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Post by lunachan on Aug 29, 2017 12:59:40 GMT
hmm ey kacpa are you gonna add the broken isles,suramar and the nightborne?
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Post by Kacpa2 on Aug 29, 2017 13:22:31 GMT
Can u make switching player to neutral agressive to? It caused crashes with some stuff, i tested it on some and it crashed on Cthun and few others.
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Post by Kacpa2 on Aug 29, 2017 13:23:42 GMT
hmm ey kacpa are you gonna add the broken isles,suramar and the nightborne? I plan broken isles overhaul, but it will be something between tft one and Legion one, with my design changes to keep them "Isles" and not damn continent. I will add nightborne and Suramar
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Post by Kacpa2 on Aug 29, 2017 13:26:48 GMT
Echo meh, i dont like most of these, plus jhalf of them arent really needed, i have kargath model already and i will prep models for other wc1/wc2 orcs later myself most likely if i wont find ones i see fit. I got Garrosh model and i got Gul'dan one to replace ingame one soon. About sizes it must all be balanced with ingame enviroment, world in KAR is far more downscaled so units and heroes need to be adjusted accordingly. With the models i use i aim to maintain wc3 art style, not to add some odd wow-esque ugly models(i dont like most of wow version of wc3 units and other models). They must look like stuff that belongs to wc3(look at forsaken models or any i added in for that matter) and have wc3 animations or good custom made ones(direfury models have terrible animations most of the time, that's why i never use his models) Ujimasa hojo makes lots of high quality edits for wc3 too, kangyun and few others aswell, i tend to use theirs and mine edits.
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Post by Lunachan on Aug 29, 2017 17:12:22 GMT
I'm guessing nightborne and suramar will be in the elven update?
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Echo
Forum Dweller
Bow down before the God of Death
Posts: 77
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Post by Echo on Aug 29, 2017 18:17:11 GMT
Common Kacpa2 just because you don't like them doesn't mean that players wouldn't like it. At least you could add Sargeras and Archimonde, their size can be set in WE, so I can't see the problem with terrarian.
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Post by Kacpa2 on Aug 29, 2017 18:45:38 GMT
I'm guessing nightborne and suramar will be in the elven update? Yes most likely, but it would need broken isles(or most of great sea redesign) done first
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Post by Kacpa2 on Aug 29, 2017 18:47:09 GMT
Common Kacpa2 just because you don't like them doesn't mean that players wouldn't like it. At least you could add Sargeras and Archimonde, their size can be set in WE, so I can't see the problem with terrarian. I know it can, i mean the sizes you proposed on the pic. And i will find/edit/make better fitting models that are within wc3 artstyle, dont worry.
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Post by Sylvanas Windrunner on Aug 30, 2017 8:16:45 GMT
hello Will you do some strengthening of Quelthalas?[Lore]
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Post by loki311 on Aug 30, 2017 11:30:50 GMT
I got an idea of race defence buildings to give some races home adventage pls take a look and give me your opinion
most of the buildings should have watch tower range but it would be your call how u do it i just sugesting all races human : Fountain (works as fountain of health)but only for alies for all human races orc: Flag of the horde give 20% attack speedand +1 armor for nearby units Tauren: totem of muther earth gives 100% bonus regen and 10% bonus movement speed undead: stone of corupion -3 aromor for nearby enemies Dalaran: Generator (works as fountain of mana)but only for alies Demon: Statue of terror lowers 10% dmg of nearby enemies 75% tower Range Fel orc: Catapult of the horde (unmobile demolisher )100 dmg tower of 1.2 demolisher range and 1.2 dmg of demolisher and cannon tower attack speed Troll: Permament Serpent Ward (never ending serpent ward lvl 3 power ) high dmg i know but it