- Joined
- May 29, 2013
- Messages
- 1,566
I'm making an altered melee map with a custom Murloc race. I'd like to get feedback for ideas posted by me (especially those highlighted in orange). Tell me what you like, what you don't like, if you think anything should be added, changed, replaced, renamed or removed.
Coming up with spells and abilities (among other things) has been really hard for me so far. If anyone has any good ideas please share them here. However, you should keep these things in mind:
Green - I'd rather not change this.
Orange - I'm not sure about that; subject to change.
Red - Should probably be removed/replaced.
X - Can mean a few things depending on the context. It's usually a value that changes depending on the level of the ability or something that has yet to be determined.
Comments and additional information are written in italics.
Outpost/Settlement/Colony
Primary structure.
Training Camp
Basic unit creation building.
Murloc Hut
Provides food
Altar of the Deep
Summons Heroes. Revives slain Heroes.
Carpentry
Provides upgrades.
Shrine of Leviathan
Spellcaster creation building.
Tidal Tradepost (Tidal Treasury or Tidal Storage)
A shop with purchasable items.
Reptilian Hatchery
Advanced unit creation building.
Hydra Lair
Ultimate unit creation building.
Lookout Tower
Has no attack, but can be upgraded into different defensive towers. The tower has "Upgrade" animations (just like the Human Scout Tower) with different murlocs that stand on the platform and attack enemy units in range.
I can still add one more building, but I probably won't.
Slave
Basic worker unit. Can harvest gold and lumber, build structures, and Repair. Can also be garrisoned inside Murloc Huts to give it an attack, and learn the Combine to Mangonel ability. Attacks land units and trees.
Coastrunner
Basic attack unit. Can learn the Scavenger Drake Taming upgrade. Attacks land units.
Huntsman
Fast medium-ranged javelin thrower. Can learn the Net and Sprint abilities. Attacks land and air units.
Flesheater
Heavy melee unit. Can learn Envenomed Weapon and Carnivorize. Attacks land units.
Sea Turtle
It should be some kind of siege unit, but I still have no idea what abilities will it have (Spell Immunity?) and if it'll be a melee or a ranged attacker.
Scavenger Drake
Flying melee attack beast. Can learn the Scavenger Drake Taming ability. Attacks air units. Basically a Hippogryph.
Reef Dragon
Flying heavy assault creature. Can learn X (some kind of anti-tower ability). Attacks land and air units.
Seacultist
Supporting auto-caster. Can initially cast Wither, which decreases the attack damage of enemy units. Can also learn Water Shield and X. Attacks land and air units.
Ritualist
Essential spellcaster. Can initially cast Shadow Ward, which decreases the armor of enemy units. Can also learn Fear and Shallow Grave. Attacks land and air units.
Tidecaller
Versatile spellcaster. Has Abyssal Bulb, which allows it to reveal nearby invisible units. Also has Cleanse Magic, which dispels magical effects in a chain. Can learn Mind Rot and Adrenaline Rush. Attacks land and air units.
Hydra
Powerful melee unit. Can learn Aerial Acid and Separation Capability. Attacks land units.
Combine to Mangonel
Combines two Slaves to form a Mangonel, a long-range siege weaponry. The Mangonel is effective against buildings but slow and vulnerable. Can learn the X ability. Attacks land units and trees.
Scavenger Drake Taming
Trains Scavenger Drakes to allow Coastrunners to mount them. This allows them to attack both air and ground units. Scavenger Drakes (especially the mount thing) are really similar to Hippogryphs, so maybe I should remove them completely, and make Scavenger Drake Riders trainable instead of them.
Net
Same as Orc Raider's Ensnare.
Sprint
Increases this unit's movement speed by X%, but causes it to take X% bonus damage. Lasts x seconds.
Envenomed Weapon
Same as Orc Wind Rider's Envenomed Spears.
Carnivorize
Same as Cannibalize. I know it's uncreative, but his name is Flesheater after all.
Wither *35
Decreases an enemy unit's attack damage by 35%. Lasts 60 seconds. I'll definitely have to remove this since it's just Inner Fire with negative damage increase. Inner Fire is a frequently used spell and buff clashing is inevitable.
Water Shield *40
Creates a shield of water around a target friendly unit. The shield adds 2 armor and has 33% chance to absorb incoming attacks. Lasts 45 seconds. I might change what the shield does, but I won't remove/replace the spell.
