Minigame Escape

Inflicted

Currently inactive
Escape:

Version 1.7 now released!
Loading Screen Request! Credits will be given.


Introduction:
SpellBreakers are trapped in a maze of terror, only protected by the abilities they are granted and their level of survival skills. As they continue to survive within the maze, the enemies become intensely harder and survival becomes near impossible, do they have what it takes to survive and defeat the hordes of mindless enemies.

Gameplay:
Players with 100 hit points, are trapped in a Square maze containing walls that obstruct both player and enemies
The players are unable to attack and are therefore expected to run in the maze and use their abilities to survive as long as possible.
Each player is granted 4 random abilities, one of each type. (Summon, Escape, Global, Ultimate)
Every 5 minutes, new abilities are given to each player.
Enemies are not spawned dependant on their deaths or events by players, but merely by time survived.
Every minute the wave is adjusted, either creating more enemies or changing the type of enemies in the maze.
Approximately every 2 or 3 waves, the wave type will change - increasing either damage, health and/or movement speed.
Certain types of waves are of different styles and will have different spawn amounts, move faster or hit harder. (Aswel as Boss enemies)


Players: 1-10
Suggested Players: 3-6

Explanation: I have enabled it to be played with as little as one player, for those who love challenging minigames and/or want to test out to map. There is a maximum of 10 which is playable, however it becomes rather crowded and slightly easy with so many players. I suggest a reasonably small group.


Abilities:

[Q - Summon]
Build Barricade
Creates a barricade at a location which blocks player and enemy pathing, lasts 4 seconds.

Stasis Trap
Creates a Stasis Trap at a nearby target location which will stun all nearby enemies.

Wall Remover
Remove a targeted wall, after 2.5 seconds the wall shall re-appear.

Create Dummy
Creates a 'ghost'-like clone of the SpellBreaker which will taunt all enemies around it, clone lasts 4 seconds.

Create Nightmare
Creates a Nightmare/Elder Voidling at a target location, putting all enemies nearby to sleep. Nightmare lasts 6 seconds.

Healing Ward
Places a healing ward at a target location, which heals 4% of all nearby allies hit points per second.

SpeedZone
An area speeds up allies and slows down enemies for 4 seconds.

Note: Only the 'Create Dummy' spawn can be attacked.

[W - Escape]
Blink
Jumps to a targeted nearby location.

Wind Walk
Become invisible for 8 seconds.

Mirror Image
Creates a stronger illusion for 10 seconds, apon casting. There is a 20% chance that 2 illusions will spawn instead of one.

Armor Boost
Increases armor by 1000 for 6 seconds.

Triple Blink
Able to jump up to 3 times within 5 seconds.

Magic Mojo
Allows the drinker to drastically increase speed temporarily.

Frost Armor
Increases armor and causes attacking enemies to be slowed.

Shield
Blocks physical damage, shield has a maximum of 75. Regenerates at 3 per second.

Invisibility
Apon being attacked, will be cloaked temporarily.

Phase Shift
Become untargetable for up to 3 seconds.

Shield of the Immortals
Damage taken heals instead for 4 seconds.

Dodge
All attacks miss for 4 seconds.

[del]Ghost Walker[/del] (disabled)
Able to walk through most walls for 6 seconds.

[E - Globals]
Random Teleport
Transports to a random location after channeling for 2,5 seconds. Apon landing at this random position, will reduce nearby enemies attack and movement speed by 80% for 3 seconds.

Holy light
Heals self or ally dramatically; increases targets movement speed shortly.

Resurrect
Revives a random fallen ally.

Global Banishment
Banishes all enemies, reducing movement and causing them to be unable to attack.

Entangling Roots
Entangles all enemies on the map for 3 seconds.

Global Hex
Transforms all enemies into critters for 4 seconds.

Cripple
Slows movement speed by 25% and reduces all enemies damage by 75%.

Roar
Increases all allies armor and regeneration for 8 seconds.

Healing Wave
A bouncing healing energy that heals 20 hit points and increases by 50% for each unit hit.

Soothing Pressence
All allies are healed by 1% of their maximum hit points per second, regardless of position. This value increases by 0.5% every 3 levels/minutes.

Curse
All enemies miss all their attacks for the next 2 seconds.

Bring the Thunder!
Deals 1 damage, and bounces up to 16 times. Each bounce dealing 75% additional damage.

