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Messages - Ryld

Pages: [1] 2 3
1
War3Source / Re: Race Idea
« on: August 13, 2017, 10:05:44 pm »
Why not for the ultimate he revives/summons dead allies for 25%/50%/75%/100% hp

Literally useless on Blu who has a respawn time of 0.

2
Say Sounds / Re: nuclearlaunchdetected saysound
« on: August 07, 2015, 11:12:19 am »
Really? *grumbles* All the same, oh well.

3
Say Sounds / tryhard
« on: August 07, 2015, 11:11:49 am »
~Janus

4
Say Sounds / nuclearlaunchdetected saysound
« on: August 07, 2015, 11:07:28 am »
Nuclear Launch Detected

Not just for spamming on nucleus!

5
Say Sounds / woahoh Saysound
« on: August 07, 2015, 11:03:17 am »
woahoh

6
Say Sounds / "Impressive" saysound
« on: August 07, 2015, 09:15:01 am »
Quake impressive sound.

7
I'm onto you Dag with your "Dagothur2" account. Changing my rank to something else and then putting yourself in it as well doesn't mean anything! It's still mine!

I demand the color sea-red-purple-mahogany.

8
I am no longer Admin anymore, very sad.

On the flip side, I am now the ONLY person with the Rank VIP. I am my own God. I HAVE THE POWER.

9
Easy to Add / Re: Gatekeeper
« on: May 25, 2015, 10:32:05 pm »
Sorry Ryld, stole this name for a similar race.

New beta race:  Gate Keeper.

One of your abilities is to be able to teleport to any teleporter within range of your skill.  You will get a menu that tells you what kind of teleporter it is, who owns it, and what team it belongs to. 10 second cooldown.  I might have to add a way that if the owner of the teleporter is wearing shield, that those teleporters you can not teleport to?

The other ability is to place a ward down that lets anyone teleport to the last teleporter you teleported to.

I'm still looking for at least 2 more ideas for this race.

I am thinking of adding Rylds idea :Splinch

I also thought about "around the world" where it invis you and teleports you to all the teleporters and pauses for 5 seconds between each teleport until you arrive back home.

Just remember any class can use this race.  We do prevent spy's from cloaking or disguising before they teleport.

Anyone else have an idea?

No worries.

10
Hard to add / Re: Overhaul / Balance Changes
« on: December 22, 2014, 12:10:06 am »
I'm going to start rewriting some of these and adding some changes.

11
War3Evo Race Suggestions / Re: Teferi
« on: November 10, 2014, 09:58:51 pm »
How? Also, keep in mind that it doesn't have any +damage abilities. Or extra armor or anything.

12
War3Evo Race Suggestions / Teferi
« on: November 09, 2014, 01:05:20 pm »
Phasing
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.

Flux

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.

13
Hard to add / Re: Overhaul / Balance Changes
« on: July 16, 2014, 11:12:26 am »
I think you should leave it as is, being able to target stealthed players

Any TF2 weapon can freely attack a player cloaked or not. Point and shoot
Abilities should be able to do the same thing as the enemy is right there

We cant make W3E a game of hide and seek and whoever decloaks gets bombarded with abilities then dies

Ehh...

Alright I guess.

14
War3Evo Race Suggestions / Re: Cyborg Fortress
« on: June 29, 2014, 02:53:12 pm »
Beats sentries too. What's the point of this race?

16
Say Sound Suggestions / Re: The big list of requested saysounds.
« on: June 20, 2014, 04:48:47 pm »
I'm fully against removing csifurry. For...reasons....mmyes.

17
Hard to add / Re: Overhaul / Balance Changes
« on: June 20, 2014, 02:18:02 pm »
Global is different then targeting. For example, with this, you couldn't just spam blood lords ult to find spies. But you could get them with auras or Aoe abilities.

Basically, whatever you use to find targets for +abilities wouldnt consider stealthed players as targets.

18
Impossibile!!! / Re: New race-wizard
« on: June 06, 2014, 03:03:13 am »
Just to let you know, there's current 50 races. We only have 2 Revives Races. That's only 4% of all our races have the ability to revive.

