War3Evo Donations

* War3Evo Message of the Day

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Ryld

Pages: [1]
Say Sounds / tryhard
« on: August 07, 2015, 11:11:49 am »

Say Sounds / nuclearlaunchdetected saysound
« on: August 07, 2015, 11:07:28 am »
Nuclear Launch Detected

Not just for spamming on nucleus!

Say Sounds / woahoh Saysound
« on: August 07, 2015, 11:03:17 am »

Say Sounds / "Impressive" saysound
« on: August 07, 2015, 09:15:01 am »
Quake impressive sound.

War3Evo Race Suggestions / Teferi
« on: November 09, 2014, 01:05:20 pm »
Passive Ability. 1 Level.

You phase in and out of reality. Every 3 seconds you switch between being phased out and in. While phased out, you cannot attack and all attacks against you miss.

Planar Wall
Active ability. 2 Levels. 20 second cooldown.
Create a prop wall in front of you that is indestructible. The prop wall phases in and out every 5 seconds. While phased out, the prop wall vanishes and doesn't block player movement. Each level allows an additional wall to be placed.

Time Rift

Passive Ability. 4 Levels. 30 second cooldown.
Activate by jumping. When you jump, you save your location. After 4/6/8/10 seconds, you return to that location.


Passive. 4 Levels.
Whenever another player uses an ability within 100/150/200/250 units of you, your ability cooldowns are reduced by 1 second. This ability has a 2 second cooldown.

Phase Rift

Ultimate. 4 Levels. 60 second cooldown.
Create a line in front of you that lasts for 10 seconds. If a player (enemy or friendly) crosses the line, they become phased out for 5 seconds.

Hard to add / Overhaul / Balance Changes
« on: April 30, 2014, 04:33:08 pm »
This is nothing formal, nor official. This is only my option as a player on  maybe what we should head towards. Any and ALL feedback on this is appreciated. This will probably be edited multiple times.


Afterburn identified in the system. Afterburn no longer applies on-hit affects. This should fix some major balance issues with a few classes.
TF_Cloaked Effects now also remove the player's shadow while affected.
TF_Cloaked Effects now also get removed on taunting and interrupt Medi-gun healing.
Gold Items are no longer lost if the player will be respawned through unnatural means. (Bloodmage/Lord, Undead, Angel of Death, etc)
Resupply Lockers now remove enemy War3Source effects. (Example: Blood Hunter's Bleed)
Autobuy is now default on.
Cooldownhud is now default on.


Fairy prevents attacking for 3 seconds. Attacking puts Fairy on CD for 3 seconds.

Suicide Bomber Replaced:
New - Reincarnation: When you die, you revive on the spot. Has a 80/70/60/50 second cooldown.

An sound is played before the Revive, then the player revives 1.5 seconds later. Proposed Sound File Attached - Up to you to use it.


Soul Swap - Requires you to be standing still for half a second before using.

Feral Wolf - Changed Jumps to work like Chrono's Time Leap. Each level grants one jump per level on use. Particle effect changed to just beacon once per jump.

Projectiles guided by Lock-On do 20% reduced damage.
Lock-on can no longer be applied to stealthed targets, but will continue to stay on them after stealth if applied beforehand.
Homing Targets are now lost if either they die, or you die.
Quantum Elasticity now affects arrows and flares as well. Projectiles affected by Quantum Elasticity now lose 15% damage per bounce. (4 Bounces = 60% damage Reduction)

Revive Ability Reworked!
New Active: Resurrection Shrine. Cooldown: 15 seconds.
Using this ability brings up the view of you holding a toolbox that you can set down to build an exit pad. Placing a new one destroys the old one. The pad recharges like a level 3 Teleporter. When the pad is fully charged, the next player to die instead immediately respawns on Resurrection Shrine. The Shrine can be damaged, sapped, and repaired.

Auto-Dispenser now requires line of sight between the Sentry and the Dispenser.
Buildings Affected by Auto-Dispenser now have a distinct particle effect (not the Wrangler shield to prevent confusion).
Sentries are now disabled while being picked up instead of just dealing reduced damage. Cooldown changed to 30 seconds.
Nano Production 1: Reduced interval time by 50%
Nano Production 2: Restored to older values.
Auto-Build Sentry now goes on cooldown whenever the sentry is destroyed.

Heavy Armor - Changed to up to 15% physical damage and 10% magical damage reduction.
The Guardsman's Mail - Spy backstab damage ratios changed to 80/70/60/50% of max health. At level 4, being back stabbed disables the Spy much akin to the Razorback.