Selective Teleport
Selects a location, after 4 seconds will be moved to that location. No channeling time.

Fear
Selects a small area of units, and causes them to run in a random direction for 3 seconds.

Zombie Resurrection New!
Every time an enemy dies, a zombie is spawned from its corpse for 8 seconds.

These abilities can reach any unit on the map.

[R - Ultimate]
Nether Swap
Swaps position with a target unit (ally or enemy)

Thorns Aura
Returns 200% of damage dealt, every 15 seconds apon attack this effect is doubled for 2 seconds.

Endurance Aura
Increases movement speed passively by 20% and by 15 more apon each cast for 8 seconds. Stacking.

Life Drain
While channeling, drains 10 hit points per second. Cannot move while channeling.

Reincarnation
Revive apon death.

Evasion
Has a base evasion, and then every time a successful hit is blown, evasion temporarily is increased.

Cyclone
Tosses a targeted enemy into the air for 6 seconds.

Transmute
Turns an enemy into gold, instantly killing them. (Does not affect Boss units)

Double Health
Increases maximum hit points to 200, increasing by 25 per 50 seconds.

Phantasm
Apon death, will become a ghost of the killer with a purging attack.

Regen
When attacked, increases regen and movement speed greatly.

Slow Aura
Reduces all nearby enemies movement and attack speed.

Executioner
Deals minor damage, striking weakened enemies for additional damage.

Guardian Angel
Within 4 seconds of cast, the target will come back to life apon death.

Animate Dead
Brings a nearby corpse back to life for 20 seconds.

Armored Defences
Increases armor by 10
Has a 7% chance to deal 40% of the attackers maximum hit points back to them, a 7% chance to heal the Spell Breaker's maximum hit points by 35% over 2 seconds and a 7% chance to return the attack to a random spawning point.

Traitor
Deal 20 damage to a target ally, then completely heals self and increases maximum hit points by 5.

Critical Return
When attacked there is a 60% chance that a critical strike dealing 3.5x the attackers damage will be returned.

Change of Heart
Grants control of an enemy for 6.5 seconds.

Craft
Creates a random item, this item can be changed into another random item every 20 seconds.
Item List:
Amulet of Spell Shield: Blocks a spell every 10 seconds.
Boots of Speed: Increases movement speed by 80.
Helm of Valor: Increases maximum hit points by 75.
Ring of Protection: Increases armor by 15.
Ring of Regeneration: Increases regeneration by 8 per second.
Ankh of Reincarnation: Revives if dies, 60 second cooldown.
Potion of Greater Healing: Heals 55 hit points, 15 second cooldown.
Potion of Invisibility: Become invisible for 4 seconds, 15 second cooldown.
Talisman of Evasion: Dodge 35% of attacks. New!

Only one item may be held at a time. Items cannot be dropped or sold.

Metamorphosis
Turn into an invulnerable attacking demon for 6 seconds.

Summon Portal
Creates 2 Portals, one at a target location (red) and another at a random location (blue); All allied units that run through the Red portal will be teleported to the Blue portal. Portals last 6 seconds.

Block
33% of all attacks are blocked, drops a slow that lasts for a time depending on the amount of blocked attacks.

Reduction New!
Attacks deal 75% reduced damage for 8 seconds. 15 seconds cooldown.

Dissabler
Immune to disabling spells. Every attack has a 50% chance to stun the attacker for 1 second.


Enemies:
Summer: (Classic)

Minute:
0: +4 Ghouls
1: +3 Ghouls
2: +3 Ghouls
End of 2: Ghouls removed.
3: +4 Footman +1 Brutal Swordsman (Boss)
4: +6 Footman
End of 4: Footman removed.
5: +6 Wolves
6: +4 Wolves +1 Dire Wolf (Boss) +1 Shadow Wolf (Boss)
End of 6: Wolves removed.
7: +6 Orc
8: +8 Orc
End of 8: Orc removed.
9: +9 Ogre
10: +5 Ogre +1 Ogre Magi (Boss)
11: +5 Ogre +1 Ogre Magi (Boss) +1 Ogre Lord (Boss)
End of 11: Ogres removed.
12: +7 Naga +2 Naga Siren (Boss)
13: +9 Naga +1 Naga Siren (Boss) +1 Naga Guard (Boss)
End of 13: Naga removed.
14+: +4 Blademaster (Hero)
On classic, a portal spawns that allows players to leave the centre. An additional Blademaster spawns in the centre every 10 seconds.
Otherwise in endless, constant 4 spawn every minute.


