Hero : Ikazuchi

Samurai Legends
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  • Beteiligte Poster: Kouenzan - tegeus-Cromis - Metal Sonic - IMassAcolyte - Galefury - Vladhslavh - nooK - MinsanLngTo - Anonymous - PhiniX
  • Forum: Samurai Legends
  • Forenbeschreibung: Official forums
  • aus dem Unterforum: Ideas
  • Antworten: 21
  • Forum gestartet am: Mittwoch 06.10.2004
  • Sprache: englisch
  • Link zum Originaltopic: Hero : Ikazuchi
  • Letzte Antwort: vor 16 Jahren, 4 Monaten, 9 Tagen, 13 Stunden, 51 Minuten
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    Re: Hero : Ikazuchi

    Kouenzan - 04.06.2006, 23:40

    Hero : Ikazuchi


    Kojiro Sasaki or Hiashi - Agi-Thunder-Themed Hero
    Ikazuchi (Thunder)


    Agi Hero

    Role: Melee Assasssin (uh category like Ronin)
    Attack range: 100 (melee)
    Move speed: 305

    Strength: 15 + 1.5 per level
    Agility (Primary Attribute): 23 + 2.0 per level
    Intelligence: 15 + 1.75 per level

    ok the skills


    Thundersphere

    Summon spheres that revolve around him making his attacks and skills more powerful. Has chance to paralyze target while attacking

    "Thunder guides us
    into the battle of lust"

    Mana: 40 all levels
    Cooldown: 9 seconds all levels
    Duration: Permanent (but it will also be lost when Shock Offensive or Shiden is used :D)
    Animation: Spell, Sphere is just like the Orb of Lightning

    Level 1: Maximum of 1 Sphere
    Level 2: Maximum of 2 Sphere
    Level 3: Maximum of 3 Sphere
    Level 4: Maximum of 4 Sphere
    Level 5: Maximum of 5 Sphere

    1 sphere = 3% chance to paralyze, +3 Damage
    2 spheres = 6% chance to paralyze, +6 Damage
    3 spheres = 9% chance to paralyze, +9 Damage
    4 spheres = 12% chance to paralyze, +12 Damage
    5 spheres = 15% chance to paralyze, +15 Damage



    Mild Paralysis: 30% Attackspeed and movespeed reduction for 2.5 seconds <- an effect like doom or shadow strike


    Shock Offensive

    Mana: 120/130/140/150/160
    Cooldown: 10/12/14/16/18
    Range: 600 units all levels
    Animation: Spell Slam, Missile is just a large ball of lightning as big as his body :P
    Target: Single

    Kojiro throws a ball of lightning into his enemy causing it to paralyze. Number of Thunderspheres affect the damage. If no sphere is present, the target will just receive the damage and the paralyze effect. (Mild Paralysis)

    "Hurl the ball of lightning
    with pain and suffering"


    Level 1: 100 Damage, A maximum of 1 Thundersphere will be used up upon using the skill.
    Level 2: 140 Damage, A maximum of 2 Thundersphere will be used up upon using the skill.
    Level 3: 180 Damage, A maximum of 3 Thundersphere will be used up upon using the skill.
    Level 4: 220 Damage, A maximum of 4 Thundersphere will be used up upon using the skill.
    Level 5: 260 Damage, A maximum of 5 Thundersphere will be used up upon using the skill.

    1 Thundersphere = +30 Bonus damage on Shock Offensive, +0.25 seconds Mild Paralysis Duration

    Example: Kojiro has 5 thunderspheres revolving around him, he uses level 5 Shock Offensive, the target will reveive 260+150 damage = 410 damage with 100% 3.75 seconds of Mild Paralysis

    <-cant find a better icon!
    Zap-Dash

    Kojiro has the ability to dash through enemies shocking them.

    "Flash through impossibilities
    with the aid of the humble electricity"

    Mana: 100 all levels
    Cooldown: 16 seconds all levels
    Animation: A dashing Attack Slam with lightning trail effect

    Level 1: 600 Units, 50 damage on units he dashed through
    Level 2: 700 Units, 70 damage on units he dashed through
    Level 3: 800 Units, 90 damage on units he dashed through
    Level 4: 900 Units, 110 damage on units he dashed through
    Level 5: 1000 Units, 130 damage on units he dashed through


    ULTIMATE
    Shiden (Swordflash)

    Kojiro concentrates his power onto his sword, charging it with lightning bolts dealing severe damage into his target causing it to suffer Extreme Paralysis. All of Thunderspheres are used up for bonus damage

    "Come forth the gift of heaven
    strike the hollow by your brethren"

