New Hero Ideas!- 13 Hero's with more to come!

JB96JB96 Member
edited July 2016 in Suggestion Box
(JB96 Additions or changes marked in parentheses, bold and italics)
1.) Hero Name/Occupation
(lol): Fahari /Ringleader (male pride lion hero hunter-Tubes)

Primary Attack: Wooden Chair: Deals phys dmg in an arc and also potential knock-back.
Secondary Attack: Burning Whip: Deals magic dmg and fire stack dmg with potential pull in chance.

Q power: Lead the Show: Creates a buff/debuff around hero to speed heros/ minions up and slow heros/minons down.

E power: Tame the Beast: Whip auto-targets hero or minion and does incredible magic/fire dmg. If low enough health cause target to burst and do AoE dmg.

Passive: Lion Pride: Lion Pride Hunter and Gnoll Hunter become Fahari's personal bodyguards, if hero's attacked with bodyguards around all target enemy hero/ minion. (creds to raylei)

Weaver Upgrades-
Lvl 3 upgrades:
Lvl 6 upgrades
Burning Whip has 45 % chance of pulling enemy in. (creds empoleon666)
Lvl 9 upgrades:
Lvl 12 upgrades: more to come

(IDEA BY JEDIMIDNIGHT and JB96)
2.) Hero Name/Occupation: Lightfoot / Head Rooster (preferably female-hen physical) 

Primary Attack: Talon Swipe: Deals physical damage and causes minor bleeding (maybe 1 sec stun)
Secondary Attack: Flying Swoop: Launches hero at nearest target hero/minon throwing them in the air for a 3 sec stun and causing fear debuff (slowdown and takes more damage)

Q Power: Peck out their Eyes: Deals small amount of physical damage and causes bleeding effect. (creds empoleon666)

E Power: Flock of Birds: Summons a flock of bird allies increasing speed and attacks heros/minions with exploding eggs.

Passive: Hardboiled Egg: Takes a ton of damage with its hard outer shell but once you crack it Lightfoot becomes suseptible to a one shot kill. (creds to raylei)

Weaver Upgrades-
Lvl 3 upgrades:
Lvl 6 upgrades:
Lvl 9 upgrades:
Lvl 12 upgrades: more to come

(99% Credit to JeremiahTemple - Absolutely incredible idea! 1% JB96 for base idea lol)
3.) Hero Name/Occupation: Doomsday/ Nuclear Powerplant (male caustic radioactive human) or Rodney--"Control rod"/ Nuclear developer

Primary Attack: Slime Shot: Slow caustic bolt deals magic poison damage, maybe 10 initial contact and additional 2 damage per 3 seconds.
Beta waves: Low damage stacks for a poison dot(needs 15 stacks)-- due to dna damage.
Secondary Attack: Nuclear Discharge: Massive AoE surrounding hero in nuclear poison power that causes 30 magic dmg and 2 damage per 4 seconds.
(also any attack taken is converted into small healing affect?)
Alpha blast: Mid range damage dealing arcane/poison damage.
Q Power: Internal Heating: Turns mana into health and boosts heros speed for 4 seconds.
 Gamma Release: Minor health loss, high damage 5 poison stacks.
E Power: Meltdown: Spews sticky poision for slow effect and 4 damage per 5 seconds.
 Meltdown: AoE poison damage and stacks, coupled with random out bursts of his primary, secondary and Q attacks, health is sacrificed.

Shift: Insertion Reduction: Health decrease for mana increase.

Passive: Containment Breach: The lower his health the faster he regains mana, but the lower his armour/ upon death explodes for 25% of max health in damage.

Weaver Upgrades-

Lvl 3 upgrades: Fuel
Uranium and Plutonium--increased conversion rate of health to mana
Uranium Dioxide-- mana increase
Thorium-- armour reduction from passive negated

Lvl 6 upgrades: Operation
Fast Neutron Reactor-- rate of speed increased
Advanced Reactors-- aoe of gamma and alpha increased(widened not lengthened)
Floating Reactor-- health increase

Lvl 9 upgrades: Coolant
Water-- rate of fire increased rate of initiation increased for all but meltdown
Sodium-- armour increased
Carbon Dioxide--conversion rate increased

Lvl 12 upgrades: Operators
Soviet Operators--meltdown's radius and damage is increased but health is loss is also increased
American Engineers-- damage increased
Japanese Technician-- Meltdown gains a tidal force to the center

4.) Hero Name/Occupation: Stinger/ Hive Queen (female wasp) (either poison or light hero)

Primary Attack: Honey Bolt (staff): Shoots 2 bolts dealing 5 magic dmg each. (marks enemy for Channel the Hive)
Secondary Attack: Sting of Death: Hero glides forward at target and delivers its stinger into enemy hero/minion draining partial health in exchange for dealing massive physical dmg with tiny poison effect.

Q Power: Channel the HiveIf no enemy hero or minions around creates a truncated icosahedron (comb shape structure- creds to raylei)
 whirlwind shield around hero, if enemy hero or minions nearby bees attack at random or marked enemy by Honey Bolt. (maybe weaver upgrade)

E Power: Harvest the Fruit: Draws health and mana from nearby allies/minions/enemy hero/enemy minions without choice of victim.

Weaver Upgrades-
Lvl 3 upgrades:
Lvl 6 upgrades:
Lvl 9 upgrades: 
Harvest the Fruit only drains from nearby enemies.
Increases duration of Channel the Hive.
Sting of Death now drains mana instead of health.
Lvl 12 upgrades:

(100% Credit to Zippygrunt-great idea here!)
5.) Hero Name/Occupation: Brass (Dobbins Wife)

Primary Attack: Mug Shot: Low damage attack that mildly slows target
Secondary AttackKeg Smash: Powerful front AOE attack

Q Power: Share a Pint: Drops a table with mugs on it that heals and mildly slows near by allies.