Winter: (HardCore Mode)

Minute:
0: +8 Ghouls
1: +6 Ghouls
2: +6 Ghouls
End of 2: Ghouls removed. (instantly)
3: +4 Footman + 2 Brutal Swordsman (Boss)
4: +2 Brutal Swordsman (Boss)
End of 4: Footman removed. (instantly)
5: +12 Wolves
End of 5: Wolves removed. (instantly)
6: +2 Dire Wolf (Boss) +2 Shadow Wolf (Boss)
End of 6: Wolves removed. (instantly)
7: +12 Orc
8: +12 Orc
End of 8: Orc removed. (instantly)
9: +8 Ogre +3 Ogre Magi (Boss)
10: +2 Ogre Lord (Boss)
End of 10: Ogre (Classic) removed. (instantly)
11: +3 Ogre Lord (Boss)
End of 11: All Ogre removed. (instantly)
12: +8 Naga +3 Naga Siren (Boss)
End of 12: Naga (Classic) removed. (instantly)
13: +4 Naga Guard (Boss)
End of 13: All Naga removed (instantly)
14+: +10 Blademasters (Boss)
Continiously adding Blademaster's; Blademaster's cannot be killed, as they revive.

Unit Statistics:

Ghoul: (Classic)
Attack Damage: 6-7
Attack Speed: 1.30
Hit Points: 100
Movement Speed: 250
Abilities: None.

Footman: (Classic)
Attack Damage: 8-9
Attack Speed: 1.30
Hit Points: 120
Movement Speed: 270
Abilities: None.

Brutal Swordsman: (Boss)
Attack Damage: 26-27
Attack Speed: 1.40
Hit Points: 500
Movement Speed: 240
Abilities: Hard Hitter.

Wolf: (Classic)
Attack Damage: 10-11
Attack Speed: 1.30
Hit Points: 140
Movement Speed: 290
Abilities: None.

Dire Wolf: (Boss)
Attack Damage: 36-37
Attack Speed: 1.40
Hit Points: 750
Movement Speed: 320
Abilities: Hard Hitter

Shadow Wolf: (Boss)
Attack Damage: 26-27
Attack Speed: 1.40
Hit Points: 500
Movement Speed: 400
Abilities: Fast

Orc (Stunner)
Attack Damage: 12-13
Attack Speed: 1.30
Hit Points: 160
Movement Speed: 310
Abilities: 40% chance to stun for 0.5 seconds on attack.

Ogre: (Classic)
Attack Damage: 8-9
Attack Speed: 1.30
Hit Points: 180
Movement Speed: 320
Abilities: None.

Ogre Magi: (Caster/Boss)
Attack Damage: 1-1
Attack Speed: 0.99
Hit Points: 500
Movement Speed: 240
Abilities:
Hurls a fiery bolt that deals 20 damage and stuns a target enemy unit for 0.3 seconds. 2 second cooldown.

Ogre Lord: (Boss)
Attack Damage: 58-59
Attack Speed: 1.60
Hit Points: 500
Movement Speed: 240
Abilities: Hard Hitter.

Naga: (Classic)
Attack Damage: 16-17
Attack Speed: 1.30
Hit Points: 200
Movement Speed: 330
Abilities: None.

Naga Siren: (Caster/Boss)
Attack Damage: 1-1
Attack Speed: 0.99
Hit Points: 500
Movement Speed: 240
Abilities:
Snares players for 2.5 seconds. 8 second cooldown.

Naga Guard: (Boss)
Attack Damage: 99-100
Attack Speed: 1.80
Hit Points: 1000
Movement Speed: 200
Abilities: Hard Hitter.

Blademaster (Hero)
Attack Damage: 43-44
Attack Speed: 1.40
Hit Points: 150
Movement Speed: 330
Abilities: Revives 14 seconds after dying. This revive has a 60 second cooldown.


Note: Attack speed is dispalyed in cooldown and not amount of times per second. (eg: 1.40 means that there is a 1.4 second cooldown between every attack)

Runes: Heal 35 hit points. Are initially found on map, and 50% chance dropped on enemy death. Runes respawn every 2nd minute on both maps.


Screenshots:
Map (Bird's Eye View)

More coming soon.