Shadow Ward *50
Summons an immovable ward that reduces the armor of all nearby enemy units by 5. Lasts 15 seconds. I might change what the ward does, but the ability will remain.
Fear *75
Stops a target enemy unit from attacking and causes it to flee in terror. Lasts 15 seconds.
Shallow Grave *220
Makes a friendly unit come back to life if killed while under the effect of Shallow Grave. Lasts 10 seconds. A buff that gives reincarnation. Useful when an expensive unit is about to die and has nowhere to run. Since the buff can be dispeled and has a short duration, it should be cast just a few seconds before the unit dies.
Cleanse Magic *75
Hurls forth a stream of neutralizing magic that bounces up to 8 times, dispelling units in its wake. Deals 200 damage to summoned units. Slightly edited Item Chain Dispel.
Mind Rot *50
Drains 10 mana every second from a target enemy unit for 15 seconds. One of unused Object Editor abilities.
Adrenaline Rush *50
Increases a friendly unit's attack rate by 50% and movement speed by 25%, but deals 20% of it's attack damage back to it when it hits an enemy unit. Lasts 45 seconds.
Aerial Acid
Allows Hydras to attack air units. Enables Attack 2 with an upgrade.
Separation Capability
Allows Hydras to split into 3 Lesser Hydras when they are slain. I'll have to remove this if I don't find a way to prevent it from being abused with Shallow Grave.
Sea Witch (or Tide Hag or whatever) [Ranged Intelligence]
Sorcerer [Ranged Intelligence]
Nightcrawler [Melee Agility]
Mutant [Melee Strength or Agility]
Tier 1
X
Lesser Clarity Potion
X
Tier 2
Potion of Healing
Potion of Mana
Scroll of Town Portal
Tier 3
Orb of Frost
X
Coming up with spells and abilities (among other things) has been really hard for me so far. If anyone has any good ideas please share them here. However, you should keep these things in mind:
- They shouldn't be flashy and/or complex like most spells from the Spell section. They should be SIMPLE and similar to existing abilities (Blizzard-ish), but still have a unique feel to them.
- All spells/abilities must be balanced for melee gameplay. Spells like this are really unfitting: "Hero jumps to an enemy unit and slashes it dealing 3 + (Level x 2) + (Agility x 0.75) damage and creates a giant force field that knocks back all nearby units and deals AoE damage."
- Most custom units in my map are amphibious, but that's not really important since their spells/abilities don't need to have anything to do with water. Just keep in mind that I don't need anything with blight, skeletons, summoning demons etc.
- I need ideas for both hero and unit spells/abilities.
Green - I'd rather not change this.
Orange - I'm not sure about that; subject to change.
Red - Should probably be removed/replaced.
X - Can mean a few things depending on the context. It's usually a value that changes depending on the level of the ability or something that has yet to be determined.
Comments and additional information are written in italics.
Outpost/Settlement/Colony
Primary structure.
Training Camp
Basic unit creation building.
Murloc Hut
Provides food
Altar of the Deep
Summons Heroes. Revives slain Heroes.
Carpentry
Provides upgrades.
Shrine of Leviathan
Spellcaster creation building.
Tidal Tradepost (Tidal Treasury or Tidal Storage)
A shop with purchasable items.
Reptilian Hatchery
Advanced unit creation building.
Hydra Lair
Ultimate unit creation building.
Lookout Tower
Has no attack, but can be upgraded into different defensive towers. The tower has "Upgrade" animations (just like the Human Scout Tower) with different murlocs that stand on the platform and attack enemy units in range.
I can still add one more building, but I probably won't.
Slave
Basic worker unit. Can harvest gold and lumber, build structures, and Repair. Can also be garrisoned inside Murloc Huts to give it an attack, and learn the Combine to Mangonel ability. Attacks land units and trees.
Coastrunner
Basic attack unit. Can learn the Scavenger Drake Taming upgrade. Attacks land units.
Huntsman
Fast medium-ranged javelin thrower. Can learn the Net and Sprint abilities. Attacks land and air units.
Flesheater
Heavy melee unit. Can learn Envenomed Weapon and Carnivorize. Attacks land units.
Sea Turtle
It should be some kind of siege unit, but I still have no idea what abilities will it have (Spell Immunity?) and if it'll be a melee or a ranged attacker.
Scavenger Drake
Flying melee attack beast. Can learn the Scavenger Drake Taming ability. Attacks air units. Basically a Hippogryph.
Reef Dragon
Flying heavy assault creature. Can learn X (some kind of anti-tower ability). Attacks land and air units.
