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Old 07-11-2010, 10:27 PM   #1
kanzakill
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Default kanzakill's Ability Ideas


July 19
Balanced (thanks to Kant8)


Multi Edge - (Active)
Reduces damage received from the target and increases damage from other units


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
112045500N/A2.5Reduces by 56% and increases by 14%
212040600N/A3Reduces by 64% and increases by 16%
312035700N/A3.5Reduces by 72% and increases by 18%
412030800N/A4Reduces by 80% and increases by 20%

Notes:
- Affects damage from both normal attacks and spells


Order in Arms - (Active)
Temporarily forces a unit to follow your movement and order


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
110045225N/A1.25Forces unit to mimic your movement
210540250N/A1.5Forces unit to mimic your movement
311035275N/A1.75Forces unit to mimic your movement
411530300N/A2Forces unit to mimic your movement

Notes:
  • If you move during this skill's duration, affected unit must mimic your movement if possible
  • Sub-skill: Specification
    Open a new skill panel when used
    The new skill panel contains:
    .Name:Effect:
    ForwardAffected unit will move toward the same direction of your movement
    BackwardAffected unit will move toward the opposite direction of your movement
    RightwardAffected unit will move toward 90-degree-clockwise direction of your movement
    LeftwardAffected unit will move toward 90-degree-counterclockwise direction of your movement
    And of course, there is the Cancel button


If there is a typo or grammar error, please forgive my bad English.
Icon was found thanks to ShadowKnight172

Stomach Ace - (Active)
Swallow a hero, disabling him while suffering his struggle. If swallowed hero is an enemy, his allies must damage user by a portion of his max health to make him purge their ally out.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
112060150N/AN/A10% of max health
212055150N/AN/A15% of max health
312050150N/AN/A20% of max health
412045150N/AN/A25% of max health

Notes:
  • Swallowed unit can attack user heavily (twice the normal damage) while he's in user's stomach (thanks to JJE92)
  • Swallowed unit receives experience normally
  • User can't teleport/blink with a unit in his stomach (thanks to JJE92)
  • Swallowed unit can be teleported normally by skills like X Marks The Spot, Recall, etc. (thanks to Eturn)
  • If swallowed unit is an ally, user can purge him out by using the sub-skill Stomach Ache
    The war3 engine's Unload iconPurge an allied hero out


Pacifier - (Active)
Instead of damaging, the attacks of enemies affected by this skill heal


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1120604001302.25Attacks heal instead of damaging
2130556001702.5Attacks heal instead of damaging
3140508002102.75Attacks heal instead of damaging
41504510002503Attacks heal instead of damaging

Notes:
  • Rescaled (thanks to JJE92)


Gluttony - (Active)
He's always hungry and he eats everything. But don't worry for he can share.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1305100N/AN/AConsume something; one stack of nutrient at most
2304100N/AN/AConsume something; two stacks of nutrients at most
3303100N/AN/AConsume something; three stacks of nutrients at most
4302100N/AN/AConsume something; four stacks of nutrients at most

Notes:
  • This skill can't be used when user's stomach is full
  • Effects of nutrients as listed:
    TreeRegenerates 75 HP over 75 seconds
    WaterRegenerates 50 MP over 50 seconds
    Grass (or dirt)Gives 2 armor for 75 seconds
    CorpseGives 10 damage for 75 seconds
    ItemGives double the stat bonuses of consumed item for 75 seconds
  • Consumed item will be muted (thanks to 0verp0wer_BR)
  • User will get the item back when the duration ends
  • User can share with an ally by using the sub-skill Temperance on him:
    Support an allied hero by using the leftover
    Healings and replenishments will be instant and all the unused HP/MP will be used
    Buffs from other nutrients will last on allied hero for their unused duration


