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Old 01-12-2010, 03:52 AM   #1
sweepberry
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Post [Remake] Ice Path


Foreword:
I extracted from my previous thread into a solo skill-remake for Ice path.
Added some minor change about the skill.

Reasons on Remake:
Quote:
I do like to boost THd's skills more than it's current state.
I admit it is really buffed on 6.65, but it's just a minor tweak of numbers and not much really change the effect on his role nor the "player's impact", you know what I mean.
Come on, where are the jakiro lovers in the world nowadays. We know he is versatile yet still lacking about his skills.

This line tells "Due to his mystical nature, he has a strange affinity with the elemental forces of ice and fire." about THD that both elements are affiliate with him. Yet we see base on his skills dual breath, ice path, liquid fire, and macropyre; respectively. You can see the element fire raise supreme amongst his skills. And ice element is less focused, hence much weaker and also hard to trigger. There are 3 flame spells amongst 4 skills, yet there are only 2 ice spells on them and one of it has no damage at all and needs much of timing to a success.

To tend this unbalance, this remake will do good if any chance it's approved. Since this will boosted up Jakiro's Ice power and will make it's skill's synergy a better impact.
Changelog:

02/24/10 - added testmap by SNOW37 v1.00d
02/24/10 - updated testmap v1.00e
03/02/10 - Ice Path manacost increment.
06/13/10 - rescale snow's slow from 15/20/25/30% --> 5/10/15/20%.


Old skill:
Quote:
* Ability Type: Active* Targeting Type: Point* Ability Hotkey: T
* Cooldown: 16 * Manacost: 75
Ice Path:
Creates a path of ice in front of Jakiro. After 0.5 second, the path explodes and freezes nearby enemy units. Has 1100 range.

Level 1 - Freeze for 1.0 seconds.
Level 2 - Freeze for 1.33 seconds.
Level 3 - Freeze for 1.66 seconds.
Level 4 - Freeze for 2.0 seconds.
Remake:
Quote:
* Ability Type: Active * Targeting Type: Point/Unit * Ability Hotkey: R/F
* Cooldown: 16 * Manacost: 75/95/115/135
Ice Path or
Dragon Fang or
Dragon's Path:

Jakiro unleashes his frosty wrath of nature in a form of an icy dragon unto his enemies. Freezing everything on its path for a short period of time. The frost is so strong that can freeze any units that touched the frozed victim, only by half of the skill's duration. A snowy field is formed on its path, slowing enemies' movement.
(The snow remains for 6-15 seconds)

Level 1 - frozen units last 1 sec. / snowfield slows by 5% ms
Level 2 - frozen units last 1.4 sec. / snowfield slows by 10% ms
Level 3 - frozen units last 1.8 sec. / snowfield slows by 15% ms
Level 4 - frozen units last 2.2 sec. / snowfield slows by 20% ms
||Features||
  • Creates a huge trail of ice in front of Jakiro towards the target unit/ area.
  • If cast on a unit, the Ice trail chases that unit until it hits;
    If cast on ground/terrain the Ice trail will go straight forward.
  • Units caught are immediately frozen on impact.
  • A Snowy Field is formed on it's trail reducing movement speed when step on.
    Slow effect last until the unit steps out of the Ice trail or Ice trail vanished.
  • Any units comes close/ passes within 200 AoE around a frozen unit, will be frozen by half of the skill's duration.
  • Snow Field last for 6-15 seconds in random.
    Can be removed by any terrain skill effects. (eg. fissure, avalanche, etc.)


||Mechanics||
  • Snow Field can is like Merucial's Spectral Dagger's shadow in "bluish-white color".
  • The Ice trail used is like Invoker's Ice Wall. (can be changed)
  • Icy trail may follow a unit if cast directly, or may travel forward when cast on ground.
  • Ice trail "may" not go in a straight line, just like Pudge's hook, it's unpredictable.
Here's an Interpretation by MOO_COW about how the skill works.

||Appearance||


The Dragon concept was put aside, but can be rise up for future projects or custom effects for the skill.

