Your opinion !

How good the heroes/spell are?

  • GODLIKE !

    Votes: 2 10.0%
  • Really good.

    Votes: 1 5.0%
  • Good...

    Votes: 9 45.0%
  • Average

    Votes: 6 30.0%
  • Bad...

    Votes: 1 5.0%
  • Really bad.

    Votes: 1 5.0%
  • OMFG ?! What you tried there?!

    Votes: 0 0.0%

  • Total voters
    20

Happy

Well-Known Member
Reaction score
71
Hey all :D

I finally finished the first "group" of heroes for my map.
Now i wanna know your opinion about these heroes/spells. And yes i know its a long text but pls read it^^

Do you like them?
Why you like them? Why not? Or what exactly do you like?
Which hero/spell you would change and why?
Which Hero you prefer?
Are the heroes well made/godlike/rubbish?

Tell me your opinion. And please don't just post wow....really good! or shit. .... tell me why you think this way so i can change that or keep that for the other heroes.

and now the heroes/spells :

Warrior
Primary Attribute : Strength
Specialized on : Melee damaging


1. Meditation
(Active, self disabling)
The Warrior rests in the motion he is and restores HP over time. He is unable to attack, cast spells or even move no matter whether hes attacked or not.

2. Burning Muscles(Active)
The Warrior concentrates all his strength in his arms and legs to move and attack much faster but this is so sustained that he loses HP over the duration.

3. Stamina(Active)
No matter whether he is perished or not when he concentrates his stamina he attacks stronger.

4. Blade Whirlwind(Active)
The Warrior let his sword rotates over his head with all his power so a whirlwind appears. With this whirlwind he damages all units in range. When he moves a bit it could be that a little whirlwind breaks out and moves away from the Warrior. It's not long lasting but as fatal as the big one.​

bladewhirlwind1.jpg

Bladewhirlwind damaging...

Priest
Primary Attribute : Intelligence
Specialized on : Holy Magic

(Replaced Silence)
Healing Stream
(Active)
Heal a friendly unit immedeatly.

(Replaced Blessing Ward)
Holy Shielding(Active, AOE buff)
Grants the Priest and all allies in 400 range a massive armor bonus for a short period of time.

3. Rain of Light(Active)
The Priest calls down pillars of holy light healing all friendly units and damaging all enemy units around him.

(Replaced Holy Stars)
Dark Side of the Light
(Active)
The Priest concentrates pure light magic into a little ball and throws it onto the target. The target is fully healed but is blinded and burned by the power of light damaging it every second and reducing its accuracy until it dies...or the Priest.

Firemage
Primary Attribute : Intelligence
Specialized on : Fire Magic

1. Lava Soldiers(Active)
The Firemage summons soldiers made in the earth's core to help him. The better the spell in learned the more powerful soldiers come and help him.

2. Spew Fire(Active)
The Firemage takes a deep breath and transforms it into fire that he spews out like a dragon.

(replaced Concentrated Fire)

Heat up(Active)
The Firemage heats up his feet setting the ground he walks over on fire. This fire damages every unit in it.

4. Wheels of Fire(Active)
The Firemages creates 4 burning wheels surrounding him. These wheels throw burning balls of lava at enemies in range damaging them. Also the fire burns all enemies coming near them. After the duration the Firemage calls massive explosions damaging all enemies in range. Because of the extreme effort the Firemage isn't able to cast any spell for 45 seconds after casting this spell.

burningwheels1.jpg

the 4 burning wheels firing at some units
burningwheels2.jpg

Start of the explosion...
burningwheels3.jpg

End of the spell....big explosion^^

Witch
Primary Attribute : Intelligence
Specialized on : Mana Magic

1. Spirit Ravens(Active)
The witch calls 7 spirit ravens. These ravens fly around in a region around the Witch destroying the mana of enemies in range. This mana destroying damages the enemies the same amount as the burned mana.

spiritravens.jpg

Witch using Spirit Ravens and Mana Barrier

2. Ancient Witchcraft(Passive)
Every 10 seconds its possible that an ancient witchcraft absorbs all mana of enemies in range and fullfils the mana of the Witch.

3. Mana Barrier(Active)
The Witch creates a shield of pure mana that absorbs all damage the Witch should get but this protection casts mana per a certain amount of damage.

4. Mana Explosion(Active)
The Witch concentrates all her mana in 8 waves of pure mana flying away from her. Every unit hit by one of the waves get damaged in the same amount the Witch's mana was at the moment of spell casting.​

manaexplosion.jpg

Mana explosion ring ^^

Nature Mage
Primary Attribute : Intelligence
Specialized on : Nature Magic

1. Nature Ball(Active)
The Nature Mage throws a ball of pure nature power on a targeted enemy stunning and damaging him. If Nature Ball is shot on a rooted unit enemies in 350 range of the target get rooted too.

2. Thorned Roots(Active)
The Nature Mage calls thorned root to immobilize and damage a targeted enemy.

3. Fossiled Bark(Passive)
Some parts of the bark of the Nature Mage gets fossiled. These fossiled parts can avoid some damage.

4. Nature's Revenge(Active)
The Nature Mage asks the forest to help him. Therefore poisonous bees, omnivorous locusts and tree soldiers, the warrior of the forest with blades of pure nature power, appear and fight by the side of the Nature Mage.​

naturesrevenge1.jpg

Nature's Revenge (right after casting)
naturesrevenge2.jpg

Nature' Revenge (some seconds later)


Defender
Primary Attribute : Strength
Specialized on : Tanking

Standard spell : Taunt - Forces every unit in 450 range to attack the Defender.