19
Hard to add / Re: Overhaul / Balance Changes
« on: May 27, 2014, 03:21:44 am »
Added:

General: Cooldownhud is defaulted to on for all players.
General: Autobuy is defaulted to on for all players.
General: +ability, +ability2, and +ultimate no longer target stealthed players (You must see your target to cast on them.)
Scoot: Players that have the benefit of Marksman active have a visual buff to indicate this.
Scoot: Marksman damage bonuses lowered slightly (will work on exact numbers for this later)

20
Hard to add / Re: Overhaul / Balance Changes
« on: May 26, 2014, 06:48:50 pm »
Added:

General: Resupply Lockers now removed enemy War3Source effects (Example: Blood Hunter's Bleed)

21
Hard to add / Re: Overhaul / Balance Changes
« on: May 17, 2014, 11:43:24 pm »
As I sit here and brainstorm and make hypothetical situations, I still find that just a damage reduction overall would be best for the Heatseeker on Bouncing/Homing. The skills themselves are still upgrades in every way because they aren't really REDUCING the damage you're doing, they're just giving you a chance to make up some of the damage that you wouldn't have done otherwise (oops, no damage on a miss? Here, have some back because of rebound and/or lockon).

Adding some additions/thoughts to Hyper Cyborg.

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.

22
Hard to add / Re: Overhaul / Balance Changes
« on: May 15, 2014, 04:34:40 pm »
Perhaps each bounce lowers the projectile damage by 15%? Also, I'm wondering if we can track if a projectile was ever affected by homing.

For example, a projectile that bounces 4 times and had homing would do only 20% damage, but one without homing would do 40% . It's a lot of bouncing and is really hard to avoid.

23
Hard to add / Re: Overhaul / Balance Changes
« on: May 15, 2014, 02:33:56 pm »
Updated again: Additional Reviews are all follows.

General:
You no longer lose items if you are going to be respawned by means other then normal.

Heatseeker:
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.

I'll also cross out changes as they get done.

24
Hard to add / Re: Zeus
« on: May 11, 2014, 10:25:32 pm »
Hardly. Stickies usually kill already. And with the delay between charges, I really doubt it.

25
War3Evo Item Suggestions / Re: TheBomb - Suicide Bomber item
« on: May 06, 2014, 02:31:53 am »
I want to vote no to this, but I'd have to see the damage/radius first.

26
Hard to add / Re: Overhaul / Balance Changes
« on: May 02, 2014, 03:36:44 pm »
Unlike Frogger's Jump Skill, Scout's jumps follow the usual double jump rules, making it a lot easier to predict and is better all around.

However, there's also downsides to More Mileage that makes it better balanced then Frogger's Jump even more. It's restricted to Scout and only certain weapons are available to the Scout. If you're jumping around, further away from the battle, you won't get much use from the Scatter Gun or any other Primary he uses. Secondly, this effect's game play significance can already be seen if used with the Pretty Boy's Pistol and it isn't all that different, just a convenience. The most you could do from range is use a Pistol really, and that has pretty decent fall off.

Did change the idea I was going with for Improved Teleport though. The new one feels much better and more impacting. Should make Human more fun. 

27
Hard to add / Re: Overhaul / Balance Changes
« on: May 02, 2014, 03:21:38 pm »
Adding the following changes to the original post.

Vanish, Blink, and Shadow Amulet now interrupt Medi-gun Healing.
Blink and Shadow Amulet now recognize "taunt" as stealth breaking.
Human Stronghold's Siege now applies an effect to the player that reduces Healing done to them by 75% from all sources. This number is pending testing.
Angel of Death's Revive now works on a percentage system similar to Blood Mage's revive (though at a better ratio).
Human Alliance's Improved Teleport - Now reduces the cooldown of Teleport by 1/2 seconds on kills and 1 second on assists. .
Human Alliance's Ultimate: Teleport now refreshes the cool-down if an error is received and is no longer wasted.
Undead Scourge's Reincarnation slightly changed. If they will revive, first a particle effect is played, then they are revived 1.5 seconds later.
Cyborg Scout's "More Milage" skill now prevents fall damage at max level.
- Maybe use http://optf2.com/tf2/attributes/275 or http://wiki.teamfortress.com/wiki/List_of_item_attributes if possible to prevent environmental damage immunities?


Again, please report things that you think might be overpowered or that you have issues with. Sometimes these things don't get noticed if another person plays differently then you and doesn't encounter the situation often!

28
Hard to add / Re: Overhaul / Balance Changes
« on: May 01, 2014, 05:15:08 pm »
Far Seer jump is dumb and you know it. 4 Time Leaps is already really strong.


