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    posted a message on Reconsidering an ability on my hero

    @AegisRunestone: Go Making something only usable at low energy is still not interesting as an active. Think about it, what difference would it make if it was a passive/autocast ability instead of active?

    The energy regeneration delay is a basic stat in the Unit portion of the data editor. (None) - Energy Regeneration Delay.

    Posted in: Miscellaneous Development
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    posted a message on Reconsidering an ability on my hero

    @AegisRunestone: Go

    To me, that sounds like it should just be a passive ability, unless you can think of a reason why someone would choose to not use it when it's available for use. When you make an active ability, always make sure that the player needs to make a choice about using that specific ability. For example, an ability that costs 25 energy to deal X amount of damage is a choice because that 25 energy could be used for some other ability instead. An ability that boosts your energy regeneration needs to have some kind of catch (i.e. you take 25% more damage for the duration, or something) in order to make sense as an active instead of a passive.

    Posted in: Miscellaneous Development
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    posted a message on Reconsidering an ability on my hero

    @AegisRunestone: Go

    You shouldn't try to limit your options like that. Triggers are actually easier and more powerful than the data editor when it comes to spells if you learn to use them. ;)

    That said, I can suggest that you have an ability that deals area of effect damage to nearby friendly units and converts a portion of the damage done to energy (should be doable in the data editor alone). Kind of like an AoE version of Dark Pact from Warcraft 3.

    Posted in: Miscellaneous Development
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