Derpdragon
12-31-2009, 08:15 PM
This is as mentioned a VERY rough draft of an entire concept. This will be a very long read so be warned it will contain a few grammar errors and spelling mistakes. :p
This entire idea will introduce 3 sub-unique ideas to HoN.
1:A new map with very different mechanics.
2:A new Kongor replacement (meaning Boss Creep)
3:A new concept for base defense.
These ideas all have to be put into one because they wouldn't make any sense alone.
The new map's, (Viper Pit) layout will be like this (only better drawn and symmetrical because it wasn't made in paint in 15 minutes.)
http://i45.tinypic.com/23ha8oz.png
There are a few things on this map you won't understand so bare with me while I explain them.
The outer blacken part labeled as "Viper Trail" is a trail that the new boss neutral will literally move around at about 400 movement speed. The boss neutral I will explain in full depth later. Essentially the point of this new concept is a very good reason, "add a lot of new tactical use" after explaining how it works you will see a few of these tactics yourself, and I shall explain a few scenarios for you.
The other thing you may have noticed is the "Guardians" inside the base, these as well I will have to explain later.
Now the whole concept of this map is to use "advanced" tactics to win against your opponent(s). As you can see it's one lane, but I assure you this is just as good for a 5v5 as it would be for a 3v3 or 1v1. The middle area is very large and can support free movement to everyone on your team. There are no runes by the way. They make this map to easy to control with a scout, KotF, ect.
Now lets say it's a 5v5, of course a 1 lane 5v5 would be hectic and little to no money or experience would be gained right? Wrong. I suggest that the speed of creeps spawned is based on the number of players. In this game a 5v5 would spawn at a much faster pace, quarter of the time to be exact, this keeps creeps coming at a steady pace so that experience is gained constantly like it would be in a 3 lane map. However say it's a 3v3, a quarter of the normal time would cause a very big build up in creeps so they would only spawn half of the initial time.
This new timer also gos for neutral creeps seeing as it would only be fair, and could end up being part of your strategy to make a character go farm on their own. (More Exp and gold for the middle, but a the cost of help)
Now for Viper the boss creep. I have no picture for this new boss because I'm not an artist and it's only a sandbox idea any way. Although the idea is very simple, it's a big ass momma snake that is known as a guardian of the weak. (It's suppose to be ironic that a snake is helping the weak.)
Viper has about 3/4 as much health as Kongor and grows at 3/4 the rate base stats start the same. She moves at 400 movement speed. Viper has true sight since snakes do see heat. Viper also always spawns on the left side of the map but randomly chooses which way to go. Vipers abilities are as shown below.
Venomous Fang- Being a Snake Viper naturally has venomous fangs, the poison slows the target's nerves. Movement reduced by 50% attack speed reduced by 15, last for 3 seconds. The effect passive and is cast every 5 seconds on target and when target is hit.
Swarm- Viper calls her babies to aid her and attack bad people. Based on how many aggressive people are near Viper 1 baby snake will appear (excluding the one viper is attacking; also again passive ability) with 2000 health, 2.5 regen, 75-80 base damage(physical), 7 armor(normal and magic), 400 movement speed and has Vipers Venomous Fang ability with only 15% movement slow and 5 attack speed slow. They will not leave Vipers side (500 unites) When one is killed you get 75 gold and a replacement will be spawned in 25 seconds. They also have true sight. (remember snake.)
Burrow: When Viper wants to cross over the creep trail she digs underground and shows up on the other side to avoid conflict. (basically a blink with digging animations.)
Killing viper gives you 350 gold and drops "Snake egg" which when used causes one of Vipers babies to spawn to protect you. It has the same stats as above and last until killed or time runs out. (2 minutes) It is uncontrollable and attacks nearby enemies but will not leave your side. (500 unites)
What makes Viper very different from Kongor is how it acts.
Viper will not attack anything unless she is attacked first or if an aggressive behavior is used near her. Meaning you can run right pass her, but if you where to get into a fight with a enemy player she would attack the first one to show aggression (Casting spells or auto attacking will cause attacking, using buffs will not trigger her attack, debuffs will. Getting to close to her also will make her attack, 150 unites or less is to close.)
