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    posted a message on Starcraft II DotA: Storm of the Imperial Sanctum

    What about items suggestions!

    Psi Converter ( 650 ) +75 shield +75 energy Use : Instantly converts 75 energy into 75 shield. 25 sec cooldown.

    Posted in: Project Workplace
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    posted a message on OMG The new trailer is %@$!ing sweet!

    @OneTwoSC: Go

    LOL

    Posted in: General Chat
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    posted a message on Starcraft II DotA: Storm of the Imperial Sanctum

    @Archiphres: Go

    Hell yeah, keep working on other heros, i love to read those ideas :P

    Posted in: Project Workplace
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    posted a message on Starcraft II DotA: Storm of the Imperial Sanctum

    Isn't 0.7% is a little low? I would opt for something like 3 / 5 / 7 / 9 %. It would be a little more noticeable.

    As for the ult, if a hero is targeted, it could do another effect, like a bleeding effect over X seconds that would slow by something like 15 / 25 / 35 %.

    Overall, nice idea :P

    And because its an Ultralisk, it could use his giant claws to hold an enemy or maybe two if they are in range and Constrict them, dealing medium damage, extra to armored cause they're less flexible or shit like that..

    Posted in: Project Workplace
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    posted a message on Starcraft II DotA: Storm of the Imperial Sanctum

    Name : Corruptor

    Model : Spore Crawler (Uproot)

    Type : Biological

    Role : Nuker/Support

    • Bombard : Launches a "spore" at target location which explodes upon impact ( maybe 3 or 3.5 AOE, 300 to 350 in warcraft ). Deals average damage ( 100/175/250/325 ) and slows opponents ( 5/10/15/20 % ) over 5 second.
    • Root : Using his legs, the Corruptor can "root" himself in the ground, gaining more stability. Increases attack range (by 2/3/4/5 unit, 200 to 500 in warcraft), attack damage ( something like 10 per level ), Bombard damage ( % based, around 10 to 40 ) but cannot move and loses armor ( for not being able to move ).
    • Tunneling : The Corruptor can create a tunnel between him and a target point, allowing him to "blink" to that location over Distance/2.5 seconds (around 2 or 3 second). The Corruptor is then rooted and releases a gas cloud around him, dealing minor damage ( 50/100/150/200 ) and reduces armor ( depends on the armor system of the map ).
    • Corrupt (ULT) : The Corruptor infects the air around him with the Zerg virus, altering enemy units. Whenever a creeps dies in a low 4/medium 7/large 10 area, it has 7/14/21 % chance to revive as a broodling for 4/7/10 second. Also passively reduces movement/attack speed of enemy heroes by 5/10/15 %. Increases Tunneling landing damage by 50/100/150.
      • If the creeps are killed by Bombard, they have another 10% additional chance to be revive as broodlings

    Needs balance but could be funny :D

    Posted in: Project Workplace
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    posted a message on Starcraft II DotA: Storm of the Imperial Sanctum

    Tactic, these are just suggestions, ideas, brainstorming, etc. I know that some ability may look overpowered but balancing will be done troughout the creation of the map. As for the energy hero, just think about terrorblade from dota that could swap his life with another hero. At first, it sound overpower but they added a little casting time, a % limit and a close range, etc. It's all about balance..

    Posted in: Project Workplace
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    posted a message on Setting Rally Point Visibility

    Hum, create an effect that spawn a dummy unit whenever you use the Set Rally Point ability. With triggers, give the vision of that dummy unit to all players.

    Posted in: Miscellaneous Development
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    posted a message on Starcraft II DotA: Storm of the Imperial Sanctum

    A Psionic armored hero.

    • Name : Energy Templar
    • Model : High Templar
    • Role : Support / DPS

    Abilities : 1- Energy Absorbtion : Whenever a unit loses energy in a 12 range area (around 1200 I think), the templar gains 9 / 18 / 27 / 36 % of that energy back (excluding his own energy lost). *OR* Constantly absorb 1 / 2 / 3 / 4 % of all units energy in a 10 area each second.

