VOTING: Villain Design

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Who will you vote for?

Poll ended at Wed Mar 20, 2019 10:35 am

Entry One - Zygyx the Reaper Symbiote
3
23%
Entry Two - Sa'cro'qwa the Savage God
2
15%
Entry Three - Phallos the Noxious Brute
1
8%
Entry Four - Zim'Akuz the Terror
1
8%
Entry Five - Goth'Raukar the Demon Warlord
4
31%
Entry Six - Iverdin the Arachnomancer
2
15%
 
Total votes : 13

VOTING: Villain Design

by RaZoR LeAf » Fri Mar 15, 2019 10:35 am

Image


[+] SPOILER
It's about time you got here General, I'm a busy man and you know better than to keep me waiting! Don't forget how you go into your position in the first place. My alliance with the Deep Devils paid off and I knocked those disgusting frogs down a peg or two, but now I'm looking for someone new to boss around. I know you have your ear to the ground and can sniff out a fellow evil doer, your huge ears and fat snout have to do something useful. Get out there and find me a new ally, someone who can lead an attack on my next target the.... >:D that's a secret I'll be keeping to myself for now!

Our grand master, the dread lord Vez'nan has tasked you with the special job of finding the next new leader of his special armies. After Jun'Pai the Conquerer did such a good job against the Anurians, he knows there is someone else out there who can do just as good a job, if not better. It's your head on the line if you can't find someone!


Your mission is to create a Hero, or should we say Villain, to server under Vez'nan's command. You require the following information:

Character

Name & Title The name and title, like "Warlord", "Knight" or "Wizard"

Appearance What they look like. If they are based on an existing enemy or character, you can use them as a basis (so you can say "looks like a Bluegale, but...")

Description The story/lore of their history up to Vez'nan approaching them, and why they decide to join his army. This shouldn't be long, no more than 200-250 words.

Quotes Four standard quotes, and one death quote

Stats

All stats should be presented at maxed out on Level 10

HP
Heal Rate (how much HP healed over how many seconds, e.g. 20 every 2 seconds)
Melee Damage
Ranged Damage If your character doesn't have a ranged (or magic) attack, do not include this field.

Armor
Movement Speed No need to be specific, 'fast' or 'slow' or 'teleports' is sufficient.
Respawn Time

Skills

There must be four normal skills:

Skill Name
Description and Stages (e.g. Attacks with a giant axe and deals 5/10/15 damage)

One Ultimate Spell

Spell Name
Description and Stages (e.g. Attacks with a mega diamond double axe and deals 1/2/3/4 damage)

One Passive Skill
(n.b. 'Flying' for a dragon or similar does not count as the Passive)

Passive Name
Description (e.g. Gets faster as he loses HP)




ENTRY ONE
ENTRY ONE wrote:Zygyx
Reaper Symbiote

The few Saurians that escaped the Hammerholdian desert dwellers all out extermination of their species pledged their allegiance to Vez'nan after coming out of hiding in the abandoned Temple of Saq'ra. While they were laying low in the temple, the lizard men came across the mysterious Parasytes. After fighting off the purple menace, they experimented on the creatures with their advanced technology for the purpose of creating symbiotic supersoldiers. Zygyx is the prototype ...

Appearance: Zygyx is a tall Saurian. He has glowing yellow eyes, pronounced purple veins, bubbling green-purple skin, and one arm is a Reaper scythe-appendage. Cybernetic implants, tubes carrying purple and green fluids, and electrical circuits are littered all over his body as well. His other arm is Blazefang blaster starting at the elbow, but the blaster has in parasyte vines growing in it and on it (the stuff growing behind the Reaper Queen on Temple of Evil). His mouth drips with purple goo.

Quotes:

Zygyx speaks in a low, hissy voice.

"It's free real estate." (when using Parasyte Pool)
"We are Zygyx!"
"We come to tear you into pieces."
"Exterminate!"
Death: "NO! I'm melting..."

Death Animation:

The electrical circuits all over Zygyx's body crackle and explode, and then the prominent veins burst while the tubes break spaying fluids all around. Finally, he explodes, leaving behind a puddle of purple goo.

Stats:

HP: 500
Heal Rate: 50 per 4 seconds
Damage: 30-60 (swipes with Reaper arm)
Melee Attack Rate: 1.0s
Ranged True Damage: 60-100 (shoots with blaster arm)
Ranged Attack Rate: 4.0s

Armor: None
Movement Speed: Average (Eridan)
Respawn Time: 30s

Skills:

Parasyte Cannon (Active; 12s)

Zygyx shoots a parasite out of his Parasyte-infected Blazefang-blaster-arm onto an enemy. The Parasyte drains the enemy's HP at a rate of 10-20 HP per second. The enemy cannot fight back, but other enemies can kill the Parasyte for them. Upon the enemy's death by the Parasyte (or a Reaper/a Reaper Lord/Zygyx), a Reaper will be spawned in a explosion of gore. Reapers do not move from where they are spawned and despawn only from being killed.

Reaper stats (only stats that apply are displayed):

HP: 200
Damage: 20-40
Attack Rate: 1.0s
Magic Resistance: 60%

Parasyte Pool (Active; 25s)

Zygyx shoots purple alien goo out of his blaster arm, and violet eggsacs surface in the resulting small puddle. 3 Parasytes spawn at the beginning of each wave and run down the path. When they find a victim, they latch onto it, functioning identically to Parasyte-Cannon-spawned Parasytes.

Up to 3 Parasyte Pools can be active at once. Enemies can destroy the goo puddles by attacking them. The pools have 100 HP (does not regenerate).

Parasitic Bite (After every 10 melee attacks)

Zygyx chomps on his opponent, dealing 150 True Damage and implanting Parasyte eggs into them. Upon death, the enemy will spawn a Reaper. Enemies implanted with eggs have a purple aura around their feet.

Broodguard Instinct (Passive)

When Zygyx's HP drops below 15%, he becomes twice as fast and deals 10-20 bonus damage in melee. This buff goes away if he heals back to above 15% HP.

Ultimate Spell: Reaper Lord (60s)

"Summon a Reaper Lord to execute your enemies!"

The Reaper Lord despawns after 15s.

Stats (all that apply)

HP: Immortal
Damage: 60-120
Attack Rate: 1.0s

Innate Ability: Alien Infestation

Enemies killed by Reapers, Reaper Lords, and Zygyx while being HP-drained by Parasytes spawn Reapers.




ENTRY TWO
Entry Two wrote:Character

Name & Title
Sa'cro'qwa the Savage God

Appearance
Born of Ma'qwa Warrior and Crocodile, he is both and neither. The physical size and shape of a Savage Brute, lean muscular build, wide shoulders and huge fists. Though dressed in the same rough garb as most of the Ma'qwa it is less jungle scrub and more regal. Weaved from the finest silk and hemmed with pure gold thread, nothing can ever stain it. His upper arms, forearms, thighs and shins are covered in the armored scales of a crocodile, dark grey in color, and his skin is pallid, sickly and green as if it were unwell.

