Okay, so now that we have some form of Split Upgrades, I will be listing the way I feel heroes should be upgraded.
Feel free to discuss any of my ideas
Note:
- "Split Upgrades" mean the upgrade system we're using. Weapon upgrade #1 (W1) will always upgrade normal attack dmg, and maybe some other spells. Weapon upgrade #2(W2) will upgrade other spells
- "Special Upgrades" (S#) act as passive upgrades that does unique things to each hero.
- They are important in bringing about different playstyles. If you have any ideas, please type them here!!
- These are just preliminary ideas. They can be tweaked or rejected
- N/P = Name Pending
- C = Cost in minerals. Always approximate
Light Mage
- W1 - will also upgrade L1 and L4 (including the essence's)
- W2 - N/P - will upgrade L2 (including the essence's)
- S1 - C=60 - "Radiant Projection" - Causes Light Transmission to replenish ~45 mana. Either increase the speed or range of Light Essence
Assault
- W1 - just normal attk
- W2 - "Explosive Dmg" - will upgrade L1, L3, and L4.
* for L1, add a small damage, like 20+2 or something like that
- S1 - C=45 - "Vortex Grenade" - Causes Null grenade to suck units into its center for a duration of time
- S2 - C=45 - "Reserve Canisters" - Increases Maximum rocket jump charges to 5
- S3 - C=65 - "Demolition Bombs" - Gives assault a different, more strong attack against structures. Also, maybe cause L3/L4 to deal more damage to buildings
Volt
- W1 - normal attack, and will upgrade L1 and L4.
- W2 - "Electric Potential" - will upgrade L3
* Increase dmg and dmg bonus of L3. Increase its duration.
* L2 - Right now, Volt's L2 does not feel very good. It is too floaty and too hard to hit the opponents. I have discussed with Luzz possible solutions.
1. Make Volt have to stand still during the time the Beam shoots outwards.
2. If the beam hits nothing, make it dissapear, rather than slowly retract.
3. Make the AoE of the Beam bigger, so that it is easier to hit your target
4. make the Projectil speed of the Beam a LOT faster. Let's make it around x1.7 the speed
5. Add a line for the player so he can see where the projectile will go.
*L1 add a "Standstill" time after the shockwave blast. As in make it so that the Volt cannot move for a second or two after using the spell.
- S1 - C=60 - "Magnetic Resonance" - Extends range of beam. When the beam hits something, it flashes an AoE, which sucks every unit affected by the AoE into the beam.. In other words, the special upgrade allows Volt to capture multiple units
Summoner
- W1 - Upgrades Zergling and Ultra damage
- W2 - "Corrosive Dmg" - Upgrades L2 (Fungal Growth) and Baneling damage (see S1)
* You will need to buff L2 a bit if it's upgrade is split
* Add a 5 second cooldown for tribute to hunger
- S1 - C=35 - N/P ... "Summoner's Attrition?" - Allows Zerglings to morph into Banelings (N/P). Banelings will automatically have speed upgraded and will have around 50HP and deal 80+6 damage. The cost of morph will be zero, and will morph in less than one second. The object of this upgrade is to give the summoner some strength early game.
- S2 - C=80 - "Corruption Mist" - Dark Swarm slows enemy units down to 20%. Dark swarm doubles Summon's attack speed.
- S2 - C=80 - N/P - Increase Summons' Speed (and also range?)
Assassin
- W1 - normal attk
*Please fix the L1 cooldown! Its cooldown shouldn't be so long!
*Add an effect to L2. You can use the doodad "cracks on the floor". Also, it can use a slight buff (either increase AoE or duration or both). Also, add a small Knockback
- S1 - C=40 - "Bloodmark" - Assassin will know the location of enemy heroes he has recently damage (Use the Terran Radar thing. Enemy heroes gets debuff when attacked, which shows the red dot radar thing to assassin. Lasts for 10-20 seconds)
- S2 - C=50 - "Prey Upon" - Assassin will do bonus damage to any stunned enemies.
- S3 - C=70 - "Midnight Haunting" - At night, Assassin's speed is increased.
- S4 - C=50 - N/P... "Bloodlust?" - For every damage to units that he deals, the Assassin gains 8% of it in HP.
*It'd be easy to mix bloodlust with S1, S2, or S3. Having four special upgrades may be excessive
Also, we are beginning to work on Heroes that we've struggled with.
Namely, a few of the heroes from TS1 has very "SC1-Styled" spells (think Mutant's L2).
The biggest problem is how to port it into SC2 with Sc2-styled spell effects.
I'll list them out here and if you have any ideas, please post them. It will be greatly appreciated.
- Mutant - L2 and L3
- Warrior - L2
- Dark Mage - L2 - L4
- Archer - L1 and L4
- Phantom - L3
- Mech - Transforming effects, L2, and L4.
None.