Also, you can't rev up minigun with shadow amulet. Any attack or attack 2 commands stop it, even if you aren't shooting. Same reason why zooming in with sniper resets blink timer for scout race. 15 seconds is also a really really long time. It's important to realize that the time spent standing there, they're doing nothing for their team. And will continue to be useless till they act. It's the same reason why cloak and dagger seeeems good, but actually isn't.

29
Hard to add / Re: Overhaul / Balance Changes
« on: May 01, 2014, 12:05:49 pm »
I see they took many of your suggestions

I still kind of feel the new undead scourage ult is a bit OP, it instantly respawns you on the spot if off cooldown


From testing, Ive found it pretty easy to kill the enemy who killed me as I can fight them at full hp right after my death

Perhaps make the player wait like 8/7/6/5 to respawn to give the killer some recovery time
Noted, and thanks for feedback. Any other comments about what's changed so far?

30
Hard to add / Re: Overhaul / Balance Changes
« on: April 30, 2014, 09:29:34 pm »
Yes, it blocks passives too. If it was blocked by Shield or Lace, it'll block it.

31
Hard to add / Re: Overhaul / Balance Changes
« on: April 30, 2014, 06:12:03 pm »
Hmmm... I sense a butthurt bombing incomming when people read the removed immunities. Personally Im grateful for the immunity removal as I dont play any of the "OP" races yet still hate this blocked that blocked

Questions:
     
        Why would someone buy the satchel? The ring of regen heals 4hp per second regardless of the last time you took damage. Do you think people will buy both for supreme regen? Or are you going to remove ring?

       Reincarnation: Id like to say its possibly OP if used with scroll of essence. When you and an enemy fight and they kill you, you can fight back immedietly if off cd and likely win as you already weakened them

       Linken: Spell blocking shield that blocks next spell. What can be blocked by this?
Oh hit abilities? (Blocks one blood crazy bleed effect)
Passive abilities? (Negates the damage bonus of true shot for one attack)
Ward? (Negates first zapper ward hit)
Ultimates? (Negates death and decay)
Activated abilities are spells, so thats all I know that can be negated at the moment   

Didn't realize Ring was so much. I meant Satchel to be more then Ring.
As with any other Revive ability, Scroll will overwrite it with instant respawn and put you back in spawn.
Linken will block the first effect against you, regardless of what it is. Ability or ultimate. 

32
Easy to Add / Re: Ember
« on: April 30, 2014, 04:49:34 pm »
I'd like to bring this forward as an alternative to some of the current Cyborg Pyro skills.

33
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.

GENERAL CHANGES

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.

JOB/RACE ABILITY CHANGES


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

UNDEAD SCOURGE
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.

DEATH KNIGHT

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

FAR SEER
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.

HEAT SEEKER
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)

BLOOD MAGE
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.

HYPER CYBORG
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.

NIGHT GUARDSMAN
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.

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

BLOOD HUNTER
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.

NIGHT ELF
Entangling Roots - Duration reduced by 25%

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

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

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

HUMAN ALLIANCE
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.


ITEM CHANGES



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.

34
General / Re: My channel
« on: April 18, 2014, 08:04:59 pm »
That was interesting to watch me play from a different perspective.

35
Hard to add / Re: Zeus
« on: April 16, 2014, 06:00:29 pm »
Keep in mind that Overcharge has an ICD to specifically prevent that. To gain all charges from a sentry would require taking 8 seconds of continuous sentry damage, which would probably kill you anyhow.

But going to go ahead and increase the ICD to 3s (was debating it) making the shortest possible time to gain all charges be 12 seconds, excluding other abilities.

36
Hard to add / Re: Zeus
« on: April 16, 2014, 05:41:33 pm »
Sure, if you want. I mostly just think of the race, it's up to you to decide how/if to implement it.

37
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.

Overcharge
Passive
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.)

Electrocute
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
Passive
Melee attacks against you apply a charge to the person you hit/hit you.

Lighting Storm
Ultimate
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.

38
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.

Inscribe
+Ability
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
Passive
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
Ultimate
Lay down a large Ward that increases the armor and magic resist of all allies inside of it.

