Story: This massive creature has been turned into an array of assault weaponry by a team of gnomes. They have joined the Legion with the hope that they will be recognized as one of the greater powers in the world. Although initially scoffed at for their short height and awkward appearance, they are now both respected and feared.Archer Team: The finest Gnome archers ride this beast, raining arrows upon their foes with supreme accuracy. Upon activation: Adds one Gnome Archer to the turtle. Archers deal 6/9/12/15 physical damage each with an attack cooldown of 1.7 seconds and a range of 450. Archers will individually attack nearby units while the turtle is not moving. If the turtle is attacking, all archers will attack his target.
Archer skills:Explosive arrow: Fires an arrow at the ground that explodes, dealing magic damage in a radius. Deals 30 magic damage and stuns for .2 seconds for each archer on the turtle with a radius of 300. Mana cost: 150. Range: 500. Cooldown: 20 seconds.Medical Team: These skilled Gnomes ensure that the turtle and his allies receive treatment for their wounds. Upon activation: Adds one Gnome Medic to the turtle. Each medic increases the turtle's health regeneration by .1/.3/.5/.7.
Medic skills:Healing Herbs: Applies Healing Herbs to target unit for 9 seconds. Healing Herbs restores .05/.07/.09/.11% of the unit's maximum health per second for each medic on the turtle. Mana cost: 120. Range: 350. Cooldown: 16 seconds.Fortified Shell: The turtle's shell has been reinforced with large iron plates, making it resilient to ranged bombardment. For 5/6/7/8 seconds, projectile-based damage from spells and attacks is reduced by .05/.1/.15/.2 times the range that it is being dealt from. Mana cost: 80. Cooldown: 40/35/30/25 seconds.
Example: If 300 damage is dealt to him at 600 range (roughly what Arachna would do late game) it would be reduced by .2x600=120, thus making the turtle take only 180 damage.Reinforcements: Gnomish Warriors are rallied to the turtle, ready to defend it at all cost. Changes maximum Gnome capacity from 6 to 8/10/12.
Last edited by PiLLsBurY94; 10-11-2009 at 03:59 AM.
So it's a massive turtle with a bunch of mini units on it that either attack from its back or they jump off and charge in. Do the footmen ever get back on? It reminds me of the carrier from Starcraft almost... that is completely awesome. It also gives me the thought of other ways of doing the same concept and one that makes me want to do the same type of thing but different.
A unit that lets small units out for a number of hits before going back inside, the design I have for it wouldn't be too similar to yours because I got a huge spurt of inspiration from you on this.
Zeppelin/Airship hero. Basic attack would be a cannon shot or a dropped bomb.
Skill 1 would be like your first, it would spawn an additional Glider unit on board which would be able to fly over any terrain and gets 1/2/3/4 arrows off before having to go back onto the craft.
Skill 2 would be able to send a Glider unit out as controllable(Like Visage's old fliers) with the limited shots so it could be used to scout.
Skill 3 would need to be some swarm skill with all Gliders available that does a slow depending on the number inside.
Ultimate would be a passive that increases movespeed, Glider movespeed and adds either a flying effect where the unit can cross any terrain and unitwalk or a skill that does the same.
Do you mind? Inspiration comes at the oddest times. XD
wow that's a really neat idea. I'm glad i inspired you. This is just a first draft, I just needed to get my ideas down. The footmen actually work kinda like zephyr's winds only they don't aoe and they individually lock themselves on targets. The archers attack whatever you tell them to. The medics are your spellcasters. When you hit F1 it selects the turtle and all the gnomes. They move as one unit, but attack separately. You would use TAB to control which of the gnomes you are giving orders to. If anyone has any input, I'd be really glad to hear it. Again, this is just a first draft that i wrote in order to get my ideas down.
there are no gnomes....
HOWEVER the idea is good. i like that. its a very different playstyle and unique. it reminds me of this tank war warcraft 3 map. however i wouldnt make it RTS styled gameplay. just add those warriors to your turtle and let they do. however dont make them controllable. its good as it is.
well thats said keep working on it. i need to look at it abit closer in near future.
Ok, I reworked him to make him a little bit less specialized (before he had no purpose but to push lanes very quickly). He's a bit more of a tank, especially against the current meta game (AoE bombardment from range as you're trying to get close). I made him have fewer abilities and took out the TAB mechanics to make him a little more easily manageable. He no longer has the warriors, but instead he now has an active tanking ability. Let me know what you all think of the changes and give any ideas you have (whether i use them or not, it's worth hearing them). Also, the archers can no longer attack things while he is moving, but rather he has to stop moving in order for them to attack (if he is chasing a target and taps "s" to stop his movement, they will shoot and he can resume moving). I'm considering giving the archers a chance to ministun so that they would have a role in team fights and be better at chasing. I may end up making the archers' damage scale off of the turtle's damage but I don't know how that would pan out (might make him feel more like a ranged character who just attacks funny).
to be honesti think you removed some of the most fun things of this hero. i actually loved the idea of a hero that can attack while moving you just should have toned town the damage and reduce the attack speed of the archers.
My goal was to make him more of a legitimate hero as opposed to just something fun to play. He now has a true role on a team and could be valuable in the current metagame.