UFF AoS

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AlexMdle
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UFF AoS

Post by AlexMdle »

So yeah, wipe got the map deleted sadly, nothing I cant rebuild tho.

And improve.

Basically, I decided to work a bit on the whole physical/versus spellcaster thing, since wc3 engine has no way to work in things like AP/DP, or flat magic resistance. Spells are going to be a viable alternative to casting, since every char will have his skills parted in 4 categories:

Q - Quick spell. Cooldown on this one is never going to exceed 5. The basic spell of every character that usually has no CC built in. Spellcasters can spam the hell out of it.

W - Escape spell. Cooldown between 10 and 30. Utility spell almost always containing some form of CC or mobility buff.

E - Long spell. Cooldown never less than 15. Differs with every character, giving them that extra edge of flavor.

R - Ultimate. Cooldown differs. Most powerful spell of a given character, usually with long cooldown time.

(Also Passives.)

People thus generally have a choice: Do I buy attack damage/speed items and go for stable damage with some spell support, or do I buy items that increase my mana regeneration/max pool to be able to spam the hell out of my powerful spells? Dont forget: Spells ignore target's armor (in most cases).

Rebuilding heroes has proven easier, since I got rid of more frustrating abilities.

Here's current list:


Pure:

Q - Extra damage on next attack.
W - ?
E - ?
R - ?
P - Pure's physical damage increases by 5% for every nearby enemy hero.



Flan:

Q - Chucks a spear at target enemy dealing physical damage. If this kills the target, Flan recovers X hp.
W - Grants Flan a short boost of attack/movement speed.
E - Flan temporarely reduces the attack/armor of nearby enemies.
R - For next X sec Flan gains X(Around 5000)% increased health regeneration and gains bonus armor.
P - Whenever Flan takes more than 10% of her HP as damage, she gains a short boost in health regenration and damage. Cooldown X seconds.



Zarro:

Q - ?
W - Zarro goes invisible for a couple of seconds, gaining extra movement speed while invisible.
E - Silences target adjacnt enemy and burns a portion of their mana, dealing same amount of damage to their hp.
R - ?
P - Whenever Zarro is under 30% HP, he gains a spell shield that protects him from X damage for Y seconds. Cooldown Z seconds.



Shadow:

Q - Uses a shockwave shotgun to deal X damage in line to first Y enemies hit.
W - Immobilizes an enemy in a net. Works on everything. Always.
E - Delayed AoE blast on target location.
R - ?
P - Aura that increases either the damage/armor/speed of nearby allied heroes. Auras can be switched around.



Aqua:

Q - Drowns an enemy. Silences and deals AoE damage to it.
W - Fires out a stream of ice. Deals damage in a cone.
E - Increases armor of target ally by encasing them in an icy armor.
R - Encircles target area with strudy glacial spikes. Enemies trapped within the circle have their attack speed decreased.
P - All of Aqua's spells decrease movement speed of affected enemies.



Spider:

All the skills he had before.



Caleb:

Q - Vicious cut. Deals magical damage + % of enemy max hp.
W - Teleports to target. If target is an enemy, damages it.
E - Throws daggers at target position, damaging all enemies within.
R - Chosen enemy is assaulted relentlessly. Caleb teleports around it while dealing physical damage. If the enemy dies, Caleb switches to another nearby enemy.
P - When Caleb's HP reaches 0, he becomes invulnerable and has X seconds to enact vengeance before succumbing to pain.




VR:

Q - Places a charge at target point, which explodes shortly, dealing X damage. Very spammable. Karthus will sue you.
W - Creates a field of distorted reality at target point. All enemies inside it are slowed and have their armor reduced.
E - Slows an enemy, dealing damage to it over time.
R - Lets loose a powerful chain of lightning that strikes the target and jumps over to 15 more targets, regardless of range. Each jump deals 33% less damage.
P - VR gains mana for every enemy he kills.




Fox:

Q - Fox' attacks gain extra splash damage for next X seconds.
W - ?
E - Fox speeds up an ally or himself, regenerating their HP in the process.
R - Fox gains a large damage bonus and becomes invulnerable for X seconds.
P - ?




Dabir:

Q - ?
W - Slams the ground, damaging and slowing all enemies around him.
E - ?
R - ?
P - Dabir is constantly shrouded in living flames, dealing damage to adjacent enemies. Once he dies, the flame bursts out of control, spreading a curtain of fire for next X seconds before extinguishing.
Now under new management.

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Firefox11
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Re: UFF AoS

Post by Firefox11 »

AlexMdle wrote:Fox:

Q - Fox' attacks gain extra splash damage for next X seconds.
W - ?
E - Fox speeds up an ally or himself, regenerating their HP in the process.
R - Fox gains a large damage bonus and becomes invulnerable for X seconds.
P - ?

