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Thread: Making a hero as a group [2/4 done]

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  1. #1
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    Making a hero as a group [2/4 done]

    Rules
    Submit one or more abilities to this thread. I will add the first ability i like as the heroes first skill then you suggest abilities to go with that one and so on until we have a finished hero.
    Hero
    Infection
    Theme
    Infection is a tree ent who has become infected with blight. Where keeper represents the life of a healthy forest and deadwood represents the total death of the forest infection is all about corrupting the forest.
    Base information
    For now infraction is a melee str hero. This could change with the addition of more abilities but assume hes like deadwood and keeper a melee str hero with high base stats and above average night vision and about 300 ms.
    Abilities
    Infect Tree: vector, corrupts target tree. if an enemy walks in a into the vector cone of the gadget it explodes outwards in the vectored direction dealing 75/150/225/300 magic damage in a cone, slowing units by 20%, and spreading corruption in the area damaged. corrupted trees spread corruption on the ground in a 600 unit radius. max of 2/4/6/8 trees may be corrupted at a time. Range 700, mana cost 120, cool down 12 seconds. (trees in a 300 unit radius of the corrupted tree cannot be corrupted)

    Corruption: on activation infection leaves behind a trail of blight. Every .5 seconds all blight deals 10/15/20/25 mixed damage and slows by 25% in a 100 unit radius around all units on any blight. Lasts 4 seconds. Mana cost 120, cooldown 30/25/20/15 seconds.

    Ability 3:

    Ability 4:
    Ability changes
    Current abilities can be tweeked to go along better with future abilities. Once abilities have been taken they are also not set in stone and can be thrown out if 2-3 more abilities are added and we decided the first one no longer works with the hero overall.
    Idea taken from this

    Quote Originally Posted by Hubaris View Post
    Off-topic (Maybe the amount of people is too large), but do something like MTG Salvation as an event or a little game. The community has to create 1 hero with certain prerequisites. So make a denial hero.

    Give a first skill as a template/direction, and then each post can add a little or change a little. As the person in charge of it sees what they like and don't like, you can add it to the OP. The end result is a community created hero which takes in all the input and ends with a result (like old complex Gaunt... uhhh bad example).

    That could be fun.
    Last edited by Drasha; 02-25-2012 at 10:46 PM.

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  2. #2
    I think you should be the one starting Drasha :P




    Thanks Lhune!

    Sorry for my bad English!

  3. #3
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    But if i suggest an ability i would like it. People can just throw out fun ideas to use as a base.

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  4. #4
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    Lets start with something simple then.

    Pierce Thrust:

    Cooldown 15/13/11/9 seconds. [Hero] thrusts forward 400 units or until colliding with an enemy. Upon hitting an enemy, they receive 80/140/200/260 magic damage and are knocked 400 units away acting as a projectile which deals 80/140/200/260 magic damage to the next unit hit.

    EDIT: You were fast reading that thread Drasha XD
    The sign of lost Carcosa appeared in the air, paralyzing us with dread older than the very idea of time.
    As we looked on in horror, the unholy sign dissolved into a lone figure, shrouded in yellow.

  5. #5
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    Pierce thrust would actually be pretty cool on a kendo themed hero. Maybe a monkey king like hero where all of his moves move him forwards a certain amount so you can combo them into each other fluidly.<br><br>keep the ideas coming.<br>

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  6. #6
    [Mushroom-hero(me loves mush)] will infect target tree. The tree cant be cut down, or destroyd. Every 10 seconds, that tree will pop 1/1/2/2 Sporelings that will run to next enemy hero and explode dealing magic damage in a Smal AoE and the [Mush-hero] will gain that much damage in life. Max of x trees can be affected.

    Strong lane presence
    Last edited by MaTz0r; 02-02-2012 at 04:47 PM.




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    Sorry for my bad English!

  7. #7
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    I really like the infect tree idea. slightly different take on it.

    Infect Tree: infect target tree causing it to swell and burst after a 2 second delay dealing magic damage in an area and causing trees in the blast path to fly 400 units away slowing units it hits by 50% for 3 seconds.

    or maybe some vectored version where it doesn't kill swaths of trees. Could be interesting on a more zerg infestation take of a nature tree hero.
    Last edited by Drasha; 02-02-2012 at 04:51 PM.

