• 0

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

    Another hero idea:

    Gatling.Thunder
    [any terran infantry unit model]
    Type: Biological(low armor, medium other stats)
    Role: Ranged DPS

    Sergeant Devon "Gatling" Thunder served as a heavy weapons specialist in the Dominion military for fifteen years, after which he left for the frontier worlds to make a living as a merc. Armed with his trusty machine gun and an arsenal of ordnance, Gatling offers the gift of extreme firepower to the highest bidder.

    Skills:

    Suppressive Fire
    Gatling fires a wild volley at an enemy, crippling them in multiple areas and providing intimidation. His target's movement and attack speeds are slowed for a short duration. Costs 80 energy. Cooldown 5, lasts 5 seconds.
    Level 1: -12% attack speed, -5% movement speed
    Level 2: -24% attack speed, -10% movement speed
    Level 3: -36% attack speed, -15% movement speed
    Level 4: -48% attack speed, -20% movement speed

    Minigun(passive)
    Gatling modifies his machine gun to fire increased numbers of rounds per minute. This permanently increases his attack speed.
    Level 1: +12% attack speed
    Level 2: +24% attack speed
    Level 3: +36% attack speed
    Level 4: +48% attack speed

    Mortar Blast
    Among Gatling's array of heavy weapons is a field mortar. He primes and fires it at a small area, causing splash damage and a stun from a long range. Very long range(over 1 1/2 screens), vision required, medium splash, 30 sec cooldown.
    Level 1: 100 damage, 1.0 sec stun, 140 energy.
    Level 2: 135 damage, 1.2 sec stun, 160 energy.
    Level 3: 175 damage, 1.4 sec stun, 180 energy.
    Level 4: 225 damage, 1.6 sec stun, 200 energy.

    Bunker Buster(ultimate)
    Unstrapping an enormous missile launcher, Gatling blasts a single unit or building with an earthshaking explosion. Medium-long range, 100 second cooldown.
    Level 1: 450 damage. ignores armor. 300 energy.
    Level 2: 600 damage, ignores armor. 400 energy.
    Level 3: 750 damage, ignores armor. 500 energy.

    Posted in: Project Workplace
  • 0

    posted a message on SCII DotA: Storm of the Imperial Sanctum: Beta Testing

    @demoncow:

    Yeah... the backdoor'ing is becoming a real problem. Everyone is busy fighting over a lane, while meanwhile someone singlehandedly grinds through their base.

    Perhaps a fix could be added- nydus worm/fleet beacon & the towers guarding it cannot be destroyed until all other towers for that team are destroyed. This would force players to make a more team-based, multi-lane effort at bringing a base down, instead of 4 heroes distracting and the 5th pushing a lane. Just a thought.

    Posted in: Miscellaneous Development
  • 0

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

    I have tested a bit more, and there seems to still be a problem with the ghost. His sharpshoot might be a bit undercosted for its strength, and it can be used while he is cloaked. Also, no one seems to use radar. It seems, nevertheless, that all-ghost teams are incredibly strong. Maybe if you took away the other team knowing radar is being used, and increase sharpshoot's mana cost/not make it castable while cloaked? Just a thought.

    Posted in: Project Workplace
  • 0

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

    @hellcatsdf: Go

    I would like to see a transforming hero. So the transform would be a skill? What would putting more points in do? Buff it? Reduce transform cooldown? The idea has loads of potential.

    Posted in: Project Workplace
  • 0

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

    You say you want more ideas? Here is another. I will try to post frequently in the upcoming period.

    Whisper.Voidcrawler
    Stalker(larger & darker than the creeps)
    Type: Psionic(Note: has average stats all-round, and medium ranged attack)
    Role:Chaser/Ganker

    An ancient and famed hero of the Dark Templar fell in battle, and was brought to a shrine of honor, wounded, to be placed in a stalker. He was worthy of the finest of all such machines, the Voidcrawler, and became known only as the Whisper, a vengeful warrior encased in a steel suit, forever wandering the galaxy, serving his people in whatever ways he finds best.

