Just played on Bnet, not bad so far, I really think the buying untis part is the biggest flaw so far, Probably just me but I hate it when you can buy additional units in AOS maps, Takes the 1 hero strategy out of the equation for me.
dont concern yourselves with balancetoo much, the game (as i read it anyways) is still up for lots and lots of change, mostly additions.
The game can only truly be balanced when the content added amounts to a decent sum.
(balance becomes subject to change when features/units/items are added)
I'm pretty sure you know this already but i'd just like to express the importance once again.
Well the addition of mercenaries was entirely made to change that 1 hero strategy from Dota, and make it more original. Personally I like it, though I don't really use them. Lol. How come you can't play it cocosoft? O.o
Gatling.Thunder
[any terran infantry unit model]
Type: Biological(low armor, medium other stats)
Role: Ranged DPS
Sergeant Devon "Gatling" Thunder served as a heavy weapons specialist in the Dominion military for fifteen years, after which he left for the frontier worlds to make a living as a merc. Armed with his trusty machine gun and an arsenal of ordnance, Gatling offers the gift of extreme firepower to the highest bidder.
Skills:
Suppressive Fire
Gatling fires a wild volley at an enemy, crippling them in multiple areas and providing intimidation. His target's movement and attack speeds are slowed for a short duration. Costs 80 energy. Cooldown 5, lasts 5 seconds.
Level 1: -12% attack speed, -5% movement speed
Level 2: -24% attack speed, -10% movement speed
Level 3: -36% attack speed, -15% movement speed
Level 4: -48% attack speed, -20% movement speed
Minigun(passive)
Gatling modifies his machine gun to fire increased numbers of rounds per minute. This permanently increases his attack speed.
Level 1: +12% attack speed
Level 2: +24% attack speed
Level 3: +36% attack speed
Level 4: +48% attack speed
Mortar Blast
Among Gatling's array of heavy weapons is a field mortar. He primes and fires it at a small area, causing splash damage and a stun from a long range. Very long range(over 1 1/2 screens), vision required, medium splash, 30 sec cooldown.
Level 1: 100 damage, 1.0 sec stun, 140 energy.
Level 2: 135 damage, 1.2 sec stun, 160 energy.
Level 3: 175 damage, 1.4 sec stun, 180 energy.
Level 4: 225 damage, 1.6 sec stun, 200 energy.
Bunker Buster(ultimate)
Unstrapping an enormous missile launcher, Gatling blasts a single unit or building with an earthshaking explosion. Medium-long range, 100 second cooldown.
Level 1: 450 damage. ignores armor. 300 energy.
Level 2: 600 damage, ignores armor. 400 energy.
Level 3: 750 damage, ignores armor. 500 energy.
I think Viking transform shouldn't use energy, just like in SC2, but the cooldown and how long the transform actually takes should vary depending on skill level.
I could imagine a maxed out transform being a micromanager's dream come true: maybe transforming twice quickly to be able to fire both types of anti-bio and anti-mech weapons.
This would be similar to the way you can micro ghosts to snipe people, but in this case the firing would happen automatically as long as the right mode were selected
This thread convinced me that this is more than just another Dota ripoff #293120941202. Forgive me for what I said on page 1. :)
A few hero ideas; stats depend on circumstances.
......
Lassatar
Dark Templar [melee, agi] Role: assassin Default attack: Psi Scythe
This hero's USP is the fact that it employs cloak in a balanced way that does not require detection items and will thus not be rendered useless by those.
Creeping Cold
Melee attack that chills the target, causing its movement speed to slowly decrease over the next 20 seconds.
Shadow Walk (passive)
You are permanently cloaked if your shields are at maximum, but you are revealed for a short time when attacking. Additional levels reduce this time.
Kassia Crystal
Toggle ability: increases the revive time of any enemy player you kill when this is active. Can also be used to deny an allied hero, in which case it reduces revive time instead.
Avatar
Transfer control to a hallucination, leaving Lassatar behind in stasis. The hallucination is an exact copy of Lassatar, but cannot buy or use items. When destroyed or when Lassatar is attacked, the ability ends.