E Power
Dwarven Ale: Heals Brass and grants armor and attack damage for a duration. Large debuff afterwords.

L-Shift
Gotta Go!: Doubles Brass' speed while dealing minor damage to herself over time.

Passive
Punch Drunk: Brass is immune to knockback, stun, and slow effects for a short duration after using her Q or E powers

Unique Trap
Watering Hole: Slows and reduces the damage of enemy heroes and minions within an AOE

Weaver Upgrades-

Lvl 3 upgrades
:
One Too Many: Brass' "share a pint" also slows enemy heroes/minions
5 year Spirits: "Keg Smash" also slows enemies slightly
Chug Chug Chug!: Increases the duration of "Mug Shot's" slow effect

Lvl 6 upgrades:
Can't get enough: "Dwarven Ale" cooldown decreased
Large Bladder: Reduces the mana cost of "Gotta Go!"
Kegger: "Keg Smash" gains a slight knockback

Lvl 9 upgrades
:
Drinking Game: "Mug Shot" damage and slow effect increased
Keg Stand: "Keg Smash" has a chance to stun enemies
Top Shelf Stuff: "Dwarven Ale" debuff decreased.

Lvl 12 upgrades:
Drinking Buddies: Brass' "Share a pint" no longer slows allies
Here, try some: Effects of "Dwarven Ale" also effect nearby allies
I can hold it: Removes damage over time from "gotta go!"

6.) Hero Name/ Occupation: Widowmaker / Web Spinner (new quick spider pillager and hero hunter idea)

Primary Attack: Move those Legs: Swipes with 4 legs in an arc dealing phys dmg.
Secondary Attack: Poison Fang: Deals huge magic poison dmg with resonating effects, longer cooldown.

Q Power: Spin that Web: Entangles target in a web trapping them for 2-3 seconds.

E Power: 8 Legged Brothers and Sisters: Summons 8 mini spiderling to attack and harass enemy heros, dealing small dmg.

Passive: Arachnophobia: Hero's previously killed by Widowmaker are more susceptible to attacks.

Unique Trap/GlyphTime to Move Minions: Similar to Midnights glyph except minions only get a speed boost when Widowmaker leads them.

Weaver Upgrades-
Lvl 3 upgrades:
Lvl 6 upgrades:
Lvl 9 upgrades:
Lvl 12 upgrades: more to come

(100% credit to ScifiToilet)
7.) Hero Name/ Occupation: Steve?/ Hardware Engineer?
Primary Attack:  Soda can: Throws his soda can at his enemies.  Enemy hit by soda can is stunned for 0.5 seconds and soda drenches a small AoE around the initial target.  If no enemy is hit, soda drenches a small AoE upon impact. All enemies drenched in soda suffer an initial 10% slow to movement and attack speed.  Each second under the affect of adds an additional 5% slow.  (final second will be a 30% slow)
Duration: 5 seconds
Cooldown: 15 seconds
Bonus: Soda Can will sometimes look like a can of Mountain Dew.
(Yo i know it might be pop can for you, but grow up its soda can)

Secondary Attack: Look at this! : Distracts himself, his allies and his enemies with various musings. Everyone around _ in a medium AoE moves toward the cast point with a 75% slow debuff to have a better look. Look at this! only affects those who are inside the AoE at cast time. Everyone caught by the effect of Look at this! is disarmed, immune to control effects and invulnerable.  _  is slowed by 25%, is not immune to control effects and is vulnerable to damage. If _ is stunned or killed, Look at this! is cancelled. _ cannot cancel the ability himself.  
Cast time: 1.5 seconds
Duration: 5 seconds. 
Cooldown: 60 seconds
Bonus: Cute animated cats may sometimes appear upon casting.

Q Power: Keyboard Warrior: Begins furiously typing on his keyboard to vent his frustration.  Keyboard Warrior! is a channeled ability and cannot be interrupted.  _ is immune to control effects while channeling, but is vulnerable to damage.  Due to his extreme focus, _ forgets to breathe during Keyboard Warrior and loses 12% of his current HP per second.   _ cannot die to the HP loss of Keyboard Warrior!  Charge refresh timer for Keyboard Smash! is reduced to 1 second for the duration of channel.

E Power: Keyboard Smash: Hates to lose.  With his full fury and might _ uses his fists to smash his keyboard causing the keys to fly everywhere doing significant physical damage in a large AoE.  The ability does less damage the further the enemies are from _.  Each Keyboard smash consumes a charge and mana.
Max Charges: 25
Cooldown: 0 second
Charge refresh timer: 10 seconds.  Charges continue to refresh during death
Bonus: There is a 0.1% chance _ starts saying very specific phrases about Unreal Tournament in German the next time he casts Keyboard Warrior! or Keyboard Smash!.

Shift: Tea for the Fallen: Honors fallen heroes by kneeling near where they died.  Tea for the Fallen is a channeled ability and can be interrupted if _ takes damage from any source.  All damage received during Tea for the Fallen is reduced by 50%.  Upon successful channel, Tea for the Fallen's cooldown is reduced to 0 and Allied Heroes respawn timer is reduced by 25%, while enemy hero respawn timer is increased by 25%.  Each successful channel also reduces _'s respawn time by 10%.
Channel time: 4 seconds.
Cooldown: 60 seconds.
Mana cost: 25% of current mana.
Bonus: There is a slight chance Tea for the Fallen has a visual glitch where _ gets stuck in his kneeling animation over and over again.

