Sorry for not replying >.> Keep getting sidetracked. Will probably approve your characters as they are, but I just found one little detail I overlooked - One of your stealth abilities reduces your attack speed by 0.5, which at a base attack speed of 1 is a DPS increase of 100%. I'm sure you'll agree that that is quite a lot, and your penalty is merely loss of kiting potential. I think you should maybe go for something else there, or make the attack speed reduction less drastic, up to you really. Im kinda tired atm so I won't suggest anything cause it might end up stupid.
EDIT: And change the wording of your stealth bonuses to say "when undetected" instead of when cloaked - Those bonuses should only apply when your opponent is taken by surprise, cause otherwise those are just a fancily worded free upgrade to your abilities seeing as your cloak is free, has no set duration and practically no cooldown.
In general, 1 energy is worth roughly 2 points of damage. Seeing as you have an all-hero team, you can have slightly stronger abilities so the added utility of a teleport can pass as well. I reduced the damage on that ability before because you gave it a cost of 25 energy - Which was not worth over 150 damage. If you want Shadow Step to do damage, go for roughly 1.5 damage per energy or 1:1 with a bonus to a specific type or something.
Blink by itself is an ability that already exists on the stalker, so obviously I'm not gonna make any similar/identical abilities weaker than what's already in the game, especially on hero units. So pick between straightforward teleport with only a cooldown, or one that does damage and costs energy as well (Damage is proportional to energy cost)
Also, it seems your abilities call her "Dawn" while the hero character is named Cygnus :/
And that would be a fourth ability... First of all I'd like Orloth's and Wind's input on the drone, but I think its ok (Lower cost of its snipe to 50, so that it can actually be useful considering it has no weapon), and second of all I'd like you to edit your first post with all the changes (Including replacing 1 of the 3 abilities of Dawn with the drone if you want it)
@Squiggly
You still haven't fixed your abilities.
Quote:
passive Radius 4 for 10 seconds 5 Hp per 0.5 seconds cost
"Passive" and "for 10 seconds" contradict each other, it's either a permanent passive or it's an ability that is used and has a duration.
"5 hp per 0.5 seconds" should be worded as 10 life/s
"Cost" is missing a number
Quote:
basically heal + Restoration Energy 1 per 2 hit points
I said in my previous post that this should be changed to 3 life per 1 energy, to be equal to the medivac heal.
Quote:
Bio hazard grenade
Launches a 1 Bio hazard grenade
causes Irradiate Last 30 seconds 8.3 per second
8.3 per second what, damage? 8.3 by itself is a very odd number.
Also, again no energy cost listed...
If you want a grenade that deals damage over time, how about 100 damage over the course of 10 seconds on units in a radius of 2 for 75 energy?
Quote:
Plasma Burn
Burns units for AoE ability. 24 damage over 63 seconds, 1 second stun upon impact, 1.5 radius cost 50 energy 30 sec cooldown
Some buffs.
@Everyone
If you don't list ranges for abilities, I'll assume 6.
Cooldown down to 10 seconds and no energy cost and it's fine (That would make it more or less the same as blink. If you want an energy cost of 75, you can go up to 150 damage dealt.)
7 sight as is the minimum, just like 2 movement speed is the minimum, if you put your numbers lower than that and get negative costs those don't count. You still need to fix your character (Make abilities clearer, list all costs, ranges, damages, cooldowns (If there are any), recalculate your points so that they are correct)
Forward Surveillance (cast)
Energy: 50
-Lark reveals and area of an 8 unit radius anywhere on the map. This skill reveals cloaked units as well.
Cool down: 10 seconds
Energy Snipe (cast)
Energy Cost: 50
-Deals 75(+50 to armored targets) damage at a single target within a 10 unit radius. Target must be biological. If cast from cloak, reduces target's armor by 2 for 10 seconds.
Cool down: 2.5 seconds
Shadow Step (cast)
Energy: 25
-Dawn instantly appears behind her target and pierces the chosen targets armor with her psionic infused blade dealing 25 (+25 to light targets) damage. Only applies on biological units. Range of 8. If cloaked before casting this, damage will be increased by 25.
Cool down: 15 seconds
In addition to those changes (Mostly damage nerfs on spells as the values were pretty damn high), your "Cloaked" bonuses only apply while undetected (Otherwise it's just a free buff to your abilities since your cloak costs nothing)
Also, just fyi, standard terran patrols have a security stat of 5, meaning that they are able to detect your ship (But since the stats are equal, you can still avoid patrols in some situations, but once you're in their sight they won't lose you)
EDIT: Removed most of your post from my quote as it just took up too much space, left only the changed parts.