......
Sistask
Infested Terraness [melee, agi] (use Kerrigan model and pretty it up with some attachments or something) Role: assassin/carry Default attack: Claw Slash
This hero's USP is its ability to power up through kills. It is a vulture and kill stealer in the early game, but if kept alive can snowball into the end game.
Ravage
Briefly (2 seconds) maxes out your attack speed and grants life steal.
Hyperevolution (passive)
When you kill a player, you receive a stacking buff with unlimited duration that increases damage and energy regen rate. When you die, you lose all your stacks. Higher skill levels increase the maximum stack count.
Pounce
Target any enemy on the map and leap towards it. The target receives a warning and a target marker appears. If the target is an enemy, you immediately attack on impact, dealing bonus damage.
Undying Fury
Toggle ability: If Sistask dies while active, the nanites in her bloodstream keep her alive after death for a short time. If she manages to kill a hero or creep during this time, the death process is interrupted and she doesn't die after all.
......
Gabriel Tosh
Spectre [ranged, int] Role: CC/antimage Default attack: BOSUN Sniper Rifle
This hero's USP is its reliance on enemy energy and ability to control fights at any distance.
Terrazine Shot
A gas bullet that causes the target to spaz out, disabling control and forcing it to furiously attack random nearby targets, dealing increased damage.
Haji Voodoo
Targets any enemy on the map with a psionic curse, slowing it down and dealing continuous damage. (Yes, Gabriel Tosh can do that in the lore)
Bleeding Eye
Creates a hovering top-secret satellite above your head. The satellite is controllable and can move around at high speed, revealing terrain and enemies as it goes. It lasts 20 seconds, but pressing the button again after the first 2 seconds causes it to emit an orbital leech beam directly downwards, hitting anything underneath the satellite and ending the ability. The beam deals damage and steals energy from each target hit, returning it to you.
Battle of Minds
Target an enemy, initiating a psionic duel. Both units rise into the air, untargetable for anyone else, casting energy draining psi blasts at each other. When either party runs out of energy, he starts taking damage instead. The ability ends when both parties are out of energy. (Make sure you're not the one with lower energy)
......
Ariel
Medivac [ranged, int, flying] Role: support Default attack: Shock Treatment (green lightning) - only targets creeps.
This hero's USP is its lack of direct damage abilities that target players; it is incapable of harming enemy players, which balances out its ability to fly over terrain.
Nano Repair
Heals an allied target.
Life Grip
Fires a claw that pulls the target (enemy or allied) unit towards you.
E-11 Lockdown Device
Casts an electric bolt that disables the target's abilities for a short time.
Evac
Toggle ability: when active, flashing emergency lights appear on the ground around you and allied players can click on you to load their hero into the dropship. When loaded up, they have a single button they can click to unload themselves. The Ariel player can also disable the toggle to make all loaded heroes spill out instantly.
Er'tazh, Mistress of the Void
Role: Assassin/Suppressive Attacker
One of the most powerful Templars ever to walk Aiur, she joined the Nezarim when they rebeled against the psionic communal link. After Adun's failure to teach them mastery of the Khala and the destruction following, Er'tazh left her Dark Templar brethren and traveled the galaxy. She later found an ancient and hidden Xel'Naga temple which responded to her prescence. She unknowingly activated an old technology, one even the Xel'Naga were afraid of. By activating it, she sped up her evolution to a state where she had full control of the void. Er'tazh then returned to her Brethren as a new being, and with it a new name.
Spell 1:
Void Rift: Slash through the fabric of reality, creating a Rift near you and near the target enemy. Rift takes 3 seconds to spawn. Any enemies near the Rift after it spawns are slowly dragged to it and are only freed when the Rift dissipates, Er'tazh moves, or Er''tazh is slain. The more enemies caught by the Rift's pull, the faster it dissipates. Er'tazh can transfer attacks through the Rift, causing damage to all enemies near the Rift, but enemies can do the same.