    Skills:

    Shadow Mirror
    Whisper tunnels into the creases of the void, bending the light around him to create fake copies of himself. These images last 15 seconds. 35 second cooldown.
    Level 1: 1 image, costs 90 energy
    Level 2: 2 images, costs 105 energy
    Level 3: 3 images, costs 120 energy
    Level 4: 4 images, costs 135 energy

    Blink
    Whisper opens up a tiny wormhole through the void, instantly teleporting to a nearby location. Medium-long range, costs 55 energy.
    Level 1: 12 second cooldown
    Level 2: 9 second cooldown
    Level 3: 7 second cooldown
    Level 4: 5 second cooldown

    Rift Disruption(passive)
    Whenever Whisper fires his disruptor cannons, he channels obstructive energy through it, creating a rift in spacetime that obstructs its target. Whisper's attacks slow their targets' movement. Magnitude of effect does not stack per attack, but duration does. Does not stack with items that have a slow effect. Effect lasts 1 second.
    Level 1: 8% movement slow
    Level 2: 16% movement slow
    Level 3: 24% movement slow
    Level 4: 32% movement slow

    Voidcrawl(ultimate)
    Summoning a tremendous amount of void energy, Whisper tears into the fabric of the universe, phasing himself and his allies out of existence. Cloaks his entire team and their mercenaries for a short amount of time, and slightly increases their movement speed. Any individual that attacks or uses an ability uncloaks. 120 second cooldown. Costs 375 energy.
    Level 1: Cloak lasts 3 seconds, 10% movement speed increase.
    Level 2: Cloak lasts 5 seconds, 10% movement speed increase.
    Level 3: Cloak lasts 7 seconds, 10% movement speed increase.

    Posted in: Project Workplace
  • 0

    posted a message on SCII DotA: Storm of the Imperial Sanctum: Beta Testing

    @ohmmyhaloftw

    Those bugs are indeed a problem. I can recall dying once, and respawning in random, inaccesible woods halfway across the map from my respawn point. The spawn triggers need to be patched.

    The bases are kinda weak, too. In Dota, the barracks and the towers defending them were quite tough to kill, even for level 20+ chars. Perhaps if the HP of in-base towers and barracks were increased? That would help stop the easy curbstomping of the bases.

    Now for some other comments unrelated to your post.
    I'm going to say this again, the armor of units increases too fast, for balance purposes. Ghosts should not have 150+ base armor lategame. 100 armor is a lot, even for a tank, as it means that it will take basically no damage at all from the attacks of caster characters, as well as low-damage stun-type skills. Perhaps if the armor increase would be toned down a little, and replaced by a bit more HP, it would be better.

    Also, I have played a lot as Tiberius Rancor, the Ghost. I have a few notes about him.

    Stats: He's a really good DPS, especially with the right gear. And as I said before, his armor can get a bit too high for a sniper, making him sometimes capable of tanking vs heroes.

    Cloaking Field: Good ability. Adds variety in builds for Tiberius- if you aren't using mercenaries to cloak with it, then putting in extra points will basically increase the mana cost and do nothing in return. So point allocation can either be only 1 point, at level 2, or lots of points ASAP.

    Radar: Really cool ability. However, it has a nasty bug. A circle radius shows up on the opponents' minimaps when it's being used. This was part of the multiplayer ability, but if it is possible to remove it, it would help tremendously. You can't be a good sniper if you have to prominently reveal your location to search for the enemy.

    Sharpshoot: This ability is one that really has some issues. It deals more damage than you will have, and faster, early game. However, later on, your gear will cause you to do more damage and shoot faster than you can click sharpshoot. At that point, its only advantage is the slight range increase over the ghost's normal range. This ability therefore needs to be re-imagined and revamped.

    Armageddon: Totally rad ultimate. That's all I'm gonna say.

    All in all, I think Tiberius is a good hero, but some of his skills need fixing to be on par.

    Posted in: Miscellaneous Development
  • 0

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

    @ragoulette: Go

    Yeah... the speed could be higher. And the ulti could also target heroes, but not kill- ur right- I hadnt thought about that. Maybe it would insta-kill creeps, but only remove a portion of hero's HP?