Apple Barrel - Cooldown increased by 4 seconds.
Family Reunion - Only grants the user half the effect, not the full effect.

Rupture Damage reduced by 50%

SCOOT - Small Rework
Vanish - Removed Health Degen
Players that have the benefit of Marksman active have a visual buff to indicate this.
Marksman damage bonuses lowered by 25%.
Outpost Removed
Blink: No longer requires the player to be standing still, only crouched. If the player stands up, the cloak breaks. They can move while crouched without breaking cloak.

Entangling Roots - Duration reduced by 25%

Death Reject - Now works on a decreasing percentage formula similar to Blood Mage's Revive, but at a better ratio.

Siege - Healing Received while in Siege is reduced by 75% from all sources.

More Mileage - At max level, this skill also prevents fall damage.

Ultimate: Teleport - Refreshes Cooldown if the error "Could not teleport to that location!" occurs.
Improved Teleport - Now reduces the cooldown of Teleport by 1/2 seconds on kills and 1 second on assists.


Items removed:
Helm, Oil, Plates, Lace, Shield, and Hope

New Bind Added: +medic
This new effect transfers the current benefits that you have from items to your healing target. Toggles. On = Any items affected by +medic affect your heal target (even if you don't have one) and you lose the benefits. Off = You gain all benefits of your items. Effects do not stack if the target already has the effect.

This effect was added, though some other items could still gain their benefits!

New Medic-Versions of the follow Items added:
Orb of Fire, Orb of Frost, Cloak, Mask, and Armband.

New SH1 Item Added: Linken's Sphere
Every 10 seconds, you gain a spell shield, blocking the next effect against you.
Affected by +medic

New SH1 Item Added: Shadow Amulet.
Standing still for 15 seconds grants you TF_Cloaked (Stealth). Moving or attacking reveals you.

New SH1 Item Added: Tranquil Satchel
After not being damaged for 10 seconds, you gain 8 health a second.

Hard to add / Zeus
« on: April 16, 2014, 05:33:58 pm »
"Weather is dictated by the Thunder God’s mood. When in a fair temperament, the sky is clear, bright and warm. When Zeus’ anger flares, black clouds roll in, lightning streaks the sky and thunder shakes the very ground. Lately, Zeus has been furious."

Zeus's Playstyle is meant to be based around hit and run tactics. Poking your enemy to gain a charge every few seconds as well as Lightning Bolt then detonating all your charges to turn the tide of battle to surprise your enemy.

Your attacks apply a charge to enemies you hit up to a maximum of 4.
This skill has a 100% application rate and a 3 second ICD. Charges last 20 seconds and are removed if Zeus dies.
(Only applies if the damage dealt is above 6 due to Afterburn.)

Ability 1
15 second Cooldown.
Detonates all your charges on all enemies you have applied charges to.
Deals 20% of the target's maximum health per charge (up to a total of 80%).

Lightning Bolt
Ability 2
12 Second Cooldown
Throw a Bolt of Lightning in front of you, dealing 10 damage to all enemies in a line and applying a charge to each of them.

Static Field
Melee attacks against you apply a charge to the person you hit/hit you.

Lighting Storm
35 second Cooldown.
Creates a large Lightning Storm up to 800 units away. Enemies inside the Storm gain a charge every 2 seconds that they are in the storm. Lasts 10 seconds.

Hard to add / Rune Priest
« on: April 16, 2014, 05:15:54 pm »
"A runepriest can learn much in the peaceful halls of a temple, but sooner or later he or she must put on armor and go forth to find or create a new rune, and in so doing earn a name among the masters of rune magic."

Rune Priests specialize in Wards and Traps, leaving words of power, waiting for the first friend or foe to activate them.

Place a Rune of Destruction on the ground. The first enemy to step into this Ward is dealt damage and consumes the Ward.
The can only have one Rune of each type active at the same time.

Runic Knowledge
+Ability 2 - Requires Inscribe
Each level unlocks a new Rune for you to use. Unlocks Rune of Health / Fire / Paralysis / Doom / Speed at Levels 1/2/3/4/5.
Using this ability cycles the Rune that Inscribe will place.

Health = Heals Ally for a moderate amount
Fire = Ignites  Enemy
Paralysis = Immobilizes Enemy
Doom = Mini-Crits on Enemy
Speed = Speed Boost to Ally

Runic Artistry
Passive - Requires Inscribe
Increases the Radius of your Rune's Ward

Rune of Evasion
Grants you a dodge chance. When you dodge, your next attack against the enemy that attacked you deals an extra 5/9/13/17% damage.

