barwick Posted November 2, 2013 Report Share Posted November 2, 2013 Changelog: HOTS Contest Submission Date: November 1, 2013 Automaton Eradicator: Portrait:: Ares Unit Base: Umojan Lab Eradicator Role: Support/Tank Alignment: Lawful Neutral Script: On the longest of missions in the farthest reaches of space, Protoss and Zerg have threatened the lives of many a ship's crew. Terrans have long relied upon automated security drones to protect the crew from outside (and sometimes inside) threats. For the last 125 years, none have been as successful at preserving the peace as prototype number 34, now simply known as Automaton Eradicator. Nobody knows the reason why it has been so successful, on paper it is exactly the same as prototype 33, so conspiracy theorists have long since suggested that Automaton Eradicator received a top secret prototype intelligence module developed by the confederacy. Automaton Eradicator actually looks very different than it did the day it was built, as over the last century, it has continually modified and upgraded its parts into the configuration it is in today. Starting Stats: Base Health – 350 Movement Speed – 2.8 Attack Range – 6.5 Attack Speed – 2 Base Damage – 35 Attack Name - Phase Cannons Base Armor – 5 Strength – 40 Agility – 22 Intelligence – 28 "Thematic Quote" Theme: "I know what you're thinking, 'did I use my ultimate yet or not?' You've got to ask yourself one question, 'Do I feel lucky?' Well, do ya punk?" __________________________________________________ Modularity [Heroic Passive] "Eradicator is constantly upgrading itself with the latest in advanced technologies" In Depth Skill Explanation: Eradicator cannot equip items, instead it can invest minerals to purchase upgrade pods, which increase its stats. At higher stats, Eradicator gains new effects. When Playing: Eradicator does not need to limit itself to stats given by items. Instead, it can fully customize its stats and continue to grow even while other characters are "maxed out". However, the more upgrade pods that are purchased, the more expensive new ones become. When Playing Against: Eradicator is fairly predictable, and yet also unpredictable at the same time. It is limited in the abilities it can use (you'll never see a silence from an Eradicator) Eradicator is extremely versatile in how it can be played, and can fill different roles for its team depending on how upgrades are purchased. Beware of Eradicator's R, it can radically shift the course of a team fight in an instant Without any armor items, Eradicator can have a lot of HP, but once its R is on cooldown, it is very vulnerable to AA __________________________________________________ Flaming Bath [Q] "Eradicator fires a cone of flame in front of him, dealing spell damage." Level 1: Deals 40 (+50% int) spell damage Level 2: Deals 60 (+50% int) spell damage Level 3: Deals 80 (+50% int) spell damage Level 4: Deals 100 (+50% int) spell damage. In-depth skill explanation: At level 4, Eradicator's basic attacks now slow enemies by 15% (Str >200), 25% (Str >300), 35% (Str >400) Energy Cost: 30/40/50/60 Cooldown: 6/5/4/3 Range: 2 Animation: Blue Flame Hellbat fire Possible Uses: Soften up an entire team during a teamfight, and then escape with W, splitting, damaging, and stunning the enemy team __________________________________________________ Nitrous Oxide [W] "Eradicator lunges several units forward over 0.8 seconds, damaging and stunning enemies for 0.5 seconds, and knocking them aside" Level 1: Deals 50 (+75% Str) physical damage Level 2: Deals 80 (+75% Str) physical damage Level 3: Deals 110 (+75% Str) physical damage Level 4: Deals 140 (+75% Str) physical damage. In Depth Skill Explanation: At Level 4, If Agi >275, Eradicator leaps near its target and erupts in flame, dealing an additional 100 (+50% str) spell damage to all enemies in a 3 unit radius, and stunning them for 0.5 seconds. Energy Cost: 80/100/120/140 Cooldown: 20/20/20/20 Range: 6 units Animation: Rapid movement When Playing: Use this to initiate a team fight and set up for your R Alternatively, you could use this to escape a team fight or to rescue an ally in trouble When Playing Against: Beware of a high-strength Eradicator utilizing this to do massive damage to your entire team and stunning them This ability has a long cooldown, so once it's been used, the eradicator has no escape mechanism if you can focus fire it __________________________________________________ Reactor Core [E] "(Passive) - Eradicator gains additional stats to its highest attribute " Level 1: +12 Gain Level 2: +24 Gain Level 3: +36 Gain Level 4: +48 Gain In Depth Skill Explanation: At Level 4: Movement speed increased by 10% Agi. If Strength >450, immune to stun, slow, and silence. If Int >150 - Radar, >200 True Sight __________________________________________________ Defensive Matrix [R] "Eradicator launches drones that generate a defense matrix for all allies, and damage enemies that attack allies" Level 1: 3 drones, 20% physical/spell resist per drone Level 2: 4 drones, 20% physical/spell resist per drone Level 3: 5 drones, 20% physical/spell resist per drone Energy Cost: 150/200/250 Cooldown: 60/60/60 Range: 0 In Depth Skill Explanation: Each drone deals 10% int spell damage per second to one enemy attacking an ally. Drones have 100 (+100% str) health, and run out of energy after 15 seconds. {Resists stack with diminishing returns, similar to all other items} Possible Uses: Use this ability wisely. Your team will have a major advantage while it is active, but you are vulnerable in the middle of a team fight without it. __________________________________________________ Cronos' Layout. Quote Link to comment Share on other sites More sharing options...