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Re: UFF AoS

Post by MintE »

I may be blind, but I coulda sworn I asked to be a part of this...
Who am I kidding!? I'm a terrible person

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AlexMdle
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Re: UFF AoS

Post by AlexMdle »

Okay, got more basic drafts in place:

Mint

Q - Sends forth a spirit to cause AoE damage at target enemy's position. The spirit is rather slow and travels a limited distance before vanishing.
W - Target enemy is blasted with pure phreshness, deals damage and slows. Casting this on an enemy already under the effect of this spell stuns them and deals extra damage.
E - For next X seconds the target enemy becomes charged. All of it's allies take damage if being too close to it. Casting it on an already affected enemy released a powerful chain lightning, dealing all of the potential damage of the charge to the target and jumping once to a nearby ally for 50% of the damage.
R - Instantly refreshes all of Mint's cooldowns and restores some mana of all nearby allies.
P - Grants additional mana regeneration to nearby allies.



Ebo

Q - Throw a lance in target direction. Enemies hit by the lance have their armor reduced.
W - Toggle: Raises his shield. While the shield is up, Ebo takes less damage and deflects some of ranged attacks back to the attacker, but also moves slower.
E - Ebo meditates for a few seconds to recover health.
R - For next X seconds, Ebo gains a large Max. Hp bonus and becomes immune to spells. His attacks gain extra splash damage.
P - Every X seconds, Ebo will revive if his HP reach 0.




Dicearm

Q - Throws a glowing red meteor at target location. The meteor continously deals damage to enemies around it until it expires.
W - Brings down a glowing green meteor that briefly stuns all enemies in the AoE and slow all enemies around it until it expires.
E -
R - All meteors in the the target Area of effect are hurled towards it's center, exploding and dealing damage to all nearby enemies.
P - Red Meteors provide an increased attack bonus to Dicearm if nearby. Green Meteors increase his armor.




Zax

Q - Hits an enemy with a bolt of lightning, also hits up to X enemies standing to the side.
W -
E - For next X seconds, Zax' attacks deal extra electric damage, 50% of which arc off to another nearby enemy.
R - Global spell that deals damage to a single enemy.
P - Targets of Zax' spells are revealed for ~6 seconds.




A70

Q - Slams the ground, dealing damage to all nearby enemies.
W - Toggle: Increases movement speed and incinerates nearby enemies.
E -
R - Detonates a nuclear missile, dealing damage in a large AoE. For next X seconds, the AoE slows and damages enemies in it.
P - Upon his death, enemies have ~2 seconds to scram before A70 selfdestructs, dealing large AoE damage.




Meta

Q - Besets a shortliving metarex minion upon the enemy.
W - Supercharges an ally to increase their movement speed drastically. If used on a metarex minion, it upgrades their damage, health and extends their duration. Additionally each level grants the minion an additional trait: 1 - Minion takes 33% less magic damage. 3 - Minion has 25% chance to stun on attack. 5 - Minion gains a ranged attack.
E -
R - Summons a squad of Metarex Underlings around the target, effectively trapping it. The minions are very frail, but are highly magic resistant.
P - Meta gains X attack damage bonus for every minion active.
Now under new management.

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Re: UFF AoS

Post by Dabir »

Lord Badass of Win
Q - Droit de Seigneur - Lord Badass punches the target in the face, dealing additional damage based on the number of friendly minions around him. Level 3+: The punch EXPLODES, dealing 50% splash damage.
W - Highly Visible Ninja - Lord Badass transforms into ninja form, gaining speed based on the number of friendly minions around him. Level 3+: All minions around Lord Badass move at the same speed as him and their autoattacks become ranged shuriken attacks.
E - Strike a Pose - Lord Badass gives all his nearby allies a free ticket to the gun show, giving himself a damage buff based on the number of friendly minions around him. Level 3+: All enemies within range are struck by lightning, slowing them and dealing minor damage.
R - (pending) -
P - Inflamed Ego - Lord Badass is constantly shrouded in living flames, dealing damage to adjacent enemies. Once he dies, the flame bursts out of control, spreading a curtain of fire for next X seconds before extinguishing.

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AlexMdle
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Re: UFF AoS

Post by AlexMdle »

Ok, current state of affairs:

Heroes made:

Pure, VR, Fox, Aqua, Flan, SS.

System-wise:

Set up Arena nr. 1 and a basic choose-hero tavern. No winning conditions yet set and etc, but the map is testable :D
Now under new management.

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AlexMdle
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Re: UFF AoS

Post by AlexMdle »

Since alot of people dont have wc3, I will put up previews here. I'll start with heroes that are already made.

Now under new management.

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AlexMdle
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Re: UFF AoS

Post by AlexMdle »

Since the main core of 12 heroes is done. Im moving onto the second mode of game (out of 4).

The 4 modes are:

Team Battle (1 lane)

Classic (3 lanes)

EPIC (5 lanes, expansive jungle, events, quests)

H&H (Co-op survival mode)

The mode Im working on now is H&H, which mimicks my other map, Hack&Heal. Basically, the players have to defend the castle against waves of ravenous undead and every 10 waves, a huge boss battle.
Now under new management.