    • Passive aura. No CD and no energy-cost (DUH!)

    2- Energy Flare : Concentrate a high amount of energy (maybe around 20% to 25% of current energy) into a small area over a few seconds and then releases it to damage EVERYTHING (that mean EVEN ALLIES) in a 3 / 3 / 4 / 4 area. Also depletes 10 / 11 / 12 / 13 % of units current mana.

    • Low CD and %-based energy-cost.

    3- Transfer : Casted on an ally : transfer 11 / 22 / 33 / 44 % of current energy to target ally. Casted on an enemy : Drains 11 / 22 / 33 / 44 % of current target's energy to himself.

    • No energy-cost and high CD.

    4- Energizing vitality : Switch target (ally, enemy or self) current HP % with current Energy %. Casted on an ally or self : Target then loses 300 / 200 / 100 HP and Energy. Casted on an enemy : Target then loses 150 / 300 / 450 HP and Energy.

    • No energy-cost (except the after-effect) and high CD

    Having a high amount of energy isn't very useful with this hero, depending on what you want to do. As a DPS, a lot of energy makes his flares insanly strong and boosts Transfer when casted on ally. His ults works almost anytime, to save yourself from death because your energy pool is full, to makes an enemy units loses all his health while gaining energy (but he'll die in that energy flare anyway :P), etc. Skills works great together imo..

    Maybe need balance, random numbers that seems to be quite fair. Working on that !

    Posted in: Project Workplace
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    posted a message on how to make a unit cast on sight?

    I don't know if you really want to use triggers, but it can be done simply with behaviors and effects.

    First, create an effect (Issue Order). Set the issued order to the ability you want to use. Then, create another effect (Search Area). Set the area to something high, like 10 or 15. in the search filters, set Visible to Required. finally, in the search area, set the effect to your issue order you just created.

    finally, create a behavior (Buff) with a duration of -1, a period of 0.0001 and the effect will be your Search effect you created. Add the behavior to your unit and it should cast the ability to the units that come in his "sight range"

    There may be some field I didn't mentioned, check my map to be sure :P

    Ragoulette (learning english :S)

    Posted in: Miscellaneous Development
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    posted a message on [Contest] Cut Scene - Vote Now!

    Into battle !

    Posted in: Project Workplace
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    posted a message on Random item stats?

    @Nothing5: Go

    Maybe you could use some "prefix" and "suffix" as in Diablo 2 and WoW, and randomly add them to your items by triggers (when they are placed on the map)

    That's just an idea, can't help you :S

    Posted in: Miscellaneous Development
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    posted a message on New abilities for Kheldrun?

    I can see that your hero is playing a lot with energy, but what if his health goes low?

    Maybe you could create a Canibalize-like spell. According to the lore of starcraft, Hydralisk weer passive creatures or something that only eats plants.... Anyway, by the zerg corruption, he became a hunter with an incredible bloodthirst and bla bla bla.

    Regen 50% of targets max HP over 7 or 8 seconds.

    OR you could create a bouncing spine, base your spell on the mutalisk attack, but change the tooltip with something like "Using his psionic abilities to redirect his spine onto others targets near the first..."

    Posted in: Miscellaneous Development
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    posted a message on [GE] Which function returns the coordinates of the cursor position?

    Got it :

    1- Find this action

    Position: Point From XY (found in the point table)

    2- You'l get something like :

    Point((0.0 , 0.0))

    Replace with the values :

    X: Mouse Clicked World Pos X (found in the unit table)

    Y: Mouse Clicked World Pos Y (found in the unit table)

    I created a little trigger that makes my zealot attacks-move to the position of my mouse when i both hit the keys : Ctrl and A

    Hope it'll work for you :D

    Edit: NVM that's in world ._.

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Increasing a var when a unit cast ANY spells

    @Molsterr: Go

    THX!!! you guys are awesome XD

    Posted in: Miscellaneous Development
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