has only 135 hp make it building not a ward and it should be balanced then Ogre: Obelisk of power Give nearby units +10 dmg Forsaken: Statue of pain deal 5dmg per sec to nearby enemies (aura efeckt will be good cose it wont be stacking) and it has 75% of tower High Elves: Elven trap (works like goblin mine) but deal only 50 dmg but stuns for 0,5sec Goblins: Goblin mine (works like goblin mine) deals 100 dmg Night Elves: Elven trap (works like goblin mine) Just roots enemies for 1 sec(no dmg) Wretched: Obelisk of the dead Every 5sec Spawn from corpse a zombie Centaur: Chans Tent Cast every 30 sec roar (like druids skill) roar lats 20sec Unbroken Draenai: Sign of Naru Heals every 10 sec 50hp to nearby units ( obsydian statue efeckt) they have a lot of low hp units so that heal will give them a bit home advantage Broken Draenai: Totem gives +5dmg and +1 armor to nearby alies Truskars : Obelisk of Ice Gives ice slow efekt on all nearby enemies Bandit: Trap (works like Goblin mine) nets all enemies in area (bandits already has storng defence tools) Dwarfs: Fire tower tower with attack speed of gnoll tower deals 7dmg with every attack ( attack has splash efeckt) hp of tower 400(balance reson) Worgen: Sing of the Wolf summons 3 wolfs wolfs has 100hp 10 dmg lasts 30sec (60sec spell cd) Pandaren: Staue of Mist makes nearby units inwisible Vrykul: Tower of the defence give +3 armor for nearby alies (tower do not attack) Naga: Statue of Azshara gives basic mana regenerantion aura and basic command aura Nerubian: Statue of spider gives basic mana regenration aura and gives +1 armor to nearby alies Faceless: Tentacle of domination ( just biger tentacle) Casts charm every 20 sec on random enemy unit (i know it would be op that why it is limited to 4) Satyrs: Statue of blood gives nearby units +10% attack speed and +10% movement speed Gnoll: Banner of the chef has slow aura -10%attack speed and -10% movement speed Mage hunters: Statue of dispell Cast dispell on nearby units (statue has 0,5 range of the tower ) Golem : Statue of the stones every 20 sec stuns enemies for 0.5 sec limited to 4
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Post by Sylvanas Windrunner on Aug 30, 2017 11:48:43 GMT
will you add Heroes Naru?[Xe'ra,Mu'ru] and turalyon
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Post by Kacpa2 on Aug 30, 2017 13:16:56 GMT
will you add Heroes Naru?[Xe'ra,Mu'ru] and turalyon Yes
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Post by loki311 on Aug 30, 2017 13:52:59 GMT
Got an idea for dalaran change pls give me your opinion of it New Casters: all casters got a priest stats so they r weak in hp Piromancer : Spells (Fire bolt, fiere fire, inner fire( priest spell)) priest: Spells (heal, dispell, health stone(ward that heals like obsidian statue) geomancer: Spells(summon rock(summoning a big rock 300 hp lasts 15 sec) ,stone armor (give +4 armor to ally unit lasts 10 sec), Summon rock golem ( Summon rock golem 400hp 20 dmg normal dmg normal armor 2 no upgrades lasts 30 sec)) Arcanist: Spells( Spell steal, Single traget dispell, Mana burn) Ice mage: Spells ( Frost armor, Ice prison (locks unit in ice for 1.5 sec), blizard ( basic spell)) Thunder Mage: (lightning shield, chain lightning, Forked Lightning) Battle mages rework: Battle mage: New skill magic sword (auto cast like heal)( Gives +10dmg but costs 10 mana per attack ) as always the numbers are only sugestion
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Post by loki311 on Aug 30, 2017 14:15:50 GMT
got idea for Troll casters rework ice troll : new spell Blizzard(basic spell), cold attack dark Troll : new spell Corruption (third necromacer spell) forest troll no chages New caster : Herold of loa( witch doctor stats) : spells ( Slow, Summon Quilbeast( 300hp 1 armor light 15 dmg pirsing lasts 20sec), Gift of the gods ( cost 200 mana, Caster die, Restore 100 mana of nearby alies)
and Fel orc Caster rework
New casters:
Fel Shaman(orc warlock stats): Spells( Bloodlust, Unholy Armor(cast on ally)( take 10% of unit but unit gets + 5 armor), Fel focus (channeling )caster channels a spell while channel every 5 sec deals dmg to random enemy unit 50dmg (200mana cost)
Eredar worlock (ork warlocks stats): Spells ( Rain of fire, gift of kijiaden( heals unit (work like heal)but heals only 20hp), fel Might ( kill a caster but deals 300 dmg to a target unit )
