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#1
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![]() Sentinel Queen Join Date: Sep 2011
Location: Crofton, MD
Posts: 875
BattleTag: mjbmitch#1158
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I've been making a nifty little map based on the Elemental Invasion that begun at the start of the Cataclysm. Ironically, I chose to have the map centered at Wyrmrest Temple, which is where the last raid dungeon is set in World of Warcraft. I would love some input on some of the spells I will be adding.
The goal of the game is to defend against increasing waves of elementals that are attacking Wyrmrest Temple. There will be several bosses to fight. The classes should feel like a hybrid between the traditional Warcraft 3 heroes and the classes playable in World of Warcraft. Mana will be a functional resource to keep track of and will not be like how it is in WoW. Each hero is based on a class-spec combination that you can find in WoW; subsequently, there are 30 heroes planned for the map. Each hero has a unique buff that will benefit other players as well as itself; only the hero's buff will actually show up as a buff in the buff list, but all heroes will be affected by them. Below is a list of intended spells for the map. If it is green, it is currently implemented, with some placeholding; if it is blue, it is completely implemented; if it is red, it is proving difficult bringing it into the game, but is still planned. Retribution Paladin Passive Buff Emancipation: Increases movement speed by a small amount. Default Ability Vengeful Strikes: A toggleable ability that causes extra damage for each attack in return for mana. Trainable Abilities Sword of Light: A passive ability that grants the user a Vampiric Aura-like effect for itself only. Divine Storm: An instant AoE ability that is based off of Thunder Clap. Judgement: A single target burst ability. Zealotry: A "cooldown" that increases attack and movement speed. ?????: ????? Demonology Warlock Passive Buff Demonic Pact: Increases damage by a small amount. Default Ability Banish: A targetable ability that slows the target, stopping attacks to and from it and increasing damage of certain spells against it. Trainable Abilities Immolation: A toggleable ability that causes damage around the user, draining mana each second of use. Summon Felguard: A summoning spell that creates a felguard pet for an unlimited duration. Health Funnel: An instant heal-over-time spell for the user. Metamorphesis: A "cooldown" like move that turns the user into a demon, increasing armor, damage, etc.. Summon Infernal: A ground targetable ability that brings a meteor down on the ground, stunning nearby enemies and unleasing an infernal pet for some time. If you want any certain spells in the game, or if you have any ideas, go ahead and post away! Last edited by mjbmitch : 05-13-2012 at 12:46 PM. |
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#2
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Vampiric Potion ability might be worth experimenting with as a hero ability. Same goes for other item buff abilities that you can change and modify.
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The best revenge is to be unlike him who performed the injury. -Marcus Aurelius, the true Emperor of Rome |
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#3
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![]() Sentinel Queen Join Date: Sep 2011
Location: Crofton, MD
Posts: 875
BattleTag: mjbmitch#1158
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Yeah, I forgot why I was going to use the Vampiric Potion... I was able to modify Vampiric Aura to only affect the player who has it, so it might make having a Vampiric Potion ability useless... unless I am forgetting something.
I can confirm that Searing Arrows works for the Retribution Paladin! Yes! EDIT: Dude, that was your 11,000th post. |
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#4
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Quote:
As for Vampiric Potion, I can't remember, but maybe there is a way to make it targetable - as in, maybe you can give vampirism to your allies like Inner Fire. Anyway I'm back home in two weeks and then I'll be able to play test your map and help you, if you like.
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The best revenge is to be unlike him who performed the injury. -Marcus Aurelius, the true Emperor of Rome |
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#5
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![]() Sentinel Queen Join Date: Sep 2011
Location: Crofton, MD
Posts: 875
BattleTag: mjbmitch#1158
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Ah, that's what it was. I remembered wanting something like that for a class.
I just had a sudden realization that my map was left on another computer, but I think I may have e-mailed it to someone (the one that I am working on now is strictly for the heroes)... I'll make sure to look for it. I remember that I had the basic triggers set up so there would be waves of enemies, etc. If I need to remake that, it shouldn't be too hard. EDIT: Does anyone have an idea of which AoE spell I should make Divine Storm based off of? Thunder Clap causes a slight movement in the screen (which I do not want) and Fan of Knives has an odd damaging system (each knife causes damage). EDIT: I've based Divine Storm off of Fan of Knives and removed the odd damaging system (which completely removed the damage component of the ability) and implemented a trigger to deal damage to surrounding enemy units. I just need to figure out a way to have the trigger do increasing increments of damage for each level of the spell. EDIT: I've perfected Divine Storm. I need one more spell for the retribution paladin. If you have any ideas, go ahead and post them! Last edited by mjbmitch : 05-12-2012 at 11:36 AM. |
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#6
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![]() Sentinel Queen Join Date: Sep 2011
Location: Crofton, MD
Posts: 875
BattleTag: mjbmitch#1158
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If anyone could make a trigger that would select enemies 250 yards around the casting unit and damage them for 75 damage, that would be insane! I had it working then messed it up somehow. :/
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#7
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![]() Sentinel Queen Join Date: Sep 2011
Location: Crofton, MD
Posts: 875
BattleTag: mjbmitch#1158
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I disregarded the current state of the slightly non-functional Divine Storm for the retribution paladin, making the demonology warlock. I'll update the first post with information on it.
