Spellpack Blood Spellpack

Ayanami

칼리
Reaction score
288
Blood Spellpack v1.2

Introduction
Meh, was bored so made another spell pack. Enjoy! :shades:

The spells:
  • Blood Pact [Active]
  • Blood Esurience [Passive]
  • Demonic Rage [Passive]
  • Vitality [Passive]

Details
- The spells are GUI.
- They are leakless and lagless (well it's for you guys to feedback if there's any :thup:).
- It is MUI, meaning that the spell can run multiple times at the same instance.
- Easy to import and easy to edit.
- A bloody theme meant for a bloody hero (duh).


Requirements
- GDD


Initialization Trigger
Trigger:
  • Global Configurables
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- ----------Blood Pact---------- --------
      • -------- Set this variable to the spell "Blood Pact" --------
      • Set BPAbility = Blood Pact
      • -------- Continued in triggers "Blood Pact" and "Blood Pact Check" --------
      • -------- ----------Blood Esurience---------- --------
      • -------- Set this variable to the spell "Blood Esurience" --------
      • Set BEAbility[1] = Blood Esurience
      • -------- Set this variable to the spell "Blood Esurience (Spell Book)" --------
      • Set BEAbility[2] = Blood Esurience (Spell Book)
      • -------- Set this variable to the buff "Blood Esurience (Non-stacking)" --------
      • Set BEBuff[1] = Blood Esurience (Non-stacking)
      • -------- Set this variable to the buff "Blood Esurience (Stacking)" --------
      • Set BEBuff[2] = Blood Esurience (Stacking)
      • -------- Continued in trigger "Blood Esurience" --------
      • -------- ----------Demonic Rage---------- --------
      • -------- Set this variable to the spell "Demonic Rage" --------
      • Set DRAbility[1] = Demonic Rage
      • -------- Set this variable to the spell "Demonic Rage (Damage - 10000's)" --------
      • Set DRAbility[2] = Demonic Rage (Damage - 10000's)
      • -------- Set this variable to the spell "Demonic Rage (Damage - 1000's)" --------
      • Set DRAbility[3] = Demonic Rage (Damage - 1000's)
      • -------- Set this variable to the spell "Demonic Rage (Damage - 100's)" --------
      • Set DRAbility[4] = Demonic Rage (Damage - 100's)
      • -------- Set this variable to the spell "Demonic Rage (Damage - 10's)" --------
      • Set DRAbility[5] = Demonic Rage (Damage - 10's)
      • -------- Set this variable to the spell "Demonic Rage (Damage - 1's)" --------
      • Set DRAbility[6] = Demonic Rage (Damage - 1's)
      • -------- Continued in trigger "Demonic Rage" --------
      • -------- ----------Vitality---------- --------
      • -------- Set this variable to the spell "Vitality" --------
      • Set ViAbility[1] = Vitality
      • -------- Set this variable to the spell "Vitality (Damage - 10000's)" --------
      • Set ViAbility[2] = Vitality (Damage - 10000's)
      • -------- Set this variable to the spell "Vitality (Damage - 1000's)" --------
      • Set ViAbility[3] = Vitality (Damage - 1000's)
      • -------- Set this variable to the spell "Vitality (Damage - 100's)" --------
      • Set ViAbility[4] = Vitality (Damage - 100's)
      • -------- Set this variable to the spell "Vitality (Damage - 10's)" --------
      • Set ViAbility[5] = Vitality (Damage - 10's)
      • -------- Set this variable to the spell "Vitality (Damage - 1's)" --------
      • Set ViAbility[6] = Vitality (Damage - 1's)
      • -------- Continued in trigger "Vitality" --------
      • -------- ----------------------------------------- --------
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Player - Disable Blood Esurience (Spell Book) for (Picked player)


Spells

Blood Pact
bloodpact.jpg


Description:
Bartuc taps on his life source to send out a wave of anguish that deals damage to enemies in an area of 400, based on the amount of health used. Enemies that are hit by the wave starts bleeding, causing them to be pasued temporarily.

Level 1 - 20% of max health points used. Enemies bleed for 2.0 seconds.
Level 2 - 30% of max health points used. Enemies bleed for 2.5 seconds.
Level 3 - 40% of max health points used. Enemies bleed for 3.0 seconds.

