- Joined
- Mar 4, 2018
- Messages
- 29
Hey. I'm a big fan of adventures where you control a squad of heroes yourself, not with other players and not with armies and bases, a bit like some dungeon maps in the WC3 campaigns. I seem to only find multiplayer ones however. Either way, I'm looking to create something like it myself, with various characters of mine as the heroes.
Opening the editor I realized I might not have looked at a world editor since SC: BW and within a few minutes it became clear just how much you can seemingly edit. And yet, I find myself immediately stuck with my first step, designing the abilities for my first hero. So I'm going to list some ability concepts that I can't seem to create or expect I will have problems when I attempt later, and I'd love to know if they're at all possible and if so, where I might look for inspiration.
1) Aura that shifts between increasing the magic damage (or int, I'm sure I can make spells scale with either) of allies and lowering that of enemies, swapping every 5 seconds. The strength is both a static amount per level and a % of the generating hero's own intellect/magic damage.
1b) If the aura is clicked, the current effect will last another 10 seconds, and then toggle as usual while the effect lock is on cooldown.
1c) Through a talent, the effect of activating the aura becomes that it grants both effects until toggled, but drains the user's mana. No longer any cooldown on activating the double effect.
1d) Through another talent, the aura also lowers mana costs for allies or increases them for enemies, but only for spells that are flagged as being "magic based" (it would affect a fireball but not a backstab, even if they both cost mana).
2) Ability whose power varies based on the int ratio between the caster and the target. I'm pretty sure I could look at Sanity's Eclipse from DotA here, but it's context for the next one:
2b) Through a talent, the caster is treated as having +x% intellect when using this ability.
3) Spell Steal (like the Spellbreaker ability) that, through a talent, has a chance to multicast the stolen spell based on the int ratio between the stealer and the original caster (not the target it's stolen from)
3b) Talent that causes the caster to deal bonus damage on their next attack proportional to the cost of the stolen spell
With these problems solved, and then probably a dozen more that I don't yet know about, I believe I could get as far as creating one whole to-be-rebalanced-fifty-times hero!
Opening the editor I realized I might not have looked at a world editor since SC: BW and within a few minutes it became clear just how much you can seemingly edit. And yet, I find myself immediately stuck with my first step, designing the abilities for my first hero. So I'm going to list some ability concepts that I can't seem to create or expect I will have problems when I attempt later, and I'd love to know if they're at all possible and if so, where I might look for inspiration.
1) Aura that shifts between increasing the magic damage (or int, I'm sure I can make spells scale with either) of allies and lowering that of enemies, swapping every 5 seconds. The strength is both a static amount per level and a % of the generating hero's own intellect/magic damage.
1b) If the aura is clicked, the current effect will last another 10 seconds, and then toggle as usual while the effect lock is on cooldown.
1c) Through a talent, the effect of activating the aura becomes that it grants both effects until toggled, but drains the user's mana. No longer any cooldown on activating the double effect.
1d) Through another talent, the aura also lowers mana costs for allies or increases them for enemies, but only for spells that are flagged as being "magic based" (it would affect a fireball but not a backstab, even if they both cost mana).
2) Ability whose power varies based on the int ratio between the caster and the target. I'm pretty sure I could look at Sanity's Eclipse from DotA here, but it's context for the next one:
2b) Through a talent, the caster is treated as having +x% intellect when using this ability.
3) Spell Steal (like the Spellbreaker ability) that, through a talent, has a chance to multicast the stolen spell based on the int ratio between the stealer and the original caster (not the target it's stolen from)
3b) Talent that causes the caster to deal bonus damage on their next attack proportional to the cost of the stolen spell
With these problems solved, and then probably a dozen more that I don't yet know about, I believe I could get as far as creating one whole to-be-rebalanced-fifty-times hero!