Abyssal Vision - (Passive)
When you look into an abyss, the abyss also looks into you. And if you gaze for long into an abyss, the abyss gazes also into you.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1N/AN/AN/AN/AUntil affected enemies can't see user anymoreGains 200 AoE of vision around enemies directly seeing user and additional 40 AoE for each second of continuity
2N/AN/AN/AN/AUntil affected enemies can't see user anymoreGains 300 AoE of vision around enemies directly seeing user and additional 60 AoE for each second of continuity
3N/AN/AN/AN/AUntil affected enemies can't see user anymoreGains 400 AoE of vision around enemies directly seeing user and additional 80 AoE for each second of continuity
4N/AN/AN/AN/AUntil affected enemies can't see user anymoreGains 500 AoE of vision around enemies directly seeing user and additional 100 AoE for each second of continuity

Notes:
  • Only enemies who can see the user with their own vision will be affected


Optimism - (Active)
That which does not kill us makes us stronger.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
12001208003502If one of the affected allies receive damage, the rest will be healed by 20% of that amount of damage
22501008004003If one of the affected allies receive damage, the rest will be healed by 25% of that amount of damage
3300808004504If one of the affected allies receive damage, the rest will be healed by 30% of that amount of damage

Notes:
  • Most powerful when used against AoE casters or dpsers
    Rescaled (thanks to JJE92)


Very dumb skill.
Sacrifice - (Active)
What is done out of love always takes place beyond good and evil. User sacrifices self to support an ally.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
10120150N/AUntil resurrectionSuicides; gives bonus stats equal to 50% of those of user to the ally; heals ally by 50% of user's remaining health
2100120150N/AUntil resurrectionSuicides; gives stats equal to 75% of those of user to the ally; heal ally by 75% of user's remaining health
3200120150N/AUntil resurrectionSuicides; gives stats equal to 100% of those of user to the ally; heal ally by 100% of user's remaining health

Notes:
  • User loses gold normally


Tentative Clean - (Passive)
He who fights with monsters might take care lest he thereby become a monster. Units that attack user at close range will be infected and grow tentacles.


______.________._______.___._______.__________________________.
 ManaCooldownRangeAoEDurationEffects
1N/AN/A200N/AUntil deathGenerates a tentacle on the attacking unit's body; 2% damage upon death
2N/AN/A250N/AUntil deathGenerates a tentacle on the attacking unit's body; 3% damage upon death
3N/AN/A300N/AUntil deathGenerates a tentacle on the attacking unit's body; 4% damage upon death
4N/AN/A350N/AUntil deathGenerates a tentacle on the attacking unit's body; 5% damage upon death

Notes:
  • Tentacles are attached to the victim
  • Tentacles attack the victim (fixed thanks to Dzink)
  • Upon death, tentacles deal damage based on victim's max health to victim; damage type is physical
  • Tentacles:
    Model:The tentacle of Forgotten One
    Size:Small
    Durability:1 hit from enemies
    Magic resistance:Immunity
    Damage:Equal to 1% of victim's max health (thanks to LEMONS)
    Damage type:Physical
    Attack speed:1.5/1.4/1.3/1.2 seconds


Roses are red
Violets are blue
Myself made sure that
Healing kills you

Generation Kill - (Active)
Affected units are damaged when they regenerate or are healed


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1105606002504Damages by 150% of the amount of health healed or regenerated
2110506002505Damages by 200% of the amount of health healed or regenerated
3115406002506Damages by 250% of the amount of health healed or regenerated
4120306002507Damages by 300% of the amount of health healed or regenerated

Notes:
  • Damage type: direct health removal


Saint Constantine once woke up
Just to hear the old hens' chucks
All the cocks had been stolen
He said: "Variables suck!"