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  8. #8
    I liked the suggestio, maybe the in the last second the tree abosorbs nearby trees and then it explodes?:O




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  9. #9
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    Picture the top one would catch the trees in the vectored blast making them projectiles that slow. The bottom one wouldn't catch any trees so it only does damage.

    keep ability ideas coming I still haven't decided.
    Last edited by Drasha; 02-02-2012 at 05:10 PM.

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  10. #10
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    I had a similair idea in which you target a tree, cast a vector from it and then toss the tree in the vector. First target hit gets a pretty substantial stun and is dealt physical damage.

    Would fit on a psychic type hero.

    Treety

    Targets a tree and casts a vector beneath it, after 0.3 cast time the tree flies in the direction of the vector up to 700 units. First enemy unit hit is stunned for 1.5 / 2 / 2.5 / 3 seconds and dealt 100 / 200 / 300 / 400 physical damage.
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  11. #11
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    Besides the fact that i like exploding trees more then trees up rooting them self and flying at a target there is one key difference that i think is important. If you need to catch trees in the vector for an additional effect it adds a huge layer of dynamics to the ability. you can not catch trees and just go for damage, you can catch trees and go for a slow you can only catch a couple and just aim it well. It also cares a lot more about location on the map which can be good or bad.

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  12. #12
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    To make the idea of exploding trees more dynamic and less forced to jungles...

    - Ganky Skill -
    Bomb Strap: Cooldown: 30/25/20/15 seconds. Attaches a buff to target tree or non-hero unit. When the unit or tree comes within 400 range of an enemy hero or 200 range of an enemy creep, it will explode (destroying the creep/tree) dealing 130/190/270/330 physical damage and stunning for 1/1.4/1.8/2.2 seconds. Bomb Buff lasts 30 seconds.

    Taking it past utilizing trees however...

    - Carry Skill -
    Brave Blade Passive. Applies a 20/40/60/80% damage 300 AoE cleave to each auto attack and a bonus 15/20/25/30% bonus damage to each attack if the user hasn't moved more than 100 units in the last 3 seconds.

    And taking it past steroids...

    - Support Skill -
    Heaven's Gate: Cooldown: 20 seconds. Casts a ray of light from your faced direction in a cone to a range of 500/600/700/800 range. Allies facing you receive a 80/120/160/200 heal and +3/5/7/9 to all stats for 3 seconds. Enemies facing your receive 1/1.5/2/2.5 seconds of immobilize.

    Hopefully this can at least spur some direction to what you may be thinking.

    Also, I think a role can be a great help to start with so once we get that down it will be more streamlined :P
    The sign of lost Carcosa appeared in the air, paralyzing us with dread older than the very idea of time.
    As we looked on in horror, the unholy sign dissolved into a lone figure, shrouded in yellow.

  13. #13
    Not really a role, but a theme I guess it would help a lot. When I start to brainstorm some ideas I always think about the theme first :P




    Thanks Lhune!

    Sorry for my bad English!

  14. #14
    I'll just throw some ideas out there.

    Withering Gaze
    All enemy units in a cone in front of hero take 100/125/150/175 magic damage and are slowed by 20% for 3 seconds. If the enemy is facing hero, damage and slow is doubled.

    [Name here]
    Deals 50 magic damage to target. If the target stealths or moves into the fog of war during the next 4/5/6/7 seconds, they are dealt 100/150/200/250 magic damage and are stunned for 2 seconds.

    Charged Strike
    Deals 100/140/180/220 magic damage to the target and stuns for 0.25 to 1.5/2/2.5/3 seconds depending on how close the target is to hero. (200 units or closer is max stun, maximum range is minimum.

    Barkskin
    Radius: 250/300/350/400
    Destroys all trees in the radius, gaining one charge per tree for a maximum of 4/8/12/16. Every time hero takes damage from a hero, tower, or kongor, a charge is removed and damage taken is reduced by 25%.
    Passively grants 1/2/3/4 armor.

    Manipulate
    If used on an ally, grants maximum movement speed for 2/3/4/5 seconds. If used on an enemy, immobilizes and perplexes for 1/1.5/2/2.5 seconds.

    Insanity
    Radius: 200
    All enemies in the radius attack themselves for the next 1.25/1.75/2.25/2.75 seconds.