Rune of Warding
Lay down a large Ward that increases the armor and magic resist of all allies inside of it.

Hard to add / Thor- Race
« on: February 25, 2014, 01:27:52 pm »
Battle Fury: Passive
Gain increased attack speed.

Fork: Passive
Your attacks have a chance to deal additional damage in a chain.

Thunderclap: Active
Knock enemies up and back a short distance.

Lightning Speed: Active
Gain a short duration, large movement speed increase.

Mjolnir: Ult -  Fly directly straight up. While flying, you are unable to attack. Press again the launch yourself in the direction you're facing.

Hard to add / Void Walker
« on: February 25, 2014, 05:30:49 am »
Void Rift: Passive
When you take fall damage, you spawn a Void Rift on the ground (visible like a ward). After 2 seconds, the Rift explodes and deals moderate damage. No Cooldown

Anti-Gravity: Active - Ability1
Aligns your gravity with that of the Void. You begin falling upward. Lasts 4 seconds. Use again to cancel early.

Plane Touched: Passive
Your attacks are unnatural in their nature, giving you a chance to deal extra damage.

Strange Creature: Passive
You don't belong in this realm. You occasionally slip in the Void, giving you moderate invisibility for a short time every few seconds.

Void Walk: Ultimate
Slips into the Void and reappear, teleporting a short distance in the direction you are moving. Short Cooldown.

Easy to Add / Refresher Orb
« on: February 02, 2014, 10:35:23 pm »
+item to use
Resets current race cooldowns. Cooldown : 100 seconds.

Impossibile!!! / Rework for Shield and Lace
« on: January 24, 2014, 07:59:06 pm »
Lace rework: Blocks the next ultimate. Goes on cool-down after blocking an ultimate for 30 seconds. The blocked ultimate cannot affected you for the next 20 seconds.
Shield rework: Blocks the next ability. Goes on cool-down after blocking an ability for 7 seconds. The blocked ability cannot affect you for the next 7 seconds.

Can now buy Lace and Shield at the same time.

Hard to add / Hyper Cyborg Skill - Nano Production Suggestion
« on: January 12, 2014, 01:13:49 am »
Provides ammo regeneration.
Engineer can no longer pick up metal boxes (but can weapons for metal, maybe?)

Hyper Cyborgs already set up absurdly fast. Being able to pick up from metal boxes just magnifies this issue.

Hard to add / Spirit Warden
« on: July 13, 2013, 01:55:21 pm »
Nullification - Passive
Every 30/25/20/15 seconds, counter the next enemy ability used within a 300(?) range.

Intervention - Passive
Whenever an ally around you would die, there's a 50% chance that they are instead reduced to 1 health. Each time this happens, the chance for that ally to be affected by Intervention is halved.

Soul Block - Active1
After using, the next attack that would hit you misses instead. Lasts 2 seconds. Moving breaks this effect early.

Unweave - Active2
After using and standing still for 2/1.5/1/.5 seconds, remove the closest ward around you (very small range, almost melee).

Deflection - Ultimate
For the next 5/6/7/8 seconds, any projectiles that would hit you are instead reflected.

Impossibile!!! / Human Noble
« on: July 13, 2013, 01:54:36 pm »
Tactical Advantage - Passive
Your attacks have a 5/10/15/20% chance to reduce the cooldown of the abilities of allies around you by 1 second.

Brothers in Arms - Passive
You causes allies in a 25/50/75/100 range to be immune to fear and stun effects.

Killing Field - Passive
Allies around you gain 3/6/9/12% extra damage and 2/4/6/8% extra life steal.

Thick of Battle - Passive
You gain 1/2/2/3 armor and 1/1/2/3 magic protection for each enemy around you.

Sergeant's Order- Ultimate
120/100/80/60 second cooldown. Recharge target ally's ultimate.

Easy to Add / Seer
« on: June 15, 2013, 01:53:17 pm »
Divination - Ability
Beacon the target enemy for 5/7/9/11 seconds.

Precognition - Passive
Enemies within range of you (increases per level) become highlighted and show through walls.

Forsee - Passive
You gain a chance (increases per level) to dodge an attack.

Prescience - Passive
After hitting an enemy, they take increased damage from sources other then you for 1/2/3/4 seconds.