Passive: Good Luck! I'm Behind 7 Proxies: The first 7 instances of damage received by _ are reduced by 70%.  All charges are restored after _ has been out of combat for 7 seconds.
Bonus: slight chance for a visual indicator to read over 9000 instances, still functions as 7.

First skin suggestion: "Stylish Gentlemen" (_ wears a fedora, shortsleeved light blue dress shirt(untucked), vest, tie, cargo shorts, socks folded over at the ankles and worn out white New Balance sneakers)

(100%  credits to empoleon666)
8.) Hero Name/ Occupation: Klink, The Tinker (goblin) Damage-Physical
Role- Defense

Primary Attack: Face Forger: Klink swings his hammer as a melee attack
Secondary Attack: Ripper FiveSwinging his hammer hard in a vertical arc, Klink creates a small tremor damaging and stunning for a duration based on distance

Q Power: ConstructKlink creates a (random) turret  in front of him
                   When facing a turret (that he placed) He upgrades the turret (more barrels) and gives it a random element
                   When facing an upgraded turret, He puts treads underneath and carve out a hole on the top to turn the turret into the tank, then hoping in disabling his secoundary, left shift and replacing his primary with "Scrap Shot" gaining large amounts of armor, shooting costs scraps (read a little more) (in order to compensate for op armor and killing effectiveness a trade-off idea would be a decrease to its speed and maneuverability)

E Power:
Mind the MinesKlink throws a makeshift explosive a small-medium distance that can be remotely detonated
                          If in tank (turret) the barrel launches the explosive farther away

Left-Shift:
Armored and Dangerous: Klink tosses down a small defense powerup. (trade-off for defense powerup would have to be an attack or speed decrease)

Passive: ScavengeMana Bar is replaced with a Metal bar that is replenished by killing enemies (medium) hanging out with guardians (medium), small cashes [vases and small boxes] (low) moderate sized cashes (medium) large cashes (great) and the rift. (great)

9.) Hero Name/ Occupation: Tempest/ Wind Elementalist

Primary Attack: Fans of Zephyrus: Rapid fire and imprecise magic air arcs doing small damage with minor knock-back effect.
Secondary Attack: Lungs of Eurus: One second inhale charge that grows from small to large in shape (think of a tapering cloud) deals moderate AoE magic wind damage with knock-back effect.

Q Power: Deep Breath: Focuses mind, body and spirit for 4 seconds allowing Fans of Zephyrus to become more precise and increaseing knock-back effectiveness.
E Power: Whirlwind Strike: Tempest spins and twists herself into a movable tornado for 3 seconds, deals magic and physical damage, enemy minions and hero's thrown at random.

Passive: Takes your Breath Away: Enemy hero's deal less damage to Tempest but have a chance to get increased speed upon attack.

Weaver Upgrades-
Lvl 3 upgrades:
Lvl 6 upgrades:
Lvl 9 upgrades:
Lvl 12 upgrades: more to come

(100% creds to zippygrunt)
10.) Hero Name/Occupation: Tinker (gnome)

Primary Attack: Tinker: Hits with a wrench, deals low damage to minions/enemies but high damage to cashes.
Secondary AttackKneecapper: Low damage medium cooldown attack that slows for a long duration.

Q Power: Battery Zapper: An AOE DOT lightning attack that increases in duration the more stacks Tinker has.

E Power
Lightening Rod: A ranged single target lightning attack that stuns.

L-Shift
Overlode: Tinker spikes a boom barrel into the ground that deals AOE damage based on the number of stacks Tinker has.

Passive
Spare Parts: Tinker gains 10 stacks for each cashe he destroys.

Unique Glyph
Glyph of Shield: Minions that pass over this glyph gain a shield that absorbs X damage before breaking (X scales)

Weaver Upgrades-

Lvl 3 upgrades
:
Golden Wrench: Tinker gains 1 coin each time he deals damage to a cashe with his primary attack
Extra Energy: Increases tinkers speed by 5%
Spare Battery: Increases the range of "Battery Zapper"

Lvl 6 upgrades:
Lightning Bolt: Stacks increase the damage and duration of "Lightning Rod"
That's Mine!: Gains one stack for each cashe destroyed by allies
Kick em' in the knees!: "Kneecapper" cooldown reduced

Lvl 9 upgrades
:
Charged Wrench: Primary attack deals bonus electric damaged based on number of stacks
Bigger Booms: "Overlode" ability's AOE increased by number of stacks
Residual Static: If Tinker takes damage while using "Battery Zapper", the attacker takes lightning damage based on the number of stacks

Lvl 12 upgrades:
Parts Unknown: Tinker gains 1 stack for each minion killed and 10 for each hero killed
Chain Lightning: "Lightning rod" chains to additional enemy's based on the number of stacks Tinker has (like 1 per 50 or something)
Assassins Wrench: Primary attack damage doubled VS enemy heroes.

(100% creds to TheFuriousD)
11.) Hero Name/Occupation: Tiklik (Shaman healer)

Base Health: 150
Base Mana: 175
Base Damage: 6
Base Regen: 2 health/sec, 2.5 mana/sec.


Primary Attack: Wand of sorcery: Low damage attack that heals for 20% of damage done, deals arcane damage.
Secondary AttackHealing spell: Casts a single target healing on allies, or if not targeting an ally it goes on himself for 5% max health/sec  for 3 seconds. Cool-down of 30 seconds. costs 30 mana.

