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Exercise 11 Stop Hitting Your Self
This is an exercise in creativity. Its only goal is to fuel the imagination and test ones creativity. Please post your entries in the hero drafts section with [exe11] in the title and link to them in this thread.
The Challenge
Your hero has to have an ability or combination of abilities that force a hero to do some thing that is going to hurt them. These abilities can't just offer two or more bad choices like blood hunters ult but force the enemy to make a bad choice like legos taunt and spin comb. The ability should give you the same feeling as when you are at 1% health and are being forced to attack lego where you ask god why am I doing this please don't let him spin.
Drasha's Rant
This exercise is less about a specific mechanic and more about using hero abilities to invoke an emotion. You should draw on things that you have no choice about doing but know its not good for you. For example you could make an ability that mimics a drug addiction or some other self destructive action. The most important thing is the harmful thing is not a choice and the hero is in some way part of the action that is hurting them selves.
Please ask if this is confusing its a pretty out there idea but it sounds like a fun challenge to me.
Last edited by Drasha; 07-13-2012 at 02:52 AM.
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Oh yeah! I was missing those exercises![]()
Thanks Lhune!
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Sorry for my bad English!
We had a bunch of contests so I decided to put them on hold and recharge my creative energy. Glad you enjoy them I definitely do.
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Hooray! A contest! Well, sort of. Something to make a hero for, anyway.
MasterGeese, amateur hero designer and (mostly) support player, reporting in.
Check out my heroes here!
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Yay ! for Drasha !!! I'll try to create a draft for it !
Yeah! I inspired you! Patriarch.
To clarify - the hero's ability or abilities has to force harm on the hero itself? Or upon a target hero (a la Legionnaire). The wording seems a bit confusing.
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Urchin - I think the ultimate fits, but I'm not sure.
The Mistress
An AGI hero with a STR hero skillset... because it's a Mistress.
the hero forces an enemy hero to harm them selves. he shouldnt be hurting himself.
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Well, I thought about this after reading this thread.
Skill 1: Places a debuff(aoe or single target) that will deal 200-300 or whatever, but lets say, non-lethal dmg, and some slow, but AFTER 2-3 seconds.
Skill 2: Above skill will NOT deal dmg if the target will enter a certain area; for example in 300 aoe around the caster OR another AoE placed manually.
Now, If legio or moraxus had those skills, enemy would be forced to get near them and then get taunted/ulted by moraxus. Skill 2 could also, for example, stun for 2-3 seconds to those in the AoE(so, i either get nuked and slowed, or "just" stunned). Then bah! behemoths ulti GGWP
Edit: Other idea:
Skill 1: debuff. Will dmg the target after 3 seconds if he DOES NOT attack his teammate twice(non lethal like puppet's, but with lethal it would be more awesome; the problem is then the deny).
Skill 2: again debuff(lol im bad) target hero has 5 seconds to cast a spell. This spell will cost the hero 2x or 3x the manacost(but lets say, he can still cast it if he has at least 1x the mana cost).
If he doesn't cast it, he gets silenced for 5 seconds and damaged for 100 true dmg. This sounds like a curse.
Now that I think about it, I could create some awesome hero. on the other hand, I suck at drawing.
I don't have a hero concept, just a skill.
What about a skill like slither's wards?
Places a [gadget] on the ground that increases damage taken by all enemy units by x% [in till the thing expires or is destroyed]. The [gadget] can only be destroyed by walking over it [trampling it]. When the [gadget] gets trodden on, the hero that trod on it suffers x magic damage over y seconds. This damage stacks infinately. The damage over time's application is supiror magic but the actual damage is normal magic.
The spell forces the enemy to decide what's worse. A progressively rising +damage taken debuff in an aoe or one person suffering from magic damage over time. If the spell is underwhelming, perhaps if someone walks over the [gadget] they become bio-illuminated which causes them to be revealed for some time, even when stealthed. The idea is that the hero will be able to place quite a few of these on the floor so there are a few to be trampled on. The number would depend on balance. The damage over time can't be dispelled but shrunken head will prevent the damage and hide you for the duration.
I would say that Mushrooms could be a valid candidate for the gadget.
The hero could use an ability that influences where enemy heroes can and can't walk. To either force them to walk over the mushrooms or to protect the mushrooms from being trampled on. Or maybe to keep the hero in the same area. Perhaps a wall spell, but the shape and direction of the wall can be 'drawn' on the floor.
Last edited by Sherwood; 07-24-2012 at 09:39 AM.
