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 New Skill Suggestions

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connguatrang
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PostSubject: Re: New Skill Suggestions   Sat Jul 11, 2009 12:39 pm

Wow :-o this skill looks great ^^
I did a skill like that, but with Phoenix Down, and it stop enemies for 3 seconds (enemies cant be selected or attacked, just for art ^^)
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Glorn2
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PostSubject: Re: New Skill Suggestions   Sat Jul 11, 2009 12:54 pm

CHA_freak, that is a great skill idea also, and thank you for explaining how to make it. (i would have spent WAYYYY to long trying to figure it out)

It sounds great, I will do my best to add it to the game!

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carefulibite
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PostSubject: Re: New Skill Suggestions   Sat Jul 11, 2009 3:27 pm

Decaying Link (Ultimate)
Binds a target to you to a single target, they lose armor, you gain armor. Last 10 seconds.
+1,-1 Armor
+2,-2 Armor
+3,-3 Armor
+4,-4 Armor

To further an already previous stated suggestion Taunt, calls the enemy to attack you and reduces their damage, Misc skill, Aimed towards late game.
-5%xLevel or maybe 4%xLevel. Pseudo Terrify effect instead of them running it calls them to you. I think its values should be slightly lower then Terrify so maybe 60% reduce damage at max level.

Damage Absorption (Misc) Same idea as Decaying Link, if both some how get added they dont stack.
+1-1xLevel Last 10 seconds.
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juicifer
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PostSubject: Re: New Skill Suggestions   Sat Jul 11, 2009 11:03 pm

Solar Flare (Misc)

Release a solar flare into a target location to cause a small area of effect blindness on all units in target area leaving them stunned for a short period of time (Warning - Will affect allies also !)

Per level: Each level will increase stun by a short amount. Base stun at level 1 say 3-4 seconds or so?


THIS SKILL DOES NOT CAUSE DAMAGE
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Glorn2
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PostSubject: Re: New Skill Suggestions   Sat Jul 11, 2009 11:46 pm

hmmm, why not use stun field? it doesnt hurt your allies, and has very minor damage. This skill seems like a range casted stun field.. that stuns your team.

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jarjar
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PostSubject: Re: New Skill Suggestions   Sun Jul 12, 2009 12:51 am

u can make this an ultimant
call it doom
it does 300+100(per level)
duration: 10 secs
it stops them from casting any spells but they can still attack like normal




o and glorn dont forget to change lab ess to jar ess lol jk
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PostSubject: Re: New Skill Suggestions   Sun Jul 12, 2009 12:59 am

you can call this ultimant head shot
its a channeling spell takes 4 seconds for it to go
it does 500+200(per level)

a bullet shoots from your hero and hits the target you click on, you can do it from 2000 range away and for every time u level it up the range goes up by 200
cooldown: 200 secs
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Glorn2
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PostSubject: Re: New Skill Suggestions   Sun Jul 12, 2009 8:58 am

Jar, I actually attempted to add DOOM, because I love the skill, but the level cap, which I cannot change, is level 10. There are a few odd chances that it will work on higher levels, but usually it says it cant. I actually added this skill to the game, and spent ~8 hours testing, and trying to fix it... and it didnt work... I am thinking of making a trigger spell for it, because DOOM is seriously one of my favorite skills....

Ultimate head shot? you mean.. a fast moving death orb? :p Death orb does more damage than your suggestion, and has a lower CD.. ohh, and long stun!

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connguatrang
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PostSubject: Re: New Skill Suggestions   Sun Jul 12, 2009 9:36 am

Spirit Link (Misc)
Link you to an enemy, share 50% damage with him/her ^^ you and him/her will take the same damage for a short duration. Duration and mana cost increases with levels
Range : 600
Mana cost : 50 + 25x levels
Duration : 3.5s + 1.5sx levels
Cooldown : 25s
This skill is for tank, the simplest way to kill an opponent with hp lower than you. If ya're being focused, this skill will help you so much because if you're killed, so do the chosen opponent ^^

Mines (Offensive)
Place mines at your location. Number of mines, limit and mana cost increases with levels
Mine explodes deal 150 damage, 300 AoE
Number of mines :
Lv 1 : 1
Lv 4 : 2
Lv 8 : 3
Lv 12 : 4
Number of mines limited : 2x levels
Mana cost : 150 + 50x levels
Cooldown : 10s
This skill is somehow passive, since you've to wait opponents step on it, mana cost is high and max level only create 4 mines = 600 damage, so it's cooldown is short and limit is quite much, good for mage or assassin ^^
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PostSubject: Re: New Skill Suggestions   Sun Jul 12, 2009 10:18 am

Mines, I will consider. Spirit link is already in the game though :p defensive house.