His head is not human, in fact it is that of the crocodile itself. Long nose, rows of teeth, beady black eyes. Behind the head is a headdress of sorts, made from large white feathers, the tips of each colored with the same as each of the Ma'qwa castes masks. He carries a staff imbued with a diamond at the end, the head of the staff stylized like that of a snake, with the gem clasped within the creatures teeth

Description
After the death of Quincon at the hands of the Tuk'va and the invaders they allied with, the Ma'qwa fled deeper into the jungle, abandoning all of their villages and outposts bar a handful on the borders. In time, even those outposts fell as the Tuk'va, emboldened by their victories sought to rid the forest of their rivals. The Mandrilos and Gorillons would no longer obey their savage masters, and Poulkai did not nest so deep beneath the canopy, leaving the tribe defenseless.

Desperate for an answer, the Ma'qwa offered sacrifices to their god, the crocodilian Saqra. For three days and three nights, the priests fasted and observed their body of the warrior that offered his life. On the dawn of the fourth day, the body rose from its grave, blessed by the power of the god and reborn in his image. Gone was the small warriors and in its place a brutish giant; half man, half reptile.

The reborn warrior, named Sa'cro'qwa led the Ma'qwa in a great battle against their rivals, allowing them to regain much of the jungle in their name. It was then they were approached by a dark interloper. The wizard Vez'nan came from far beyond the mountains. With a promise of fresh verdant fields and dense forests to conquer in exchange for their help, it was not a difficult decision for Sa'cro'qwa to accept.

Quotes
"See you later, alligator!"
"Your despair makes me cry!"
"You were made to be ruled."
"Never smile at a crocodile!"
(death) "You are all of you... Beneath me!"

Stats

HP 750
Heal Rate 30/2 seconds
Melee Damage 35-55
Ranged Damage 20-40 (magic)

Armor 30% (Low)
Movement Speed Medium
Respawn Time 25 seconds

Skills

Savage Rule
Sacrifices an enemy or group of enemies with HP totaled to 300/600/900 or less. Gains back 25% of the total in regeneration.

Below as Above
Sa'cro'qwa calls on the spirits of the Earth and Sky to strip his enemies of their protection against physical or magic attacks for 2/3.5/5 seconds. This has no effect on enemies with an immunity, but will send defenses as high as 90% down to 0%

Blood Pact
Any ally that dies in Sa'cro'qwa's presence is resurrected as a Savage Ghoul. The Ghouls hang around for 5 seconds and have stats that change for each level. A Ghoul will not impact on the standard re-spawn time of a unit. This has no effect on secondary heroes.

Savage Ghoul
HP 150 / 200 / 250
Atk 5-10 / 15-20 / 25-30

Eternal Presence (Passive)
The manifestation of a God on Earth cannot be killed by mortal means. The disembodied spirit lingers as the body is rebuilt and can move around as if still living. The essence of a god emboldens soldiers and increases their attack and defense by 20/30/40%

Hero Spell
Savage Reign

Sa'cro'qwa invokes his deific rage, summoning an acidic rain that poisons all enemies on screen at the same time. The poison deals 20/40/80/100 True Damage over 4 seconds. It also regenerates by the same amount any Savage units on the map (if any existed (plus Ghouls))

Passive
Shadow Worship

When Sa'cro'qwa moves a great distance, he leaves a shadow of himself in place. The shadow lingers for 5 seconds, and all enemies that pass by it are slowed by 50%. Shadow Worship does not activate when Sa'cro'qwa is dead and his spirit lingers as part of Eternal Presence.



ENTRY THREE
Entry Three wrote:Character

Name & Title: Phallos, the Noxious Brute

Appearance: It looks like the Myconid from Kingdom Rush and the Doom-Shroom from PvZ had a love child. He has a very bulky body and his legs and arms are jacked. He has no neck, as his torso connects to his head. His eyes are red (like the doom-shroom) and his cap looks like the one from the Doom-Shroom with a couple of chips around the edge of his cap. Phallos can remove his mushroom cap to reveal a bald mushroomy head (if that makes sense). His body is blackish-gray all over too.

Description: Phallos was born a little shroom who had a passion for spreading his poisonous spores and picking fights with everyone. He quickly grew up to be an outcast, and in most of his alone time, he would spend it getting stronger, storing his anger, and developing his toxins.

Phallos had been apart of the disastrous Twilight Campaign against the Elves, who he was looking forward to let loose all of his built up rage on. After the failure, Phallos had hated the Elves and their human allies ever since, blaming them for the Mushrooms forgotten legacy. It looked like Phallos would spend the rest of his life in suffering, knowing that he wouldn’t get another chance to exact his revenge on the humans and elves.

This was not meant to be. After Vez’nan’s return to power and victory over the Anurians, he sent his general to look for another leader for his next campaign. The general had heard of Phallos from stories about the Twilight Campaign and decided he should be the next leader. Granted this opportunity from Vez’nan, Phallos happily accepted, looking to finally exact his revenge.

Now, as Phallos emerges from his years of isolation, he yearns. Yearns for the ecstasy of killing something.


Quotes (said in deep, aggressive, and a slightly raspy voice)
“Say hi to the fungi!”
“Piece of cake.” (line by Toad from Super Mario Advance)
"It'll only hurt 'til you die." (line by Twitch from the game League of Legends)
“Take that!” (said by Toad in Mario Kart Wii)
(death) “The world loses an exquisite toxin.” (said by Venomancer from Dota 2)

Stats

HP: 490
Heal Rate: 49 per 2 seconds
Melee Damage: 20-40 per second

Armor: 50%
Movement Speed: Average
Respawn Time: 20 seconds

Skills

Photosynthesis [Active; CD: 20/17/15 seconds] (1/2/2 Hero Points)
Over the course of 3/5/7 seconds, Phallos regenerates 90/150/210 health.

Chains of Mycelium [Active; CD: 17/16/15 seconds] (2/2/3 Hero Points)
Phallos grows mycelium to grab on and root 3/4/5 enemies for 5/6/7 seconds.

Psychedelic Spray [Active, CD: 30/25/20 seconds] (3/3/4 Hero Points)
Phallos releases spores around him and 2/4/6 enemies that are caught in the radius are put into a psychedelic state where they start to attack other enemies/each other for 10/12/15 seconds. There must be at least 3 enemies near Phallos for him to use this ability.

Noxious Fury [Passive] (2/2/2 Hero Points)
Phallos’ attacks have a 20/30/40% of applying a poison to the enemy. This poison does 30/50/70 damage over 10/9/8 seconds.

