Discus and Suggest your ideas for the first project.
Also we must decide when it will be started and who's going to be in charge of it.
Be sure to read the original thread
http://www.playdota.com/forums/28864...--recruitment/
I am in search of
fresh working meachanics.
Ideas so far:
- STR(or maybe not) tanking hero who's tankability depends on skills rather than HP pool.
- Support Type hero who's efficiency depends on number of units(heroes only) around.
- Obstacles as a skill effect.
- Skill for copying other's heroes' abilities.
Mechanics so far:
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Kodo, Sound themed hero by ChaoS_ThronE
Skill One [Belly Drum] - an AoE Chanelling around Kodo that will reduce opponent's stat (either MS, AS, etc), after duration resolves, Kodo will gain bonuses
Second will be Grunt's idea on Reverse Berserker Call, i know it is not synergize between the 1st and second skill, but there's connection, as it shouts (or play drums)
And anyways, is the reverse BC codeable?
Skill Three will be the skill that enhance it's tanking capability, it should be sound based too, maybe a toggle. Like playing drum of encouragement.
Quote:
Originally posted by kings.empire
with some tweaking we could make it interesting like should attack damage increase as well since the drums could encourage allies and discourage enemies?
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Ulti - Again, sound based, maybe something like Uproar on pokemon, I am serious.
Alternate : Drum Of Endurance - A support spell that allows allied heroes to rebirth instantly within set second if killed when he/she is in this buff. It can be AoE or single target. Can be targetted on self
Swap the spells if needed.
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Quote:
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Speaking of Invoker, my suggestion is more like it. There are three skills and one subskill that allows you to create different summoned units(without a timed life; actually there only are 3 of them, but their stats differ depending on the level of your main abilities that are more like QW&E of Invoker). Those units differ in terms of stats etc, and have a single skill each.
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[name] The Puppet Master
Skill 1: Think of a fresh nuke.
Cooldown: 14-24 seconds?
Skill 2: Debuff on the enemy. <<< fresh
Cooldown: 40-100 seconds?
Skill 3: Debuff on the enemy. <<< fresh!
Cooldown: 40-100 seconds?
Ultimate: Puppet
[name] creates a sophisticated puppet which he can further upgrade with his spells.
Lvl 1: Puppet has base stats(500hp/300mp) and receives Ability1/Ability2/Ability3 each time he is cast Skill1/Skill2/Skill3 by the [name]
Lvl 2: Puppet has base stats(1000hp/600mp) and receives Ability1/Ability2/Ability3 each time he is cast Skill1/Skill2/Skill3 by the [name]
Lvl 3: Puppet has base stats(1500hp/900mp) and receives Ability1/Ability2/Ability3 each time he is cast Skill1/Skill2/Skill3 by the [name]
- Basically each time Puppet Master casts one of his spells on the puppet it receives abilities(also passives)/stats.
- Power of upgrades depends on lvl of Skills.
- Puppet has a cap of upgrades (cap is increased with ultimate lvls).
- Only 1 puppet is allowed at the time. If master dies the puppet dies too.
- If puppet dies [name] can resummon a raw puppet and he will have to upgrade it again.
The idea is that hero himself is a supporter while his puppet is a primary fighting unit therefore it must be as powerful as a standalone hero.
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Quote:
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Or maybe a Fel Grunt. We can give him a reverse-berserker's call and a spell that will give Grunt "confidence, arrogance" (damage or speed or whatever) based on how many units are facing away.
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Skill 1: [name] roars scaring everyone nearby forcing them to runaway for 1.5/2/2.5/3 seconds.
Cooldown: 10-40 seconds
Skill 2: Anything <<< fresh!
Cooldown: Any.
Skill 3: For every unit looking at him [name] receives +1 armor/+2 damage etc.. For every unit looking away from him [name] receives +1%MS etc.. AoE of 1200 is imo enough.
Ultimate: think of something. Passively allows Skill 1 to scare enemy heroes.
Basically the idea is crowd control and bonuses [name] receives for the number of units looking at/from him which he can manipulate via Skill 1. Fel Grunt model would fit perfectly. Also Skill 1 maybe used to push/disable(mean channeling) enemy heroes after the ultimate is skilled.
Quote:
Originally posted by CyberTech
How about: Battle Standard [E]
Places a flag on the ground (maye attach to Grunt), the flag has an AOE of 700~900, allied units (or maybe Heroes) in the AOE who move in the same direction (don't know about codeability) with the Fel Grunt, will gain some bonuses, while enemy units them will get minor reduction (enemies have to be in the AOE of the flag). WIth this and other spells, either enemy units run and give the Grunt some bonuses, or they face him and his team. This will create a "leading/tanking" behavior for this Hero, I suppose.
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Kodo by Eviand2
Skill 1 kodoo charge, works like skewer, except the units that get charged get knockbacked instead of skewer
Skill 2 mighty roar
aoe armor decrease
Skill 3 gives passive chance to knockback any enemy that is attacking you or in melee range with you. Pack kodoos also gain the chance,
Ultimate: summons a pack of kodoos that respond to king kodoos used skils, when king charges they charge too, when king roars they answer and grant him dmg, increases number of kodoos with ulti levels.
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Arcane Warrior
Attack range: melee.
Str: 18+1.5
Agi: 18+1.5
Int: 21+3.0
Skill 1: buff/debuff <<< I think of an AS/MS slow
Skill 2: buff/debuff/passive
Skill 3: passive
Ultimate: consists of 2 skills. Set’s Str/Agi at the level of Int. ([hero] can channel magic into his/her body achieving higher levels of battling skills)
- At 6th level [hero] has 27 raw str/agi and 39 raw int; either str or agi will be set to 39 by this spell
- Spells do not share cooldown; if [hero] activates the second while first is active it will be overridden.
- Scepter Up: CD is set double the duration (Duration: 16, CD: 32).
The idea is that Int hero can employ as Tank/Semmi-Carry.
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I’ve based this idea on TrapDoors(FateTrap?) ability suggestion:
http://www.playdota.com/forums/276932/illusion-split/
Ultimate: When [hero] takes damage [hero] has a chance to generate an illusion. If the [hero] dies(receives killing damage) he’s reborn in the place of the {healthiest} illusion in XXX AoE.
15/20/25 % chance to split.
350/400/450 AoE.
- [hero] replaces the illusion receiving its HP/MP.
- At least 1 illusion must be within the AoE for transfer.
- If there are 2 or more illusions transfers with the one with highest HP.
Also the hero can be fitted with Tentative Clean by kanzakill:
http://www.playdota.com/forums/26802...ability-ideas/
So it’s a hero whose tankability depends on skills rather than HP/armor. Imo a great thing for a Sludge Beast.
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Be sure to express your mechanics viewing like this ^ or better.