Q Power: Shaman magic: Shoots a ray that roots and silences any enemy hit for 2.5 seconds. cool-down of 40 seconds. costs 20 mana.
E PowerNature's Blessing: resurrects a nearby ally that has fallen in battle for 25% of their health and mana. Cool-down of 240 seconds. costs 80 mana.
L-ShiftJoyous Dance: Tiklik does a wonderful dance buffing nearby allies and minions for +10% movement speed and 2.5 health/sec. Toggle costing 5 mana a second
PassiveProtective Aura: Allies near Tiklik gain +5 in both armor, radius of 2 trap spaces (heck if I know the units).
Unique TrapSame as Ivy.

Weaver Upgrades-

Lvl 3 upgrades
:
Magical Divinity: Increases the strength of Healing spell to 7.5% max health/sec for 3 seconds.
Beautiful Dance: Increases the movement speed buff by 5% and grants 7 health/sec instead of 5 health/sec.
Witchcraft: Increases life-steal from primary attack to 30% of damage done.

Lvl 6 upgrades:
Professional Healer: Increases healing by 10%.
You shall not die!: Decreases the cool-down of nature's blessing by 30 seconds.
Shaman Sorcery: Increases root and silence to 3 seconds.

Lvl 9 upgrades
:
Gracious Dancer: Grants nearby allies and minions 5 protections but costs 8 mana/sec.
Protective Shaman: Increases protections given by passive to +7.5. 
Selfish ways: Increases primary attack damage by 10%.

Lvl 12 upgrades:
Learnt from the best: Decreases the cool-down of nature's blessing by 20 seconds and gives the resurrected hero 50% of their health and mana.
Helping Hand: Healing from healing spell is increased to 6 seconds.
Elven Magic: Reduces the cool-down of Shaman magic by 10 seconds.

12.) Hero Name/ Occupation: Basilisk/ Mythical Sewer Monster (help me come up with something better lol)
(think of the basilisk from Harry Potter)

Primary Attack: Poison Fangs: Snap your fanged mouth shut to deal moderate physical dmg and a recurring 3 dmg/per 3 secs poison dmg.
Secondary Attack: Sweep the Feet: Whips the spike tail in an arc dealing high physical dmg.

Q-Power: Petrify: AI locks on the hero target and turns them to stone for 2 secs.

E-Power: Go for the Jugular: Long-range leap forward to bite down on the target hero's weak point dealing massive dmg. Long cool down.

L-Shift: Slithering Mucous Highway: Basilisk leaves a trail of viscous mucous that speeds allies heroes up or slows enemy heroes down.

Passive: Lubricated Scales: Increased defense and speed while on the Mucous Highway.

Unique Glyph: Minions passing through glyph gain a small poison dmg buff. 

Weaver Upgrades-

Lvl 3 Upgrades:
Lvl 6 Upgrades:
Lvl 9 Upgrades:
Lvl 12 Upgrades:
Jugular Finisher: Latch on to victim hero and if at low enough hp, wraps Basilisk around them and squeezes to death.
Bleeding Jugular: Once bitten enemy hero bleeds slowly causing fear debuff which slows hero down and makes more susceptible to poison dmg.
Extended Petrification: Petrify now turns enemy hero to stone for 3 secs and once out of stone shell the feet are still encased in stone leaving hero slowed down for additional 1.5 secs.

!3.) Hero Name/ Occupation: Keiji/ Samurai Monkey Master (dressed in traditional shogun robe) 

Primary Attack: Katana Strike: Fast-moving low dmg physical melee attack.
Secondary Attack: Shuriken Stars: Ranged throwing star attack the deals physical and dark (arcane) magic dmg.

Q-Power: 
Shadow Blade: Imbues katana with dark (arcane) magic for 6 secs. to deal modrate dark (arcane) magic dmg.

E-Power:
Anti- Gravity Running: Mana draining skill allows Keiji to run up walls and ceilings to wait for the perfect moment to strike.

Passive:
Quick reflexes: Increases Keiji's ability to dodge attacks and move slightly faster upon dodge.

Unique Glyph:
Ninja Training: Minions crossing glyph have a chance to dodge attacks for 12 secs after passing through.

Weaver Upgrades-

Lvl 3 Upgrades:
Lvl 6 Upgrades:
Anti-Gravity Boost: If no walls, ceiling, rock faces, etc. present Keiji's speed increases two-fold buts drains significant mana.
Dual Stars: Keiji can now throw 2 Shuriken one after the other for more dark (arcane) dmg.
Whetstone Katana: Increases primary attack speed and dmg by 5%.
Lvl 9 Upgrades:
Lvl 12 Upgrades:


Pls leave constructive feedback on ideas!! If you write in something helpful credit will be given!! :)
Post edited by JB96 on
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Comments

  • Fahari The Ringleader- Fire
    Reverse the secondary and primary and make the pull in a weaver, it just doesn't make sense to me that his main attack would be flinging a wooden chair everywhere
    I assume "Lead the Show" slows foes and speeds friends
    Perhaps a Ring of Fire could be incorporated somehow

    Lightfoot, Head Rooster- Physical
    (looks at primary) No Stun >:( unless you want to barely move with this chicken on your tail
    Not sure how pecking out eyes causes burn damage :/

    Doomsday, Nuclear Powerplant- Acid?


    Btw did you forget to put the weavers or haven't thought of anything yet?
  • JB96JB96 Member
    I was thinking of changing the primary of Fahari into a swiping hit that has a 40% chance of knockback effect, and great idea for the pull in to becoming a weaver upgrade!
    Exactly "Lead the Show" would do just that! Perhaps a weaver upgrade for Lead the show would be surrounding the hero in a ring of fire to keep meele attackers at bay? lmk what you think!

    Lightfoot is definitely all physical and I was thinking a stun chance on the promary because the hero would be slightly slower and larger. You are totally right ill get rid of the burn damage to peck out the eyes!