Defensive Training(Passive)
The more the Defender trains his tanking skills the more his defense raises.

(Replaced Magical Defense)
Force Back(Active)
The Defender hits the ground dealing damage and forces the units backwards.

(Replaced Powerful Punch)
Defending Punch(Passive)
The Defender has the chance to deal X% of the damage dealt as bonus damage and knocking the damaged unit bachwards.

Earth Spikes(Active)
The Defender punches the ground with all his power and spikes of stone raise out of the ground throwing enemies in the air, damaging and stunning them.​

earthspikes.jpg

Out of the ground spikes are raising?! Oo

Icy Beast
Primary Attribute : Strength
Specialized on : Frost Magic and Damage

Ice Totems(Active)
The Icy Beast summons Totems of pure ice at the targeted position. These totems shoot with icy missles damaging the target and slows it too.

(Replaced Shattering Ice)
Block of Ice(Active)
Covers the Icy Beast in a thick block of ice making it invurnable for ashort period of time. If the Icy Beast attacks somethings before the spell ends it gets vurnable again.


Frozen Claws(Passive)
Every attack the Icy Beast has the chance to freeze the hit unit.

Ice Age(Active)
All enemies around the Icy Beast get frozen to the ground. They can still attack but are unable to move. Because of the cold ice around them they got damaged all the time until they are free again.​

iceage1k.jpg

Ice Age in action ^.^

Tinker
Primary Attribute : Agility
Specialized on : Techniques & Electronic

(Replaced Suicide Bomb)
Suicide Robot(Passive)
After learning this spell the Tinker begins to create Suicide Robots inside of him. Every 30 seconds one is finished. If one is finished there's the chance upon being attacked to drop it . The robot moves to a random point in 450 range and explodes dealing damage to enemy units 250 range.


Repair Troup(Active)
The Tinker sommons a troup of repairing units repairing the Tinker as long as they exist.

Electric overcharge(Passive)
Whenever the Tinker has less than 30% of his HP his eletric goes crazy. Because of this it could be that some lightnings jump towards enemy units whenever he casts a spell.

Producing Factory(Active)
The Tinker creates a factory producing little machines rapidly. These little machines attack enemies and explode when they die.​

Venom Spider
Primary Attribute : Strength
Specialized on : Poison Attacks

Impragnate(Passive)
Whenever the Venom Spider kills a Non-Hero unit there a chance that a spideregg appears at the position of the killed unit and after a few seconds if the egg wasn't killed a little spider gets born and fights on the side of the Venom Spider.

Mana Poison(Passive)
The Venom Spider passivly destroys mana every attack. DOES NO DAMAGE!

Poison Spitting(Active)
The Venom Spider spits poison at a unit. The unit gets damaged over time and slowed down.

Blood Bite(Active)
The Venom Spider bites the targeted unit and drinks the blood of that unit. Therfore the Spider gets healed and the targeted unit get damaged.​

Archer
Primary Attribute : Agility
Specialized on : Arrows

Hide(Active)
The Archers hides himself and runs faster. Also he does a little bonus damage if he attacks someone while hiding.

Barbed Arrows(Autocast)
The Archer shoots with barbed arrows remaining in the targets body. Therefore the target moves slower until the arrows are gone.

Hunter's Mark(Active)
The Archer just aims the targeted unit for the next time. While being the only target of the archer the target is slower than normal.

Elemental Arrows(Passive)
The Archer passivly shoots a random elemental arrow (poison, shadow, fire or ice) onto a random enemy unit in range.​


Water Spirit
Primary Attribute : Agility
Specialized on : Water Skills & Spells

Duplicate(Active)
The Water Spirit splits himself to make a duplicate of himself dealing damage and getting damage.

Vaporize(Passive)
The Water Spirit has the chance to vaporize parts of his body to avoid attacks.

Rainy Day(Active)
The Water Spirit let it rain. Therefore it moves faster and does bonus damage as long as it rains.

Water Ball(Active)
The Water Spirit creates a ball of pure water which attacks enemys around. If it dies it splits into 2 lower balls.​


Dark Magican
Primary Attribute : Intelligence
Specialized on : Dark Magic

Portal to Hell(Active)
The Dark Magican opens a portal to hell. Therefore a random number of hell creatures can escape from hell and fight by the side of the Dark Magican.

Anguish(Passive)
Every unit attacked by the Dark Magican falls in agony. Therefore it gets damaged all the time and if it dies under the effect of Anguish the soul collases, explodes and damages units around.

Shadow Attack(Active)
Throws a magic ball forcing the shadow of the target to attack it's owner.

Raising Dead(Active)
Raises invurnable corpses in a small region around the Dark Magican.​

Demon Soldier
Primary Attribute : Strength
Specialized on : Melee Fighting

Cleave(Passive)
The Demon Soldier hits damn hard. Therefore he damages enemies around the target.

Unholy Frenzy(Active, self buff)
Raises the attackspeed by 75% but reduces the HP as long as the spell duration is.

Demon Call(Active)
Calls an infernal to targeted position. The impact deal more damage each level.

Triple Wave(Active)
The Demon Soldier calls 3 shockwaves to the targeted position. Each wave deals the same damage but is called with a bit delay.​

Vampiress
Primary Attribute : Strength
Specialized on : Blood- & Sufferingspells

Blood Drops(Passive)
The Vampiress get drops of blood onto her skin while fighting. Her skin absorbs them regenerating her HP.

Pay(n) Back(Active)
Creates a stream of blood and pain dealing damage equal X% of the damage the vampiress got till now.

