I'm making a map based off of Arena PvP in World of Warcraft (2v2, 3v3, and 5v5) with Free For All and Capture the Flag modes. Rather than WoW classes, I'm using Starcraft units. I need some suggestions on units' skills but feel free to suggest any change you think of. Here's the map details:
4 units per race:
Protoss: Zealot, High Templar, Dark Templar, and Stalker
Terran: Marine, Ghost, Reaper, Viking
Zerg: Zergling, Hydra, Infestor, Queen
Players fight each other, gaining experience towards leveling up (to a small number, probably max out at 10). Units start off with 2 active skills and unlock the rest as they level up. In 2v2, 3v3, and 5v5, the first team to have all members reach the max lvl wins. In FFA, the first player to hit it wins. In CTF the first team to capture the flag x times wins.
Winning a game grants a second type of experience which goes towards "rank" instead of level. Your RANK is saved from map to map, but your level and everything else resets after each game. Hitting higher ranks unlocks things such as color choice, map choice, etc.
-As of right now, every unit has 10 skills: 6 Active Unit-Specific, 1 Passive Unit-Specific, 2 Race-specific, and 1 worker.
-'m giving every unit one special skill, which for all units except viking and queen, are either "summon" or "transform" for a short time
So that leaves at least 5 active skills per unit (i'm not entirely sure 6 active skills is enough. what do yall think?
Here's my current ideas for each unit's skills:
Workers: Start building a structure which, if completed, can be used to create computer-controlled units to help you fight
Protoss:
-Racial 1: Mothership - Summon for a short time. Doesn't attack but gives several non-damaging effects like in real Starcraft
-Racial 2: Warp Prism - Summon, lasts until killed. AoE effect that gives you a buff and CC's enemies while inside the AoE Zealot:
-Charge at the player, slowing them by 50% and freeing yourself of any movement impairing effects.
-Whirlwind
-Stun the enemy for 3 seconds
-Summon a Sentry for a short time Dark Templar:
-Teleport behind the target and hit them for x damage
-Stealth (mid-long CD) works in combat
-Strong attack, requires Stealth
-Turn into a dark archon for a short time High Templar
-Heal
-AoE that damages and Dot's all in range
-normal casting spell (shadowbolt)
-Immobilize enemies around (frost nova) but give them a small buff
-Turn into an Archon for a short time
-Increase casting time and damage dealt by 100% Stalker
-Teleport
-Shoot (normal Stalker attack)
-Turn into a colossus for a short time
-Shoot for more damage and a dot (mid-long CD)
-Slow the enemy
-Make yourself immobile but increase damage
Terran
-raven: ???
-thor: summon for a short time and wreaks havoc
-scv (if used after level x, can be upgraded to a mule for x more energy, which gives more health and builds slightly faster) -Marine
-Call a Marauder for a short time
-Use a stim pack, increasing health by 50% but decreasing damage dealt by 20% for 10 seconds
-Hold your stance and lay into the enemy, causing 100% extra damage but leaving yourself vulnerable (+33% damage taken) -Ghost
-Call a nuke (mid-long cast, long CD)
-Normal shot, no cast time
-Take aim and shoot the enemy in a vital spot (cast time, strong shot)
-Call a Siege tank for a short time (can make it switch between normal and siege mode) Reaper
-Call a Hellion for a short time
-Increase movement speed for a short time
-Lay mines, which the enemy can see for 2 seconds after you lay, but then become invisible Viking
-Transform into flight form (Walking mode = melee, flying = ranged) (flying still stays at same height as other units)
-shoot (req. flying)
-slow enemies (req flying)
-normal melee attack (req walking)
-DoT (req. walking)
Zerg
-Ultralisk: summon for a short time and wreaks havoc
-overlord: While your overlord watches down on your performance, you become more confidant, increasing damage done by 10%. Range x, duration x. Zergling
-Summon some banelings
-Increase attack speed by 50% for x seconds
-Call for a second Zergling to come help you
-Roar, scaring away all enemies close to you Hydra
-Transform into a lurker (you control) for a short time (low aoe damage)
-Spit acid, damaging your opponent and slowing them
-Spit acid, damaging your opponent and giving them a separate DoT
-Melee attack Infestor
-Summon a Roach for a short time
-Summon a cloud of smoke, confusing enemies in it and forcing them to lose their target and vision for 2 seconds
-Infest the target unit, forcing it to choose between fighting for you and for its friends (will run back and forth attacking everyone) for x seconds
-heal Queen
-The ground you walk on becomes infested with creep for x seconds, increasing your movement speed by 100% and decreasing non-zerg units' movement speed by 50%
-Lay down a creep pore which slowly generates more creep until killed (5 hp). This creep deals a stacking, weak DoT to enemy non-zerg units
-Summon larvae to heal you for a short time
-Summon (those creatures that spawn when a zerg building is destroyed) to fight with you for a short time
-Normal, mid-ranged melee attack
Map Suggestions/Requests is for suggesting a new map idea or requesting a remake of an old idea.
Also, it's hard to give feedback if what you are listing doesn't look like WoW arenas at all. WoW PvP has 10-20spells per class while what you listed looks more like the traditional 4-5 spells for a MOBA.
You need to decide which method you want to use. Once you have done so it will be easier for us to give useful feedback.
