Re: Satyr Saturday Replays Week 71 and up
Posted: Mon Jul 13, 2015 8:33 am
Alright. I didn't realize there was already a Furion, but one of the heroes I was thinking of was a mage/nuker Furion that had a Divine Rapier that summoned a floating sword above a target location that waited for a second or so, and then descended into that region and did damage/effects in 3 quadrants of radius. At the innermost impact point it would stun and deal damage. At moderate radius it would have a slow and deal less damage. At max radius it only did damage. The other ability was a Bird Shuriken that was a relatively short cooldown skillshot-like ability that functioned a bit like Sivir's glaive in that it functions like a boomerang (a straight wild axe) that did less damage to each consecutive target it hit.
Following that, here's another. The letters are for hotkeys. I don't remember any vanilla hotkeys in wc3 so they may not work. Address as necessary.
Long Dong Silver -
Uses Hydra. Primary stat is INT, but his stat growth is somewhat balanced.
The hydra is ranged and relatively slow moving. Like the Crab, he has a special passive ability that activates on Death - Triple Threat. Triple Threat summons 3 smaller hydras. The hydras refuse player commands. When those die, 3 tiny hydras spawn from each. The hydras rank up with major breakpoints in player level for a total of 3 passive levels. On their own they shouldn't be super threatening, but perhaps in a big fight they can catch someone off guard. They have a very high aggro radius and relentlessly pursue enemies (e.g. ted turner). They die when you respawn. They give a very small amount of gold when they die.
Q - Assid Spit
Acid Bomb, but the projectile is a ground-targeted ability (skillshot). Projectile speed will be the main balancing factor of this ability, as it is your primary damage dealing skill. The damage is only moderate, but the armor shred will be significant at max level. Only lasts a short while. Has a relatively short cooldown at max level, but is costly to spam. This ability's damage scales with INT.
W - Double Trouble
Prompts the user to select two locations. The locations must be within X distance of each other. The Hydra will then fire a line of small acid projectiles along the two locations. This ability scales with AGI - AGI makes the projectiles travel faster in breakpoints up to a cap, and makes it deal more damage. Levels into this ability increase the cast range and the distance range. While spewing projectiles the Hydra is immobilized. It can be cancelled early, but then the attack won't completely finish. There should be some way to translate distance range visually to the caster. Maybe cloaked wisps and color coding?
E - Dank Memes
The Hydra is something akin to a fat belly dancer. With its Dank Memes, it weathers the storm of privilege sure to annihilate this decadent land. Damage dealt to the Hydra within X seconds is stored as a separate health number (perhaps exposed as floating text to the player). When this ability is activated, the Hydra heals over time for an amount of that health. This ability scales with STR and INT - the amount of health % it heals from the pool benefits directly from STR. INT makes the healing rate faster. While healing and on cooldown the ability no longer holds health.
R - Tentacle Therapy (level 6+)
Summons a Tentacle in a location. The Tentacle lasts for a long time, but there is a cap to how many can be up at once. Ranks in this ability determine the strength of the tentacle and, most importantly, its size. The tentacles get bigger over time and act as body blocking utilities. Their attack is very slow but hits relatively hard. When a Tentacle dies, the caster suffers a small amount of % damage (that contribute's to E's damage pool). Their attack is rather slow but they hit hard. Tentacles can burrow blink with a high cooldown, but there is a short travel time to their blink. STR determines the amount of health damage you take - more STR means less damage. Tentacles will be one of your main ways of actually contributing to a fight beyond spamming abilities. Their cost should be cheap with most of their risk and reward based on the potential health damage of losing them.
T - Asstral Heat - Tentacle Inertia (level 11+)
Ultimate ability. This ability is a two-stage attack. The first stage immobilizes you and begins charging. It charges to a maximum of 3 stages. Each stage will probably require 1-2 seconds to charge. If you are stunned or knocked back, it is interrupted. You can also interrupt by stopping or moving. When you trigger the ability again, it becomes a skillshot that targets where your cursor is (if it's in range). A blob is fired per charge. The additional blobs are fired with a range offset higher than the last of maybe 100-200 units (a small unit shouldn't get bumblasted by multiple hits from this, it's not intended to be snipe). When the blobs hit ground level they deal a small amount of damage and summon a minion hydra from your passive in that location. The summoned hydra functions identically to the ones you spawn when you die, including their reluctance to be issued commands (like castlefight). INT determines base damage for impacts, and STR determines how many hydras spawn in major breakpoints (probably 50 str = an additional hydra per projectile). The projectiles are not super fast, so if you see the attack coming and aren't CC'd, you shouldn't get obliterated. But it seems like a good way to add some positional play potential.