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Post by Kacpa2 on Aug 31, 2017 1:31:33 GMT
Got an idea for dalaran change pls give me your opinion of it New Casters: all casters got a priest stats so they r weak in hp Piromancer : Spells (Fire bolt, fiere fire, inner fire( priest spell)) priest: Spells (heal, dispell, health stone(ward that heals like obsidian statue) geomancer: Spells(summon rock(summoning a big rock 300 hp lasts 15 sec) ,stone armor (give +4 armor to ally unit lasts 10 sec), Summon rock golem ( Summon rock golem 400hp 20 dmg normal dmg normal armor 2 no upgrades lasts 30 sec)) Arcanist: Spells( Spell steal, Single traget dispell, Mana burn) Ice mage: Spells ( Frost armor, Ice prison (locks unit in ice for 1.5 sec), blizard ( basic spell)) Thunder Mage: (lightning shield, chain lightning, Forked Lightning) Battle mages rework: Battle mage: New skill magic sword (auto cast like heal)( Gives +10dmg but costs 10 mana per attack ) as always the numbers are only sugestion Good ideas rightin time for dalaran overhaul in 0.90 :v
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Post by loki311 on Aug 31, 2017 8:23:14 GMT
I got an idea of race defence buildings to give some races home adventage pls take a look and give me your opinion most of the buildings should have watch tower range but it would be your call how u do it i just sugesting all races human : Fountain (works as fountain of health)but only for alies for all human races orc: Flag of the horde give 20% attack speedand +1 armor for nearby units Tauren: totem of muther earth gives 100% bonus regen and 10% bonus movement speed undead: stone of corupion -3 aromor for nearby enemies Dalaran: Generator (works as fountain of mana)but only for alies Demon: Statue of terror lowers 10% dmg of nearby enemies 75% tower Range Fel orc: Catapult of the horde (unmobile demolisher )100 dmg tower of 1.2 demolisher range and 1.2 dmg of demolisher and cannon tower attack speed Troll: Permament Serpent Ward (never ending serpent ward lvl 3 power ) high dmg i know but it has only 135 hp make it building not a ward and it should be balanced then Ogre: Obelisk of power Give nearby units +10 dmg Forsaken: Statue of pain deal 5dmg per sec to nearby enemies (aura efeckt will be good cose it wont be stacking) and it has 75% of tower High Elves: Elven trap (works like goblin mine) but deal only 50 dmg but stuns for 0,5sec Goblins: Goblin mine (works like goblin mine) deals 100 dmg Night Elves: Elven trap (works like goblin mine) Just roots enemies for 1 sec(no dmg) Wretched: Obelisk of the dead Every 5sec Spawn from corpse a zombie Centaur: Chans Tent Cast every 30 sec roar (like druids skill) roar lats 20sec Unbroken Draenai: Sign of Naru Heals every 10 sec 50hp to nearby units ( obsydian statue efeckt) they have a lot of low hp units so that heal will give them a bit home advantage Broken Draenai: Totem gives +5dmg and +1 armor to nearby alies Truskars : Obelisk of Ice Gives ice slow efekt on all nearby enemies Bandit: Trap (works like Goblin mine) nets all enemies in area (bandits already has storng defence tools) Dwarfs: Fire tower tower with attack speed of gnoll tower deals 7dmg with every attack ( attack has splash efeckt) hp of tower 400(balance reson) Worgen: Sing of the Wolf summons 3 wolfs wolfs has 100hp 10 dmg lasts 30sec (60sec spell cd) Pandaren: Staue of Mist makes nearby units inwisible Vrykul: Tower of the defence give +3 armor for nearby alies (tower do not attack) Naga: Statue of Azshara gives basic mana regenerantion aura and basic command aura Nerubian: Statue of spider gives basic mana regenration aura and gives +1 armor to nearby alies Faceless: Tentacle of domination ( just biger tentacle) Casts charm every 20 sec on random enemy unit (i know it would be op that why it is limited to 4) Satyrs: Statue of blood gives nearby units +10% attack speed and +10% movement speed Gnoll: Banner of the chef has slow aura -10%attack speed and -10% movement speed Mage hunters: Statue of dispell Cast dispell on nearby units (statue has 0,5 range of the tower ) Golem : Statue of the stones every 20 sec stuns enemies for 0.5 sec limited to 4 Pls give me your opinion about it
