SHSN Ability Suggestions

Suggestions for the game, wishes for new abilities.
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Murasaki
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SHSN Ability Suggestions

Post by Murasaki » Tue Dec 30, 2014 7:59 pm

The group came up with some skills we feel like would fit into the game nicely.


Purple Tornado

Purple tornado around caster that slows and does aoe damage.

Sleep Bolt

Ranged shot that puts user to sleep*.
*Stun that breaks on damage.

Taunt

Forces players in an AoE around caster to only attack the caster.

Fissure

Sends out a wall starting at the player ending at the cursor. Players can’t move through the wall, projectiles can.

Kinetic Field

After a short formation time, creates a circular barrier of kinetic energy that enemies can't pass.
Only prevents enemies from walking out of or into the area. Moving effects from spells are not prevented and can get units in or out.

Disarming strike

Melee attack that does no damage and prevents the target from using melee attacks.

Decoy

Sends out a clone of the caster that runs towards the cursor. Dies in one hit

Hookshot

Fires a hook towards the mouse cursor, pulls the caster to the impact location.

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spellheart_com
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Re: SHSN Ability Suggestions

Post by spellheart_com » Sat Jan 03, 2015 12:16 am

Hey, most sounds good and can be implemented, but I have some questions about two of them.

The ability "Taunt", I am not sure how it would work.
In Dota 2 that ability (used by the character called Axe) actually makes the opponents lose their controls, and force them to right-click on the caster and unable to do any abilities for the duration.
Is that what it should do?
Since a simple right-click doesn't move the character to the destination in this game, I cannot see how this should be done easily.
If I would to use this ability on someone and then teleport away, would that player follow my character? What should Taunt actually do?

The ability "Hookshot", how is it different from the ability "Teleport"?
If the hook is fired towards the cursor, and then pulls the caster to the location, the only difference is that it is a bit delayed compared to Teleport?

The rest of the abilities I can start doing! :D
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spellheart_com
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Re: SHSN Ability Suggestions

Post by spellheart_com » Sat Jan 03, 2015 1:54 am

Another question, about "Purple Tornado".

Do you want that to be close to like the ability "Hurricane" in Diablo II?
https://www.youtube.com/watch?v=PocOMR6o5vM#t=133
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Murasaki
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Re: SHSN Ability Suggestions

Post by Murasaki » Sat Jan 03, 2015 6:29 am

The ability "Taunt", I am not sure how it would work.
...
What should Taunt actually do?
Figured this one may be tricky to work out. I believe we had an "Axe" style taunt in mind.

If it proves..difficult to implement I'll talk with the group and try to get an appropriate alternative if possible.
The ability "Hookshot", how is it different from the ability "Teleport"?
If the hook is fired towards the cursor, and then pulls the caster to the location, the only difference is that it is a bit delayed compared to Teleport?
Should have been more specific explaining the idea.

When we say, "impact location" we mean a wall or another player. It does function pretty similarly to teleport and may not be needed, just thought it sounded cool :)
Another question, about "Purple Tornado".

Do you want that to be close to like the ability "Hurricane" in Diablo II?
Ahh, love Diablo II.

Yes, a skill that functions like 'Hurricane' is what we had in mind.

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spellheart_com
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Re: SHSN Ability Suggestions

Post by spellheart_com » Sun Jan 04, 2015 5:44 am

Hey!

Yeah, Taunt seems to be hard to implement in its current state, maybe it can do something else, but familiar?

Other than that everything now seems fine!

I have implemented Decoy, Sleep Bolt and Disarming Strike so far, but I'll try to do the harder ones as soon as possible before I make a release! :P
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spellheart_com
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Re: SHSN Ability Suggestions

Post by spellheart_com » Tue Jan 06, 2015 7:26 pm

I have added 4 of these abilities now in a new patch! ;)
I'll let you know when the last ones are done as well, but they will take some time to implement as they are more advanced.
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Re: SHSN Ability Suggestions

Post by spellheart_com » Thu Jan 08, 2015 12:17 pm

I have now implemented another ability in a mini-patch (which is live now): Stone Prison (your Kinetic Field).
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Re: SHSN Ability Suggestions

Post by spellheart_com » Thu Jan 22, 2015 7:26 pm

I have now implemented yet another ability in a mini-patch (which is live now): Subduct (your Fissure).
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