UFF AoS
Posted: Mon Sep 05, 2011 12:44 pm
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.
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.