Testmap by SNOW37:
Attached Files
File Type: w3x Ice Path v1.00e.w3x (29.1 KB, 117 views)
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Last edited by sweepberry; 06-13-2010 at 07:21 AM.
Old 01-14-2010, 11:19 AM   #2
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Default Re: [Remake] Ice Path

Bump bump bump
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Old 01-14-2010, 01:57 PM   #3
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Default Re: [Remake] Ice Path

T-up. His icepath could use a buff but if its gonna be that strong, it should have some charge time. Somethin like 2 secs charge = bigger snow area. 0 secs charge= smaller snow area.
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Old 01-15-2010, 11:13 PM   #4
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Default Re: [Remake] Ice Path

I think charging is not required to added up, since this doesn't gives any damage.
thanks for the TU!
need more feedbacks please.
Oh do anyone know who can help me make a skill-testmap?
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Old 02-19-2010, 08:42 PM   #5
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Default Re: [Remake] Ice Path

For the snow duration you say it lasts for 6-15 seconds. Is this random with 6 and 15 as the min-max values or is it 6 seconds at level 1, 9 seconds at level 2...?
Just wondering.
Also what is the casting range and max range of the path, and for how long does it follow the target if cast upon a unit?
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Last edited by SNOW37; 02-19-2010 at 08:54 PM.
Old 02-19-2010, 08:45 PM   #6
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Default Re: [Remake] Ice Path

not a bad idea. not sure if he needs this tho atm. hes pretty nice right now
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Old 02-19-2010, 11:23 PM   #7
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Default Re: [Remake] Ice Path

Quote:
For the snow duration you say it lasts for 6-15 seconds. Is this random with 6 and 15 as the min-max values or is it 6 seconds at level 1, 9 seconds at level 2...?
Just wondering.
Also what is the casting range and max range of the path, and for how long does it follow the target if cast upon a unit?
Its a random between 6-15 seconds, it is min-max duration.
casting range is same 1100 nothing changed, but for the max range of the path...
I haven't gone to thought of it in written, geez why did I didnt add on.

Anyway, the idea is to be far yet not infinite. Since mostly skills are shorter range yet they chase their targets infinitely, eg. Necro's death pulse.
So I'd say, either of these two:
a) path's range is 2300 units on all levels.
b) path's range is 1100/1500/1900/2300 units.

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Read the buttom of the OP.
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Old 02-19-2010, 11:41 PM   #8
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Default Re: [Remake] Ice Path

So is this the same one you suggested in "[REMAKE] Jakiro's 2nd & Ultimate Suggestion"? I'm so flazy I didn't go through this. If this is it, which I loved - well, the visuals are questionable, whereas the skill itself isn't -, I have a matching Ultimate suggestion. (Because I'm still taking yours with a grain of salt.)
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Old 02-20-2010, 12:26 AM   #9
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Default Re: [Remake] Ice Path

yes, its the same. But this thread is solely focus on the Remake Ice Path.
Some People says should be separated, so here goes. But don't worry, both are updated to each. :3
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Old 02-20-2010, 12:31 AM   #10
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Default Re: [Remake] Ice Path

hmm, i am a jakiro lover. i played him all yesterday and really opened my eyes to the potential he has. i might as well support this. i cant lie that i love it
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Old 02-21-2010, 05:50 AM   #11
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Default Re: [Remake] Ice Path

thx for the info sweepy boy, I will try to finish the test map tonight though it might take a bit longer.
O and for the chase range I made it just keep chasing the target till it hits them, kinda like spectre's dagger.
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Last edited by SNOW37; 02-21-2010 at 05:53 AM.
Old 02-21-2010, 05:55 AM   #12
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Default Re: [Remake] Ice Path

Just this without explanation.
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Old 02-21-2010, 11:24 AM   #13
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Default Re: [Remake] Ice Path