    And for Doomsday caustic is basically acid just trying to make it sound cooler lol XD.

    If you have anymore weaver upgrade ideas that would be super helpful!

  • Yeah, if you're going to make the hero be themed please keep like the nuclear part of it somewhat realistic.

    Rodney--"Control rod"/ Nuclear developer

    Primary--Beta waves{ Low damage stacks for a poison dot(needs 15 stacks)-- due to dna damage}
    secondary-- Alpha blast { mid range damage dealing arcane/poison damage}
    Q-- gamma release-- minor health loss, high damage 5 poison stacks
    E-- Meltdown--- aoe poison damage and stacks, coupled with random out bursts of his primary, secondary and Q attacks, health is sacrificed to do this
    Shift- insertion reduction-- health decrease for mana increase

    passive--- containment breach--- The lower his health the faster he regains mana, but the lower his armour/ upon death explodes for 25% of max health in damage

    tier 1 fuel
    Uranium and plutonium--increased conversion rate of health to mana
    uranium dioxide-- mana increase
    Thorium-- armour reduction from passive negated

    tier 2 operation
    Fast neutron reactor-- rate of speed increased
    advanced reactors-- aoe of gamma and alpha increased(widened not lengthened)
    floating reactor-- health increase

    tier 3 coolant
    Water-- rate of fire increased rate of initiation increased for all but meltdown
    sodium-- armour increased
    carbon dioxide--conversion rate increased

    tier 4 operators
    soviet operators--meltdown's radius and damage is increased but health is loss is also increased
    American engineers-- damage increased
    Japanese technician-- Meltdown gains a tidal force to the center

    other ideas

    gen 2 fast breeder reactor-- armour loss from passive is reduced, insertion reduction has higher rate of transfer
    gen 3 fast breeder reactor-- armour loss from passive is reduced, insertion reduction has better conversion rate
    gen 4 fast breeder reactor-- armour loss from passive is reduced, insertion reduction has better conversion and transfer rate
    Molten Salt reactors-- armour loss from passive is negated, 
    fluoride salt-- insertion reduction conversion rate increased
    Minimum safe distance-- armour increased
    No shielding-- aoe of meltdown drastically increased
    flooded backup generators--- armour loss of passive increased but damage increased as well
    mismanagement of control rods-- meltdown initiates more quickly
    Fresh fuel--higher generation of mana
    gen 4 reactors --health and armour increase
    Heightened temperature--- more damage
    increased thermal efficiiency-- health/mana conversion


    From a drop of information can come a sea of extrapolation.
  • JB96JB96 Member
    Damn Jeremiah this is incredible, thank you for all this. When I get through updating the post please let me know if the changes make more sense to you.

    On a side note it seems you know significantly more about Nuclear Fusion and the such, perhaps if you can help create more of the weavers for the other characters that would be awesome! :)

    I've got a few more characters in the works and your input would make a huge difference!
  • zippygruntzippygrunt Member, Early Access
    Hero Name/Occupation: Brass (Dobbins Wife)

    Primary Attack: Mug Shot: Low damage attack that mildly slows target
    Secondary AttackKeg Smash: Powerful front AOE attack

    Q Power: Share a Pint: Drops a table with mugs on it that heals and mildly slows near by allies.
    E PowerDwarven Ale: Heals Brass and grants armor and attack damage for a duration. Large debuff afterwords.
    L-ShiftGotta Go!: Doubles Brass' speed while dealing minor damage to herself over time.
    PassivePunch Drunk: Brass is immune to knockback, stun, and slow effects for a short duration after using her Q or E powers
    Unique TrapWatering Hole: Slows and reduces the damage of enemy heroes and minions within an AOE

    Weaver Upgrades-

    Lvl 3 upgrades
    :
    One Too Many: Brass' "share a pint" also slows enemy heroes/minions
    5 year Spirits: "Keg Smash" also slows enemies slightly
    Chug Chug Chug!: Increases the duration of "Mug Shot's" slow effect

    Lvl 6 upgrades:
    Can't get enough: "Dwarven Ale" cooldown decreased
    Large Bladder: Reduces the mana cost of "Gotta Go!"
    Kegger: "Keg Smash" gains a slight knockback

    Lvl 9 upgrades
    :
    Drinking Game: "Mug Shot" damage and slow effect increased
    Keg Stand: "Keg Smash" has a chance to stun enemies
    Top Shelf Stuff: "Dwarven Ale" debuff decreased.

    Lvl 12 upgrades:
    Drinking Buddies: Brass' "Share a pint" no longer slows allies
    Here, try some: Effects of "Dwarven Ale" also effect nearby allies
    I can hold it: Removes damage over time from "gotta go!"
  • JB96JB96 Member
    Wow zippygrunt this is exactly what i'm looking for! 100% your idea and its great, I love how much thought and time you put in this! I will update the post in a bit and give you full credit! Keep 'em coming :)
  • rayleiraylei Member
    edited July 2016
    Good ideas !
    I get more ideas for you!

