Spell Suggestions & Ideas

If you have a hero to suggest for future versions of DoE, place your suggestion in some readable format in this forum.
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Pigger
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Spell Suggestions & Ideas

Post by Pigger » Wed Feb 13, 2008 5:53 pm

Spell Suggestions & Ideas
The idea for this thread originally began back on the old forum here:http://valorz.3.forumer.com/index.php?showtopic=3378%20

A new Spell Idea thread, realize that all of this was brainstorming for the contest and if they don't look like they fit with anything its because everything is just a little spark of thought put on paper.

Removes X conditions from the hero, for every condition removed hero gains duration plus Y seconds of invisibility

Every time a condition is removed from the hero, he gains X/Y attack and movement speed.

While active, [Hero] has a percent chance to maim both himself and the enemy.

Creates a ward at the target location, if the hero is within X range of the ward he is permanently invisible.

While active, [Hero] has a percent chance to maim both himself and the enemy. If the enemy already has a condition it is also crippled.

Hero imbues a target, when that target dies allied units within range are turned invisible for X seconds, and enemy units take minor damage and are blinded for Y seconds.

Creates a cloud, causing all allied units to be turned invisible, including 4/3/2/1/0 enemies.

As [Hero] stands still, the sands of the desert surround him, causing him to turn invisible after X seconds for Y seconds and causing his attacks to blind.

Fade to Black
Passive
[Hero] has a chance to turn invisible for 2/3/4/5/6 seconds every time he attacks a foe if there are 4/3/2/1/0 allies nearby.

Fade to Black
Passive
[Hero] turns invisible if there are 6/5/4/3/2 units within range of him.

Whenever hero is afflicted with a condition there is a 33% chance he will become invisible for [Condition Duration + X Seconds]

Casts a buff on a target unit. While the buff lasts an image of the unit is created, giving invisibility to the unit as well. If the image dies before the buff wears off, the unit is crippled for 2 seconds.

-
If the hero stands still for 4/3/2/1/0 seconds, he will remain invisible. Attacks do not break invisibility but movement does. [Has a % chance to blind foes in a small AoE every 3 seconds]

Active Blink
Hero deals 30/35/40/45/50 damage in a 300 AoE around his position and around the position he teleports to, causing struck units to be maimed and ruined for 1/1/2/2/3 seconds. Has a range of 700. Mana cost of 40-65 (Cooldown goes from long-ish to short as levels are put in.)

Pulse Wave
Active AoE
While activated a pulse wave is created, for every second channeled the AoE increases, finally exploding when deactivated or the max amount of time is reached. Deals 25/30/35/40/45 damage per second charged, blinds units for 1 second per second channeled and cripples enemies for 3 seconds. Max time active is 4/5/6/7/8 seconds. Drains 10/15/20/25/30 mana per second.

Ultimate
Active
The next 1/2/3 spells cast by a hero (within 600 units of this hero) will cause units within 300/450/600 units of the caster to pulse with energy, removing all conditions from them and dealing 40/45/50 damage per condition in a 250 AoE. Heals allies.

Hero leaps through the shadows at 3/6/9 enemies, striking and stunning each in a chain and finally leaping back to his original position.

Ghost Strike
The next attack the hero strikes will also strike 1/2/3/4/5 extra units within 600 range of him and cause them to bleed for 5/7/9/11/13 seconds.

Passive
Whenever a unit casts a spell there is a 10/20/30/40/50% chance that the hero will turn invisible, blinding all units within 250 of the hero. % Chance doubled if the caster is afflicted with 3/3/2/2/1 conditions.

Passive
For every enemy up to X units moving, hero gains Y movement and attack speed. For every X units standing still hero gains Z damage.

When cast all units within range have their actions reversed, if they are moving they are stunned for X seconds and if they are standing still they are forced to move for X seconds.

Spell
While you move units are ruined, while standing still they’re crippled.

