I already posted this at my project but I figure here is probably the better place to get help. What I have here are two hero designs I want to implement into my map. I already have a functioning experience and stat system, so I don't need those. I'm still not really feeling comfortable with the GE (as opposed to the WE), but that's probably cause I'm not really good with stuff like this, so ANYthing that spooks your mind is welcome. More concrete, I'd love any of those:
Thoughts about overall concept and balance
Ideas about which effects/animations I could use
Conceptual and actual ideas on how to implement those spells
General tips on triggered spells
On a side note, I also still have some problems with the ability learning. If I got that right, if I want to use the "learn" ability to base my spelllevels, I can only change costs/cooldown etc but not things like damage or range of a spell? Can I still use the learn ability whit multiple, manually created levels of a spell or do I have to do a workaround for that (like in biffus tutorials)?
Blink: Teleports to target area. Cooldown and energy cost decrease with level. Range increases with level.
Fury: Adds a charge to Shadow Walker every time he attacks the same target he attacked before. Increases Shadow Walkers attack speed for X% and gives a Y% crit chance for every charge. Maximum of Z charges. Attack speed, crit chance and maximum charges increases with level.
Not yet decided
Ultimate: Devastating Blast The Shadow Walker takes a moment to charge the mystical energy around him. During this time, he cannot move or attack. If he receives more than X amount of damage, his concentration is disturbed and the following effects are halved. Deals Y amount of damage, slows targets movement speed by Z% and increases all damage dealt to the target by the Shadow Walker by J%. Lasts K seconds. Also sets cooldown of blink to 0. Charge time decreases with level. Damage, slow, effect and duration increase with level.
Comments: The Shadow Walker is all about taking out a single enemy hero as effeiciently as possible. However, I made the experience that such heroes are generally pretty strong in games like, that, especially when having crit abilities. To prevent that, I tried to create a set of abilities that, while still being strong in the hands of a skilled player, needs a bit more thought than just autoattacking a target. In line with that, the focus of the ult will be on the effects rather than on the damage, which will be relatively minor.
Commander Shepard
Type: Disabler, Tank Model: Jim Raynor Attack Type: Ranged Primary Attribute: Strength
Abilities
Cryo Munition: Shepard increases his munition with cryiotic effects, slowing movement and attack speed of all units hit by it by X%. If I find a good way to to this, I might also create multiple munitions that can be switched between. This might include fire munition (burns enemies), armor piercing munition (ignores armor) and/or biotic munition (deals additional damage to shields/might burn energy). Might also skip this however since I dont want him to be a primary damage deal, rather a disabler. Might also introduce a manacost with each attack.
Concussive Shot: Shepard fires a concussive shot, causing a small explosion at target area. Deals X damage to all units in effect area as well as stunning them for X seconds. Damage and stun duration increase with level.
OR Warp: Shepard fires a powerful biotic blast, stunning the target as well as dealing X Damage. Deals additional damage to shields. Damage and mana burnt (see ultimate) increase with level.
Regenerative Shields: Whenever Shepards shields are depleted, Shepard has a X% chance to instantly increase his shields back to 100%. Chance increase with level.
Ultimate: Biotic Storm Shepard releases a powerful biotic storm at target area. Slows all units inside it for X% as well as dealing Y periodic damage during the duration. Using warp (if implemented) on any target inside the area of effect will cause a feedback to the target, destroying K energy. Lasts Z seconds. Slow, damage and duration increase with level.
Comments: This hero is all about disabling enemies His abilities, while already strong on their own, can prove devastation if chained together, causing almost complete immobility for a few seconds in a large area of effect. In addition to that, Shepard will be quite hard to kill with his regenerative shields. To balance that, Shepards damaging potential will be largely limited, relying heavily on his units or allies, to use his spells to the greates effect.
I'm fairly sure that there are tutorials covering how to get the learn ability to work properly, just look around. Its is possible to have abilities damage and range and other effect change with the level of the spell. You have to add several effects for the ability under the data field "Effects - Effects", depending on the level of the spell, it will effect which effect happens. Like i just said though look for tutorials, i'm fairly sure iv seen a few that show how to do it.
