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![]() Polymorph Turns a target into a sheep for a few seconds. If the sheep receives damage, polymorph has a chance to be removed. 1 - Lasts 5 seconds. 40% chance to break. 225 mana. 80 seconds cooldown. 2 - Lasts 7 seconds. 35% chance to break. 350 mana. 70 seconds cooldown. 3 - Lasts 9 seconds. 30% chance to break. 475 mana. 60 seconds cooldown.
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![]() Double Blink The caster blinks 450 units forward, dealing damage in an area, after 2.5 second blinks 450 units forward again, dealing damage. 1 - Deals 35 damage in 300 aoe. 65 mana. 25 seconds cooldown. 2 - Deals 70 damage in 300 aoe. 65 mana. 20 seconds cooldown. 3 - Deals 105 damage in 300 aoe. 65 mana. 15 seconds cooldown. 4 - Deals 140 damage in 300 aoe. 65 mana. 10 seconds cooldown.
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Portal Creats a portal. Allies can use it to teleport in place, chosen by the caster. The caster picks one spot for everybody, but he can change the spot later. Portal lasts a few seconds or until the caster uses it. 1 - Lasts up to 6 seconds. 350 mana. 180 seconds cooldown. 2 - Lasts up to 9 seconds. 300 mana. 120 seconds cooldown. 3 - Lasts up to 12 seconds. 250 mana. 60 seconds cooldown. ![]() Sub-skill: Save position Your portal will teleport units to this position. Has a 5 second cooldown, costs no mana and does not break channeling spells. 1 - 5 seconds cooldown. 0 mana.
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![]() Linking chain Links up to 5 units together. One unit can't be further from the nearest chained unit than a few units. 1 - Can't go further than 450 units. Lasts 3 seconds. 170 mana. 21 seconds cooldown. 2 - Can't go further than 425 units. Lasts 3.5 seconds. 200 mana. 21 seconds cooldown. 3 - Can't go further than 400 units. Lasts 4 seconds. 230 mana. 21 seconds cooldown. 4 - Can't go further than 375 units. Lasts 4.5 seconds. 260 mana. 21 seconds cooldown.
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Spell Lock Casts a debuff on a target. Whenever your target casts a spell, it won't have it's effect. Your victim will lose mana for that spell and that skill will have a short cooldown. Debuff lasts 12 seconds, but it has only 1 charge. 1 - 3 seconds skill-silence. 90 mana. 10 seconds cooldown. 2 - 4 seconds skill-silence. 120 mana. 8 seconds cooldown. 3 - 5 seconds skill-silence. 150 mana. 6 seconds cooldown. 4 - 6 seconds skill-silence. 180 mana. 4 seconds cooldown.
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![]() Water Walking Dramatically increases your movement speed in water. Also, it adds some attack speed while being in water. 1 - +20% movement speed. +5% attack speed. 2 - +40% movement speed. +10% attack speed. 3 - +60% movement speed. +15% attack speed. 4 - +80% movement speed. +20% attack speed.
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Smite Smites a target, dealing damage to it and blinding it for 3 seconds. Any units which are facing the target will also get blined for the same duration. 1 - 60 damage. 25% miss. 70 mana. 10 seconds cooldown. 2 - 120 damage. 40% miss. 100 mana. 10 seconds cooldown. 3 - 180 damage. 55% miss. 130 mana. 10 seconds cooldown. 4 - 240 damage. 70% miss. 160 mana. 10 seconds cooldown.
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![]() Frog Plague Summons 5 frogs behind the target (~300 units behind it), which have the same movement speed as the target. The frogs always face the opposite then the target, trying to chase the target for 12 seconds. If the frog reaches the target, it explodes, dealing damage to it. If the frog is killed, nothing happens. Frogs have 300 health at all levels. 1 - Each frog deals 35 damage. 100 mana cost. 24 seconds cooldown. 2 - Each frog deals 80 damage. 130 mana cost. 24 seconds cooldown. 3 - Each frog deals 125 damage. 160 mana cost. 24 seconds cooldown. 4 - Each frog deals 170 damage. 190 mana cost. 24 seconds cooldown.