Commands:
-skills # or -skills [PlayerColor] New!
Typing this allows the player to view a selected players abilities.
Replace # with the player number of the player you would like to check. (eg, Red=1; Blue=2; Teal=3 etc)
or Replace [PlayerColor] with the color name. (eg, "-skills red"; "-skills blue"; "-skills teal" etc)

-ms
This allows the player to view the current movement speed of their unit, this also shows the current amount of Endurance stacks.

-zoom #
Sets the camera distance to the selected amount.
This amount can be adjusted by setting the # value.
(-zoom reset will be available)
There is a scoring system created that will judge your performance according to time survived and how many players where needed. Post a screenshot of your score below, I will keep a scoreboard here up-to-date :)

Score Board:
Summer:

Single Player:
1: Inflicted - 8950 [11]
2: _bloodrazor_ - 6950 [9]
3: Minimal Score - 3000

Team Play:
1: Seagul/droopy_lbk/sheep5/cuaca_baik/acrylic/blade_101 - 13 600 [14]
2: Vectra/holyboy/blade_101 - 13 400 [13]
3: [dkp]lestat/FrostReaper/buter - 9 100 [10]

Winter:

Apply to be on the Winter ScoreBoard now!
Single Player:

Team Player:



Always looking for support, ideas and BETA testers.

The game is a matter of survival, and is expected that most players will not last more than 5 or 10 minutes.

Try as hard as you can, try play with a team. And please let me know what you think of this.


Version 1.6

Version 1.7
New! EpicWar Link
New! Download Link: Version 1.7!
Official Site: EscapeMiniGame.weebly.com

Current downloads:
Version 1.3 - 26
Version 1.3B - 61
Version 1.4 - 46
Version 1.4B - 11 (bugged)
Version 1.4C - 49
Version 1.5 - 37 (bugged)
Version 1.5B - 32
Version 1.6 - 73
Version 1.7 - 45

Version 1.5 Changes:
-Better Loading Screen
-Changed Game Dynamic (win-able)
-Changing arena
-New Abilities:
Dodge: Dodge all attacks for 4 seconds. Cooldown: 15 seconds.
Curse: All enemies miss their attacks for 2 seconds. Cooldown: 30 seconds.
Block: 33% of all attacks are blocked, drops a slow that lasts for a time depending on the amount of blocked attacks.
-Ability adjustments:
Soothing Pressence: Heals all allies by a % of max hp per second. Now ability increases over time, base 1% plus an additional 0.5% per 3 levels. (reduced from the original 2.5%) (Reason: This makes it less overpowered early game, and more useful late game - more balanced)
-Healing Ward: Healing amount increased to 8% per second (from 4%) but cooldown increased to 10 seconds (from 5 seconds). Duration remains 8 seconds.
-Triple Blink: Smoother, now has unlimited time between jumps. (previously within 5 seconds required)
-Shield: Only regenerates whilest inactive. Now regenerates a constant 3 per second.
-Armoured Defenses: Armor passively reduced to 4. (from 10) Hit points restore, 35% of max hp over 4 seconds. (from 2, from 50 flat) Effect still stacks apon itself. (Reason: Was originally too overpowered, where the player could merely stand and not be killed)
-Life Drain: Drains 12.5 hit points per second (from 10). Drains more effectively.
-Invisibility: On attack cooldown ability looks much smoother.
-Executioner: Increased range to 350. (from 125) (Reason: Before, on higher levels. Players were not able to get close enough to use it frequently without dying)
-Craft: New item, Talisman of Evasion: 35% dodge chance.
-Ogre Stun Adjusted - Deals 10 damage (from 20), stuns for 0.8 seconds (from 0.3). With a 2 second cooldown (from 1 second).
-More slight cooldown and duration adjustments
-New ability tooltips (Color remake)
-Prevented Game Crashes (Found cause of Fatal Errors)