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connguatrang
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PostSubject: Re: New Skill Suggestions   Sun Jul 12, 2009 11:53 am

Then Poison Darts (Misc)
Damage : 25 x levels
Poison damage : 25 x levels, every 0,5s
Duration : 0,75s
Movement reduction : 90%
Range : 600
Mana cost : 25 + 25 x levels
Cooldown : 4s
Based on Shadow Strike, quick cooldown and low mana cost, but low damage and short duration. It'll almost stop opponent for 0,75s, allow you to run or chase. Not focus on damaging ^^
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PostSubject: Re: New Skill Suggestions   Sun Jul 12, 2009 9:23 pm

ultimate: vacuum (idk how u spell it) =]

damage: 100+200(per level)

exploding damage: +400 per level

suck in people or monsters that are in range of 400

duration: 4 secs(channeling spell)

description: a big ball forms in front of ur hero and pulls everything around u thats in a range of 400 and does damage to them per second, your opponents cant do anything until the ball is exploded or they mess you up when your are channeling it.
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connguatrang
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PostSubject: Re: New Skill Suggestions   Mon Jul 13, 2009 1:37 am

Hmm I dont think that skill is easy to made :-?
Can you import skills from somewhere else ? like Dota or what Very Happy
Rain of fire (Offensive)
Call down 13 burning stones from the sky, which dealing damage to a small area
Damage per stones : 13 x levels
AoE : 150 (small enough)
Mana cost : 150 + 35 x levels
Cooldown : 15s
Based on Cluster Rockets, but it doesnt stun enemies, and small AoE makes you hard to aim, enemies ofcourse can easily run out of Area of Effect +_+ so damage is a bit high.
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PostSubject: Re: New Skill Suggestions   Mon Jul 13, 2009 9:19 am

I am not importing dota skills. So no, no dota skills, ever. if you want to play dota, play dota. if you want to play custom dota, doesnt HOSK or something like that exist? Every time I see "try this skill from dota" I dont read the rest of the post.

Rain of fire can be based on rain of fire yeh know... Just set the duration to 1 wave :p but for the record, 150 AoE can hit 1 unit, and maybe the guy next to him. As these rocks would be falling from the sky, ANYONE would easily get out of the way. and 13 stones falling in 150 AOE, all 13 stones would hit the target (if he didnt move)

That is more or less dread ritual, it has a 150 AoE, is hard to cast, and deals a shit-ton of damage to anyone in the AoE.

However, I think I can improvise on the idea of a 1 wave rain of fire spell, but the AoE would be like, 500, so people could farm/pvp with it.

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PostSubject: Re: New Skill Suggestions   Mon Jul 13, 2009 11:02 am

Couple of questions for ya glorn.

First, what is the argument for having skills classified into off, def, misc as opposed to just saying here are 45 skills to pick from and you get 3 regular and 1 ulti? So what if a person picks, chain lightning, magic barrage and nova...yea they got some serious creeping potential (assuming they can get their mana up) but they are gonna be weak as crap elsewhere.

Second, I think the INT heroes have become more relevant but I think some of the spells could use a late game boost. Is there anyways to say from level 1-7 they do X damage/heal and then from 8-12 they do a %. Skills like death pulse, the skill where the picture is the tauren, holy light, even rejuv become irrelevant mid-late game. An exceptional fire orb seems just as good as maxed out death pulse/tauren skill, and holy light/rejuv heal what like 2500 hp which seems like a lot but by the time you have it you also probably have at least 10k hp also. In my example that would be a 25% heal but it can also be purged (for rejuv) It still seems to me that late game, all other things being equal a str or agi hero is going to beat a int hero 90% of the time. The agi guy increases his damage and armor with his main attribute, str increases damage and health, int just increases damage, and unless you have mana shield there is no need for a lot of mana. (maybe a skill that does damage directly related to the amount of mana you have would be interesting)

that was an epic paragraph, sorry
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PostSubject: Re: New Skill Suggestions   Mon Jul 13, 2009 11:08 am

Mana Drain: Drains mana over time, dealing damage, and slowing the target. Takes 1 second to cast, but costs no mana. (Is this a custom skill? I'm not sure, I've just seen this in other games)

1: Drains 450 mana over 10 seconds, dealing 45 damage per second. 10% slow.
2: Drains 900 mana over 10 seconds, dealing 90 damage per second. 20% slow.
etc...

so level 4 would be 1800 mana, 180 dps, 40% slow.
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connguatrang
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PostSubject: Re: New Skill Suggestions   Mon Jul 13, 2009 11:35 am