Also, the "BBCode" markup type is the most similar to sc2armory I believe. No spoiler tags possible unfortunately :(
@Squiggly
Some of your point totals seem to be wrong (For your first two characters at least), you've mentioned Overcharge twice, weapon swaps aren't counted as abilities, you just list as many weapons as you want to have as long as they don't exceed the range or DPS stats you bought, and more importantly a lot of your abilities don't have ranges, energy cost or damage listed. Also, if something works over multiple seconds, list the effect per second, not per 0.5 seconds.
Last but not least, standard healing rate is 3 life per energy per second. If you want faster heals, it'll cost more energy per life. (For example 6 life per 3 energy.)
And seeing as these no-army set ups are becoming popular: If you want abilities strong enough to make up for your lack of actual armies, you'll need stronger.
Here's an example:
Quote:
Terror, 50 energy
Assaults the mind of a target unit, dealing 75 damage and stunning it for 5 seconds.
This ability is blatantly overpowered, but Darth Waiter costs a full 251 points. At a certain point, DPS of heroes becomes so high that the time it takes to cast an ability would end up lowering their total damage output instead of increasing it, so I think its only fair that abilities become stronger as hero stats do.
So while having multiple heroes offers far more utility, having one powerful one will make skirmishes against armies easier to manage.
EDIT: I haven't written an IC, so I can't really put this there. I'm recalling all the surplus troops from Dras Lana to their original locations, and Doom's personal fleet is at Domus.
All travel times are over (Due to enough days passing), so everyone feel free to post.
Hey, sorry, didn't get around to doing anything about the new characters today either >.> I'll go at it tomorrow.
Squiggly, I believe that the current setting is not only ridiculously far from the Koprulu Sector, but also in a different time. I'd highly prefer it if you didn't include the Koprulu sector in your backstory. Experiments sounds like the things the Auruleans would do, could maybe have your guys come from one of the old Aurulean planets in the Dvergar or Sharon system (which the zerg conquered)
Welcome back squiggly! Character approved as he was in the old RP, and just to point it out again, you'll need to actually own 12 spare marines to be able to use your calldown ability and can't use it to break the 200 deployed supply limit. (Can only have 200 supply fighting/deployed at a single time, like in melee games)
Added to list of approved characters. Just two more things that I forgot to mention before - First it says "David Raganoth", and then "David Kanaro".
Second, you took bonus damage to "heavy", which isn't a valid unit class, I'm guessing you mean armored. I edited that one already, but if you meant something else, I'll change it (Unit filters: Light, Armored, Massive, Biological, Mechanical, Robotic, Hover (<-unused), Structure, Psionic, Heroic)
Right, forgot. No bonus energy regen in combat for that ability then, would still keep the health regen in cobat though
EDIT: Upon further discussion with Orloth, we're gonna keep it with the regular selfix armor (9 life regen, 15 energy regen out of combat. Healing someone counts as being in combat)
Your points are alright, but the campaign abilities are quite OP (Raynors ability does 300 damage for example), here are my suggestions for them:
Penetrator Round, 10 second cooldown
Deals 2x weapon damage in a line 1 unit wide (unit as in measuring unit for range, not actual army units) and 9 long
Dr. Rark's Heal
15health/sec, 3 energy/s
Dr. Rark's Regen
3% energy and life regenerated per second, twice that out of combat.
Yes, these are quite a lot weaker, but your heroes are pretty cheap. Apart from the heal, these obviously scale up as your heroes are upgraded (Will scale up flat values as well once the heroes become expensive enough.) These are more powerful than regular abilities though, and if you at some point get yourself an army, your abilities will be rebalanced. (If your heroes are pretty expensive by then, they'll still be well above average)
Also, for Casey, I take it you want the old snipe? (45 damage, instead of the new 20+20 vs psionic or whatever the nerf did)
If you're alright with these abilities, your character is approved (edit your post for the new abilities)
Hey there :) The name Morelyn sounds familiar, but ToW was so long ago... lol
I'll look over your character set up in more detail tomorrow and discuss it with the other GMs. You seem to have left out point total the ship and your overall point total. If you've got the time, please add them to make sure you're under 300 (I'll double check tomorrow one way or another). It's 2:40 AM right now, so yeah, I shouldn't really be up anyway.
Hey, just to point this out, as it's obvious I didn't spend much time on the SoA (I just couldn't be bothered to, Wind and I wrote that post over the course of 3-4 days, I just wanted to get it over with) and I don't want to ninja-edit it into the post: Unless stated otherwise by their owners, all forces are heading back to wherever they want to head after the battle. Right now I'm guessing that the breakout team is heading for Dras Lana. If anyone (well, Zanryu and Wind) have any other destinations, say so. This practically means that travel time has been started with my last post for everyone involved in the battle that wants to travel somewhere.