Ultimate Spell: Rise of the Mushrooms [Active, 80 seconds] (4/4/5)
Phallos grows 10/15/20/25 copies of himself across the map. These copies do not have any abilities and have 75/100/150/200 HP and deal 5/10/15/20 damage.
They cannot regen health, have no armor, and they cannot move.
Enemies will be drawn to these copies instead. When any copy goes below 20% health, all enemies nearby will be drawn to it.
When any copy dies, it explodes, releasing a poisonous gas that does 50/70/90/120 damage to all affected enemies.
If any of these enemies survive, they are infected with a virus, that upon their death, releases a small toxic explosion that poisons nearby enemies for 30/50/70/90 damage.

Toxic Embodiment [Passive]
When Phallos dies, he blows up releasing a toxin that poisons nearby enemies dealing 20/40/60 damage over the course of 5 seconds at hero levels 1/5/10.




ENTRY FOUR
Entry Four wrote:Character

Zim'Akuz, the Terror

Appearance:
Has the general shape of a Dune Terror, but its armor plates are much more pronounced. It also has a pronounced head crest, and glowing red eyes.

In the portrait, it is shown inside a pit of sand, with only its head visible. Sharp fangs jut out from its mouth, with red eyes burning above its gaping maw.

Lore: Once one of the many terrors within the armies of the God King, sent to fight at the Ruins of Nas'De. But the King's stargate malfunctioned, sending Zim'Akuz into what was then the future. Upon waking from its slumber, it found its body changed...evolved from the strange energies of the gate. But it also woke with a hunger, one which was only pacified with powerful dark magic. Thus it was that Zim'Akuz was brought into the fold of the Dark Army, to bring horror to Vez'nan's foes.

Quotes
"The sands hide dark secrets."
"You've activated my trap card!"
"Now I feast!"
"Om nom nom"
"The sands of time claim me..." (death)

Stats

HP: 550
Heal Rate: 22 per 2 seconds
Melee Damage: 20-30 (Bites every 1.3 seconds)

Armor: 20%
Movement Speed: Fast
Respawn Time: 20 seconds

Skills

Tunneler [Innate]
Moves quickly underground. Burrows while idle, becoming immune to ranged fire. Upon unburrowing, gains 20% armor for 2 seconds.

Pitfall [Passive] (3/3/3)
When idle for at least 3 seconds, creates a pitfall trap at its current location. This trap deals 3/6/9 d/s to any enemies over the pit, and slows them by 40%.
It increases in size thrice, after 9/6/3 seconds of additional idle time per stage.
This form alters Zim'Akuz's other abilities. Only canceled when Zim'Akuz is given a movement command.

Acid Spit [Passive] (1/1/2)
Gains a ranged attack that deals 5-10 initial damage and 5/10/15 poison damage per second for 3 seconds. Fires once every 4 seconds.
While under the effects of Pitfall, it becomes Acid Shower.
This makes the attack deal damage in an AoE, and slow by 20% for 3 seconds. Stacks with Pitfall's slow.

Lashing Strikes [Active, 9 seconds] (2/2/1)
Lashes 1/2/3 times, stunning for 0.75 seconds on each hit. Strikes every second.
While under the effects of Pitfall, it becomes Lashing Coils.
This makes the skill strike in an AoE, and stun for a full second each time.

Consume [Active, 18 seconds] (3/2/2)
Bites an enemy, dealing physical damage equal to 15/30/45% of their HP and healing Zim'Akuz for 50% of the damage dealt.
This means that if it hits a high armor enemy, it will deal less than 15/30/45% of their HP.
While under the effects of Pitfall, it becomes Devour.
The ability becomes delayed, striking after 1.5 seconds. But, it now hits in an AoE, and deals true damage.

Eternal Feast [Ultimate, 64 seconds] (3/3/3)
Summons Zim'Akuz to jump over the area and bite any enemies in it, dealing 30/60/90/120 physical damage in an area a little bit smaller than the path. If this hits an enemy, Zim'Akuz repeats the ability, ad infinitum.
Does not break Pitfall when cast.
Can be canceled if Zim'Akuz is given a move command, but this will cancel Pitfall.




ENTRY FIVE
Entry Five wrote:Goth'Raukar the Demon Warlord

LORE
Once commander of entire legions of infernal beings, Goth'Raukar, the fiercest fighter of hell, has seen more and fought more than any chieftain in the annals of the puny surface dwellers.

Using ancient demonic arts, now forgotten even amongst the lore-masters of the Pit of Fire, the Demon Warlord brought chaos when the world was young and the fires were still new.

All was well in the pits of hell but for the traitor Moloch, who betrayed his own brethren to rule over the infernal legions. That silly turncoat didn't even manage to quash the diminutive rabble of a stunted mortal king from above.

Years have passed since the humans conquered the capital of the deepest abyss - Pandaemonium itself. Years have passed since the greedy surface dwellers came down to meet their own ends, and now the fire in the Warlord's twisted soul burns fiercer than ever, seeking vengeance and retribution.

The fires have been unleashed, and the renegade recruited for the Dark Lord's cause. The time is ripe to bring hell upon the degenerate denizens of the surface!

FLAVOR TEXT
A hardened renegade of the abyss, Goth'Raukar is the fiercest dweller of hell. His ancient demonic arts and deadly battle prowess have been secured for the Dark Lord's campaign after a deal was struck when the Demon Warlord came looking for retribution.

APPEARANCE
Goth'Raukar the Demon Warlord is slightly bigger than Veruk, but a trifle less bulky. He is red-skinned like all the other demons, and is scarred heavily in yellow scars. He is armored with a bone helm on his head, which resembles an ancient Corinthian-type Greek helm, albeit crude and made up of bone. The helm's nose guard is attached to and forms a continuous layer with the right cheek plate, leaving an opening below the left eye slit, through which his battle-hardened scowl is partially visible. He has glowing yellow eyes and two demonic horns on his head, which are somewhat thinner and longer. Goth'Raukar wears huge, spiked bone shoulder pads and two dark brown straps across his torso, which have three spikes each on them. On his chest blazes a yellow demonic rune and he also wears spiked bone gauntlets and dark brown elbow guards with a spike each on them. He is adorned with a bone belt which has a human skull in the middle, and a dark brown kilt. Attached to his belt is a brown demonic horn with a golden rim which he blows to call the Hellhound into battle. He also wears a dark brown cape and has a cruel bone axe strapped to his back. The Warlord wields a huge, crude bone broadsword which has several cracks on it, and also has a human skull in the middle of its hilt. His offhand is covered in a biggish bone glove which resembles a club. He wears crude bone boots and spiked bone shin guards.

QUOTES
  • "We dine in hell!" (Villain Room)
  • "For the Legion!"
  • "Ghâsh drok thrak gurz!" (Demons of fire bring death!)
  • "The Legion is ever stronger!"
  • "Kurräuz-a skātor..." (Back to hell ...)