39
Hard to add / Re: Problems with Helm/Forced Taunt
« on: April 16, 2014, 04:19:49 pm »
this is tf2 you are talking about each class in the game is designed as a counter to another sniper counterd by spy ect ect the entire game mod or not is based around counters even tf2s items are counters to counters razor back targ n charge the ice knife (and as for the anti sentry and anti fire diablo did talk about an anti fire item once also ring basicly stops after burn as well as shadow pally plus cyborg spy is anti sentry) and as iv pointed out before no you should not HAVE to buy items however helm just stops headshots you can still easily shoot the body with or without oil

Ring does not stop afterburn.

And saying "just stop headshots" is like saying "You don't take explosive damage unless it's a direct hit". Good luck. It's a huge advantage.

40
Hard to add / Re: Problems with Helm/Forced Taunt
« on: April 16, 2014, 03:33:04 pm »
I personally don't believe that plates, helm, and oil should exist, but thats just me.

Exactly!
Helm, Plates, and Oil are based off of W3 you know?

And? This isn't W3. It's TF2.


No offense but don't you know this mod is based off of W3? If you don't then your just plain idiotic since it's been annouced numerous times and Our community is called War(craft)3Evo. So ofc Diablo would add this he's trying to make Tf2 a whole new game Tf2 + W3. Also if your complaining so much about lose of space buy one of the Black gems, I think it's the Black Pearl? Then you'll have your incredible 3 slots that you have to have. Also if you think that you have to spend platinum just to get an item. Well you have to have the extra slot now don't you :( (None of this is supposed to be offensive this is made to try and prove a point)

And, no offence, but you know that this ISN'T W3? W3 doesn't have Platinum or Cyborg's or other things like this.

And are you really going to say that someone 2500 Platinum per race in order to get the Black Pearl? And now this just goes the other way. What if the other guy has the Black Pearl and can just toss his extra item slot for a Helm. Now you're just at an extreme disadvantage.

41
Hard to add / Re: Problems with Helm/Forced Taunt
« on: April 16, 2014, 02:50:39 pm »
I personally don't believe that plates, helm, and oil should exist, but thats just me.

Exactly!
Helm, Plates, and Oil are based off of W3 you know?

And? This isn't W3. It's TF2.

helm plates courage hope lace are all tanky items for more of a def focus if you did not have them then everyone would basicly use 5-6items (and if everyone uses the same items why bother having them)
die laughing causes more problems then any other item or ability in the game the only "Counter" is  hope which isint even buyable with some races this goes similer with undead scourge or light bender pre nerf how they pretty much reg you to buy lace or shield if you kill someone with die laughing 9 out of 10 times you die shortly after

The main problem I have with these items is that they're direct counters. There's not an Anti-Sentry Item, Nor is there an Immunity to Fire Item. Could you imagine if there was? And that you'd have to buy an item specifically to counter those if you wanted to play Engineer or Pyro? Suddenly 33% of your item slots are taken up and not in the favor of player customization. Sniper's have it even worse. You're nearly required to take both Piercing AND Oil because without piercing, any armor will reduce a quick scope to about 120 or less, which isn't enough to kill anyone and that's a major survival issue.

Anyhow, TL:DR, you should buy items because you want them for how YOU want to play, not because someone else is stopping you from doing things without those items.

42
Hard to add / Re: Problems with Helm/Forced Taunt
« on: April 16, 2014, 12:00:29 am »
I personally don't believe that plates, helm, and oil should exist, but thats just me.

43
Hello's and Goodbye's / Re: Where is everybody from?
« on: April 11, 2014, 02:42:37 am »
Just moved from near Houston, TX to the very south (15m from California) Oregon.

44
Announcements and Forum Rules / Re: W3E COMPETETIVE TF2
« on: March 30, 2014, 02:49:26 pm »
Maybe Spy or Heavy.

45
Impossibile!!! / Re: Modifications to explosive specialist races
« on: February 28, 2014, 02:53:12 pm »
Apple Barrel used to be a Large Health Pack, btw.

46
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.

47
Hard to add / Re: Void Walker
« on: February 25, 2014, 01:00:34 pm »
Only the ult.

48
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.

49
Easy to Add / Re: Refresher Orb
« on: February 03, 2014, 07:02:37 am »
Don't know. Maybe a new shop menu filled with just items that have a +item. Only one allowed at a time. Might be neat.

50
Easy to Add / Refresher Orb
« on: February 02, 2014, 10:35:23 pm »
+item to use
Resets current race cooldowns. Cooldown : 100 seconds.

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