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

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  • TheFuriousDTheFuriousD Member
    edited August 2016
    Naya

    Battle master of Sanctuary, Naya is a skilled warrior in dealing with the unchained. He has mastered the force of nature and has harnessed it to peak performance in battle skills, in his time he has become the strongest elf and commander of the first grove. Due to the war between the unchained and the order Naya has chosen to enter the fray in hopes to bring balance.

    Lore: As the unchained grew in power they began to attack, specifically the outpost that Naya was on, Acacia, The unchained brought several allies and ghouls in their assault, several thousands, the elves were strong warriors but were out numbered, there was only a thousand of them and thousands of the unchained.
       Naya knew he was out numbered but knew he could outsmart them, he sent Ivy and her parents along with 200 others to defend the outpost from the tree-tops, while Warden Talos, himself, and 200 other elves fought them on foot, he gave the rest two options, either stand strong and pray to our highness or retreat back and get more. Most of the elves stayed and fought with him, only 100 went to get reinforcements.
       As the unchained grew closer Naya readied his bow and calmly warned the unchained, "You come any closer and you shall all perish." The unchained were undeterred for they only saw 300 elves, Naya whispered "So be it." He calmly shot his arrow piercing several orcs before hitting an ogre in the head. Ivy and her parents began barraging the unchained from above picking them off several at a time. Naya pulled out his blade and rushed in slashing them down with precise strike that decapitated them on every blow. With his strikes so elegant Naya looked as if he was peacefully walking through a garden, the unchained were measly the fertilizer for his garden.
       The battle raged on and the elves stood strong, but the unchained were not getting weaker, they were only growing in strength. Soon the elves were getting overwhelmed with giant force. Ivy's parents were killed in an onslaught of arrows, enraged Ivy caused roots from the nearby trees to crush their enemies, but that only gave them mere seconds of safety, Naya knowing that his forces were faltering and that there was only going to be more unchained told his brethren to flee, The elves, besides Ivy, fled as fast as they could swiftly jumping out of combat and retreating to safety, Naya seeing as Ivy would not move came back and knocked her down and carried her back to the first grove with Warden Talos protecting them.
       Naya has come to the order asking for help in return he shall be eternally grateful and help them in their deeds, The Order seeing this as a wonderful opportunity to gain an ally against the unchained accept his request and offer him a home, Naya humbly declines and says, "My home is the forest."



    Damage: Physical

    Base health: 250
    Base Mana: 150
    Base Damage (lvl 1): 12
    Base Attack speed: 0.95
    Base Movement speed: 100%
    (Intended class if there was to be one: Hunter (based off the warrior/assassin/mage/tank/hunter system))
    Health gain per level +8
    Damage gain per level +1.25
    Attack speed gain per level +0.01

    Passive: Natural Fighter:
     Being on the field has give Naya natural talents in his stances, in his blade stance he has increased life-steal (+10%) in his ranged stance he has increased attack speed (+.25)

    Unique Glyph: Battle Hardened
    This glyph grants 4 minions per wave +30 max health (fully healed upon stepped on), +10 armor and +10 magical armor. Costs 500 coin, lasts for 3 waves.

    Warrior's blade / Elven Bow (Primary Attack): Naya being a battle master has grown accustomed to the ways of fighting, he uses either his bow for a ranged assault or his blade for quick killing.

    Aimed Strike / Calm shot (Secondary Attack):
    Aimed strike is a melee attack that strikes the enemy in a critical area dealing strong damage  but has a relatively small range and can only hit one foe. 80 base damage, costs 25 mana, has a cool-down of 8 seconds, cast time of .5 seconds.

    Calm shot is a ranged attack where Naya preps his bow and calmingly fires an arrow with striking force
    (0.5-infinite seconds, 25-75 base damage scales with how long its charged for max charge of 2.75 seconds, costs 30 mana) has a cool-down of 8 seconds

    Warriors call / Nature's calling  (L-Shift):
    Being a skilled warrior Naya can switch between using his bow or blade at will. (cool-down of 0.5 seconds, costs no mana, cast time of .5 seconds) if an ability is on cool-down on his blade stance and he switches to bow stance the cool-down is removed but if he switches back the cool-down is still there unless he remained in bow stance for the cool-down to disappear.
     (Ex. Used calm shot, Warrior's call, aimed strike, Nature's calling, he would still have 4 seconds on calm shot, assuming it took them 4 seconds to do all of that).

    Inner Peace / Nature's Wrath (Q Ability):
    Naya emits a calming aura that heals nearby allies and himself every .5 seconds for 2.5 seconds 
    radius of 20 units, healing of 25 a tick, costs 40 mana, cool-down of 10 seconds, cast time of one second

    Naya Harnesses the earth causing it to form a stalagmite at a target location
    Can be acted as a wall for small corridors (radius of 20 units), dealing 60 base damage, costs 30 mana, lasts 3 seconds, cast time of 1.5 seconds.
    Each sides have a cool-down of 10 seconds.

    Noble Sacrifice / Nature's Blessing (E Ability):
    Naya valuing the safety of his teammates grants his life to them.
    Restoring 60% of their max health and mana and applying a 15 armor and 15 magical armor buff to them for 5 seconds. Cool-down of 210 seconds costs 80 mana, cast time of 2.5 seconds, is immune while doing so.

    Naya grows a sapling from the earth that heals and rejuvenates allies
    Radius of 50 units, grants 5 hp/sec and 5 mana/sec, can be destroyed by enemies in one hit, can be a max of 3 on the field, auras do NOT stack. Cool-down of 20 seconds, costing 30 mana, cast time of one second.

    Weavers

    T1

    Fighting Spirit: Upon dealing damage Naya is granted a 30 health shield for 5 seconds, can stack up to 3 times refreshing its health each time, once stacks are depleted (stacks are not refreshed after 3 hits) it goes on cool-down for 120 seconds.

    Battle Ready: 
    Battle hardened buffs +2 more minions. and give +15 armor and magical armor instead of +10

    Nature's Gift: 
    Upon Nature's blessing the sapling pulses, pushing enemies away from it, and grants the sapling a shield that lasts two hits.

    T2

    Green Thumb: The sapling from Nature's blessing now grants 7.5 health/sec and 7.5 mana/sec, and has it's mana cost reduced by 5.

    Calm Mind: Naya achieves true Inner Peace and grants himself and allies increased healing, 30 a tick.

    Mother Earth: Nature's wrath stalagmite tree that can attack for his elven allies, dealing 20 damage an attack with an attack speed of 0.5.

    T3

    Warriors Will: When Naya is low on health (20%) he recovers 20% of his max health and mana and moves slightly faster +5%.

    Cunning Shot: Calm shot can now be released earlier for its maximum damage -1 second.

    Truly Humble: Noble Sacrifice instead of requiring to select a target now pulses for 80 units, affecting any allies in the area.

    T4

    Assassin's blade: Naya's blade becomes a dagger that gains increased damage to retreating foes (+50% damage if opponent is hit in the back)

    Warrior's Code: Battle hardened now grants an additional 100 health and lasts for 5 waves instead of 3.