Constancy - (Active)
Affected unit can't buy/sell/drop items, receive/lose buff/debuffs, teleport/be teleported while the skill's in effect.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
111060600N/A1.8As said
212045600N/A2.2As said
313030600N/A2.6As said
414015600N/A3As said

Notes:
  • Duration of buff/debuffs can be prolonged by using this skill


Roses are red
Violets are blue
NoThlnG is safe
Necro can see through

Eagle Eye - (Active)
Gives unobstructed vision over selected area but greatly reduces user's normal sight


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
15025Global8002.5Gives unobstructed vision over AoE, lower sight to 200
26020Global10003Gives unobstructed vision over AoE, lower sight to 250
37015Global12003.5Gives unobstructed vision over AoE, lower sight to 300
48010Global14004Gives unobstructed vision over AoE, lower sight to 350

Notes:
  • Can be canceled


Roses are red
Violets are blue
In this thread
Mana loses you

Management - (Active)
When casting spell, affected units use health instead of mana


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
10206002505As said
20156002505As said
30106002505As said
4056002505As said

Notes:
  • Affects both allies and enemies


Roses are red
Violets are blue
In this thread
Your speed slows you

Speed Trap - (Active)
The faster affected unit is, the slower it becomes.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
19030600N/A2As said
210025600N/A2.5As said
311020600N/A3As said
412015600N/A3.5As said

Notes:
  • The formula for movement speed: FinalMS=MS-MS*[(MS-260)/260]
  • Movement speed:
    Before reduction:After reduction:
    280258.46
    290256.53
    300253.84
    310250.38
    320246.15
    330241.15
    340235.38
    350228.84
    360221.53
    370213.46
    380204.61
    390195
    400184.61
    410173.46
    420161.53
    430148.84
    440135.38
    450121.15
    460106.15
    >460100
  • The formula for attack speed: ReductedIAS=Agility*(-0.5)
  • Attacks per second, assuming that affected unit had 1.7 BAT and no IAS source other than agility
    AgilityBefore reductionAfter reduction
    100.6470.5588
    200.70580.5294
    300.76470.5
    400.82350.4705
    500.88230.4411
    600.94110.4117
    7010.3823
    801.05880.3529
    901.11760.3235
    1001.17640.2941
    1201.29410.2647


Roses are red
Violets are blue
In this thread
Armors wear you

Iron Maiden - (Active)
The more armor affected unit has, the more vulnerable it becomes.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
110530600N/A2100 damage and armor reduction equal to 100% of affected unit's armor
211025600N/A2.5100 damage and armor reduction equal to 120% of affected unit's armor
311520600N/A3100 damage and armor reduction equal to 140% of affected unit's armor
412015600N/A3.5100 damage and armor reduction equal to 160% of affected unit's armor

Notes:
  • Damage type: physical
  • Damages before reducing armor
  • The method to get affected unit's armor:
    Get the damage received from this skill
    Affected unit's reduction rate=(100-Counted damage)%
    Affected unit's armor=ReductionRate/(0.06-0.06*ReductionRate)


Harmony of Dissonance - (Active)
If one of affected units doesn't move, affected units can't move.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1110306002502As said
2120256002752.5As said
3130206003003As said
4140156003253.5As said

Notes:
  • Affects enemies


Mercy - (Active)
Affected units can't damage more than one units in a short time.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1120607002505Affected units cannot damage more than one unit in 1.5 seconds
2125507002756Affected units cannot damage more than one unit in 2 seconds
3130407003007Affected units cannot damage more than one unit in 2.5 seconds
4135307003258Affected units cannot damage more than one unit in 3 seconds

Notes:
  • In case of AoE nukes, only one random unit of the ones supposed to be damaged is hurt


Mirage Step - (Active)
Jumps multiple times toward a direction while trying to grab a unit and bring it back.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
112021Global200N/AJumps 500 range 2 times, 45 damage each jump back
212518Global200N/AJumps 450 range 3 times, 50 damage each jump back
313015Global200N/AJumps 400 range 4 times, 55 damage each jump back
413512Global200N/AJumps 350 range 5 times, 60 damage each jump back

Notes:
  • Damage type: physical
  • User will jump until he catches a unit in the AoE around him or he reaches the maximum times of jumps, then he will jump back
  • If a unit is caught, user will bring it back
  • Damages caught unit on each jump back


