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Old 06-30-2009, 03:33 PM   #1
Drikam
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Thumbs up [13x] Unique Abilities


All spells must be coded in GUI or JASS.
Numbers may be bad, everything depends on other spells, which your hero has. Also, on his mana pool, role etc.
Should I explain any skill? Ask me in this thread.


Quote:

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.
  • Any damage may revive the target. Damage over time spells work too.
  • Target gains a 0.01 invurnelability to dodge attacks and discourage attackers.
  • Polymorphed unit keeps it's armor and health, but moves slowly.
  • For an INT hero.
  • Both allies and enemies of the sheep can attack it and even deny it.
Quote:

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.
  • Deals magic damage.
  • Instantly blink 450 units ahead and deal damage in the area. After 2.5 second, blinks 450 units ahead again.
  • You have almost 2.5 second to do something. Example: You can turn around.
  • Blinking cancels channel effect, so casting a channeling spell during the 2 second period is a bad idea.
  • Deals damage twice and blinks a total of 900 units ahead.
  • Can also be without the damage.
  • Could also be a tripple blink, without the damage. The delay is the most important in this spell.
  • For an INT hero.
Quote:

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.
  • When you learn this spell for the first time, a trigger saves your current position (X and Y).
  • If you use the portal (click on it to teleport), you will teleprot but the portal will be destroyed. Make sure your allies use it before you!
  • Save position has a 0 cast range, it's instant.
  • You can only have one portal at a time, creating another one (Refresher Orb) will destroy the previous one.
  • For an low health INT hero. Why low health? Because the caster must use the portal after all allies. Seems interesting.
Quote:

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.
  • It's a chain-like targeting spell. You chose one target. A trigger finds the nearest ally of that unit within 450/425/400/375 units. If no unti is found, it can target 1/2/3/4 units. Doesn't have to be 5. Linking 1 unit will have no effect though.
  • Every 0.1 seconds, a trigger checks if a linked unit has another linked unit near him. If the NEAREST linked unit is further then 450/425/400/375, it teleports the unit 450/425/400/375 units away fro mthe nearest target.
  • The trigger check every unit, but it starts cecking from the first affected unit, then second, third and so on.
  • After teleporting, you still get sucked by the chain.
  • Codeable, but complicated.
  • Can't be cast on buildings.
  • Great for using on creeps+hero early-game, luring him into your tower with stupid creeps.
  • For any hero, but seems nice for a STR or INT hero. Should be for a melee hero, for balance. Otherwise you could shoot your enemy from distance and he wouldn't be able to get you.
Quote:

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.
  • Example #1: If Void want's to cast Timewalk, he will lose 120 mana and his spell Timewalk will have an 3/4/5/6 second cooldown. After 3/4/5/6 seconds, he can use it again despite Timewalk having a 13 seconds cooldown. Timewalk had no effect when was cast.
  • Example #2: If Treant want's to use Refresher Orb, he will lose 375 mana and his Refresher Orb will have an 3/4/5/6 second cooldown. After 3/4/5/6 seconds, he can use it again despite Refresher Orb having a 210 second cooldown. Refresher Orb didn't refresh abilities when was used.
  • Example #3: If Pudge want's to turn off his Rot, he will lose 0 mana and he will be forced to use Rot for 3/4/5/6 seconds, despite Rot having a 0 second cooldown.
  • Example #4: If Pudge want't to turn on his Rot, he will lsoe 0 mana and he won't be able to use Rot for 3/4/5/6 seconds, despite Rot having a 0 second cooldown.
  • Debuff must last longer than skill-silence, otherwise there is no point of casting a spell under this debuff. Pure logic.
  • This is worse then silence. It only prevent 1 spell to be cast.
  • Compare to Traxex silence: Same duration. Lower cooldown. Single target. Higher mana cost. Enemy loses mana when he casts a spell. Does not disable permanent invisibility. Spell lock is not based on silence ability, it's very different.
  • Refresher Orb and Rearm counter this spell (but they both have mana cost and Refresher Orb has huge cooldown.
  • Spell lock can be purged.
  • For AGI or INT, for any anti-caster.
Quote:

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.
  • Each 0.3 seconds, a trigger check if you are in water.
  • Great for rune checking and traveling between lanes.
  • At level 4, it will give max speed if your heroes speed is 280 or higher.
  • Good for middle lane, should work well for melee too.
  • Easily countered. Useless late game, but this is still great for escaping.
  • For AGi hero, any chaser. Great models: Murlocs, Mur'gols, Water Elementals, Ice Elementals.
  • This spell itsn't cool, I know.
Quote:

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.
  • Deals magic damage.
  • Only the main target is damaged.
  • Enemies must face the target and be not further than 400 units from the target.
  • For priests, paladins. For an INT hero. Paladins could also be STR.
Quote:

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.
  • Deals magical damage.
  • Has a nice casting range of 750.
  • The trick is that the frog's have a big turning rate, if you blink behind the frogs, they must turn to you, which gives you time to escape.
  • Best used if your enemy is about to run, because if you cast it, you are in front of the enemy and frogs are behind it. This makes your target surrounded.
  • Frogs may deal up to 175/400/625/850 damage, but frogs are easy to dodge and can be killed by allies/towers, so nobody gets harmed.
  • When the frogs spawn, a trigger tells them to cast suicide on your chosen target.
  • You can't control the frogs, whenever you select them, your hero is selected. Whenever you tell them to so something, a trigger tells the frog to cast suicide on the target you have chosen (because if you are fast, you can select and order something, this is to prevent this).
  • Each 0.1 seconds. a trigger tells the frogs to cast suicide on your chosen target. This is because the frogs can be stunned - but after the stun, they still are forced to suicide.
  • The suicide does deal damage only to the target, and kills the frog.
  • Can't target building.
  • Mekansm does heal the frogs, and they do benefit from the buff.
  • Frogs can be hexed, because it's hardcoded. Frogs will lose their speed when hexed or polymorphed.
  • For a shaman, witch doctor. For a INT hero.
Quote:

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.
  • Runs at max speed. You are invurneble while running.
  • If your target moves or blink's away, your path does not change.
  • Illusions take 100% damage and deal 0% damage.
  • You travel in a circle-route. Every 1/3 or 1/5 or 1/7 (depends on level) of all distance traveled, you create a illusion.
  • The random mix is made, so your enemy doesn't know where the real hero is. Without mix your hero would always appear in the place he stared casting.
  • For AGI heroes.
Quote:

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.
  • The model is a spirit form of your hero (just like TC Spirit, but for your model).
  • Spirit has locust ability. Can;t be killed, damaged, targeted, stunned, silenced.
  • After 10 seconds, it gives a total of 220/385/640 health and mana.
  • Casting range is 600, but your target must stay within 800 range from the spirit, or the drain will end.
  • Spirit will return to the caster after 10 seconds or when the target is too far away.
  • Spirit will return to the caster, and when he reaches you, you gain all the health and mana.
  • For an INT hero. Warlock, Priest.
  • This spell itsn't cool, I know.
Quote:

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.
  • This is a single-position target spell. This is not an aoe spell.
  • The butterflies do not split. They count as one unit. Any unit near will be damaged/healed.
  • Butterflies can't be controlled and have the critter-movement ability. They always move.
  • Butterflies have high movement speed. ~400.
  • Butterflies damage/heal every second in an 450 aoe.
  • For a Druid. For INT heroes.
Quote:

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.
  • Each orb disappears after it hits it's first enemy.
  • Each orb deals 10 damage.
  • Each orb travels at the same, slow speed.
  • Each orb travels up to 600 distance.
  • Orbs have no shadow.
  • Each orb becomes 10% more transparent each 0.6 seconds. Stacks up to 100%. This does not affect damage in anyway. Both allies and enemies see how they become transparent.
  • Each orb acts like a mirana arrow without stun and low damage.
  • You cast them in random direction (but NOT behind you!). Each orb has it's own random test. This means that it's unlikely that two orbs will go in directly same direction. You cast them in an "area" similar to Rikimaru's Backstab.
Quote:

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.
  • Magic damage.
  • You can avoid the Nova by blinking over the ring. Ice Nova only affects ground units.
  • Works like Razor's Plasma Field, but doesn't come back.
  • Nova doesn't travel very fast.
  • For an INT hero.
  • I love Nova's. Holy Nova, Fire Nova, Shadow Nova. Hea, Burn, Curse! They are just mega sweet. <3
Quote:

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.
  • Magic damage.
  • This is not a stun, frozen untis can still attack and cast most spells (can't blink, ofcourse).
  • It's an orb effect, which means this must be strong to encourage skilling it. Damage isn't high, but it's a nice bonus at early game and you can keep your enemies frozen for 10% of the time.
  • For Frost Wyrm, with an attack range of 300.
  • Despite being a easy, simple skill, it's quite cool compared with the others here in my oppinion.
  • Animation is same as Crystals Maiden skill. It's like her skill, but casted on all enemies in an area and much weaker.
Quote:

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.
  • Every 0.1 seconds, a trigger checks if a stun effect is on you. If it is found, it is removed and this skill is replaced by a passive cooldown (same way as Weavers double attack).
  • This skill does remove ministuns, making them slightly slower.
  • Everybody would like a skill which gives you a chance to avoid stun, but it's extremelly hard to code. Icefrog probably will never recode tons of abilities jsut to add 1 nice skill. Thats why this skill is done in a wierd way.
  • Probably for a STR melee hero.
Quote:

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.
  • Magic damage.
  • All corpse in an area of 800 explode, but the area of affect of the damage increases per level.
  • This should be spamable. Even if you ca cast it every 6 seconds, you won't kill many units in that period.
  • This skill could be remade in many ways (eg. channeling, corpses explode one after another in a 0.3 seconds delay (to prevent mass huge explode).
  • Can cause huge damage, but is very.. corpse dependant. Beware this spell at early game. 7 corpse can kill you. lolz.
  • "When you think you are safe, beware."
  • For an Necromancer, INT Scourge hero.
Quote:
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.
  • Skills obtained during the lost levels are forgotten as well. They are retaught in the same order at the end of the spell, with the respective cooldowns (cooldowns do not progress while spells are forgotten).
  • Cannot lower hero level below 1.
  • Unable to target non-hero units.
  • Drikam: Far too imba, if you lose abilities for 67% of the time. Should a much longer cooldown or even be an ultimate, but I like this idea. It's also nearly impossible to code (I can say it's even impossible), because of skill cooldowns. But gaining no experience sounds to be fun.
  • Drikam: Maya PM me or write here to change this if you want.
Quote:
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.
  • Puppeted heroes gain your team colour.
  • The previous owner of the puppeted hero cannot control him during the duration.
  • Cannot drop items or use active item effects. Droppable items on death (Gem, Rapier) are not dropped if the hero dies during Puppet Master. Aegis of the Immortal is still triggered and disappears from the inventory. Resurected heroes lose Puppet Master.
  • Drikam: Has been suggested a few times, but you written it in a ncie way and explained a lot. 6 seconds is a lot, for a 6v4 battle, but controling other heroes will always be imba. Don't write noob comment's like 'Imba in 1v1'. 1v1 is always imba, never play it then. You didn't add a note this is a channeling spell, isn't it? O.o
  • Drikam: Maya PM me or write here to change this if you want.
Quote:
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.
  • Affects the whole map.
  • When the hero begins channelling the spell, the earth begins to shake with increasing magnitude until the casting time is over.
  • Then suddenly the screen flashes, becoming completely white and immediately begins restoring colour over 2 seconds for allied units and self.
  • For enemy units, the screen remains white until the duration is over, then retains colour over 2 seconds.
  • During the effect, enemies lose shared ally vision and sight radius. They can still walk and cast skills/use items that do not require a single target. However, they cannot attack.
  • For an INT hero, who fits the theme.
  • Drikam: The theme doesn't fit DotA, as I said before. The cooldown is huge, it's not even a stun, but you simply can't see anything. And it affects your allies for a shorter time too. Cooldown is huge. Codeable? I know you can put images on the map, but can it only be visible to a few players? No idea.
  • Drikam: Maya PM me or write here to change this if you want.
Quote:
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.
  • Area of effect: 550.
  • Enemy units inside are moved at X movespeed towards the centre. They can still run with their own movespeeds.
  • Damage is dealt once they reach the centre.
  • Casting range is 550.
  • The gravity storm could look like a huge purge-effect. The targets can have a linked-lightning effect with the centre of the area.
  • For an INT hero, probably.
  • Drikam: This idea sucks at 522 ms. -.- I find it boring and it's overused already. Nah, but still better than my stupid forced Drain Spirit skill. -.- I didn't find any duration of the skill.. well, you should give that information.
  • Drikam: Maya PM me or write here to change this if you want.
Quote:
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.
  • Deflected attacks cause no harm.
  • Can deflect all sources of damage.
  • Targets are enemy units only.
  • Radius is 500. Priority is the following: attacker, enemy hero, enemy unit, neutral unit. The skill does not work if there are no targets available.
  • Damage type is pure and irresistable, inevitable. It is affected by the armor of the deflecter Hero.
  • The animation can be an orange lightning, zapping the target of the attack.
  • For any hero related to the theme.
  • Drikam: Doesn't have to be related to the theme, you can simply change the name for something like "Parry" "Counter attack" and it fit's any melee hero now. -.-
  • Drikam: It's really imba. A free trigger heal, which is way better than avoid. And this can deal lots of damage when a spell is cast on you.
  • Drikam: Maya PM me or write here to change this if you want.
Wall of text!
Now call me a nolife.