Heart-Stopper-Aura(Passive)
The cold-hearted Vampiress fears enemys around. Therefore their heart beats irregular damaging them.

Back to the Crypt!(Active)
2 possiblities : Target an enemy -> enemy get catched in the crypt and damaged over time until the crypt is destroyed or the duration is over.
Target yourself -> you go and hide in the crypt and regenerate yourself until the crypt is destroyed or the duration is over.​


Ghost
Primary Attribute : Intelligence
Specialized on : Armor reducing & Damage Avoiding

Sleep(Active)
Makes the target sleep for a while.

Ghostworld Escape(Autocast)
The Ghost switches to the ghostworld at the moment he's attacked to avoid the damage.

Haunt(Active)
The ghost goes straight to the target and when its 500 range away from the target it gets invisible. The target armor and movementspeed is reduced when the ghost gets invisble. The attack of the ghost gives additional damage.
(If the ghost walks away from the unit or casts a spell it gets visible again.)

Astral-Aura(Passive)
Astral-Aura effects allys and enemies. Allys get bonus armor and enemies get reduced armor and damaged over time.​

Flesh Giant
Primary Attribute : Strength
Specialized on : Strength effecting spells

Strength of the Dead(Active)
The Flesh Giant eats a corpse in range and regenerates a percentage of his HP immediately and has a chance to get strength permanent.

Throw Body Parts(Passive)
The Flesh Giant cuts a human being out off his body and throws it onto the targeted enemy. It loses strength doing this.

Stealing Blood(Active)
Creates a vein of rotten flesh between the Flesh Giant and his target pumping blood to the Flesh Giant healing him.

Power of 100 men(Active)
When activated the Flesh Giant uses the power of the men he made off increasing his damage massively.​

Cursed Beast
Primary Attribute : Strength
Specialized on : Small AOE spells & spike spells

Stomp(Active)
The Cursed Beast stomps on the ground with all his strength slowing and damaging enemies around.

Spike Bash(Active)
The Cursed Beast throws spikes made under his fur around him dealing damage to every enemy around.

Thorny Coat(Passive)
The Cursed Beast fur is like little diamonds cutting the skin of enemy attacking him.

Double Slash(Active, self buff)
The Cursed Beast hits with both of his spikes for the next X seconds.​

War Mage
Primary Attribute : Intelligence
Specialized on : Spells creating weapons

Futuristic Weapon(Active)
The War Mage calls a weapon of the future damaging and stunning enemies in the targeted area.

BOOM!(Active)
Creates a mine at the targeted position exploding if an enemy runs over it.

Magic Swords(Active)
Summons swords attacking enemys around.

magicswords.jpg

Summoned Magic Swords hanging around with the War Mage^^

Hammerfall(Active)
Summons 5 hammers flying around the Warmage. Whenever an enemy unit comes in range the hammers call a chain lightning damaging each unit hitten by the same amount. Whenever one of the hammers hit an enemy unit it gets stunned and damaged. After duration the hammers just disappear.​

hammerfall1.jpg

Casting Hammerfall...
hammerfall2.jpg

Hammers flying around ^^

Shadow Walker
Primary Attribute : Agility
Specialized on : Shadow Spells

Shadow Cripple(Autocast)
The Shadow Walker learned how to handicap aiming of enemy by crippling his shadow.

Shadow Step Trap(Active)
For the next 12 seconds the Shadow Walker leaves a shadow footprints every 200 range he walks. After the 12 seconds a circle of those footprints appear around the last created one. If an enemy enters this circle it is trapped in the shadows and moved to every footprint created and damaged when he reached the last one.

Cut Shadows(Passive)
The Shadow Walker now uses his knowledge to cut off the shadows of the units he kills and saves up to certain amount in him.

Shadow Warriors(Active)
Summons all cut shadows as invurnalbe shadow warriors fighting for you.​


Assassin
Primary Attribute : Agility
Specialized on : No Specialization / Hybrid Build

Poison Net(Active)
The Assassin throws a net soaked in poison.

Paralyzer Trap(Active)
After years the Assassin learned to use metal and electricity to work for him. Therefore he created a trap using electricity to stun enemys around and destroy wards.

Wound Healing Lotion(Active)
The Assassin uses a self-made wound healing lotion to heal himself or an ally over time.

Assassin's Rage(Passive)
Everytime the Assassin is damaged there's a chance that the Assassin boost his attackspeed for 3 seconds.​

Javelin Thrower
Primary Attribute : Agility
Specialized on : Javelin spells/Ranged spells

Javelin Rampage(Active, self buff)
The Javelin Thrower gets increased attackspeed but reduced accuracy for 20 seconds.

Fire Bomb Javelin(Active)
Throws a javelin with a napalm bottle tied to it to the targeted point. When it reaches his destination point the napalm bottle crushes and sets the ground on fire dealing damage per second to all enemy units in it.

Piercing Javelin(Active)
The Javelin Thrower throws a big and sharp javelin with such a power that it hurt every unit in his way. Travels 1250 range.

Berserker Blood(Active, self buff)
The Javelin Thrower uses an old troll technique to strengthen himself. (Increases HP and Attackspeed)​

Dead Commander
Primary Attribute : Strength
Specializied on : Summoning

Attention!(Active)
Summons several Dead Soldiers in front of you.

Draw the Bows!(Active)
Summons several Dead Archers behind you.

Commander's Motivation(Passive)
Adds bonus damage to the Dead Archers and the Dead Soldiers.

