Legacy Posted February 2, 2013 Report Share Posted February 2, 2013 hmm, since i dont really want to create this hero... would it be cool if we had a hero who was permanently in first person mode? Quote Link to comment Share on other sites More sharing options...
residente Posted February 2, 2013 Report Share Posted February 2, 2013 It would require a strong computer to play it tho, and he culd have some mad advantage and some disadvantages, we dont know now, but it could be unbalanced in some way Quote Link to comment Share on other sites More sharing options...
Midknight Posted February 2, 2013 Report Share Posted February 2, 2013 Hmm, some kind of "facing" mechanic that gives him a long range of vision but only in the direction he's facing. Being in first person, he's less limited by the screen size and he could potentially see a target in front while still keeping an eye on his immediate surroundings (as opposed to a hero that has to change his screen focus on a further opponent and isn't keeping track of his immediate surroundings. Also, his ult should be a global Time debuff for everything to simulate "bullet-time" mode. Possibly give him strafing ability to let him fire while moving. That's what I've got for now. I'll let the idea percolate for a while. Quote Link to comment Share on other sites More sharing options...
Legomancer Posted February 2, 2013 Report Share Posted February 2, 2013 I'll brainstorm some passives and abilities: FPS sees everything in fps. His vision range is increased by 15 units in a triangle in front of him with 5 units at its widest. FPS's autoattacks are skillshots by holding A and clicking in a direction. The faster you click, the faster his attack speed. FPS cannot move and attack. FPS's autoattacks gain a slight homing ability and projectiles move faster. FPS sends a rocket over terrain in a line. The rocket reveals fog of war in an area around itself and has detection. Slow movement speed and destructable. FPS blinks backwards a number of units. (like reverse impact dial) FPS gains increased movement speed and turn speed when enemy heroes are nearby. I'm thinking it could be a Thor hero who fires rockets as an autoattack. FPS gains spell damage from autoattacks based on his int Quote Link to comment Share on other sites More sharing options...
Legacy Posted February 2, 2013 Author Report Share Posted February 2, 2013 Well... I dont really want to create this guy incase i ballz him up so who wants to? Quote Link to comment Share on other sites More sharing options...
Midknight Posted February 2, 2013 Report Share Posted February 2, 2013 Hmm, How about some kind of sniper. Not locked into FPS all the time but he can "deploy" into a sniper position and gain superior battlefield vision at the expense of mobility and you go into FPS mode which gives you targeting options based on a hit-box system (ie. hit their leg to debuff move speed, hit hand to debuff attack speed/attack, hit their head to insta-kill if their health is below a certain percentage). His rifle has a clip so he gets a certain number of shots as fast as he can click, but after that he has to reload. Quote Link to comment Share on other sites More sharing options...
WhaleTits Posted February 3, 2013 Report Share Posted February 3, 2013 that.... THATS BEAUTIFUL!!!! Quote Link to comment Share on other sites More sharing options...
Midknight Posted February 3, 2013 Report Share Posted February 3, 2013 Ok, I've refined it a little more and here's what I've got, mechanics wise. Fluff and formatting can be added by someone who gives a damn. Primary Stat; Int. Heroic Active: Sniper Deployment - Locks you into FPS mode and immobilizes you. While in this mode, you gain an extended vision field in a cone in front of you extending 20 units, 7 units wide at the end. Fire a shot with left mouse button and reload with right mouse button. You can fire up to four shots in succession but then must spend 3 seconds to reload. Attacks in Deployment mode deal (20% Int) bonus damage. Takes 1s channeling to begin or end Deployment. Ability 1: Called Shots (passive)- When in Deployment, aiming for certain hitboxes on the target can have extra effects. Rank 1) Legs: Reduces MS by 20%. Rank 2) Arms: Reduces Attack Speed by 20%. Rank 3) Lower Body: Stuns for 1 second. Rank 4) Head: If target is below 15% HP, instant kill. Ability 2: No Scope - When not in deployment, you gain strafing for 10-15-20-25s. You also gain (5% attack speed / 100 Int). 20s CD starting when effect ends. Ability 3: Diazepam Dose - In Deployment, hitboxes are 8-12-16-20% bigger. When not in deployment, you gain 10-14-18-22% crit chance but your attack speed is reduced by 3-5-7-9%. Lasts 10s at all levels. 50s CD Ultimate: Bullet Time - Globally debuffs Timescale of all units (friend and foe) except this hero by 2.5% every 0.25s, capping at 20 stacks. Effect lasts 6-8-10s. When you score a Kill or Assist in Deployment Mode while this ability is active, you gain 5% Timescale for 3 seconds, capping at 4 stacks. 120s CD Eliwan 1 Quote Link to comment Share on other sites More sharing options...