    1. Mabye give him a passive relates to pride hunters and gnoll hunters ;)
    2. Since Lightfoot is a rooster, JB should come up with a passive relaing to eggs
    Are those two ally birds little chicks  =) 
    3. I would let E be a spell that needs some cast time before it happens, like a true reactor. Then, boom!
    Also, maybe coming up with something relates to "Half" Life too.  :o 
    For Tier4 upgrade, Three Mile island Rip :'( 

    4. I would make Channel the Hive: a passive and Sting of Death  an ultimate instead. Then, make that shield absorbs magic damage and its shape is a Truncated Icosahedron (Comb shape). For right click, let Stinger casts whirlwind of some sort to protect herself. :/ 

    Here is what is the shape looks like: https://en.wikipedia.org/wiki/Truncated_icosahedron

    5. She is so op! She would be more Op if she also has Dibbon's passive since she is also a dwarf!
    She might need a weaver upgrade that boosts her with Dibbon, which allows players to choose other option when Dibbon is not present in the game! :# 

    6. Perhaps give Widowedmaker a "weaver" upgrade that enhances the effects of Web Spinner trap and makes Web Spinner trap cheaper! B) 
    So this is how we add small words under our post/comments.
  • JB96JB96 Member
    raylei said:
    Good ideas !
    I get more ideas for you!

    1. Mabye give him a passive relates to pride hunters and gnoll hunters ;)
    2. Since Lightfoot is a rooster, JB should come up with a passive relaing to eggs
    Are those two ally birds little chicks  =) 
    3. I would let E be a spell that needs some cast time before it happens, like a true reactor. Then, boom!
    Also, maybe coming up with something relates to "Half" Life too.  :o 
    For Tier4 upgrade, Three Mile island Rip :'( 

    4. I would make Channel the Hive: a passive and Sting of Death  an ultimate instead. Then, make that shield absorbs magic damage and its shape is a Truncated Icosahedron (Comb shape). For right click, let Stinger casts whirlwind of some sort to protect herself. :/ 

    Here is what is the shape looks like: https://en.wikipedia.org/wiki/Truncated_icosahedron

    5. She is so op! She would be more Op if she also has Dibbon's passive since she is also a dwarf!
    She might need a weaver upgrade that boosts her with Dibbon, which allows players to choose other option when Dibbon is not present in the game! :# 

    6. Perhaps give Widowedmaker a "weaver" upgrade that enhances the effects of Web Spinner trap and makes Web Spinner trap cheaper! B) 
    Wow thank you so much for all of the feed back Ray!!! :) I'm gonna do some editing right now and implement all of your suggestions, keep them coming!! I love the ideas for Stinger espescially! :)
  • JB96JB96 Member
    Such a weird and great idea at the same time. Completely hones in on the young gamer type that we have all become lol :) If you've got any tips or suggestions don't hesitate to post them! 
  • empoleon666empoleon666 Member
    edited July 2016
    Might as well put my own idea here as well

    Klink, The Tinker (goblin) Damage-Physical
    Role- Defense

    Primary-Face Forger- Klink swings his hammer as a melee attack
    Secondary-Ripper Five- Swinging his hammer hard in a vertical arc, Klink creates a small tremor damaging and stunning for a duration based on distance

    Q-Construct- Klink creates a (random) turret  in front of him
                       When facing a turret (that he placed) He upgrades the turret (more barrels) and gives it a random element
                       When facing an upgraded turret, He puts treads underneath and carve out a hole on the top to turn the turret into the tank, then hoping in disabling his secoundary, left shift and replacing his primary with "Scrap Shot" gaining large amounts of armor or shields visible on health bar, shooting costs scraps (read a little more). When armor is reduced to 0 Klink hops out as the tank crumbles into scraps.
    While in tank: to change direction has to use the left and right directional on the spot slowly rotating the treads and has a 50% speed penalty when going forward or backwards.
    60 seconds cool-down on creating a new turret

    E-Mind the Mines- Klink throws a makeshift explosive a small-medium distance that blows up when an enemy walks by and can be remotely detonated
                              If in tank (turret) the barrel launches the explosive farther away
    LeftShift- Armored and Dangerous- Klink tosses down a small defense powerup that also gives a slow for 40% of base speed

    Passive- Scavenge- Mana Bar is replaced with a Metal bar that is replenished by killing enemies (medium) hanging out with guardians (medium), small cashes [vases and small boxes] (low) moderate sized cashes (medium) large cashes (great) and the rift (great)
    Maximum scrap that can be held at one time (at base value) could be about 100-150
    When an enemy cashe gets destroyed by Klink he gains scrap based on cashe size (small [10% of max scrap] medium [25%] large [50%]

    lv3 weavers
    Recycling: turrets and tank now drop 25% of scrap depending on the turret level
    one size fits all: speed penalty on "Armored and Dangerous" is reduced to 20%
    Packed Powder: Mines now have a larger explosion radius

    lv6 weavers
    Efficient Manufacturing: Tank shots costs 50% less scrap
    Rip-ter 10: the stun and damage on Ripper Five are no longer based on distance
    Loot Hoarder: Increase max scrap count and scrap regen

    lv9 weavers
    Big Red button: Klink can now blow up his tank when destroyed causing large amounts of damage in a medium aoe
    Thick Plating: Doubles the health of turrets
    Slightly more Dangerous: Defense power up from "Armored and Dangerous" gives more defense

    lv12 weavers
    A need for Speed: removes tank speed penalty and slow rotation restoring regular movement
    Bare Experience: Constructing times are cut in half
    Exterior Storage: Max hp is increased by scrap count

    Edits: I've put new text in Italics (slanted letters) as in text that weren't in the original post.
    Post edited by empoleon666 on
  • zippygruntzippygrunt Member, Early Access
    I'mma steal a little bit of Empoleon666's idea and make something.

    Hero Name/Occupation: Tinker (gnome)

    Primary Attack: Tinker: Hits with a wrench, deals low damage to minions/enemies but high damage to cashes.
    Secondary AttackKneecapper: Low damage medium cooldown attack that slows for a long duration.