Roses are pretty
Violets are lovely
In this weird thread
Minority bullies

One Man Army - (Passive)
When damaged by a portion of max health, user splits himself into two smaller creatures. Can split twice.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
150N/AN/AN/AN/ASplit at 50% or less health; each medium creature has 50% stats, each lesser creature has 25% stats
275N/AN/AN/AN/ASplit at 55% or less health; each medium creature has 60% stats, each lesser creature has 30% stats
3100N/AN/AN/AN/ASplit at 60% or less health; each medium creature has 70% stats, each lesser creature has 35% stats

Notes:
  • Will not split if splitting creature doesn't have enough mana.
  • Health of each of the two creatures is equal to half of the health before the last split
  • First split:
    1st medium creature holds items in 1st, 2nd and 3rd slots; 1st and 2nd skills
    2nd medium creature holds items in 4th, 5th and 6th slots; 2nd and 3rd skills
  • Second split:
    1st medium creature:
    + 1.1st lesser creature holds items in 1st and 2nd slots; 1st skill
    + 1.2nd lesser creature holds item in 3rd slot; 2nd skill
    2nd medium creature:
    + 2.1st lesser creature holds items in 4th and 5th slots; 2nd skill
    + 2.2nd lesser creature holds item in 6th slot; 3rd skill
  • Active sub-skill: Unite
    1st and 2nd medium creatures can merge into user when their combined health is equal or more than user's health before splitting
    1.1st and 1.2nd lesser creatures can merge into 1st medium creature when their combined health is equal or more than 1st medium creature's health before splitting
    2.1st and 2.2nd lesser creatures can merge into 1st medium creature when their combined health is equal or more than 2nd medium creature's health before splitting
  • Passive sub-skill: Survival
    If one of the 2 medium creatures is dead, the other becomes user when its heath is equal or more than user's health before splitting
    If one of the 2 lesser creatures is dead, the other becomes 1st (or 2nd) medium creature when its heath is equal or more than 1st (or 2nd) medium creature's health before splitting


Roses are red
Violets are blue
In this thread
The weak hurt you

Envy - (Active)
If one of target's attributes is higher than user's, swap them.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
110545600N/A4As said
211040650N/A4.5As said
311535700N/A5As said
412030750N/A5.5As said

Notes:
  • Can target enemy heroes only


Cold is the earth
Harsh is the rain
On a long trek
You will find Cain

Divine Punishment - (Active)
Affected unit will have a short time to run. After that, he will be damaged when a unit directly sees him.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1150150600N/A4*/4**3% of affected unit's max health each encounter
2200130650N/A3*/5**4% of affected unit's max health each encounter
3250110700N/A2*/6**5% of affected unit's max health each encounter

Notes:
  • * time to run
  • ** time to hide
  • Affected unit will be damaged only by units who can see him with their own vision
  • Affected unit will be damaged by every unit including allies and neutral creeps
  • A unit can trigger damage on affected unit once
  • Damage type: direct health removal


Recoil - (Passive)
Units that damage user will be pushed away from him; push distance is equal to the amount of damage that user receives


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1N/A4N/AN/AN/APushes enemies that damage user
2N/A3N/AN/AN/APushes enemies that damage user
3N/A2N/AN/AN/APushes enemies that damage user
4N/A1N/AN/AN/APushes enemies that damage user

Notes:
  • Doesn't break channeling
  • Can be triggered by all types of damage


Electric Charge - (Passive)
Allows user to charge units with eletricity at will.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1N/AN/AN/AN/AN/AGives two sub-skills
2N/AN/AN/AN/AN/AGives two sub-skills
3N/AN/AN/AN/AN/AGives two sub-skills
4N/AN/AN/AN/AN/AGives two sub-skills
Notes:
  • Icon won't be shown
Positive Charge - (Active)
Charges a unit with positive electricity.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1754500N/A2400*/200**
2753550N/A2.5350*/250**
3752600N/A3300*/300**
4751650N/A3.5250*/350**
Notes:
  • Affected units cannot go away from negatively charged units more than *
  • Affected units cannot come near positively charged units more than **

Negative Charge - (Active)
Charges a unit with negative electricity.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1754500N/A2400*/200**
2753550N/A2.5350*/250**
3752600N/A3300*/300**
4751650N/A3.5250*/350**
Notes:
  • Affected units cannot go away from positively charged units more than *
  • Affected units cannot come near negatively charged units more than **


Roses are red
Violets are blue
Somewhere on earth
Stealing generation is true

Stolen Generation - (Passive)
Applies a buff on attacked unit.Instead of that unit, user will receive all the regeneration and healing that it receives.