I do commissions for drawings/paintings/digital art. My profile is at http://scw55.deviantart.com
Suggestion: Assists for effective heals; Accursed solution: http://forums.heroesofnewerth.com/sh...ffective-Heals
Melee Agility Support Initiator: http://dream.heroesofnewerth.com/hero/Sherwood/Loki
Ranged Strength Support Initiator: http://dream.heroesofnewerth.com/hero/Sherwood/Drone
Pusher/Support with potential global presence: http://dream.heroesofnewerth.com/her...ood/Luminarium
It wound't be enough to qualify on its own as part of this contest. There is still a choice of walking over it or not so you are not forcing some one to do some thing they don't want to. If you had an ability that say created a mine field in an area and then another ability that caused a terror effect forcing them to run into a bunch of the mines then it would be in the flavor of the exercise. Though with the two skill interactions they have to be core to the hero like taunt and spin on lego to the point where you wouldn't consider not taking them ever. (can't just be good synergy)
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Looking through others heroes that where posted it seems like people are making just an ability that doesnt neccessary combo. I am going to try a combination and see what happends. Hopefully I will succeed as this seems fun
Last edited by g0dAr1es; 07-26-2012 at 08:32 PM.
I have two ults in mind that would fit this:
1:
5 second damage increase for the hero ulting, this damage increase is VERY significant.
However, the hero ALSO gains 5 seconds of 200% increased damage taken
This ult is coupled with a 3-4 second Damage Reflection skill that reflects something like 50% of all damage taken (or maybe even more)
Name it "To be or not to be", you can burst the hero down with one powerful attack, but that one attack should kill you as well unless you do something like Shrunken yourself etc.
2. An ult that temporarily steals the enemy ult IF it is off cooldown and instantly uses it, centered (or targeted) on the hero whos ult it stole (or maybe just make the hero ult itself)
And a hero concept:
Forcerer:
he has no particular skills of his own, q,w,e,r, but what do they do? They instantly force the targeted hero to use the skill. If it is a targeted, vector or area skill, it is targeted on/toward Forcerer. If it is an activateable, it instantly triggers. if it is merely a massive aoe, it triggers the massive aoe.
I am actually quite fond of this hero and it could be something VERY fun to use I'd imagine.
Crazy idea - what about an ability that causes the target Hero to treat ALL of it's incoming commands (move, attack, ability/item usage) to be treated as if the person controlling that hero was holding Shift the entire duration of the spell?
"For 2.5 seconds, all commands issued to target enemy hero are queued as if the player was holding shift."
What about the skill for my Loki concept?
Causes the target's next target direction/target area to be cast 180 degrees rotated from themselves?
Say a Pyro casts Dragon Fire infront of him, the debuff will cause the area of affect to cast 180 degrees around behind pyro.
For someone who doesn't notice being debuffed, they will be surprised that they have utterly missed their target direction/area spell.
For someone who does notice they have to choice of:
a) Trying to aim more carefully
b) Waiting for the debuff to wear off (no performing)
c) Blowing off the debuff with a trash spell (like in responce to Vindicator's old Sage's Lore).
Either way, it forces the player to do something they really don't want to do.
Invokes emotion of Surprise, Annoyance and Frustration.
The programming would be probably hard.
The target graphic could indicate where the spell would cast as well as the default one if you begin to activate when you get debuffed.
I do commissions for drawings/paintings/digital art. My profile is at http://scw55.deviantart.com
Suggestion: Assists for effective heals; Accursed solution: http://forums.heroesofnewerth.com/sh...ffective-Heals
Melee Agility Support Initiator: http://dream.heroesofnewerth.com/hero/Sherwood/Loki
Ranged Strength Support Initiator: http://dream.heroesofnewerth.com/hero/Sherwood/Drone
Pusher/Support with potential global presence: http://dream.heroesofnewerth.com/her...ood/Luminarium
Skill one
Cast on a hero
When the hero attacks causes damage themselves for a low % scales with levels
Skill two
Cast on a hero
When the hero casts a skill % of damage is returned to said hero and causes a debuff that lowers mana and / or hp regen
Skill three
Passive
When around enemy heroes damage done to targets is returned to casting hero (kinda like a life steal ability) with a certain %
Ulti
Charges / casting
When casted links enemy heroes health pools so that they share damage (kinda like porphet ulti meets martyr's) when combined with previous amplifies skills.
Make the hero an int hero so not op
Plays off the Idea of more buffer type heros in hon but works on enemy team
Scale damage % with level and not to high to create op problems. Being int hero would give said hero a low hp pool.
-Cheers
I forgot to add mine:
http://forums.heroesofnewerth.com/sh...e-Witchcrafter
Thanks Lhune!
¤
Sorry for my bad English!