Version 1.6 Contains:
-New game modes
Endless Mode (No portal, Blademaster more timed spawn for longer play)
Split into 2 teams with equally sized arena's. Teams try to survive the longest. Runes are picked up to spawn on the other teams side. Competitive play.
-Firebolt Missile Speed reduced to 250 (from 400)
-Naga Ensnare Bug fix
-Naga Ensnare Duration Reduced to 1.5 seconds (from 2.5 seconds)
-Level 12 Naga Spawn amount decreased to 7 (from 9)
-Portal Orc spawn increased to 3 per player (from 2)
-Blademaster initial amount reduced to 4 (from 6)
-Blademaster spawn time reduced to every 10 seconds (from 15)
-Executioner now deals 20 base damage (from 10)
-Traitor damage reduced slightly to 25 (from 30)
-Guardian Angel Duration extended to 6 seconds (from 4)
-Random Teleport cooldown reduced to 35 seconds (from 40)
-Nether Swap cooldown reduced to 8 seconds (from 10)
-Create Dummy Cooldown reduced to 20 seconds (from 25)
-Resurrect no longer has a cast time (from 1.5 second channel)
-Global Banish no longer has a cast time (from 1 second channel)
-Remove Barricade cooldown reduced to 12 (from 15)
-Create Dummy duration increased to 5.5 seconds (from 4) and cast range to 600 (from 450)
-Evasion Remake:
Now has 30% base evasion, every time an attack hits evasion chance is increased by 10% for 4 seconds.
(From base 70% evasion)
-Shield Remake:
Only recharges while inactive
Can now be deactivated
No Cooldown
Fixed bug where unit would still lose slight hit points if on full hp and hit
-New abilities:
Bring the Thunder!
Deals 1 damage, and bounces up to 16 times. Each bounce dealing 75% additional damage.
Empowered Armor
Attacks deal 75% reduced damage for 8 seconds. 15 seconds cooldown.
Dissabler
Immune to disabling spells. Every attack has a 50% chance to stun the attacker for 1 second.
Fear
Global cast range, all units in a 300 area become feared and run in a random direction for 3 seconds. 15 seconds cooldown.
[del]Ghost Walker
Able to walk through most walls for 6 seconds. 20 seconds cooldown.[/del]
Selective Teleport
Allows the user to select a location on the map, and then 4 seconds later will automatically be teleported there. This ability is not channeling. Cooldown is 60 seconds (much longer cooldown than Random Teleport)
-Added Player Alive Longest to MultiBoard.

Version 1.7 Contains:
Fix Invisibility not being removed bug
Fixed a few incorrect tooltips
Tooltips updated
Text showing player using Globals affecting all enemies
Holy Light now alerts the target that he has been healed by the caster
At the end of the game it now shows more information:
-Rune Collector: Player who collected the most runes
-Cast Crazy: Player who cast the most abilities
-Cast Cautious: Player who cast the least abilities
-Dangerous: Player attacked the most
-Magic Attractor: Target of spells most
(Previously also showed Longest Time Alive and Most Kills)
Random Tips are now shown
Abilities:
Traitor damage reduced to 20 (from 25)
Barricades can now be build on all terrain types (was previously only limited to specific build-able terrains)
Metamorphasis now carries over Shield life, instead of instantly fulling it. Now also regenerates at 5 per second
Reduction: added
New Ability: Zombie Resurrection: Every time an enemy is killed, a zombie is spawned for 8 seconds that attacks and can be attacked
(Why? This can kill, therefore create more zombies. And be killed, therefore attracting attention away from Players, allowing them to escape)

Coming in the Next Version:
Flame Minions and FireLords

Idea's:
Abilities Concepts:
-Force Push
-Time Lapse
Arena Ideas:
-Magma
-Forest
Game Mode Ideas:
-Pacman Mode
-Ability Select
-Random Waves

Running out of idea's, need feedback and suggestions.

1000 posts - congrats to me.
 

Attachments

Inflicted

Currently inactive
Possibly, create a way to improve your spell-breaker throughout the game.
Interesting suggestion. Thank you for the feedback.
Many people have brought up the idea of improving the SpellBreaker throughout the game.
However, what is your opinion on how to improve him?

I thought about it abit, and realised it is a survival game. And well as the waves become harder. It should become harder to play, not your survivor getting better aswel so that it is the same level of difficulty.

However I am still keen to hear any idea's of how the SpellBreaker could be upgraded. I feel the game is slightly too fast-paced to have shops/upgrades. What is your opinion?

Did you play the map? How far did you get?

Comments and suggestions are always appreciated.
 

Inflicted

Currently inactive
Need ability idea's suggestions.

What about which abilities you did not like; and what abilities you would like to see.

Keep in mind the classifications, meaning it should be of type: Summon/Create | Escape/Deception | Global/Infinite Range | Ultimate
Any suggestion would be appreciated, not necessarily used. But definitely considered.
 