    Might throw some other ideas around later.

  15. #15
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    Fiery ram

    Charges an target enemy so fast, that the charging hero goes invisible. This ability has 2 charges. When using this skill, a charge goes down. If you only have one charge left, this spell deals half the effects it should. When an enemy nearby is killed, it gain one charge.

    Something like this ^ would be fun and could open up many abilities to synergize, and not have one straight out build that would be a must. You could level all kinds of things up.

  16. #16
    Well personally i think we should think of an ability which should use a mechanic currently not in use (Such as a Multi - Point mechanic which i pointed out in the hero Drafts section)

    Some examples are

    For Multi Point

    Tree Gate
    When cast on a tree the cast cursor remains active untill a second tree has been selected, After the second cast a line of roots (Which is Invisible to the enemy) appear along the ground. When enemies come within 150 Range of the root line, a wall of roots appear blocking their path. Roots Submerge back into the ground when an allied hero is also within 150 Range or the enemy leaves the 150 Range
    Maximum of 1/2/3/4 Tree gates
    Max distance of 250/300/350/400 Between trees
    Lasts untill One of the Trees are destroyed

    Or of course a similar version would be selecting a tree and having to click a second location (no need for a tree to be there) and the root line goes between the tree and that location

    Chain Link

    Target: Multi Point - Enemy Heroes

    When cast on an enemy the cursor remains active for cast on a second enemy, If cast on a second enemy a chain link is made between them, Pulling both enemies within 200 Units of eachother. If they leave 350 units of each other they have 50/100/150/200 damage dealt to both and both recieve a 1.25/1.5/1.75/2 second stun
    If Cast on only one enemy, They are pulled to within 200 units of your hero and if they move more than 350 units away, They have 60/120/180/240 damage to them and have their movements slowed by 40% for 3 seconds
    Cast Range: 500

    Of course it's difficult to think of Non - Clunky ideas for these mechanics but you know im sure you guys wil think of something special.

    Heres the link
    http://forums.heroesofnewerth.com/sh...d.php?t=386936
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  17. #17
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    The first ability has been added its a combination of mazt0r's tree infection, hubaris's knock things you hit, and a bit of my own tweeking.

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  18. #18
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    A tree hero? I really dislike the idea of having a tree based hero in the game. I find it a very bad concept. Something like DW's Uproot is a nice concept that has with trees to do, but i do dislike the fact that you would use trees as a hero-based spell. Please dont make it Drasha. There are so many other concepts that we/you could use.

  19. #19
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    Look at it as an opportunity to explore trees as a mechanic. What don't you like about them? What do you like about them? How can we use abilities to increase what we do like and decrease what we dislike about them?

    Personally i just like the nature theme so any thing with trees automatically gets my cool stamp. The big down side i have with trees has a lot to do with playing the old keeper and deadwood to an extent where you can feel crippled because you are attached to the trees instead of feeling empowered by trees. Keeper got this fixed by adding the minions that were trees so he could still function with out trees.

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  20. #20
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    To answer, what i hate about trees is that, you as said, are way to much attacked to trees. Trees are a holy thing in HoN that changes everything of the game if it even gets touched. I dont know if it is preference or anything else, i just dont like that you need something that isnt a part of your hero in order to even do anything.

    Also, with that basic a skill you will have a hard time making anything synergize. Maybe make it a activateable thing, where you can have 3 charges, and then detonate at will. I am greatly against that you have to count on a tree to activate.

    I want to suggest a remake to your 1st ability. Make it do 50 / 100 / 150 / 200 magic damage with 3 charges. You can use those charges as you want, and they will regenerate one at a time over 9 seconds. Instead of vector targetting, you are able to detonate your charges. You are however not able to have more than 3 infected trees at a time. When you detonate one, the infection explodes in small area (this is where your synergizing spells come in) and deals the damage + 10% slow which stacks. When an infected tree blows up, all the other trees around it get destroyed. When a infected tree gets destroyed through this, they also explode, causing a chain reaction if you had more than one in a place.

    I think this concept is more reliable, as you actually have control over the tree and can be used as a main nuke.

    If anything, make this placeable on the ground. Make it like Teemo's mushroom bombs. Who cares about copyright anyways.
    Last edited by Elune_; 02-03-2012 at 02:30 PM.

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