Shadowleap
Hero leaps through the shadows towards the nearest unit, masking himself (invisibility) and stunning the enemy for 1 second plus .5 per condition on them.

Warp (Wtfux Time?)
The next attack hero makes on the enemy, the enemy will be sent back X seconds in time. X being the number of conditions on the hero.

Hero leaps at the enemy, creating an image at his location and teleporting to the enemy, blinding for 2/3/4/5/6 seconds and the hero goes invisible.

Whenever <Hero> is inflicted with a condition, the next condition's duration is reduced by an extra 10/20/30/40/50%, resets after immunity.
Last edited by Pigger on Sun Apr 20, 2008 11:11 pm, edited 1 time in total.

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Re: Spell Suggestions & Ideas

Post by Sunken_Field » Thu Feb 14, 2008 1:45 am

Sonic Rinse
  • Target foe is muted for X seconds, or until it can successfully land an attack.

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Re: Spell Suggestions & Ideas

Post by Greenspawn » Thu Feb 14, 2008 9:40 pm

Beacon of Light

Creates a Beacon at the target location. Should it be attacked or destroyed, all enemies within range of the Beacon have Blind extended by X seconds.
Math is # |e^iπ|
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Re: Spell Suggestions & Ideas

Post by Soul_Reaver » Mon Feb 18, 2008 3:17 pm

The Flame Fading
Instant Cast Invisibility & Damage over Time and Maim Apply
Description: Instantly makes an allied hero permanently invisible, but deals [X] damage over time to it, and applies Maim.

What do you think?
Notes: It slows down the fleeing hero, but also makes it invisible and deals around 40 damage to it. The ally can easily flee around 5-6 seconds, which is enough for it to escape and break it. Also Maims it, allowing several Maim Requiring abilities to work if they see him, and slows him down, to even out invisibility and movement speed.

If you're the attacking one, you can sneak up to the enemy, but not so easily, because you take lots of damage, and move slower.

Note that both the Damage over Time and the Maim wears off in the same moment you break invisibility.

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Re: Spell Suggestions & Ideas

Post by Arcane » Sun Feb 24, 2008 8:24 am

Sneak
Activate-able

When active the hero is unbreakably invisible, but leaves behind faint images of itself every 2 seconds. If the hero is struck while invisible, he is Knockdowned for 5 seconds and the invisibility breaks.

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Re: Spell Suggestions & Ideas

Post by Soul_Reaver » Sat Mar 22, 2008 7:13 am

Level 1 Skill:
Duelist Call
Ability Type: Single Target Duel
Mana Cost: 45-60
Cooldown: 10-12
Description: Calls the enemy unit to a fair duel, disallowing fleeing for 3/4/5/6/7 seconds. If either hero is fleeing, it is Maimed, if either hero close on to the other, they gain 10%/15%/20%/25%/30% movement speed bonus. They both gain the Fair Duel buff, anyone attacking them will have their Maim and Cripple conditions extended by the amount of time remaining of the duration of the spell, to disallow them from interacting in the fair duel.

Explantation:
There are four possible scenarios, in which the first part works.
(Increased) 1 -> <- 2 (Increased)
1) Hero One(Caster) and Hero Two both march towards the other, they both gain increased Movement Speed.
(Decreased) <- 1 2 -> (Decreased)
2) Hero One(Caster) and Hero Two both flee from each other, thus becoming Maimed.
(Decreased) <- 1 <-2 (Increased)
3) Hero One(Caster) is fleeing from Hero Two, thus turning his own spell against himself. Hero Two gains bonus movement speed, while Hero One(Caster) becomes Maimed.
(Increased) 1 -> 2 -> (Decreased)
4) Hero Two is fleeing from Hero One(Caster), Hero One(Caster) gains bonus movement speed, and the enemy is Maimed.

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Re: Spell Suggestions & Ideas

Post by Deschain » Sat Mar 22, 2008 9:08 am

I dislike it. I hate spells that restrict interaction of allies. And Specially fair duel.