War Victims(Active)
Kills all living Dead Soldiers and Dead Archers healing the Dead Commander by 1/2/3/4/5% per unit.​

Slime
Primary Attribute : Strength
Specialized on : Surviving

Poison Shield(Activatable)
Covers the Slime in a shield made of poison contaminates every unit in 200 range. Also deals damage to every unit in 200 range every second.

Supersonic Scream(Active)
The Slime "speech" is much higher than normal. Therefore if he screams the sound handicaps units around. (reducing damage by X for Y seconds)

(Replaced Devour)
Slime Wave(Active)
The Slime copies itself X times and each copy shoots acid slime towords the targeted point dealing damage to each unit hit.

Field of Death(Active)
Creates a field of destructive matter around the Slime. Damges every unit in it every second. !Even the Slime!
 

Chernobog

New Member
Reaction score
1
I really like all of those heroes you created. Very original names and the skills you use for them are very good.
I would like to have some of them in my game :D
Good work :)
 

Happy

Well-Known Member
Reaction score
71
I like the abilities, but they aren't very synergistic...

the synergistic thingi is really hard...i suppose you know that ^^ i tried my best ^^ maybe (if the map is finally playable^^) ill go through all the heroes an rework this xD for the next group of heroes i will have an eye on this part more than before ^^

...and some are very similar to each other.

which abilities do you mean?
 

HydraRancher

Truth begins in lies
Reaction score
197
The abilities are very good, some heroes have a broad range of spells, but I was specifically thinking of the Priest in particular. All of his abilities are cast spells, 3 of them AoE spells, and aren't too different in each other. The ward heals, as does rain of light, which also does AoE damage like the stars.

Also, almost all the abilities are cast abilities. I don't see many passives or auras.

EDIT: Skimming through, I see a lot of things like bash, cleave etc. But they are quite similar. Just a question, are any of these triggered?
 

TomTTT

New Member
Reaction score
44
I like the variety, but all the spells are just looking pretty simple and as said before kind of similiar to each other.
I would like to see some pictures tho :D
 

Happy

Well-Known Member
Reaction score
71
just for you HydraRancher :D

triggered passives

Suicide Bomb
Whenever the Tinker dies he has a chance to explode immediately and damage enemy units around with high damage.

Ancient Witchcraft
Every 10 seconds its possible that an ancient witchcraft absorbs all mana of enemies in range and fullfils the mana of the Witch.

Impragnate
Whenever the Venom Spider kills a Non-Hero unit there a chance that a spideregg appears at the position of the killed unit and after a few seconds if the egg wasn't killed a little spider gets born and fights on the side of the Venom Spider.

Elemental Arrows

The Archer passivly shoots a random elemental arrow (poison, shadow, fire or ice) onto a random enemy unit in range.

Heart-Stopper-Aura
The cold-hearted Vampiress fears enemys around. Therefore their heart beats irregular damaging them.

Astral-Aura

Astral-Aura effects allys and enemies. Allys get bonus armor and enemies get reduced armor and damaged over time.

Cut Shadows
The Shadow Walker now uses his knowledge to cut off the shadows of the units he kills and saves up to certain amount in him.

Assassin's Rage
Everytime the Assassin is damaged there's a chance that the Assassin boost his attackspeed for 3 seconds.

Commander's Motivation
Adds bonus damage to the Dead Archers and the Dead Soldiers.



@ TomTTT :

Right they are simple...^^ like they should be :D the other groups (the higher ranks) will have the big complicated spells xD
and if you want pitures ill see what i can do ^^
 

HydraRancher

Truth begins in lies
Reaction score
197
Hang on...

Didn't I make Impregnant? :p

Try adding a passive to the heroes with 4 cast spells.
 

Happy

Well-Known Member
Reaction score
71
[offtopic]could be that you made it ^^ i have a list somewhere on the computer^^ if you made it you are on this list ^^ [/offtopic]

so you mean every hero should have a passive ?? why some heroes cant have just castable skills?
 

HydraRancher

Truth begins in lies
Reaction score
197
You don't normally have main cast spells UNLESS they are Intelligence heroes and meant for heavy nuking.

I like the screenies btw.
 

tommerbob

Minecraft. :D
Reaction score
110
Ok I read through about the first half. Here are my thoughts:

Warrior: Meditation, good spell. (I assume it's channeling, and simply restores HP's as long as he channels?) Burning Muscles, decent spell, but kind of a boring name if you ask me. I would rename it "Adrenaline" or something like that. Stamina, your description is confusing, I have no idea what it does. Blade Whirlwind, boring. It's just a simple ripoff of Bladestorm. Because he's a "knight" type, I'd recommend a Charge-type spell. 3/5

Priest: His silencing spell is boring. Could be useful, but boring. Blessing Ward, also a boring spell. Rain of Light, decent spell, but because it is the same as Blessing Ward but with damage, it is boring as well. Holy Stars. boring. All of his spells are AOE, which in my opinion is generally bad. 1 or 2 AOE is fine, but 4? Also, all of these spells are just boring. No strategy involved. The spells I suggest improving are Silence and Blessing Ward. 2/5

Firemage: Decent hero. All the spells seem fit the hero. The last spell seems a little overpowered though. 3.5/5

Witch: Cool hero. I like the idea that it is a "mana" hero. All the spells seem to synergize well. Out of the heroes I read so far, this is my favorite as far as design goes. 5/5

Nature Mage: Fairly decent. Not much to comment on here. 3/5

Defender: very boring. Boring name and boring spells. The only decent spell here is Earth Spikes, everything else needs improvement. 2/5

Icy Beast: boring name. This hero seems VERY overpowered. 3/4 of his spells deal damage and disables, and the other spell is also a disabler. This guy would own in any fight. His spells synergize well, but they seem a tad boring and too many disables. Cool concept though. 3/5

