I'm in need of Hero ideas for my 15 Assassins project. You might have heard of it and even a chance to play on EU Map night.
Hopefully I can get some ideas running, here's a quick overview of what the map is like:
It's a Survival hero arena, thus you're only real objective is to survive, survive and survive at any costs!
You get 2 lives, so everyone gets a second chance and it's FFA, you are completely on your own.
There are rounds, they end when 2 people have died.
You get some shopping time in between, restore some health and next battle begins.
Hopefully you can kind of picture of how it will be like from reading that? Currently I've got 5 Heroes in mind and semi working. Note that you BUY you're abilities!
Rogue
Shadow Walk - Turns invisible, increasing movement speed and allowing you to freely walk through units. Your next attack does bonus damage but removes the effect.
Decoy - Tricks enemies by creating a duplicate illusion of yourself and switching you around in random spots. The illusion deals no damage and take double damage.
Combat Skills - Gives a 20% chance to critical on attacks, dealing double damage. If attacking from the side it becomes 30% chance, if attacking from behind it becomes 40% chance.
Serpent
Split - Drops an egg at your location, that requires 10 seconds to hatch. It creates a near perfect replica of your Serpent that counts as a duplicate Hero for all intents and purposes. Has 50% of your health/mana and your first 2 items.
Venom Dart - Launches a poison missile in a line towards target point. Goes through enemy units damaging them and debuffing them for DPS.
Slither - Gain a large boost in movement speed temporarily for 8 seconds.
Raider
Explosives - Tosses a grenade at a point, it deals area effect damage.
Ignite - Unleashes a bomb upon yourself dealing self damage, but dealing more moderate damage to surrounding enemy units.
Shifter
Shift - Teleport instantly to a target point.
Power Sphere - Charges up a condescended blast, launching it at a target unit. It will continue to bounce between nearby enemy units up to 6 times. Deals moderate damage.
Meld (Passive) - Gives a 20% chance to avoid incoming attacks rendering them harmless. Each consecutive attack from the same target increases the chance by +5%. It resets if a different target attacks you.
Beserker
Taunt - Forces all surrounding enemy unit's to attack you. 15% of the damage you take is instead reflected onto surrounding enemy units.
Overpower (Passive) - Each attack gives you a small bonus in movement and attack speed. The effects stacks and lasts for 5 seconds.
Anything can be made! Pick any unit in SC2 you like, think of a cool theme and some abilities.
Or give me feedback on what I've already got up. I'll add any suggestions in this thread.
Helpful sugestions: (Well, hopefully helpful suggestions) I will only go through the Assassin, because that is all I have time for. However, I do have some general ideas as well.
Assassin
Shadow Walk - I like the idea, especially allowing the unit to phase through other units.
Backstab - Only available while in "Shadow Walk" mode. Must behind unit to cast, and must have no other units facing you within 8 spaces. This attack deals large damage and stuns the target for 3 seconds. Will not remove Shadow Walk.
Decoy - I like the idea. I actually think that you should allow the unit to do some damage, maybe 25-40%? Health I agree should be reduced.
Combat Skills - Interesting idea to put on a single unit. I would personally make it an attribute that is present on every hero, but make it more potent on this hero. (Maybe normal units have 5%, where Assassin has 20%?) Also I would make the bonus 150% instead of 200%.
Slice - Attack that deals 2.5x normal damage.
Shadow Warp - Only available while in "Shadow Walk". Can be toggled to auto-cast. Can only target unit. Will instantly teleport the caster to the target unit, removing shadow walk but increasing movement and attack speed, and damage by 150%. Damage stacks with Critical Hits. Effect lasts for 5 seconds. While caster is afflicted by Shadow Warp, he cannot stop attacking.
General
So those are my ideas for the Assassin. There are more. Here are some more general ideas.
Make heroes have different "tech trees". For example, the Assassin could have a Shadow, Combat, and Support tech tree. When you choose a tree, you cannot change. Each tree grants you with a starting ability. For example, Shadow would grant you with the Shadow Walk ability. You must then buy other abilities, such as Shadow Warp. Support would grant you the ability to throw a weapon for ranged damage, and would focus on making the Assassin a ranged unit. Combat would focus on speed and damage, and other basic combat stuff.
Maybe every unit should have its own unique special ability. For example, the Assassin could have an ability that turns him invisible for 4 seconds (not same as Shadow Walk). The Shifter can have Blink, and so on.
