Revolutionizing Hero Defense
League of Heroes is a hero defense map that aims to revolutionize how the genre is played. The map emphasises on unique heroes that have a skillset that complement each other and defines the heroes unique playstyle. With up to 6 spells and an ultimate, a team of heroes will attempt to defend the ruins of Ashenvale against a variety of creeps that aims to steal the sacred artifact deep within the ruins. The map aims to correct the flaw in most Hero Defense map, namely, the hero itself. If you find yourself saying yes to these questions, then read on.
While playing a Hero Defense map, have you ever encountered...
A hero where its skillset is just a bunch of random skills thrown together?
Wave after wave of the same creeps, just with more HP and attack?
Heroes that seem fun at first, but gets more and more montonous as the game drags on?
Hero concepts that make no sense at all?
This map aims to do away with all that, and to create a fast paced gameplay that revolves around controlling your hero to its maximum potential. Interesting heroes with a unique playstyle and story will also be prioritized.
New Portrayal of Heroes
Each and every hero will have their own theme and unique playstyle. Whether its a speedy blademaster that dashes around the battlefield, literally untouchable, or a elemental swordsman that enchants his sword with different elements, all of them will require a certain amount of attention to play. As opposed to your average cleaving lifesteal, hero.
Unique Skill System
League of Heroes features a more unique skill system, such as:
- 7 abilities on every hero, which consists of 6 normal ones and an ultimate.
- A mastery system that levels up the abilities depending on certain situations. Usually it consists of using the skill, or carrying out the skills effect.
- Each ability has 10 mastery bars. Each time an additional bar is mastered, the skill will gain in power.
-Fully mastered abilities will have extra effects, or a greater boost in the ability itself.
-An ultimate system that emulates the limit break of the final fantasy series. The limit break bar for the ultimate must be fully charged before it can be used. The bar charges when a hero takes damage, deals damage or during certain situations.
Special Creep Waves
The creep waves in the map will definitely deviate from the usual style of creeps. Each wave will feature a different variety of creeps that plays a different role in the wave. Also, waves will have different requirements of completing it, and will always stay fresh after even 20 waves. Some examples:
- A summoner wave that continously spawns creeps until the summoner is killed.
- A guardian wave that teams creeps in pairs, where one (usually with high damage) cannot be killed until the other (the guardian) is dead.
- A wave where a certain building or buildings must be destroyed.
- A wave where enemies do not just simply walk out of the portals, but may instead teleport, burrow out from underground or jump down from above, each having different effects.
Devastating Boss Battles
Fully triggered boss battles that challenges the teamwork and skill of the players. Different kinds of bosses will have their own theme and skills, as well as the method for defeating them. In certain cases, overcoming a boss doesn't necessarily mean that you have to kill it. Some bosses will have different victory and defeat conditions.
Hero Lores and Backstory
Each and every hero will have their own interesting story. Much of their skills also contain story tooltips that may briefly describe why the skill was learnt, how was it gotten, and so on.
Blade Dancer
Fully triggered boss battles that challenges the teamwork and skill of the players. Different kinds of bosses will have their own theme and skills, as well as the method for defeating them. In certain cases, overcoming a boss doesn't necessarily mean that you have to kill it. Some bosses will have different victory and defeat conditions.
Hero Lores and Backstory
Each and every hero will have their own interesting story. Much of their skills also contain story tooltips that may briefly describe why the skill was learnt, how was it gotten, and so on.
Blade Dancer
Skills
#1
Agile Stride - [Passive]
Type: Targeted Blink
A basic footwork that must be mastered by any Blade Dancer. The sudden burst of speed is essential to even grasp the more advanced techniques that lay ahead. Allows the Blade Dancer to easily ease through enemy ranks, appearing and disappearing with phantom-like will. He is so swift that an afterimage of himself is left behind for a while
Each move order on any target point or attack order on an enemy unit will instantly teleport the Blade Dancer there. Must be within <value> range of targeted unit or point. Leaves behind an afterimage after teleporting, which lasts for <value> seconds.
Mastery : [||||||||||]
#2
Blade Dance - [Active]
Type: AoE Illusions and Damage
Combining the gracefulness of a dance, and the deadliness of the blade, the Blade Dancer zips around the battle field, attacking fervently with a style that almost seems mesmerising. The speed and intensity that the Blade Dancer goes through is so intense that he leaves behind afterimages of himself. At times, what seems like a whole army of Blade Dancers is actually just a lone warrior.
Blinks very quickly to precise locations at a <value> AoE around himself, leaving behind afterimages that lasts for <value> seconds, and dealing <value> damage in the process.