STATS
Hitpoints: 555
Heal Rate: 50 HP per second
Physical Damage: 22-48
-Hacks enemies with his sword every 1.6 second.
Armor: 55%
Speed: Slow
-Marches heavily with stomping steps.
Respawn Time: 30 seconds

SKILLS
  • Infernal Combustion (innate): Explodes upon death, dealing 100/175/250 physical area damage.
1. Bone Strike (16 second cooldown; 3/3/3 hero points)
1) Using an ancient demonic technique, strikes at an enemy with his axe, dealing 80 physical damage and also reducing the target's damage by 15% for 13 seconds.
2) Increases damage to 160 and damage reduction to 30%
3) Damage is further increased to 240 and reduction to 45%.

2. Bludgeon (12 second cooldown; 3/1/1 hero points)
1) Clubs an enemy with his offhand, dealing 40 physucal damage and stunning the target for 1 second.
2) Deals 50 damage and stuns for 2 seconds.
3) Damage is increased to 60 and stun duration to 3 seconds.

3. Hellish Replication (25 second cooldown; 6/2/2 hero points)
1) When faced with 2 or more enemies, forms an exact copy of himself which stays for 20 seconds, and retains his exact stats and also skills (including Hellish Replication, meaning that the replica can form copies of his own). Also, its skills are on cooldown when it's summoned. The copy leaves if it doesn't see combat for 10 seconds.
2) The replica now stays for 30 seconds.
3) Duration is increased to 40 seconds.

4. Infernal Protection (20 second cooldown; 2/2/2 hero points)
1) Protects an ally with an infernal shield, making it invulnerable for 2 seconds.
2) Protects up to 2 allies for 3 seconds.
3) Maximum number of allies is increased to 3 and duration to 4 seconds.

Ultimate Spell: Hound of Hell (60 second cooldown; 4/3/3 hero points)
Description and Stages
1) Blows his horn and summons a Hellhound to block and fight enemies for 16 seconds.
2) The Hellhound's HP and damage are increased.
3) The Hellhound gets a fire breath attack.
4) The Hellhound's hide thickens.

Hellhound
Hellhounds resemble the Cerberus from Burning Torment in both size and shape. They have a single head, prominent fangs and claws, and their horns are less curved. Their skin is also a lighter red, and is more similar in colour to the somewhat spiky hide on their back. Their eyes glow yellow like the Warlord himself.
Hitpoints: 333 [666]
Physical Damage: 15-25 [25-45]
-Bites enemies every 1.5 second.
Armor: 0% [60%]
*Firebreath (5 seconds): Breathes fire over 0.5 seconds, dealing 66-133 true area damage. This skill comes recharged when the Hellhound is summoned.




ENTRY SIX
Entry Six wrote:Character

Name & Title

Iverdin, the Arachnomancer

Appearance

A lean, black hair female Arachnomancer gracefully standing on a big black spider, which is not unlike a Son of Mactans but even larger in size. Little spiderlings hurrily skittering around her. Her mount moves fast, but she does not ever wobble or lose her balance.

Her Hero Portrait shows both herself and her mount spider, sneering with venom-glistening fangs at the player.

Description

The arachnids weave the web, but the arachnomancers weave the spiders. For a hundred years this tainted faction of magical elves have been hiding, since the defeat of Mactans under the Light Elves brought their dwelling to ruins. Under Vez'nan's reign, Iverdin sees the way to bring her people back to position of power. All the Dark Lord asks, is their service.

Quotes

Iverdin speaks in a voice soft as silk, smooth like her caress, and as cold as a Drider's bite.

"I excel at pulling strings."
"All is fish that come to my net."
"Be quick, the little ones are hungry."


Death: "My web has shattered..."

Stats

HP 440
Heal Rate 44 over 2 seconds
Melee Damage Iverdin's mount bites every 1.5 second, 38-56 damage.
Ranged Damage Iverdin summons spiderlings that latch onto enemies every 0.75 second, 14-42 damage. Can attack flying enemies.

Armor 45%
Movement Speed Fast
Respawn Time 25 seconds

Skills

Swarm of Arthropods (passive)
Every attack has 35% chance to summon 3/4/5 extra spiderlings to attack enemies, deal 10-20/16-32/22-44 damage each. Spiderlings deal half damage when attacking the same enemy.

Web The Preys (CD: 14 seconds)
Three Webspitter descends around Iverdin to form a sticky web around her location, entangles all enemies caught inside for 3/4/5 seconds. The web persists for 8 seconds total, slowing all enemies by 15/25/35%.

Infestation (CD: 9 seconds)
Places a curse on an enemy for 6/12/18 seconds. If it dies in the duration, the victim explodes, poisons nearby enemies for 35-70/55-110/75-150 poison damage over 4 seconds.

Arachnid Wardens (CD: 30 seconds)
Conjures 2/3/4 little Sword Spiders to accompany her for 20 seconds. On death they explode into spiderlings that attack nearby enemies.

Sword Spider
HP 60/80/100
Heal Rate 30% HP per second
Melee Damage 2-4 damage per 0.75s

Armor 45%
Speed Matches Iverdin
Spawns 2 spiderlings on death that deal Iverdin's base damage.

Ultimate Spell

Maw of Nightmare (50 seconds)

Calls down a gigantic Matriarch of Mactans that rappels herself just above the path for 7/8/9/10 seconds. She weaves a web below her and immediately entangles any enemy that come into her vicinity. Entangled enemies are captured for 4/5/6/7 seconds. The Matriarch can capture up to 9/9/12/15 enemies.

Upon her departure, the Matriarch's net remains for 7 seconds more, and slows enemies on it by 25/25/35/45%.

Passive Skill

Arachnotoxin
All spiders' attacks poison the enemy for 4-12 True Damage per 0.5 second, lasts 4 seconds (32-96 True Damage). Enemies entangled by Maw of Nightmare are also dealt this damage over the capture duration, and 4 second afterwards.

Iverdin's melee and ranged attacks inflict Arachnotoxin.



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Re: VOTING: Villain Design

by Ninja » Sat Mar 16, 2019 8:20 am

Wow, we have six entries! :yey:

I'm voting for Phallos the Noxious Brute (really weird name BTW :lol:). I'll try to post reviews after the voting.
Last edited by Ninja on Sat Mar 16, 2019 12:38 pm, edited 1 time in total.
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Re: VOTING: Villain Design

by RaZoR LeAf » Sat Mar 16, 2019 11:35 am

Ninja wrote:Wow, we have six entries! :yay:

I'm voting for Phallos the Noxious Brute (really weird name BTW :lol:). I'll try to post reviews after the voting.


