I'll be the first to take a crack at it. It looks like you need a lot of feedback, so prepare to read... lol
Aschalon - Hydralisk
Alrighty, so I like the idea that it relies on something besides itself. Too many games are too simplistic, and this is definitely taking it to the next level. I don't however like the idea that the orb regenerates when you heal, it seems too simplistic to get the orb back
If I was this character, seeing how I rely on my orb, I'd just base-hug all game.
Spell Orb Alive:
•Unburrowed Spells:
◦Energize - Restores all energy to the Spell Orb.
> Good spell, works nicely with the character.◦Pressure - Causes a contraction of water under the Spell Orb, causing damage to all units in the vicinity.
> I like it. You using observers as water?◦Blink - Warps Aschalon to the Spell Orb.
> Good idea, teleporting is always handy. Will this be Matriarch or a regular queen? Matriarch is moves more quickly, so I'd say use just a regular Zerg Queen.◦White Inscription - Sacrifices the Spell Orb to create a permanent mark at its current location that heals all allied units inside it unless there is an enemy unit near it. Lasts until Aschalon enters the mark. When Aschalon enters the mark, it regenerates the Spell Orb and causes Aschalon and his Spell Orb to be invincible for x seconds. Aschalon cannot summon another Spell Orb until the mark is removed.
> I don't like this at all... If you changed it, maybe. I'd rather see it that the Orb disappears, and in order to get it back at all, Aschalon MUST go back to that location.. no ifs, ands or buts... As for the healing powers, I'm interested if it just instantly heals everyone to full HP or has like a cloaked medic or something in the background. In all cases, use something that regenerates HP, not just instant.. otherwise that's an amazing spell....•Burrowed Spells (Unleashes Spell Orb):
◦Mana Burn - Burns the mana of foes near Spell Orb, causing damage to them and reducing their mana and causing them to flinch.
> Like it. Sounds good to me.◦Tunnel Warp - Aschalon teleports to the Spell Orb's current location. Longer cast time and higher mana cost based on distance traveled. Can be interrupted.
> Looks great, but isn't this the same spell as Blink? Or did I not read carefully?◦Mirror Image - Creates 4 images of Aschalon at the Spell Orb's current location for 3 seconds, after which they are removed. The images can deal damage.
> After which what is removed? What happens when "they" are removed?◦Black Inscription - Sacrifices the Spell Orb to create a permanent mark at its current location that causes damage to any unit besides Aschalon that enters it. Lasts until Aschalon enters the mark. When Aschalon enters the mark, it regenerates the Spell Orb and heals Aschalon and the Queen to Aschalon's current level of stamina. Aschalon cannot summon another Spell Orb until the mark is removed.
> See, this one... is inventive but could use a bit of work. It sounds like a powerful spell... but what about concussive damage to Aschalon after it reaches this location as a sort of side-effect for using it? Spell Orb Gone (Either under the effects of a mark or killed):
•Unburrowed Spells:
◦Swift Shot - Deals damage to nearby foes. (5 Hydras spawn temporarily)
> Good, no changes required.◦Summon Spell Orb - Resummons Aschalon's Spell Orb. Cannot be cast if there are enemies within a certain radius of Aschalon. Has a cast time and can be interrupted.
> Interesting, but good.◦Flame Shot - Deals damage to a nearby foe. (1 Battlecruiser spawns temporarily)
> Makes sense, looks good.◦Doom - Lays a curse of doom upon any enemy heroes near Aschalon. Every step they take causes the Doom to grow nearer. If the Doom reaches them before they are restored by some effect, they take massive damage.
> Okay, but you haven't explained what this "Doom" is or what it does besides "Damage".•Burrowed Spells:
◦Regeneration - Heals Aschalon for a small amount.
> Not sure I like this. You already have 1 spell to heal others, and now it can also heal itself?◦Restoration - Removes harmful effects cast by enemies.
> This makes it turn from a pull PvP to a sidekick-type player like the Medic in UU's TS. Looks okay.◦Farsight - Allows Aschalon to view the entire map for a short period of time.
> Hate this one. All the previous spells are PvP and this just helps even more. I'd prefer to see something like a spell called "Spotlight" where the map has randomly placed map revealers which create a "potlight" effect on the map, but not the whole thing. It would just be a random amount of circles placed randomly on the map that it can see. ◦Blessed Recall - Aschalon recalls all allied heroes to his location, healing them to their current level of Stamina and removing all harmful effects cast by enemies.