    Mana: 230/250/270/290/310
    Cooldown: 40/50/60/70/80
    Range: Melee Range
    Animation: Attack Slam, with lightning on his sword. The splash is a circle of thunders striking the surrounding near units.
    Target: Single

    Level 1: 190 initial Damage, primary target suffers from Extreme Paralysis for 2.5 seconds
    Level 2: 230 initial Damage, primary target suffers from Extreme Paralysis for 2 seconds
    Level 3: 270 initial Damage, primary target suffers from Extreme Paralysis for 2.5 seconds
    Level 4: 310 initial Damage, primary target suffers from Extreme Paralysis for 3 seconds
    Level 5: 350 initial Damage, primary target suffers from Extreme Paralysis for 3.5 seconds

    1 Thundersphere = +50 Bonus damage on Shiden

    So level 5 Shiden plus 5 Thunderspheres will make a whoooping 600 Damage


    Extreme Paralysis: 70% Movement and Attackspeed reduction, also an effect only available at shiden :)

    Extreme Paralysis and Mild Paralysis don't stack. If the target has Mild Paralysis and Kojiro uses the ultimate, Extreme Paralysis will override the Mild Paralysis.

    MY second hero idea, this one, i think better than the other :P


    PLEASE COMMENT ON EVERYTHING, ALSO BALANCE!! :P

    P.S. can't think of better paralysis. i'm thinking of random stun in a duration but i think slow may do :)



    Re: Hero : Ikazuchi

    tegeus-Cromis - 05.06.2006, 00:08


    Too tired to comment on the skills right now (at a glance, they seem interesting), but please try rethink the hero class. As of now the heroes all have realistic classes; let's not introduce 'Thunder God' into the mix. (Plus, Raijin is the name of a specific god, not a class of beings. . . .)



    Re: Hero : Ikazuchi

    Kouenzan - 05.06.2006, 00:15


    oops sorry. just got it in the translator, changing it right away :)

    EDIT: Ikazuchi Samurai or just Ikazuchi? can't think of a better name that will reflect his skills.



    Re: Hero : Ikazuchi

    Metal Sonic - 05.06.2006, 00:42


    I liek the sounds of this guy, nice synergy. Will comment more after I finish desgning my hero. :P



    Re: Hero : Ikazuchi

    IMassAcolyte - 05.06.2006, 07:37


    Quick Observation: His sword is awfully long. Perhaps he could have a short range of 200 like the Yari? Notice Yari has a staff/spear like weapon (as do the ashigaru) so they have a extremely short range of 150-200. Perhaps this hero could have something around there too so when he attacks his sword doesnt go through the person Lol. THEN AGAIN i havent seen the animations. Just a suggestion :D

    Overall observation: tegeus is right. We cant introduce some almighty samurai from god knows where into a realistic (Well about as realistic as it can get) game. The model is a good choice but just about all abilities need to be re-thought. Or maybe just ability NAMES. the paralysis ability can be a "Stun" ability. Thunderspheres... the only thing i can think of to change would be kunai knives but the ultimate wouldnt work. It seems to me that this hero is all about stunning enemies. That should definately be changed. Changed the balls of lightning thing is a good start. Rethink the ultmiate.

    Suggestions:

    Thunderspheres:
    Change them to Kunai Strike. Rather than spinning they can be "On hand knives" like knives that he has with him.
    Effects: Slows movement speed by 20% for 3/4/5/6/7
    Mana: 80/90/100/110/120


    Mild Paralysis:
    Change to Stun chance.


    Shock offensive:
    Change to Kunai Chuck.
    Damage: 75/125/175/225/275
    Mana: 110/125/140/155/170
    Depending on how many Kunai he has left to throw at an enemy.


    Zap Dash:
    There is nothing you can do with this one to make it realistic. There are enough abilities as it is.


    Ultimate:
    Like i said before, rethink it.


    Extreme Paralysis:
    I suggest you remove this one.



    A combo would be Kunai Chuck and Kunai Strike. Technically you COULD combine them but it would be unbalanced i think. Plus if you just want the slow you could use kunai strike or if you just want the damage, same story.

    Just my overview of the hero :D



    Re: Hero : Ikazuchi

    Kouenzan - 05.06.2006, 08:36


    nah i have changed the name

    the original was Raijin (God of thunder)

    and i changed it into Ikazuchi (means thunder)

    tegeus just comment on my hero's subname which is Raijin. i have changed it to make it clear :)

    and why i have to remake the ulti?? :P



    Re: Hero : Ikazuchi

    IMassAcolyte - 05.06.2006, 22:38


    Its a very clever hero but its not realistic :D



    Re: Hero : Ikazuchi

    tegeus-Cromis - 05.06.2006, 23:01


    Dude, it still makes no sense to have a game where the hero classes are Spear Samurai, Archer Samurai, Warlord, Ninja and. . . Thunder??