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![]() Illusion Path Teleports 400 units behind the target, and runs around the target in a circle, creating illusions. After you finish your route, all illusions and you are mixed in a random way. After that, you and illusions attack your target. You can still control the illusions. 1 - Creats 3 illusions. Illusions last 4 seconds. 180 mana. 75 seconds cooldown. 2 - Creats 5 illusions. Illusions last 5 seconds. 250 mana. 60 seconds cooldown. 3 - Creats 7 illusions. Illusions last 6 seconds. 320 mana. 45 seconds cooldown.
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![]() Drain Spirit Creats an spirit near chosen target. The spirit drains health and mana from it each second. Each second it starts to drain more health and mana. Lasts 10 seconds. All health and mana is given to caster when this spell ends. Drain will end earlier if the target goes further then 800 units from the spirit. Not channeled (for the caster, Spirit does). 1 - Starts at 5 per second, 3 more per each second. 2 - Starts at 10 per second, 5 more per each second. 3 - Starts at 15 per second, 7 more per each second.
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Butterflies Summons flying a few butterflies, which heal nearby allies and damage nearby enemies. Butterflies fly around, randomly. 1 - Heal and damage for 15. Lasts 10 seconds. 240 mana. 120 seconds cooldown. 2 - Heal and damage for 25. Lasts 10 seconds. 360 mana. 110 seconds cooldown. 3 - Heal and damage for 35. Lasts 10 seconds. 460 mana. 100 seconds cooldown.
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Lightning orbs Creats many orbs of lightning, which deal damage to the first enemy they hit. Channeling, 6 seconds. 1 - Creats 1 orb per 0.4 seconds. 145 mana. 20 seconds cooldown. 2 - Creats 1 orb per 0.3 seconds. 160 mana. 20 seconds cooldown. 3 - Creats 1 orb per 0.2 seconds. 190 mana. 20 seconds cooldown. 4 - Creats 1 orb per 0.1 seconds. 280 mana. 20 seconds cooldown.
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Ice Nova Creates a ring of ice around the caster, which travels up to 800 units, dealing damage and slowing any enemy it hits. 190 mana cost. 12 seconds cooldown. Slow lasts 2 seconds. 1 - 70 damage. 20% slow. 2 - 110 damage. 40% slow. 3 - 155 damage. 60% slow. 4 - 200 damage. 80% slow.
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Icy Breath Whenever you attack, you deal damage and freeze all units in an 475 units area, casted on the target. 12 seconds cooldown. Orb effect. 1 - 25 damage. 0.9 second freeze. 2 - 35 damage. 1.0 second freeze. 3 - 45 damage. 1.1 second freeze. 4 - 55 damage. 1.2 second freeze.
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Iron Will If you are affected by a stun, it is changed into a ministun. Cooldown decreases per level. 1 - 28 seconds. 2 - 22 seconds. 3 - 16 seconds. 4 - 10 seconds.
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![]() Exploding corpses Every corpse in a 600 range will be explode, dealing 70 damage to every enemy unit which is nearby. 6 seconds cooldown. 1 - 175 aoe. 130 mana. 2 - 200 aoe. 120 mana. 3 - 225 aoe. 110 mana. 4 - 250 aoe. 100 mana.
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Note: Suggested by Maya Oblivion Temporarily darkens the memory of the target, causing it to lose experience and preventing experience gain for a brief time. The reduced experience is then restored, but any experience gained during Oblivion is not. Lasts 6 seconds. 25 seconds cooldown. 1 - Reduces level by 1. 2 - Reduces level by 2. 3 - Reduces level by 3. 4 - Reduces level by 4.
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Note: Suggested by Maya Puppet Master Takes over the will of the target hero, causing it to obey your commands. The controlled hero cannot be disabled or attacked (physically and magically) by anyone except enemy heroes. If he dies, you get the bounty. Channeling. 120 seconds cooldown. 1 - Lasts 4 seconds. Unable to attack or cast spells. 200 mana cost. 2 - Lasts 5 seconds. Unable to cast spells. 250 mana cost. 3 - Lasts 6 seconds. 300 mana cost.
