Take a look on these heroes (HOW)

mapguy

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Please, read and give feedback, opinions, ideas, any thing!

These are 3 heroes, one is a remake of my old voodoo magican, the other is a pandaren storm master, and the last is a shadow assassin.

Voodoo Magician - Ze Da'Macumba (Intelligence hero)
After years of black magic and voodoo study, he finally became mad. The voodoo magician is mindless troll which feeds on the pain of the others and also manipulates it.

Basic
Voodoo doll: target self or ally or enemy.
Summons a magical creature with 600 hitpoints and links this doll to the target. If the target is an ally, the doll will absorb 50% of the damage taken by that unit. If the target is an enemy, the target will absorb 50% of the damage taken by the doll. Link breakes if distance becomes greater than 1100.
basic
Pain vortex: Active/Deactive
Creates a circle which channels the pain to it's center and around it (the voodoo magician is the center). The voodoo magician is healed by 10% of the damage taken by units around him (625AOE). Nearby units are healed by 10% of the damage taken by the voodoo magician. Costs mana per second
basic
Dark ward: target point (channeling)
Summons an invulnerable ward in target point which attacks twice per second with 40 damage. The attacks of the ward bounces up to 4 times, dealing 30% less damage per bounce. The ward gains 4 extra attack damage for every 100 points of damage taken by units around it.
Lesser ultimate
Voodoo curse: Active with no target
Curses the nearby enemy with lower hitpoints. When that enemy dies, the curse will be transmited to another nearby enemy with the lowest hitpoints. Cursed units takes 20 damage per second, and 5 extra damage for each unit killed with this curse. Lasts up to 5 seconds per enemy.
Greater ultimate
Circle of death: target area.
Summons a demonic circle in target area. 10% of the damage taken by units inside the circle is dealed to all enemies heroes on the map outside the circle .(Maximum of 100 damage dealed per second) Lasts 5 seconds.

Pandaren Storm Master - Raiden (Intelligence hero)
He controls the thunder, the lightning and the electricity. His power shocks the enemys and his speed is almost unbevable. Rumours sais that he is not just a mage, he is the storm itself.

basic
Voltaic Link: Active with no target.
The pandaren becomes a spark o lightning and throws himself againsts the closest enemy dealing 50 damage. He will bounce to new targets unitil every nearby enemy has received a strike. Deals 25 bonus damage per bounce (maximum of 175 damage per strike).
basic
Lightning speed: Passive
Every time the storm master casts a spell he gains 2 storm orbs. Each orb increases attack speed by 10% and movement speed by 5. Each orb lasts for 3 attacks. (maximum of 6 orbs)
basic
Telekynesis: target enemy
Holds the target with a strong electrical link which deals 30 damage per second and allows the storm master to move that unit to any direction at a speed of 250ms. Lasts 2.5 seconds.
lesser ultimate
Overcharged field: target area
Creates a spot of intense electricity in target area. The camp starts with a radius of 100 and grows by 80 every second (maximum of 500 radius). After 6 seconds, or, when the pandaren wants to, the circle will collapse pushing all enemies to it's center, dealing up to 200 damage based on the size of the field.
greater ultimate
Force Link: active with no target.
Creates a link between the storm master and his current location. The pandaren can pass the link to another enemy at any time (meele range). After 5 seconds the unit with the link is pushed to the origin point of the force link and takes up to 175 damage if it is an enemy. Damage is based on distance.

Shadow assassin - Maliev (agility hero)
Have you ever feared the shadows? When Maliev is nearby, the shadows are the only thing you should fear.

