Hero concept[Rate]

How do these abilities sound to you?

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    14

HeX.16

Isn't Trollin You Right Now
**SILVER ARROW : Asha launches an energy-based silver arrow to an enemy, dealing bonus damage within her normal attack damage; if Asha is using an element for improving her arrows it’ll suffer a specific extra effect.

* If no quivers are on, the silver arrow will stun for 1.5 seconds at all levels.

* Damage Type per silver arrow: Magic

* Range: 650

Cooldown: 15 seconds.

Manacost: 95 at all levels.


-Very effective arrow when any of the quivers is activated, being able to entrap, slow or blasting a channeling unit, you might not be able to kill on your own the target of this arrow, yet it’ll allow your team to do so if sticking together in poison and nature arrow.
_____________________________________________________________________________

**ENCHANTED QUIVERS : Asha's enchanted quiver sets her arrows ready for action as she used to when hunting, using fire, poisoned or nature arrows, affecting on different ways her enemies, if no elemental arrows are active Asha will gain a chance to deal a critical shot.

Toggled Skill: there is no manacost.

Cooldown: 1 second between quivers

* If no quiver is on, asha will gain critical shots.

* Only one quiver can be activated at the same time.

* Fire Quiver arrows will reset after dealing max damage or after expiring time, so at level 4, it'll be like this: +16, +32, +48, +64, +80, +16, +32..., and so on every shot.

* Nature Quiver (Nature Arrows) will just apply a debuff revealing the enemy like some kind of truesight, it'll be able to use invis skills, yet he's gonna be visible, also losing the armor value stated.

Level 1: Gains Fire Quiver. 15% chance to critical strike for 1.1x damage.
Flaming Arrows - Lvl 1: every shot will cause 2 points of bonus damage, and every next shot will cause more and more damage after then, resets after 4 seconds and stacks up to 5 times (+10 damage cap).

Level 2: Gains Poison Quiver. 15% chance to critical strike for 1.2x damage.
Flaming Arrows – Lvl 2: every shot will cause 4 points of bonus damage, and every next shot will cause more and more damage after then, resets after 4 seconds and stacks up to 5 times (+20 damage cap).
Poison Arrows – Lvl 1: every shot will cause 6 bonus damage per second and will slow the enemy MS by 10% (MS slow doesn’t stack), lasts 2 seconds.

Level 3: Gains Nature Quiver. 15% chance to critical strike for 1.3x damage.
Flaming Arrows – Lvl 3: every shot will cause 8 points of bonus damage, and every next shot will cause more and more damage after then, resets after 4 seconds and stacks up to 5 times (+40 damage cap).
Poison Arrows – Lvl 2: every shot will cause 7 bonus damage per second and will slow the enemy MS by 15% (MS slow doesn’t stack), lasts 2.50 seconds.
Nature Arrows – Lvl 1: Every attack will cause a parasite infection, reducing resistance. Lowering armor by 1 per hit, stacks 4 times, after a full stack, target won't be able to become invisible for the duration of the effect. Effect lasts 5 seconds.

Level 4: Upgrades all Quivers. 15% chance to critical strike for 1.4x damage.
Flaming Arrows – Lvl 4: every shot will cause 16 points of bonus damage, and every next shot will cause more and more damage after then, resets after 4 seconds and stacks up to 5 times (+80 damage cap).
Poison Arrows – Lvl 3: every shot will cause 8 bonus damage per second and will slow the enemy MS by 20% (MS slow doesn’t stack), lasts 3 seconds.
Nature Arrows – Lvl 2: Every attack will cause a parasite infection, reducing resistance. Lowering armor by 2 per hit, stacks 4 times, after a full stack, target won't be able to become invisible for the duration of the effect. Effect lasts 5 seconds.
 
I really like it. I love heroes that are a bit intricate, forcing the user to think before acting. But the nature arrows could be made a little more natural. Plus armor reduction is so boring and can be quite imbalanced. Maybe something like this:

Nature arrows
Every attack will cause a parasite infection, reducing resistance. Increases damage taken by 6%, stacking up to 4 times. After a full stack wines and roots sprout out of the parasite, entangling the target, immobilising it and dealing 12 Damage per Second. Effect lasts 5 seconds.
 