So lets say your near death and your missing all 3 of your towers and your to far from your base to make it back. You are however pretty close to the trail that Viper gos around, you run that way and you find Viper. Run past her and have your enemy follow you, if they attack you they will get attacked by Viper and be slowed you can now get away...well probably.
Also you may notice Viper can be drawn near a tower or the "Guardians" neither one will attack her and she will not attack them your creeps will also not attack her.
Thats about all on Viper at the moment. (Wow this got long quick!)
Next lets talk about the "Guardians" in your base. These work a lot like towers only they move! There are 2 Guardians are both identical only one is ranged with a bow/staff (legion/hellborn) the other is melee sword/axe (Legion/Hellborn). They are giant stone monuments that are alive. They work just like towers they attack your enemies and enemy creeps. The difference is that they can chase down enemies! Well to an extent. They will never leave your base. They can however move to any spot in your base. Another big difference is they CAN be attacked at any point in time by the enemy although towers must still be destroyed to destroy the barracks and shrine. You also cannot attack the guardians unless you are within the enemey base otherwise they are invincible. (So no cheating ranged heros :p )
There stats are as show below. (Up for debate on the numbers)
Melee Guardian: health 5000 (15 regen)
no mana
Base damage- 100-110 physical
Movement speed: 400
Armor: 15 normal, 10 magic
Ranged: Health 3000 (10 regen)
no mana
Base damage- 60-80 (5% crit chance)
Range-600
Movement speed- 380
Armor- 10 normal, 15 magic
The whole point of these guardians is to change up tactics and make you ask yourself "which one is better to attack right now?" It also make it so that there are a lot less mageban, scout chases in 3v3 and smaller games. (Thats right scout you have to play as a team member. :D ) They will also make defending the base against mega creeps a lot easier since theres only 1 lane so that means super creep aren't around for long. So now you still actually have a chance!
Well thats about sums it up. I will rework this idea several times since I know it's far from perfect, but I'm going to need some constructive criticism please. Also I'm aware this is a Beta and that adding this in would require a lot of extra work for S2, I'm not asking that it be implemented immediately or even at all if they don't want to do it.
This entire idea will introduce 3 sub-unique ideas to HoN.
1:A new map with very different mechanics.
2:A new Kongor replacement (meaning Boss Creep)
3:A new concept for base defense.
These ideas all have to be put into one because they wouldn't make any sense alone.
The new map's, (Viper Pit) layout will be like this (only better drawn and symmetrical because it wasn't made in paint in 15 minutes.)
http://i45.tinypic.com/23ha8oz.png
There are a few things on this map you won't understand so bare with me while I explain them.
The outer blacken part labeled as "Viper Trail" is a trail that the new boss neutral will literally move around at about 400 movement speed. The boss neutral I will explain in full depth later. Essentially the point of this new concept is a very good reason, "add a lot of new tactical use" after explaining how it works you will see a few of these tactics yourself, and I shall explain a few scenarios for you.
The other thing you may have noticed is the "Guardians" inside the base, these as well I will have to explain later.
Now the whole concept of this map is to use "advanced" tactics to win against your opponent(s). As you can see it's one lane, but I assure you this is just as good for a 5v5 as it would be for a 3v3 or 1v1. The middle area is very large and can support free movement to everyone on your team. There are no runes by the way. They make this map to easy to control with a scout, KotF, ect.
Now lets say it's a 5v5, of course a 1 lane 5v5 would be hectic and little to no money or experience would be gained right? Wrong. I suggest that the speed of creeps spawned is based on the number of players. In this game a 5v5 would spawn at a much faster pace, quarter of the time to be exact, this keeps creeps coming at a steady pace so that experience is gained constantly like it would be in a 3 lane map. However say it's a 3v3, a quarter of the normal time would cause a very big build up in creeps so they would only spawn half of the initial time.
This new timer also gos for neutral creeps seeing as it would only be fair, and could end up being part of your strategy to make a character go farm on their own. (More Exp and gold for the middle, but a the cost of help)
Now for Viper the boss creep. I have no picture for this new boss because I'm not an artist and it's only a sandbox idea any way. Although the idea is very simple, it's a big ass momma snake that is known as a guardian of the weak. (It's suppose to be ironic that a snake is helping the weak.)