Personally If I wanted a fair duel spell. I would make a spell that does a damage equal to your max attack but you suffer (if your attack is 10-100 you deal X damage) damage equal to targets max attack.
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Re: Spell Suggestions & Ideas

Post by Soul_Reaver » Sat Mar 22, 2008 11:04 am

That is a good idea, I could also include that damage part. :) BUT, what if I remove the Maim and Cripple part of the spell on the enemy, and rename it to Unfair Duel? :D

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Pigger
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Re: Spell Suggestions & Ideas

Post by Pigger » Mon Mar 31, 2008 9:53 pm

Most epic looking spell ever.

"Turtle Bombing"
Large AoE target, while channeled, large birds carrying turtles will unload their cargo above the heads of those in the AoE, dealing damage and stunning affected units.

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Re: Spell Suggestions & Ideas

Post by Soul_Reaver » Tue Apr 01, 2008 9:52 am

Let it be knockdown. Better if you would use sheeps though, a sheep falling from the sky is already in game. :D

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Re: Spell Suggestions & Ideas

Post by Hell_Tempest » Tue Apr 01, 2008 2:55 pm

Sheep = Totally unoriginal
Image

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Re: Spell Suggestions & Ideas

Post by Soul_Reaver » Tue Apr 01, 2008 3:06 pm

But it is ingame. An exact effect when a sheep is falling from the sky. :)

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Pigger
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Re: Spell Suggestions & Ideas

Post by Pigger » Tue Apr 22, 2008 3:55 pm

Eh, I figured since I had liked this hero a lot but it never worked I'd just toss it out into the spell thread...
Murgil Slave

Order “Creature”
It’s an albino from the caverns underneath the Desert (Located at the center)

Story: (This shall actually be a great story) Brainstorming: Kyy’clax is a creature of the depths, brought topside from the war. Dealt with the Khamsin while he lived below, he is a scavenger. (Carries a sack around on the battlefield) Speaks crude Khamsin. He is not Khamsin, he is an offbreed or something (But definitely not Khamsin. Discovered by the Bane while foraging, Atrius had travelled into a tunnel and discovered Kyy’clax’s cavern, they had an altercation and shit hits the fan. Atrius came down into the cavern for trouble, he found it wit Kyy’clax, because he was a scavenger of the caverns, he had no sight, therefor Atrius had lost his main advantage. Kyy’clax put the hurt on him.

A creature unheard of until recently, Kyy’clax had been an underground lurker of the desert. Finding food wherever he could in the caverns under the desert, he had rarely encountered any sentient beings aside the Khamsin, even then with limited contact. It hadn’t been until the war broke out and began to cause a disturbance in his living. Causing many caverns he called home to collapse from the calamity above, Kyy’clax loaded up in search of vengeance on his ruined subterranean home world. Carrying with him his personal pilfered sack of filled with clay from below he set off. Upon breaking through topside, he encountered the only beings outside prey he had ever confronted, the Khamsin. With his limited and crude utterances he gave aid to the Khamsin, Aurea and her allies greeted the creature with much zeal.

Kyy’clax was a creature unheard of and unseen until recently. Living his peaceful life in the calm pools in a cavern beneath the desert where he survived off of prawns and amoebas in the water.

Kyy’clax is a crazy little bugger Slightly Insane? Insidious little bugger, possibly blind from the underground, which would help in the story if he fought Atrius.


Lurker


Innate – Underground Lurker
Kyy’clax is a creature of the underground, because of that he has extremely poor sight, in fact, he is blind; but being blind has not killed him. He has adapted to his environment, using the sounds and vibrations of the world to survive, because of this, he cannot be afflicted with the blind condition. He is also a scavenger, while underground he would find dead fish or other creatures that lived below and keep them in his sack until the next meal. Above ground he finds no fish, Bodies are too big for his little stature and sack, instead he feeds his habit by filling his bag with sand. (His blindness would cause him to have a relatively small sight radius, which would conflict with some of his skills, causing him to be forced to be a team player)


Lay in Wait - Kyy’clax lies in wait under the sands. Waiting for the next enemy to walk by, striking out viciously, blinding it as he launches out of the sand. Takes his attack speed to submerge (in seconds). While partially underground, any enemy that walks over him is damaged, crippled, and begins to bleed.