Sui-cookie

You can change this now in User CP.
i love the idea of having an ability that alters with things the user uses :)

* Fire Quiver arrows will reset after dealing max damage or after expiring time, so at level 4, it'll be like this: +16, +32, +48, +64, +80, +16, +32..., and so on every shot.
D: so much better than "flaming arrows - does bonus fire damage"

oh, and btw, i also really like the alternate for having a quiver
"* If no quiver is on, asha will gain critical shots."
give it a much more "covered" feel ^^ as if its beneficial in more than one way
 

Jinxx

New Member
You read that in 2mins? =/
Yes, I did, I'm a very fast reader, believe me. But the abilities are unnecessarily convoluted with superfluous effects. Anything that takes more than 2 lines to explain is pushing it - keep it simple, stupid! KISS! :)

EDIT: I'm not saying exchangeable abilities are bad - quite the contrary! - but shave off some of the secondary effects. Changing quivers is awesome, and I think you don't really need more than 1 effect on each, be it damage or poison or some terciary mechanic...
 

HeX.16

Isn't Trollin You Right Now
I really like it. I love heroes that are a bit intricate, forcing the user to think before acting. But the nature arrows could be made a little more natural. Plus armor reduction is so boring and can be quite imbalanced. Maybe something like this:
Hmm i dont know that could be VERY imba in my map. Movement is a bit issue, if you cant move you get surrouned by units and die. =/

Thanks for all the feedback :)

Now i just need to learn how to code them =/
 

HeX.16

Isn't Trollin You Right Now
Anyone here got an idea on how to code this? Im busy reading a tutorial about Boolean use right now i think this is the easiest way.
 

tommerbob

Minecraft. :D
Great concepts!! Very original. I love the idea of turning quivers on and off, to get bonus effects either way. Definitely allows the player to be more tactical. This gives me some interesting ideas for my Ranger.

How does the Flaming Arrows work though? Your description was kind of confusing.

Would the Quivers be 3 separate abilities, or just 1 ability?

I'll just throw this out there as an idea, I don't know if I like it or if it would work, but what if your Quivers ability was an Auto-cast ability with 1 second cooldown, and each time it is cast, it will select randomly which type of arrow to fire (Flaming, Nature, Poison)? Or if there is a way for the player to cycle through the type of Arrow so that it is not random?

In League of Legends there is a hero who has an ability kind of like this. When he toggles it on, it cycles through 3 different options, and the player hits the hotkey to select the option he wants. Is this how you are imagining it to be? Or is there just 3 separate abilities?
 

HeX.16

Isn't Trollin You Right Now
How does the Flaming Arrows work though? Your description was kind of confusing.

It would increase the units damage. It will work like Firelords Incinerate. It will add bonus damage for each attack to the target. It will increase with each attack.

Would the Quivers be 3 separate abilities, or just 1 ability?

You will learn a single ability but gain 3 abilities.

I'll just throw this out there as an idea, I don't know if I like it or if it would work, but what if your Quivers ability was an Auto-cast ability with 1 second cooldown, and each time it is cast, it will select randomly which type of arrow to fire (Flaming, Nature, Poison)? Or if there is a way for the player to cycle through the type of Arrow so that it is not random?

I like it when the player can select so he can see which is best for the situation.

In League of Legends there is a hero who has an ability kind of like this. When he toggles it on, it cycles through 3 different options, and the player hits the hotkey to select the option he wants. Is this how you are imagining it to be? Or is there just 3 separate abilities?

You will learn a single ability but gain 3 abilities.
 

mapguy

New Member
sorry for saying this, but...
If I understood right, this hero totally boring.
this is like one of those stupid heroes that you play with your hand in the mouse and no hand in the keyboard.
this is very similar to drow ranger, you add an orb to your attack and then starts shooting as a mindless player and hope you can kill the target.
If those are the only spells of her...you are wasting 3 good orb effect ideas in the same hero.

what im trying to say is:
the 3 orb effects you created are awesome, but the combination of all 3 in the same hero makes it one stupid hero. think on it.
 