I was not expecting six entries at all, plus I had a new member join and PM me an entry last night. Too late for this one now, but hopefully another entrant in future. This renewed interest could see contests coming back as a more regular thing.
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Re: VOTING: Villain Design

by Rush the kingdom » Sat Mar 16, 2019 12:57 pm

I've voted for number one, as all the reaper summoning seems like it would go well with my preferred strategy of focusing most of my defenses at one or two choke points to start.
For the kingdom!
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Re: VOTING: Villain Design

by RaZoR LeAf » Tue Mar 19, 2019 3:52 pm

Just a reminder that the voting will end tomorrow, so be sure to get your choice in soon. I'll announce the winners when I get home from work (this time ish tomorrow)
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Re: VOTING: Villain Design

by Ninja » Wed Mar 20, 2019 2:37 am

Hmm ... perhaps we should have a tiebreak vote in future contests. It seems as if there's always a tie in these contests. :lol:
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Re: VOTING: Villain Design

by RaZoR LeAf » Wed Mar 20, 2019 7:01 am

Ninja wrote:Hmm ... perhaps we should have a tiebreak vote in future contests. It seems as if there's always a tie in these contests. :lol:


I think we'll be going to back to 'reply with your vote' in future. I don’t trust the poll, I can’t picture that many individuals replying, I think there is cheating going on. If a reply to vote ends up with significantly less votes, then it'll be obvious that people have been doubling up on their votes and potentially voting for themselves.
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Re: VOTING: Villain Design

by Ninja » Wed Mar 20, 2019 8:45 am

That may be the best course of action, as it also results in more discussion and rationale being presented. (In regards to the tie, whoever voted for Sa'cro'qwa earlier switched to Goth'Raukar, so no tie after all. Let's see if they hate me being right enough to switch it again. :lol:)
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Re: VOTING: Villain Design

by Barbossa » Wed Mar 20, 2019 10:20 am

will there be another such contest? 'cuz i have some ideas but didnt have 'em when the conest was runnin till 15th
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Re: VOTING: Villain Design

by Ninja » Wed Mar 20, 2019 10:26 am

RaZoR LeAf wrote:I was not expecting six entries at all, plus I had a new member join and PM me an entry last night. Too late for this one now, but hopefully another entrant in future. This renewed interest could see contests coming back as a more regular thing.


There's your answer, Barbossa. :)
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Re: VOTING: Villain Design

by Barbossa » Wed Mar 20, 2019 10:31 am

Ninja wrote:
RaZoR LeAf wrote:I was not expecting six entries at all, plus I had a new member join and PM me an entry last night. Too late for this one now, but hopefully another entrant in future. This renewed interest could see contests coming back as a more regular thing.


There's your answer, Barbossa. :)


I ain't that person, becaus i didnt PM my entry to RazorLeaf, i just hv the ideas in a word file in my PC
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Re: VOTING: Villain Design

by Ninja » Wed Mar 20, 2019 12:36 pm

Oh, I wasn't assuming that. I was just answering your inquiry about the frequency of future contests. Also, feel free to post your ideas in their own threads in this subforum (if the type of contest you want doesn't pop up). I would be happy to look at them and give some feedback. :)
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Re: VOTING: Villain Design

by RaZoR LeAf » Wed Mar 20, 2019 4:05 pm

Barbossa wrote:will there be another such contest? 'cuz i have some ideas but didnt have 'em when the conest was runnin till 15th


Yup, there will definitely be another Contest soon, but I can't say yet what the subject will be. If you have any ideas, suggestions or requests, be sure to post in the COntest Discussion thread. All ideas will be taken into consideration.

In the meantime, here are the results and the winners:

Image

Goth'Raukar the Demon Warlord
by Uranato (4 votes)

Image

Zygyx the Reaper Symbiote
by Ninja (3 votes)

Image

Sa'cro'qwa the Savage God
by RaZoR LeAf (2 votes)
Iverdin the Arachnomancer
by tmn loveblue (2 votes)

Image

Phallos the Noxious Brute
by a Discord Member (1 vote)
Zim'Akuz the Terror
by AerisDraco (1 vote)


A note on the last one, Aeris sent me an entry from a Discord Member who hadn't/hasn't joined the forum but wanted to enter. Hopefully, Aeris will pass on the result and any feedback, but I hope they will join us properly in time for the next contest.

I'll be giving some feedback soon, just need to write it all out.

Once everyone is done here if you make your way back to the Contest Discussion Thread and you can give general contest feedback and discuss ideas for the next and future contests.
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Re: VOTING: Villain Design

by Ninja » Wed Mar 20, 2019 4:31 pm

So close! :lol:
Also, the amount of mistakes I somehow missed in my entry was infuriating to no end. There were typos, nonsensical autocorrections, and (worst of all) I left out the upgrade levels for abilities. :oops: I’ll repost that hero later in a new thread with a little strategy guide detailing my thought processes behind it.

Feedback is hopefully coming from me tomorrow.

:yey: Congratulations, Uranato! :yey:
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Re: VOTING: Villain Design

by RaZoR LeAf » Wed Mar 20, 2019 4:56 pm

My feedback:

Zygyx the Reaper Symbiote
First off, I'm saddened to hear of them being hunted to near extinction. Damn dirty desert tribes! I love the idea of them not only encountering the only other 'out of this world' entity but also ultimately being superior to it and experimenting on it. The crossover between the two is a cool idea, but I think you went a bit overboard with the spawning of Parasytes and Reapers. I would like to have seen some Saurian abilities too.

Phallos the Noxious Brute
Great idea for a villain, the Rotshrooms are often overlooked as they only appeared in one level and the Boomshroom family passed off as an annoyance rather than anything deeper. You took the passive straight from the Rotshroom which is great, and the Psychedelic spores sound like they would add a lot of humour to the battle. Having twenty five copies appear on the map could be very confusing, maybe they should be smaller versions of him rather than exact copies.

Zim'Akuz the Terror
Aeris haven't you done something with a Dune Terror before? The design of the hero isn't amazing, but you won me over with the skills (and the yu-gi-oh quote). The main thing here is how Pitfall affects all the other abilities in different ways. That's a very clever way of changing the dynamic of the hero, although I think Pitfall should activate after more than 3 seconds, to give the other skills a chance to actually play out. You're also the only person that doesn't have a "summons/creates something else" skill. Everybody, myself included, had a creature for the Ultimate Spell or spawned as part of a standard skill. That makes this entry stand out which is why it earned my vote.

Goth'Raukar the Demon Warlord
Let me just say, that for all the fuss that was made when the contest started, about wanting to have three or four entries, and being unable to pick an enemy from the (frankly huge) selection available, I was so very disappointed that you went for a Demon. Especially since there's already a Demon hero AND a Demon tower. You also have Infernal Combustion, which Oloch has, and replication, which Oloch has. Yours might operate differently, but it's too similar for me not to point it out. Also at what point do the new copies stop making copies? If a copy can make a copy, and the copy's copy can make a copy, etc. there would be a lot of copies on the map. I like the Infernal Protection that's come form the Demon Lord, and the Hell Hound is nice being that it's based on Cerberus rather than the Demon Hound, but ultimately all I see is 'Demon Veruk'.