It definitely would, mostly because there's so many different factions to play as :p Now find someone who wants to make such a bigass campaign...
Srsly, if anyone wants to do anything with the EoP stuff (Whether it's an actual campaign or just a melee mod or whatever), just say so and do it :p (Would probably have to talk to the owners/players of the characters you're making for details)
@ChaosInfinityLord: Go
Sorry for not replying >.> Keep getting sidetracked. Will probably approve your characters as they are, but I just found one little detail I overlooked - One of your stealth abilities reduces your attack speed by 0.5, which at a base attack speed of 1 is a DPS increase of 100%. I'm sure you'll agree that that is quite a lot, and your penalty is merely loss of kiting potential. I think you should maybe go for something else there, or make the attack speed reduction less drastic, up to you really. Im kinda tired atm so I won't suggest anything cause it might end up stupid.
EDIT: And change the wording of your stealth bonuses to say "when undetected" instead of when cloaked - Those bonuses should only apply when your opponent is taken by surprise, cause otherwise those are just a fancily worded free upgrade to your abilities seeing as your cloak is free, has no set duration and practically no cooldown.
@ChaosInfinityLord: Go
In general, 1 energy is worth roughly 2 points of damage. Seeing as you have an all-hero team, you can have slightly stronger abilities so the added utility of a teleport can pass as well. I reduced the damage on that ability before because you gave it a cost of 25 energy - Which was not worth over 150 damage. If you want Shadow Step to do damage, go for roughly 1.5 damage per energy or 1:1 with a bonus to a specific type or something.
Blink by itself is an ability that already exists on the stalker, so obviously I'm not gonna make any similar/identical abilities weaker than what's already in the game, especially on hero units. So pick between straightforward teleport with only a cooldown, or one that does damage and costs energy as well (Damage is proportional to energy cost)
Also, it seems your abilities call her "Dawn" while the hero character is named Cygnus :/
And that would be a fourth ability... First of all I'd like Orloth's and Wind's input on the drone, but I think its ok (Lower cost of its snipe to 50, so that it can actually be useful considering it has no weapon), and second of all I'd like you to edit your first post with all the changes (Including replacing 1 of the 3 abilities of Dawn with the drone if you want it)
@Squiggly
You still haven't fixed your abilities.
"Passive" and "for 10 seconds" contradict each other, it's either a permanent passive or it's an ability that is used and has a duration.
"5 hp per 0.5 seconds" should be worded as 10 life/s
"Cost" is missing a number
I said in my previous post that this should be changed to 3 life per 1 energy, to be equal to the medivac heal.
8.3 per second what, damage? 8.3 by itself is a very odd number.
Also, again no energy cost listed...
If you want a grenade that deals damage over time, how about 100 damage over the course of 10 seconds on units in a radius of 2 for 75 energy?
Some buffs.
@Everyone
If you don't list ranges for abilities, I'll assume 6.
@ChaosInfinityLord: Go
Cooldown down to 10 seconds and no energy cost and it's fine (That would make it more or less the same as blink. If you want an energy cost of 75, you can go up to 150 damage dealt.)
@squigglyMk2: Go
7 sight as is the minimum, just like 2 movement speed is the minimum, if you put your numbers lower than that and get negative costs those don't count. You still need to fix your character (Make abilities clearer, list all costs, ranges, damages, cooldowns (If there are any), recalculate your points so that they are correct)
In addition to those changes (Mostly damage nerfs on spells as the values were pretty damn high), your "Cloaked" bonuses only apply while undetected (Otherwise it's just a free buff to your abilities since your cloak costs nothing)
Also, just fyi, standard terran patrols have a security stat of 5, meaning that they are able to detect your ship (But since the stats are equal, you can still avoid patrols in some situations, but once you're in their sight they won't lose you)
EDIT: Removed most of your post from my quote as it just took up too much space, left only the changed parts.
Also, the "BBCode" markup type is the most similar to sc2armory I believe. No spoiler tags possible unfortunately :(
@Squiggly
Some of your point totals seem to be wrong (For your first two characters at least), you've mentioned Overcharge twice, weapon swaps aren't counted as abilities, you just list as many weapons as you want to have as long as they don't exceed the range or DPS stats you bought, and more importantly a lot of your abilities don't have ranges, energy cost or damage listed. Also, if something works over multiple seconds, list the effect per second, not per 0.5 seconds.
Last but not least, standard healing rate is 3 life per energy per second. If you want faster heals, it'll cost more energy per life. (For example 6 life per 3 energy.)
And seeing as these no-army set ups are becoming popular: If you want abilities strong enough to make up for your lack of actual armies, you'll need stronger.
