Bugs, Help & Suggestions => Idea Factory => Topic started by: Aeroblyctos on January 25, 2011, 05:18:40 am
Title: Re: Ability Improvement 2
Post by: Aeroblyctos on April 19, 2011, 08:07:04 am
The thread will be moved to another thread.
Closed.
Title: Re: Ability Improvement 2
Post by: Aeroblyctos on April 06, 2011, 12:09:40 pm
I updated the list. Still searching for more ideas.
Title: Re: Ability Improvement 2
Post by: Aeroblyctos on March 31, 2011, 03:27:25 pm
What, what, what? Honor Shop Items are gone. I removed them 2 major versions ago :-X
About the extra stats items... I know it perhaps makes even more tactical elements to the campaign... But doesn't we have already too much?
Title: Re: Ability Improvement 2
Post by: pl4ton on March 31, 2011, 02:31:00 pm
I remember this bugged version, i guess it was 1.3xx where u had all honor shop items in chapter 1 ( easiest chapter ever then ;D )
but anyway, i dont think the honor shop items are strong enough for the later chapters. so remove them and do what u suggested AND the people want. I dont think the "stats idea" is bad. i didnt buy honor shop items anyway because my playstyle need a lot of lifes ^^
ok serious now, why dont u add something in between combat kings and honor shop items. in 3.3 alpha u could wear those items that gave u an extra attribute point for str/agi/int when leveling up.
So my suggestion is, instead of honor shop items u could buy some passives "books" that:
-either improve the spells or -improve the stat gain when u lvl up
e.g.
i would definetly choose the spell improvement for phodom and galeoth. phodom, is meele, can tank a lot and has some nice spell damage potential. Galeoth is ranged, a mage and has ofc huge spelldamage.
fradz on the other hand needs to survive to fullfill his role, he is meele but his hp are terrible. so i would choose the "stats path" for him especially strength. I dont know how many times i died with fradz during boss fights with him just because some bosses cast 1 spell and he dies instantly.
the stats "passive bonus" could range from 0.5 to per "book" to a maximum of 2.5 so in total we could have 5 upgrades.
lets do some maths, fradz starts lvl 10, supposing he could get the upgrades all in chapter 2 so he would have:
40 lvls * 2.5 extra str/lvl * 25 = 4000 bonus hp at level 50.
ok that sounds **** overpowered^^ but u could set the prize for 1 upgrade to 5 honor points or something. and these books should only focus on 1 attribute ofc.
overall its just an idea, i just loved the "extra stat point" item back in 3.3
Title: Re: Ability Improvement 2
Post by: Aeroblyctos on March 30, 2011, 05:00:37 am
nooo you shouldnt limit certain characters to certain combat kings, things like natural resistance and magic resistance especially the latter i find are extremely benficial on all. 20% bash even at .5 wuld be imba, on Fradz at least i can see it being abused
And I agree.
Title: Re: Ability Improvement 2
Post by: phasekill on March 30, 2011, 04:41:57 am
nooo you shouldnt limit certain characters to certain combat kings, things like natural resistance and magic resistance especially the latter i find are extremely benficial on all. 20% bash even at .5 wuld be imba, on Fradz at least i can see it being abused
Title: Re: Ability Improvement 2
Post by: Aeroblyctos on February 18, 2011, 03:24:55 am
Tell me why you came up with those results.
Title: Re: Ability Improvement 2
Post by: Rikoshae on February 18, 2011, 03:00:01 am
My main point is that certain characters should be limited in certain combat king passives. Bash is not that imba if it has low stun duration like a .5 duration if your proc at 20%.
Title: Re: Ability Improvement 2
Post by: Aeroblyctos on February 18, 2011, 12:59:45 am
- Mostly I didn't get what you are talking about. - The Honor Shop items will be removed of course when I add this system. - I removed Disarm, I also noticed it's not a good combat king. I won't add Bash however, it's too imba.
Title: Re: Ability Improvement 2
Post by: Rikoshae on February 17, 2011, 08:30:08 am
I don't think hpassives should be taken out completely, but instead items should be taken out(Because there is a ton of items and it seems most of the boss ones are useless, if you feel the need to keep the items, just have it cost honor points still.). You get a set amount of Points anyway so its really not overpowered. It would be easier to have balance and have certain passives only apply to certain characters with limits if possible. Disarm should be taken out completely and be replaced with bash, has less broken AI.