Spell 2:
Void Slash: Attack through the Rift adjacent to Er'tazh. The Void intensifies the slash, unleashing it as a wave from the other Rift. Deals damage near Er'tazh and the Rift.
Spell 3:
Invoke: Channel the energies of the Void, unleashing a barrage of Void energy at a designated area. Enemies between the area and the Rift recieves damage. Attacks from both Rifts.
Ultimate:
Oblivion Clash: Force both Rifts together, dragging all enemies between them to the collision point. Deals massive damage to enemies caught by the Rifts and temporarily sets the out of phase, unable to attack or be attacked.
Here's a hero idea for you, if you haven't already gotten something similar to this.
Harbinger: Hybrid Reaver
Role: melee range attacker
I imagine his abilities to be something that utilized both the protoss and the zerg's themes, as per the idea behind the hybrids. He would utilize brute force and some psionic powers.
The attack animations for the hybrid reaver looks great for a passive cleave type skill.
seeing as he's a hybrid, I would think a temporary shield generating ability would be somewhat prudent.
I imagine his default movement speed to be somewhat slow, but he could use a charging ability to get into combat with opponents, possibly pushing and damaging any units between him and his destination.
I think an awesome skill would be to impale a single target, stunning them, and the reaver would tear at his target with his mandibles for a few seconds. Perhaps there is a life or energy leeching effect as well. The stun would last as long as the damage component. Inspired by one of the abilities that the abomination hero had in the original DOTA.
I don't know what kind of ultimate he would have, but I would like to see something along the lines of a psionically charged frenzy or direct damage ability.
I guess the synopsis of this hero would be that he's a slow lumbering beast that can utilize certain abilities to close the distance with his target and tear them asunder. Without careful use of his abilities, he would be fairly easy to escape from.
Background: Harbinger is one of the first of his kind, a unification of the greatest traits of the Protoss and Zerg species. A beast rippling with both physical and raw psionic power, few have dreamed of the powers at Harbinger's disposal. As his name implies, his existence is given meaning by combating his foes and spreading fear and terror among their ranks. Virtually nothing is known about Harbinger; only that he is a brutal, cunning, and most of all, terrifying sight to behold on the battlefield.
Hey there, i played this map quite extensively on the Beta and would very much like to keep up with it, however i am on the SEA region and it does not seem to be uploaded here.
Is there any way that you can arrange for it to be uploaded here? I would be happy to help in any way possible with the upkeep of this game on the SEA server.
my email is [email protected] if you wish to get in contact regarding this.
Look forward to playing this game again, and hopefully hearing from you.
Electro.Guy is a fast hero, a good chaser.
The gameplay of this hero is focused on the debuff management. His skills use the number of debuff stack's on the target to amplify their effects.
Electric Instability:
A debuff applied by Electro Shock or Bad Weather. Last 7 seconds, stacks up to 3 times.
Electro Shock:
A direct hit spell which has a 25/50/75/100 % chance of applying Electric Instability Debuff.
The damage inflicted are multiplied by the debuff count.
Paralyze:
Slow the target for 20/30/40/50% for 5 seconds
In addition, paralyze use the debuff count to strenghten its effect:
1/3 debuff = base rank slow + 15%
2/3 debuff = base rank slow +20% If the target moves while the debuff is active the target suffers damages
3/3 debuff = base rank slow +25% If the target moves while the debuff is active the target suffers damages
Bad weather:
AOE spell that deals damages to the enemy targets. Has a 20/30/40/50 % Chance to apply the Electric Instability debuff.
This spell is channeled.
Electro Blast :
Inflicts Massive damages to the target. However, if Electro.Guy is wounded if the target has not 3 Electric Instability debuffs.
It's annoying that I can't use items that I get from players who left/traded in recepies.
This game is very flat
'Also, many people lag out/drop on this map. Idk if it is the result of crappy connections, or if it is the map...
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Just played on Bnet, not bad so far, I really think the buying untis part is the biggest flaw so far, Probably just me but I hate it when you can buy additional units in AOS maps, Takes the 1 hero strategy out of the equation for me.