Tinker: I don't like this hero. Suicide Bomb, horrible horrible spell. You should never design a hero to make him want to die. That is counter-intuitive. Not only that, but all of his other spells contradict this one. Repair troup, pretty much the same as Producing Factory, but they repair him instead of damaging enemies. Combine those 2 spells into one. Electric Overcharge, now this spell I like. Good name and cool concept, and fits the hero really well. However, I recommend changing it from triggering when under 30% life to whenever he casts a spell, he has a chance to go into Electric Overcharge. I would give this hero a 2/5, but Electric Overcharge makes it a 3/5

Venom Spider: Decent hero. Not much to say. 3.5/5

Archer: Hide is an ok ability for this type of hero, but nothing new. Barbed arrows just doesn't make sense to me. Instead of slowing down the target, they should cause the target to bleed if it moves. Hunter's Mark, this ability does not make sense to me either. Why does it slow the target down? It should do something else. Elemental Arrows, I assume this is his "ultimate spell"? Pretty damn boring if you ask me. For one thing, ultimate's should never be passive unless they are very well designed. This one is just boring. Instead, you should make Elemental Arrows an auto-attack optional ability (like Frost arrows) that causes different effects depending on which type of arrow is shot. 2/5

Those are all the ones I read through. Just as a recommendation in general, try focusing on a handful of heroes to make them really good for the initial release, and then you can spend time on adding additional heroes in later patches. This makes your job easier, and gives the players a chance to actually get to know your heroes and map without getting lost.
 

xkid4ditya

New Member
Reaction score
13
Hey, Happy what kind of your map type?

I think with all of these spell, it's hero arena?

two thumb for all your spell, dude.
 

Happy

Well-Known Member
Reaction score
71
first of all thanks to everyone replying on this :thup::thup::thup: +rep to you all^^ (I will add +rep later...."wait 24h" blablabla -.-)

then thanks to tommerbob especially...you really took the time to sum up your thoughts to every hero you read...i would love to read your opinion to the other heroes :D

and now to what you wrote:

Warrior: Meditation, good spell. (I assume it's channeling, and simply restores HP's as long as he channels?) Burning Muscles, decent spell, but kind of a boring name if you ask me. I would rename it "Adrenaline" or something like that. Stamina, your description is confusing, I have no idea what it does. Blade Whirlwind, boring. It's just a simple ripoff of Bladestorm. Because he's a "knight" type, I'd recommend a Charge-type spell. 3/5

Meditation is a spell disabling yourself regenerating your HP.
Changing Burning Muscles in Adraline would not fit in my opinion because of the damage over time.
Stamina (Im sorry for the discription^^) just boosts your damage for a period of time.
Bladewhirlwind is not a simple ripoff. :( First of all its slowing enemys around. Then whenever you move theres the change that a small whirlwind "breaks out" move to a random direction and damages as much as the big one. So the basic idea is taken from Bladestorm but its changed^^

Priest: His silencing spell is boring. Could be useful, but boring. Blessing Ward, also a boring spell. Rain of Light, decent spell, but because it is the same as Blessing Ward but with damage, it is boring as well. Holy Stars. boring. All of his spells are AOE, which in my opinion is generally bad. 1 or 2 AOE is fine, but 4? Also, all of these spells are just boring. No strategy involved. The spells I suggest improving are Silence and Blessing Ward. 2/5

Okay...here we have the same opinion ^^ i was thinking about this hero several times but no really good spell came in my mind so this was the solution. Will change Blessing Ward and Silence when i got an idea for the Priest :D

Firemage: Decent hero. All the spells seem fit the hero. The last spell seems a little overpowered though. 3.5/5

Thought about silencing the hero for some time after this spell was casted and after the duration of the spell. Dont know what ill add but something will come ^^

Witch: Cool hero. I like the idea that it is a "mana" hero. All the spells seem to synergize well. Out of the heroes I read so far, this is my favorite as far as design goes. 5/5

Thanks ^^ i liked this one very much too^^ i suddenly got the idea and thought Wow...that would be a nice hero :D and as it seems it is ^^


Nature Mage: Fairly decent. Not much to comment on here. 3/5

Will add a little "feature" to this hero...whenever he casts nature ball onto a rooted unit, units around the rooted unit gets rooted too. In my opinion this would fit really good ^^


Defender: very boring. Boring name and boring spells. The only decent spell here is Earth Spikes, everything else needs improvement. 2/5

Ill work on this Hero.


Icy Beast: boring name. This hero seems VERY overpowered. 3/4 of his spells deal damage and disables, and the other spell is also a disabler. This guy would own in any fight. His spells synergize well, but they seem a tad boring and too many disables. Cool concept though. 3/5

Will take a look whether i can change it a bit ^^

Tinker: I don't like this hero. Suicide Bomb, horrible horrible spell. You should never design a hero to make him want to die. That is counter-intuitive. Not only that, but all of his other spells contradict this one. Repair troup, pretty much the same as Producing Factory, but they repair him instead of damaging enemies. Combine those 2 spells into one. Electric Overcharge, now this spell I like. Good name and cool concept, and fits the hero really well. However, I recommend changing it from triggering when under 30% life to whenever he casts a spell, he has a chance to go into Electric Overcharge. I would give this hero a 2/5, but Electric Overcharge makes it a 3/5

Cool idea to change the effect to whenever he casts a spell :thup: i thought about changing it to whenever it get damaged but your idea is much better <3
Making Producing factory and Repair Troup 1 spell would make him VERY overpowered i think. Because Producing factory is his ultimate spell damageging a lot and if he were healed though that time it would be overpowered.
The thing with Suicide Bomb...i thought of this spell and thought it would be a nice thing to make the owner choose whether he wanna live (repair troup) or die (suicide bomb). But okay...youre right...ill remove this one and search for another spell.