Here's an example:
This ability is blatantly overpowered, but Darth Waiter costs a full 251 points. At a certain point, DPS of heroes becomes so high that the time it takes to cast an ability would end up lowering their total damage output instead of increasing it, so I think its only fair that abilities become stronger as hero stats do.
So while having multiple heroes offers far more utility, having one powerful one will make skirmishes against armies easier to manage.
EDIT: I haven't written an IC, so I can't really put this there. I'm recalling all the surplus troops from Dras Lana to their original locations, and Doom's personal fleet is at Domus.
All travel times are over (Due to enough days passing), so everyone feel free to post.
Hey, sorry, didn't get around to doing anything about the new characters today either >.> I'll go at it tomorrow.
Squiggly, I believe that the current setting is not only ridiculously far from the Koprulu Sector, but also in a different time. I'd highly prefer it if you didn't include the Koprulu sector in your backstory. Experiments sounds like the things the Auruleans would do, could maybe have your guys come from one of the old Aurulean planets in the Dvergar or Sharon system (which the zerg conquered)
@ChaosInfinityLord: Go
Welcome back :)
I read your thing, I just havent gotten around to posting. Will do so tomorrow, just wanted to let you know ;)
Welcome back squiggly! Character approved as he was in the old RP, and just to point it out again, you'll need to actually own 12 spare marines to be able to use your calldown ability and can't use it to break the 200 deployed supply limit. (Can only have 200 supply fighting/deployed at a single time, like in melee games)
@Mozared: Go
"Heavy" is the opposite of "light" though, and in sc2 Armored is the opposite of Light.
@Akkazurami: Go
Added to list of approved characters. Just two more things that I forgot to mention before - First it says "David Raganoth", and then "David Kanaro". Second, you took bonus damage to "heavy", which isn't a valid unit class, I'm guessing you mean armored. I edited that one already, but if you meant something else, I'll change it (Unit filters: Light, Armored, Massive, Biological, Mechanical, Robotic, Hover (<-unused), Structure, Psionic, Heroic)
@Orloth7: Go
Right, forgot. No bonus energy regen in combat for that ability then, would still keep the health regen in cobat though
EDIT: Upon further discussion with Orloth, we're gonna keep it with the regular selfix armor (9 life regen, 15 energy regen out of combat. Healing someone counts as being in combat)
@Akkazurami: Go
Your points are alright, but the campaign abilities are quite OP (Raynors ability does 300 damage for example), here are my suggestions for them:
Deals 2x weapon damage in a line 1 unit wide (unit as in measuring unit for range, not actual army units) and 9 long
15health/sec, 3 energy/s
3% energy and life regenerated per second, twice that out of combat.
Yes, these are quite a lot weaker, but your heroes are pretty cheap. Apart from the heal, these obviously scale up as your heroes are upgraded (Will scale up flat values as well once the heroes become expensive enough.) These are more powerful than regular abilities though, and if you at some point get yourself an army, your abilities will be rebalanced. (If your heroes are pretty expensive by then, they'll still be well above average)
Also, for Casey, I take it you want the old snipe? (45 damage, instead of the new 20+20 vs psionic or whatever the nerf did)
If you're alright with these abilities, your character is approved (edit your post for the new abilities)
@Akkazurami: Go
Hey there :) The name Morelyn sounds familiar, but ToW was so long ago... lol
I'll look over your character set up in more detail tomorrow and discuss it with the other GMs. You seem to have left out point total the ship and your overall point total. If you've got the time, please add them to make sure you're under 300 (I'll double check tomorrow one way or another). It's 2:40 AM right now, so yeah, I shouldn't really be up anyway.
Glad to see a new player :)
Hey, just to point this out, as it's obvious I didn't spend much time on the SoA (I just couldn't be bothered to, Wind and I wrote that post over the course of 3-4 days, I just wanted to get it over with) and I don't want to ninja-edit it into the post: Unless stated otherwise by their owners, all forces are heading back to wherever they want to head after the battle. Right now I'm guessing that the breakout team is heading for Dras Lana. If anyone (well, Zanryu and Wind) have any other destinations, say so. This practically means that travel time has been started with my last post for everyone involved in the battle that wants to travel somewhere.
@Flinkelinks: Go
It definitely would, mostly because there's so many different factions to play as :p Now find someone who wants to make such a bigass campaign...
Srsly, if anyone wants to do anything with the EoP stuff (Whether it's an actual campaign or just a melee mod or whatever), just say so and do it :p (Would probably have to talk to the owners/players of the characters you're making for details)
@Ha1fDead: Go
Sorry to hear that :( Really liked your posts so far. I hope you can think of something and post again soon :)
Have fun on your trip.