    Tactician's Advantage: Natural fighter now gives additional life-steal, 20% instead of 10%, and more attack speed, 0.45 instead of 0.25.


    Notes:

    Calm shot requires you to hold down right click for maximum damage.

    Noble Sacrifice requires you to select a target, with a 20 unit floor targeter, range is unlimited, if multiple allies are in the area then it selects the closest one to the center, unless you have Truly Humble, then you just pulse and whoever is in the area gets the buffs and healing.
    Post edited by TheFuriousD on
  • PaleknightPaleknight Member, Master Founder, Early Access
    So should I repost my ideas in or give a new ones?
  • So should I repost my ideas in or give a new ones?
    reposting won't do much, but new ideas are always welcomed!
  • i mean if you repost your ideas from another thread or at least a link to them, he can consolidate them into one location.
    From a drop of information can come a sea of extrapolation.
  • Lets see if anyone has more ideas to post to this. Read and imagine.
    From a drop of information can come a sea of extrapolation.
  • HypovolemicHypovolemic Member
    edited September 2016
    War Elephant
    Let's just paste together @yobbobear's favorite unit from Age of Empires 2 and two of my favorite things from OMD2 to make: white flame wielding, anthropomorphic elephant paladin!
    Damage Type:  Physical and Fire.
    Intended Roles:  Defense.
    • Primary Attack:  Dwarven Hammer primary from OMD2. Slow melee attack.
    • Secondary Attack:  Dwarven Hammer secondary from OMD2. Spinning attack that keeps going and burns mana while the button is held.
    • Ability 1:  Turning rune. Summons a rune of light that causes minions to turn and flee for 3 seconds. Same as the Jar of Ghosts active ability from OMD2.
    • Ability 2:  Blazing rune. Summons a temporary wall of flaming white runes. The wall deflects enemy projectiles and does fire damage to enemies that walk through it.
    • Ability 3:  Power rune. Summons a large circular rune on the ground. So long as he's inside the rune's area his Dwarven Hammer primary/secondary attacks do additional damage and add a fire DoT upon hit.
    • Passive:  Time of need. Repeated damage from the same enemy reduces the cooldown on this abilities (up to some maximum).
    Post edited by Hypovolemic on
  • Mage Knight

    Description: A melee warrior combines both might and magic in battle, wielding a sword and shield. She is the embodiment of honor and chivalry, perhaps a little too much so...

    The Mage Knight wears full practical armor and wears an open faced helm. She has blonde hair and acts according to honor and chivalry, but in a "naive exaggerated fashion" to keep it with OMD humor.

    Primary Attack: Two Hit Combo - Two slashes. One from right to left, then left to right.
    Secondary Attack: Elemental Shield - Shield bashes the enemy with an additional effect depending on attuned element.
    - Physical: Deals physical damage and stuns the target. Has a lower cooldown compared to other variants.
    - Fire: Deals fire damage and burns the target.
    - Ice: Deals ice damage and slows the target.
    - Lightning: Deals lightning damage in a line.

    Passive: Elemental Attunement - Allows the Mage Knight to attune to certain elements (Fire, Ice, Lightning, and Physical) While attuned to an element, she gains resistance to it (so while attuned to Fire, she takes less damage from Fire sources, and so on.)

    Q Ability: Elemental Burst - The Mage Knight plunges her sword into the ground and a burst of elemental energy surrounds her as she attunes to a different element. Elements go in order of Physical -> Fire - > Ice -> Lightning -> Physical. Has a secondary effect depending on the new attuned element.
    - Physical: Creates a shockwave, blasting back nearby enemies.
    - Fire: Creates a burning patch of fire on the ground that deals damage to enemies.
    - Ice: Creates a blast of ice shards that erupt from the ground, impaling nearby enemies for high burst damage.
    - Lightning: Lightning fires down and hits the Mage Knight before hitting the strongest enemy around her for high single target damage.

    E Ability: Elemental Charge - An ability focused on mobility. The exact functionality depends on attuned element.
    - Physical: Leaps toward the target to deliver a powerful stab with her sword.
    - Fire: Charges forward with her shield, leaving behind a trail of fire that damages enemies.
    - Ice: Charges forward with a conjured ice lance, dealing ice damage to enemies hit.
    - Lightning: Quickly rushes forward and slashes her foes before returning to her original location in a burst of lightning.
  • SenatorBirdSenatorBird Member
    edited November 2016
    Senator Bird

    Description: Its a Bird in Tuxedo Like my profile on steam... Because of the Magic of the rift some animals got different characteristics and it cause many of them to became smarter and to be able to communicate with other beings. This is specially the case of the High mountains on the West of realm. A magic rift gave power for the creatures and with this they begun to organize themselves as evolved society. Bears, Birds, Monkeys, Cats, Dogs and many others now live united under a democratic system at the High Mountains. They've leaned how to use the magic of the rift, they learned how to speak and they are also able to produce technology. The High Mountain people have remained neutral on the Order against Unchained that have been raging on the realm. The high mountain kept their economic business and trades with the Order but  also offered assistance to the Unchained sometimes but peace is fragile and it will come a time they will have to pick a side. The Unchained have conquered a lot of territories and their thirsty for power only grows, that makes the High Mountain people worried. President Duck called a urgent meeting on the congress and senate. Senator Bird was in favor of an alliance with the Order and had his motion passed all legal means. Now with the support of his friends like General Fox, Minister of Science Toad, Congressman Rabbit, Consul Raven and others he has the majority and the power to make the alliance. Now Senator Bird new challenge is to lead the armies of the High Mountains on this endless war.

    Senator Bird is not a warrior he is a Bureaucrat and his abilities will fit his job as Senator.
    He is a Bird wearing a tuxedo and always carrying his briefcase. He is smart, always ready for a debate and loves cookies and coffee.

    Primary Attack: Briefcase hit - Senator Bird uses his briefcase to hit his enemies.
    Secondary Attack: Razor papers - Senator Bird has a lot of projects, motions, laws and other useful papers on his briefcase he takes a time to ope it and throw some on it on the enemies. It is a burst effect and cause bleeding.

    Passive: Government taxes - Senator Bird is a bureaucrat and a politician he collect taxes and use the taxes collected to invest in traps to help in the war. Every time he hits a enemy he collects an small amount of coins as a contribution for the taxes fund. He also collect a percentage of taxes from his allies every time they get an income. Because he is a politician he usually spend more on stuff that ordinary people would pay less to get the same result. There for he buys traps 15% more expensive.

    Comment - The idea is a joke on how usually politicians spend money and how taxes are high. But that doesn't make him a ineffective hero on the contrary the idea  is to make interesting and challenging. He spend more than the other heroes but he gets money faster. Late game he should be able to be getting more coins than his allies and therefore be able to put more traps because he has access to unlimited taxes fund provided by the government and paid by the people! Lol.

    Q Ability: Campaign time! - Senator Bird is an experienced politician he know the words to pick and always have a good answer for his adversaries critics and questions.  Also as a good politician he always knows how to raise money for his campaign and how to attract more voters and supporters. By using this ability Senator Bird start a brief campaign trying to convince the adversaries that they will be doing the right choice by maintaining him in the Senate he also does a lot of promises. The effect caused is a brief stun and also more fund raised to be used on traps. He can speak things like: " I will make the Order/Unchained Great again!" " I promise more rifts!" " I will build a Wall and make the Orcs pay for it" Lol...