HeX.16

Isn't Trollin You Right Now
That is 2 abilities. I havent thought of other abilties yet. I think that my poll will tell the tale for now. Once i make her i might make a new poll with a test map for her.
 

tommerbob

Minecraft. :D
sorry for saying this, but...
If I understood right, this hero totally boring.
this is like one of those stupid heroes that you play with your hand in the mouse and no hand in the keyboard.
this is very similar to drow ranger, you add an orb to your attack and then starts shooting as a mindless player and hope you can kill the target.
If those are the only spells of her...you are wasting 3 good orb effect ideas in the same hero.

what im trying to say is:
the 3 orb effects you created are awesome, but the combination of all 3 in the same hero makes it one stupid hero. think on it.
While I do see your point, I disagree. Toggling a single ability on/off (Drow) is not the same as choosing between 4 distinct abilities to use in different situations.
 

Sammmet

New Member
here are some of the code:

JASS:
function quiver takes nothing returns nothing
    return GetUnitAbilityLevel(GetAttacker(), quiverability) > 0
endfunction

function firearrow takes integer times returns real
    local integer times2
    local integer total = 1
    loop
        set total = total * 2
        set times2 = times2 + 1
        exitwhen(times2 == times)
    endloop
    return total
endfunction

function Trig_Quivers_Actions takes nothing returns nothing
    globals
        integer arrow //this has values of 0,1,2,3 refering to None, Fire, Poison, Nature
    endglobals
    local unit target = GetTriggerUnit()
    local unit attacker = GetAttacker()
    local real crit = 0.15 //crit chance
    local real abilitylvl //level of ability
    local real damage //damage of attack
    local real fadamage = 1 //damage of fire arrow attack
    loop
    set abilitylvl = GetUnitAbilityLevel(GetAttacker(), quiverability)
        if(arrow == 0)then //no quiver
            if(GetRandomReal(0.00, 1.00) < crit)then
                set damage = GetEventDamage() * 0.1 * abilitylvl
                call UnitDamageTarget(attacker, target, damage, true, true, Typeofattack, Typeofdamage, Typeofweapon)
            endif
        elseif(arrow == 1)then //fire quiver
            set fadamage = fadamage * function firearrow(abilitylvl)
            call UnitDamageTarget(attacker, target, fadamage, true, true, Typeofattack, Typeofdamage, Typeofweapon)
            if(fadamage == 4)then
                set fadamage = 0
            endif
            set fadamage = fadamage + 1
        elseif(arrow == 2)then //poison quiver
        else //nature quiver
        endif
    endloop
endfunction

//===========================================================================
function InitTrig_Quivers takes nothing returns nothing
    set gg_trg_Quivers = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ(gg_trg_Quivers, EVENT_PLAYER_UNIT_ATTACKED)
    call TriggerAddCondition(gg_trg_Quivers, Condition(function quiver))
    call TriggerAddAction( gg_trg_Quivers, function Trig_Quivers_Actions )
endfunction


Make a timer to the fire arrow and a trigger which changes the arrow variable and then poison and nature arrow and the quiver skill should be finished
 

mapguy

New Member
While I do see your point, I disagree. Toggling a single ability on/off (Drow) is not the same as choosing between 4 distinct abilities to use in different situations.
I won´t use the 4 abilities in combat, you will only choose the best orb and start shooting.
 

HeX.16

Isn't Trollin You Right Now
I won´t use the 4 abilities in combat, you will only choose the best orb and start shooting.
You would need to use all of them. They will have effects for multiple occasions. Like if your chasing a hero will you still use fire damage when you could rather slow them? If you said yes to the last one, dont reply.
 

mapguy

New Member
You would need to use all of them. They will have effects for multiple occasions. Like if your chasing a hero will you still use fire damage when you could rather slow them? If you said yes to the last one, dont reply.
exactly like drow ranger...
you use life steal on combat and turn on frost arrows when the target is running. This quite a mindless hero.
 
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