I was not expecting such a detailed reply and so quickly. Thanks alot for that it's appreciated.
Ideally I'd like to just have 5 abilities, all very unique and separate from each other. So trying to avoid abilities depending on each other or new ones appearing etc.
The Assassin is low health and high damage, so critical works really well. On others Heroes probably not so much.
Backstab - Nice idea, but I think instead improve Critical giving it a double chance if attacking from the back and maybe even one and a half chance from side. This way Shadow Walk becomes even more useful getting into a position.
Decoy - it's mainly a quick distraction so you can avoid a few attacks and get a few in. Serpent is one who can make real copies. If I add damage, the mana cost will have to go up, a cheap quick trick works out better I think!
Slice - Maybe something a bit more? Like opens a wound making a target slower, take more damage ?
Shadow Warp - Don't want to over complicate it for people, prefer stand alone abilities. Like step back in time 5 seconds, gaining health you had back then?
Yeah I'm looking to give each Hero a starting ability, the ones you suggested I was thinking actually :) This way buying mana items at the start has a purpose as well.
Well with techtrees, I'd think 5 abilities is enough as you have items as well. I'd rather go for say 20 Heroes rather than a few but in depth ones. But maybe in the future.
Lucent Sphere - Fire an orb of light forward from the caster that takes 1 second to arm. Deals minor single-target damage, but is somewhat spammable. Lucent Spheres will detonate if they strike the caster. dealing area damage and refunding their energy cost. (The orb moves too fast for you to normally catch up with it, but certain abilities will make this possible. See below.)
Flash Forward - The caster dissolves into light waves and fires himself near-instantly to the target point. Enemy units along his path receive damage. Can also be used to detonate Lucent Spheres.
Mirage - Swap places with the target for 5 seconds. When the effect ends, swap again (if the target is still alive).
Refraction - Fire a beam of light that bounces between targets and slows them briefly (chain lightning). Subsequent targets take less damage, but are slowed more.
Diffusion -
(Passive) Gather left-over energy from spells cast nearby in the form of charges. You'll glow brighter for every charge.
(Active) Release all stored charges in an area around the caster, dealing damage per charge. Damage decreases with distance from the caster.
The idea here is to create a very opportunistic type of caster. He'll generally prefer to stay out of the fray and has a few tools to accomplish that, but he's also very good at taking advantage of chaotic situations. Mirage in particular is great for this, even if it doesn't do any damage by itself. There's also some interplay between abilities, but they can still be effective on their own so it should fit the "purchase" model.
Spore blast- release a massive pulse from the caster infecting all enemy units with ,fungal growth damaging and rooting them
Smash- Melee ranged attack causes double, knocks back the target and stuns it.
Devour- Melee ranged attack which the brute drains health from the target,if the unit is killed the brute will regain 40% of its health back along with that which was leeched
Just a claas that came of the top of my head which uses brute force to solve all its problems and i was thinking of the hybrid reaver model for this class.
Well I was to give each Hero a starting ability, the Infestor could have a burrow. Lets you burrow for up to X seconds. When you unburrow units on top get damaged, slowed, stunned or something.
Then an ability he buys could be tunnel (move to a spot whilst burrowed).
Okay, so you want unique heroes with a few abilities that work together but can also stand alone (so you can make a purchasing system)? Here you go (abilities are listed in no particular order). Also, please assume that each of these units have some form of basic attack.
(BTW, @Chiquihuite, I think the Archon would be a good model for the Photomancer.)
BLACK GUARDIAN - Kerrigan model.
General Idea: uses crazy AoE abilities to cause chaos while buffing itself, so it can stay in the fray. Melee-type basic attack.
Kraken Eye - AoE, short radius around character. Causes enemies to flee for a short time. For every enemy affected, your Movement and Attack Speed and maybe your Health are buffed. Effect: your enemies flee while you chase them down and destroy them.
Soul Harvest - While this ability is in effect, every kill you make buffs your health and mana. (Assuming that we have to survive against hordes in some capacity)
Livid Virus - Targets single enemy. Releases a virus which causes said enemy to attack its allies for a short time. Each time affected enemy attacks, the virus has a chance to transfer to the target. Effect: clusters of enemies fighting each other.
Chaos Aura - AoE, affects targeted area of the battlefield. All enemies within that area, when affected by one of your spells, take additional damage every time they are attacked. Effect: greatly increases the effectiveness of your other abilities, and gives your allies an attack buff.