    E Ability: Time to fly! Senator Bird is nevertheless a Bird! And he likes to fly this abilities is as simple as its name. He can spin forward, backward or upward doing AoE damage and flying. While flying ( he consumes mana or for a limited time) He moves faster and is able to use any of his abilities.  By landing he also do AoE damage.

    Shift Ability: Coffee Break! Being a politician is no easy task. Senator Bird then takes a short break to enjoy a Cookie and small cup of coffee then the power of caffeine takes control and he gets a boost on his speed and abilities damage, but after the caffeine effects wears off he gets a bit dizzy for a short time.



    Senator Bird 2017!
    Post edited by SenatorBird on
  • Senator Bird

    Description: Its a Bird in Tuxedo Like my profile on steam... Because of the Magic of the rift some animals got different characteristics and it cause many of them to became smarter and to be able to communicate with other beings. This is specially the case of the High mountains on the West of realm. A magic rift gave power for the creatures and with this they begun to organize themselves as evolved society. Bears, Birds, Monkeys, Cats, Dogs and many others now live united under a democratic system at the High Mountains. They've leaned how to use the magic of the rift, they learned how to speak and they are also able to produce technology. The High Mountain people have remained neutral on the Order against Unchained that have been raging on the realm. The high mountain kept their economic business and trades with the Order but  also offered assistance to the Unchained sometimes but peace is fragile and it will come a time they will have to pick a side. The Unchained have conquered a lot of territories and their thirsty for power only grows, that makes the High Mountain people worried. President Duck called a urgent meeting on the congress and senate. Senator Bird was in favor of an alliance with the Order and had his motion passed all legal means. Now with the support of his friends like General Fox, Minister of Science Toad, Congressman Rabbit, Consul Raven and others he has the majority and the power to make the alliance. Now Senator Bird new challenge is to lead the armies of the High Mountains on this endless war.

    Senator Bird is not a warrior he is a Bureaucrat and his abilities will fit his job as Senator.
    He is a Bird wearing a tuxedo and always carrying his briefcase. He is smart, always ready for a debate and loves cookies and coffee.

    Primary Attack: Briefcase hit - Senator Bird uses his briefcase to hit his enemies.
    Secondary Attack: Razor papers - Senator Bird has a lot of projects, motions, laws and other useful papers on his briefcase he takes a time to ope it and throw some on it on the enemies. It is a burst effect and cause bleeding.

    Passive: Government taxes - Senator Bird is a bureaucrat and a politician he collect taxes and use the taxes collected to invest in traps to help in the war. Every time he hits a enemy he collects an small amount of coins as a contribution for the taxes fund. He also collect a percentage of taxes from his allies every time they get an income. Because he is a politician he usually spend more on stuff that ordinary people would pay less to get the same result. There for he buys traps 15% more expensive.

    Comment - The idea is a joke on how usually politicians spend money and how taxes are high. But that doesn't make him a ineffective hero on the contrary the idea  is to make interesting and challenging. He spend more than the other heroes but he gets money faster. Late game he should be able to be getting more coins than his allies and therefore be able to put more traps because he has access to unlimited taxes fund provided by the government and paid by the people! Lol.

    Q Ability: Campaign time! - Senator Bird is an experienced politician he know the words to pick and always have a good answer for his adversaries critics and questions.  Also as a good politician he always knows how to raise money for his campaign and how to attract more voters and supporters. By using this ability Senator Bird start a brief campaign trying to convince the adversaries that they will be doing the right choice by maintaining him in the Senate he also does a lot of promises. The effect caused is a brief stun and also more fund raised to be used on traps. He can speak things like: " I will make the Order/Unchained Great again!" " I promise more rifts!" " I will build a Wall and make the Orcs pay for it" Lol...

    E Ability: Time to fly! Senator Bird is nevertheless a Bird! And he likes to fly this abilities is as simple as its name. He can spin forward, backward or upward doing AoE damage and flying. While flying ( he consumes mana or for a limited time) He moves faster and is able to use any of his abilities.  By landing he also do AoE damage.

    Shift Ability: Coffee Break! Being a politician is not easy task. Senator Bird then takes a short break to enjoy a Cookie and small cup of coffee then the power of caffeine takes control and he gets a boost on his speed and abilities damage, but after the caffeine effects wears off he gets a bit dizzy for a short time.



    Senator Bird 2017!
    you drink coffee?
    So this is how we add small words under our post/comments.
  • raylei said:
    Senator Bird

    Description: Its a Bird in Tuxedo Like my profile on steam... Because of the Magic of the rift some animals got different characteristics and it cause many of them to became smarter and to be able to communicate with other beings. This is specially the case of the High mountains on the West of realm. A magic rift gave power for the creatures and with this they begun to organize themselves as evolved society. Bears, Birds, Monkeys, Cats, Dogs and many others now live united under a democratic system at the High Mountains. They've leaned how to use the magic of the rift, they learned how to speak and they are also able to produce technology. The High Mountain people have remained neutral on the Order against Unchained that have been raging on the realm. The high mountain kept their economic business and trades with the Order but  also offered assistance to the Unchained sometimes but peace is fragile and it will come a time they will have to pick a side. The Unchained have conquered a lot of territories and their thirsty for power only grows, that makes the High Mountain people worried. President Duck called a urgent meeting on the congress and senate. Senator Bird was in favor of an alliance with the Order and had his motion passed all legal means. Now with the support of his friends like General Fox, Minister of Science Toad, Congressman Rabbit, Consul Raven and others he has the majority and the power to make the alliance. Now Senator Bird new challenge is to lead the armies of the High Mountains on this endless war.

    Senator Bird is not a warrior he is a Bureaucrat and his abilities will fit his job as Senator.
    He is a Bird wearing a tuxedo and always carrying his briefcase. He is smart, always ready for a debate and loves cookies and coffee.

    Primary Attack: Briefcase hit - Senator Bird uses his briefcase to hit his enemies.
    Secondary Attack: Razor papers - Senator Bird has a lot of projects, motions, laws and other useful papers on his briefcase he takes a time to ope it and throw some on it on the enemies. It is a burst effect and cause bleeding.

    Passive: Government taxes - Senator Bird is a bureaucrat and a politician he collect taxes and use the taxes collected to invest in traps to help in the war. Every time he hits a enemy he collects an small amount of coins as a contribution for the taxes fund. He also collect a percentage of taxes from his allies every time they get an income. Because he is a politician he usually spend more on stuff that ordinary people would pay less to get the same result. There for he buys traps 15% more expensive.

    Comment - The idea is a joke on how usually politicians spend money and how taxes are high. But that doesn't make him a ineffective hero on the contrary the idea  is to make interesting and challenging. He spend more than the other heroes but he gets money faster. Late game he should be able to be getting more coins than his allies and therefore be able to put more traps because he has access to unlimited taxes fund provided by the government and paid by the people! Lol.