> This makes the scales tilt and proves itself as a more balanced character, but I like it. Maybe have it so it can only be cast every X minutes tho?Glad you like this hero. I'll try to answer your questions about things. Since there's so much info here, I'll have to reply to one hero at a time.
I originally intended for Aschalon to be much more reliant on his spell orb than he currently is. I think I've gotten too far off of that, though. I may change some things to return him to that path. For example, I think I'll take out the capability to regenerate the Spell Orb simply by returning to base.
Spell Orb Alive:
•Unburrowed Spells:
◦Pressure - No, the entire game is set underwater. I'm actually intending to use pylon aura sprites over the whole map. That is, if the terrain is ever completed.
◦Blink - I was intending to use a regular queen, and the Matriarch as an upgrade or some kind of temporary thing - maybe just for the energy bonus.
◦White Inscription - My intent with this was to cause Aschalon to have a reason to move further from base. The White Inscription was designed to aid in combat even if Aschalon couldn't be there himself - send the queen and give your allies a bonus, essentially. If you read my later edits, I believe I restricted it to healing only when there were no foes in the location. Either way, Aschalon couldn't summon another Spell Orb by any means until he returned to the mark. I'm thinking of redesigning this, because as it is the spawn is going to be at full health already and it would only be of major use to other heroes. Perhaps it'll be consumed when an enemy steps on it, and deal damage over time or something. I'll rethink it and get back to you.
•Burrowed Spells (Unleashes Spell Orb):
◦Tunnel Warp - This spell creates an observer and sends it to the queen. While it travels, a death counter counts up. When it reaches the queen, Aschalon is immediately teleported there. The problem is that neither Aschalon or the queen can move until the spell is complete, and any effect that stuns or interrupts spellcasting will destroy the observer and waste the mana used to cast the spell initially. In the future I'll try to clarify the mechanics of my spells. Thanks for pointing that out.
◦Mirror Image - Another spawn spell. Deals damage and then the copies are removed. Pretty simple.
◦Black Inscription - Yes, you're right - this does need some kind of penalty for using it. Probably a stun effect that lasts a while. We'll see.
Spell Orb Gone (Either under the effects of a mark or killed):
•Unburrowed Spells:
◦Doom - Doom is merely a death counter that counts down by detecting when an opponent moves (inverted locations ftw). If it hits 0, the DDS is used to deal tons of damage. It has a variety of uses, but one that springs instantly to mind is forcing an opponent to return to base by the shortest route. I'll fine tune it so that if you're more than half the map away, it'll probably kill you before you get home. Or it could be used as an 'I'm-taking-you-down-with-me' spell. As in, your foe has followed you all the way over here and isn't going to give up till you die - well, hit him with Doom and he'll pay for it, even if you die.
•Burrowed Spells:
◦Regeneration - Keyword here - 'a small amount.' Also, Black Inscription - which will be redesigned - isn't intended to be used for casual heals. This would be something to aid Aschalon's basic Zerg regeneration somewhat. Medic spawns for a few seconds - you know the whole deal.
◦Farsight - I'll remove this. Not sure what I was thinking. It'll be replaced with something more useful.
◦Blessed Recall - I forgot to add cooldowns. At any rate, this spell would have a very high mana cost and a rather lengthy cooldown. Not the kind of repeatedly castable heal/recall spell.
Morphis - Zealot/Tassadar (High Templar)
Zealot Spells:
•Purge Mana - Purges excess mana from Morphis, energizing any nearby mana users. Can be cast no matter how much mana Morphis has left. > Looks great.
•Mana Shield - Utilizes any excess mana Morphis has to block damage taken by Morphis, longer based on how much mana is used. Can be cast no matter how much mana Morphis has left, although the effect may be diminished or negligible if cast with very little mana remaining. > Finally! A similar form of the diablo spells for the Sorcercer's Mana depletion instead of Vitality. I like it!
•Mana Boost - Grants Morphis a speed and damage boost until cancelled by recast or by Morphis taking damage or by running out of mana. Drains mana as long as it is active. Prohibits the use of any other spell until the effect ends. > Not bad, i'd say the speed boost is good, but damage as well? sounds greedy haha.
•Mana Blaze - Explosively burns Morphis' excess mana, causing medium damage both to Morphis and to nearby foes. > Hmm... okay... not something a spell caster usually does, but I'll buy it.
Tassadar Spells:
•Drain Mana - Drains excess mana from any nearby mana users, energizing Morphis. If no mana users are nearby, Morphis loses mana instead of gaining it. Cannot be used at full mana. > Interesting... not sure I like how it "Drains", maybe if it only "Takes" instead.