Love SotIS as you already know. Just wondering if you could post a changelog somewhere for each version :-D <3 Thanks
OMG I wish I could play this map! :/
dont concern yourselves with balancetoo much, the game (as i read it anyways) is still up for lots and lots of change, mostly additions.
The game can only truly be balanced when the content added amounts to a decent sum.
(balance becomes subject to change when features/units/items are added)
I'm pretty sure you know this already but i'd just like to express the importance once again.
Well the addition of mercenaries was entirely made to change that 1 hero strategy from Dota, and make it more original. Personally I like it, though I don't really use them. Lol. How come you can't play it cocosoft? O.o
Because map publishing isn't available in EU :/
Another hero idea:
Gatling.Thunder
[any terran infantry unit model]
Type: Biological(low armor, medium other stats)
Role: Ranged DPS
Sergeant Devon "Gatling" Thunder served as a heavy weapons specialist in the Dominion military for fifteen years, after which he left for the frontier worlds to make a living as a merc. Armed with his trusty machine gun and an arsenal of ordnance, Gatling offers the gift of extreme firepower to the highest bidder.
Skills:
Suppressive Fire
Gatling fires a wild volley at an enemy, crippling them in multiple areas and providing intimidation. His target's movement and attack speeds are slowed for a short duration. Costs 80 energy. Cooldown 5, lasts 5 seconds.
Level 1: -12% attack speed, -5% movement speed
Level 2: -24% attack speed, -10% movement speed
Level 3: -36% attack speed, -15% movement speed
Level 4: -48% attack speed, -20% movement speed
Minigun(passive)
Gatling modifies his machine gun to fire increased numbers of rounds per minute. This permanently increases his attack speed.
Level 1: +12% attack speed
Level 2: +24% attack speed
Level 3: +36% attack speed
Level 4: +48% attack speed
Mortar Blast
Among Gatling's array of heavy weapons is a field mortar. He primes and fires it at a small area, causing splash damage and a stun from a long range. Very long range(over 1 1/2 screens), vision required, medium splash, 30 sec cooldown.
Level 1: 100 damage, 1.0 sec stun, 140 energy.
Level 2: 135 damage, 1.2 sec stun, 160 energy.
Level 3: 175 damage, 1.4 sec stun, 180 energy.
Level 4: 225 damage, 1.6 sec stun, 200 energy.
Bunker Buster(ultimate)
Unstrapping an enormous missile launcher, Gatling blasts a single unit or building with an earthshaking explosion. Medium-long range, 100 second cooldown.
Level 1: 450 damage. ignores armor. 300 energy.
Level 2: 600 damage, ignores armor. 400 energy.
Level 3: 750 damage, ignores armor. 500 energy.
@Archiphres: Go
I think Viking transform shouldn't use energy, just like in SC2, but the cooldown and how long the transform actually takes should vary depending on skill level.
I could imagine a maxed out transform being a micromanager's dream come true: maybe transforming twice quickly to be able to fire both types of anti-bio and anti-mech weapons.
This would be similar to the way you can micro ghosts to snipe people, but in this case the firing would happen automatically as long as the right mode were selected
Is there any chance this will appear in the EU as well?
@BrotherLaz: Go
As long ecko finds someone to distribute the map in EU, it will happen most likely.
This thread convinced me that this is more than just another Dota ripoff #293120941202. Forgive me for what I said on page 1. :)
A few hero ideas; stats depend on circumstances.
......
Lassatar
Dark Templar [melee, agi]
Role: assassin
Default attack: Psi Scythe
This hero's USP is the fact that it employs cloak in a balanced way that does not require detection items and will thus not be rendered useless by those.
Melee attack that chills the target, causing its movement speed to slowly decrease over the next 20 seconds.
You are permanently cloaked if your shields are at maximum, but you are revealed for a short time when attacking. Additional levels reduce this time.
Toggle ability: increases the revive time of any enemy player you kill when this is active. Can also be used to deny an allied hero, in which case it reduces revive time instead.
