Arro Kree

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assassingao
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Re: Arro Kree

Post by assassingao » Mon Nov 09, 2009 2:25 pm

Feuerlust
  • Going closer to burning units refills your mana and removes some duration of mute.
If we're allowed to use cooldown reduction...we'd come up with several interesting spells :P


I don't really know how Arro really plays, though. You can always ask Oxygen on that one.
(For heroes that dabbles with fire, I can't think of anything else but burn, burn and BURN.)

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Rising_Dusk
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Re: Arro Kree

Post by Rising_Dusk » Mon Nov 09, 2009 2:34 pm

assassingao wrote:If we're allowed to use cooldown reduction...we'd come up with several interesting spells
You're not because it isn't possible (with clean solutions) in WC3.
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Re: Arro Kree

Post by Cooldood » Mon Nov 09, 2009 2:37 pm

Tinder
All magikal damage caused by Arro Kree has a X% Chance of extending burn by Y seconds
Or just increases it by a fixed value. Meh, guess I need to play some AK to get the feel for him again.
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assassingao
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Re: Arro Kree

Post by assassingao » Mon Nov 09, 2009 3:23 pm

Whitefire

All magickal damage done by Arro extends burn by 1/2/3/4/5 seconds.

Burn extended this way cannot exceed X seconds. Should it exceeds, the heat would be too much for the target, and it will be maimed.

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Oxygen
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Re: Arro Kree

Post by Oxygen » Mon Nov 09, 2009 5:56 pm

Heat: Deals X magical damage per second to foes within Y. Damaging conditions cannot expire on foes within that range.

I always had issues to fireball "barely" hitting, ie, myself or my target being on the very boarder of the explosion. Perhaps you could reward a direct hit with a condition of some sort, or punish bare hits with something. Increasing burn extension, perhaps? "Greater" burn?

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Re: Arro Kree

Post by Soul_Reaver » Mon Nov 09, 2009 5:58 pm

  • Active - Target unit can suffer from multiple Burns at the same time.

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Re: Arro Kree

Post by Rising_Dusk » Mon Nov 09, 2009 6:06 pm

Soul_Reaver wrote:Active - Target unit can suffer from multiple Burns at the same time.
Mechanically that is a mindf*ck. We could just make burn deal more damage and it'd work the same way.
Oxygen wrote:Heat: Deals X magical damage per second to foes within Y. Damaging conditions cannot expire on foes within that range.
That's an idea.
Oxygen wrote:I always had issues to fireball "barely" hitting, ie, myself or my target being on the very boarder of the explosion. Perhaps you could reward a direct hit with a condition of some sort, or punish bare hits with something. Increasing burn extension, perhaps? "Greater" burn?
Definitely possible. Burn extension on direct hit? Extra damage? Ruin? (You got hit by a freakin' fireball)
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Pigger
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Re: Arro Kree

Post by Pigger » Mon Nov 09, 2009 7:09 pm

Cripple would work better on the fireball hit with Oxy's Heat idea.

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TheDeathstalker
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Re: Arro Kree

Post by TheDeathstalker » Mon Nov 09, 2009 7:18 pm

Pigger wrote:Cripple would work better on the fireball hit with Oxy's Heat idea.
But then it becomes Taint with Burn attached.
And though you come out of each gruelling bout,
All broken and beaten and scarred,
Just have one more try—it’s dead easy to die,
It’s the keeping-on-living that’s hard.

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Rising_Dusk
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Re: Arro Kree

Post by Rising_Dusk » Mon Nov 09, 2009 9:01 pm

AK does not need cripple. >.>
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assassingao
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Re: Arro Kree

Post by assassingao » Tue Nov 10, 2009 3:35 am

Definitely possible. Burn extension on direct hit? Extra damage? Ruin? (You got hit by a freakin' fireball)
If we're going there, why not knockdown as well? :D


How about this...being hit from fireball will cause the victim to extends burn on himself and every enemy around him for X seconds?.

And Heat would extends burn for 1 second on already burning units, dealing more damage to it if it burns, also. (That's the same effect as "stopping the condition timer")

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Rising_Dusk
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Re: Arro Kree

Post by Rising_Dusk » Tue Nov 10, 2009 10:44 am

assassingao wrote:If we're going there, why not knockdown as well?
Because knockdown is a stun and AK doesn't get one of those.
assassingao wrote:How about this...being hit from fireball will cause the victim to extends burn on himself and every enemy around him for X seconds?.

And Heat would extends burn for 1 second on already burning units, dealing more damage to it if it burns, also. (That's the same effect as "stopping the condition timer")
The point of this topic isn't to make him more powerful. He is strong enough as-is. The point is to make him more interactive so he's more on-par with the newer heroes. I don't think spamming burn extensions does any of that.
"I'll come to Florida one day and make you look like a damn princess." ~Hep

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TheDeathstalker
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Re: Arro Kree

Post by TheDeathstalker » Tue Nov 10, 2009 1:24 pm

Rising_Dusk wrote:
assassingao wrote:If we're going there, why not knockdown as well?
Because knockdown is a stun and AK doesn't get one of those.
You mean he doesn't get two of those... right?

More on topic, interesting things to do with burn, while not just extending the hell out of it or blowing it up on people (as dibs has already been called on those by Dis and Fahren, respectively)...

1) Burning units are somehow easier to hit with spells (meh)
2) Applying burn gives AK X mana per second of burn applied.
3) Togglable ability that would negate the dps of Burn, but increase the effects of other conditions by X
4) That thing Oxy said about conditions not expiring
5) Burn deals more % damage based on number of other conditions
6) Heat could reduce the move and attack speed of nearby burning units based on the duration of their burn.
7) Burn durations past some length cause additional affects
8) Burn as a catalyst for spells (Not even sure what I mean, exactly)
9) Etc.

I dunno, just tried brainshitting some stuff down, don't think anything useful came out though... There has to be some golden concept out there that we're just not picking up on...
And though you come out of each gruelling bout,
All broken and beaten and scarred,
Just have one more try—it’s dead easy to die,
It’s the keeping-on-living that’s hard.

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Rising_Dusk
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Re: Arro Kree

Post by Rising_Dusk » Tue Nov 10, 2009 1:43 pm

TheDeathStalker wrote:You mean he doesn't get two of those... right?
Yes, that.
"I'll come to Florida one day and make you look like a damn princess." ~Hep

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Oxygen
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Re: Arro Kree

Post by Oxygen » Wed Nov 11, 2009 12:03 am

well, let's see... let's go over conditions that would make sense to be on arro, yes?

bleed - no
ruin - perhaps, fireball ruins units if they have a condition on them, and have heat deal physical damage for blatant synergy?
burn - duh
knockdown - already has that, does need no more
stun - see above
mute - very bad idea
cripple - moderately to very bad idea
blind - no

I'm a fan of the fireball / heat changes ;] physical heat would also provide him with more synergy with items or so, if that is added to the "damaging conditions cannot expire within X (x could change with levels, say, 100/200/300/400/500) And stuff.

edit: last minute idea: Have the fireball ruin foes already suffering from a condition for the duration of burn. But oh, if with a certain (cough heat) ability, you can keep this burn up, you also keep ruin, also benefit the very same heat's physical damage! : O!

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