Like say for example main attributes can go up to 10: Phodom: Counter Attack, Natural Resistance, Bash, Force Blow Fradz: Lifesteal, Critical Strike, Evasion, Blind Galeoth: Magic Resistance, % to Replenish Mana, % to Block Magic, Trance
Side attributes can go up to 5: Phodom: Magic Resistance, Trance Fradz: Natural Resistance, % to Replenish Mana Galeoth: Evasion, Counter Attack.
All Skills cost 2 Boss Points instead.
You can still use honor points for abilities if you feel like you want to change to whole system. BTW for cooldown and reduction cost, couldn't you just make a whole new spell with the same animation and description but with lower cd and cost? IDK just a thought. The upgrading of abilities which adds bonuses does sound pretty cool though.
I'd say also with this system you can get rid of the old element spells also and reuse them into the ability upgrade system.
Title: Re: Ability Improvement 2
Post by: Aeroblyctos on February 07, 2011, 12:48:13 pm
For what ability?
Title: Re: Ability Improvement 2
Post by: megmaconqueror on February 07, 2011, 05:27:45 am
Got a bonus suggestion for Phodom's fire element. "Fulling the fire" Basically makes it like the normal wc3 fire element, after X attacks, it spawns another element and resets their lifespan (but time is shortened).
Title: Re: Ability Improvement 2
Post by: Aeroblyctos on January 28, 2011, 11:54:26 am
All Alchemist stuff are done:
Potion Of Agility - Permanently increases Agility by 3. Potion Of Intelligence - Permanently increases Intelligence by 3. Potion Of Strength - Permanently increases Strength by 3. Potion Of Health - Permanently increases Hit Points by 100. Potion Of Mana - Permanently increases Mana by 50. Potion Of Experience - Permanently gives the Drinker three new levels(won't go beyond chapter's maximum level). Potion Of Life - Permanently gives a new life to the player. Potion Of Magic - Permanently increases magic damage to the Drinker by 100. Potion Of Ability - Permanently gives the Drinker a new ability point. Potion of Power - Permanently increases attack damage by 100.
And now start people suggesting some ability bonuses!
Title: Re: Ability Improvement 2
Post by: garkhan on January 28, 2011, 11:28:02 am
Title: Re: Ability Improvement 2
Post by: Aeroblyctos on January 27, 2011, 03:55:31 am
I can always make enemies or difficulties stronger.
And start to suggest guys now some ability bonus ideas.
Title: Re: Ability Improvement 2
Post by: Balerius on January 27, 2011, 03:13:40 am
Can't we use the honor points to buy stats instea.. Nah just kidding, everything's alright.. just feel that the honor point cost should be more so that there's more challenge
Title: Re: Ability Improvement 2
Post by: Aeroblyctos on January 26, 2011, 02:07:30 pm
But Alchemist do that stuff? ???
Title: Re: Ability Improvement 2
Post by: garkhan on January 26, 2011, 01:02:16 pm
I agree but I suggest to use runes for improving stats instead of abilities.
Title: Re: Ability Improvement 2
Post by: Aeroblyctos on January 26, 2011, 04:19:25 am
I updated the original post with ideas from the first Ability Improvement thread. Some of the bonuses I didn't put because this system doesn't work exactly same way than the first. I cannot add cooldown, mana cost and cast time changes and I also cannot edit the duration of some abilities.
Title: Re: Ability Improvement 2
Post by: Aeroblyctos on January 25, 2011, 10:11:08 am
- Stats you can get from Alchemist Stuff Profession. - Yea I can put almost everything else except reduce cooldown.
Title: Re: Ability Improvement 2
Post by: maninblack on January 25, 2011, 07:41:36 am
Can we buy stats for the character in honor shop you can't add bonus decrease cooldown, so slow effect is substitution or adding time durations. With "instantly kill" bonus, it's perfect if you can related with luck points
Title: Ability Improvement 2
Post by: Aeroblyctos on January 25, 2011, 05:18:40 am
Hey.