    Q Ability: Campaign time! - Senator Bird is an experienced politician he know the words to pick and always have a good answer for his adversaries critics and questions.  Also as a good politician he always knows how to raise money for his campaign and how to attract more voters and supporters. By using this ability Senator Bird start a brief campaign trying to convince the adversaries that they will be doing the right choice by maintaining him in the Senate he also does a lot of promises. The effect caused is a brief stun and also more fund raised to be used on traps. He can speak things like: " I will make the Order/Unchained Great again!" " I promise more rifts!" " I will build a Wall and make the Orcs pay for it" Lol...

    E Ability: Time to fly! Senator Bird is nevertheless a Bird! And he likes to fly this abilities is as simple as its name. He can spin forward, backward or upward doing AoE damage and flying. While flying ( he consumes mana or for a limited time) He moves faster and is able to use any of his abilities.  By landing he also do AoE damage.

    Shift Ability: Coffee Break! Being a politician is not easy task. Senator Bird then takes a short break to enjoy a Cookie and small cup of coffee then the power of caffeine takes control and he gets a boost on his speed and abilities damage, but after the caffeine effects wears off he gets a bit dizzy for a short time.



    Senator Bird 2017!
    you drink coffee?
    Coffee is OP
  • BrokenScienceBrokenScience Member
    edited December 2016
    Boris the Orc Tamer

    Description: Boris joined the circus at a young age after the Unchained destroyed his village. After a few years, he had his own special act where captured orcs would preform under him, seemingly willing. His act became so successful it drew the attention of the order. Hoping they could use his methods to get orcs to fight for them, the order sent Gabriela to approach Boris where he agreed to reveal how he tamed the orcs. He then preceded to take Gabriela into the tent with the orcs.

    It was instantly evident that the orcs didn't preform willingly. They were terrified of him, and Gabriela quickly found out why. Boris spotted an orc hiding in an empty food barrel that was to be taken away. He pulled a whip out that he never held during his performances to strike the orc through the barrel. Realizing that his technique would never get orcs to fight for the order, Gabriela began to leave. As she was leaving the other orcs took advantage of the events and made a break for the exit. Boris quickly wrapped his whip around the orc that had hidden in the barrel and sending it through the other orcs sending all of them straight into a campfire outside.

    Impressed by this move and seeing that he was now out of orcs, Gabriela recommended Boris join the order, where he could continue to tame orcs without worrying about keeping them alive for his act. After all, a dead orc is a tame orc.

    Appearance: Boris is a large, heavy-built human dressed in his old costume from the circus. It has since been torn and tattered with only a few of the golden decorative pieces over the shoulders and on his belt still remaining. He has a whip in one hand with a few extra attached to his waist.

    Primary: Whiplash: Lashes whip out in straight line along aiming sights dealing physical damage to all minions it hits. Minion in front receives the most damage with minions in back receiving very little. Has limited range.

    Does not use mana. No cooldown.

    Passive: Sticky Whip: If Whiplash hits terrain (floor, wall, ceiling) it will stick. Hitting space while the whip is stuck causes Boris to launch himself in a line to where the whip stuck, causing knock back to all small/medium minions hit along the way freeing his whip upon arrival. If he hits a large minion, boss, or hero, Boris will bounce off dealing massive damage and stunning, then land, freeing his whip automatically. Using any other ability resets his whip when stuck.

    Note: All abilities (not gear) are disabled until his whip is freed.

    Small mana cost. Will get caught in pits of acid, lava, or water. No cooldown.

    Secondary: Gotcha: Boris lashes out whip which latches on to first enemy hit. If the enemy is a small or medium minion, Q and E abilities become available. Otherwise the whip releases the enemy stunning it and doing moderate damage in the process. Using Whiplash while attached to a minion will cause Boris to wind up and throw minion in a line out in front of him dealing knock back and damage to all minions hit. Activates cooldown upon minion release.

    Note: Moving while whip is attached to a minion will cause it to drag behind Boris. This does not do damage to the minion but may knock down anything it "hits". Dragging the minion through floor traps will activate them. The minion will free itself after a short time (~10 seconds).

    Doesn't cost mana. Has short cooldown. If minion is caught Q and E abilities are enabled and secondary ability is disabled.

    Q Ability: Flight training: Boris throws minion up in the air. Boris receives coin for this ability based on the height the minion reaches. Minion receives damage based on height fallen on impact, knocking down small and medium minions and stunning all others at landing site.

    No cooldown. Moderate mana cost. Secondary ability enabled but its cooldown is started upon minion release. Disables Q and E abilities.

    E Ability: Whirlwind: Boris spins caught minion around counter-clockwise dealing knockback to all enemies hit by it. He releases minion after 3 spins causing minion to fly out perpendicular to the direction Boris is facing. Boris's move speed is slowed by ~90% during spinning.

    Note: Spinning counter-clockwise during this ability will not extend the time the minion spins. It will stop at 3.99 rotations from start at maximum.
    Note++: Damage and knock back are only done at edge of Boris's range, he has nothing to defend himself with during this time between him and the spinning minion.

    No cooldown. Large mana cost. Secondary ability enabled but its cooldown is started upon minion release. Disables Q and E abilities.
  • My sugestion is not ecxatly a hero, but any hero (or some of they), be BOT for us, when we don't find other players in the public match !!
    They shoul let only humans buy/sell traps (or buy traps, but allowing us for to sell their traps)
  • If you're planning on having a bot take a spot or two for you, I'd recommend playing as a solo or duo instead. I've played with 4 defender bots in siege and can safely say that was quite a nightmare. Random traps everywhere, lack of coordinated movements, brute stupidity, group orgies, surprisingly large amount of death, and I don't trust them that well after mishaps and adventures with how the siege bots were implemented. That's quite a lot of buffs they got there and not much brains to use 'em.
  • SireSire Member
    edited December 2016
    Not exactly new hero suggestions, but some reworks for existing heroes. The Ivy and Gabriella reworks is taken from my Wall of Text thread in General Discussion, but are expanded upon here.

    I think this is going to end up being another wall of text... (Trivia: It took me 2-4 hours to write all this.)

    Contents
    Ivy Rework: Changed Passive, Healing -> Overshield
    Gabby Rework: Changed Passive, Blink -> Charm
    Hogarth Rework:  Changed Passive, Reworked Catch!, Reworked Ambush!

    Steve - Master Archer: Hero Suggestion based off of classic Archer Guardians, focusing on spammable skills, a single nuke, and managing two fellow archers. Name inspired from Yogcast Sip's old OMD playthroughs.

    * * * * *

    Ivy Rework: Changed Passive, Healing -> Overshield
    Left Click: Basic Arrow - No changes [Maybe overall damage buff, but I'll wait to see the effects of new passive, Critical Shot.]
    Right Click: Penetrating Arrow - No changes.
    Q: Nature's Aegis - Provides an extra layer of "bonus health" to allies and herself that slowly depletes over time. It is not a healing ability, but rather an "Overshield" for allies. Enemy attacks will deplete the overshield first, then actual health.
    E: Reach of Roots - No changes
    Passive: Critical Shot - Every 3rd arrow will do additional damage. Damage buff also applies to Penetrating Arrow.