Venom Spider: Decent hero. Not much to say. 3.5/5

Right....not much to say ^^

Archer: Hide is an ok ability for this type of hero, but nothing new. Barbed arrows just doesn't make sense to me. Instead of slowing down the target, they should cause the target to bleed if it moves. Hunter's Mark, this ability does not make sense to me either. Why does it slow the target down? It should do something else. Elemental Arrows, I assume this is his "ultimate spell"? Pretty damn boring if you ask me. For one thing, ultimate's should never be passive unless they are very well designed. This one is just boring. Instead, you should make Elemental Arrows an auto-attack optional ability (like Frost arrows) that causes different effects depending on which type of arrow is shot. 2/5

Making Elemental arrows an auto attack...hmmm...i dont know....maybe i make the player able to turn it on and off but not an autocast "disabling" the normal attack.
Hunters Mark & Barbed arrows....i like the idea you have with barbed arrows. ill add this^^ hunters mark...maybe its get replaced or not....aleast ill work on this spell.


Those are all the ones I read through. Just as a recommendation in general, try focusing on a handful of heroes to make them really good for the initial release, and then you can spend time on adding additional heroes in later patches. This makes your job easier, and gives the players a chance to actually get to know your heroes and map without getting lost.

The players wouldnt be able to play the map if the higher ranked heroes doesnt exist so i HAVE TO make them. For sure the heroes and spell have to be good and i wont release a version before thats done. And to make the heroes and spell good (or maybe really good :D) i made this thread to read your opnions and therefore change spells....replace them....and so on....i hope you got it ^^


For sure I would love to read other opinions !! :D
 

Whoareyou.

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Normally, this map is unique, all HvH's having same heroes/units/spells, this one is different, I won't hate any spells as I hate the normal HvH, I've played a lot and its getting boring.
 

Happy

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sure it is unique because i started this map from the scratch and the other hell vs heaven maps are just copies of one version someone made once....but although this map is unique the spells/heroes/terrain/items/and so on have to be good and fitting and not just existing ^^

soooo....and therefore i wanna read opinions. especially opinions like tommerbob's because he really wrote detailed whats bad and whats good in his opinion...

So guys....let me read your opinions ! :D
 

hopy

Active Member
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Epic wall of text omg hide, run for your lifes or you will die!

Nothing to fear the hero is here, with his endless wall of text.

soooo....and therefore i wanna read opinions. especially opinions like tommerbob's because he really wrote detailed whats bad and whats good in his opinion...
I think you're going to love my post than... <,<

Well I remember already posting on the Warrior, the Defender, the Fire Mage, Frost Beast and the Nature Mage (http://www.thehelper.net/forums/sho...all-i-quit-shall-i-change-somthing?highlight=). :)

Now I'll try and think of some stuff for the rest of them.
I'll [quote ] the hero I'll talk about and the abilities I'm going to say something about. When something isn't quoted it usually means I thought the abilities were fine. :)
Again I'm very sorry for the amount of text, I really try to give my most detailed oppinion about stuff including explanations and solutions.


Priest
4. Holy Stars
The Priest asks the stars to help him. Therefore they fall down on the enemies damaging them extremely.[/CENTER][/Spoiler]
This ability realy doesn't fit a healer, nor a holy priest (damaging holy stars?). I've read you're already trying to get some replacements for Silence as well so I'll throw out some ideas here.
- Barrier of Light (channeling): Creates a big shield in a x area around the Priest reducing all damage gained by friendly units by 20%. All enemie units who attack units who are under protection of the barrier will get blinded and have y% reduced chance to hit on attack.
- Convertion (Mind Controle): The Priest takes controle of a target units mind, allowing the Priest to controle the units actions for 30 seconds. If the targetted unit has less than 50% of his total health afther the 30 second duration is over the controled unit will die, and the Priest will be healed for 10% of the controled units total health.

If you realy want a damage ability for him:
- Searing Light: Strikes a target enemie unit with burning flames of light dealing very high single target damage, and blinding all enemie units around the target causing them to have a x% chance to miss on attack.

Witch
2. Ancient Witchcraft
Every 10 seconds its possible that an ancient witchcraft absorbs all mana of enemies in range and fullfils the mana of the Witch.

3. Mana Barrier
The Witch creates a shield of pure mana that absorbs all damage the Witch should get but this protection casts mana per a certain amount of damage
This realy is a nice hero, I think this would be one of my favorites. Just one small thing:
Ancient Witchcraft reduces ALL the mana from enemie units? (reducing their damage, healing, survival spells greatly), and fully restores the mana of the Witch fully... either this has a very low chance of triggering and the Witchs' mana pool is pretty small, or this would be greatly overpowered combined with Mana Shield. :p


Tinker
Primary Attribute : Agility
Specialized on : Techniques & Electronic

Suicide Bomb
Whenever the Tinker dies he has a chance to explode immediately and damage enemy units around with high damage.