Viper has about 3/4 as much health as Kongor and grows at 3/4 the rate base stats start the same. She moves at 400 movement speed. Viper has true sight since snakes do see heat. Viper also always spawns on the left side of the map but randomly chooses which way to go. Vipers abilities are as shown below.
Venomous Fang- Being a Snake Viper naturally has venomous fangs, the poison slows the target's nerves. Movement reduced by 50% attack speed reduced by 15, last for 3 seconds. The effect passive and is cast every 5 seconds on target and when target is hit.
Swarm- Viper calls her babies to aid her and attack bad people. Based on how many aggressive people are near Viper 1 baby snake will appear (excluding the one viper is attacking; also again passive ability) with 2000 health, 2.5 regen, 75-80 base damage(physical), 7 armor(normal and magic), 400 movement speed and has Vipers Venomous Fang ability with only 15% movement slow and 5 attack speed slow. They will not leave Vipers side (500 unites) When one is killed you get 75 gold and a replacement will be spawned in 25 seconds. They also have true sight. (remember snake.)
Burrow: When Viper wants to cross over the creep trail she digs underground and shows up on the other side to avoid conflict. (basically a blink with digging animations.)
Killing viper gives you 350 gold and drops "Snake egg" which when used causes one of Vipers babies to spawn to protect you. It has the same stats as above and last until killed or time runs out. (2 minutes) It is uncontrollable and attacks nearby enemies but will not leave your side. (500 unites)
What makes Viper very different from Kongor is how it acts.
Viper will not attack anything unless she is attacked first or if an aggressive behavior is used near her. Meaning you can run right pass her, but if you where to get into a fight with a enemy player she would attack the first one to show aggression (Casting spells or auto attacking will cause attacking, using buffs will not trigger her attack, debuffs will. Getting to close to her also will make her attack, 150 unites or less is to close.)
So lets say your near death and your missing all 3 of your towers and your to far from your base to make it back. You are however pretty close to the trail that Viper gos around, you run that way and you find Viper. Run past her and have your enemy follow you, if they attack you they will get attacked by Viper and be slowed you can now get away...well probably.
Also you may notice Viper can be drawn near a tower or the "Guardians" neither one will attack her and she will not attack them your creeps will also not attack her.
Thats about all on Viper at the moment. (Wow this got long quick!)
Next lets talk about the "Guardians" in your base. These work a lot like towers only they move! There are 2 Guardians are both identical only one is ranged with a bow/staff (legion/hellborn) the other is melee sword/axe (Legion/Hellborn). They are giant stone monuments that are alive. They work just like towers they attack your enemies and enemy creeps. The difference is that they can chase down enemies! Well to an extent. They will never leave your base. They can however move to any spot in your base. Another big difference is they CAN be attacked at any point in time by the enemy although towers must still be destroyed to destroy the barracks and shrine. You also cannot attack the guardians unless you are within the enemey base otherwise they are invincible. (So no cheating ranged heros :p )
There stats are as show below. (Up for debate on the numbers)
Melee Guardian: health 5000 (15 regen)
no mana
Base damage- 100-110 physical
Movement speed: 400
Armor: 15 normal, 10 magic
Ranged: Health 3000 (10 regen)
no mana
Base damage- 60-80 (5% crit chance)
Range-600
Movement speed- 380
Armor- 10 normal, 15 magic
The whole point of these guardians is to change up tactics and make you ask yourself "which one is better to attack right now?" It also make it so that there are a lot less mageban, scout chases in 3v3 and smaller games. (Thats right scout you have to play as a team member. :D ) They will also make defending the base against mega creeps a lot easier since theres only 1 lane so that means super creep aren't around for long. So now you still actually have a chance!
Well thats about sums it up. I will rework this idea several times since I know it's far from perfect, but I'm going to need some constructive criticism please. Also I'm aware this is a Beta and that adding this in would require a lot of extra work for S2, I'm not asking that it be implemented immediately or even at all if they don't want to do it.