Inflicted

Currently inactive
Very fun, not played enough to really have any suggestions as yet, but well played ^^
Thank you for your time testing the map; and thanks for your positive comment.
If there is any ability that you found overpowered or underpowered or any factor you found unbalenced, please let me know.
If you have any ability or adjustment idea's. I would love to know.
Thank you.

( PS: it's waaaaay more fun with alot of players :) )
 

Smitty

Member
I may not have played it sufficiently to have found it useful, but the executioner ability seems kind of... Weak, compared to the other abilities. Given that unless you have some other offensive spell you'll take more damage than you'll deal. Maybe it becomes more useful with more people, just sayin' :)

EDIT: also, I found the illusion ability a bit overpowered. Mainly because it's vey easy to use it to jump through walls.
 

Inflicted

Currently inactive
I may not have played it sufficiently to have found it useful, but the executioner ability seems kind of... Weak, compared to the other abilities. Given that unless you have some other offensive spell you'll take more damage than you'll deal. Maybe it becomes more useful with more people, just sayin' :)

EDIT: also, I found the illusion ability a bit overpowered. Mainly because it's vey easy to use it to jump through walls.
Thanks for the comments;
Executioner: I tried to make more of the 'defensive' ability range rather than the 'offensive' style of abilities due to making players have to run and escape rather than turn and fight. However players complained they wanted some way to kill the enemies, so I added Transmute as a lucky and overpowered offensive ability with a long cooldown. The executioner as you pointed out is alil underpowered by yourself, however in a team game it is far more effective. If the player combo's the ability with some sort of damaging ability, eg Entangling Roots or another players offensive ultimate then this can becomee very effective.
It deals bonus damage depending on how low the hit points of the enemy are. Therefore it needs a low base damage so that it cannot be an initiator and just spammed to kill all enemies. For this reason it has 10 damage, but the next cast will have it's damage increased by 1 for every 2% hp missing. Aswel as instantly killing the enemy if they are on semi-critical health. If another player has an ability like Thorns Aura, then this becomes hugely effective. Encouraging team play.
Also note there are other abilities that require a team such as Resurrect which revives a fallen ally, which obviously is of no use in a Single Player game.

Mirror Images:
Yes they do have that slight advantage of pushing you over walls. However you don't know which side you will be pushed, perhaps pushing you into a group of enemies. Adding a luck and risk, encouraging good timing of cast etc. A few people complained that it was underpowered, that is why I have added the 20% chance to create an additional illusion.

Thank you for your feedback. Any other comments?
 

Smitty

Member
Have you considered some kind of scaling? Ie. If you achieve X condition, you gain 1 max hp? Maybe killing an enemy could gain you a couple of extra hp, thus encouraging people to take risks, without being an easy way to become overpowered. Even if it were to give 1hp to the killing unit, it would add some element of reward. Or, you could have creep drop weak healing items, maybe giving a 20hp heal, or 1hp/sec regen, whatever it might be. Just an idea :)
 

Inflicted

Currently inactive
Interesting idea, will take into consideration.

Am working on a frozen arena now. Will look into that for following version.
 

Smitty

Member
Change of heart is pretty epic, maybe overpowered. Taking control of the same unit twice in a row pretty much guarantees it will die. That said it's an ultimate, so maybe that's in keeping with the general idea.

EDIT: I think it just crashed my WC3... no idea how or why. Unless it was just coincidence, but it happened at the exact moment I died.
 

Inflicted

Currently inactive
Change of heart is pretty epic, maybe overpowered. Taking control of the same unit twice in a row pretty much guarantees it will die. That said it's an ultimate, so maybe that's in keeping with the general idea.

EDIT: I think it just crashed my WC3... no idea how or why. Unless it was just coincidence, but it happened at the exact moment I died.
Change of Heart:
Maybe I should increase the cooldown or reduce the duration?

Crashes:
I shall look at the death trigger, thank you.
Do you by any chance remember what abilities you had? (or more specifically which Ultimate you had? Most likely cause)
 

Inflicted

Currently inactive
New abilities to expect in version 1.4:

New Abilities:
Craft - Create Random Items
Metamorphasis - Turn into an attacking demon for 6 seconds
SpeedZone - An area speeds up allies and slows down enemies for 4 seconds.
Summon Portal - Creates 2 Portals, one at a target location (red) and another at a random location (blue); All allied units that run through the Red portal will be teleported to the Blue portal. Portals last 6 seconds.