I see tommerbob has already replied on this, but I'd like to add my own idea in here as well.
Since a lot of this hero's abilities are based around his health or healing himself Suiside Bomb is an interesting ability. However there are two problems with it:
1. Never make 'killing your own hero' a choise for the player, unless you've got a good ressurection ability or anything like that.
2. If you have to kill your own hero to use this its damage has to be pretty insane, which can cause inbalance. (Tinker dies, rest dies as well because of OP AoE? :D).
A good solution is to add a Active version of the spell AS WELL as the passive Suiside Bomb ability. So:
1. A player can activate a bomb dealing 100 (example) damage in a small area.
2. When the Tinker dies all his bombs will explode dealing 200 damage in an area around him.
Now to make this spell more interesting: 'The Suisidal Bomb (Passive)(2)' can only activate if the 'Active Bomb (active)(1)' isn't on cooldown when he dies. This will force people to choose between dealing some damage and hope they survive, or die and hope to take them with you with even more damage.
This choise is a bit different from before because in this situation the Tinker is about to die anyways. :p

Venom Spider
Primary Attribute : Strength
Specialized on : Poison Attacks
As long as 'Blood Bite' is an active ability (I wasn't 100% sure of this since the tooltips ain't always clear) this is a fine hero, with the only flaw being the lack of any AoE abilities. It has an interesting mechanic of keeping himself alive with Blood Bite and using the smaller spiders for protection, while slowly weakening the enemies with Poison and mana drains.

Archer
Primary Attribute : Agility
Specialized on : Arrows (O'Rly?) -> Ranged Attacks, Kiting? :D
Hide
The Archers hides himself and runs faster. Also he does a little bonus damage if he attacks someone while hiding.

Barbed Arrows
The Archer shoots with barbed arrows remaining in the targets body. Therefore the target moves slower until the arrows are gone.
I'm having a bit of trouble replying to this hero, the main reason for this is that I'm not 100% sure what everything does.
These two abilities seem fine, but keep in mind that *Ranged Hero + Slow + Invisibility = Frustrated Enemie Players*. :D
(Barbed Wire Arrows: Binds the target to the Archer, causing the unit to be slowed and unable to walk further than 600 range of the Archer, all Enemie units walking through the the wire will get damaged for x. The Wire lasts for 20 seconds or until 5 units have been damaged by walking through the barbed wire).

Hunter's Mark
The Archer just aims the targeted unit for the next time. While being the only target of the archer the target is slower than normal.
I'm not sure what this ability does, is it just a slow? Now imagen you're the unit being targetted by the Archer: 'Ow crap he's aiming at me! Hurry, must run, evade!', doesn't seem logic to me if it'd slow. :D
I think it'd be better if it were something like: 'The Archer focusses on a target enemie unit causing the Archer to deal x% increased damage to the target and increases his chance to hit the target by 100%.' or 'The Archer focusses on a target enemie unit giving the Archer a 20% chance on attack to fire a second arrow at the target dealing 50% argility damage, and grants vision of the target unit no matter how far away it is from the Archer.

Also with the current Mark and Barbed Arrow: 2 slows on one hero.

Water Spirit
Primary Attribute : Agility
Specialized on : Water Skills & Spells
Water Ball
The Water Spirit creates a ball of pure water which attacks enemys around. If it dies it splits into 2 lower balls.
How many times can those things split? Would be awesome if it starts with one and can spawn a max of 15 weaker water balls (3 splits, 1-2-4-8).

Dark Magican
Primary Attribute : Intelligence
Specialized on : Dark Magic
Raising Dead
Raises invurnable corpses in a small region around the Dark Magican.
Dark Magican! Black Magic attack!
I realy like this hero, seems like a lot of fun. :)
The only thing I don't like about it is the Raise Dead ability. When I read the first few abilities I thought 'Awesome a Warlock kind of hero, summoning demons and striking fear into the hearths of your enemies!', than this ability came and it becomes more of a Necromancer or Death Knight (Controle over Death). I personally feal like it realy just doesn't fit the hero. I'd say abilities like these would fit him better:
- Bringer of Doom: Summons a massive Neutral Hostile Doom Guard (high health, massive damage and has 3 special abilities) who attacks everyone but the Dark Magician. Doom Guard abilities:
- Impending Doom: Fires a high damage orb or pure chaos at your target dealing x damage and doesn't get resisted by any defencive abilities (passes through magic reducing effects, Invulnerability, Barrier of Light etc).
- Dancing Shadows: Causes nearby enemie units to be feared, causing them to run away uncontrolably.
- Eredicate (High cooldown, only usable once per summon): Sends out a wave of pure dark energie in all directions dealing x damage, if a unit dies because of this ability the Doom Guard will regain 5% of his health.
(Cool thing with this idea is that you can also just use one of the 3 Doom Guard abilities for your hero if you don't like the idea of a Neutral Hostile summon).

Demon Soldier
Primary Attribute : Strength
Specialized on : Melee Fighting
Seems like a fine AoE melee hero, especially the *Cleave + Unholy Frenzy* would be quite deadly. Maybe rename some abilities:
- Sweeping Blades (Cleave).
- Demons Blood (Unholy Frenzy).
- Demon Call (Demon Call).
- Burning Might, or Bane (Triple Shockwave).

Vampiress
Primary Attribute : Strength
Specialized on : Blood- & Sufferingspells
Again an interesting hero, especially 'Back to the Crypt' can be quite fun, since it'll recuire team work to free your allies from it (make sure it's worth the time freeing someone).

But again the problem of having 2 passive abilities (Hearth Stopping Aura and Blood Spatters), something a lot of people don't like.

Flesh Giant
Primary Attribute : Strength
Specialized on : Strength effecting spells
To me 'Strength of the Dead' seems like a bit of a strange name for what it does, I think that something like 'Cannibalize' or 'Consume' or 'Hey, new body parts' would actually fit a bit better, interesting concept.