EDIT: The demonology warlock is looking pretty good! Everything is functional for it. I'll be adding abilities to different classes here and there. Last edited by mjbmitch : 05-13-2012 at 01:18 PM. |
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#8
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How's it going?
__________________
The best revenge is to be unlike him who performed the injury. -Marcus Aurelius, the true Emperor of Rome |
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#9
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![]() Sentinel Queen Join Date: Sep 2011
Location: Crofton, MD
Posts: 875
BattleTag: mjbmitch#1158
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Diablo 3.
EDIT: Dat ass. |
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#10
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![]() Sentinel Queen Join Date: Sep 2011
Location: Crofton, MD
Posts: 875
BattleTag: mjbmitch#1158
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Vision on Playable Heroes
Each hero should feel somewhat unique yet standardized; there will not be any dynamically unique abilities for any class -- instead, classes will have different combinations of types of abilities. I've described the mechanics of abilities in the list I made, below. As you may realize, many of the spells have similarities: this is on purpose. I will try to allow classes to have their own spin on abilities, but at the end of the day, I don't want every player choosing the same hero. Mana will be very useful; it will be needed to stay in combat. Because of this, mana regeneration and potions will be attractive. I feel that there should be a very limited amount of regeneration for mana. I want to have every hero have some sort of self-heal in order to stay viable whether it's participating in a solo game or a multiplayer game. Some of the planned abilities are listed below. DEATH KNIGHT Blood Blood Boil: AoE Blood Tap: Self-heal Frost Howling Blast: Targeting AoE Unholy Death and Decay: Targeting AoE Raise Dead: Summon Death Coil: Hybrid nuke Pestilence: AoE DoT Anti-Magic Shield: Magic resistance buff Unholy Frenzy: Active attack heal DRUID Balance Starfall: AoE Entangling Roots: Targeting AoE root Starfire: Burst Guardian Bear Form: Shapeshift Growl: Temporary taunt Maul: Damage toggle Feral Cat Form: Shapeshift Prowl: Cloak Dash: Speed buff Claw: Damage toggle Restoration Tranquility: AoE heal Healing Touch: Targeting heal Cyclone: CC Wrath: Burst HUNTER Beast Mastery Call Pet: Summon Spirit Bond: Passive HoT Bestial Wrath: Damage buff Marksmanship Arcane Shots: Damage toggle Posthaste: Speed buff Exhilaration: Self-heal Volley: Targeting AoE Chimera Shot: Burst Survival Camoflauge: Cloak Widow Venom: Active attack heal Serpent Spread: Cleave toggle Noxious Stings: Passive DoT Black Arrow: DoT MAGE Arcane Arcane Explosion: AoE Blink: Teleport Invisibility: Cloak Fire Pyroblast: Burst Flame Strike: Targeting AoE Blazing Speed: Speed buff Dragon's Breath: Targetable AoE Frost Blizzard: Targeting AoE Summon Water Elemental: Temporary summon Frost Nova: Targeting AoE PALADIN Holy Holy Wrath: AoE Holy Radiance: Self-HoT Exorcism: Hybrid AoE Holy Shock: Burst Holy Light: Heal Protection Consecration: AoE Retribution Judgement: Burst Divine Storm: AoE PRIEST Discipline Mana Burn: Targeting manasteal Penance: Burst Holy Holy Nova: AoE Smite: Burst Fade: Cloak Circle of Healing: AoE heal Shadow Dispersion: Cloak Mind Spike: Burst Mana Burn: Targeting manasteal ROGUE Assassination Envenom: DoT toggle Combat Recuperate: Self-heal Blade Flurry: Splash toggle Subtlety Stealth: Cloak SHAMAN Elemental Earthquake: Targeting AoE Chain Lightning: Hybrid AoE Lava Burst: Burst Enhancement Stormstrike: Damage toggle Feral Spirit: Temporary summon Serpent Ward: Temporary ward summon Healing Surge: Self-heal Fire Nova: AoE Restoration Earth Shield: Armor buff Chain Heal: Hybrid AoE heal Healing Ward: Temporary ward summon Lightning Bolt: Burst WARLOCK Affliction Drain Life: Targeting lifesteal Demonology Metamorphesis: Temporary shapshift Health Funnel: Self-heal Immolation: AoE Banish: Cloak Summon Inferno: Temporary summon and targeting AoE Summon Felguard: Summon Destruction Rain of Fire: Targeting AoE Hellfire: AoE Healthstone: Self-heal Chaos Bolt: Burst WARRIOR Arms Whirlwind: AoE Fury Flurry: AoE toggle Blood Craze: Active attack heal Protection Thunder Clap: AoE Shockwave: Targeting AoE Last edited by mjbmitch : 05-20-2012 at 11:13 AM. |
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#11
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![]() Sentinel Queen Join Date: Sep 2011
Location: Crofton, MD
Posts: 875
BattleTag: mjbmitch#1158
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Is anyone on the forums decent at modeling? I need a lightwell (a ward for the Holy Priest hero). :/
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#12
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![]() Elune Join Date: Jun 2010
Posts: 5,709
BattleTag: Sonneillon #1112
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*strikes a pose*
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