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AlexMdle
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Re: UFF AoS

Post by AlexMdle »

Major update v3:

Pure:


Divine Armament: Replaced old Q, (X% extra damage on next attack) with a new ability that grants passive attack damage and increases attack speed on activation, granting additional attack damage with strikes for the duration.

Omnipresence: No longer global, instead teleports up to 2400 units away and no longer grants attack speed. Requires no cast time. Mana cost and cooldown reduced significantly.


Anzu:

Whirling Sentry: Reduced the range and the attack speed slightly, dps is still same. Now also scales with INT.

Iron Maiden: No longer reflects any damage, instead stores percentage of it and released it in bursts of lightning.

Optic Sentry: Pending change.

Zaximilian:


Holy Pulse: Renamed Arcane Pulse. The effect changed radically from a heal/damage skillshot to AoE heal/mana regen.


ZarroTsu:

Chaos Flow: Reduced the duration of silence from 0.5 to 0.25 seconds. Pending change to remove silence/slow from physical attacks.


Firefox:


Flash fire: Reduced mana cost.


SS:

Standard of Victory: Reduced hp from 500 to 100, now grants flat attack damage instead of percentage.


Aquamancia:

Aqua Blast: Now fires in a circle around Aqua, regardless of target direction.

Entomb: Fiddled around with glacier size to prevent overlapping and holes.


Meta:

Summon Underling: Metarex underling armor reduced from 25 to 5, but base hp increased.


Eboshidori:

Subdue: Now reduces movement and attack speed by 85% on all ranks, duration severely decreased on lower ranks, but has a constant, 2 sec duration on minions.

Meditate: Pending change.


Dicearm:


Essence Theft: Now channels over the duration of 1 second.

Contamination: Added base damage to the formula.


Game:


- Hero collision decreased, no more blocked by minions!

- Map size for Team Battle increased and improved. Chokepoint bridge in the middle removed. Added another basic turret.

- Siege Golems gained Resistant Skin, reducing duration of most harmful spells and becoming immune to some crowd control effects.

- Added 9 new items and a new shop with unique items.
Now under new management.

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AlexMdle
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Re: UFF AoS

Post by AlexMdle »

Ive given a thought to make a "champion spotlight" row of videos for every hero, but since WMM sucks for that purpose, I will just do it in text form.

Ok then.

Today in Spotlight: Fourbox - The Gear Nightmare.

Fourbox is a tanky mage that specializes in spamming highly-damaging basic skills, while providing a defensive edge to himself and nearby allies.





His Q is Shredder. Shredder is a line skillshot that deals magical damage to all targets encountered. It also deals extra damage based on Fourbox' Agility. This is an excellent and mostly very reliable skill for dealing raw damage or clearing our large waves of enemies.
His W is a passive skill called Defensive Matrix. This ability passively increases the armor of Fourbox and nearby allies. This works on heroes as well as on minions and provides a slight advantage when the Siege Golems roll out.
His E is Photon Blaster. It is a targetable spell that hits it's designated target and then bounces to hit up to 4 targets more. Note that the shot will not continue to bounce if the target is not hit, like if it becomes magic immune or dies before the shot collides.
Fourbox' ultimate is Overload. This skill greatly enhances Fourbox' combat abilities such as damage, armor and health/mana regeneration and lasts a long time (16-24 seconds). While Overload is active, all of Fourbox' other skills gain additional effects.

Shredder - All targets hit bleed, suffering extra damage over the period of 5 seconds.

Defensive Matrix - Further increases the armor of all nearby allies and also heals them upon the Overload's activation.

Photon Blaster
- Increases the damage dealt and briefly immobilizes all targets hit.



Tactics:

- Try to maximize your mana regeneration. Your Q and E are highly spammable, but carry high mana costs. Make sure to buy a Mana Brew or two to replenish your supply.

- For the same reasons, it's a good idea to match up with heroes that can refresh your mana pool, like Minte or Zaximilian.

- Don't get fooled into stacking Ether Cores. While they provide a hefty heap of mana and mana regen, they do nothing to increase your attack damage or the damage of Shredder.

- Fourbox is melee, benefits from AGI and has three different armor boosts. As such never be afraid to enter the battle in melee, attacking inbetween spellcasts.

- Be cautious of fast chaser heroes, like Zarro or Caleb. Outside of Overload/E combo, Fourbox lacks any sort of escape mechanism and can be easily shut down with crowd control effects. Especially dangerous are heroes that can continously silence you (Aqua, Zarro, dear god ZARRO.).

- Try to time your Photon Blaster shots with the right enemy positioning. 2 isolated enemies are the ideal case, as it will guarantee that one of them will be hit thrice. During Overload, each hit will refresh duration of immobilization as well.
Now under new management.

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