Omniscience - Ultimate
Beacon all enemies for 1/2/3/4 seconds.

Easy to Add / Gatekeeper
« on: June 14, 2013, 03:18:09 am »
Gate - Ability
Places a gate at your location. Maximum two gates at once. Any player that touches a gate while crouching is teleported to the other gate. Lasts until death. Placing a third gate replaces the first gate.
Cooldown: 25/20/15/10 seconds.

Recall - Ability 2
Teleport yourself to the last gate you placed. Cannot fire for 1 second.
Cooldown 30/25/20/15 seconds.

Splinch- Passive
Enemies that pass through your gates take 20/30/40/50 damage.

Far Reach - Passive
Warping space allows the Gatekeeper to make melee attacks at a much further range then normal. Melee range increased by 15/30/45/60%. (Eyelander has 37% increased range for scale reference.)

Warp Storm - Ultimate
Place a Storm on target location. Enemies caught in the storm teleport to another place in the storm every second for 5 seconds. Radius increased per level.

It'd be real neat if the portal effects could be used for gates, allowing people to shoot through them.

Easy to Add / Necromancer
« on: June 09, 2013, 01:59:15 pm »
Raise Minion - Ability
Revives the next ally that dies in 10 seconds to your location with 70/80/90/100% health. Counts as a minion till they die again.

Minion Bond - Passive
Gain 5/10/15/20 xp and 1/1/2/2 gold whenever a minion you own kills a player.

Life Siphon - Passive
Heal for 10/15/20/25%, of the damage your minions deal. Cannot overheal.

Pain Transfer - Passive.
The nearest minion takes 5/10/15/20% of the damage you take for you.

To The Master - Ultimate
Returns all minions you control to your location. Doubles Pain Transfer and Life Siphon for 3/6/9 seconds.

As always, I'm open to value changes and ideas.

Easy to Add / Martyr
« on: June 05, 2013, 10:09:58 am »
Sacrifice - Passive
When a teammate near you takes damage, you have a 50% chance to take the damage instead. This damage is reduced by 15/30/45/60% percent.

Blood Pact - Active
Sacrifice 10/20/30/40 health. Nearby teammates are healed for that amount.

Blood Renewal - Passive
Regenerate Health. Increases with level.

Altruist - Passive
You take 5/10/15/20% more damage. Your teammates around you take 3/6/9/12% less damage.

Purification - Ultimate
For a few seconds, your attacks also deal 20/40/60% of the damage dealt to all enemies near the target. Small radius.

Easy to Add / Manipulator
« on: June 04, 2013, 10:47:42 pm »
Manipulate - Active (First Point goes here)
Switches your states between Positive and Negative

Force Twist - Ability2
While in Positive, toss target enemy into the air.. While in Negative, pull target enemies to the ground.. The push force is equal to .5/1/1.5/2x the force of airblast.

Flux Charge -  Passive
Your attacks have a 10/15/20/25% chance to inflict Flux Charge on your targets. Targets afflicted by Flux Chanre are tossed straight up into the air with great force. Activate Manipulate to cause targets afflicted by Flux Chanre have their gravity increased greatly.
Notes: Combo triggers to inflict fall damage on your opponent.
Tooltip: Gives your attacks a chance to afflict change target's gravity.

Gravity Well - Passive
While in Negative, your gravity is greatly increased and you gain 25/50/75/100% resistance to pushback and knockup. While in Positive, your gravity is decreased are affected 25/50/75/100% more by pushback and knockup.

Time Flux - Ultimate
Slows down all time on the server for 1/2/3 seconds.
Plugin: https://forums.alliedmods.net/showthread.php?p=1078270

Impossibile!!! / Replicator
« on: June 04, 2013, 06:51:18 pm »
Using this:
The controls should be able to be done with console commands I believe?

Replicate - Ability
Move a small distance to your left or right randomly. Create a bot clone of you in the other space. Lasts 5/10/15/20 seconds. The bot does no damage. DOES have health.
Notes: Forward/Back are copied. Left and Right are swapped for the bot. Firing/Reloading copied. Building is not. Looking up and down is copied. Looking left and right is swapped.

Displace - Ability2
Switch places with your bot. Has a 25/50/75/100% chance to reset cooldown on kill. No particle effect.

Synergy - Passive
You gain 25/50/75/100% of the health/ammo your clone picks up. Your clone gains 25/50/75/100% of the health/ammo you pick up and takes 20/25/30/35% of the damage you take instead.