Hitechgunner Posted November 2, 2013 Report Share Posted November 2, 2013 Ideas: - List the cost / affect of upgrade pods - Create some more bonus affects that you get for upgrading your stats - for example, for Nitrous Oxide, you could have something for each stat >270 and each stat >150 - Immune to crowd control is very overpowered, even for that large amount of strength However, it's a pretty darn cool concept for a hero! Quote Link to comment Share on other sites More sharing options...
GENLORDZ Posted November 2, 2013 Report Share Posted November 2, 2013 In his passive it writes (Hero) does not equip items:/ Is it meant to not have items or you mean Hero can not necessarily buy items for stats Quote Link to comment Share on other sites More sharing options...
barwick Posted November 2, 2013 Author Report Share Posted November 2, 2013 In his passive it writes (Hero) does not equip items:/ Is it meant to not have items or you mean Hero can not necessarily buy items for stats Means he cannot equip items. I'll make that more clear. And Hitechgunner: I'm planning to do some math on how much the upgrade pods cost that should make them slightly cheaper than say an Ihan for the first 100 int (because there's no +20% true damage). I just was fried last night. My rough plan, and chime in if you guys have thoughts on how to work this, is: - All pods have an overall base cost - The first X pods bought of each type cost the base cost - The next Y pods bought of each type cost base + n cost - The next Z pods bought... etc... - After A pods have been bought total, the base cost goes up hehe, I'm going to run out of variables here... The idea is, we don't want someone running around with 500/500/500 stats, or 750/500/500, or whatever, unless the game is 180 minutes long or something. They'll eventually get almost exponentially larger... I haven't decided if it'll be exponential or linear Also, per your suggestion, I'd *like* to add additional effects, but I thought that might make him too complex and confusing. But I'm definitely open to that idea and considering it. Hitechgunner 1 Quote Link to comment Share on other sites More sharing options...
Hitechgunner Posted November 2, 2013 Report Share Posted November 2, 2013 Means he cannot equip items. I'll make that more clear. And Hitechgunner: I'm planning to do some math on how much the upgrade pods cost that should make them slightly cheaper than say an Ihan for the first 100 int (because there's no +20% true damage). I just was fried last night. My rough plan, and chime in if you guys have thoughts on how to work this, is: - All pods have an overall base cost - The first X pods bought of each type cost the base cost - The next Y pods bought of each type cost base + n cost - The next Z pods bought... etc... - After A pods have been bought total, the base cost goes up hehe, I'm going to run out of variables here... The idea is, we don't want someone running around with 500/500/500 stats, or 750/500/500, or whatever, unless the game is 180 minutes long or something. They'll eventually get almost exponentially larger... I haven't decided if it'll be exponential or linear Also, per your suggestion, I'd *like* to add additional effects, but I thought that might make him too complex and confusing. But I'm definitely open to that idea and considering it. One idea, if I may: give him his own tech tree. Say, like this for tier 1/2: + 10 AGI / +10 STR / +10 INT / \ / \ / \ 10 agi 5 agi 5 str 5 str 5 int 10 int (unique: 5% more spell damage) Quote Link to comment Share on other sites More sharing options...