Healthcost - 20%/30%/40% of max HP

Cooldown - 15 seconds

Screenshot:

bloodpactss.jpg

Code:
Trigger:
  • Blood Pact
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Blood Pact
      • (Life of (Triggering unit)) Greater than ((Max life of (Triggering unit)) x (0.10 + (0.10 x (Real((Level of BPAbility for (Triggering unit)))))))
    • Actions
      • -------- Health cost --------
      • Set BPReal[1] = ((Max life of (Triggering unit)) x (0.10 + (0.10 x (Real((Level of BPAbility for (Triggering unit)))))))
      • -------- Damage dealt --------
      • Set BPReal[2] = ((Max life of (Triggering unit)) x (0.10 + (0.10 x (Real((Level of BPAbility for (Triggering unit)))))))
      • -------- ----------------------------------------- --------
      • Set TempPoint = (Position of (Triggering unit))
      • Set TempUnitGroup = (Units within 368.00 of TempPoint matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Mechanical) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((
      • Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) - BPReal[1])
      • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
        • Loop - Actions
          • Unit - Cause (Triggering unit) to damage (Picked unit), dealing BPReal[2] damage of attack type Spells and damage type Magic
      • Custom script: call DestroyGroup(udg_TempUnitGroup)
      • Custom script: call RemoveLocation(udg_TempPoint)


Trigger:
  • Blood Pact Check
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Blood Pact
      • (Life of (Triggering unit)) Less than or equal to ((Max life of (Triggering unit)) x (0.10 + (0.10 x (Real((Level of BPAbility for (Triggering unit)))))))
    • Actions
      • Unit - Order (Triggering unit) to Stop
      • Custom script: if GetLocalPlayer() == GetOwningPlayer(GetTriggerUnit()) then
      • Custom script: call ClearTextMessages()
      • Custom script: endif
      • Custom script: call DisplayTimedTextToPlayer( GetOwningPlayer(GetTriggerUnit()), 0, 0, 2.00, " |cffffcc00Not enough health|r" )
      • Custom script: call PlaySoundForPlayer(GetOwningPlayer(GetTriggerUnit()), gg_snd_Error)


Blood Esurience
bloodesurience.jpg


Description:
Bartuc has an overwhelming desire for blood. On every attack, Bartuc heals himself and his nearby allies based on the damage dealt. For every 1% of his health missing, it increases the lifesteal rate by 0.2%.

Level 1 - 10% of damage as base lifesteal.
Level 2 - 15% of damage as base lifesteal.
Level 3 - 20% of damage as base lifesteal.

Orb Effect

Cooldown - Passive

Screenshot:
Notice the blood spilling out
bloodesuriencess.jpg

Code:
Trigger:
  • Blood Esurience Learnt
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to Blood Esurience
      • (Level of BEAbility[1] for (Triggering unit)) Equal to 1
    • Actions
      • Unit - Add BEAbility[2] to (Triggering unit)
      • Unit Group - Add (Triggering unit) to BECheckGroup
      • Trigger - Turn on Blood Esurience Check <gen>


Trigger:
  • Blood Esurience
    • Events
      • Game - GDD_Event becomes Equal to 0.00
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (GDD_DamagedUnit has buff BEBuff[1]) Equal to True
          • (GDD_DamagedUnit has buff BEBuff[2]) Equal to True
    • Actions
      • Set TempPoint = (Position of GDD_DamageSource)
      • Set TempUnitGroup = (Units within 468.00 of TempPoint matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Mechanical) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an ally of (Owner of GDD_Damag
      • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
        • Loop - Actions
          • -------- Constant amount of lifesteal --------
          • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + (0.05 + (0.05 x (Real((Level of BEAbility[1] for GDD_DamageSource))))))
          • -------- Varying amount of lifesteal --------
          • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + ((GDD_Damage x (((Max life of GDD_DamageSource) - (Life of GDD_DamageSource)) / (Max life of GDD_DamageSource))) x 0.20))
          • -------- ----------------------------------------- --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Picked unit) Not equal to GDD_DamageSource
            • Then - Actions
              • Special Effect - Create a special effect attached to the overhead of (Picked unit) using Abilities\Spells\Undead\VampiricAura\VampiricAuraTarget.mdl
              • Special Effect - Destroy (Last created special effect)
            • Else - Actions
      • Unit - Remove BEBuff[1] buff from GDD_DamagedUnit
      • Unit - Remove BEBuff[2] buff from GDD_DamagedUnit
      • Custom script: call DestroyGroup(udg_TempUnitGroup)
      • Custom script: call RemoveLocation(udg_TempPoint)


