Meet the Line-up., Heroes that push the expectations of AoS.
Post #42 fat_flying_pigs Sep 5 2009, 1:08 am
Post #43
Norm
Sep 5 2009, 1:38 am
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His passive ability converts any leftover fuel into an explosion that damages any nearby enemies. This happens 100% of the time. For each X amount of fuel, 1 Cloaked Tom Wraith is created at the location of AI's death. With Ship upgrades and a lot of leftover fuel, this could be a deadly counterattack. (Of course I'm going to make flashy explosions too!!!) That could be a good idea, the only problem is that anyone who has played as the Hero will know that they merely faked their death and camp whichever spot they faked at. Also, cloaked units are visible when it is light out, so observer would be eZ'd (Besides it's used for Ninja's abilities) It also might be redundant because of his relationship with the Ultralisk possession. Thank you though =). This guy is one of my favorites as well in Theory. What happens is that you do have a set maximum amount of skeletons you can have. You need to construct spires to increase the maximum amount. This will also increase the chance that you summon one when you kill things. In addition, you can create Greater Spires which give your a chance to summon Skeleton Archers (better skeletons). All skeletons are ranged, but do minimal damage, so their effectiveness is in numbers. The Necromancer's spells revolve around these skeletons as well, and you can even use night time advantage to deceive the enemy into thinking you have few skeletons, when really you have a ton hidden somewhere and you can use a spell which calls them all to your position. "Gravedancer" is an additional summon for the Necromancer. It's a melee unit, and you will be able to do a combination spell called "Lich Candle" - which sacrifices Gravedancer to burn into a nearby enemy, burning off a ton of their MP. I see what you're saying here. I think that once I explain his spell layout better you will see that he is a perfect combination of Speed and Stealth. What he lacks in actual movement speed, he gains in spell effects and the ability to combo spells. "Smoke bomb" is a technique that can move you and any nearby allies to any location predetermined by your Spy Sentry (Observer, Invisible + High Defenses at night time, vulnerable during day). He also specializes in an evade technique, which can be combo'd into a move called "Substitution" which will make enemies fall into a trap in their attempts to hit the Ninja. I'm also giving him some shurikens and a cool Level 4 move called "Shadow Stitch". If you play as this guy and still think he's not Ninja enough, I'll think of a better name =). You might be right with this assertion, as it's hard for me to tell how my ideas will translate into actual gameplay. I just hope that her Level 3 and 4 spells and spell combos will bring something fresh to the tired magician theme. o.O Suicides? I don't know how many people are going to want to throw away lives when they barely have any. I promise that I have 4 pretty hectic attacks planned out for this guy including every type of explosive unit SC offers. In Addition we have "Mobile Time Bomb" with Combo spell "Premature Detonation" which is a beast in itself. Add the psychopath's mobile bombing machine that doubles as a transport into the mix, and we're at 7-8 ways to bring your opponents to an explosive death. Well, I'm hoping to strike a good balance with spawn base and Hero PvP. For example, the spawns grow in level and power much more quickly than you'd see in TS. The layout is AoS like DoTA and many other games of that structure, so nothing original there. I'm just trying to push the world of SC AoS maps to an even higher level than they've already been reached. I won't have any quests and such included in the map, but I will have Items and Secret Equipment available for the players to fight over. Expect anything from minerals laying on the ground, MP potions, charms that increase EXP gain and the likes. Thanks for your compliment about my spells =) I really appreciate all of your input actually. As for the terrain, It's finished, but not yet finalized. I might put a picture of it up in the terrain forum once I finalize it 100%, but this topic isn't the place for it. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #44 fat_flying_pigs Sep 6 2009, 2:27 am
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In TS 2v2 or 3v3, many times, we suicide in order to deal the final blows to an enemy hero. Sometimes it is because that hero is particularly dangerous against our character set, or because he has 1 life, and I have 2. Giving the psychopath a suicide spell enables him to kill a weakened opponent who's existence in the game poses a serious threat; although it would seem that both sides lose equally, if the spell is used correctly, the psychopath's team gains an advantage (the exp bonus is a possible extra). Another possible use would allow the spell to critically damage (or kill weakened) heroes. If there were 2 heroes clustering together, you could damage/kill both (of course, this would have to be a high level spell). ![]() ![]() ![]() ![]() ![]() ![]() (>^^)>
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Post #45
Norm
Sep 11 2009, 8:42 pm
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Psychopath - Jim Marine An idea: A spell that allows the hero to suicide via (infests). If he kills any other hero as he dies, he gains (2)x the exp. A psychotic spell for the Psychopath. o.O Suicides? I don't know how many people are going to want to throw away lives when they barely have any. I promise that I have 4 pretty hectic attacks planned out for this guy including every type of explosive unit SC offers. In Addition we have "Mobile Time Bomb" with Combo spell "Premature Detonation" which is a beast in itself. Add the psychopath's mobile bombing machine that doubles as a transport into the mix, and we're at 7-8 ways to bring your opponents to an explosive death. In TS 2v2 or 3v3, many times, we suicide in order to deal the final blows to an enemy hero. Sometimes it is because that hero is particularly dangerous against our character set, or because he has 1 life, and I have 2. Giving the psychopath a suicide spell enables him to kill a weakened opponent who's existence in the game poses a serious threat; although it would seem that both sides lose equally, if the spell is used correctly, the psychopath's team gains an advantage (the exp bonus is a possible extra). Another possible use would allow the spell to critically damage (or kill weakened) heroes. If there were 2 heroes clustering together, you could damage/kill both (of course, this would have to be a high level spell). Alright, I think I have a spell planned out that would make your scenario work very well. I totally agree with your interpretation of the psychopath, and I hope that when my map is completed, you will be satisfied with the way the hero turns out. p.s. the map is coming along nicely. ![]() ![]() ![]() ![]() ![]() ![]() |
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