basic
Living shadow: Active (target point, unit)
The shadow of Maliev is alive, and the enemies can feel it's blade cutting their flesh. The shadow is invulnerable and untouchable. 40 attack damage and 300 movement speed. The shadow will deal half damage if the distance between it and maliev becomes greater than 1000. When you use this spell the shadow will be issued the order smart in the unit or point.
basic
Shadow path: Active with no target
Causes Maliev's shadow to curse the ground when it walks, creating a terrain of darkness which slows enemies movement by 30% and increases Maliev's movement by 15%. Lasts 4 seconds
basic
Black link: active with no target.
Maliev gains in life all damage dealed by the shadow with it's attacks. Lasts 5 seconds.
Lesser ultimate
Curse of darkness: active with no target
The shadow pulses and places a shadow mark on nearby enemies. When Maliev attacks a marked enemy the mark is removed and the enemy takes 90 damage and is slowed by 50% during 2.0 seconds. When a marked enemy dies, all enemies who lost their marks are remarked. After 10 seconds all marks are removed.
greater ultimate
Unmaterilyze Active/Deactive (unable to deactive on unpathable terrain).
Maliev and her shadow becomes one. As long as they are merged together Maliev has no collision. All magics that involves the shadow will instead involve maliev. The shadow disappears at this state. Costs mana per second, if mana ends, costs life per second.




My AOS, Heroes Of Warcraft is almost complete (I just have to create 2 more heroes and ALFA version is released for non-public tests. Beta will be released after I create 6 more heroes).
If you want to play the ALFA version PM me.
 

DuelPlayer

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God how many threads have you created for you game that is not even released. The best to get reviews is to try playing it, so just release the beta version and ask for comments and reviews.
 

Setharoth114

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Vodoo Mage Overall it seems to fit a theme that looks entertaining. The Vodoo Mage is one that needs support to thrive, but a skilled player could probally make do without. However, Dark Ward is severly imbalanced. You do realize it'll be dishing out about 202.64 points of damage each second, right (assuming there are four units nearby for the attacks to bounce to). Make the attack damage much, much lower. I like his ultimate. (dealed is not a word. Its delt.)

Storm Master Volatic Link is awesome, kinda like chain lightning mixed with blink, in a way. It combines well with his greater ultimate. Make Overcharged field channeling, as then it would provide an easier means to detect when the player wants it to stop charging. The hero seems like he would be very fun to play with his ablitty to control enemy movements and deal tons of damage, but without seeming overpowered.

Shadow Assasian Okay, but too dependent on one ablitty I think. I guess I'd have to play the hero before I determined if I liked it or not. Her greater ultimate is neat, though.
 

mapguy

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46
Vodoo Mage Overall it seems to fit a theme that looks entertaining. The Vodoo Mage is one that needs support to thrive, but a skilled player could probally make do without. However, Dark Ward is severly imbalanced. You do realize it'll be dishing out about 202.64 points of damage each second, right (assuming there are four units nearby for the attacks to bounce to). Make the attack damage much, much lower. I like his ultimate. (dealed is not a word. Its delt.)

Storm Master Volatic Link is awesome, kinda like chain lightning mixed with blink, in a way. It combines well with his greater ultimate. Make Overcharged field channeling, as then it would provide an easier means to detect when the player wants it to stop charging. The hero seems like he would be very fun to play with his ablitty to control enemy movements and deal tons of damage, but without seeming overpowered.

Shadow Assasian Okay, but too dependent on one ablitty I think. I guess I'd have to play the hero before I determined if I liked it or not. Her greater ultimate is neat, though.

DU'H! You are right, dark ward is imba...I made bad math here.

If pandarens ultimate is channeling, he would have no combo

- (when u cast the pandarens ultimate u gain a dummy skill called (close camp) and then u can close it at any time).

Yes, true, the SHADOW assassin is really dependant of his SHADOW. This is the theme of the hero.:D
 

Setharoth114

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I know that themes are important, but when I design a hero I design it with the idea that more then one type of player will want to play that hero. I don't like resigning players to using the same stratagey every time they play as that hero, because it just gets boring after awhile. For instance, if I picked up your Brewmaster I could focus on playing with his crowd control and turn him into a sort of support hero that gets the occasinal kill, or I could transform him into a nuker/attacker and use his crowd control moves sparingly. My options are open. With the shadow assasian, you just activate a bunch of ablitties whenever you want to attack someone. Sure it might be fun, but would it hold lasting appeal?
 
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