Iverdin the Arachnomancer
All I can say is well done, because my first design was a Twilight Elf/Drider that I had a backstory for, but had to stop because I couldn't think of enough skills. So imagine how pleased and relieved I was that there was another spider entry and that I didn't have to face off against it. The Ultimate spell seems to hang around for a long time (10 seconds plus an extra 7) but otherwise it's a horrible infectious spider creature thing that's making me itch.
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Re: VOTING: Villain Design

by AerisDraco » Wed Mar 20, 2019 8:57 pm

Yeah, I did a Dune Terror hero for an IM contest. Guess I like them.

Discord member's name is Big Brony Chris Hansen... yeah.
KRA is now complete.
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Re: VOTING: Villain Design

by tmn loveblue » Thu Mar 21, 2019 2:24 am

Okay, since the contest is over, I am posting my opinion. I am the one who changed my vote, since I did not want to cause a draw, but honestly I prefer the Savage God more than the Demon Warlord.

The Reaper Symbiote

I think that it is an excellent idea. The concept and backstory are good. The design of the hero, and merging of Saurian tech + Alien tissue is eye catching. However one issue I think is the excessive spawning of Parasytes, which is a very OP mechanism. Despite the Parasytes being destructible, their sheer number can overwhelm small groups of enemies.

The Savage God

I especially like this entry, because the skills are balanced and easy to understand, all contributing to the theme. Certain skill like Below as Above is fairly basic, nonetheless the idea basis behind it is great. The appearance of the hero is excellent, consider we already have beastial humanoid heroes like Kahz, this godly deity still stands out among all. Overall this is a hero that I can clearly see being implementable in the game.

The Noxious Brute

It’s a shame this one does not receive much attention. It is a balanced hero with a decent kit, and a great inspiration to start with. The only issue I find with this hero is the very basic skill set except for Psychedelic Spray (which is excellent, btw). His skills are useful but might be bland, however he is still fitting to be implemented, his style more akin to that of Frontiers heroes than Vengeance heroes.

The Dune Terror

I am sorry I did not read this one very thoroughly, Aeris. However, such a beast hero is so rare as it is appealing. I like the trial with the unique design, and the special interactions with Pitfall as well as Eternal Feast living up to its name. Great work, Aeris.

The Demon Warlord

Even though this is the entry I eventually voted for, it is a classic bruiser style hero with some big flaws design-wise. The most glaring one would be the overlapping theme between himself and Veruk, with him overshining Veruk by a great extent. He also shares Oloch’s passive but has better numbers. Design aside, I respect the amount of effort put into his backstory and quotes and appearance. Those definitely make him a great, great deal more atmospheric as a gigantic Warlord.

Finally, I would like to thank all who voted for my entry, Iverdin the Arachnomancer. Hope you find her attractive and interesting!
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Re: VOTING: Villain Design

by Uranato » Thu Mar 21, 2019 3:30 am

Since the contest is now over, I'll be posting my feedback on the entries.

Zygyz the Reaper Symbiote
This is my favourite hero aside from my own entry. It's got all skills geared towards reinforcing choke points (albeit a bit OP with all those Parasytes), plus it's got a nice backstory as well. I myself had debated about a Saurian guy at first, bit I settled later on a Demon Warlord.

Sa'cro'qwa the Savage God
The hero ia great, balanced, and has a nice Ultimate Skill which deals damage across the stage (even more powerful than Beresad's), but I don't like the Savage faction much, so it stopped me from voting for this one.

Phallos the Noxious Brute
The skills are nice and the hero seems balanced, but I don't like Myconid much (partly due to the fact that he's so weak compared to the rest 9f the brutal stage).

Zim'Akuz the Dune Terror
I really like the Dune Terrors from KRF, with their burrowing ability along with their fearsome appearance, plus Zim'Akuz jas got nice skills. I'd thought of voting for him but later decided on Zygyz.

Goth'Raukar the Demon Warlors
I had actually thought of something much different than a Demon when I first asked for a villain contest, but ended up making Goth'Raukar because I couldn't decide on which one to post. Also, I want to clarify that the copies come with their skills on cooldown, so on max level, a copy will only form it's own copy after 25 seconds, so the stage won't be filled with Demon Warlords.

Iverdin the Arachnomancer
Doesn't the hero seem a little OP? Because if you add the Arachno-poison (passive skill) damage to her regular Spiderling attacks, then she can take on even armored enemies pretty easily.
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Re: VOTING: Villain Design

by RaZoR LeAf » Thu Mar 21, 2019 6:50 am

tmn loveblue wrote:Okay, since the contest is over, I am posting my opinion. I am the one who changed my vote, since I did not want to cause a draw, but honestly I prefer the Savage God more than the Demon Warlord.


Dude...

Image
  • Please do not vote 'strategically' (e.g. voting to even out the poll)


That includes changing your vote just so it doesn’t cause a draw. You vote for your favourite. Definitely going back to in topics votes in future.
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Re: VOTING: Villain Design

by Ninja » Sun Mar 24, 2019 1:45 pm

Sorry if my post encouraged you to change your vote in order to avoid a tie, TMN. That wasn’t my intention. I meant I wanted more people to vote so that it wouldn’t be a tie, not that existing votes should be changed. ;)

And now I shall give my responses to all of you guys' feedback and give my reviews of the other villains. My feedback on the others is below the responses about my villain.

RaZoR LeAf wrote:Zygyx the Reaper Symbiote
First off, I'm saddened to hear of them being hunted to near extinction. Damn dirty desert tribes! I love the idea of them not only encountering the only other 'out of this world' entity but also ultimately being superior to it and experimenting on it. The crossover between the two is a cool idea, but I think you went a bit overboard with the spawning of Parasytes and Reapers. I would like to have seen some Saurian abilities too.


Thanks for the compliment.

As for the more dominant parasyte presence in terms of abilities, my reason for that is twofold:

First, I was going for a specific crowd-control playstyle where the player is rewarded greatly (with an unstoppable army of Reapers) for pushing their luck and attacking with their villain constantly (to make optimal use of his strong abilities and damage output) despite his squishy HP bar, very poor regeneration, and high respawn rate. I couldn't think of a clean way to execute that with more Saurian abilities, as Saurians often have single-target damage or self-protective abilities. (Savants are also a thing, but their type of summoning is very out of place for this villain.)

The second is primarily aesthetic. My main inspiration for this villain is Venom (antihero in Spiderman comics and other stuff). The symbiote mostly dominates its host despite needing the host. Here, it's a bit different in that the Saurians are experimenting on the Parasytes, but I wanted it to be apparent that they are not and cannot be fully subdued.

