Search found 330 matches
- Sat Sep 26, 2009 5:11 pm
- Forum: Hero Suggestions
- Topic: Hourn Rah
- Replies: 16
- Views: 10749
Re: Hourn Rah
Desertion is replaced with Unbearable Darkness. Level 1 Skill: Unbearable Darkness (You may cast this on yourself, allies or enemies.) When a unit under the effects of Unbearable Darkness takes enough physical damage (200-300) this deals X (50-100) physical damage to (Including target, if target is ...
- Fri Sep 25, 2009 2:55 pm
- Forum: Updates & Discussion
- Topic: Positive Growth
- Replies: 128
- Views: 85361
Re: Positive Growth
What if it started with X ghosts, each dealing Y area damage.
And if target unit of the ghosts began to suffer a condition another ghost would be spawned to a maximum of 2x.
It would make its overall performance a bit worse, but offer some nice combos in return.
And if target unit of the ghosts began to suffer a condition another ghost would be spawned to a maximum of 2x.
It would make its overall performance a bit worse, but offer some nice combos in return.
- Fri Sep 25, 2009 2:44 pm
- Forum: Hero Suggestions
- Topic: Hourn Rah
- Replies: 16
- Views: 10749
Re: Hourn Rah
Oh.
Thank you for answering my questions.
Thank you for answering my questions.
- Fri Sep 25, 2009 2:34 pm
- Forum: Hero Suggestions
- Topic: Hourn Rah
- Replies: 16
- Views: 10749
Re: Hourn Rah
But if I made any of the skills do X if Ruin is on them, it would make it feel forced. Also, if you removed the Ruin from the first skill it would still be a good nuke, relative spammy and with a low mana cost. The Ruin is there to make it deal increased damage if you cast it smartly and not randoml...
- Fri Sep 25, 2009 2:27 pm
- Forum: Hero Suggestions
- Topic: Hourn Rah
- Replies: 16
- Views: 10749
Re: Hourn Rah
Well, there is condition interaction. First of all, you can cast Shadow Fragment, wait for it to explode a second time, (Enemies become Ruined.) then you can cast it again for increased damage. That ruin also boosts the physical damage you deal, thus you get more damage from the Ultimate. You can al...
- Fri Sep 25, 2009 1:57 pm
- Forum: Hero Suggestions
- Topic: Hourn Rah
- Replies: 16
- Views: 10749
Re: Hourn Rah
I've been thinking about just that but changed my mind later.
- Fri Sep 25, 2009 1:56 pm
- Forum: Hero Suggestions
- Topic: Hourn Rah
- Replies: 16
- Views: 10749
Re: Hourn Rah
No, not like that.
300 is a relative small range.
It means that its area of effect is 300.
Sorry if that is confusing.
300 is a relative small range.
It means that its area of effect is 300.
Sorry if that is confusing.
- Fri Sep 25, 2009 12:04 pm
- Forum: Hero Suggestions
- Topic: Hourn Rah
- Replies: 16
- Views: 10749
Hourn Rah
Hourn Rah No title Intelligence; Bane of Eternity. Level 1 Skill: Shadow Fragment Deals X (80 / 100 / 120 / 140 / 160 (?)) physical damage within 300 of target point. Applies Ruin for Y (Less than cooldown.) seconds. Also marks target point. After Z seconds repeats effects at marked point and spell...
- Sat Sep 19, 2009 8:08 pm
- Forum: Hero Contest #3
- Topic: And the Winner is...
- Replies: 47
- Views: 35035
Re: And the Winner is...
Magnatron, gogo.
(Votes for Magnark.)
(Votes for Magnark.)
- Fri Sep 11, 2009 2:07 pm
- Forum: Custom Map Creation
- Topic: Creating a Turn Based System? [GUI]
- Replies: 4
- Views: 10665
Re: Creating a Turn Based System? [GUI]
I wouldn't use waits or periodic checks.
There is almost always another way to get stuff done. Waits, periodic check, even timers should only be used if nothing else is available. (Because these lag the games like crazy.)
There is almost always another way to get stuff done. Waits, periodic check, even timers should only be used if nothing else is available. (Because these lag the games like crazy.)
- Fri Sep 11, 2009 2:04 pm
- Forum: Custom Map Creation
- Topic: Unit Collision w/ triggers
- Replies: 9
- Views: 6981
Re: Unit Collision w/ triggers
You can make a unit ignore other units in its way when moving by 'Action - Unit - Turn Collision On/Off' and setting it to 'Off'. You can - at the end of the spell - restore collision by setting it to 'On'. If you want the unit to move in a straight path, you can also move the unit through trigger-w...
- Tue Aug 25, 2009 7:45 pm
- Forum: Hero Suggestions
- Topic: Noque
- Replies: 1
- Views: 2524
Noque
Noque Title Agility, (Affection). Level 1 Skill: Skill #1 Name <Noque> is healed for X and has his Blind extended by Y seconds. Level 1 Skill: Skill #2 Name Toggle Nearby enemy units in an X area and <Noque> have their Bleed extended by 2 seconds every second. When toogled off, <Noque>'s Blind is e...
- Wed Aug 19, 2009 7:24 am
- Forum: Updates & Discussion
- Topic: Positive Growth
- Replies: 128
- Views: 85361
Re: Positive Growth
That's pretty much the case with any pub game where two teams fight for victory.
- Mon Jul 20, 2009 7:26 pm
- Forum: Custom Map Creation
- Topic: Building facing angle...
- Replies: 6
- Views: 4992
Re: Building facing angle...
There's an easier solution, but you need to have your buildings placed in the Editor. (Rather than created on map initialization or later on.) Dusk did basically the same as far as I can tell, but you don't have to use any triggers at all for this. Open the Object Editor, select the building you wan...
- Fri Jul 17, 2009 9:14 am
- Forum: Custom Map Creation
- Topic: Locust Attachment Points
- Replies: 6
- Views: 5507
Re: Locust Attachment Points
That's really weird.
I'm clueless.
I'm clueless.