Red Beards hero creation criteria (public release beta v.01)
Argh! Its on days like these, when your adrift and the mainsail's hanging like a luckless pirate. :nuts:
Anyway, here are some steps I use when I get stuck for ideas, or I am trying to balance out the hero choices.
Combat Type
This is the very BASIC feature of your hero, it reflects how they engage and disperse hostile forces
Combat Role
This is very similar to the criteria above, however it describes the role the hero plays in game, usually, their ultimate ability reflects their role
- Soaker: Typically a melee hero, who is able to maintain a combat front with minimal consideration of personal safety, this role is generally held by strength based melee characters. Their skills reflect their combat prowess and their ability to inflict, and more importantly take serious punishment close range.
- Striker: Typically an agility based hero, (ranged or melee), they generally are able to inflict a large amount of damage to individual targets, yet lack the 'staying power' of soakers, therefore they rely on 'striking strategies'. Whilst lacking the health of soakers, they possess decent close AOE spells that are best utilised when surrounded. Their skills reflect their ability to maim targets, finish kills, and escape.
- Supporter: Typically an intelligence based character as their role is to provide benefits to allies or encumber enemies. They generally lack decent combat abilites, relying on their bolstered allies to provide cover. They dont necessarily have large AOE spells, though they are recommended as their kill counts would be rather low if not. Their skills reflect their dedication to serving and supporting their objective. Personal glory is of no consequence to them, only the result. (this is important and will be discussed later)
Examples:
- Soakers: Mountain King, Tauren Chieftan
- Strikers: Demon Hunter, Warden
- Supporters: Keeper of the Grove, Archmage, Paladin.
Nature
Not in the wilderness sense, but the mentality of the hero in question. Generally I divide this step into a couple of parts. That is; stance, style, and stamina.
- Stance: Offensive or Defensive. The crux of your hero, where does he/she excel, whats his/her 'purpose'?
- Style: How does the hero achieve their purpose?
- Stamina: How long can they last doing it.
Abilites
Now for the fun part. By applying the above criteria, you should have a decent and fairly comprehensive idea of what and who your hero is.
Not every ability needs to be unique and triggered. There are SO many pre existing abilites in WC that you can design/edit an innumerable amount.
A misconception is that a new hero needs new skills.
- See it: Think back through the previous criteria. As you form the idea of who the hero is, you then envisige HOW they achieve their purpose.
- Find it: Look through the abilites (hero, unit, item) in the world editor, find something is similar to what you want.
- Change it: Look at the caster art, buff art, effect art and change it to how it 'fits' your hero.
Write it
The final part, you have the hero, their purpose and the skills they bring. Now give them life, give them a story, a history. This makes them REAL.
MY EXAMPLE:
I began writing a Hero I had, but, then I came up with a new styled hero.
- Combat Type: Caster. (I need a different casting character)
- Combat Role: Striker. (I want a Caster that deals in mass damage)
- Nature:
Stance: Defensive, More units equals greater devastation
Style: Manipulating magical forces to destroy groups of enemies
Stamina: Short-Medium, Mana casting damaging spells means for balance they need to recharge their mana more frequently and are able to be killed if priority dictates, yet as the stance is defensive, the hero should be able to withstand some physical punishment.
- Abilities: I want the abilites to hurt large groups of enemies, and look flashy as they go about killing.
I like the first slot to be the 'primary weapon' ability, so Im looking for a nice damaging, relatively strong 'shoot' skill. Group or unit. I decide forked lightning as it looks nice, shoots, and hurts a reasonable amount of units.
The second slot I want for a summons. But with forked lightning as a 'shoot' skill it may be hard to link it. I decide on summon hawk, they have a lightning attack, I think I may try to follow that theme. So I have change the model file for the hawk to be the 'monsoon effect' that is the rain and clouds. That will look like I am summoning a rainstorm that zaps enemies of mine. A little fiddling around with the combat properties, flying height etc makes it look fairly authentic
The third slot I like to be a defensive/passive ability, with lightning a strong theme now, i decide to make a hero version of lightning shield. However, I want it to be instant cast on myself, without having to target it. So I change the values of immolation to be the same as lightning shield. IT looks very nice, lightning comes down from the sky and surrounds me.
Now for the ultimate. This is EASY, the theme of lightning and storms is strong now, so i could opt to choose the monsoon ability. But it doesnt SOUND nasty enough when I use it. So I modify the starfall buff, to be the mountain kings thunderclap instead of the star. OUCH, all these units are running around with the ground erupting underneath them with nasty lookin lightning arcing up around them.
S'kayla the ARC mage (heheh bad joke).
A life in study and worship of the destructive powers of nature has marked S'kayla in ways that make her noticably different. Her hair is wild and her eyes white and filmed. Whenever she moves, lightning seems to arc across her body, and if it hurts, she seems unaware. In her presence the sky seems to darken and rain threatens to fall, S'kayla does not summon storms.
She IS the storm......
Good luck with the guide, it may seem alot, but when you use it, you may be surprised at how effective it can be.