Tethered - Passive
Enemies that pass between you and your clone take damage. Increases with level.

Army of One - Ultimate
Create a clone like Replicate. Triggers Replicate cool-down. Lasts 5/10/15/20 seconds. The bot does damage.

Hard to add / The Right Man
« on: June 03, 2013, 06:44:38 pm »
Neat little class idea I wanted to play around with.

Right Tool - Passive
When your current weapon's counter reaches 0 for weapons that reload or 25% for weapons that don't, you have a 25/50/75/100% chance to reload your other weapon. Does not work for melee or weapons that recharge.

Right Hands - Passive
Weapon switch speed increased by 20/40/60/80%

Right Place - Passive
When hit, you have a 10/15/20/25% chance to teleport to a random location close-by and heal 50% of the damage you took.

The Wrong Time - Ultimate
5/6/7/8 Seconds after activating this power, you return to this location this power was activated, returning your health and ammo to their previous values (up or down). Activate the power again to end it early. Death cancels this power.

Easy to Add / River Frog
« on: June 01, 2013, 11:58:26 am »
(Couldn't come up with a good name.)

Camouflage - Passive
After standing still for 5/4/3/2 seconds, you become invisible, blending into the background. Moving or firing breaks the invisibility.

Poison Dart - Active
For the next 10 seconds, the target enemy becomes drugged. (Cooldown 30/25/20/15 seconds.) If an enemy hits you with melee, they become drugged for 2 seconds.

Waterbound - Passive
Movement speed slowed by 50/40/30/20% after 10 seconds of being out of water until you return to water. You swim speed is increased by 20/30/40/50%. (Optional: Your movement speed is also increased for 10 seconds after leaving water.)

Frog Legs- Passive
Your jump height is increased by 25/50/75/100%. Crouching while in mid-air causes you fall quickly. (Good for getting out of water.)

Sticky Tongue - Ultimate
Target Enemy at a 500/650/800/1000 range is pulled to you through the air.

(Kinda went the wrong direction with an amphibian as you asked, but I'll try to make a different one.)

Hard to add / Tidecaller
« on: June 01, 2013, 03:39:26 am »
Cleansing Waters - Passive
Every 5 seconds, remove (a total of one) Afterburn, Burning, Jarate, Mark of Death, or Magic Affliction on you and 1/2/3/4 allies in the area.

Whirlpool - Ability
At a target location up to 1000 units away (Human Teleport range, can't remember), place a whirlpool. The whirlpool pulls in allies in a 200 range around it towards the center. Lasts 1/2/3/4 seconds.

Spout - Passive
On Jump (10 second cooldown), laugh yourself high into the air directly up. Heals nearby allies for  3/6/9/12 health on jump.

Regenerating Mist - Passive
You emit a soothing mist, regenerating the health of nearby allies by 1/1.5/2/2.5 a second

Healing Rain - Ultimate
For the next 2/4/6/8 seconds, heal nearby allies around you. (Similar to the Amputator Taunt.)

20 Levels

Easy to Add / Ember
« on: June 01, 2013, 03:14:17 am »
Fireball - Passive
Your next attack deals an extra 4/8/12/16 damage and applies after-burn. 15s Internal Cooldown

Overheat - Ability
Gain a fire-aura for 2/4/6/8 seconds. Enemies who are in the aura are set on fire. Melee attacks made against you deal 30 damage to the attacker for the duration.
Perhaps uses the Fire Aura from the Heavy Flame Gun

Flame Burst - Passive
Melee attacks you deal cause a moderate to large amount of knockback and apply afterburn.

World in Flames - Ultimate
Deal a moderate amount of damage after 2 seconds (25/50/75/100) in a large radius around you to enemies and applies afterburn.
Stops you from moving during the 2 seconds. Possibly plays the Pyro Rainblower taunt sound.

16 Levels.

Hard to add / Trinity
« on: June 01, 2013, 02:43:34 am »
Based off a class from Warframe

Well of Life - Passive
Allies near you gain a percentage of Life Steal (Does not Over heal)

Energy Vampire - Passive
Allies near you have a 3/6/9/12 % chance to reload 2/4/6/8 of their max ammo pool when they damage an enemy.

Blessing - +Ability
Heals all allies (global) for 5/10/15/20 Health

Link - +Ult
Become immune to damage for 2/3/4/5 seconds. The nearest enemy takes 25% of the damage that you would take. If that enemy dies, Link automatically reacquires a new target. (Does not reset duration)

Pages: [1]