    Upgrade Changes:
    *Experimental* Precision - Every 2nd arrow will do additional damage. Damage buff also applies to Penetrating Arrow.
    Survival Instinct (Forgiveness) - When close to death, automatically casts Nature's Aegis, regardless of cooldown. Can trigger every 60 seconds.
    Warden's Blessing - Now grants a 20% bonus to the shield instead of healing effects.

    Critical Shot helps with Ivy's damage output as well as make her feel more like an "Archer Hero" instead of of a "Support Druid" wielding a bow. Healing is widely available from different sources (trinkets, guardians, rift regeneration, dropped potions) and does little during active combat as Orcs deal high burst damage compared to a meager heal over time. So, I propose to change it into an overshield so everyone can benefit from its effects.

    Survival Instinct is meant to be a replacement for her original trait, even though it is now an upgrade. So, instead of moving faster when on low health, Ivy can use Nature's Aegis instead and escape normally using the overshield as a buffer.

    Gabriella Rework: Changed Passive, Blink -> Charm
    Left Click: Thorn of Arcana - No changes, but see her new passive, Charged Arcana.
    Right Click: Kinetic Pulse - No changes.
    Q: Charm - Charms a single enemy, forcing that enemy to switch sides for a time. The charmed opponent will attack orcs and they will retaliate in kind. Has a high mana cost and cooldown, making it normally impossible to have more than 1 charmed enemy at a time. Cannot charm bosses or enemy heroes.
    E: Devious Allure - No changes
    Passive: Charged Arcana - When not actively attacking, Gabriell charges her Thorn of Arcana spell. This passive mimics her original Wand weapon in OMD2 in terms of charged shots, inflicting higher damage and in an area of effect. Instead of holding down the left mouse button, just do not attack and she will automatically charge her weapon.

    Upgrade Changes:
    Wand Polish - Increases Attack Speed and Charging Speed of the Thorn of Arcana by 10%.
    Charisma (Effortless Blink) - Reduces the mana cost of Charm by 30%.
    Glamour (Slippery Witch) - Grants an additional use of Charm without mana cost if activated within 3 seconds of the first use of Charm.
    *Experimental* Enthralled  - Decreases the duration of Devious Allure by 20%, but allows the effect to persist through damage. [This is done since Gabby no longer has an easy escape option, so instead of 30%, it is a 20% decrease.]

    Gabby loses Blink and gains Charm, making her more of a Crowd Control character. I know there is a lot of love for her Charm ability from OMD2 to return while Mesmerize is perceived to be a bad ability, but having Charm and Mesmerize together fits well for The Sorceress, both thematically and gameplay wise. I also rarely use Blink, so there's my personal bias. :D

    I also incorporated her charged shots from OMD2 into her kit by changing out her passive. If Gabby is a Crowd Control character, she is not meant to be hit in the first place, and bringing back an older mechanic may make some OMD2 fans happy. It also helps make her playstyle more interesting, does she spam accurate Thorns of Arcana or wait to charge it up for some AoE damage?

    I know other suggestions involved getting rid of Mesmerize and making Blink root enemies again, but I think Gabby as a CC character that acts from a distance (save for maximizing Devious Allure effects, risk versus reward) can make her more enjoyable to play as well as fitting thematically with her character. Mesmerize is a powerful ability, but it involves much coordination and patience to use properly. Fitting another "wave" of orcs into a killbox at the same time is amazing (Spike Trap may normally hit 3 Orcs, or it can hit 6 with proper CC). The problem with Mesmerize (unless Enthralled is picked) is that it is easy to disrupt its effects, but I say this is a player problem and not the ability itself.

    *Experimental* Hogarth Rework: Changed Passive, Reworked Catch!, Reworked Ambush!
    *Note: I have not played Hogarth, so these suggestions are purely theoretical. I present these after hearing player's opinions about him.*

    Left Click: Swing! - No changes
    *Alt 1* Right Click: Catch! - Becomes a spammable skill that does damage similar to Swing, but requires Mana to cast. Damage still increases based off of distance traveled. ["Blue Hogarth is now entering the Temple Graveyard..."]
    *Alt 2* Right Click: Catch! - Deals heavy damage and instantly freezes the target, but has a cooldown and mana cost. Damage still increases based off of distance traveled. [Further Alternative, instead of instant freeze, freeze stacks increase based off of distance traveled, making it an instant freeze at optimal ranges but no stacks at point blank.]
    Q: Shield! - No changes
    E: Ambush! - Now acts in two separate ways depending if Hogarth is grounded or in the air. The first version is a simple ground slam, causing Ambush's effects to be centered around Hogarth when he is on the ground. The second version requires Hogarth to be in the air and acts similarly to Blackpaw's Pounce, but Hogarth executes the skill's effects upon landing.
    Passive: Shake if Off! - Hogarth automatically dispels crowd control effects (Stun, Slow, Frozen, etc.) on him and gains a damage buff when doing so. Can only occur every 10 seconds.

    Upgrade Changes:
    Throw Hard! - Catch! now pieces targets, but now also costs more mana. [An upgrade from just one extra target, but costs more mana.]
    Throw More! (Good Catch) - Catch! now throws 2 more axes, but follow directly behind the main projectile. [Mostly meant for the spammable version, but could work with the heavy hitter too.]
    More Axe! - Catch! now throws 2 more axes, but are split off of the main projectile making it a 3 way shot. [Probably vanilla functionality, but I posted it here anyway.]

    Hogarth is a tank character, being able to absorb more hits as well as drag the attention of mobs to himself. Being a tank, his damage output will be lacking, requiring either his allies or Traps! to help him.

    I hear one of Hogarth's biggest problems is his Catch! ability, mostly being a relic from his Sieging days. I present two different suggestions, one makes it spammable and the other makes it more powerful. I think making it more powerful will likely be more familiar to Hogarth players, but I did have Gauntlet Legends in my head when writing this can could easily see Hogarth tossing axes left and right. Although, making Catch! spammable may make Hogarth more similar to Tundra in terms of basic attacks (Left Click, Right Click), but it is still an entertaining notion.

    Ambush is also apparently a clunky skill to use despite its effectiveness, so I redesigned how to execute the skill. Instead of leaping, Hogarth can either perform a ground slam (centering the effects around him) or if in the air, crash into the target area similar to Blackpaw's Pounce. This gives more control to the Hogarth player, and Ambush! also has a new meaning since he can activate it from the ground or the air.

    Finally, Hogarth's Angry! passive does little when his gimmick is freezing foes. While he is a tank, frozen foes can't attack him, making the passive incompatible with his kit. To keep him being a tank while providing a damage buff, Shake it Off! handles crowd control effects and buffs Hogarth when he does so.

    * * * * *

    Steve - Master Archer
    Left Click: Fire Arrow - Shoots a flaming arrow, dealing Fire Damage and inflicting the Burning condition.
    Right Click: Fan Shot - A spammable skill that fires three arrows in a fan pattern, dealing Physical Damage.
    Q: BFG - Brings out an impossibly massive bow that does extreme fire damage in a line before being put away, somewhere. Uses up Steve's entire Mana pool, dealing more damage the more Mana he has. Has a lengthy cooldown.
    E: Crippling Shot - Fires an arrow that deals minor physical damage and slows the target's movement and attack speed.
    Passive: Archer Guardians - Steve is accompanied by two of his brothers who automatically target and fire at nearby enemies. The Archer Guardians will always keep up with Steve and can fire while moving, but they can be targeted and killed. Defeated Guardians will respawn after 30 seconds or during breaks. Their shots do Physical damage. They do not regenerate health.
    *Experimental* Synergized Trap: Arrow Walls [What else would be it be besides Ballista or proper Archer Guardians?]