Seacultist
Supporting auto-caster. Can initially cast Wither, which decreases the attack damage of enemy units. Can also learn Water Shield and X. Attacks land and air units.
Ritualist
Essential spellcaster. Can initially cast Shadow Ward, which decreases the armor of enemy units. Can also learn Fear and Shallow Grave. Attacks land and air units.
Tidecaller
Versatile spellcaster. Has Abyssal Bulb, which allows it to reveal nearby invisible units. Also has Cleanse Magic, which dispels magical effects in a chain. Can learn Mind Rot and Adrenaline Rush. Attacks land and air units.
Hydra
Powerful melee unit. Can learn Aerial Acid and Separation Capability. Attacks land units.
Combine to Mangonel
Combines two Slaves to form a Mangonel, a long-range siege weaponry. The Mangonel is effective against buildings but slow and vulnerable. Can learn the X ability. Attacks land units and trees.
Scavenger Drake Taming
Trains Scavenger Drakes to allow Coastrunners to mount them. This allows them to attack both air and ground units. Scavenger Drakes (especially the mount thing) are really similar to Hippogryphs, so maybe I should remove them completely, and make Scavenger Drake Riders trainable instead of them.
Net
Same as Orc Raider's Ensnare.
Sprint
Increases this unit's movement speed by X%, but causes it to take X% bonus damage. Lasts x seconds.
Envenomed Weapon
Same as Orc Wind Rider's Envenomed Spears.
Carnivorize
Same as Cannibalize. I know it's uncreative, but his name is Flesheater after all.
Wither *35
Decreases an enemy unit's attack damage by 35%. Lasts 60 seconds. I'll definitely have to remove this since it's just Inner Fire with negative damage increase. Inner Fire is a frequently used spell and buff clashing is inevitable.
Water Shield *40
Creates a shield of water around a target friendly unit. The shield adds 2 armor and has 33% chance to absorb incoming attacks. Lasts 45 seconds. I might change what the shield does, but I won't remove/replace the spell.
Shadow Ward *50
Summons an immovable ward that reduces the armor of all nearby enemy units by 5. Lasts 15 seconds. I might change what the ward does, but the ability will remain.
Fear *75
Stops a target enemy unit from attacking and causes it to flee in terror. Lasts 15 seconds.
Shallow Grave *220
Makes a friendly unit come back to life if killed while under the effect of Shallow Grave. Lasts 10 seconds. A buff that gives reincarnation. Useful when an expensive unit is about to die and has nowhere to run. Since the buff can be dispeled and has a short duration, it should be cast just a few seconds before the unit dies.
Cleanse Magic *75
Hurls forth a stream of neutralizing magic that bounces up to 8 times, dispelling units in its wake. Deals 200 damage to summoned units. Slightly edited Item Chain Dispel.
Mind Rot *50
Drains 10 mana every second from a target enemy unit for 15 seconds. One of unused Object Editor abilities.
Adrenaline Rush *50
Increases a friendly unit's attack rate by 50% and movement speed by 25%, but deals 20% of it's attack damage back to it when it hits an enemy unit. Lasts 45 seconds.
Aerial Acid
Allows Hydras to attack air units. Enables Attack 2 with an upgrade.
Separation Capability
Allows Hydras to split into 3 Lesser Hydras when they are slain. I'll have to remove this if I don't find a way to prevent it from being abused with Shallow Grave.
Sea Witch (or Tide Hag or whatever) [Ranged Intelligence]
1. Torrent
Summons a blast of water that, after a short delay, hurls enemy ground units caught in the area of effect into the air, dealing x damage. Inspired by a Dota hero, Kunkka.
Summons a blast of water that, after a short delay, hurls enemy ground units caught in the area of effect into the air, dealing x damage. Inspired by a Dota hero, Kunkka.
2. Summon Murky Elementals
Summons 2 Murky Elementals to fight the "Sea Witch"'s enemies. Each elemental has x hit points and deals x - x damage. Lasts x seconds. Attacks land and air units. I know it's lame, but the race needs more summons and she summoned Water Elementals in the demo campaign.
Summons 2 Murky Elementals to fight the "Sea Witch"'s enemies. Each elemental has x hit points and deals x - x damage. Lasts x seconds. Attacks land and air units. I know it's lame, but the race needs more summons and she summoned Water Elementals in the demo campaign.