Trigger:
  • Blood Esurience Check - Initially Off
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (BECheckGroup is empty) Equal to True
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions
          • Unit Group - Pick every unit in BECheckGroup and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of BEAbility[1] for (Picked unit)) Equal to 0
                • Then - Actions
                  • Unit - Remove BEAbility[2] from (Picked unit)
                  • Unit Group - Remove (Picked unit) from BECheckGroup
                • Else - Actions


Demonic Rage
demonicrage.jpg


Description:
When Bartuc's health falls below half, he becomes enraged. As long as his health remains below half, he gains enhanced attack damage depending on amount of health missing.

Level 1 - Gains 5% of missing health as damage.
Level 2 - Gains 10% of missing health as damage.
Level 3 - Gains 15% of missing health as damage.

Cooldown - Passive

Screenshot:
Notice the damage increment
demonicragess.jpg

Code:
Trigger:
  • Demonic Rage Learnt
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to Demonic Rage
      • (Level of DRAbility[1] for (Triggering unit)) Equal to 1
    • Actions
      • Unit Group - Add (Triggering unit) to DRUnitGroup
      • For each (Integer A) from 2 to 6, do (Actions)
        • Loop - Actions
          • Unit - Add DRAbility[(Integer A)] to (Triggering unit)
      • Trigger - Turn on Demonic Rage <gen>


Trigger:
  • Demonic Rage - Initially Off
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (DRUnitGroup is empty) Equal to True
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions
          • Unit Group - Pick every unit in DRUnitGroup and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of DRAbility[1] for (Picked unit)) Equal to 0
                • Then - Actions
                  • For each (Integer A) from 2 to 6, do (Actions)
                    • Loop - Actions
                      • Unit - Remove DRAbility[(Integer A)] from (Picked unit)
                  • Unit Group - Remove (Picked unit) from DRUnitGroup
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Life of (Picked unit)) Less than ((Max life of (Picked unit)) x 0.50)
                    • Then - Actions
                      • -------- Damage bonus amount --------
                      • Set TempReal = (((Max life of (Picked unit)) - (Life of (Picked unit))) x (0.05 x (Real((Level of DRAbility[1] for (Picked unit))))))
                      • -------- ----------------------------------------- --------
                      • Set TempDivider = 10000
                      • For each (Integer A) from 2 to 6, do (Actions)
                        • Loop - Actions
                          • Set TempInt = ((Integer(TempReal)) / TempDivider)
                          • Unit - Set level of DRAbility[(Integer A)] for (Picked unit) to (TempInt + 1)
                          • Set TempReal = (TempReal - (Real((TempInt x TempDivider))))
                          • Set TempDivider = (TempDivider / 10)
                    • Else - Actions
                      • For each (Integer A) from 2 to 6, do (Actions)
                        • Loop - Actions
                          • Unit - Set level of DRAbility[(Integer A)] for (Picked unit) to 1

Vitality
vitalityf.jpg


Description:
Bartuc is able to convert his life source into pure damage. A percentage of his maximum health is added as damage permanently.

Level 1 - 5% of his maximum health is added as damage permanently.

Cooldown - Passive

Screenshot:
Yet again, notice the damage increment
vitalityss.jpg

Code:
Trigger:
  • Vitality Learnt
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to Vitality
      • (Level of ViAbility[1] for (Triggering unit)) Equal to 1
    • Actions
      • Unit Group - Add (Triggering unit) to ViUnitGroup
      • For each (Integer A) from 2 to 6, do (Actions)
        • Loop - Actions
          • Unit - Add ViAbility[(Integer A)] to (Triggering unit)
      • Trigger - Turn on Vitality <gen>