Do you know off-hand how many INT, STR, AGI heroes there are? I feel like there's a bunch of INT and some STR with very few agi?
Also, are waygates some black magic or can you basically have summonable waygates? I was trying to think how to get homm3 Monoliths into an ability...
Following that, here's another. The letters are for hotkeys. I don't remember any vanilla hotkeys in wc3 so they may not work. Address as necessary.
Long Dong Silver -
Uses Hydra. Primary stat is INT, but his stat growth is somewhat balanced.
The hydra is ranged and relatively slow moving. Like the Crab, he has a special passive ability that activates on Death - Triple Threat. Triple Threat summons 3 smaller hydras. The hydras refuse player commands. When those die, 3 tiny hydras spawn from each. The hydras rank up with major breakpoints in player level for a total of 3 passive levels. On their own they shouldn't be super threatening, but perhaps in a big fight they can catch someone off guard. They have a very high aggro radius and relentlessly pursue enemies (e.g. ted turner). They die when you respawn. They give a very small amount of gold when they die.
Q - Assid Spit
Acid Bomb, but the projectile is a ground-targeted ability (skillshot). Projectile speed will be the main balancing factor of this ability, as it is your primary damage dealing skill. The damage is only moderate, but the armor shred will be significant at max level. Only lasts a short while. Has a relatively short cooldown at max level, but is costly to spam. This ability's damage scales with INT.
W - Double Trouble
Prompts the user to select two locations. The locations must be within X distance of each other. The Hydra will then fire a line of small acid projectiles along the two locations. This ability scales with AGI - AGI makes the projectiles travel faster in breakpoints up to a cap, and makes it deal more damage. Levels into this ability increase the cast range and the distance range. While spewing projectiles the Hydra is immobilized. It can be cancelled early, but then the attack won't completely finish. There should be some way to translate distance range visually to the caster. Maybe cloaked wisps and color coding?
E - Dank Memes
The Hydra is something akin to a fat belly dancer. With its Dank Memes, it weathers the storm of privilege sure to annihilate this decadent land. Damage dealt to the Hydra within X seconds is stored as a separate health number (perhaps exposed as floating text to the player). When this ability is activated, the Hydra heals over time for an amount of that health. This ability scales with STR and INT - the amount of health % it heals from the pool benefits directly from STR. INT makes the healing rate faster. While healing and on cooldown the ability no longer holds health.
R - Tentacle Therapy (level 6+)
Summons a Tentacle in a location. The Tentacle lasts for a long time, but there is a cap to how many can be up at once. Ranks in this ability determine the strength of the tentacle and, most importantly, its size. The tentacles get bigger over time and act as body blocking utilities. Their attack is very slow but hits relatively hard. When a Tentacle dies, the caster suffers a small amount of % damage (that contribute's to E's damage pool). Their attack is rather slow but they hit hard. Tentacles can burrow blink with a high cooldown, but there is a short travel time to their blink. STR determines the amount of health damage you take - more STR means less damage. Tentacles will be one of your main ways of actually contributing to a fight beyond spamming abilities. Their cost should be cheap with most of their risk and reward based on the potential health damage of losing them.
T - Asstral Heat - Tentacle Inertia (level 11+)
Ultimate ability. This ability is a two-stage attack. The first stage immobilizes you and begins charging. It charges to a maximum of 3 stages. Each stage will probably require 1-2 seconds to charge. If you are stunned or knocked back, it is interrupted. You can also interrupt by stopping or moving. When you trigger the ability again, it becomes a skillshot that targets where your cursor is (if it's in range). A blob is fired per charge. The additional blobs are fired with a range offset higher than the last of maybe 100-200 units (a small unit shouldn't get bumblasted by multiple hits from this, it's not intended to be snipe). When the blobs hit ground level they deal a small amount of damage and summon a minion hydra from your passive in that location. The summoned hydra functions identically to the ones you spawn when you die, including their reluctance to be issued commands (like castlefight). INT determines base damage for impacts, and STR determines how many hydras spawn in major breakpoints (probably 50 str = an additional hydra per projectile). The projectiles are not super fast, so if you see the attack coming and aren't CC'd, you shouldn't get obliterated. But it seems like a good way to add some positional play potential.
Do you know off-hand how many INT, STR, AGI heroes there are? I feel like there's a bunch of INT and some STR with very few agi?
Also, are waygates some black magic or can you basically have summonable waygates? I was trying to think how to get homm3 Monoliths into an ability...