Hunter’s Thrill – Every time a foe in an average AoE is affected by a condition, Kyy’clax gains X% movement and Y% attack speed and he will begin to feast off of the flesh of his current target, tearing bits and pieces off. Heals Kyy’clax for Z% attack damage. (I would say it causes bleed too but that would be an infinite loop…)

Subterranean Strike – Kyy’clax quickly darts from one location to another, submerging beneath the sands only to reappear anew. Blinds an area around the reemergence, if a unit is at the location, deals AoE damage and cripples all nearby enemy units. Knocks down the unit he reemerged under.

Snare – The first person to pass by is leashed to a submerged stone, they are crippled until they move a maximum distance, in which they are knocked down and dealt damage.

Kyy’clax’s sack. When activated every blow will give him an X% chance to cripple a foe and increases his attack speed by Y%, when a foe has been crippled by this, the “charges” in his sack will cut down by Z%.

Kyy’clax uses his bag with incredible efficiency, pummeling foes with it until they are dead! Basically, cripples an opponent for X seconds for every “charge” inside his sack. Also has a chance to turn the target around?

Thrill of the Hunt – By activating Kyy’clax can sniff out any wounded prey nearby, no matter its size (he can’t tell anyways!), for every foe that is crippled or bleeding, Kyy’clax gains X…

While standing still, Kyy’clax will occasionally begin to shovel sand into his sack, for what reasons only the Khamsin know…

Innate – Scavenger
Kyy’clax is a scavenger of the underground, because of this he was created with many deficiencies, frailty, blindness, and extremely pale skin. But despite the negative sides of his being, there are bonuses; Kyy’clax cannot be afflicted by the blind condition (for obvious reasons), and he carries around a burlap (probably something different) sack with him that he used in the underground to collect food. In war he merely scoops up sand and places it in the sack, for what reasons only the Khamsin know…

Kyy’clax’s sack. When activated every blow will give him an X% chance to cripple a foe and increases his attack speed by Y%, when a foe has been crippled by this, the “charges” in his sack will cut down by Z%.

Odd Trap – If a unit walks over said trap, damage is dealt and unit is knocked down. If unit is crippled, knockdown time is doubled.

Using the clay he has carried with him from his subterranean universe, Kyy’clax creates a crude replica of himself, fooling enemies into thinking it is his spiny back protruding from the sands. Any foe that walks over a clay creation will bleed and be crippled.

Stone – Hurls a stone at a location, blinding nearby units. If it strikes a unit, that unit is crippled. If the unit was already crippled it is knocked down.

Leash – Attaches a string to the first foe struck, if they leave the maximum distance they are knocked down, crippled, maimed, and begin to bleed. Also deals X damage.
Obviously I never really worked it out a lot and most of the hero was based off looking cool, not really amazing synergy, and yea, I realize most of the spells are bland, this was from quite a while ago... have fun looking!

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Deschain
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Re: Spell Suggestions & Ideas

Post by Deschain » Thu Jun 26, 2008 11:47 am

Bind.
Debuff. Target enemy is immune to conditions but loses Xhp per second. If there is no conditions on the target he cannot move or use transportational skills.
Those who seek war deserve for the war to find them.

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Re: Spell Suggestions & Ideas

Post by assassingao » Sun Jun 29, 2008 5:30 pm

Disruption
As long as this spell remains channeled, enemy units within the target area will take X damage per sec and have it's stun extended by 1.25 second.



It's worth it when you channeled long enough, but it's not good when you casted for 2 seconds and ran away.

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