Trigger:
  • Vitality - Initially Off
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (ViUnitGroup is empty) Equal to True
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions
          • Unit Group - Pick every unit in ViUnitGroup and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of ViAbility[1] for (Picked unit)) Equal to 0
                • Then - Actions
                  • For each (Integer A) from 2 to 6, do (Actions)
                    • Loop - Actions
                      • Unit - Remove ViAbility[(Integer A)] from (Picked unit)
                  • Unit Group - Remove (Picked unit) from ViUnitGroup
                • Else - Actions
                  • -------- Damage bonus amount --------
                  • Set TempReal = ((Max life of (Picked unit)) x 0.05)
                  • -------- ----------------------------------------- --------
                  • Set TempDivider = 10000
                  • For each (Integer A) from 2 to 6, do (Actions)
                    • Loop - Actions
                      • Set TempInt = ((Integer(TempReal)) / TempDivider)
                      • Unit - Set level of ViAbility[(Integer A)] for (Picked unit) to (TempInt + 1)
                      • Set TempReal = (TempReal - (Real((TempInt x TempDivider))))
                      • Set TempDivider = (TempDivider / 10)



Credits
Code:
[COLOR="Red"]GDD[/COLOR] - [URL="http://www.thehelper.net/forums/member.php?u=26460"]Weep[/URL]
[COLOR="Red"]Blood Pact Icon[/COLOR] - Volvox @ [URL="www.hiveworkshop.com"]Hive Workshop[/URL]
[COLOR="Red"]Blood Esurience Icon[/COLOR] - KelThuzad @ [URL="www.hiveworkshop.com"]Hive Workshop[/URL]
[COLOR="Red"]Demonic Rage Icon[/COLOR] - KelThuzad @ [URL="www.hiveworkshop.com"]Hive Workshop[/URL]
[COLOR="Red"]Demonic Rage Aura Model[/COLOR] - JetFangInferno @ [URL="www.hiveworkshop.com"]Hive Workshop[/URL]
[COLOR="Red"]Vitality Icon[/COLOR] - CRAZYRUSSIAN @ [URL="www.hiveworkshop.com"]Hive Workshop[/URL]



Changelogs
Code:
[B]Version 1.0[/B]
- Initial relase
[B]Version 1.1[/B]
- Used GDD Snippet for damage detection
- Modified the whole spell trigger, so that values are more easily configured
- Used variables for abilities and buffs to reduce import difficulty
- Added health adding items to the map
- Added another unit for MUI testing purposes
- Blood Esurience is no longer an orb effect, it is a buff placer
- Set the lifesteal animation attachment point to overhead rather than head
- Modified Blood Esurience so that it works with Tome of Retraining
- Reworked Demonic Rage, now it doesn't give a constant amount of damage
- Demonic Rage has a limit bonus damage of 99999
- Modified Vitality so that there are no issues with negative change of maximum health
- Vitality has a limit bonus damage of 99999
[B]Version 1.2[/B]
- Fixed an issue where Blood Pact can be cast though not enough health requirement


Any type of feedback will be appreciated. Please post constructive criticisms if you're intending to criticize this spell pack. Thank you.
 

Attachments

  • Blood Spellpack v1.2.w3x
    98.6 KB · Views: 409

kingkingyyk3

Visitor (Welcome to the Jungle, Baby!)
Reaction score
216
It does not use hashtable, so it is compatible on 1.23 or lower.
The requirement is NewGen.
 

Komaqtion

You can change this now in User CP.
Reaction score
469
For both "Demonic Rage" and "Blood Esurience" use "chest" as the attachment point, instead of head as it looks more realistic because right now the blood seems to come out of the thin air...

But, overall, nice spells ! :thup:

Keep it up ;)
 

Weep

Godspeed to the sound of the pounding
Reaction score
400
Seems like a reasonable, if powerful, hero. It would be nice if the values for each spell were more easily configurable, perhaps set as global variables in an init trigger for each spell.

Also, I'd like to suggest setting each ability and buff used to a global variable in an init trigger, and instead using those variables in your triggers, so that if the abilities and buffs don't retain the same rawcodes when copied into another map (which is very likely) the user only has to change them in once place instead of having to hunt down every ability and buff reference in each trigger and change them to the correct value.

Overall, the triggers look OK with a few bugs and a few cases where a more thorough approach is needed.