    Tier I
    - Back to the Basics: Fire Arrow and BFG now do Physical damage. Steve gains 1 Mana per hit of his basic attack.
    - Lone Operative: Steve loses his Archer Guardians but gains a big buff to his health, mana, and damage output. Archer Guardian upgrades will be disabled.
    - Crippled Mark: Archer Guardians will prioritize enemies affected by Crippling Shot.
    Tier II
    - Blazing Fan: Fan Shot does Fire Damage.
    - Puncture Shot: Crippling Shot now also decreases the target's armor.
    - Rift Aid: Archer Guardians now passively regenerate health.
    Tier III
    Unquenchable Flames: Steve's Fire attacks now do full damage against fire resistant enemies. Also increases the duration of the Burning condition.
    - Rapid Fire: When standing still, Steve will gradually shoot his normal Fire Arrows faster and faster until he reaches a cap (50%-100%? Max Level of Repeating Bolts?). If he moves or is hit, the effect is lost and must be built up again.
    - Blazing Arsenal: Archer Guardians now fire Flame Arrows.
    Tier IV
    - BBFG: Adds an intense knockback effect to the BFG, affecting even bosses.
    - Five Way Shot: Fan Shot now fires five arrows in a fan pattern instead of three.
    - Firing Squad: Steve gains an additional 2 Archer Guardians that will follow him.

    Description: A master of archery, Steve defends the Rifts through sheer quantity of arrows and is accompanied by his fellow bow brothers in battle. Should blocking out the sun not be enough, Steve can use his BFG to annihilate his foes.

    Sire's Notes: An Archer and a bit of a "Commander" hero, Steve focuses on spammable abilities and taking enemies down through shear numbers of arrows. Should sheer numbers fail, he can rely on his nuke ability, BFG, which will drain all of his mana and has a lengthy cooldown. Steve can be also be considered a fire based hero, but he can choose not to use fire attacks by choosing Back to the Basics which deals more up front Physical damage and helps Steve manage his mana.

    His biggest draw aside from being a dedicated archer hero is his passive, Archer Guardians. As in the classic OMD games Archers were almost always put in groups, in OMDU Steve can lead a pair (or small group with Firing Squad) of them into battle, taking out targets Steve himself may not be focused on. The fact that they are permanent and require no real upkeep is a bonus, but they are fragile and require their numbers in order to inflict considerable damage. Alternatively, to play a "true Archer hero," players can choose to get rid of the Archer Guardians and instead make Steve stronger with the Tier I Lone Operative upgrade.

    I hope you guys enjoy this hero concept. Steve the Archer (the name and some lore) is based off of the Archer Guardians of Sip's old Orcs Must Die! playthrough, similarly to how Winston was also based on the his Paladin Guardians.
  • Not a whole hero idea, just a skill idea (maybe for Brass?)

    Expert Craftsmanship - creates an aura around the hero for XX seconds. All traps within the aura refire twice as quickly. 

    This isn't instant like Gabby, but the effect should last longer.
  • Ray the techomancer. 

    LeftClick:
    Plasma Beam Pulser: Shoots a plasma beam pules toward the target location.
    RightClick:
    SuperMegaUltra Blaster: Charging up a TeraWatt Blaster using magical energy(Mana)then releases a energy blast, the longer Ray charges it the more damage .
    Passive: 
    Energy Reservoir:
    Ray can reserved extra energy(mana) that is only usable by the blaster, in an energy tank, 
    Q:Portable Mana Siphon: Ray can use a enpowered Mana Siphon trap part on any trap
    E:Alarm Robot: It alarms Ray and other players, and stuns the targets for a long duration when there is an enemy near by it.

    Tier 1 Weaver:
    1.Enchanted Missiles:
    Ray enchants his weapon with magic. There is a chance that energy source/magic power residue(mana "potions") drops when a minion is attacked/killed by Ray.
    2.Accdemy Dropout: Ray's damage decreases by 20 percent in Accdemy relating map, but gains 20% damage in the other maps.
    3.I brought More: Allows Ray to placec 1 additobal empowered Mana Siphon.
    Tier 2 Weaver:
    1.Magical dimension: Increase the volume of energy reservioir by 50%.
    2. Transumation: there is a chance that the minions hit by the SuperMegaUltra Blast turns into a chicken.
    3. Duplication: Alllows Ray to place 1 additional Alarm Robot.
    Tier 3 Weaver:
    1.Energy Vaccum: Ray turns on his energy vaccum. It draws the energy residue near by Ray automatically.
    2.Hostile Robot: Alarm robot kills the targets by denotating itself.
    3.Tech Savvy: Gears are 100% more powerful if they are used by Ray.

    Tier 4 Weaver:
    1.This is not science!:
    Instead of using "mana" source, Ray drains life energy from the minions near by to charge up his blaster. The energy source residue becomes life energy residue(health "potions"). Energy Vaccum draws life residue instead.
    2.Supercapaictor/Superconductor Modificaiton:Instead of charging over time, the blaster charges up in an instant and releasaes imediately after(uses all the mana).
    3.Supermegaultra Laser:Instead of charging over timel, the blaster shoots a beam of laser continously using mana.
    So this is how we add small words under our post/comments.
  • SireSire Member
    Two new heroes ideas! Well, technically nothing here is new or original, but here goes anyway.

    I also technically have two more ideas, a lightning-based melee hero and a summoner (who are a little more original), but I'll post those at a later time.

    Contents
    Wallace - The Last Guardian
    Maximus - The Last War Mage

    * * * * *

    Wallace - The Last Guardian

    Left Click: Strike - Raises his sword and swings in a diagonal arc from left to right (The Last Guardian is left-handed). It is a little slow and does not affect much area, but does heavy physical damage.
    Right Click: Rift Anomaly - A skill where the Last Guardian creates a Rift Anomaly with his right hand. The Rift Anomaly will auto acquire targets and fire bolts of energy dealing physical damage before dissipating. (Think Cygnus' Mini-Rift with the Mini-Master trait, but with different visuals.) It is possible to have multiple Rift Anomalies up at once (say 3), but spamming this skill will cause heavy mana drain.
    Q: Dimensional Slash - Wallace cuts apart the fabric of space and time and charges into it before reappearing further ahead from a new tear, slashing his foes in a singular motion. While he does do damage with his initial slash and the charge, the bulk of the damage comes from the finishing slash. (Think Blink, but teleporting forward and with damage effects before and after the blink.)
    E. Whirlwind - The classic Guardian maneuver. Wallace can charge up his Whirlwind attack to deal more damage and affect a larger area. While charging, the Last Guardian cannot attack while winding up, but can still move. At max charge, the Whirlwind attack will have a knockback effect.
    Shift: Meditation
    - Goes into meditation, granting health and mana regeneration to himself and nearby allies. While meditating, The Last Guardian is defenseless and takes extra damage. Transitioning in and out of Meditation takes some time. Max duration is 30 seconds, but has no mana cost or cooldown. (Max duration is to prevent "afk play")
    Passive: Guardian Affinity - Guardians Wallace place are always counted to be "At-Home," even if they are not in their proper spot. (So if Wallace puts down a Cook Guardian at the Forge, the Cook will still be counted being "At-Home.")