______.________._______.___._______.__________________________.
 ManaCooldownEffective RangeAoEDurationEffects
1N/AN/AN/AN/A4Cap of 200 HP
2N/AN/AN/AN/A6Cap of 400 HP
3N/AN/AN/AN/A8Cap of 600 HP
4N/AN/AN/AN/A10Cap of 800 HP
Notes:
  • Duration ends instandly when cap of stolen health is reached
    Each stack refreshes the previous one


Roses are red
Violets are blue
Losing to get
Is the way you do

Self-Preservation - (Passive)
Heals user when he loses mana. Replenishes him when he loses health.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1N/AN/AN/AN/AN/AGives 0.25 HP for every mana lost and vice versa
2N/AN/AN/AN/AN/AGives 0.5 HP for every mana lost and vice versa
3N/AN/AN/AN/AN/AGives 0.75 HP for every mana lost and vice versa
4N/AN/AN/AN/AN/AGives 1 HP for every mana lost and vice versa
Notes:
  • None


Roses are red
Violets are blue
In this thread
You scrooge, you lose

Overcharge - (Active)
Replenishes a vast amount of mana at the risk of harming the target.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
110040400N/A1.5s maxReplenishes 300 mana and stuns/deals damage
212035450N/A2s maxReplenishes 400 mana and stuns/deals damage
314030500N/A2.5s maxReplenishes 500 mana and stuns/deals damage
416025550N/A3s maxReplenishes 600 mana and stuns/deals damage
Notes:
  • The stun duration is dependent on the actual amount of mana that target receives from this skill (0.005s per 1 mana)
  • The amount of damage dealt is dependent on the amount of mana that target can't receive from this skill because of insufficient mana pool (1 damage per 1 mana)
  • The stun affects both allies and enemies
  • Deals damage only to enemies
  • Damage type: magical


Roses are red
Violets are blue
Your voice is weak
And so are you

Holy Restraint - (Active)
Removes one of target's active skills for a short duration.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
110060400N/A15Removes the last active skill target used
212050450N/A20Removes the last active skill target used
314040500N/A25Removes the last active skill target used
416030550N/A30Removes the last active skill target used
Notes:
  • When duration ends, gives the skill back


Roses are red
Violets are blue
A horse is good
A creep is fine too

Breaking and Entering - (Active)
Tames and then rides a creep. The bonuses from creeps depends on their levels.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
110540200N/AUntil creep diesRides a creep, gives [100-CreepLevel*10] MS and shares damage
211030200N/AUntil creep diesRides a creep, gives 20+[100-CreepLevel*10] MS and shares damage
311520200N/AUntil creep diesRides a creep, gives 40+[100-CreepLevel*10] MS and shares damage
412010200N/AUntil creep diesRides a creep, gives 60+[100-CreepLevel*10] MS and shares damage
Notes:
  • The creep receives [CreepLevel*10]% the amount of damage that user is supposed to receive, effectively protecting user from harm
  • Can be used on allied, enemy or neutral creeps
  • Can't be used on ancients, including Roshan
  • The skill goes into cooldown when the creep dies, not when it is cast
  • If the user dies before the creep, it will die too


Roses are red
Violets are blue
Bullets are good
Arrows are fine too

Arrow Time - (Toggle)
User concentrates on his archery, which greatly improves his speed and allows him to shoot while moving