Quote:
Originally Posted by SNOW37 View Post
thx for the info sweepy boy, I will try to finish the test map tonight though it might take a bit longer.
O and for the chase range I made it just keep chasing the target till it hits them, kinda like spectre's dagger.
ok, sounds good too. Uh, really? youre making a testmap for this? ^^;
thanks! I just got my WE today, gladly, since my WC3 doesn't have one.
Now I'm solely focused learning how to make ease with it.
I now know how to custom some but not fully, Im still not par as a newbie on WE. :3

Hope this will balance THD's Ice & Fire syncronization both by concept and game play.
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Old 02-21-2010, 11:30 AM   #14
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Default Re: [Remake] Ice Path

Take a look at my Macropyre I told you about!
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Old 02-22-2010, 08:30 AM   #15
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Default Re: [Remake] Ice Path

Heres the testmap. Its about 90% finished but there might be a few bugs...
Hope it helps get this Skill into the game.
Attached Files
File Type: w3x Ice Path.w3x (27.5 KB, 19 views)
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Old 02-22-2010, 09:46 AM   #16
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Default Re: [Remake] Ice Path

Quote:
Originally Posted by SNOW37 View Post
Heres the testmap. Its about 90% finished but there might be a few bugs...
Hope it helps get this Skill into the game.
Yeah, I encountered a few bugs. But nice work overall! This would be a good buff to this skill indeed.
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Old 02-22-2010, 02:04 PM   #17
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Default Re: [Remake] Ice Path

Really nice buff... Jakiro could use that for his true disabling ability.
Get.. it.. in.
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Old 02-22-2010, 05:34 PM   #18
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Default Re: [Remake] Ice Path

ya the only problem I've found is that the snow isnt always returned back to its orginal terrain type. Oh and I haven't added the part where frozen units freeze other units yet.
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Old 02-23-2010, 01:05 AM   #19
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Default Re: [Remake] Ice Path

Quote:
Originally Posted by SNOW37 View Post
Heres the testmap. Its about 90% finished but there might be a few bugs...
Hope it helps get this Skill into the game.
yay! love you snow!!
I tried it, its just right but there are some bugs needs to be polished.
did you already included the chasing part? if not, lets add a run-away unit and it could be good as the running practice?

Some bugs/re-fixes:
And also I noticed that the ice wall's duration is much longer, it should be gone before the "freeze" buff expires. (I tried to make change the -Stat -Duration thingy but failed)

Some snow doesn't show up or unwell developed. (well the random snow shape is fine, but some times the whole "path" shows little snow. )

I see that the model used is a mountain king, so I tried my first attempt to make a model of THD.
changed:
Model to dragon, turn debuff effect frozen passive.
And the icon for snow is already used, assume I think I'll go find a new icon. I will look for an icon like a snow-flake or something.

and also, I thought to try change his normal attack animation into a frosty like one, not like its current that looks like a small glimp of light. Can't see which one...
and also, I thought about the "frozen units freeze nearby units" effect be similar to the current ice path explosion. The white circle thingy? then freeze the surround unit, I'd guess it be good too.
Attached Files
File Type: w3x Ice Path2.w3x (27.7 KB, 12 views)
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Old 02-23-2010, 01:16 AM   #20
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Default Re: [Remake] Ice Path

I made the ice wall last for 4 seconds, mainly cause I thought it looked a little wierd when the ice vanished. Also, yes it will chase the target, but as such close range you cant really tell as the units just run towards you.
About the model, I was too lazy to change it to a chimera, so meh.

also what do you mean by this:
Quote:
Originally Posted by sweepberry View Post
and also, I thought to try change his normal attack animation into a frosty like one, not like its current that looks like a small glimp of light. Can't see which one...
and also, I thought about the "frozen units freeze nearby units" effect be similar to the current ice path explosion. The white circle thingy? then freeze the surround unit, I'd guess it be good too.
The little light on jakiro's model cannot be removed with importing a new mode, so while you can change the projectile that light will always pop up.

Also I have NOT added the part with nearby units freezing other units. Right now units can only be frozen if they come near the ice.

If you want I can change the ice wall duration but I think it looks better when it lasts a little bit after the ice reaches the target.
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