    Q Power: Battery Zapper: An AOE DOT lightning attack that increases in duration the more stacks Tinker has.
    E PowerLightening Rod: A ranged single target lightning attack that stuns.
    L-ShiftOverlode: Tinker spikes a boom barrel into the ground that deals AOE damage based on the number of stacks Tinker has.
    Passive: Spare Parts: Tinker gains 10 stacks for each cashe he destroys.
    Unique GlyphGlyph of Shield: Minions that pass over this glyph gain a shield that absorbs X damage before breaking (X scales)

    Weaver Upgrades-

    Lvl 3 upgrades
    :
    Golden Wrench: Tinker gains 1 coin each time he deals damage to a cashe with his primary attack
    Extra Energy: Increases tinkers speed by 5%
    Spare Battery: Increases the range of "Battery Zapper"

    Lvl 6 upgrades:
    Lightning Bolt: Stacks increase the damage and duration of "Lightning Rod"
    That's Mine!: Gains one stack for each cashe destroyed by allies
    Kick em' in the knees!: "Kneecapper" cooldown reduced

    Lvl 9 upgrades
    :
    Charged Wrench: Primary attack deals bonus electric damaged based on number of stacks
    Bigger Booms: "Overlode" ability's AOE increased by number of stacks
    Residual Static: If Tinker takes damage while using "Battery Zapper", the attacker takes lightning damage based on the number of stacks

    Lvl 12 upgrades:
    Parts Unknown: Tinker gains 1 stack for each minion killed and 10 for each hero killed
    Chain Lightning: "Lightning rod" chains to additional enemy's based on the number of stacks Tinker has (like 1 per 50 or something)
    Assassins Wrench: Primary attack damage doubled VS enemy heroes
  • JB96JB96 Member
    For some reason I can't quote you guys so here goes: For empoleon666 and zippygrunt I love these ideas and can't thank you enough for contributing, so keep 'em coming!! :)

    Empoleon666 in order to compensate for your Q powers being so op I think there should be a loss in speed and maneuverability since it will be super tanky and become the epitome of the work killshot lol XD.
    Also similarly for your L-Shift "Armored and Dangerous" while an awesome idea there should be a reduction in either movement speed or a cut to attack damage. Lmk what you guys think and ill be adding zippys idea to the main post when i have a bit more time. Cheers!! :)
  • JB96JB96 Member
    Might as well put my own idea here as well

    Klink, The Tinker (goblin) Damage-Physical
    Role- Defense

    Primary-Face Forger-Klink swings his hammer as a melee attack
    Secondary-Ripper Five- Swinging his hammer hard in a vertical arc, Klink creates a small tremor damaging and stunning for a duration based on distance

    Q-Construct- Klink creates a (random) turret  in front of him
                       When facing a turret (that he placed) He upgrades the turret (more barrels) and gives it a random element
                       When facing an upgraded turret, He puts treads underneath and carve out a hole on the top to turn the turret into the tank, then hoping in disabling his secoundary, left shift and replacing his primary with "Scrap Shot" gaining large amounts of armor, shooting costs scraps (read a little more)
    E-Mind the Mines- Klink throws a makeshift explosive a small-medium distance that can be remotely detonated
                              If in tank (turret) the barrel launches the explosive farther away
    LeftShift- Armored and Dangerous- Klink tosses down a small defense powerup

    Passive- Scavenge- Mana Bar is replaced with a Metal bar that is replenished by killing enemies (medium) hanging out with guardians (medium), small cashes [vases and small boxes] (low) moderate sized cashes (medium) large cashes (great) and the rift (great)

    Currently I don't have ideas for weavers
    Oh my gosh empoleon love the idea for the Q Power: Construct seems pretty op :) Perhaps if we make the tank one of the weaver upgrades it would work, also it has to have some sort of weakness so what do you think about making it slow but powerful?

    Also for its Shift powerups maybe a tradeoff with having a defense bonus it has a small attack decrease or speed decrease, lmk if you think these are good ideas! :)
  • JB96JB96 Member
    Might as well put my own idea here as well

    Klink, The Tinker (goblin) Damage-Physical
    Role- Defense

    Primary-Face Forger-Klink swings his hammer as a melee attack
    Secondary-Ripper Five- Swinging his hammer hard in a vertical arc, Klink creates a small tremor damaging and stunning for a duration based on distance

    Q-Construct- Klink creates a (random) turret  in front of him
                       When facing a turret (that he placed) He upgrades the turret (more barrels) and gives it a random element
                       When facing an upgraded turret, He puts treads underneath and carve out a hole on the top to turn the turret into the tank, then hoping in disabling his secoundary, left shift and replacing his primary with "Scrap Shot" gaining large amounts of armor, shooting costs scraps (read a little more)
    E-Mind the Mines- Klink throws a makeshift explosive a small-medium distance that can be remotely detonated
                              If in tank (turret) the barrel launches the explosive farther away
    LeftShift- Armored and Dangerous- Klink tosses down a small defense powerup

    Passive- Scavenge- Mana Bar is replaced with a Metal bar that is replenished by killing enemies (medium) hanging out with guardians (medium), small cashes [vases and small boxes] (low) moderate sized cashes (medium) large cashes (great) and the rift (great)

    Currently I don't have ideas for weavers
    Not sure why my earlier response didn't show up but ill rewrite it lol XD. So I was thinking (besides that this is an amazing idea) that the Q Power should have some sort of trade-off in speed and maneuverability in order to compensate for its op armor and killing abilities. Also to make the L-Shift more feasible there should be an attack or speed debuff that goes along with the defense buff! Pls lmk if these work! :) 
  • JB96JB96 Member
    I'mma steal a little bit of Empoleon666's idea and make something.

    Hero Name/Occupation: Tinker (gnome)

    Primary Attack: Tinker: Hits with a wrench, deals low damage to minions/enemies but high damage to cashes.
    Secondary AttackKneecapper: Low damage medium cooldown attack that slows for a long duration.