I'm making a map based off of Arena PvP in World of Warcraft (2v2, 3v3, and 5v5) with Free For All and Capture the Flag modes. Rather than WoW classes, I'm using Starcraft units. I need some suggestions on units' skills but feel free to suggest any change you think of. Here's the map details:
4 units per race:
Protoss: Zealot, High Templar, Dark Templar, and Stalker
Terran: Marine, Ghost, Reaper, Viking
Zerg: Zergling, Hydra, Infestor, Queen
Players fight each other, gaining experience towards leveling up (to a small number, probably max out at 10). Units start off with 2 active skills and unlock the rest as they level up. In 2v2, 3v3, and 5v5, the first team to have all members reach the max lvl wins. In FFA, the first player to hit it wins. In CTF the first team to capture the flag x times wins.
Winning a game grants a second type of experience which goes towards "rank" instead of level. Your RANK is saved from map to map, but your level and everything else resets after each game. Hitting higher ranks unlocks things such as color choice, map choice, etc.
-As of right now, every unit has 10 skills: 6 Active Unit-Specific, 1 Passive Unit-Specific, 2 Race-specific, and 1 worker.
-'m giving every unit one special skill, which for all units except viking and queen, are either "summon" or "transform" for a short time
So that leaves at least 5 active skills per unit (i'm not entirely sure 6 active skills is enough. what do yall think?
Here's my current ideas for each unit's skills:
Workers: Start building a structure which, if completed, can be used to create computer-controlled units to help you fight
Protoss:
-Racial 1: Mothership - Summon for a short time. Doesn't attack but gives several non-damaging effects like in real Starcraft
-Racial 2: Warp Prism - Summon, lasts until killed. AoE effect that gives you a buff and CC's enemies while inside the AoE
Zealot:
-Charge at the player, slowing them by 50% and freeing yourself of any movement impairing effects.
-Whirlwind
-Stun the enemy for 3 seconds
-Summon a Sentry for a short time
Dark Templar:
-Teleport behind the target and hit them for x damage
-Stealth (mid-long CD) works in combat
-Strong attack, requires Stealth
-Turn into a dark archon for a short time
High Templar
-Heal
-AoE that damages and Dot's all in range
-normal casting spell (shadowbolt)
-Immobilize enemies around (frost nova) but give them a small buff
-Turn into an Archon for a short time
-Increase casting time and damage dealt by 100%
Stalker
-Teleport
-Shoot (normal Stalker attack)
-Turn into a colossus for a short time
-Shoot for more damage and a dot (mid-long CD)
-Slow the enemy
-Make yourself immobile but increase damage
Terran
-raven: ???
-thor: summon for a short time and wreaks havoc
-scv (if used after level x, can be upgraded to a mule for x more energy, which gives more health and builds slightly faster)
-Marine
-Call a Marauder for a short time
-Use a stim pack, increasing health by 50% but decreasing damage dealt by 20% for 10 seconds -Hold your stance and lay into the enemy, causing 100% extra damage but leaving yourself vulnerable (+33% damage taken)
-Ghost
-Call a nuke (mid-long cast, long CD)
-Normal shot, no cast time
-Take aim and shoot the enemy in a vital spot (cast time, strong shot)
-Call a Siege tank for a short time (can make it switch between normal and siege mode)
Reaper
-Call a Hellion for a short time
-Increase movement speed for a short time
-Lay mines, which the enemy can see for 2 seconds after you lay, but then become invisible
Viking
-Transform into flight form (Walking mode = melee, flying = ranged) (flying still stays at same height as other units)
-shoot (req. flying)
-slow enemies (req flying)
-normal melee attack (req walking)
-DoT (req. walking)
Zerg
-Ultralisk: summon for a short time and wreaks havoc
-overlord: While your overlord watches down on your performance, you become more confidant, increasing damage done by 10%. Range x, duration x.
Zergling
-Summon some banelings
-Increase attack speed by 50% for x seconds
-Call for a second Zergling to come help you
-Roar, scaring away all enemies close to you
Hydra
-Transform into a lurker (you control) for a short time (low aoe damage)
-Spit acid, damaging your opponent and slowing them
-Spit acid, damaging your opponent and giving them a separate DoT
-Melee attack
Infestor
-Summon a Roach for a short time
-Summon a cloud of smoke, confusing enemies in it and forcing them to lose their target and vision for 2 seconds
-Infest the target unit, forcing it to choose between fighting for you and for its friends (will run back and forth attacking everyone) for x seconds
-heal
Queen
-The ground you walk on becomes infested with creep for x seconds, increasing your movement speed by 100% and decreasing non-zerg units' movement speed by 50%
-Lay down a creep pore which slowly generates more creep until killed (5 hp). This creep deals a stacking, weak DoT to enemy non-zerg units
-Summon larvae to heal you for a short time
-Summon (those creatures that spawn when a zerg building is destroyed) to fight with you for a short time
-Normal, mid-ranged melee attack
First thing I would suggest is that you NOT name this World of Starcraft. Blizzard has a problem with that. ^.^
I'm not in the actual map, but it's the shortest/easiest way to give the general idea of it. WoW-based PvP with Starcraft Units
This sounds like Starcraft Universe's dev preview which ends soon.
any actual suggestions? ..
Move to Map Feedback.
Map Suggestions/Requests is for suggesting a new map idea or requesting a remake of an old idea.
Also, it's hard to give feedback if what you are listing doesn't look like WoW arenas at all. WoW PvP has 10-20spells per class while what you listed looks more like the traditional 4-5 spells for a MOBA.
You need to decide which method you want to use. Once you have done so it will be easier for us to give useful feedback.