Ability adjustments:
Armored Defenses - Now heals 35% of max hp over 2 seconds, instead of 25% instantly
Random Teleport - Now slows enemies by 80% on landing
Magic Mojo - Duration reduced to 2 seconds and Cooldown reduced to 6 seconds (from 3 sec duration and 10 sec cooldown)
Holy Light - Now increases targeted units movement speed by 40% for 2.5 seconds
Shield - Maximum reduced to 75 (from 100); regeneration reduced to 3 per second (from 4)

Winter Arena will be available in the next version.
 

Smitty

Member
It seems that when you use change of heart, all enemies will attack the concerted creep and ignore you, that's why it's overpowered. That said, since it's an ultimate, maybe it's actually quite good, it's like having an AoE disable that slightly damages creep. Can't remember what spells I had, sorry, might be illusion and change of heart, but couldn't say for sure.
 

Inflicted

Currently inactive
Okay, I don't see why that would have caused a fatal error.
Only perhaps you died the instance you cast Mirror Images, in which that might cause some sort of bug that I can't prevent.

About Change of Heart:

I fear if I nerf/reduce it, it shall not feel useful anymore. It has a reasonably long cooldown (20 seconds i think) for a 4.5 second duration.
I'm considering making the unit whilest converted become invulnurable, that way you can use it to kill enemies but not get killed almost instantly. lol.

Give your opinions on abilities and play styles.
Your input is much appreciated and credit shall be awarded.
 

Smitty

Member
Abilities in general are really quite good. A lot of thought gone here, they generally feel pretty balanced. Making the converted unit invulnerable would go a LONG way towards making it less unbalanced, maybe extend the duration by a second or so to keep it useful as an ultimate. That way, as you say, you can't basically instakill an enemy, but it's still useful.

As a small note, the triple blink looks slightly awkward, because the cooldown doesn't fire for each blink (I can understand why) it might be more aesthetically pleasing to just have a single blink. That said, I do like the triple-ness of it.

If you were thinking about adding new abilities, maybe;

Soothing Presence
Passive 1hp regeneration aura, global.

Time Aura
Passively slows enemies within 300 range by 15%, move and attack.

Just a couple of thoughts. I'll keep testing, keep playing, would love to get an online game going if anyone is able to host games and they're interested.
 

Inflicted

Currently inactive
Thank you for the feedback.

I know that triple blink is having a few issues but if your running and continiously ordering commands (right click alot lol) then it will appear much smoother, like a normal ability. But i shall work on that.

Change of Heart:
The reason I did not want the duration to be too long (4.5 seconds currently), is because that then allows a balanced factor of having a short cooldown (20 seconds currently).
If i had a longer cd, eg 6 seconds. Then I would need the cd to be atleast 30 seconds for balancing sakes. Which is what I already had on about version 1.3, but then realised the converted unit was under control too long and generally died. Causing it to be a insta-kill with a 30s cd. Not cool lol. So unless I can find a way to balance it (eg takes 50% damage while controlled), it will need to be short duration. Suggestions are always appreciated on this matter tho.

Soothing Presence:
I like it, but perhaps eg 2% of max hp rather than 1 hp per second. That way players with bonus hp feel like its more beneficial as an ultimate etc.

Time Aura:
There is currently an ultimate with the same effect 275 range, 35% m/s 50% a/s. (Check ultimate/Slow Aura)

Thank you for your suggestions. Will look into adding Soothing Presence to v1.5.

Also,
New version just released. Take a look at the ice map, it's for those teams with more than 5 that complained the original map was too small. This one is far more open and less collision issues, also offers players that are good a more challenging mode. The spawns are harder and there are more bosses than before.

Scoreboard adjusted and score system rebalenced.
Give comment and opinion, aswel as suggestions on the new arena. Thanks:)
 

Smitty

Member
Regarding Change of Heart, I was suggesting the duration be increased only if the unit were invulnerable, or as you say took severely reduced damage for the duration. Will check out the new version :)
 

Smitty

Member
1.4c random teleport not working, nothing happens when I use it (summer). Also, the healing runes are a bit skewed, lots in the top right part of the map, then hardly any anywhere else (summer). Other than that looks good :)

EDIT: Barriers I create also stay in place for around 30 seconds, although they can be walked through after 4 (winter). Don't know what that's about. Also an issue with newly introduced creep just standing in place, not coming after me once they've been created (winter)
 
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