I'm having a bit of trouble with the lose strenght part of the 'throw flesh' ability.
Personally I'd eat as much I can with the 'Strenght of the Dead ability', and never use Throw Flesh, that way I'd have a disadvantage at the start, but I'd be extremely overpowered at the end game. :p

Maybe it's best to add a maximum and a minimum amount of strenght for this hero, lets say for example his strenght cant get more than [Current hero's base strenght + 20], and cant get less than [Current hero's base strenght - 20].

Power of a 100 men
When activated the Flesh Giant uses the power of the men he made off increasing his damage massively. [/CENTER][/Spoiler]
'Army of One', would be awesome if the bonusses granted by this ability were based on either his total amount of kills, or people eaten with Strenght of the Dead ability.

Cursed Beast
Primary Attribute : Strength
Specialized on : Small AOE spells & spike spells
Bit simple, nothing special about it. Is it a quilboar? A Nerubian Crypt Lord?

War Mage
Primary Attribute : Intelligence
Specialized on : Spells creating weapons
Big fan of this hero, the idea of a Mage calling in technologie from the future using magic is quite awesome.
Maybe it's better if Futuristic Weapons was more like something of: 'The Mage starts attacking with a special epic rifle (something like that) instead of his usual magic. Increasing attack speed and range for a x duration.' instead of the basic 'Deals x damage in target area'.

Shadow Walker
Primary Attribute : Agility
Specialized on : Shadow Spells
Sounds like a fun hero, especially the 'Shadow Step Trap' is quite fun and origonal.
The only thing is:
Shadow Cripple
The Shadow Walker learned how to handicap aiming of enemy by crippling his shadow.
Cut Shadows
The Shadow Walker now uses his knowledge to cut off the shadows of the units he kills and saves up to certain amount in him.
What do these two do exactly? I understand the 'Cut Shadows' ability is used for the Ultimate ability, but either the Ultimate is really powerfull, or it's a whaste having to use use one ability just so he can use his ulti. Maybe cause 'Cut Shadows' to cause a shadow orb to circle around the hero increasing his damage by 2*shadows abzorbed, and cause the Ulti to remove the damage bonus, but create living Shadows out of the shadows.


Assassin
Primary Attribute : Agility
Specialized on : No Specialization / Hybrid Build
Again, an avarage hero, nothing special, nothing bad. Unless the attack speed of his Ultimate ability stacks and gets a duration boost?

Also with something named 'Assassin' I'd expected a stealth high damage. I find it origonal, yet illogical to make a hybrid hero out of it.

Javelin Thrower
Primary Attribute : Agility
Specialized on : Javelin spells/Ranged spells
Again I feel (which I usually do, most of the hero's I think of need some special mechanic and design... <,<) that the hero lacks something special, something that makes it different from the other ranged heroes out there.
Maybe edit it a bit so that his abilities are range based?
- Javelin Rampage: The Javelin Thrower gets increased attackspeed but has a reduced chance of hitting target units based on the distance from them to the hero (the further the target is away the less % chance to hit) for 20 seconds.
- Piercing Javelin: The Javelin Thrower throws a big and sharp javelin with such a power that it hurt every unit in his way. Every unit hit will reduce the damage for the next unit hit by 10%. Travels 1250 range. (Adds the choise: what unit do I want to get damaged the most).
- Berserker Blood: The Javelin Thrower goes Berserk increasing movement speed and attack power. Units within 150 range of the Javelin Thrower will get stunned when attacked, and units within 400 range of the Javelin Thrower will get slowed when attacked by the hero.
Something like that... not the best but just a small idea.

I could try to think of some slimey abilities, help on the Devour if I can or anything if you need. Just let me know.
Also I have some ideas for a Viking hero, just let me know if you need that.

Well, sorry for the long post again, your own fault for having so many heroes in that post! >:

Also please keep in mind that the above mentioned things for the heroes are just ideas, my oppinion and suggestions. I do like the heroes and it's ofcourse your own choise. Please let me know when the map is finished, I'd really like to try it sometimes. :)


====EDIT====
I just realized that I didn't give any spell ideas for the defender in your previous threat, I just said he needed some work because he would've been a bit boring to play. So here are some ideas... if I can think of any that is.

Defender
Primary Attribute : Strength
Specialized on : Tanking
Thoughness(Passive):
Increases the defenders maximum health, and causes every item that adds a armor bonus (not argility) to give and aditional 50% armor.
Revange(active, single target damage):
Attacks a target enemie unit dealing 4 times the physical damage the Defender got when he was last attacked + 50.
Tactical Commander(Active, AoE buff):
The Defender shouts out commands to nearby friendly units, increasing their movement speed and causing them to get 15% chance to dodge an attack.
Earth Spikes(Active, AoE damage):
The Defender punches the ground with all his power and spikes of stone raise out of the ground throwing enemies in the air, damaging and stunning them.​

To explain Revange:
1. A Footman attacks the defender dealing 30 physical damage.
2. Defender activates Revange on a enemie Crypt Fiend.
3. Total damage gets calculated: ((4x(last gained damage))+50) -> So 4x30=120, 120+50=170 damage.
4. Crypt Fiend gains 170 damage.
====/EDIT====
 

TomTTT

New Member
Reaction score
44
I've noticed this description for the Slime's ability...
The Slime "speech" is much higher than normal. Therefore if he screams the sound handicaps units around. (reducing damage by X for Y seconds)
I would suggest you to change it to something like:
The Slime's voice is much higher than normal, thus by screaming he is able to handicap units sorrounding him. (reducing damage by X for Y seconds)
 
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