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
110 per secondN/AN/AN/AUntil deactivatedRemoves Attack Animation and Damage Backswing, sets BAT to 1.6
215 per secondN/AN/AN/AUntil deactivatedRemoves Attack Animation and Damage Backswing, sets BAT to 1.5
320 per secondN/AN/AN/AUntil deactivatedRemoves Attack Animation and Damage Backswing, sets BAT to 1.4
425 per secondN/AN/AN/AUntil deactivatedRemoves Attack Animation and Damage Backswing, sets BAT to 1.3
Notes:
  • Possibly impossible to code


Roses are red
Violets are blue
Hooks are good
Demons are fine too

Drag Me to Hell - (Active)
Calls for a demon to aim for user, damage and drag the first target it encounters back to where it came from.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
112015650100N/ADeals 90 damage and drags the victim to where the spell was cast on
213014900100N/ADeals 180 damage and drags the victim to where the spell was cast on
3140131150100N/ADeals 270 damage and drags the victim to where the spell was cast on
4150121400100N/ADeals 360 damage and drags the victim to where the spell was cast on
Notes:
  • The demon travels from where the spell was cast on toward user (like a reversed Meat Hook)
  • Damage type: pure
  • Invisible units can be hit. Damage is dealt but the ministun is not.
  • The demon can go through cliffs, trees, structures and siege creeps.
  • The demon deals damage and a ministun to enemy units, effectively interrupting them. Allied units and user can be dragged too, but neither the damage nor the ministun will be dealt to them.
  • The actual range that the demon travels is 600/800/1000/1200.


Roses are red
Violets are blue
Reality isn't bad
Dreams are fine too

Inception - (Active)
Switches heroes with their own images.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1120605502005Images deal 50% damage and receive 350% damage
2130505002156Images deal 40% damage and receive 300% damage
3140406502307Images deal 30% damage and receive 250% damage
4150307002458Images deal 20% damage and receive 200% damage
Notes:
  • When an image dies, the real hero is switched back
  • Affects allies and enemies


Roses are red
Violets are blue
Something is good
Nothing's fine too

Omnia Vanitas - (Toggle)
When toggled on, delays user's attack damage. That amount of damage will be dealt when this skill is turned off. Each consecutive strike increases the total amount of delayed damage on a unit a bit.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1N/AN/AN/AN/AUntil deactivatedEach strike increases total amount of delayed damage by 4%
2N/AN/AN/AN/AUntil deactivatedEach strike increases total amount of delayed damage by 6%
3N/AN/AN/AN/AUntil deactivatedEach strike increases total amount of delayed damage by 8%
4N/AN/AN/AN/AUntil deactivatedEach strike increases total amount of delayed damage by 10%
Notes:
  • Nothing yet



Roses are red
Violets are blue
Backstabbing is good
Jousting is fine too

Jousting - (Active)
Makes user tilt his lance. The next time his lance and an enemy collide, that enemy will be damaged. Damage is calculated using the facing and movement speed of user and said enemy.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
19025N/A100 x 60-degree arcUntil collisionDamage of impact is multiplied by 1.2
210020N/A100 x 60-degree arcUntil collisionDamage of impact is multiplied by 1.3
311015N/A100 x 60-degree arcUntil collisionDamage of impact is multiplied by 1.4
412010N/A100 x 60-degree arcUntil collisionDamage of impact is multiplied by 1.5
Notes:
  • Damage is calculated using the movement vectors of user and enemy (max when user hits enemy's front, min when back)
  • Damage=User's vector - Enemy's vector
  • Damage type: physical
  • Unmoving enemy has zero movement vector


Roses are red
Violets are blue
Spraying is good
Sniping's fine too

Siege Mode - (Toggle)
Gives user splash attack and global attack range.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1N/AN/AN/AN/AUntil deactivated250 AoE, 2 BAT
2N/AN/AN/AN/AUntil deactivated300 AoE, 1.9
3N/AN/AN/AN/AUntil deactivated350 AoE, 1.8
4N/AN/AN/AN/AUntil deactivated400 AoE, 1.7
Notes:
  • There's a sub-skill to attack land
  • Splash attack isn't target-homing, which means it can miss if enemies move out of the AoE before the missile hits