Mastery : [||||||||||]
#3
Sword Serenade - [Active]
Type: Instant Damage Over Time
A misconception that the name of a Blade Dancer only came from their erratic movement style during combat, it's other meaning also derives from the Blade Dancer's ability to instill life into their blades. The blades serenades around the Blade Dancer, a symbol of both beauty and danger to those who dare stray too near.
Summon 10 blades that circle around the Blade Dancer, dealing <value> damage each every <value> seconds. Lasts <value> seconds.
Cooldown : 20 seconds
Mastery : [||||||||||]
#4
Momentum - [Passive]
Type: Factored Attack Speed Increment
Always entranced by the fervor of speed, the Blade Dancer can strike faster as he moves with greater agility. As he disappears between the enemy crowd, nowhere to be seen, the afterimages that he leaves are the only proof of his presence.
Gains <value>% attack speed for each afterimage present. Cap of <value>.
Mastery : [||||||||||]
#5
Backslash - [Active]
Type: Situational Blink Damage
As the ability of a Blade Dancer grows, they can eventually retrace their steps with minimal effort, allowing them to strike much harder and stronger then before. Few have seen just what seems to be fake traces of the Blade Dancer, but none have live to tell the tale when the illusion becomes a reality, a blade to their throats.
Teleports to a random afterimage, dealing <value> damage in a <value> area. Repeats until there are no more afterimages left.
Cooldown : 25 seconds
Mastery : [||||||||||]
#6
Undecided.
Ultimate
Waltz of the Phantoms - [Active]
The epitome of a Blade Dancer's skill. A master Blade Dancer has evolved his skills to such an extent that seemingly harmless afterimages left behind are capable of striking as the original Blade Dancer does.
Nearby afterimages in a <value> AoE will strike their areas, dealing <value> damage. Afterimages affected immediately disappear.
Limit Break : [||||||||||]
Mana Incarnate
Int hero concept that uses a mana shield to absorb damage. Most of his skills involves fueling his mana, and disrupt spellcasting capabilities.
Spell Blade
Hero that combines both magic and swordplay. Skills involve enchanting weapons with certain elements.
Voltic Charger (Rejected Idea)
Skills
#1
Storm Pillars - [Active]
Type : AoE Damage and Purge
Concentrating a large amount of voltic power, the Voltic Charger can call upon bolts from the sky that strikes down unto the Earth, powerful enough to remain on the Earth's atmosphere for a while, resembling pillars of pure thunder.
Releases 4 pillars of electrical energy onto a random area of 500 around the Voltic Charger. Initially deals 30 damage in a small area when the bolt lands, and 10 damage as well as purge per second to enemies near the pillar until the duration ends. Lasts 10 seconds.
Cooldown : 30 seconds
Mastery : [||||||||||]
#2
Static Current - [Active]
Type : Uncontrollable Chain Dash
Using the pillars as a conductor, the Voltic Charger is able charge himself up and move from pillar to pillar at an extremely fast speed. As he rolls up into a sphere lightning, gaining more volts when he passes through each pillar, enemies unlucky enough to be caught within the path of his trajectory will find themselves walking away with more than just a slight shock.
Jumps 5 times between pillars, dealing 15% more damage after each pillar. Deals 20 initial damage. Jumps to pillars that are at least within 700 AoE of the current one.
Cooldown : 22 seconds
Mastery : [||||||||||]
#3
Static Charge - [Passive]
Type : Attack Build-up Passive
Each attack that the Voltic Charger does builds up static electricity. The static electricity often empowers the Voltic Charger and his abilities as well.
Builds up 1 charge after 10 attacks. Maximum of 50 charges.
Mastery : [||||||||||]
#4
Voltic Soul - [Passive]
Type : Factored Passive
Those who are blessed with the gifts of electric running through their soul are capable of charging themselves up, thus moving faster and faster, becoming one with the element itself. Sometimes the sparks become so strong that it is hard to get close to the Voltic Charger without getting zapped.
Gains 2% attack speed and 1% movement speed per charge. Also deals 2 damage per charge in a 100 AoE around the Voltic Charger. Each charge increases AoE by 5.
Mastery : [Cannot Be Mastered]
So far there is only 1 confirmed hero in total, and a few in brainstorming process. About 5 are to be expected during the first release.
Updated and new videos.
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Outdated videos showing the skills of the heroes.
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Terrain - 100%
Triggers - 10%
Heroes - 10%
Ideas - 15%
Skills - 4%
Thanks for taking the time to read through this. I'm currently seeking help in a few departments.
1. Hero Ideas
2. A Good Icon Maker
If you have another other suggestion or criticism, feel free to post in the thread. Feedback is appreciated.