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I already posted this at my project but I figure here is probably the better place to get help. What I have here are two hero designs I want to implement into my map. I already have a functioning experience and stat system, so I don't need those. I'm still not really feeling comfortable with the GE (as opposed to the WE), but that's probably cause I'm not really good with stuff like this, so ANYthing that spooks your mind is welcome. More concrete, I'd love any of those:
On a side note, I also still have some problems with the ability learning. If I got that right, if I want to use the "learn" ability to base my spelllevels, I can only change costs/cooldown etc but not things like damage or range of a spell? Can I still use the learn ability whit multiple, manually created levels of a spell or do I have to do a workaround for that (like in biffus tutorials)?
No more talking now, here are the designs:
Hero Designs
Shadow Walker
Type: Single Target DPS
Model: Zeratul
Attack Type: Melee
Primary Attribute: Agility
Abilities
Blink: Teleports to target area. Cooldown and energy cost decrease with level. Range increases with level.
Fury: Adds a charge to Shadow Walker every time he attacks the same target he attacked before. Increases Shadow Walkers attack speed for X% and gives a Y% crit chance for every charge. Maximum of Z charges. Attack speed, crit chance and maximum charges increases with level.
Not yet decided
Ultimate: Devastating Blast
The Shadow Walker takes a moment to charge the mystical energy around him. During this time, he cannot move or attack. If he receives more than X amount of damage, his concentration is disturbed and the following effects are halved. Deals Y amount of damage, slows targets movement speed by Z% and increases all damage dealt to the target by the Shadow Walker by J%. Lasts K seconds. Also sets cooldown of blink to 0. Charge time decreases with level. Damage, slow, effect and duration increase with level.
Comments:
The Shadow Walker is all about taking out a single enemy hero as effeiciently as possible. However, I made the experience that such heroes are generally pretty strong in games like, that, especially when having crit abilities. To prevent that, I tried to create a set of abilities that, while still being strong in the hands of a skilled player, needs a bit more thought than just autoattacking a target. In line with that, the focus of the ult will be on the effects rather than on the damage, which will be relatively minor.
Commander Shepard
Type: Disabler, Tank
Model: Jim Raynor
Attack Type: Ranged
Primary Attribute: Strength
Abilities
Cryo Munition: Shepard increases his munition with cryiotic effects, slowing movement and attack speed of all units hit by it by X%. If I find a good way to to this, I might also create multiple munitions that can be switched between. This might include fire munition (burns enemies), armor piercing munition (ignores armor) and/or biotic munition (deals additional damage to shields/might burn energy). Might also skip this however since I dont want him to be a primary damage deal, rather a disabler. Might also introduce a manacost with each attack.
Concussive Shot: Shepard fires a concussive shot, causing a small explosion at target area. Deals X damage to all units in effect area as well as stunning them for X seconds. Damage and stun duration increase with level.
OR
Warp: Shepard fires a powerful biotic blast, stunning the target as well as dealing X Damage. Deals additional damage to shields. Damage and mana burnt (see ultimate) increase with level.
Regenerative Shields: Whenever Shepards shields are depleted, Shepard has a X% chance to instantly increase his shields back to 100%. Chance increase with level.
Ultimate: Biotic Storm
Shepard releases a powerful biotic storm at target area. Slows all units inside it for X% as well as dealing Y periodic damage during the duration. Using warp (if implemented) on any target inside the area of effect will cause a feedback to the target, destroying K energy. Lasts Z seconds. Slow, damage and duration increase with level.
Comments: This hero is all about disabling enemies His abilities, while already strong on their own, can prove devastation if chained together, causing almost complete immobility for a few seconds in a large area of effect. In addition to that, Shepard will be quite hard to kill with his regenerative shields. To balance that, Shepards damaging potential will be largely limited, relying heavily on his units or allies, to use his spells to the greates effect.
Thanks in advance, Wightnish
Reserved for future designs!
@thewightnish:
I'm fairly sure that there are tutorials covering how to get the learn ability to work properly, just look around. Its is possible to have abilities damage and range and other effect change with the level of the spell. You have to add several effects for the ability under the data field "Effects - Effects", depending on the level of the spell, it will effect which effect happens. Like i just said though look for tutorials, i'm fairly sure iv seen a few that show how to do it.