Roses are red
Violets are blue
Stealth is good
Wind Walk is poo

Stealth - (Passive)
When not moving and not near enemies, user stays invisible even if he/she attacks.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1N/AN/AN/AN/AN/AGains invisibility, must not be moving and must be at least 800 away from the nearest enemy
2N/AN/AN/AN/AN/AGains invisibility, must not be moving and must be at least 600 away from the nearest enemy
3N/AN/AN/AN/AN/AGains invisibility, must not be moving and must be at least 400 away from the nearest enemy
4N/AN/AN/AN/AN/AGains invisibility, must not be moving and must be at least 200 away from the nearest enemy
Notes:
  • Nothing yet


Roses are red
Violets are blue
Motion is good
Inertia's fine too

Inertia - (Passive)
Enemies affected must take a while to start or stop moving. Starting movement needs warm-up and stopping movement pushes them forward.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1N/AN/AN/A4000.25As stated, pushes 50 range
2N/AN/AN/A4000.5As stated, pushes 100 range
3N/AN/AN/A4000.75As stated, pushes 150 range
4N/AN/AN/A4001As stated, pushes 200 range
Notes:
  • Duration is warm-up time and pushing time


Roses are red
Violets are blue
In this thread
The weak hurt too

Limit Break - (Active)
Put a limit of damage on a unit. Instead of receiving damage normally, that unit will receive damage equal to the difference between damage after reduction and the limit.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
19520400N/A3.5As stated, basic limit is 100
211015500N/A4As stated, basic limit is 150
312510600N/A4.5As stated, basic limit is 200
41405700N/A5As stated, basic limit is 250
Notes:
  • There are two sub-skills to increase and decrease limit by 10/15/20/25
  • Sub-skills have no cooldown and cost 10/15/20/25 mana to cast
  • Min limit is 50, max limit is 500
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Last edited by kanzakill; 09-01-2011 at 09:35 PM. Reason: Merged as requested
Old 07-12-2010, 02:34 AM   #2
Fate Trap
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Default Re: Multi Edge

T-up.. I like it cuz itz somewhat EVIL idea >D
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Old 07-14-2010, 02:25 AM   #3
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Default Re: Multi Edge

I tried to make it as simple as possible and yet only one comment.

Quote:
Originally Posted by Trap Door View Post
T-up.. I like it cuz itz somewhat EVIL idea >D
It's not somewhat evil. It's pure evil.
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Old 07-14-2010, 05:35 AM   #4
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Default Re: Multi Edge

Sweet! Kickass for 1v1 heroes.
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Old 07-14-2010, 07:34 AM   #5
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Default Re: Multi Edge

A hero with this would be a total douchebag in 1v1. "WHY WON'T YOU DIE?!?!" T-up!
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Old 07-14-2010, 07:54 AM   #6
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Default Re: Multi Edge

Potentially gamebreaking:

Overfed Juggernaut: Omnislash, lol
You: Multi Edge!
Overfed Juggernaut: *ragequit*
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Old 07-14-2010, 07:34 PM   #7
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Default Re: Multi Edge

20%, 40%, 60%, 80%. Maybe even lesser values. 100% is too powerfull
But great T-up for the consept =)
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Old 07-16-2010, 03:11 PM   #8
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Default Re: Multi Edge

Quote:
Originally Posted by Kant8 View Post
20%, 40%, 60%, 80%. Maybe even lesser values. 100% is too powerfull
Thank you.
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Old 07-17-2010, 05:11 AM   #9
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Default Re: Multi Edge

Pure evil is just scary.. I agree with 20/40/60/80% reduction
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Old 07-17-2010, 07:47 AM   #10
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Default Re: Multi Edge

This is quite a clever concept. Amazing in 1v1 for sure, but not so good with others. A bit tricky to balance taking 0 damage from a targeted unit but the concept of this ability is very solid IMO
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Old 07-18-2010, 11:52 AM   #11
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Default Re: Multi Edge

Its nice, T-up also i call for a lower reduction if not allys close...
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Old 07-18-2010, 07:32 PM   #12
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Default Re: Multi Edge

Reduce damage by 100% wouldnt that be like an invicibility spell. Too imba
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Old 07-18-2010, 07:43 PM   #13
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Default Re: Multi Edge

It's definitely a double edged sword. On one hand, being invulnerable to a single target would be quite useful in many situations, but taking extra damage from everything else could very easily fuck you over.