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Note: Suggested by Maya Supernova Urges a violent impulse of destruction, forcing a massive star to explode. The tremendous blast burns the eyes of all enemy units, causing them to lose their vision and memory. 2 second casting time. 1 - Lasts 4 seconds. 180 seconds cooldown. 200 mana. 2 - Lasts 6 seconds. 170 seconds cooldown. 300 mana. 3 - Lasts 8 seconds. 160 seconds cooldown. 400 mana.
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Note: Suggested by Maya Gravity Storm Concentrates a powerful magnetic field around the selected point. Enemy units passing nearby will have their movement trajectory altered. If they eventually reach the epicenter, they will be completely disabled until the duration is over. 1 second casting time. Lasts 5 seconds. 1 - Sucks at 50 ms/sec. 100 mana cost. 2 - Sucks at 100 ms/sec. 120 mana cost. 3 - Sucks at 150 ms/sec. 140 mana cost. 4 - Sucks at 200 ms/sec. 160 mana cost.
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Note: Suggested by Maya Aberration Manipulating the gravity, this Hero can cause some attacks to diverge and hit other targets. 1 - 5% chance 2 - 10% chance. 3 - 15% chance. 4 - 20% chance.
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#2 |
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Wow, wall of text. Alright.
1 + 2: Just plays on current spells. All the rest are pretty good. My favorites are Linking Chain and Illusion Path. |
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#3 |
Member
Join Date: Jun 2009
Posts: 679
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Now that I realized!
Linking Chain = Fatal Bonds remake. ];
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![]() Arina, Servant of the Dark - "It's Armageddon for you then." +My Fan Fiction! |
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#4 |
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Join Date: Jun 2009
Posts: 2,630
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Ya, adding a chain effect for Fatal Bonds would work nice.
Wall of text, but beutiful wall of text. I might learn JASS and code this. I have experience in coding, but not GUI and JASS. I like the double blink. It could also be a triggered delayed blink line: 2.5 delay. Blink 450 ahead. 2.5 delay. Blink 250 ahead. 2.5 delay. Blink 450 ahead. Note that this is different then I suggested above. You got 7.5 seconds to do something, then blink. I think it's awesome, and it's my personal favorite. Along with Linking chain.
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| Last edited by Drikam; 06-30-2009 at 04:04 PM. | |
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#5 |
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JASS is similar to Java/C++ logically, so if you have tried those, its easy to pick up.
GUI is too easy btw. |
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#6 |
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Join Date: Jun 2009
Posts: 2,630
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I learnt php, javascript, c++, html, css, logo, pascal.
![]() I've seen some JASS tutorials, so it shouldn't be too hard it I wish to learn, you are right. Chain would be really fun. Eg is 5v5, if all get linked, if they dont want to get their ally killed, they would have to run. While running, your team would own them. lol. it's a funny anti-escape mechanism.
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| Last edited by Drikam; 06-30-2009 at 04:29 PM. | |
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#7 |
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Join Date: Jun 2009
Location: Germany
Posts: 254
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.. if I wouldn't be that lazy I might do it. At least, some of them.
Maybe in 2 days. I'll pick the fast do-able ones out and do them ps: vJass allowed ? ( requires JassHelper )
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| Last edited by Darktemplar; 06-30-2009 at 05:49 PM. | |
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#8 |
Member
Join Date: Jun 2009
Posts: 2,630
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Sounds great.
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#9 |
Member
Join Date: Jun 2009
Posts: 75
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polymorph is ok actually even if i wanted to dismiss it at first... that would he ultimate?