Requirements
- NewGen
I don't see anything here that requires NewGen. :nuts:

Initialization Triggers
Trigger:
  • Spell Init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • [...]
      • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
        • Loop - Actions
          • Trigger - Add to Blood Esurience <gen> the event (Unit - (Picked unit) Takes damage)


Trigger:
  • Damage Add
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
    • Actions
      • Trigger - Add to Blood Esurience <gen> the event (Unit - (Triggering unit) Takes damage)
May I suggest considering using my GDD snippet instead? It doesn't leak trigger events and I've found it quite handy to use. It's not yet approved, though.

Blood Esurience

Code:
Trigger:
  • Blood Esurience Learnt
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to Blood Esurience
      • (Level of Blood Esurience for (Triggering unit)) Equal to 1
    • Actions
      • Unit - Add Blood Esurience (Buff Placer) to (Triggering unit)
What happens if the hero uses a Tome of Retraining? You need another trigger to remove the ability in such an event.

Trigger:
  • Blood Esurience
    • Events
    • Conditions
      • ((Triggering unit) has buff Blood Esurience (Buff Placer)) Equal to True
    • Actions
      • [...]
      • Game - Display to (All players) the text: (String(BEReal))
Leftover debug line? It shouldn't be there. Oddly, no text shows in game. I suspect this is due to the Init function, in which you set a variable equal to (All Players) and then destroy it. In doing so, you've destroyed All Players (bad!) - when you set a variable equal to another existing group or force, both variables will refer to the same force. It's only when you create a new group or force that you have to destroy it. (All Players is kind of a special case.)

Also, may I suggest attaching the effect to the unit's origin instead of its head? The healing effect swings about wildly (and in a very humorous fashion :D) as the affected units move and attack.

Demonic Rage

Code:
Trigger:
  • Demonic Rage
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
      • (DRUnitGroup is empty) Equal to False
    • Actions
      • Unit Group - Pick every unit in DRUnitGroup and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Life of (Picked unit)) Less than ((Max life of (Picked unit)) x 0.50)
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of Demonic Rage (Spell Book) for (Picked unit)) Greater than 0
                • Then - Actions
                • Else - Actions
                  • Unit - Add Demonic Rage (Spell Book) to (Picked unit)
                  • Unit - Set level of Demonic Rage (Spell Book) for (Picked unit) to (Level of Demonic Rage for (Picked unit))
            • Else - Actions
              • Unit - Remove Demonic Rage (Spell Book) from (Picked unit)
              • Unit - Remove Demonic Rage buff from (Picked unit)
This works, but when the hero is at approximately half health, and its regeneration/lifesteal makes its health ping-pong above and below the limit, the repeated addition and removal of the ability can be annoying because it closes the hero abilities menu, if open. Trying to put another point in a skill while in combat with this ability is quite annoying. :p

Also, why do you use 3 different abilities within the spellbook for the different levels? Wouldn't it be easier to not level the spellbook, and instead use only one +damage ability with multiple levels? You wouldn't even need to add/remove the spellbook, solving the aforementioned problem, if the 1st level of the +damage ability had a value of 0, and 1-4 had the appropriate values.

So, the highest health this supports is about 10000, it doesn't consider Tome of Retraining, and it doesn't consider what happens if the hero acquires an item that puts it over 1000HP and later drops the item?
 

Azlier

Old World Ghost
Reaction score
461
Trigger:
  • SpellInit
    • Set TempPlayerGroup = (All players)
    • ...
    • Custom script: call DestroyForce(udg_TempPlayerGroup)


That breaks maps. (All players) doesn't leak and should never be destroyed.

Trigger:
  • Set TempPlayerGroup = (Player group((Owner of (Triggering unit))))


Player group(blah) leaks no matter what you do. It simply cannot be undone without replacing it with another Jass function. Many GUI things are like this. You also leak many events. These spells are not leakless.
 

Ayanami

칼리
Reaction score
288
Updated my spell pack (about time I did :p). Read the change log in the first post for more information. Any feedback will be appreciated.

Glenphir
 

Laiev

Hey Listen!!
Reaction score
188
If you cast Blood Pact and your life is less then 50%, the spell don't stop, still running...

just use 1 trigger with IF inside....

if life greater then 50% then
deals damage...... bla bla bla

else...
order triggering unit to stop
:p
 

Ayanami

칼리
Reaction score
288
If you cast Blood Pact and your life is less then 50%, the spell don't stop, still running...

just use 1 trigger with IF inside....

if life greater then 50% then
deals damage...... bla bla bla

else...
order triggering unit to stop
:p

That is done in the "Blood Pact Check" trigger :nuts:
 

Laiev

Hey Listen!!
Reaction score
188
Not really....

at least for me don't work that...