It seems very luck based to me. And even though it has extreme potential in 1v1, in a team fight that hero will simply ignore you while you take 25% extra damage from everything else. And if he doesn't ignore you then he is a noob or made a serious mistake.

Not my favorite.
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Old 07-18-2010, 08:24 PM   #14
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Default Re: Multi Edge

T-Null
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Old 07-18-2010, 08:34 PM   #15
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Default Re: Multi Edge

I would cap it at 75-90% at lv 4.
Then I would T-UP. (I think I saw such a skill in HoN or LoL)
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Old 07-18-2010, 10:30 PM   #16
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Default Re: Multi Edge

Looks good, T-up, its not overpowered because of the short duration.
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Old 07-18-2010, 11:10 PM   #17
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Default Re: Multi Edge

Quote:
Originally Posted by uo111 View Post
It seems very luck based to me. And even though it has extreme potential in 1v1, in a team fight that hero will simply ignore you while you take 25% extra damage from everything else. And if he doesn't ignore you then he is a noob or made a serious mistake.
It is luck based because you want it to be luck based.
Give this skill to a hero that can't be ignored and there you go.
Give this skill to a hero that can force you to attack him and there you go.
Give this skill to a hero that have defense method for a specific damage type and use this skill on an enemy hero that can cause damage of another type (mostly pure damage).
Use this skill on the main dpser of the enemy team and there you go.

Make your own luck.

And keep in mind that 80% of Mortred's damage is far greater than 20% of damage from Dazzle, Rylai, blah blah blah combined because of Black King Bar.

Quote:
Originally Posted by killergeist7 View Post
(I think I saw such a skill in HoN or LoL)
Doesn't matter. I had this idea even before LoL was made.
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Old 07-19-2010, 02:10 AM   #18
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Default Re: Multi Edge

Quote:
Originally Posted by kanzakill View Post
It is luck based because you want it to be luck based.
Give this skill to a hero that can't be ignored and there you go.
Give this skill to a hero that can force you to attack him and there you go.
Give this skill to a hero that have defense method for a specific damage type and use this skill on an enemy hero that can cause damage of another type (mostly pure damage).
Use this skill on the main dpser of the enemy team and there you go.

Make your own luck.

And keep in mind that 80% of Mortred's damage is far greater than 20% of damage from Dazzle, Rylai, blah blah blah combined because of Black King Bar.


Doesn't matter. I had this idea even before LoL was made.
Yeah sure, it can work with forced synergy of course. It could even work for axe, but if you have to force it what's the point? You may as well just make the target forced to attack the hero with this skill :/

And also, that's exactly why it's luck based. But if you use this on mortred and then have a es blink in and ult before u activate dagger you just fucked yourself and nothing happened to mortred at all.

If you don't like the word luck, then unreliable seems right for you.
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Old 07-19-2010, 03:26 PM   #19
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Default Re: Multi Edge

Did you quote the whole post just to comment on this line?
Quote:
Give this skill to a hero that can force you to attack him and there you go.
Quote:
And also, that's exactly why it's luck based. But if you use this on mortred and then have a es blink in and ult before u activate dagger you just fucked yourself and nothing happened to mortred at all.
I can say the same thing about most of the skills that need aiming/timing/positioning and the like.

This is a skill, and skills belongs to heroes. If you want to see its full potential, give it to a hero instead of judging it by itself.
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Old 07-22-2010, 11:08 PM   #20
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Default Re: Multi Edge

Maybe make it not show any animation on the chosen hero?
Surprise!
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