    Tier I
    - Lightning Armament: Attacks and abilities now do Lightning damage, but normal attacks now also drain mana per swing.
    - Stalwart Guardian: 
    Gains (x) passive Health Regeneration per second.
    - Plate Armor Mastery: Gains additional movement speed (Wallace's default move speed is slower than most heroes, this should make him move at the baseline speed).
    Tier II
    - Deep Thoughts: Meditation's health and mana regeneration are increased.
    - Disturbed Thoughts: The transition in and out of Meditation is faster.
    Vigilant Watch: Nearby allies and barricades take reduced damage from attacks while they are near Wallace.
    Tier III
    - Peaceful Thoughts: While meditating, Wallace no longer takes extra damage. 
    - Great Anomaly: Allows Rift Anomalies to target three enemies at a time instead of just one.
    - X-Strike: Grants an additional strike to his basic attack. (So, the combo chain is diagonal left to right and then a diagonal right to left, both going downwards, creating an "X" shape.)
    Tier IV
    - Omnislash: Dimensional Slash no longer has a cooldown and can be chained repeatedly.
    - Oracle: When meditating, the damage of nearby allies and traps are increased.
    - Spin-To-Win: Whirlwind no longer has a cooldown and charges up faster.

    Description: Claims to be "The Last Guardian" of a potential future, he has gone back in time alongside Maximus to assist the Order and prevent the dark future from occurring. A tough melee hero, Wallace has a variety of abilities to defend an area such as creating Rift Anomalies to shoot his foes or slicing orcs around him with Whirlwind. He can also Meditate like all Guardians to replenish health and mana of his allies.

    Sire's Notes: Who wouldn't want a playable Guardian for a hero? Okay, I know we may still have Winston out there somewhere, but last I heard he went to the dark side and serves more as a "Dark Knight" hero than the classic "Paladin" or the current iteration of "Guardian."

    I went with the "apocalyptic time travel" theme because I wonder what it OMD universe would be like if the Order did fall and the Unchained reigned supreme. Also, I wanted to see what Maximilian would look like and behave if he managed to survive and had to live in that world (although Maximus does not necessarily have to be "Max from the future," it could be another dimension or a timeline thingamajigy").

    As for abilities, I stayed relatively vanilla. Most melee heroes seemed to have a wide cleave, so with Wallace I made his default attack arc more narrow to nudge him towards fighting larger mobs more. I also did not want another melee hero with a "shoehorned projectile attack" so I turned it into the Rift Anomaly so it can shoot projectiles instead. Dimensional Slash, besides the cool factor, serves as a mobility tool for Wallace as he moves slower than other heroes due to all of his armor. Whirlwind is a given since all Guardians seem to have it, and as Wallace is "The Last Guardian" it makes sense for him to have it too. The same logic applies to Meditate, with some changes to make it more interesting and usable.

    Wallace's biggest draw, besides the fantasy of playing a Guardian-like character, is his endgame. His Tier 4 weavers grant him immense power and allow Wallace to spam skills but only as along as Wallace has mana to sustain them. Alternatively, Wallace can play support by picking Oracle, but this play style may be frowned upon as one player can pick Wallace, go support, and then go afk at the main killbox instead of actively participating. Another concern is his Tier I Lightning Armament weaver which I mostly just added since most "high ranking" Order heroes (Max & Cygnus) use Lightning. I don't know if I could go hybrid Physical and Lightning with Wallace, so I just went Physical, but a Melee Lightning character could be cool to see.

    * * * * *

    Maximus - The Last War Mage
    Passive: Mana Shield - When receiving damage, a portion of it is dealt to Mana instead of Health.

    Bladestaff Config
    Left Click: Bladestaff Combo - The classic Bladestaff combo for the War Mage.
    Right Click: Shockwave - Maximus slams the Bladestaff into the ground, creating a shockwave that damages and knocks down enemies. Knocked down enemies take extra damage. Has little to no cooldown. (Should be classic functionality, but I don't remember.)
    Q. Lock and Load - Maximus switches weapons and pulls out his Blunderbuss. See the Blunderbuss config for ability details. Has a cooldown.
    E. Overcompensation - Maximus removes the Blunderbuss from his back and stuffs it full of junk. The player will run around with the overloaded Blunderbuss, and upon left or right clicking, will fire the Blunderbuss for massive damage. The skills Lock and Load and Overcompensation will be unusable for a time afterward as the Blunderbuss cools down.

    Blunderbuss Config
    Left Click: Blunderbuss Shot - Fires a shot from the Blunderbuss. Deals more damage the closer Max is to the target.
    Right Click: Blast Grenade - Fires a grenade that deals damage in an AoE upon contact of an enemy. If no contact is made, the grenade will bounce around and rest on the ground for a time before exploding. Has little to no cooldown.
    Q: Blades Ready - Maximus switches weapons and pulls out his Bladestaff. See the Bladestaff config for ability details. Has a cooldown.
    E. Triple Strike - Maximus removes the Bladestaff from his back and charges forward three times, slashing his opponents as he does so. The final slash does the most damage and has the largest radius. Afterwards, Maximus resumes using his Blunderbuss.

    Tier I
    - Slashy Slashy: Bladestaff Combo, Shockwave, and Triple Strike damage is increased by (x).
    - More BOOM!: Blunderbuss Shot, Blast Grenade, and Overcompensation damage is increased by (x).
    - Done This Before: Combos generate (x) more coin and (x) more Unchained meter.
    Tier II
    - Improvisation: After switching weapons, Maximus heals (x) of his max health.
    - Junk Trunk: Overcompensation area of effect is increased by (x).
    - Double Dash: Grants an additional use of Triple Strike if activated within 3 seconds of the first use of Triple Strike. (Ability costs mana as normal, unlike Gabby's trait.)
    Tier III
    - Still Got This: Killing a minion regenerates (x) of Maximus' max mana.
    - Annoyingly Incessant: Death Respawn time for Maximus is cut in half.
    - Untouchable: Mana Shield damage absorb is increased by (x).
    Tier IV
    - Good Enough: All of Maximus' traps have their damage increased by (x).
    - Seismic Wave: Shockwave radius is increased by (x) and damage against [knockdown immune enemies] is increased by (x).
    - Nerf This: Blast Grenade radius is increased by (x) and damage is increased by (x).

    Description: Looking strikingly similar to Maximilian, Maximus claims to be "The Last War Mage" of a potential future. Wielding both Bladestaff and Blunderbuss in combat, Maximus, is best suited for close range engagements with the enemy. Using the Bladestaff, he can knock down orcs with Shockwave or cleave a path forward with a series of slashes. With the Blunderbuss, he can launch Blast Grenades to blow up orcs and overcompensate his Blunderbuss for massive damage at the cost of it being unusable for a while.