well i really like that double blink it can be used in many ways (attack and retreat) or even when chasing opponent can wait and go other direction when u blink forward so u can miss too portal is little changed, one of my ideas which i very much liked but since it was in midst of "wall of text" i got low feedback :P... not accusing of anything just to mention u made some pretty nice ideas and for all i know u never seen my post so gj continue on making such :-) rest are nice though water walking seems sucky since there is little water terrain (only mid) so hero would have water dependant skill which would make it harder for him to push, i don't like it though it is nice touch for terrain usage smite is typical dmg spell maybe it would be nicer if it would have less dmg and a % chance to triger it when fighting... though many of such spells already exist (stuns usually) this one is MOSTLY based on luck frogs are nice he is forced to back if he doesn't want to be menaced by them, maybe in opponents crutch heh illusion is nice if they would all attack in same moment untill killed drain is just...pugna/terrorblade and lion mixed together :-).... if on any i must say no to this one butterflies?.... more imba enchantress spell? :-)... krobelus ulti? :P mix those two u get butter effect :-) and that one is alright seems pretty amazing at lvl3, lots of effect don't know only if it would create lagg? i like how made that wall of text, easy to read and i will surely come back if u make some more
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#10 |
Member
Join Date: Jun 2009
Posts: 2,630
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Butterflies would lag? It wouldnt. It's very simple skill.
I've seen a butterfly effect in Impossible Bosses. Ill try to find t on youtube, because I dont play warcraft anymore. Polymorph ulti? Sure, its a long-disable if you are lucky. You can also sheep your target and focus on other hero, making it 5v4 in battles. Ofc, numbers depend on the hero too, but polimorph ulti is fine imho.
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| Last edited by Drikam; 06-30-2009 at 06:44 PM. | |
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#11 |
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Polymorph is absurd. No spell should take a hero out of battle for 9 seconds. Damage giving it a chance to break or not, it's still ridiculously OP.
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#12 |
Member
Join Date: Jun 2009
Posts: 2,630
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Rhasta combo: Shackle + Voodoo
Deals damage and is a mega-disable. Up to 8.25 seconds at level 8 or 9. It's that imba? No. Rhasta was nerfed. Remember, you can't break Rhasta combo with attacking, but you can break this ultimate. Additionally, polymoprh has about 6x longer cooldown. It is designed to take one enemy out of fight, and the chance to cancel poliporph is to descourage your team to attack it. I don't think it's mega OP. Anyway, don't talk about numbers, but the ideas. You can use these if you want. Numbers should be balanced on a full hero.
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#13 |
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Join Date: Jun 2009
Posts: 51
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I'm not sure I like the idea of polymorph breaking on damage randomly. Randomness is always bleh...look at OM.
Double Blink seems a little chaotic to use. Maybe if it came with some awesome synergy with another skill. Portal is interesting...similar to Teleport and Dark Rift, yet different use. I like it. Water Walking has been discussed. Terrain-dependent skills are probably not where we want to go (except trees since they are everywhere). Smite just reminds me of Tinker's Lazer. lol @ frog plague. That would be interesting to see. Illusion path seems like an easy setup of Mirror Image to trap enemies. Don't really like it that much. Butterflies reminds me of Enchantress' Wisps, except they also do damage... For the unlisted ones, I have no comments on them. |
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#14 | |
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Quote:
Ideally, Polymorph would be used as a ranged spell for three main purposes: 1) as a crazy escape mechanism -- after 9 seconds of disable, the ganker will never catch up 2) as a team-battle crowd control -- removing a hero from the battle and ignoring him for 9 seconds while you kill his allies is ridiculously game breaking 3) initiating a fight in a 1v1 situation, where your teammates have 9 seconds to come to your aid Ridiculously broken, hopefully you can see that now |
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#15 |
Member
Join Date: Jun 2009
Posts: 2,630
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Sure, I get your point. But I don't think it's imba.
Anyway, fine. I get your point of view - again. On paper everything seems different than in-game.
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#16 |
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I don't know why you say Water Walking isn't cool; seems like a cool theme to me
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#17 |
Member
Join Date: Jun 2009
Posts: 2,630
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Could be done better. I just think it's too simple +AS&MS. Simple.
Check out Crulamin for other, better use for water.
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#18 |
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I had a Water theme hero on DA. Gets stronger in water. We need more heroes that can abuse the rivers frankly.
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#19 |
Member
Join Date: Jun 2009
Posts: 2,630
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Murlocs, Mur'gols, Water Elementals, Ice Elementals.
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#20 |
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Aqua Team, go
---------- Post added at 08:07 PM ---------- Previous post was at 08:07 PM ---------- Tidehunter used to turn into a shark when he was underwater, didn't he? Like 3857 versions ago? |
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