    I suggested a headbutt because the animation comes with the unit- however, grabbing the enemy hero would be cool too- either would work just fine for the same purpose. Maybe if he grabbed the hero, held him, and then threw to the ground for extra damage and stun afterwards?

    Edit: I made a typo for movement speed. I meant 10%/30%/50%/70%. Sorry.

    Posted in: Project Workplace
  • 0

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

    A suggestion for a pure tank hero:

    Unchained.Brute
    Ultralisk(different coloration/size difference from ultra creep)
    Type:Biological
    Role:Tank

    The Brute is an unstoppable living siege engine, the figurehead and vanguard of the Zerg Swarm. As the sole member of an incredibly powerful strain of ultralisk, the Brute has long struck terror into the hearts of its foes.

    Skills:

    Collision
    The Brute rams its skull into a target, dealing damage, knocking it back a medium distance, and stunning it. Energy cost 130, cooldown 20, melee.
    Level 1: 75 damage, stuns for 1 sec, knockback
    Level 2: 125 damage, stuns for 1.75 sec, knockback
    Level 3: 175 damage, stuns for 2.5 sec, knockback
    Level 4: 225 damage, stuns for 3.25 sec, knockback

    Hardened Chitin(passive)
    The Brute's carapace, well over a yard thick, is known for its great toughness, far beyond that of many tanks and mechs.
    Level 1: +10 armor
    Level 2: +20 armor
    Level 3: +30 armor
    Level 4: +40 armor

    Energized Metabolism(passive)
    The Brute epitomizes the savage hunger and strength of the Zerg, rushing at its enemies with incredible speed.
    Level 1: +0.1% movement speed
    Level 2: +0.3% movement speed
    Level 3: +0.5% movement speed
    Level 4: +0.7% movement speed

    Devour(ultimate)
    The Brute, ever the more hungry, swallows an enemy whole, restoring its own Hit Points. Cannot target Heroes. Energy Cost 175, cooldown 30, melee.
    Level 1: Restores hit points equal to 0.5% of Devoured unit's max hit points.
    Level 2: Restores hit points equal to 0.8% of Devoured unit's max hit points.
    Level 3: Restores hit points equal to 1.1% of Devoured unit's max hit points.

    The stats of Unchained.Brute should focus on a high number of hit points, medium-low damage and armor, and lower attack speed and energy.

    Posted in: Project Workplace
  • 0

    posted a message on SCII DotA: Storm of the Imperial Sanctum: Beta Testing

    My beta account is Archiphres/994.

    I noticed a few things about the game that seriously harm the gameplay experience. First off, when the characters reach high levels, their armor values get high. Really high. I played as the ghost (Tiberius Rancor), a dps carry hero, and my armor got past 180. That really shouldnt be happening. Either the base values are too high, or the items give too much, but it really sucks to have hardly anyone capable of taking damage lategame. I will discuss Tiberius in detail later. However, this armor issue is one that applies to all heroes.

    Furthermore, there have been complaints about damage spells("nukes") being useless lategame. This may have to do with the high armor values. However, it is important to remember in DotA that the really uber nukes(like Lina's, Bloodseeker's, and Lich's ultis) were not available for leveling until levels 6, 11 and 16. In SotIS, such spells could be similarily balanced if level restrictions were to be put in to place. There is therefore no reason not to make a strong nuker hero. I also recommend getting the restrictions in place now or never, as the game's balance will be different with them in place than without.

    I would also like to report a nasty bug. The Infestor, Subterran Unix, has an ulti that involves draining a target's life with a huge tentacle. If Unix gets a kill with this spell, he continues to channel it, often unable to stop, and the victim of the spell dies over and over and over again, each time netting Unix more minerals and experience. Unix ends up with 20 kills on the scoreboard and 4000 minerals per kill with his ulti, because the game counts it as killing its target multiple times.

    Also, a question. I might come up with some suggestions for character classes/items/etc. Where should I post them?

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.