Ill highlight numbers later. Maybe. I'm lazy.

Some of my comments may be out of date (for suggestions which are not mine).


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Last edited by Drikam; 08-09-2009 at 08:05 AM.
Old 06-30-2009, 03:42 PM   #2
Zirath
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Default Re: [12x] Unique Abilities

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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Old 06-30-2009, 03:49 PM   #3
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Default Re: [12x] Unique Abilities

Now that I realized!

Linking Chain = Fatal Bonds remake. ];
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Old 06-30-2009, 03:59 PM   #4
Drikam
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Default Re: [12x] Unique Abilities

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.
Old 06-30-2009, 04:04 PM   #5
Zirath
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Default Re: [12x] Unique Abilities

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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Old 06-30-2009, 04:24 PM   #6
Drikam
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Default Re: [12x] Unique Abilities

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.
Old 06-30-2009, 05:46 PM   #7
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Default Re: [12x] Unique Abilities

.. 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.
Old 06-30-2009, 05:56 PM   #8
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Default Re: [12x] Unique Abilities

Sounds great.
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Old 06-30-2009, 06:29 PM   #9
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Default Re: [12x] Unique Abilities

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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Old 06-30-2009, 06:41 PM   #10
Drikam
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Default Re: [12x] Unique Abilities

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.
Old 06-30-2009, 06:46 PM   #11
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Default Re: [12x] Unique Abilities

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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Old 06-30-2009, 08:17 PM   #12
Drikam
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Default Re: [12x] Unique Abilities

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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Old 06-30-2009, 08:41 PM   #13
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Default Re: [12x] Unique Abilities

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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Old 06-30-2009, 08:52 PM   #14
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Default Re: [12x] Unique Abilities

Quote:
Originally Posted by Drikam View Post
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.
Comparing Polymorph with Shackles is a fallacy. Shackle has a short range (~300) and requires that Rhasta stand there and channel the spell. What this means is, TWO heroes are taken out of acting in the battle -- not just one.

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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Old 06-30-2009, 08:55 PM   #15
Drikam
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Default Re: [12x] Unique Abilities

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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Old 06-30-2009, 08:59 PM   #16
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Default Re: [12x] Unique Abilities

I don't know why you say Water Walking isn't cool; seems like a cool theme to me
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Old 06-30-2009, 09:01 PM   #17
Drikam
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Default Re: [12x] Unique Abilities

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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Old 06-30-2009, 09:05 PM   #18
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Default Re: [12x] Unique Abilities

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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Old 06-30-2009, 09:06 PM   #19
Drikam
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Default Re: [12x] Unique Abilities

Murlocs, Mur'gols, Water Elementals, Ice Elementals.
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Old 06-30-2009, 09:07 PM   #20
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Default Re: [12x] Unique Abilities

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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