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Post by loki311 on Aug 31, 2017 10:50:49 GMT
I got idea of Scarlet crusade rework: New Casters: Scarlet priest : Spells ( Holy rage (Bloodlust prettily named), Judgement( corrapion Prettily named), Dispell) Inquiziitor( Holy Armor ( gives target unit +7 to Armor)(works frost armor without slow), Holy chains (group slow), Holy light) Unit rework: Templar- Replaced by Crusader hp 1300 mana 500 dmg 35(hero) range: melee armor 5 (hero) Skills: Cleaving attack,Scarlet rage, Resistant armor, Resistant skin Knight- Scarlet knight (just knight with scarlet rage) Crusader(footman)- new skill: holy sword ( gives 5% life steal) and Argent Crusade rework: New casters: Priest: spells( heal, dispell, chain heal) Chaplain: spells(holy armor, Smite(deal 75 dmg to a single target unit), Holy Restoration( Restoration) new unit : great Paladin hp 1200 mana 500 dmg 40 (hero) range: melee armor 5 (hero) Skills: Holy light Divane shield resistand skin
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Post by Sylvanas Windrunner on Aug 31, 2017 13:19:58 GMT
Will you add the mystical creatures of sunwell?
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Post by loki311 on Aug 31, 2017 13:34:02 GMT
I hope he'll make more ways ouut from Twisting nether like 1 in alterac 1 in northrend 1 in sargeras tomb. to make playing as legion more fun. Will u add a way to absorb sun well or u dont plan this?
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Post by loki311 on Aug 31, 2017 15:01:54 GMT
got idea for worgen Rework:( cose they beg for it ) New Casters : Druid of the fang: Spells( roar, restoration, Wolf form( turn into wolf with critical strike) ) Spirit guardian: Spells (Spirit link, Ancestral Spirit(works the same as spirit walker spell but only for worgen ), Healing Herb( heals nearby allies for 50hp(healing scroll efekt)) Unit rework: Priest: Spells(heal, dispell, Gift of the wolf ( gives ally unit attack speed +20% and armor +2 lasts 10sec) Footman: armor tipe in worgen form (normal) new skill: (in worgen form) cleave attack Knight : armor tipe in worgen form heavy new skill: worgen rage, Nightwatcher: hp 400
New Unit: Son of arugal hp 1400 mana 500 dmg 40 (hero) range: melee armor 5(hero) Skills: Worgen rage(20 addonal dmg every 5 sec), cleaving attack, resistant skin Limited to 4
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Post by The Lich King on Aug 31, 2017 19:12:13 GMT
got idea for worgen Rework:( cose they beg for it ) New Casters : Druid of the fang: Spells( roar, restoration, Wolf form( turn into wolf with critical strike) ) Spirit guardian: Spells (Spirit link, Ancestral Spirit(works the same as spirit walker spell but only for worgen ), Healing Herb( heals nearby allies for 50hp(healing scroll efekt)) Unit rework: Priest: Spells(heal, dispell, Gift of the wolf ( gives ally unit attack speed +20% and armor +2 lasts 10sec) Footman: armor tipe in worgen form (normal) new skill: (in worgen form) cleave attack Knight : armor tipe in worgen form heavy new skill: worgen rage, Nightwatcher: hp 400 New Unit: Son of arugal hp 1400 mana 500 dmg 40 (hero) range: melee armor 5(hero) Skills: Worgen rage(20 addonal dmg every 5 sec), cleaving attack, resistant skin Limited to 4 Don't forget the Footman and Knight to have the stats of the normal human ones that are already ingame, while in human form
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Post by loki311 on Aug 31, 2017 19:40:56 GMT
got idea for worgen Rework:( cose they beg for it ) New Casters : Druid of the fang: Spells( roar, restoration, Wolf form( turn into wolf with critical strike) ) Spirit guardian: Spells (Spirit link, Ancestral Spirit(works the same as spirit walker spell but only for worgen ), Healing Herb( heals nearby allies for 50hp(healing scroll efekt)) Unit rework: Priest: Spells(heal, dispell, Gift of the wolf ( gives ally unit attack speed +20% and armor +2 lasts 10sec) Footman: armor tipe in worgen form (normal) new skill: (in worgen form) cleave attack Knight : armor tipe in worgen form heavy new skill: worgen rage, Nightwatcher: hp 400 New Unit: Son of arugal hp 1400 mana 500 dmg 40 (hero) range: melee armor 5(hero) Skills: Worgen rage(20 addonal dmg every 5 sec), cleaving attack, resistant skin Limited to 4 Don't forget the Footman and Knight to have the stats of the normal human ones that are already ingame, while in human form you are wrong they are a bit weaker then normal humans footman. worgen foot man got 180 hp less then human footman ( yes i checked it) same with the knights