That all said, I did implement some Saurian abilities. Parasitic Bite is a modified version of Myrmidon's Vampiric Bite and Broodguard Instinct draws very obviously from the Broodguard passive ability of getting faster as the Broodguard takes more damage. Parasyte Cannon makes use of the Blazefang blaster as well; it was meant to be a sort of modification to Blazefang instakill shots.

tmn loveblue wrote:The Reaper Symbiote

I think that it is an excellent idea. The concept and backstory are good. The design of the hero, and merging of Saurian tech + Alien tissue is eye catching. However one issue I think is the excessive spawning of Parasytes, which is a very OP mechanism. Despite the Parasytes being destructible, their sheer number can overwhelm small groups of enemies.


Thank you for the feedback. :)

After reading everyone's feedback and reading through my entry again, I must agree with you that the spawning abilities are pretty OP. However, there are balancing mechanisms in place. Parasytes spawned by Zygyx deal very low DPS compared to KRF's Parasytes (which deal damage as a large percentage of the victim's HP bar). Therefore, they won't be killing the enemies themselves unless there are only small groups (and even that would take a while). Because of all that the player has to be constantly putting Zygyx into battle if they don't have Reapers or a Reaper Lord nearby (since Alien Infestation only activates if one of the aliens kills the enemy, not if a nearby tower kills them). That's why I made Zygyx squishy (500 HP and no armor), have terrible regeneration, and gave him a long respawn timer.

With all that being said, Zygyx simply spawns too many Parasytes, and even though the player is only rewarded with a deadly force of Reapers by pushing their luck, the reward is simply too much. So, considering my balancing efforts that are already in place, what are your balance suggestions? One idea I've had to nerf Parasyte Pool (which is honestly the main culprit here) is to add a timer to the pools so they dry up after a certain amount of time. Another alternative is to only allow 1 pool at a time, so that the ability must be used very carefully.

Uranato wrote:Zygyz the Reaper Symbiote
This is my favourite hero aside from my own entry. It's got all skills geared towards reinforcing choke points (albeit a bit OP with all those Parasytes), plus it's got a nice backstory as well. I myself had debated about a Saurian guy at first, bit I settled later on a Demon Warlord.


Zygyx. ;)

Thank you for the kind words.

--------------------------------------------------------------------------------------------------------------------------------------------------------------

On to inspecting our dread overlord's other new recruits! :veznan:

Sa'cro'qwa:
[+] SPOILER
This is my runner-up in terms of favorites. The backstory is informative, interesting, and gives a good reason for joining the Dark Lord other than just saying, "They're evil and he's evil, so ...", something which I must admit to not being very good at doing. :lol: His appearance is fitting, and the quotes are entertaining. As a character, he's very well-crafted.

His stats are fairly generic, nothing stands out to me except the huge HP bar. Do you have any particular reason for that, or was it just to make him generally formidable, being a crocodile-man hybrid?

I don't know the cooldown timers on the abilities, so I'll just try to make reasonable assumptions.

Savage Rule is a very powerful ability; it's definitely the most impressive of multiple unit instakills, boasting a high HP pool and a heal to boot. It gets the job done, and is thematically appropriate.

Below as Above is an interesting ability. A huge resistance debuff for only a few seconds is original and useful. I would like to ask what the range of it is, though.

Blood Pact is my favorite ability of his. It's simple but elegant in design. I like the concept of sacrifices being applied to friendly units, and it amplifies his crowd-control capabilities considerably if used well. It would be quite fun to send unsuspecting, unupgraded Orc Warriors to their certain dooms only to unleash a horde of bloodthirsty ghouls on your equally unsuspecting foes. :twisted:

His last two abilities are less impressive to me, and ultimately led to me preferring Phallos. They're not terrible, but he could use a more creative ultimate spell, and a lingering ghost ability has so many awesome ways it could be implemented other than a Dante copy + paste. Eternal Presence allows Sa'cro'qwa to lend well towards his crowd-control playstyle even after death, and it does kind of have that sacrifice theme going for it (though of course it's always optimal for him to be alive), but like I said it is a bit bland. Savage Reign is essentially a weaker Hellfire Shockwave from Beresad. The damage reduction in exchange for a heal is good-intentioned, but it ultimately makes the ability weaker.

The innate ability is interesting. I like the unique movement-based innate instead of just having one of those annoying "they're faster hurr durr" innate abilities. Does the effect stack? That would be pretty OP.

Overall, Sa'cro'qwa is well balanced. The backstory is amazing, as is his character design and quotes. Eternal Presence is bit weak, but his other abilities are strong. Everything contributes to a crowd-control focused playstyle, and the abilities don't intrude on each other. The main reason I didn't vote for him is that he's just a little too simplistic for me. There's nothing wrong with a simple hero, but more depth would be welcome.


Phallos (my vote):
[+] SPOILER
The backstory is pretty weak, it kind of says he's evil just because. I won't criticize it anymore, though, as I'm usually terrible at backstories. :lol: His appearance is bound to me acceptable, since I'm biased toward Mushroom enemies. Their designs are always very appealing to me. Phallos' quotes are what really stand out about his character design. They're easily the best set of quotes out of the bunch. My favorite is his death quote.

His stats are fairly predictable, except the armor is really confusing. I was thinking he'd be really squishy, being a mushroom. Is there any particular reason for the armor?

His skills are very good over all, but the first one is really weird and kind of nonsensical. Photosynthesis? Mushrooms don't even do photosynthesis. :lol: That aside, why would a damage dealer/crowd controller have a healing ability? That's an odd design choice. I would prefer a different, unique, and overall more impactful ability for this hero.

First ability aside, his other skills are really cool, and I voted for him mostly for them. Chains of Mycelium is seemingly basic, and it admittedly is by itself. But considering the cooldown timer, it coincides beautifully with Psychedelic Spray. Psychedelic Spray can be used to much greater effect because the player can essentially choose exactly which enemies he wants to be hypnotized by holding them in place before their speed differences can separate them. That's very intelligently coalescent. Speaking of Psychedelic Spray, I've always liked the idea of mass hypnosis, so I just find this ability really cool for that along with the aforementioned reason.

Noxious Fury transforms Phallos from a crowd-control powerhouse into a CC powerhouse that packs a punch. 70 damage over 8 seconds is a lot, and a 40% chance is nothing to scoff at. This ability simply turns him into an absolute monster.

His Hero Spell is very interesting. The sudden abundance of fungi would be hilarious to watch, and their black hole effect makes it even better. The spell is extremely strong, however, likely even stronger than Beresad's ultimate. Most, if not all, enemies will be affected, and the explosion damage coupled with the virus is just insane. The cooldown reflects this, but even with such a long timer, the ability is very powerful.