    Q Power: Battery Zapper: An AOE DOT lightning attack that increases in duration the more stacks Tinker has.
    E PowerLightening Rod: A ranged single target lightning attack that stuns.
    L-ShiftOverlode: Tinker spikes a boom barrel into the ground that deals AOE damage based on the number of stacks Tinker has.
    Passive: Spare Parts: Tinker gains 10 stacks for each cashe he destroys.
    Unique GlyphGlyph of Shield: Minions that pass over this glyph gain a shield that absorbs X damage before breaking (X scales)

    Weaver Upgrades-

    Lvl 3 upgrades
    :
    Golden Wrench: Tinker gains 1 coin each time he deals damage to a cashe with his primary attack
    Extra Energy: Increases tinkers speed by 5%
    Spare Battery: Increases the range of "Battery Zapper"

    Lvl 6 upgrades:
    Lightning Bolt: Stacks increase the damage and duration of "Lightning Rod"
    That's Mine!: Gains one stack for each cashe destroyed by allies
    Kick em' in the knees!: "Kneecapper" cooldown reduced

    Lvl 9 upgrades
    :
    Charged Wrench: Primary attack deals bonus electric damaged based on number of stacks
    Bigger Booms: "Overlode" ability's AOE increased by number of stacks
    Residual Static: If Tinker takes damage while using "Battery Zapper", the attacker takes lightning damage based on the number of stacks

    Lvl 12 upgrades:
    Parts Unknown: Tinker gains 1 stack for each minion killed and 10 for each hero killed
    Chain Lightning: "Lightning rod" chains to additional enemy's based on the number of stacks Tinker has (like 1 per 50 or something)
    Assassins Wrench: Primary attack damage doubled VS enemy heroes
    Great stuff zippygrunt! :) Keep it up, lets get this list to 20+ heros and maybe we'll get one made!

    Since I cant respond to empoleon666's post ill do it here lol: You too empoleon666 I'm loving the ingenuity! Although in order for the Q Power- Construct to not be completely op we'll compensate with a loss of speed and maneuverability, since it'll be super tanky and the epitome of a killshot.

    As for the L-Shift ability which is an Armor buff there needs to be some sort of debuff, such as a loss of speed or a cut on attack power! Lmk what you think zippy and empoleon and keep the great ideas coming! :)
  • They actually have art and such for a pride hunter boss, he looks pretty sweet, I forget which insider access he is featured in.
  • Hero Name/Occupation: Tiklik (Shaman healer)

    Base Health: 150
    Base Mana: 175
    Base Damage: 6
    Base Regen: 2 health/sec, 2.5 mana/sec.


    Primary Attack: Wand of sorcery: Low damage attack that heals for 20% of damage done, deals arcane damage.
    Secondary Attack: Healing spell: Casts a single target healing on allies, or if not targeting an ally it goes on himself for 5% max health/sec  for 3 seconds. Cool-down of 30 seconds. costs 30 mana.

    Q Power: Shaman magic: Shoots a ray that roots and silences any enemy hit for 2.5 seconds. cool-down of 40 seconds. costs 20 mana.
    E Power: Nature's Blessing: resurrects a nearby ally that has fallen in battle for 25% of their health and mana. Cool-down of 240 seconds. costs 80 mana.
    L-ShiftJoyous Dance: Tiklik does a wonderful dance buffing nearby allies and minions for +10% movement speed and 2.5 health/sec. Toggle costing 5 mana a second
    Passive: Protective Aura: Allies near Tiklik gain +5 in both armor, radius of 2 trap spaces (heck if I know the units).
    Unique Trap: Same as Ivy.

    Weaver Upgrades-

    Lvl 3 upgrades
    :
    Magical Divinity: Increases the strength of Healing spell to 7.5% max health/sec for 3 seconds.
    Beautiful Dance: Increases the movement speed buff by 5% and grants 7 health/sec instead of 5 health/sec.
    Witchcraft: Increases life-steal from primary attack to 30% of damage done.

    Lvl 6 upgrades:
    Professional Healer: Increases healing by 10%.
    You shall not die!: Decreases the cool-down of nature's blessing by 30 seconds.
    Shaman Sorcery: Increases root and silence to 3 seconds.

    Lvl 9 upgrades
    :
    Gracious Dancer: Grants nearby allies and minions 5 protections but costs 8 mana/sec.
    Protective Shaman: Increases protections given by passive to +7.5. 
    Selfish ways: Increases primary attack damage by 10%.

    Lvl 12 upgrades:
    Learnt from the best: Decreases the cool-down of nature's blessing by 20 seconds and gives the resurrected hero 50% of their health and mana.
    Helping Hand: Healing from healing spell is increased to 6 seconds.
    Elven Magic: Reduces the cool-down of Shaman magic by 10 seconds.


    Note this hero is supposed to be very supportive not damage heavy.
  • Hero Name/Occupation: Tiklik (Shaman healer)
    Passive: Protective Aura: Allies near Tiklik gain +5 in both armor, radius of 2 trap spaces (heck if I know the units).
    Hello Tiklik, you're now auditioning for Hero now that a chunk of soil and grass replaced you as boss?
    Enough joking, in terms of trap spaces think of pounders, spikes and arrow walls, all of these count as one tile, so "Protective Aura" is in effect of a 2 tile radius
  • JB96JB96 Member
    They actually have art and such for a pride hunter boss, he looks pretty sweet, I forget which insider access he is featured in.
    That's awesome if you could do us all a favor and find the insider access so we could see it that would be super cool. :)
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