Soundwave Posted November 2, 2013 Report Share Posted November 2, 2013 Changelog: HOTS Contest Submission Date: November 1, 2013 Automaton Eradicator: Portrait:: Ares Unit Base: Umojan Lab Eradicator Role: Support/Tank Alignment: Lawful Neutral Script: On the longest of missions in the farthest reaches of space, Protoss and Zerg have threatened the lives of many a ship's crew. Terrans have long relied upon automated security drones to protect the crew from outside (and sometimes inside) threats. For the last 125 years, none have been as successful at preserving the peace as prototype number 34, now simply known as Automaton Eradicator. Nobody knows the reason why it has been so successful, on paper it is exactly the same as prototype 33, so conspiracy theorists have long since suggested that Automaton Eradicator received a top secret prototype intelligence module developed by the confederacy. Automaton Eradicator actually looks very different than it did the day it was built, as over the last century, it has continually modified and upgraded its parts into the configuration it is in today. Starting Stats: Base Health – 350 Movement Speed – 2.8 Attack Range – 6.5 Attack Speed – 2 Base Damage – 35 Attack Name - Phase Cannons Base Armor – 5 Strength – 40 Agility – 22 Intelligence – 28 "Thematic Quote" Theme: "I know what you're thinking, 'did I use my ultimate yet or not?' You've got to ask yourself one question, 'Do I feel lucky?' Well, do ya punk?" __________________________________________________ Modularity [Heroic Passive] "Eradicator is constantly upgrading itself with the latest in advanced technologies" In Depth Skill Explanation: Eradicator cannot equip items, instead it can invest minerals to purchase upgrade pods, which increase its stats. At higher stats, Eradicator gains new effects. When Playing: Eradicator does not need to limit itself to stats given by items. Instead, it can fully customize its stats and continue to grow even while other characters are "maxed out". However, the more upgrade pods that are purchased, the more expensive new ones become. When Playing Against: Eradicator is fairly predictable, and yet also unpredictable at the same time. It is limited in the abilities it can use (you'll never see a silence from an Eradicator) Eradicator is extremely versatile in how it can be played, and can fill different roles for its team depending on how upgrades are purchased. Beware of Eradicator's R, it can radically shift the course of a team fight in an instant Without any armor items, Eradicator can have a lot of HP, but once its R is on cooldown, it is very vulnerable to AA __________________________________________________ Flaming Bath [Q] "Eradicator fires a cone of flame in front of him, dealing spell damage." Level 1: Deals 40 (+50% int) spell damage Level 2: Deals 60 (+50% int) spell damage Level 3: Deals 80 (+50% int) spell damage Level 4: Deals 100 (+50% int) spell damage. In-depth skill explanation: At level 4, Eradicator's basic attacks now slow enemies by 15% (Str >200), 25% (Str >300), 35% (Str >400) Energy Cost: 30/40/50/60 Cooldown: 6/5/4/3 Range: 2 Animation: Blue Flame Hellbat fire Possible Uses: Soften up an entire team during a teamfight, and then escape with W, splitting, damaging, and stunning the enemy team __________________________________________________ Nitrous Oxide [W] "Eradicator lunges several units forward over 0.8 seconds, damaging and stunning enemies for 0.5 seconds, and knocking them aside" Level 1: Deals 50 (+75% Str) physical damage Level 2: Deals 80 (+75% Str) physical damage Level 3: Deals 110 (+75% Str) physical damage Level 4: Deals 140 (+75% Str) physical damage. In Depth Skill Explanation: At Level 4, If Agi >275, Eradicator leaps near its target and erupts in flame, dealing an additional 100 (+50% str) spell damage to all enemies in a 3 unit radius, and stunning them for 0.5 seconds. Energy Cost: 80/100/120/140 Cooldown: 20/20/20/20 Range: 6 units Animation: Rapid movement When Playing: Use this to initiate a team fight and set up for your R Alternatively, you could use this to escape a team fight or to rescue an ally in trouble When Playing Against: Beware of a high-strength Eradicator utilizing this to do massive damage to your entire team and stunning them This ability has a long cooldown, so once it's been used, the eradicator has no escape mechanism if you can focus fire it __________________________________________________ Reactor Core [E] "(Passive) - Eradicator gains additional stats to its highest attribute " Level 1: +12 Gain Level 2: +24 Gain Level 3: +36 