    I like your Thundersphere idea a whole lot, and the basic mechanics of the ultimate, but the rest is a little eh. In particular, skill 2 and the ulti are at odds with each other, as both will use up all your spheres when skill 2 is at max level. Also, he is just way too good a chaser, with a catch-up skill, a chance to slow and two active slows (and anyway there are already plenty of chasers in the game). On another note, your matching of spells to animations is a little off--there is no way in hell his current Attack Slam animation will work for a dash attack, as it involves him rotating in the air and looks nothing like a dash.

    Actually, I think the charged buff idea could be taken further, while at the same time reducing its complexity. Also, there are so many assassin characters in SL now; this hero could and should be made more of a pusher. Here is how I would remake your hero:


    Yojimbo

    Role: Pusher, support, damage-dealer
    (Stats to come)

    Skill 1: Soul Spark

    Type: Building block skill, active self-buff

    The Yojimbo draws out his inner strength and gives it physical form. Creates a Soul Spark that grants 4 bonus movement speed and 6% bonus attack speed. Soul Sparks last until used up by other spells. Cooldown decreases with level.

    Can be auto-casted.

    Level 1 - 1 maximum.
    Level 2 - 2 maximum.
    Level 3 - 3 maximum.
    Level 4 - 4 maximum.
    Level 5 - 5 maximum.

    [Notes: The bonus maxes out at +30% attack speed and 20 movespeed. This is not a whole lot, which is intentional because 1) once cast it is basically a passive, and so should not be too good and 2) skill 2 will apply this bonus to allies in an AOE, so the figure must be enough to have a significant effect on creeps but not be too powerful on allied heroes. Can be auto-cast, but will never have 0 cooldown at any level; perhaps 2 seconds at level 5. Will use the Orb of Lightning animation or something similar, as originally stated. No casting animation.]

    Skill 2: Empowering Thunder

    Type: Active area buff

    Years spent as a bodyguard have taught the Yojimbo to use his Soul Sparks to aid his employers in escaping their enemies. Any Soul Sparks in effect will rotate rapidly around the hero, giving their bonuses to allies within a 450 radius and increasing the Yojimbo's move speed by 15 and attack speed by 25%. One Soul Spark will be consumed at the end of the spell's duration.

    Level 1 - 4 second duration.
    Level 2 - 8 second duration.
    Level 3 - 12 second duration.
    Level 4 - 16 second duration.
    Level 5 - 20 second duration.

    [Notes: The Yojimbo does not have to stick around for his allies to retain the bonus; once given, it stays until the duration is up. Will use the Lightning Shield animation. No casting animation.]

    Skill 3: Human Shield

    Type: Active, ally-targetting rescue/escape/ganking skill

    Conscious of the terms of his contract, the Yojimbo throws himself between an ally and the enemy, harnessing the energies created by his Soul Spark technique to travel a great distance in a single jump. Must be cast on an ally. One Soul Spark will be consumed upon casting.

    Level 1 - 620 cast range. Enemies within a 250 radius will be forced to attack the hero for 0.5 seconds.
    Level 2 - 740 cast range. Enemies within a 250 radius will be forced to attack the hero for 1 second.
    Level 3 - 860 cast range. Enemies within a 250 radius will be forced to attack the hero for 1.5 seconds.
    Level 4 - 980 cast range. Enemies within a 250 radius will be forced to attack the hero for 2 seconds.
    Level 5 - 1100 cast range. Enemies within a 250 radius will be forced to attack the hero for 2.5 seconds.

    [Notes: Will move the hero to the position of the target, then basically cast a weak version of Berserker's Call. 'An ally' can be either a creep or a hero; nevertheless not a reliable chasing skill by design. Will use the Spell Slam animation.]

    Ultimate: Blade of the Heavens

    Type: Active single-target/area nuke

    As a hired sword, the Yojimbo expends only as much energy as is required to finish the job. When needed, however, he is able to unleash all his stored power in a single devastating attack. When used, channels for a short time, stunning the primary target, then deals a large amount of damage to the target and lightning damage to all enemies in a cone. All Soul Sparks will be consumed once the spell has finished casting.

    Level 1 - 200 target damage, 20 lightning damage per Soul Spark.
    Level 2 - 250 target damage, 30 lightning damage per Soul Spark.
    Level 3 - 300 target damage, 40 lightning damage per Soul Spark.
    Level 4 - 350 target damage, 50 lightning damage per Soul Spark.
    Level 5 - 400 target damage, 60 lightning damage per Soul Spark.