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Post by Kacpa2 on Sept 1, 2017 1:00:26 GMT
I hope he'll make more ways ouut from Twisting nether like 1 in alterac 1 in northrend 1 in sargeras tomb. to make playing as legion more fun. Will u add a way to absorb sun well or u dont plan this? Nah, i will add secondary kind of beacon that can bring few units/heroes to itself. So you can put it anywhere it wont be too good for invasion cuz it can bring 2-3 units with moderate cooldown. It would be more in rp way for dreadlords and eredar to travel into azeroth for espionage stuff. Locked spawn points would make much sense. I will turn the original beacon into demon gateway. This will work far better Major spawn for invasion and lesser one that can be used more frequently but for few units at the time.
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Post by loki311 on Sept 1, 2017 8:10:25 GMT
Will you add to dreadllords ( all of them ) astral walk from lta ( they can tp anywhere on map but only there where they got vision ) they are agents of legion after all
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Post by loki311 on Sept 1, 2017 9:53:16 GMT
oh and can u make that you can only tp to town center with tp scroll?
That will buff a mages a bit
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Post by Kacpa2 on Sept 1, 2017 12:02:31 GMT
Will you add to dreadllords ( all of them ) astral walk from lta ( they can tp anywhere on map but only there where they got vision ) they are agents of legion after all I just said i will, small portal that argus can spawn anywhere which can bring 1-3 units to itself.
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Echo
Forum Dweller
Bow down before the God of Death
Posts: 77
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Post by Echo on Sept 1, 2017 15:31:10 GMT
Add troll type walls into wall builder.(those in Zul'aman or Zul'farrak). Re color dragonkin units from mage hunters and give them to dragonflights as ground units.
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Echo
Forum Dweller
Bow down before the God of Death
Posts: 77
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Post by Echo on Sept 2, 2017 18:33:50 GMT
Hey Kacpa ADD MY FOOKIN SARGERAS!!! Just kidding, I have an idea about Titan race, that somebody already mentioned before + add something like elemental race with Elemental lords as heroes(Ragnaros, Neptulon, Bae Therazane, etc.. It is not really that much needed, but still, it would add more possibilities into RP. Then if you could align surface of most cities(Stormwind, Stratholme, Tyr's Hand, Stormgarde, etc... It would really help with building houses, because u know, to make city look good you need to fill sides and corners of the city with walls or houses and its really difficult to do that when the surface makes it look pretty much retarded.
Next thing is, that my offer helping you with this map is still valid. I mean that I could do some terrarian changes to your map and then send it to you for your verdict. Its just about that, nothing more, you would just look at my changes and tell me if its ok and u could use it in other version or if it is bad, than you would just told me and I would remake it, or just let it be.
I think thats all I want to say for now. (But you could actually add that Sargeras xD)
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Post by The Lich King on Sept 3, 2017 9:29:40 GMT
Don't forget the Footman and Knight to have the stats of the normal human ones that are already ingame, while in human form you are wrong they are a bit weaker then normal humans footman. worgen foot man got 180 hp less then human footman ( yes i checked it) same with the knights That is the thing. The damn gilnean/worgen are way weaker than their human counterpart
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Post by frencc on Sept 3, 2017 9:56:09 GMT
Good idea is add plants like wheat e.t.c.
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