Hmm verti89 I think % isn't the best, because it belongs to some special skills
Just as ya said, 1 ~ 8 lv skill could do X damage or heal, and 9~ 12 :-? hmm X x Str, Agi or Int. That based on skills. Like a skill that looks like a powerful physical attack (Storm Bolt) could deal damage based on Str, and Magic Skills could deal damage based on Int, and some skills like Windwalk could deal damage based on Agi
How to make skills based on stats ? Hmm I've read it somewhere in my Language (VN forum), and I believe it exists, ya'll easily find it to make game more interesting
It's important, the reason why people choose Int Heroes without worries about mid-late game
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PostSubject: Re: New Skill Suggestions   Mon Jul 13, 2009 11:54 am

I like the mana drain idea but Im thinking more along the lines of something that does damage based on how much mana YOU have, not how much they have.
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PostSubject: Re: New Skill Suggestions   Mon Jul 13, 2009 4:46 pm

I do not intend to add any skills that are based on stats, they would only be usable on heroes with really high stats in 1 area, and of course, would be abusable.

For the mana --> damage skill, we could make a pretty easy trigger based skill... Say, drains all your mana, but deals X damage to target.

level 1: 1 mana = .5 damage
level 2: 1 mana = .75 damage
level 3: 1 mana = 1 damage
Level 4: 1 mana = 1.25 damage

As this skill would drain all of your mana, you would need to stack a lot of mana, and not be able to use much of it. It would have to be lower range though (400) to make extreme ganking more difficult. However, end game, this can deal like 15,000 damage (bringing spell damage back into the picture)

the counter to it would be spell damage reduction, of course. Imagine if someone spent 12,000 mana and only dealt 3000 damage to you! then their ult is gone!

It would be strong, it would be usable, and it would be counterable!

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PostSubject: Re: New Skill Suggestions   Mon Jul 13, 2009 4:55 pm

BINGO!!
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PostSubject: Re: New Skill Suggestions   Tue Jul 14, 2009 1:00 am

Magic Shield shouldnt be that strong +_+
Ya could spend less mana to anti magic damage, so it couldnt reduct more than common spell damage ^^
A spell is used to anti a spell, and cost less mana, it's convenient enough ^^
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PostSubject: Re: New Skill Suggestions   Tue Jul 14, 2009 8:36 am

I find it really interesting that lately people have been saying "nerf mana vortex" "nerf magic shell"

I think the problem with these skill in the past wasnt that they were unusable, it was simply that for most people, int was a joke. Now, rather than having 5/6 passive heroes on a team, only 1-2/6 are passive, so these great skills are now actually being used.

Remember though, with skills like this, they really dont help you creep much at all... you have to level a skill for the sake of pvp, and pvp only, that's a little rough, especially since you need these skills early on in the game, while other people level auras, and nukes!

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PostSubject: Re: New Skill Suggestions   Tue Jul 14, 2009 9:30 am

I think your theory as to the cause is right on. the same could be set about soul burn and other things. I personally think its great for the game.
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PostSubject: Re: New Skill Suggestions   Wed Jul 15, 2009 9:08 pm

(Defensive of misc, haven't decided but I'm leaning more toward misc)
Summon priest
Summon a priest for 20 seconds, can cast heal and spell steal(either spell steal or inner fire). Can only cast spell steal once.(Has no mana, everything costs no mana. Put spell steal to have a 30 second cool down and heal to have a 1 second cool down) 40 Second cool down.
1: Priest has 100 health, 2 armor*. Heals you for 15 health. Summons 1 priest. Costs 100 mana.
2: *=same as the last level, Heals you for 15 health. Summons 2 priests. Costs 125 mana.
3: *Heals you for 15 health, summons 3 priests. Costs 150 mana.
4: Better priest, 350 health, 6 armor. Heals you for 25 health. Summons 1 priest. Costs 175 mana.
so it pretty much goes like that...Every level increases by 1 priest, until you get to the one after the one with 3 priests, and it starts over. Every time the priests get better, the amount they can heal you goes up by 10, the amount of health goes up by 250, and armor goes up by 5. The last level would look like:
12: Summons 3 priests. 800 health, 16 armor. Heals you for 45 health. Costs 375 mana.

I had to type this hastily, so if you need me to clarify, I'll do so later Razz
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PostSubject: Re: New Skill Suggestions   Wed Jul 15, 2009 9:39 pm

What if I made the priests a "summon" with no life. Lower duration to say... 20? So, for those 20 seconds, you cant get rid of them. I would give them mana though, so skills like brilliance aura, would be able to improve the build. I could give them a handful of skills, a big heal, a tiny heal, a chain heal, ext, every time they level, they learn a new heal, but the heals arent gonna be AMAZING....

It is a good idea, but I have already added healing spells to every house... I might be able to work it into the misc house.

Ohh, for the record, i am looking for end game misc. skills!

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