I
iAmKablam
Guest
Aloha
I'm making some new custom races to use in melee games, in addition to the other 4. I've played a lot of the other maps that use custom races, and some of them are really cool, but I've found that a lot seem sloppy, or thrown together.
So I've almost finished one of the races, and I wanted to post my ideas and see if you guys can give me some feedback to make them more balanced, fun and synergized (is that a word?).
The first race I've made is mainly Gnolls. The main melee and ranged troops are gnolls. There are kobold spell casters, and some razormane melee and spell casting units too. I'll describe them later on.
I'll just start off describing the heroes, and see if I get any useful feedback..
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Razormane Warfrenzy (?? could use a better name. just thought it sounded cool in WOW)
Strength based Tank-type hero
Abilities
- Quill shield
Basically a personal Thorns Aura. Returns percentage of damage to melee attackers. Not especially original, but it fits the character.
- Focus
Each time the Warfrenzy uses this ability, it adds a damage multiplyer to his very next attack. The idea is that he can charge up one brutal attack before going into battle, and then crush one enemy.
- Thousand needles
An AOE damage spell. Launches a barrage of needles at enemies. Big damage, relatively high mana cost and cooldown.
* Spawn of Agamaggan
Summons one bad ass giant boar. The boar is a ranged attacker with spkie shield, and frenzy. He also has a passive multishot ability which causes him to attack all nearby units, including friendlies. He is especially useful when fighting large groups of enemies.
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Gnoll Overseer
Strength based, healer/buffer type hero
Abilities
- Scavenge
AOE healing spell. Cast on a group of corpses, and then nearby friendly units get healed / # of corpses.
- Rally
2 part spell. First, the Overseer marks all friendly units in an AOE. Then he is able to instantly summon them to his location. Useful for getting troops in and out of battle quickly.
- ???
I was thinking he needs a good single target debuff spell to use on enemies. Any ideas?
* Rampage
His ultimate ability is basically a multi unit bloodlust. Greatly increases attack speed of nearby troops for a short time.
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Gnoll Shadow Weaver
Ranged, assassin type hero. Low HP, high damage
Abilities
- Vulture
Summons an invincible and semi-controllable vulture. The vulture cannot attack, but can be used to scout, and has his own Dread aura, which lowers enemy attack damage and armour.
- Shadow call
Casts on a unit, and causes its shadow to come to life, and tear shit up. The shadow's HP is linked to the target unit, and so he dies when the orignal target unit dies.
- Vendetta
This ability is casted on a single unit, and causes the Shadow Weaver to do massive dammage when attacking that unit only.
* Shadow slash
- Think omnislash, with cool shadowy effects.
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Kobold Mastermind
Intelligence based hero
Ranged spell casting hero, with low HP and high Mana
Abilities
- Dust storm
Unleashes a cloud of dust that slows down enemy attack speed and movement, while giving friendly units a greater chance of evading attacks
- Rock drop (needs a cooler name)
Single unit damage and AOE stun. Drops a large rock from the sky. Kablam!!
- ???
Having trouble coming up with good ideas for another spell. Thinking maybe some type of trap, or ward that activates when enemies approach. Any ideas?
* Guardian Golem
Channeling spell. Kobold summons a mighty golem, but has to continue channeling to keep the golem activated. I'm not sure about this spell, plus the razormane has a summon as his ultimate, so I may scrap this idea.
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So there you go. Most of the spells I've listed are completely finished and bug free. Any feedback? What are some cool hero skills you'd like to see in a melee game? Anything you think I should change to make them more playable?
Thanks for your input, everyone. I'll describe the rest of the units and the other races soon, if there seems to be any interest.
Peace
I'm making some new custom races to use in melee games, in addition to the other 4. I've played a lot of the other maps that use custom races, and some of them are really cool, but I've found that a lot seem sloppy, or thrown together.
So I've almost finished one of the races, and I wanted to post my ideas and see if you guys can give me some feedback to make them more balanced, fun and synergized (is that a word?).
The first race I've made is mainly Gnolls. The main melee and ranged troops are gnolls. There are kobold spell casters, and some razormane melee and spell casting units too. I'll describe them later on.
I'll just start off describing the heroes, and see if I get any useful feedback..
-----
Razormane Warfrenzy (?? could use a better name. just thought it sounded cool in WOW)
Strength based Tank-type hero
Abilities
- Quill shield
Basically a personal Thorns Aura. Returns percentage of damage to melee attackers. Not especially original, but it fits the character.
- Focus
Each time the Warfrenzy uses this ability, it adds a damage multiplyer to his very next attack. The idea is that he can charge up one brutal attack before going into battle, and then crush one enemy.
- Thousand needles
An AOE damage spell. Launches a barrage of needles at enemies. Big damage, relatively high mana cost and cooldown.
* Spawn of Agamaggan
Summons one bad ass giant boar. The boar is a ranged attacker with spkie shield, and frenzy. He also has a passive multishot ability which causes him to attack all nearby units, including friendlies. He is especially useful when fighting large groups of enemies.
-----
Gnoll Overseer
Strength based, healer/buffer type hero
Abilities
- Scavenge
AOE healing spell. Cast on a group of corpses, and then nearby friendly units get healed / # of corpses.
- Rally
2 part spell. First, the Overseer marks all friendly units in an AOE. Then he is able to instantly summon them to his location. Useful for getting troops in and out of battle quickly.
- ???
I was thinking he needs a good single target debuff spell to use on enemies. Any ideas?
* Rampage
His ultimate ability is basically a multi unit bloodlust. Greatly increases attack speed of nearby troops for a short time.
-----
Gnoll Shadow Weaver
Ranged, assassin type hero. Low HP, high damage
Abilities
- Vulture
Summons an invincible and semi-controllable vulture. The vulture cannot attack, but can be used to scout, and has his own Dread aura, which lowers enemy attack damage and armour.
- Shadow call
Casts on a unit, and causes its shadow to come to life, and tear shit up. The shadow's HP is linked to the target unit, and so he dies when the orignal target unit dies.
- Vendetta
This ability is casted on a single unit, and causes the Shadow Weaver to do massive dammage when attacking that unit only.
* Shadow slash
- Think omnislash, with cool shadowy effects.
-----
Kobold Mastermind
Intelligence based hero
Ranged spell casting hero, with low HP and high Mana
Abilities
- Dust storm
Unleashes a cloud of dust that slows down enemy attack speed and movement, while giving friendly units a greater chance of evading attacks
- Rock drop (needs a cooler name)
Single unit damage and AOE stun. Drops a large rock from the sky. Kablam!!
- ???
Having trouble coming up with good ideas for another spell. Thinking maybe some type of trap, or ward that activates when enemies approach. Any ideas?
* Guardian Golem
Channeling spell. Kobold summons a mighty golem, but has to continue channeling to keep the golem activated. I'm not sure about this spell, plus the razormane has a summon as his ultimate, so I may scrap this idea.
-----
So there you go. Most of the spells I've listed are completely finished and bug free. Any feedback? What are some cool hero skills you'd like to see in a melee game? Anything you think I should change to make them more playable?
Thanks for your input, everyone. I'll describe the rest of the units and the other races soon, if there seems to be any interest.
Peace