I just fix this problem in one trigger....

but when i try your method, the hero just stop but spell still running

Also your hero is so sweet...

+rep
 

Ayanami

칼리
Reaction score
288
Not really....

at least for me don't work that...

I just fix this problem in one trigger....

but when i try your method, the hero just stop but spell still running

Also your hero is so sweet...

+rep

You're right. Fixed that. Updated to version 1.2. Thanks for the feedback and the rep :thup:
 

N(O.O)B

New Member
Reaction score
27
The triggers itself are fine (as far as I know), so I will only comment on the hero as a whole.

The hero itself is quite interesting, though I personally do not like passive heroes like these. He seems to be very dependent on healers as well (which is probably what you intended as he seems to be a berserker, but perhaps he's a little too dependent on them).
The main issues with him are (in my opinion):
  • He is too "passive", he only has one highly situational attack that is very risky to use as it drains 40% (!!) of his health at the highest rank,
  • He does not use mana for any of his spells, making that entire aspect as well as intelligence worthless for him. I get that you are trying to make him health dependent, but he should at least have an ability that consumes mana.
Blood Pact
This is his only active attack, and it is extremely situational. He can only "really" use this if he is at full health with a healer, perhaps you should make the percentage scale with the amount of health he currently has, rather than with the maximum amount of health (so if he has 1000/2000 health, he will only use 400 health, instead of 800 health) so this attack is more "usable". The damage should obviously scale according to the amount of health used (which it already does, so hey ;)). This has great synergy with Demonic Rage, though.

Blood Esurience
(I had to look up the word Esurience in a dictionary, but that's fine because you probably got it from Thesaurus anyway :p)
This spell seems quite conflicting with his Demonic Rage spell, as this heals him more as he is at low health (which grants him less damage from that spell). I think that you should replace this spell entirely with a spell that does mix in well with that spell, preferably an active one, like this:
icons_6882_btn.jpg

Blood Bond
As Bartuc attacks, he feasts upon the blood of his victims, granting him increased energy. Bartuc can use the energy he has gathered to fend off incoming attacks, draining his mana instead of his health. Every attack Bartuc makes increase the duration of this spell by 1 second for a maximum of 12 seconds.
Level 1 - Drains 3 mana for every damage taken, has a 40 second cooldown.
Level 2 - Drains 2.5 mana for every damage taken, has a 35 second cooldown.
Level 3 - Drains 2 mana for every damage taken, has a 30 second cooldown.
Though that might defeat some of the "Aggressive Rush Hero"-ness that he currently has, it does allow him to stay alive for a little longer at low health so he can actually use his "Demonic Rage" ability without dieing shortly afterwards, as well as using mana, which none of his other spells do, and reducing his healer needs. Might just make him a slightly more fun hero to play as, as it has a long cooldown and has to be "charged" by attacking units.

Demonic Rage
I love this ability, it synergizes well with the Blood Pact and just fits his entire theme extremely well. Don't change this one at all.

Vitality
A passive ultimate :(, I've always found that dissapointing. While it does fit his "Health" theme it doesn't have a lot to do with the other spells (which all encourage sitting on semi-low health). I'd prefer if you changed it to this:
icons_6011_btn.jpg

Blood Rush
Bartuc gains a massive adrenaline rush, increasing his maximum health by 100%, while retaining his current health percentage. While under the effect of Blood Rush he will gain 5% of his new maximum health in attack damage. When the effect ends, Bartuc will lose the bonus health and will retain his current percentage of health.
Lasts 15 seconds.

120 Second Cooldown
This increases his current health while retaining the percentage health (so while under this effect, the damage granted by Demonic Rage will not fade but will increase). This is probably way too overpowered though, as the Demonic Rage effect will double and he will gain an additional 5% attack damage of twice his regular health, but he is already way too overpowered so what does it matter ;) you can always alter numbers

These are just suggestions so the Hero would be more fun to play (for me :p). Don't get me wrong, your Hero is great but he just seems very boring as he only has one attack which you can use once~ every life (or once before returning to heal).
 