    Sire's Notes: It's Max, but he has seen some dark stuff, man. While he retains some of his sense of humor, he is definitely not as bright and energetic as he used to be. Whether or not Maximus is the same Max from the future or one from an alternative dimension is irrelevant, he is here to slay some Orcs and save the Order from a future where the Unchained prevail.

    Initially starting out as being purely Bladestaff, I thought it may be fun to add a hero whose main "gimmick" was switching weapons. So, the Blunderbuss was introduced into Maximus' loadout. The abilities are not original whatsoever, most coming from their original variants in the classic games, save for Overcompensation and Triple Strike. I thought about making Overcompensation a stun, but the original Max already has a stun so I made it damage instead. Triple Strike serves as a mobility tool while using the Blunderbuss, both to charge in and out of combat.

    There's not much else to say about Maximus other than his main draw being a "Dark Max" and having classic weapons. Hopefully some are able to catch the references for the trait names, and I hope you enjoy these two hero concepts, unoriginal as they may be.
  • my new hero idea is a giant Minotaur named Temper.

    More details coming soon...........
  • SireSire Member
    ... I now have a backlog of more hero ideas. I should seriously stop making these. It takes about two to three hours to flesh out the concept, and no doubt will be many more to flesh out the backstory and fine-tune everything.

    Today I have a fire melee hero and an ice ranged hero. Others in the pipeline are...
    1. Unchained Summoner (using "Unstable Rifts" or something similar)
    2. Unchained Lightning Melee (female, lightning whip for mid-ranged melee)
    3. Order Captain (Based off of normal Order soldiers, more of a team hero than solo)

    But for now, here are the hero concepts.

    Contents
    Ignatius - The Fire Giant

    * * * * *

    Ignatius - The Fire Giant

    Left Click: Swing - The standard melee cleave attack. Does fire damage.
    Right Click: Blaze Prison - Creates a ring of fire around Ignatius. Deals fire damage to enemies passing through. (Essentially Flame Wall Bracers, but in a circle)
    Q: Revenge
     - Deals more damage the lower Ignatius' health is. Restores a small amount of health when used on an enemy who just attacked Ignatius. (Bonus damage is calculated before the healing.)
    E. Torn Earth - Ignatius slams his maul into the ground with such force that the ground itself is torn asunder. Deals heavy fire damage in a long line. Has a high mana cost and cooldown.
    Passive: Burning Rage - Ignatius will move faster, attack faster, and deal more damage the lower his current health is to his max health.

    Tier I
    - Lasting Embers: The Burning debuff from Ignatius an additional (x) seconds.
    - Cull the Weak: All attacks do (x) more damage against enemy minions.
    - Challenge the Strong: All attacks do (x) more damage against heroes and bosses.
    Tier II
    - Tar and Fire: Blaze Prison now slows enemies who cross the walls of flame.
    - Giant Fortitude: Ignatius gains (x) additional health.
    - Vengeance: Revenge deals even more damage when Ignatius has low health.
    Tier III
    - Reversal: Revenge heals (x) more when used to retaliate against enemy attacks.
    - Honorable Combatant: 
    Ignatius takes (x) less damage from ranged attacks.
    - Endless Rage:
    Burning Rage is now (x) more effective in boosting movement speed, attack speed, and adding damage.
    Tier IV
    - Apocalypse Now: Torn Earth now also does additional percentile damage.
    - Herald of Armageddon: Does more damage with all abilities, but all attacks now also affect allies and barricades.
    - Champion of Ragnarok: Swing stuns enemies for (x) seconds. The more hit by Swing, the less effective the stun.

    Description: (Alt Timeline: See Maximus and Wallace for details.) As the Giants lost their homeland to the Unchained, Ignatius left the Order in an attempt to find a forbidden Giant artifact buried deep within Mount Volcanus. After suffering through many trials, Ignatius claimed the Maul of Sorrow for his own and gained the power of fire, but at the cost of becoming an outcast to his Giant brethren and shunned by most members of the Order.

    Ignatius fought alone against the Unchained, but as the years passed it was clear the Order has fallen. It was by chance he met up with Maximus and Wallace, and he followed them to the new world. However, no longer does Ignatius fight to protect his people, but he fights for the thrill of combat and battle, twisted by the Maul he had sought to claim.

    Sire's Notes: Just a melee fire hero who is a Giant character. I thought about giving him a passive to be the opposite of Dobbin's Short Stack where smaller minions would just ignore Ignatius and run past him, but I decided on the rage mechanic instead since it is more intuitive to giants.

    * * * * *

    Isolda - The Enchantress
    Left Click: Frost Ray - Fires a constant beam of ice at enemies. Only affects the first enemy hit.
    Right Click: Blizzard - Levitates into the air and begins channeling the Blizzard spell. While channeling, the Enchantress cannot move, instead the movement keys are used to redirect the blizzard AoE. Lasts until the Enchantress runs out of mana or is manually stopped, she can still cast Blizzard even when being hit. (Think Smolder's Dragon Breath, but instead of moving Smolder to move the cone around, the player moves the "Blizzard Circle" around while the Enchantress stays put.)
    Q: Ice Affinity - Enchants the weapons of nearby allies to do additional Frost Damage. Isolda's abilities also be more effective for the duration.
    E: Frozen Barrier - Grants extra health (an overshield) to nearby allies and herself that fades after a certain duration.
    Passive: Cold Aura - Enemies that attack Isolda will gain a stack of Freeze per hit. Can occur only (x) seconds per target, does no damage. [This is to prevent characters like Max who have rapid fire to be frozen constantly.]

    Tier I
    - Piecing Ray: Frost Ray now affects one additional target.
    - Survivalist: Isolda gains (x) additional health.
    - Icy Veins: Isolda gains (x) additional mana.
    Tier II
    - Endless Winter: Blizzards costs (x) less mana to channel.
    - Frost Armament: Ice Affinity now also grants (x) armor to allies and Isolda while active.
    - Lasting Barrier: When the effect expires, half of the overshield will remain, permanently. Stacks with itself.
    Tier III
    - Hailstorm: Blizzard does (x) additional damage.
    - Lasting Enchantment: Ice Affinity duration is increased by (x).
    - Quick Barrier: Frozen Barrier cooldown reduced by (x)
    Tier IV
    - Heart of Ice: While Blizzard is channeled, a separate, immobile Blizzard spell will be cast centered on Isolda. The damage from both Blizzards will stack.
    - Ice Queen: The effects of Cold Aura now apply to nearby allies.
    - Relentless Ray: 
    Frost Ray now deals damage two times faster.

    Description: (Alt Timeline: See Maximus and Wallace for details.) A frost sorceress in league with the Unchained and a character who played a key role in the downfall of the Giants. She can summon powerful blizzards to assault enemy armies while assisting her own with her frost enchantments.

    Sire's Notes: Initially solely based off of the Blizzard ability, I noticed OMDU does not have a ranged Ice hero yet, so I made one! Besides her signature Blizzard ability, Isolda can buff teammates and herself, playing a nice role between support and DPS.
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