    [Notes: Casting range equal to the Yojimbo's normal attack range. Basically, the Yojimbo will disable the target while channelling, then deal it a single attack while casting a modified Forked Lightning on it. The primary target will also take the lightning damage, of course. Will use the spell animation followed by the attack slam animation.



    Re: Hero : Ikazuchi

    Kouenzan - 06.06.2006, 10:33


    oh thanks tegeus for the remake. nah he's just a swordsman with thunder theme (like shinobi, a dark-ghost theme)

    anyway, i wish nook take a look on this hero :P



    Re: Hero : Ikazuchi

    Galefury - 06.06.2006, 10:46


    I like cromics suggestions much more than the original ones. The ultimate is a lot like Ronin's ulti, though, being an unavoidable stunning single target nuke. Ronin's has longer disabling and lower damage, though, and the added aoe damage make it different enough I think.



    Re: Hero : Ikazuchi

    tegeus-Cromis - 06.06.2006, 11:00


    Galefury: Quote: The ultimate is a lot like Ronin's ulti, though, being an unavoidable stunning single target nuke. Ronin's has longer disabling and lower damage, though, and the added aoe damage make it different enough I think.

    The stun is actually very short, as is the channelling period. It's just there so the primary target cannot cancel your channelling before you cast the spell, while allowing his teammates to do so. If there was no channelling period, the spell would be too easy to use; if there was no primary target stun to go with it, it would be too difficult without an anti-magic pot.

    -

    Perhaps I should repost this on a separate thread? I realise my version is very very different from Kouenzan's, and I don't want to hijack his thread (sorry man).



    Re: Hero : Ikazuchi

    Galefury - 06.06.2006, 11:30


    Well, Ronin's ulti also has just 2s stun, during the rest of the spell the enemy is invunerable. And a channel shorter than 2s would make it extremely hard to disable the hero before striking. Channeling shouldn't be less than 1.5s for the ulti I think. 1.5 would be quite hard to cancel with reaction time of .5s and 1s left for casting and hitting with the stun. Pretty much only Ninja Ensnare and item silence with hotkey would be suitable I think, the other stuff takes too long to cast. It's an ultimate, though, so the channeling shouldn't be too long.



    Re: Hero : Ikazuchi

    Kouenzan - 06.06.2006, 11:31


    you may, i'll rework this hero for a while :)



    Re: Hero : Ikazuchi

    tegeus-Cromis - 06.06.2006, 11:33


    Good points. 1.75 seconds is about right, I think, with some suitably flashy 'power-up' type effect to announce to the enemy, 'I am about to pwn your ass, you'd better disable me quick.' :P



    Re: Hero : Ikazuchi

    Kouenzan - 06.06.2006, 11:43


    oh i'll change the theme, not thunder anymore but some speedy-type-samurai



    Re: Hero : Ikazuchi

    Vladhslavh - 06.06.2006, 16:59


    IMO Human Shield can be renamed to sense of the duty...



    Re: Hero : Ikazuchi

    nooK - 06.06.2006, 17:49


    Yes Human shield sounds strange ;) Sense of Duty would be better.

    I like the spheres idea, but I had another model in mind for a thunder hero, also I´m already quite sure about 3 of his spells.

    http://www.wc3sear.ch/index.php?p=Models&ID=3946&sid=b15952629fe831a4a157e6344605ee6b



    Re: Hero : Ikazuchi

    MinsanLngTo - 13.06.2006, 16:59


    I really like him!
    pls nooK! if you can hear me put him in the game!!!



    Re: Hero : Ikazuchi

    Anonymous - 30.06.2006, 13:11


    :Suggestion - Please create sword using skill... and not magic spell's
    :Reason - Because it doesnt fit to the Theme you gave.



    Re: Hero : Ikazuchi

    PhiniX - 18.11.2006, 12:12


    Hmmm i dunno why but i think this model would be great with some tiger spirit abilities .. u know there is the Japanese horoscop with signs like tiger,dragon,monkey,pig,rat and so on and so on .. so i think the spirit of the tiger would fit rly pretty much to him ... and i think he would be perfect for beeing a hero killer .. (just mine suggestions about him) so i think dots and nukes would be perfect for him .. think about it .. and i think i ll post mine suggestions about that here later .. 8)

    but also i must say gr8 spell ideas i rly like them but nook said he already have 3 of this thunder themed spells in mind .. but whatever gj :)



    Re: Hero : Ikazuchi

    tegeus-Cromis - 18.11.2006, 17:29


    I personally prefer my remake of this hero as the Yojimbo, but of course I'm biased. :P



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