Ayanami

칼리
Reaction score
288
Blood Pact
This is his only active attack, and it is extremely situational. He can only "really" use this if he is at full health with a healer, perhaps you should make the percentage scale with the amount of health he currently has, rather than with the maximum amount of health (so if he has 1000/2000 health, he will only use 400 health, instead of 800 health) so this attack is more "usable". The damage should obviously scale according to the amount of health used (which it already does, so hey ;)). This has great synergy with Demonic Rage, though.

Good idea. This might be probably a better alternative than completely preventing him from using Bartuc's max health percentage.

Blood Esurience
(I had to look up the word Esurience in a dictionary, but that's fine because you probably got it from Thesaurus anyway :p)
This spell seems quite conflicting with his Demonic Rage spell, as this heals him more as he is at low health (which grants him less damage from that spell). I think that you should replace this spell entirely with a spell that does mix in well with that spell, preferably an active one, like this:

Blood Bond
As Bartuc attacks, he feasts upon the blood of his victims, granting him increased energy. Bartuc can use the energy he has gathered to fend off incoming attacks, draining his mana instead of his health. Every attack Bartuc makes increase the duration of this spell by 1 second for a maximum of 12 seconds.
Level 1 - Drains 3 mana for every damage taken, has a 40 second cooldown.
Level 2 - Drains 2.5 mana for every damage taken, has a 35 second cooldown.
Level 3 - Drains 2 mana for every damage taken, has a 30 second cooldown.

Though that might defeat some of the "Aggressive Rush Hero"-ness that he currently has, it does allow him to stay alive for a little longer at low health so he can actually use his "Demonic Rage" ability without dieing shortly afterwards, as well as using mana, which none of his other spells do, and reducing his healer needs. Might just make him a slightly more fun hero to play as, as it has a long cooldown and has to be "charged" by attacking units.

It sounds extremely like Mana Shield, isn't a Activate/Deactivate. However, rather than a tanking hero, I prefer this hero as an aggressive front-line type. Thus I gave it a unique life-steal instead of a damage reduction or an active heal. This aspect gives the player an urge to attack his enemies, which this hero is meant to do exactly that. Although it contradicts Demonic Rage slightly, it keeps him alive. So I'm not considering a change yet. However, I might change it to something similar to your idea. It'll be an active spell that blocks a certain amount of percentage of damage. The damage reduction would increase as Bartuc's health decrease.

Vitality
A passive ultimate , I've always found that dissapointing. While it does fit his "Health" theme it doesn't have a lot to do with the other spells (which all encourage sitting on semi-low health). I'd prefer if you changed it to this:
Quote:

Blood Rush
Bartuc gains a massive adrenaline rush, increasing his maximum health by 100%, while retaining his current health percentage. While under the effect of Blood Rush he will gain 5% of his new maximum health in attack damage. When the effect ends, Bartuc will lose the bonus health and will retain his current percentage of health.
Lasts 15 seconds.

120 Second Cooldown
This increases his current health while retaining the percentage health (so while under this effect, the damage granted by Demonic Rage will not fade but will increase). This is probably way too overpowered though, as the Demonic Rage effect will double and he will gain an additional 5% attack damage of twice his regular health, but he is already way too overpowered so what does it matter you can always alter numbers

I like your idea. Although numbers might need to be changed, it will be configurable, so no sweat. But I do think increase by 100% may be too much :p

These are just suggestions so the Hero would be more fun to play (for me ). Don't get me wrong, your Hero is great but he just seems very boring as he only has one attack which you can use once~ every life (or once before returning to heal).

I would love to make the changes. However, I do feel a need to hear just a bit more feedback from people before making the changes.

Anyways, thanks for the constructive feedback. And more feedback from anyone would be much appreciated.
 

INCINERATE

New Member
Reaction score
12
i think hes fine, a bit on the boring side, but there are alot of heros like that..

i guess you can give him another active spell to up the work load and less a-move.


got any more nice heroes in mind?

how about you trying your hand at this model for the most epic spells you can come up with http://www.wc3c.net/showthread.php?t=105343 .. he is one fantastic looking model.. i smell reverse polarity and charge dashing spells ( he got a running animation ) for this bad ass.. can you make? :D
 
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