ability with a fire ability for additional damage/effect or vice versa.  The more combos you can put in between skills and between demis the more engaging this game will be.

It would be cool as well if each demi could counter the effects of it's own class, so a fire TB would have a chance to thaw out allies frozen by an enemy TB, an Unclean Beast would give nearby allies some resistance to ooze, plague, etc....

Reply #13 Top

Well really I would like to see it where if you had TWO torchbearers that you could have synergies not possible with just one because of the time it takes to switch modes. :)  Or at least them hard to pull off quite as well.  Like ice skill on burning enemy = aoe steam explosion.

I think that'd be really interesting.

Reply #14 Top

new abilities I came up with, I tried to make them connect the others skills also (I think I did best with regulus):

Regulus-

flaming arrow: shoot a flaming arrow that set on fire any units on the way to the target, when hitting deals aoe dmg' and set on fire nearby enemies

snipe upgrade: deals extra dmg' to stuned, slowed, burning enemies

draining arrow (passive): add a small hp drain with each attack. extra hp drain to burning units

overall idea- with an ability to set enemies on fire and than snipe them for extra dmg' or sinpe TB burned units with the ability to steal hp every attack with effective on burned enemies will connect his skills I think, plus it make snipe more effective.

Torch bearer-

crystal of ice: raise a crystal from the targeted ground that damaging and slowing nearby units, the crystal have hp and retaliate more dmg' to units that attack it. can rais up to 3 crystal at the same time. can dismiss a crystal.

hot ground: sears the ground for 25 seconds, enemies who step on it get 50 dmg' per second.

dmg' change (not a skill): do more dmg' when hitting frozen enemies with fire attacks and do more dmg' when hitting burning enemies with ice attacks. this require team work with two TB

overall idea- TB now have an aoe slow & dot' attack and long time dot' fire spell. the dmg' change I took from post here and I think it can realy work pretty well.

Rook-

I actually don't have a unique idea for him and I don't want to post something crap so I just wont post anything. but I realy like the seige weapon ability posted by strikersgun, it sound good and effective.

Uncleam beast-

pass the curse: UB curse a unit with his own curse for 20 seconds. when casting on an enemy- dealing dmg' to target and enemies around it + more vulnerable to all attacks. when casting on an ally- grant more dmg' on regular attack and more armor + give the ooze abilitie without sacrificing hp.

overall idea- not my best idea cause from all I think UB have quite good skills. I could add another "spit does more dmg' to burned/stund unit" like addition but that seems useless.

Reply #15 Top

Unclean Beast Ability:

Tongue Lashing - level 1, 4, 7

Flavor Text:  Unclean Beast uses his really long tongue to skewer a single opponent and pull them within melee range.

What it does:  UB is able to pull fleeing or ranged opponents within melee range and holds them there for 1/2/3 seconds.  The ability causes minimal damage (100/150/200) and lands on first target within a given line of attack, can therefore be evaded (like Rook Roll).

Uses: UB uses this ability to bring enemies within attack distance and negate short range.  It can be useful against fleeing or ranged attackers, as well as to ambush or pull enemies within range of friendly towers and creeps.