3. X
4. Flood (Ultimate)
Floods the area around the Sea Witch, damaging buildings and slowing the attack rate and movement speed of nearby enemy ground units. Each wave deals 50 damage. Lasts 25 seconds. Channeling. I might change what the Flood does, but the ability will remain. E.g. Maybe it could also have a weak periodic AoE heal.
Floods the area around the Sea Witch, damaging buildings and slowing the attack rate and movement speed of nearby enemy ground units. Each wave deals 50 damage. Lasts 25 seconds. Channeling. I might change what the Flood does, but the ability will remain. E.g. Maybe it could also have a weak periodic AoE heal.
Sorcerer [Ranged Intelligence]
1. Cremate
Violently burns a nearby corpse, dealing x damage to nearby enemy ground units. This is more original/unique than the Forked Firebolt I mentioned earlier. Undead Necromancers had a similar spell in some of the pre-release versions.
Violently burns a nearby corpse, dealing x damage to nearby enemy ground units. This is more original/unique than the Forked Firebolt I mentioned earlier. Undead Necromancers had a similar spell in some of the pre-release versions.
2. X
3. Molten Grip
Causes molten rocks to burst from the ground, immobilizing, disarming and damaging a target enemy unit temporarily. If the rocks are destroyed, the unit is released. It could also be something different (like a Crystal Prison) if I don't make all of his abilities fire-based; Similar to this.
Causes molten rocks to burst from the ground, immobilizing, disarming and damaging a target enemy unit temporarily. If the rocks are destroyed, the unit is released. It could also be something different (like a Crystal Prison) if I don't make all of his abilities fire-based; Similar to this.
4. X (Ultimate)
Nightcrawler [Melee Agility]
1. X
2. Fatal/Shadow Bonds
Binds several enemy units together, causing X% of the damage dealt to one of them to be felt by the others. Lasts 15 seconds. Maybe this ability isn't the best choice for this hero, but since KILLCIDE was so nice and made the triggers for me, I have to include it. Maybe not on this hero, but at least as one of the 3 casters' spells.
Binds several enemy units together, causing X% of the damage dealt to one of them to be felt by the others. Lasts 15 seconds. Maybe this ability isn't the best choice for this hero, but since KILLCIDE was so nice and made the triggers for me, I have to include it. Maybe not on this hero, but at least as one of the 3 casters' spells.
3. Backstab (Passive)
Every time the Nightcrawler strikes an enemy unit from behind, he deals bonus damage. Compares the Nightcrawler's current facing angle to the target's facing angle on each attack. It has a 90 degrees arc, so he doesn't need to be exactly behind the target.
Every time the Nightcrawler strikes an enemy unit from behind, he deals bonus damage. Compares the Nightcrawler's current facing angle to the target's facing angle on each attack. It has a 90 degrees arc, so he doesn't need to be exactly behind the target.
4. Enveloping Shadows (Ultimate)
Makes all nearby friendly units, including the Nightcrawler invisible. Lasts 30 seconds. Channeling. I don't know how useful would this be. Maybe it should also make nearby enemy units miss on their attacks or something. By the way, I think Dreadlord had an ability with the same name in some of the pre-release versions.
Makes all nearby friendly units, including the Nightcrawler invisible. Lasts 30 seconds. Channeling. I don't know how useful would this be. Maybe it should also make nearby enemy units miss on their attacks or something. By the way, I think Dreadlord had an ability with the same name in some of the pre-release versions.
Mutant [Melee Strength or Agility]
1. Slime Splash
Splashes slime on all nearby enemy land units, dealing X damage and slowing their movement speed by x% and attack rate by x%.
Splashes slime on all nearby enemy land units, dealing X damage and slowing their movement speed by x% and attack rate by x%.
2. X
3. Toxic Blood (Passive)
Gives a percent chance to poison enemy melee units who attack the Mutant. Poisoned units take x damage per second. Lasts x seconds.
Gives a percent chance to poison enemy melee units who attack the Mutant. Poisoned units take x damage per second. Lasts x seconds.
4. Infestation (Ultimate)
Summons 6 Hatchling companions to fight for the Mutant for 40 seconds. Each hatchling has 300 hit points and deals 14 - 17 damage. Attacks land units.
Summons 6 Hatchling companions to fight for the Mutant for 40 seconds. Each hatchling has 300 hit points and deals 14 - 17 damage. Attacks land units.
Tier 1
X
Lesser Clarity Potion
X
Tier 2
Potion of Healing
Potion of Mana
Scroll of Town Portal
Tier 3
Orb of Frost
X
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