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Introducing new ability concepts that have not been seen in the DotA universe! Abilities are based on some sort of mechanical or mathematical principle to function. |
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Advanced Statistics | Skillset Overview | ||||||||||||
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Determined to protect their lands, two Dwarven brothers entered in a devious contraption built for battle. This machine relies heavily on advanced mechanisms to operate, and should not be taken likely. |
[Cloudburst] - (Active, Target-Point, Buff) Launches a missile at target location, inflicts damage based on distance traveled. Leaves a trail of cloud-like material that shrouds allied units with partial invisibility. [Skill Table]
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[Mechanical Glitch] - (Passive) Percentage chance to return all mana used upon activation of an ability or item. [Skill Table]
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[Exponential Enhancement] - (Active, Instant) Upgrades the usefulness of other abilities when activated. Does not upgrade Exponential Enhancement. [Skill Table]
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#2 |
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Like the fact that it's still a concept, and that you're asking people for input.
IMO there should be more such suggestions. Currently, some suggestors ignore people's ideas on their threads, just because ''This is my idea, and not yours''. *** *** I have an idea for a wind hero, using the Wind Serpent, but haven't had the willpower to put it on the forum yet. LoL I'll put it up eventually, but till then, maybe you want to collaborate? Just a thought ![]() *** Skill 1 Wind Slice - Active Splist the Northwind in two, sending out 2 gales of air at the target, cutting through anyone in it's path. *** Visuals wise, Ladder Tornado Slow Aura is used. When used as a missile, it looks really elegant. * Ok, basicallay, based on Rexxar's Wild Axes, but with less damage. If this is codable: *Just* before the 2 gales hit the targeted point, a dummy unit is placed at your heroes current position. After the 2 wonds meet, just like with rexxar's axes, they part again and retun to the caster. Still with me? Ok, now, instead of returning to the caster, they return to the dummy unit. *Just* before hitting the dummy unit, a NEW dummy unit is placed at you hero's current location...and repeat the process I've just explained above. *** Hope you could envision that, tried to explain it as best I could. *** Anyway, with this, you get to cast it once, and keep it active semi-indefinitely as long as your hero keeps moving around. Each time passes through enemies, it damages them. *** *** Skill 2 Turbulance - Passive Each time the winds converge (refer to above skill), there's a chance of forming a twister. Twisters move around eratically and hulr enemies into air, dealing damage etc.. *** *** Skill 4 - Ultimate Hurricane? - Active When cast on a twister, causes it to vacuum up excess air, the drop in air-pressure causes a hurricane to occure. Hurricanes can be controlled and deals horrendous damage etc etc and so forth.. *** Uses Tornado model.
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#3 |
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I LOVE this idea. A wind based hero has always been on my to-do list simply because I really want a wind based hero in game(Windrunner is an archer with one wind skill that's kinda pathetic)
That being said, I hate community type projects. So, good luck to you, and I hope you succeed, I really do. Here's an idea I've always played around with in my head for a wind hero. Since he/she can manipulate the winds, she/he would be able to manipulate wind resistance, and speed up all allied units and slow down all enemy units globally. I just thought that would be kinda nifty. Good Luck ^.^ |
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#4 | ||||
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Both good ideas.
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Thank you for your input. |
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#5 |
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I currently have a wind themed hero idea in the first page of the hero suggs forum. I felt that the most close take on the subject was to make wind currents that interact between each other to create Tornados or Cyclons. That's just an idea.
I actually thought of something very similar to your ultimate skill for my wind currents
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#6 | |
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Join Date: Jan 2011
Posts: 45
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first skill updraft? seems too complicated. im not sure about throwing people 400-900 range with a toggle skill, seems imba. too much displacement for a non-ulti imo. |
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#7 | ||
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Updraft is a bit complicated, will look into making it simpler. Good feedback. |
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| Last edited by Beary; 05-03-2011 at 04:45 AM. | |||
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#8 | |
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Join Date: Jan 2011
Posts: 45
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Hmmm. yes... that would work. but if it still affects both enemy and ally, then you still havnt fixed it. Its got to be either one or the other. I think that a directional draft would be more interesting if it were in a line, instead of it being global. I don't really like global passive-like abilities. |
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#9 |
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#11 |
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Join Date: Feb 2011
Posts: 48
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I have a wind based hero too. Try to make her more DD like Lina but I didn't have big success... http://www.playdota.com/forums/45285...istress-vesta/
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#12 | |
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#13 | |
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I don't fully understand ulti, so no comment. However, I can give you simple ability based on angle. -target point (set the starting direction) or instant (facing angle) -AoE is around the caster (huge aoe) -there will be 8 basic kinds of wind: NE N90 NW 135 \ V / 45 E 180 > <0 W 225 / ^ \ 315 SE S270 SW Starting direction is based on angle between caster and casting point or facing angle of caster. (For example 120 (the nearest is 135, so the wind will blow from SW to NE). Grants subabilities for changing the direction of wind. Every enemy unit in AoE will be moved by a small distance (35/55/75) every second in the direction of wind. This will not affect their orders in any way.
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#14 |
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Dota is lacking wind...
Suggestion for debris wind Debris Gale (I was planning on using it as water-theme with tidal wave as name, can't think of any cool suitable wind name. Change it if you want )Creates a wall of wind that pushes enemies away while dealing dmg/s simple. What i'm thinking is like creating a wall, which is un-passable and keeps on moving into a direction. It's like deafening blast but it only pushes to one direction. It's an object that moves forward, pushing enemies backwards if they're in the way. Deals DPS at melee range. Hope this helps
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#15 |
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Boring?
Didn't read it properly then.. You need to keep moving to keep the Wind Slice active, not the twisters. But, darn, I did forget to add a passive effect to Turbulance. Just because Wind Slice is *seemingly* similar to Wild Axes, doesn't mean it's the same; might aswell say that every nuke in the game is the same, every illusion spell is the same, they're just used differently, with added effects. Not being defensive, just saying. Anyway, no worry, I'll still use this in another suggestion. No hard feelings
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#16 |
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Join Date: Dec 2010
Location: In my Boxers
Posts: 180
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Well... I have wind-theme hero suggestion too (See sig.)... I mean, most of us do right? =/
haha... anyway, we are allow to start concept-base threads now eh? |
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#17 | ||
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All of her skills use wind magic. ![]() Quote:
@BEARY: I only have one hero that uses wind magic: Arashikaze, the Darkslayer I don't think it will help you at all. If i come up with some ideas, maybe I can help you.
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| Last edited by Ryugo; 05-03-2011 at 11:10 AM. | |||
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#18 |
Member
Join Date: Jul 2009
Location: Frieza Planet 419, because nobody ever goes to Frieza Planet 419
Posts: 16,625
Blog Entries: 6
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I can't think of anything now, but perhaps this will help out: [Collab][INT-SENT] Aegolias, the Spirit Guardian
It was the 3rd SRT Collaboration hero. |
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#19 | |
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hurmmm i think i've made a wind-based hero long time ago..but i think the theme isn't revolve around wind anymore...
i have one suggestion that maybe can work with your "new mechnism" thingy~~
gomenasai, if this idea sounds silly to you...i'm just want to help you.
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#20 | ||||||||
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Vacuum has always been a favorite ability of mine. I like using similar mechanics. The main difference is the draw per second aspect of this ability; Vacuum instantly drags in enemy units, this ability slowly drags them in and then slows afterward... I will see if I can disguise it a bit better
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For some reason, a wall of air does not fit too well.Quote:
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Your suggestion is scary! I may steal your passive Quote:
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