Transfer control to a hallucination, leaving Lassatar behind in stasis. The hallucination is an exact copy of Lassatar, but cannot buy or use items. When destroyed or when Lassatar is attacked, the ability ends.
......
Sistask
Infested Terraness [melee, agi] (use Kerrigan model and pretty it up with some attachments or something)
Role: assassin/carry
Default attack: Claw Slash
This hero's USP is its ability to power up through kills. It is a vulture and kill stealer in the early game, but if kept alive can snowball into the end game.
Briefly (2 seconds) maxes out your attack speed and grants life steal.
When you kill a player, you receive a stacking buff with unlimited duration that increases damage and energy regen rate. When you die, you lose all your stacks. Higher skill levels increase the maximum stack count.
Target any enemy on the map and leap towards it. The target receives a warning and a target marker appears. If the target is an enemy, you immediately attack on impact, dealing bonus damage.
Toggle ability: If Sistask dies while active, the nanites in her bloodstream keep her alive after death for a short time. If she manages to kill a hero or creep during this time, the death process is interrupted and she doesn't die after all.
......
Gabriel Tosh
Spectre [ranged, int]
Role: CC/antimage
Default attack: BOSUN Sniper Rifle
This hero's USP is its reliance on enemy energy and ability to control fights at any distance.
A gas bullet that causes the target to spaz out, disabling control and forcing it to furiously attack random nearby targets, dealing increased damage.
Targets any enemy on the map with a psionic curse, slowing it down and dealing continuous damage. (Yes, Gabriel Tosh can do that in the lore)
Creates a hovering top-secret satellite above your head. The satellite is controllable and can move around at high speed, revealing terrain and enemies as it goes. It lasts 20 seconds, but pressing the button again after the first 2 seconds causes it to emit an orbital leech beam directly downwards, hitting anything underneath the satellite and ending the ability. The beam deals damage and steals energy from each target hit, returning it to you.
Target an enemy, initiating a psionic duel. Both units rise into the air, untargetable for anyone else, casting energy draining psi blasts at each other. When either party runs out of energy, he starts taking damage instead. The ability ends when both parties are out of energy. (Make sure you're not the one with lower energy)
......
Ariel
Medivac [ranged, int, flying]
Role: support
Default attack: Shock Treatment (green lightning) - only targets creeps.
This hero's USP is its lack of direct damage abilities that target players; it is incapable of harming enemy players, which balances out its ability to fly over terrain.
Heals an allied target.
Fires a claw that pulls the target (enemy or allied) unit towards you.
Casts an electric bolt that disables the target's abilities for a short time.
Toggle ability: when active, flashing emergency lights appear on the ground around you and allied players can click on you to load their hero into the dropship. When loaded up, they have a single button they can click to unload themselves. The Ariel player can also disable the toggle to make all loaded heroes spill out instantly.
Hope any of this helps. :(
I got something to say:
Bugs:
Hero balance: Reaper hero Vagalond:
Moved to the Project Workplace forum
This is looking good!!!
Good job keep up the workz!
What about items suggestions!
Psi Converter ( 650 ) +75 shield +75 energy Use : Instantly converts 75 energy into 75 shield. 25 sec cooldown.
Here's a Hero idea:
Er'tazh, Mistress of the Void Role: Assassin/Suppressive Attacker
One of the most powerful Templars ever to walk Aiur, she joined the Nezarim when they rebeled against the psionic communal link. After Adun's failure to teach them mastery of the Khala and the destruction following, Er'tazh left her Dark Templar brethren and traveled the galaxy. She later found an ancient and hidden Xel'Naga temple which responded to her prescence. She unknowingly activated an old technology, one even the Xel'Naga were afraid of. By activating it, she sped up her evolution to a state where she had full control of the void. Er'tazh then returned to her Brethren as a new being, and with it a new name.