The innate ability displays the idea of a crowd-control playstyle and stays true to how Mushroom enemies work, but I would have preferred something a bit more relevant. On death innates have been traditionally quite unimpactful, and I can't see this one being much different. For example, instead of this he could split into two smaller mushrooms with weaker stats and abilities that can be moved separately (they would die for good on death, and you could even implement this current innate with them). His respawn timer would only start after they die. There's just so much potential for a mushroom hero innate.

In summary, his character design is good with the exception of the backstory, but the backstory gets the job done (and you put effort into it, which is always good). His abilities and well-designed and easy to understand while still retaining the element of working together to create a playstyle (with the exception of the confusing Photosynthesis). The Hero Spell is funny, powerful, and unique.


Zim'Akuz:
[+] SPOILER
The enemy chosen is pretty basic and bland to me, but that's completely subjective. The lore is funny and explains why a Dune Terror is both this powerful and why it's in Vez'nan's army instead of in the desert doing Dune Terror things. The quotes are amazing, second to Phallos' IMO. "You've activated my trap card!" :lol:

Zim'Akuz's stats are pretty lackluster. Middling HP coupled with only low armor makes it somewhat unreliable, and its DPS isn't very high either. Its heal rate is abysmal; it literally takes longer for Zim'Akuz to regenerate fully than it takes for Grawl to regenerate fully. The stats could definitely use some tweaking. The innate ability doesn't make up for the stats either. It protects him from ranged enemies, but that's all. It doesn't help that it's hard to even use it to gain the armor briefly because you might accidentally waste Pitfall. Too much micro for too little reward. I would say to give him 50% armor normally and make the armor buff in his innate last for five seconds so that the armor buff actually makes a difference when he gets it.

Pitfall is really cool. It's the main selling point of the hero, and it's explained well. I love the idea of a passive ability that affects all your other abilities in some way. I do wish that it would have some effects that don't make the abilities stronger, though. For example Acid Spit is literally worthless without Pitfall, which is kind of pointless. The effects could be more engaging.

Acid Spit is really, really weak without Pitfall due to the 4 second cooldown, but Pitfall makes it really powerful. Like I said before, this is ability is pointless without Pitfall, which is a weak design.

I like Lashing Coils. It's simple but very effective, and the Pitfall effect makes it even more efficacious. However, it is pretty strange that it doesn't deal damage at all.

Consume is another case of being super strong with Pitfall, and meh without it. I suppose it makes up for his terrible regeneration, but the ability seems out of place with the single-target focus of the non-Pitfall ability. The Pitfall effect is poorly explained, so I'll ask what it means: Does it deal 45% of the HP of the enemy currently being fought by Zim'Akuz to all surrounding enemies or does it deal 45% of each different enemy's HP bar to themselves? Also, can Devour be triggered when not in 1v1 combat?

Can it be explained to me how no one thinks Eternal Feast is absolutely OP? 120 damage constantly sounds better than the villain itself. Also, how do you choose where the next bite will go if movement commands cancel the ability?

This entry was pretty confusing to me but it's also an intriguing idea mainly for the Pitfall ability and how it affects Zim'Akuz's playstyle. I say that it's confusing mostly because of the abilities. The explanations are a bit vague for several of them, the hero spell is just OP, and some of them are very weak. Pitfall affecting each ability uniquely is a really cool idea, though (I just wish the effects were more dynamic). The lore is well-made. With some changes to the Pitfall effects and some number balancing (and an overhaul of the ultimate spell), this could be a great villain.


Goth'Raukar:

[+] SPOILER
The lore is pretty basic in terms of explanation, though I appreciate the amount of effort you put into it. His appearance is pretty good, but not amazing. It sounds like he would look similar to Veruk. The bone armor is a bit strange, but it would differentiate him some. The quotes seem obvious, but they're great nonetheless.

In terms of stats, he's a pretty average or even underaverage brawler, so I can't justify the slow speed. Any reason for the speed in particular? Also, why not just give him 666 HP? We all know that was the prototype HP value. :lol:

His innate is extremely lackluster IMO. Oloch has it as well, and it's not particularly impressive with him. It could definitely use a complete makeover.

Bone Strike is fine for a damaging ability, but the cooldown may need to be dropped down a notch to make it more impactful. 13s maybe?

Bludgeon is really UP if you compare it to other stunning abilities. I would make the stun last 6 seconds at tier 3 and buff the damage to 100. It's also pretty basic aesthetically. A more demonic flavor should probably be added.

Is the duration for Hellish Replication a hard and fast despawn timer regardless of whether the clone is fighting or not? The wording of the primary text is confusing. If it isn't, then that would be really OP, essentially allowing an unstoppable army of Goth'Raukars if you call waves early. Beyond that, it's fine, but so far he looks like a UP Durax (unless the earlier question is a no, of course), since Durax deals tons of true damage and moves super fast.

Infernal Protection applies to copies, right? That's a good way to synergize the abilities. I like it. :hero:

Hellhound sounds like a fine summoning ultimate spell, but I would definitely prefer it to be a normal Cerberus with that cooldown. I would say to halve the cooldown because it has pretty mediocre HP for an individual US summon.

Overall, he's pretty simplistic. I would recommend giving his first two abilities more demonic magic stuff instead of just smacking enemies. He needs a number buff in several ways, unless Hellish Replication is broken like I first thought, in which case he needs a big number nerf in almost every way.


Iverdin:

[+] SPOILER
Her appearance is fitting but basic. The backstory is obvious but it gets the job done. Her quotes are all really creepy and cool, it's the 3rd best set of quotes out of the villains in this contest IMO.

Her stats are good, except the armor is very unwarranted. Choose between her being mostly a damage dealer or mostly a staller. I recommend the former for the thematic and practical purposes.

Swarm of Arthropods is really cool. It's a unique passive, and factoring in Arachnotoxin turns Iverdin into an absolute powerhouse.

Web the Preys is effective and mostly balanced, but the cooldown could use a slight increase. I would make the cooldown 16s. If it inflicts Arachnotoxin, then even an 18s cooldown is not unwarranted.

Infestation is interesting. An ability that never deals damage without player intervention is intriguing. Iverdin also has ample ways of ending the victims, so it's well implemented.

Arachnid Wardens is honestly extremely OP when regarding Arachnotoxin. My suggestion would be to remove the armor from the spiders completely, decrease their HP to 70, and make them deal 5-10 more points of damage.

Factoring in Arachnotoxin, Iverdin is easily the best damage dealer in the entire series, but I think that coupling that with tons of stalling power and summoning units with a good bit of tankiness makes her completely OP. And then factoring in the passive skill with the Spiderlings just makes my head hurt. :lol: She's a really cool hero with a lot of great ideas, but she needs some heavy nerfs; I would recommend to remove armor completely from all spiders, it's unjustified regardless of intent, and removing it might make her a proper glass cannon.


Whew ... sorry for writing a book. ;)
Last edited by Ninja on Fri Apr 26, 2019 3:58 am, edited 1 time in total.
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