BLUESTREAM ARTIFICER - Tassadar model.
General Idea: uses mental/illusion abilities to defend himself and confuzzle enemies. Ranged basic attack.
Phantasmal Wall - AoE, targets the battlefield. Creates a temporary wall in an arc shape that blocks movement and melee but not ranged attacks. The wall cannot be attacked directly but takes damage from AoE spells. Effect: fantastic choke point control, but at a price.
Obfuscate - Targets single enemy. Removes their ability to use spells and ranged attacks directly, instead of draining mana or some such. Effect: allows your Glass Wall to last longer.
Umbra Transfer - Temporarily mind control an enemy. Character cannot maintain any other spells while using this spell. Effect: good for single encounters, but risky. Amazing if used strategically.
Bluestream Loop - creates a power field which allows your free-standing spells cast within the area to be self-powered. Effect: allows you to simultaneously use Glass Wall and Shadow Puppetry. Think about it.
BLAZING ACOLYTE - Firebat model
General Idea: this high-energy holy warrior consumes his enemies to increase his own power.
Infernal Fireball - this ability charges for a set amount of time before dealing huge damage to a single target (must stay in range during charging). For every kill you make during the charging period, the fireball's damage increases. Effect: great for dealing with a swarm of enemies plus a boss.
Ultimate Devotion - Blazing Acolyte lights himself on fire, and takes damage to greatly increase his damage, attack speed, and crit chances. Enemy units around him take Fire splash damage. This may or may not be a suicide attack. Effect: if it's your last stand, make yourself remembered.
All-Consuming Aura - Every time the character makes a kill, you gain health almost equal to the health of the enemy you killed (If this is Hero vs. Horde, that should be balanced, as heroes have major health while enemies have tiny health but do big damage). Effect: allows you to survive at the center of the fight.
Holy Fireball - AoE, target battlefield. Deals major damage to all enemies, AND ALLIES AND YOURSELF IF APPLICABLE, within the target area. For every enemy killed by the initial attack, the fireball's effect radius increases. Effect: this is the Nuclear option. Given enough small/low-health units, you could wipe an entire horde. Beware: this fireball can expand faster than you can run. (very useful in conjunction with Infernal Fireball).
I'm in need of Hero ideas for my 15 Assassins project. You might have heard of it and even a chance to play on EU Map night.
Hopefully I can get some ideas running, here's a quick overview of what the map is like:
Hopefully you can kind of picture of how it will be like from reading that? Currently I've got 5 Heroes in mind and semi working. Note that you BUY you're abilities!
Rogue
Serpent
Raider
Shifter
Beserker
Anything can be made! Pick any unit in SC2 you like, think of a cool theme and some abilities.
Or give me feedback on what I've already got up. I'll add any suggestions in this thread.
Helpful sugestions: (Well, hopefully helpful suggestions) I will only go through the Assassin, because that is all I have time for. However, I do have some general ideas as well.
Assassin
General
So those are my ideas for the Assassin. There are more. Here are some more general ideas.
So that's my advice/ideas.
Great to be back and part of the community again!
I was not expecting such a detailed reply and so quickly. Thanks alot for that it's appreciated.
Ideally I'd like to just have 5 abilities, all very unique and separate from each other. So trying to avoid abilities depending on each other or new ones appearing etc.
The Assassin is low health and high damage, so critical works really well. On others Heroes probably not so much.
Yeah I'm looking to give each Hero a starting ability, the ones you suggested I was thinking actually :) This way buying mana items at the start has a purpose as well.
Well with techtrees, I'd think 5 abilities is enough as you have items as well. I'd rather go for say 20 Heroes rather than a few but in depth ones. But maybe in the future.
Photomancer
(Passive) Gather left-over energy from spells cast nearby in the form of charges. You'll glow brighter for every charge.
(Active) Release all stored charges in an area around the caster, dealing damage per charge. Damage decreases with distance from the caster.
The idea here is to create a very opportunistic type of caster. He'll generally prefer to stay out of the fray and has a few tools to accomplish that, but he's also very good at taking advantage of chaotic situations. Mirage in particular is great for this, even if it doesn't do any damage by itself. There's also some interplay between abilities, but they can still be effective on their own so it should fit the "purchase" model.
Great idea Chiq, any idea what unit that could be thou?
May end up harvesting those abilities amongst the current Heroes if you don't mind :p
@Fullachain: Go
I was thinking a spiffed up version of the High Templar model. You could probably get away with using a Probe or something, though.