•Mana Barrier - Utilizes any excess mana Morphis has to block damage taken by Morphis, longer based on how much mana is used. Can be cast no matter how much mana Morphis has left, although the effect may be diminished or negligible if cast with very little mana remaining. >Same spell twice? Okay, I guess so lol.
•Mana Storm - Grants Morphis infinite energy until cancelled by recast or by running out of mana. Drains mana as long as it is active. > Hmmmmmmmmmmm What damage does his storm do???
•Ignite Mana - Ignites foes mana and deals AoE damage based on mana burned. Foes must be within range for effect to occur. Ignited foes will burn until they return to base and heal or run out of mana. Morphis can take damage from this effect. > Looks good, but it only works on mana users. This character is HEAVILY mana driven, but it works since it does damage to itself.
Zealot Spells:
•Mana Boost - Well, the idea here was to have Morphis be a regular Zealot, and Mana Boost would replace it with the Fenix Zealot temporarily. If the Fenix Zealot is killed, Morphis just reverts to normal. The Fenix Zealot would have a very low health pool, possibly only 50-100. Not hard to kill, but not so squishy that the effect is useless.
•Mana Blaze - Intended as a PKing spell more than anything. Morphis as a zealot is fast enough to keep up with most foes - ergo, an explosive spell like WoW warlocks' Hellfire should be useful in many situations. You'll notice Morphis has no healing spells of his own, so this would only be feasible if you had more health than your foe. Of course, Morphis having two forms means that he gets a heal when he switches forms (unless his other form is already damaged). This has to be incorporated into any strategy that you may be thinking of.
Tassadar Spells:
•Drain Mana - 'Drains' means 'Takes'. Not 'Takes all'.
•Mana Barrier - Yes. I may replace this with a minor healing spell or perhaps a major healing spell with a long cooldown. Or I may leave it as is - we'll see. I need more feedback.
•Mana Storm - Haven't decided how much damage storm will do. Given my planned hitpoint levels, I'll probably double its damage and leave it at that. You have to understand that Morphis won't be able to cast any other spells while this is active. And he can't cast hallu.
•Ignite Mana - Yeah, this is Morphis' main PKing spell. It'll force some kind of defensive action unless the enemy intends to bring Morphis down with him.
Furilus - Zergling
Spells:
•Change Stance - Switches between stances. Active under every spellset. Switches spellsets.
> Makes sense... but... a defencive zergling? Sounds odd lol.Offensive Spells:
•Fury - Shredding attack.
> Details?•Berserk - Invincibility for 3 seconds; when effect ends, Furilus cannot attack for 3sec.
MARKED FOR REPLACEMENT - Berserk is currently more of a defensive spell; it needs to be replaced with some kind of offensive spell that reduces Furilus' defenses while active. If you have a suggestion, please let me know.
> IDEA! Make Furilus an broodling that is capable of attacking and dealing good damage, BUT the catch is that you have to manual to do so. Makes sense to me if the hero had invincibility, but a 2X as long cooldown without attacking.•Maelstrom - Furilus splits into four copies. Each copy has 1/4 of his total health. If one of the copies dies, all the rest die. This counts as a death for Furilus. Furilus cannot cast other spells while this effect lasts. Lasts 15 seconds.
> Wewt for mirror images.Defensive Spells:
•Truesteel Armor - Adds a layer of armor to Furilus. Lasts 30sec or until cast again; stacks to 10 and each stack reapplies the buff. Casts after that continue to refresh the buff. Buff is retained if Furilus switches stances. This buff yields to other damage-blocking buffs and refunds mana when it does so.
> It should cancel when the hero switches stances, makes this hero too A) Fast and B) Strong. Unless this zergling is dealing 1 damage at a time •Ravenous Void - Creates a void at Furilus' present location that consumes any magic effects cast within its vicinity. Has no effect on physical attacks or units.
> I like it, but it makes spell casters super weak around him. If you're a spell caster, you've F***ED yourself by coming into contact with this hero.•Steelskin - Invincibility effect. Immobilizes Furilus until cancelled. Cannot last more than 30sec out of every 60sec. Furilus cannot cast other spells while this effect lasts. Has a 10sec cooldown which begins on cancel.
> How about no? you crazy dutch bastard... haha... He's already powerful enough!!!!! WDF!! THIS IS AN UBER HERO NOW!! He also already has "Truesteel Armor". How much stronger does this character need to be? lol. Try something different like "Conflusing Cloud" - Creates a large amount of blurry effects above Furilus to create an escape or to literally blind the other users from seeing what's happening.Spells:
•Change Stance - Yes. I hate the zergling stereotype of them being a berzerker unit that dies to anything stronger than they are unless there are a billion of them.
