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[Q] - Riftwalk:
[W] - Whirling Strike:
[E] - Anti-Magic Barrier
(duration shield) + (secondary ability cast window) < (cooldown of [E])
[R] - "insert name" (Ultimate):
[R] - Mana Combustion:
[Q] - Knight's Slash:
[W] - Steady Shield:
[E] - Charge Ahead
[R] - Dragon's Fury (Ultimate):
[Q] - Acid Vomit:
[W] - Disease Cloud:
[E] - Flesh Cover
[R] - Devour (Ultimate):
Note: Brewmaster transforms into one of his three bears when he casts a spell which reduces the cooldown of a spell if he uses it continuously.
[Q] - Tera Slam:
[W] - Lightning Sprint:
[E] - Scorching Flames
[R] - Storm, Earth and Fire (Ultimate):
Note: Bane only does damage to asleep heroes same as how CM only does damage to frozen enemies and also only bane can deal damage without breaking the enemy's sleep
[Q] - Sleep:
[W] - Dream Wave:
[E] - Coma Blast
[R] - True Nightmare (Ultimate):
This hero has two bodies, they share health, only one can be active at a time while the other is 'ethereal', which means it is completely ignored by any missile or other ability and also stays floating in the air, even if the ground crumbles below it. Only the active ET can move normally, the etheral can only move with 'Ethereal Charge'.In this description I will refer to them as ET1 and ET2.
[Q] - Ethereal Charge:
[W] - Echo Stomp:
[E] - Titan's Strike:
[R] - Etherblast (Ultimate):
[D] - Phase Shift:
This hero would be fun to use, although would be confusing at first. I really sense alot of potential .. This hero might not die so easily just because of his phase shift and ether blast abilities. But other than that it would be interesting to see in-game
@BAD TIME BRO:
WARNING!!! Wall of text ahead ;)
[Q] - One for me, one for you!
[W] - Breath of Fire
[E] - Potion of Vitality
(number of stacks of 'Brew' removed when cast) seconds and increases his movement speed by 3% * (number of stacks of 'Brew' removed when cast) for the same duration
[R] - The Giant's Keg (Ultimate)
I wanted to make pudge ressemble a warcraft abomination. I changed his ultimate a bit to allow enemies to escape if they used an ability. But there is a disadvantage if pudge uses this, most people would try to face away to throw the devoured enemy off the island, this gives other enemies a big advantage to throw pudge and his devoured enemy off the island too as pudge would need to turn just to avoid the spells and fail to throw the enemy instead..
I tried to make brewmaster have more of a spammer-style gameplay rather than a combo-to-kill one. Also his ultimate is more like lycan's wolf ability in crumbling island arena but automatically targets the nearest enemy like a homing missle.
All these questions T-T
But to make it clear, only bane can deal damage to enemies which are asleep and NOT break sleep. Coma blast IS centered on bane himself and has quite a large AoE (had to change my bane idea to inform much better). And lastly about True Nightmare I meant it as like the heroes are removed from their body and control a different hero (meaning there are two copies of the same hero, one is asleep but invulnerable and one is active but can TAKE damage from bane's abilities even if they are not asleep.)
Some of them are a real inspiration, the brewmaster one for example is mostly legit and pretty close to the guidelines I follow when designing a new hero.
I'm gonna provide some general criticism here, don't take it too closely, designing heroes is hard, took me a couple of years to learn the best things, and I still consider myself a mediocre designer at best.
1. You have to consider map dynamics and game modes. Long disables and setup spells (sleep is worse than a stun because it can be interrupted, so it has to be longer) are a big no-no. A disabled person is immediately exploited by other players if he is in a bad position.
2. You don't have to over-complicate spells to make a character design unique. If you know hearthstone there are a ton of good examples. Malygos, Soggoth the Slitherer, Grommash Hellscream are all very simple designs, which don't use any unique mechanics, it's the sheer power of values which make them unique. There are good examples in DOTA too. Look up broodmother, anti-mage, ember spirit, nature's prophet. Their designs lack any complexity, but they have a very distinct feeling when you play them. Crumbling island arena has Sniper/The Hermit and TA/The Empress - all very simple concepts, but fairly unique. And I'm mostly looking for concepts like these. If I put an over-complicated hero in the game (Pugna/Phoenix) that means that I'm just in love with the general concept idea (the whole switching heals/damage thing or phoenix idea being based on an existing character from another universe, you'll never guess which tho :P), but their overall design value is pretty low.
3. Since there is different idea of counterplay in CIA, abilities have to be interactive, that's why there are no point and click abilities, surely you can make any ability a skillshot, but that doesn't mean it can be a very hard to hit spell while providing tremendous value, being oneshot is frustrating. Look up Drow Ranger/The Hierophant ultimate. It's a very simple spell in terms of idea, but there is a big amount of thought I put into it. It's really hard to hit, not impossible surely, but hard. Since it's an ultimate it's available in the later stages in the game, where an island is relatively small. Since it's a knockback, it often just kills you by pushing over the edge. It can be played around, by simply not staying near the edge when it hits you. This comes from player experience/knowledge. There is also a lot of setup for this ability in Drow's kit to be able to hit it. Her ultimate is not directly related to any of her abilities, but it synergizes well with all of them. Being able to setup it and hit it all comes from player knowledge and skill.
4. There are abilities I'm not going to include purely because heroes lack animations which fit them and we can't create animations yet. This is annoying, but I have to deal with it. There is also a list of heroes who won't make it purely because I don't like their models, mostly floating heroes or mounted heroes. I believe that hero walking animations impacts their ingame feeling a lot. I can provide a list a heroes if you would like to.