Instead of Honor Shop Items, there will runes that can improve abilities.
Here are some information:
- Player is able to by "Runes" from Honor Shop - Each rune costs 10 Honor Points, except Ultimate Runes costs 25 - Each ability have 2 different kind of bonuses - It it possible to update one ability twice - There are maximum of 11 slots for runes
I need more ideas. Not every ability is done yet.
Phodom
Fradz
Special Abilities
Illusory Double
1. Mass Illusion - Halves the cooldown. 2. Effective Illusion - The illusions will do as much damage as the real Fradz.
Illusory Double
1. No More Weaknesses - The armor increase curse is removed from the ability. 2. Even Quicker - Increases even further the attack speed and also movement speed is increased drastically.
Single Abilities
Discharge
1. Chain Lightning - Discharge also hits one to five opponents as well. 2. Combo Charge - If another Discharge lands on the same unit within 10 seconds it will deal an extra 25% damage.
Thunder
1. Shock - The thunder also stuns for 2 seconds. 2.
Shock
1 Improved Shock - Increases Shock's duration by 3 seconds and it's damage by 30%. 2.
Quickstab
1 Vital Strike - Increases the Stagger bonus damage from 40% to 100%. 2.
Element Abilities
Lightning Element
1. Durable Element - Increases Lightning Element's duration by another 60 seconds and gives it plus 10 armor. 2.
Lightning Attack
1. Slice & Dice - Increases the chance to hit by 10% and the damage by 25%. 2. Electric Stun - There's a 10% chance to stun opponent for 1 second.
Invisible Strike
1. Instant Kill - Kills any opponents instantly under level of Fradz. 2. Straight To Heart - When hit from back side this ability deals additional 25 extra damage per level of Fradz.
AoE Abilities
Lightning Mastery
1. Aura - Now the ability will also increase Fradz's and his companions magic damages by 10%. 2.
Flash Strike
1. Improved Flash Strike - Increases the hits from 4 to 6 and has 100% evasion while doing. 2.
Lightning Storm
1. Winder and stronger - Increases the area of effect by 150 and the damage by 25%. 2.
Heal Abilities
Hydro Shield
1. Superb Shield - Increases the damage return by 25%. 2.
Blessing of Lightning
1. 2.
Speedy Boost
1. 2.
Ultimate Abilities
Lightning Orb
1. 2.
Teleport Strike
1. 2.
Galeoth
Special Abilities
Icy Barrage
1. Stronger & Longer - Increases the stun length by 1 second and Galeoth's attack range by 200. 2. Faster & Caster - Increases the chance to stun by 10% and Galeoth's attack speed by 25%.
Bone Chiller
1. Freeze - Enemies are now frozen 2 seconds longer and they receive 50% more damage. 2.
Freeze
1. Biting Ice - Now Frozen will also do damage when it's cast to an enemy unit(magbonus%x((abilvlx50)+(intx3)+magbonus)). 2.
Single Abilities
Ice Bolt
1. Strong Bolt - Ice Bolt will receive extra damage from strength attribute(30xstr). 2. Quicker Bolt - Ice Bolt will receive extra damage from agility attribute(30xagi).
Magical Hammer
1. Mana Destroyer - Now Magical Hammer will destroy same amount of mana as the ability do damage. 2.
Piercing shard
1. Crippling Shot - Piercing Shard will reduce enemy unit's armor by 10 for 10 seconds. 2
Element Abilities
Ice Mastery
1. Aura - Now the ability will also increase Galeoth's and his companions magic damages by 10%. 2.
Summon Ice Element
1. 2.
Mesmerizing ice crystal
1. Tougher Crystal - For the first five seconds the crystal's armor is increased by 100. The crystal also gains extra 10 armor permanently. 2. Savious - The Crystal's aura's effect is doubled and when a companion dies the crystal will die instead of him.
AoE Abilities
Frozen Fang
1. 2.
Glacial Ball
1. Arctic Blast - When the ball explodes also stuns enemies for 3 second. 2.
Heal Abilities
Glacial Armor
1. Healling Armor - The armor heals now by 2% of maximum hit points per second. 2. Multiple Shield - All units nearby the target unit the shield is cast will also have this shield.