Feel free to pick it apart and use it however you please :)
Brute
Just a claas that came of the top of my head which uses brute force to solve all its problems and i was thinking of the hybrid reaver model for this class.
Thanks for all the ideas. I've updated it quite a bit.
Alot of them I'm still looking and thinking how I can evolve them and slot them in somewhere.
Keep em coming please :)
An Infestor maybe? Bad in every way exept it as pro abilities =P.
Edit: All numbers here are not important nor 'final' it's the general idea that matters: I didn't see the forest because the trees were in the way.
I like this ability, very original ;)
Great to be back and part of the community again!
Any ideas for a Hero/Role name for the Infestor?
Well I was to give each Hero a starting ability, the Infestor could have a burrow. Lets you burrow for up to X seconds. When you unburrow units on top get damaged, slowed, stunned or something.
Then an ability he buys could be tunnel (move to a spot whilst burrowed).
Ideas for Reaper
Okay, so you want unique heroes with a few abilities that work together but can also stand alone (so you can make a purchasing system)? Here you go (abilities are listed in no particular order). Also, please assume that each of these units have some form of basic attack.
(BTW, @Chiquihuite, I think the Archon would be a good model for the Photomancer.)
BLACK GUARDIAN - Kerrigan model. General Idea: uses crazy AoE abilities to cause chaos while buffing itself, so it can stay in the fray. Melee-type basic attack.
Kraken Eye - AoE, short radius around character. Causes enemies to flee for a short time. For every enemy affected, your Movement and Attack Speed and maybe your Health are buffed. Effect: your enemies flee while you chase them down and destroy them.
Soul Harvest - While this ability is in effect, every kill you make buffs your health and mana. (Assuming that we have to survive against hordes in some capacity)
Livid Virus - Targets single enemy. Releases a virus which causes said enemy to attack its allies for a short time. Each time affected enemy attacks, the virus has a chance to transfer to the target. Effect: clusters of enemies fighting each other.
Chaos Aura - AoE, affects targeted area of the battlefield. All enemies within that area, when affected by one of your spells, take additional damage every time they are attacked. Effect: greatly increases the effectiveness of your other abilities, and gives your allies an attack buff.
BLUESTREAM ARTIFICER - Tassadar model. General Idea: uses mental/illusion abilities to defend himself and confuzzle enemies. Ranged basic attack.
Phantasmal Wall - AoE, targets the battlefield. Creates a temporary wall in an arc shape that blocks movement and melee but not ranged attacks. The wall cannot be attacked directly but takes damage from AoE spells. Effect: fantastic choke point control, but at a price.
Obfuscate - Targets single enemy. Removes their ability to use spells and ranged attacks directly, instead of draining mana or some such. Effect: allows your Glass Wall to last longer.
Umbra Transfer - Temporarily mind control an enemy. Character cannot maintain any other spells while using this spell. Effect: good for single encounters, but risky. Amazing if used strategically.
Bluestream Loop - creates a power field which allows your free-standing spells cast within the area to be self-powered. Effect: allows you to simultaneously use Glass Wall and Shadow Puppetry. Think about it.
BLAZING ACOLYTE - Firebat model General Idea: this high-energy holy warrior consumes his enemies to increase his own power.
Infernal Fireball - this ability charges for a set amount of time before dealing huge damage to a single target (must stay in range during charging). For every kill you make during the charging period, the fireball's damage increases. Effect: great for dealing with a swarm of enemies plus a boss.
Ultimate Devotion - Blazing Acolyte lights himself on fire, and takes damage to greatly increase his damage, attack speed, and crit chances. Enemy units around him take Fire splash damage. This may or may not be a suicide attack. Effect: if it's your last stand, make yourself remembered.
All-Consuming Aura - Every time the character makes a kill, you gain health almost equal to the health of the enemy you killed (If this is Hero vs. Horde, that should be balanced, as heroes have major health while enemies have tiny health but do big damage). Effect: allows you to survive at the center of the fight.
Holy Fireball - AoE, target battlefield. Deals major damage to all enemies, AND ALLIES AND YOURSELF IF APPLICABLE, within the target area. For every enemy killed by the initial attack, the fireball's effect radius increases. Effect: this is the Nuclear option. Given enough small/low-health units, you could wipe an entire horde. Beware: this fireball can expand faster than you can run. (very useful in conjunction with Infernal Fireball).