Spell 1: Void Rift: Slash through the fabric of reality, creating a Rift near you and near the target enemy. Rift takes 3 seconds to spawn. Any enemies near the Rift after it spawns are slowly dragged to it and are only freed when the Rift dissipates, Er'tazh moves, or Er''tazh is slain. The more enemies caught by the Rift's pull, the faster it dissipates. Er'tazh can transfer attacks through the Rift, causing damage to all enemies near the Rift, but enemies can do the same.
Spell 2: Void Slash: Attack through the Rift adjacent to Er'tazh. The Void intensifies the slash, unleashing it as a wave from the other Rift. Deals damage near Er'tazh and the Rift.
Spell 3: Invoke: Channel the energies of the Void, unleashing a barrage of Void energy at a designated area. Enemies between the area and the Rift recieves damage. Attacks from both Rifts.
Ultimate: Oblivion Clash: Force both Rifts together, dragging all enemies between them to the collision point. Deals massive damage to enemies caught by the Rifts and temporarily sets the out of phase, unable to attack or be attacked.
Here's a hero idea for you, if you haven't already gotten something similar to this.
Harbinger: Hybrid Reaver Role: melee range attacker
I imagine his abilities to be something that utilized both the protoss and the zerg's themes, as per the idea behind the hybrids. He would utilize brute force and some psionic powers.
The attack animations for the hybrid reaver looks great for a passive cleave type skill.
seeing as he's a hybrid, I would think a temporary shield generating ability would be somewhat prudent.
I imagine his default movement speed to be somewhat slow, but he could use a charging ability to get into combat with opponents, possibly pushing and damaging any units between him and his destination.
I think an awesome skill would be to impale a single target, stunning them, and the reaver would tear at his target with his mandibles for a few seconds. Perhaps there is a life or energy leeching effect as well. The stun would last as long as the damage component. Inspired by one of the abilities that the abomination hero had in the original DOTA.
I don't know what kind of ultimate he would have, but I would like to see something along the lines of a psionically charged frenzy or direct damage ability.
I guess the synopsis of this hero would be that he's a slow lumbering beast that can utilize certain abilities to close the distance with his target and tear them asunder. Without careful use of his abilities, he would be fairly easy to escape from.
Background: Harbinger is one of the first of his kind, a unification of the greatest traits of the Protoss and Zerg species. A beast rippling with both physical and raw psionic power, few have dreamed of the powers at Harbinger's disposal. As his name implies, his existence is given meaning by combating his foes and spreading fear and terror among their ranks. Virtually nothing is known about Harbinger; only that he is a brutal, cunning, and most of all, terrifying sight to behold on the battlefield.
Hey there, i played this map quite extensively on the Beta and would very much like to keep up with it, however i am on the SEA region and it does not seem to be uploaded here.
Is there any way that you can arrange for it to be uploaded here? I would be happy to help in any way possible with the upkeep of this game on the SEA server.
my email is [email protected] if you wish to get in contact regarding this.
Look forward to playing this game again, and hopefully hearing from you.
Hey there!
Here is my humble Hero: The Electro.Guy
Electro.Guy is a fast hero, a good chaser. The gameplay of this hero is focused on the debuff management. His skills use the number of debuff stack's on the target to amplify their effects.
Electric Instability:
A debuff applied by Electro Shock or Bad Weather. Last 7 seconds, stacks up to 3 times.
Electro Shock:
A direct hit spell which has a 25/50/75/100 % chance of applying Electric Instability Debuff. The damage inflicted are multiplied by the debuff count.
Paralyze:
Slow the target for 20/30/40/50% for 5 seconds In addition, paralyze use the debuff count to strenghten its effect:
Bad weather:
AOE spell that deals damages to the enemy targets. Has a 20/30/40/50 % Chance to apply the Electric Instability debuff. This spell is channeled.
Electro Blast :
Inflicts Massive damages to the target. However, if Electro.Guy is wounded if the target has not 3 Electric Instability debuffs.
It's annoying that I can't use items that I get from players who left/traded in recepies. This game is very flat 'Also, many people lag out/drop on this map. Idk if it is the result of crappy connections, or if it is the map...