Banzaiguy Posted February 3, 2013 Report Share Posted February 3, 2013 What a cool idea. The only problem would be that allies have shared vision so you can pretty much just abuse him as a scouting tool. Also, FPS mode was actually TPS. Quote Link to comment Share on other sites More sharing options...
Midknight Posted February 3, 2013 Report Share Posted February 3, 2013 Maybe take vision off for him when he goes into deployment? Also, I think it'd be better for it to be an actual FPS mode. The mouse wheel can be z-axis to move the camera forward and back to get past doodads that might be in the way. Quote Link to comment Share on other sites More sharing options...
Legomancer Posted February 5, 2013 Report Share Posted February 5, 2013 My only fear for his Q is that it would lag the game like hell. Maybe each hit should have a percent chance of cause a debuff (35% chance for movement speed/25% chance for attack speed/10% chance for stun/ 5% chance for instant kill or maybe attack does true damage/25% chance of no debuff) Then his E could increase debuff chances by 1/2/3/4% each Quote Link to comment Share on other sites More sharing options...
Aellectris Posted February 5, 2013 Report Share Posted February 5, 2013 How exactly do you "aim for certain hitboxes?" Quote Link to comment Share on other sites More sharing options...
Midknight Posted February 5, 2013 Report Share Posted February 5, 2013 My only fear for his Q is that it would lag the game like hell. Maybe each hit should have a percent chance of cause a debuff (35% chance for movement speed/25% chance for attack speed/10% chance for stun/ 5% chance for instant kill or maybe attack does true damage/25% chance of no debuff) Then his E could increase debuff chances by 1/2/3/4% each Possibly... E-Rank __ 0 ____ 1 _____ 2 ____ 3 _____ 4 __ MS -------- 35% --- 36% --- 37% --- 38% --- 39% AS -------- 25% --- 26% --- 27% --- 28% --- 29% Stun ------ 10% --- 11% --- 12% --- 13% --- 14% Head ----- 5% ----- 6% ----- 7% ---- 8% ----- 9% None ----- 25% --- 21% --- 17% --- 13% ---- 9% But then, with the design philosophy of moving away from randomization of effects, It probably wouldn't be done this way. Quote Link to comment Share on other sites More sharing options...
zeeeend Posted February 6, 2013 Report Share Posted February 6, 2013 I think this games happens way to fast for someone to play it fps whilst rest can see from above. I mean big ass teamfights drake/jackson/toxi/rory/rancor will even be hard for a player with viewing from above what will a fps see ? I think balance problems will be vision: How will smokescreen(not thats its used often but still) affect him ? How will visual effects effect him like toxi's cloud or rancors nukes. Will he be able to see anything if there are 2 micro's lvl 16 ingame or will he just see gigantus 70% of the time. How will he be able to shoot vorpals legs or gara's or nulls ? rather hard since they have none. How will he spot a burrowed hero ? burrowed heroes(brine,bio,unix) are flat on surface meaning he can't see them at larger range if he's small due to the angle. How will he be able to shoot uphill ? you can target something because you have x/y sight of them. But in fps you will have the z range factor blocking you x/y range you otherwise would have i.e. shooting from river to mid. How will los blockers work ? Since he will have a straight line view losblockers will block his los even when he has allies behind them. The only way fixing this is only give headshot bonus +30% dmg and silence. Make his snipemode ignore doodads, losblockers, visuals like ulti's. And even then this will be a insanely hard hero due to positioning it would require. But i like it since there aren't many skill heroes left. Quote Link to comment Share on other sites More sharing options...
Legacy Posted February 7, 2013 Author Report Share Posted February 7, 2013 Okay i created a fps hero and hear name is Ghost.Sarah. Quote Link to comment Share on other sites More sharing options...
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