Offensive Spells:
•Fury - Probably just a spawn spell. However, there is the possibility that I'll be able to use stacked cloaked zerglings for this. Pretty cool, huh?
•Berserk - You mean make him a broodling temporarily? That's a possibility, I'll think about it.
•Maelstrom - Inorite? I personally love this spell - it has huge benefits, but huge dangers with using it. All your foes have to do is focus down one ling to kill you. Intense micro required to get the best benefit out of it. Not sure if that's a good thing...
Defensive Spells:
•Truesteel Armor - Crap. Just realized... I can't give zerg units shields!
Well... I'll have to think of something.
•Ravenous Void - Eh, yeah. The idea was that it wouldn't last long and would be a spell to silence spellcasters temporarily. I mean, they can still cast stuff like self-buffs and self-heals, but offensive magic would be consumed.
•Steelskin - Ok, ok, I get the point. Needs a nerf. Ok.
Raemus - Dark Archon
Spells:
•Banish - Banishes the current summoned unit. Active under every spellset.
•Summon Demon - summons a demon (ultralisk) under Raemus' command. Changes spellset.
•Summon Elemental - summons an elemental (archon) under Raemus' command. Changes spellset.
•Summon Channeling Sphere - summons a Channeling Sphere (science vessel) under Raemus' command. The Channeling Sphere is a leashed unit. Changes spellset.
Demon Spells:
•Enrage - Enrages the demon, giving it increased speed and armor and attack power until it takes damage. Recasting the spell while the demon is Enraged will cancel the effect and refund a portion of the mana used to cast initially.
> Good.•Blood Drain - Leeches health from the demon, converting it into mana for Raemus. Cannot be cast if the demon is currently Enraged.
> Makes sense, it's like a "gimme back" spell.•Dark Sacrifice - Sacrifices the demon, causing a black hole to form at the location where the demon was. Pulls all nonstationary enemy units into the center (constant move order), constantly damaging them. Lasts x seconds. Raemus can take damage from this effect, although he resists the pull of the spell. Cannot be cast if the demon is currently Enraged.
> OOOOO I LIKE IT Elemental Spells:
•Elemental Shield - Shields the elemental from a portion of damage for x seconds. Additional casts add on to the total shielded period, up to a maximum of x seconds of shielding.
> Will the shields of the archon be set to zero constantly before this? If so, I like it.•Elemental Blaze - Enflames the elemental, causing AoE damage to both the elemental and any units around it for x seconds. Additional casts add on to the total inflamed period, up to a maximum of x seconds of blaze. Raemus can take damage from this effect.
> Looks great.•Flame Link - Creates a line of fire from Raemus to the elemental, dealing AoE damage all along the line for x seconds. When this effect ends, the elemental is destroyed. Raemus can take damage from this effect.
> A straight line? This might be difficult to do, but it'll be cool. Sort of like a "Flame wave" from Diablo I.Channeling Sphere Spells:
•Magic Bomb - Drops a magic bomb under the Channeling Sphere, causing AoE damage. Raemus can take damage from this effect.
> Hmm... okay... possible revamp here. Something else than a "bomb".•Energize - Restores all energy to the Channeling Sphere.
> Yup, good.•Silence - Prevents spellcasting by any enemy hero near the Channeling Sphere for x seconds.
> Sounds good, nothing too harmful.Glad you like all the demon stuff. I had fun with it without making it too powerful.
Elemental Spells:
•Elemental Shield - No, didn't you read my intro? Shields regen naturally without an effect like this. The effect just sets the shields to 100% constantly.
•Flame Link - Not neccessarily a straight line. My intent was to use observers moving between both the elemental and Raemus until the spell ended, and cycling through all observers and dropping a scarab under each. I do need to add a note, though:
Cannot be used if the Elemental is too far from Raemus. - to prevent my triggers from breaking when the elemental is half a map away.
Channeling Sphere Spells:
•Magic Bomb - As it is, this spell functions exactly like Aschalon's 'Pressure' spell.
•Silence - Since this is an L4, it's intended to be rather powerful. The silence effect could be up to 15 seconds or so. Depends on balancing. Could be adjusted.
Well, I suppose I'm good at creating summoners.
Post has been edited 3 time(s), last time on Apr 19 2010, 2:33 am by ImagoDeo.
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