Gain Level 4: +48 Gain In Depth Skill Explanation: At Level 4: Movement speed increased by 10% Agi. If Strength >450, immune to stun, slow, and silence. If Int >150 - Radar, >200 True Sight __________________________________________________ Defensive Matrix [R] "Eradicator launches drones that generate a defense matrix for all allies, and damage enemies that attack allies" Level 1: 3 drones, 20% physical/spell resist per drone Level 2: 4 drones, 20% physical/spell resist per drone Level 3: 5 drones, 20% physical/spell resist per drone Energy Cost: 150/200/250 Cooldown: 60/60/60 Range: 0 In Depth Skill Explanation: Each drone deals 10% int spell damage per second to one enemy attacking an ally. Drones have 100 (+100% str) health, and run out of energy after 15 seconds. {Resists stack with diminishing returns, similar to all other items} Possible Uses: Use this ability wisely. Your team will have a major advantage while it is active, but you are vulnerable in the middle of a team fight without it. __________________________________________________ Cronos' Layout. How did u post the excel snapshot? No matter how I try it is always too big to upload. Quote Link to comment Share on other sites More sharing options...
barwick Posted November 2, 2013 Author Report Share Posted November 2, 2013 How did u post the excel snapshot? No matter how I try it is always too big to upload. Hm... not sure why yours would be too big? I *did* zoom out to 95% instead of 100%, because even on my 24" monitor it was too big for my screen. Try zooming the excel sheet to 95% instead of 100%, take the screenshot, and then use tinypic.com or whatever it is (that's what I did) Quote Link to comment Share on other sites More sharing options...
barwick Posted November 2, 2013 Author Report Share Posted November 2, 2013 One idea, if I may: give him his own tech tree. Say, like this for tier 1/2: + 10 AGI / +10 STR / +10 INT / \ / \ / \ 10 agi 5 agi 5 str 5 str 5 int 10 int (unique: 5% more spell damage) Not a bad idea, I think maybe another hero along that lines would be in order. I think that's a little too different from what I've already been working on with Eradicator. Maybe? Quote Link to comment Share on other sites More sharing options...
Overkill Posted November 3, 2013 Report Share Posted November 3, 2013 I like the concept of a hero that doesnt have items, sounds pretty interesting to me to play with, but will the prices of the pods scale up to? And will there be a limit to the upgrade on this hero, or will he just keep getting better the longer you drag the game? Quote Link to comment Share on other sites More sharing options...
barwick Posted November 4, 2013 Author Report Share Posted November 4, 2013 Okie, threw a few more hours into figuring out the best way to do the pods, and trying to match it up to relative costs of stats + items early, mid, and late game. You can play with the excel file here on your own, but read the explanation below while you do or you'll be lost: https://www.dropbox.com/s/drdzl3hluwtsp68/Eradicator%20Pods%20Calculator%20Public%20Fiddler.xlsx First, the screenshot, I'll explain it below: So, what you see here, is 3 scenarios. First, is the base table... nothing is highlighted in red or bold or anything... just a general table. This is very difficult to comprehend easily, because it's got at least 3 variables in it: 1) # of total pods bought 2) # of pods for each stat bought 3) Qty you want to purchase BUT, the good thing here is, the general playerbase never needs to think once about this table. It's just the devs who do this calculating behind the scenes, and they can tweak it as they want to. Let's look at it here: Top row, the qty to buy... how many pods do you want to buy? Second row, How many pods of this stat have you bought? If you have bought 0, then you're looking at the 0-95, 0-75, or 0 column Match these two up, and let's say you want to buy 5 Str pods, and these are the first pods you've ever bought. It will cost you $167 minerals Ok, all's well and good so far. BUT, we haven't filled in the final variable, # of total pods bought. Second chart... 100 str, 100 agi, 0 int = 200 total pods. This changes the "multiplier" (by 0.3 per 100 total pods bought, so you'll see, it's 0.6 to start with) You want to buy 5 int pods in this case. It's going to cost you $145 minerals. You want to buy 5 str pods now? It's going to cost you $233 minerals (your first 5 originally cost you $167 remember, but now you have 100 Str, plus 100 Agi, so the cost is higher). Ok, third chart... so, what if we have 200 str, 50 agi, and 50 int? You want to buy 100 more str pods? It's going to cost you $5313 minerals. Only want to buy 5 more str pods? Costs you $266 minerals. Some more details if you're into it: The Base Cost is the cost per point at the beginning of the game. The Multiplier COLUMN (11, 8, 6.6) is the amount added to the base cost if the multiplier in the ROW is 1. --So, if the multiplier is 1, each str pod costs 33.3333 + 11 = 43.3333. --If the multiplier is 0.3, each str pod costs 33.3333 + (11 * 0.3) = 36.633 Another thing to note, the multiplier, as you can see in the "base table", starts out at 0 for up to 100 pods (it's not like this for most items every other char buys, but I did it this way to balance it out a little bit). --At 100 of that particular stat, the multiplier goes to 0.6, then at 200 goes to 0.9. At 300 it's 1.2, at 400 it's 1.5, and at 500 it's 2. 600 would be 3, etc... --For every 100 total pods bought, you add 0.3 to the above number. So if you had 600/100/100, you'd have 3.6 instead of just 3 as a multiplier. This honestly sounds absurdly complex, but it's because it's crap we'll NEVER have to think about as a player. We'll just have to know that if I have 300/300/300 stats, buying more is going to be FREAKING expensive. All this can be tweaked beyond belief, but you get the idea. Quote Link to comment Share on other sites More sharing options...
barwick Posted November 6, 2013 Author Report Share Posted November 6, 2013 hehe, I love it... I post the big math and everyone zones out :) It's ok, players really don't have to worry about the pod cost calculations... just the character and how it fits. Just know that, true to eradicator's lore, he would continue to get slightly slightly better over time, but it would cost an insane amount of minerals to keep doing so. Quote Link to comment Share on other sites More sharing options...
Moo Posted November 6, 2013 Report Share Posted November 6, 2013 I did actually read through it, but there wasn't much to reply to. I like the concept. Quote Link to comment Share on other sites More sharing options...
barwick Posted November 7, 2013 Author Report Share Posted November 7, 2013 Now that I think about it, I COULD explain it (to the devs if needed I guess) in just a simple terms, like "if you want to buy 5 int pods, it costs ________" with a formula that's dependent on the # of other pods bought, etc... Quote Link to comment Share on other sites More sharing options...
Yaldi Posted November 7, 2013 Report Share Posted November 7, 2013 Only thing I can suggest is that maybe you make the special effects on passive and active. I thnik having constant immunity to cc is a bit broken. Especially when you gain that much damage from the str scaling on your w. Besides that I think this is my favourite hero I have red over so far. Quote Link to comment Share on other sites More sharing options...
barwick Posted November 11, 2013 Author Report Share Posted November 11, 2013 I think there will have to be a good amount of playtesting with all of these chars, and we'll see about other special effects Quote Link to comment Share on other sites More sharing options...
CoolNoob Posted November 12, 2013 Report Share Posted November 12, 2013 Good hero , I read everything... But u think that during the game he won't be able to get 500 str or int/agi , game is not long enough so he will not keep upgrading. And I think the price is too high for late game lets say he has 250-200-350 the new pods would be too expensive Quote Link to comment Share on other sites More sharing options...
barwick Posted November 12, 2013 Author Report Share Posted November 12, 2013 Good hero , I read everything... But u think that during the game he won't be able to get 500 str or int/agi , game is not long enough so he will not keep upgrading. And I think the price is too high for late game lets say he has 250-200-350 the new pods would be too expensive I dunno, for (I think) about $8500, he can buy 300 str pods, and at level 18 that should put him at 460. Now, that's not buying a single pod for anything else, so I don't know how that shapes out. That might actually make him very specialized, or... I'm really not sure. We really would need to just playtest him a few games to see how it all feels, and adjust a lot. It's a brand new mechanism, would need a decent amount of trial and error before we could get to the "balance" testing. Quote Link to comment Share on other sites More sharing options...
CoolNoob Posted November 12, 2013 Report Share Posted November 12, 2013 yea Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.