On November 06 2016 06:38 Half the Sky wrote:
Shapelog, go ahead and post the Alchemist PM. Typical Shapelog style.
Shapelog, go ahead and post the Alchemist PM. Typical Shapelog style.
What?
Horrible formatting? Nonsensical ramblings? Bob Ross gif?
You miss, are being Shapeist!
Anyways,
Alright, here is where I am rn with the alchemist. I want some feedback about the overarching design ideas with him.
What is the Alchemist? (hero overview)
Razzil Darkbrew The Alchemist is the next hero to be introduced to Dota 2 mafia. Unlike other heros, Razzil is a VT at the start of the game, meaning he lacks any sort of major skills or effects such as the other heroes. Instead, The alchemist "builds" his ult, via the use of his skill Unstable Concoction, that allows him to pick traits to add to his Ult, Chemical Rage. He can pop this Ult at any time, however, he loses the ability to use Unstable Concoction, thus meaning he cannot no longer buff his Ult. Therefore, proper set up and usage is key to making his ult strong enough.
Playing as Alchemist, you must be able to quickly adapt your ult to how you think it will most benefit town. Failing to do so, could cost you or another townie your lives. Due to you lack of offensive skills early on. Proving you are town is Key to staying alive to see your Ult go down. Your only ability to defend yourself is from the one time use of Unstable Concoction Throw, which throws the effects of the last buff you applied to your ult to a target player, at the cost of losing that buff. This is a major set back, and must be used only in dire situations, such as low HP or a key target needing to be saved or killed.
As you build your Ult, you must gauge how long you can keep buffing it, and when you need to pop it. While stronger buffs will be added late game. Razzil and you must decide when reward doesn't equal the risk.
Late game, you will be a major player. From having a increase HP pool, to additional spells you can cast such as Acid Spray, Razzil Darkbrew is a force the scum team will be crying over for years to come. Will you master the tough play-style of Razzil Darkbrew? Or will your bright scientific advancements be crumbled by bad decision making?
Now that you understand the overarching idea of Razzil Darkbrew. Let's talk about his skills in a more serious manner.
Day 1, Razzil Dark-brew will know about his Ult, Unstable Concoction + " " throw. He may only use his Ult and Unstable Concoction N1. He only knows about the throw, so he can play around it if he wants to use it.
Unstable Concoction
Pick a buff to ability to add to your Ult, Chemical Rage. I currently am thinking of two different ways of how the buffs are.
First way, % and Numerical values that increase, thus making the hero consider when to take a skill more.
This idea was what I original thought of. Buffs that increases over time. the Hero would see all the abilties and buffs he could pick for the entire game. Some could be lock till certain days if we want also. For example, this would look like:
Night 1:
Picks are (and these aren't the actual ones):
5% increase to basic attack (passive)
When ult is actived, 1 player gets hit for 10 HP
When Ult is actived, Self heal for 10 hp.
Each night after your Ult is pick, you may apply either a self heal over T or HoT to another player for 5% of their health. (passive)
Locked: You gain the abilty, Acid Spray, which allows you to cover a spot on the list in a pool of Acid. This does X DoT to any player who stays in that spot for Y nights (Y would be what would increase after this skill is unlocked).
Lets say I picked the +5% to basic attacks. Now my Ult is:
"Upon activation:
-Weak ass Base Ult effect
Upon activation, you gain:
(Passive) +5% to basic attacks
N2:
10% increase to basic attack (passive) (cannot be reslected due to being brewed eariler)
When ult is actived, 2 players gets hit for 10 HP
When Ult is actived, Self heal for 15 hp.
Each night after your Ult is pick, you may apply either a self heal over T or HoT to another player for 10% of their health. (passive)
You gain the ability, Acid Spray, which allows you to cover a spot on the list in a pool of Acid. This does X DoT to any player who stays in that spot for Y nights (Y would be what would increase after this skill is unlocked).
Personal comments:
I like this way, since it clearly shows the hero the increases, and makes them think more about the buffs they pick. Do you pick to use the Ability Acid Spray or do you take the HoT (for example)? This also gives a clear instinctive to hold off using it N3 or something, and go into N4 or even N5 to use it (when many have already use theirs).
Seconded way, a Talent system like HotS (i think that is the game)
This is kinda like the first, minus instead of knowing all the talents, they only know the ones we show them during the night (could also just send them it during the day phase after the night, so they have time to think it over). And that you can only pick 1 buff from the pool. After each night, a new pool will be given, that will scale in power.
Feedback on these two ways would be much helpful.
Overall
I want to give a good incentive for the player to not auto use his buff N3. Either by making the abilities stronger, or even giving him a Alt Win Con (like if he doesn't use his alt till N5) condition. I also want his Ult to impact the game in a manful way as well.
if you have any ideas about buffs or feedback let me know.
List of Buffs ideas
-Flask of Acid: Grants the abily Acid Spray (allows you to cover a spot on the list in a pool of Acid. This does X DoT to any player who stays in that spot for Y nights (Y would be what would increase after this skill is unlocked)) to be used after the ult is active.
- Greevil's Greed (passive) - every-time you kill a hero, gain X% of your total Health back.
- Potion of Strength (passive) - Increase the basic attack after Ult is active
- Chemical Warfare - When you active your ult, do 10 hp of damage to X players
- Love Potion - When you active your ult, you may choose to mason with another player. It will be unconfirmed masons (or a nerf mason thingy)
- Ironskin concoction, Increase your total HP by X%
- Potion of Mad Chaos: When you active your Ult, Transport yourself (and after this skill is introduced, X amount of players as well, X scaling with the amount of N after Potion of Mad chaos is introduced) around the player list randomly.
- Knockoff Mjollnir (passive) (I want to come into play N3): You may perform two basic attacks each night.
- Potion of Holyness (passive): Each night, Heal a player of your choosing for X amount of HP. May not target same person over again
- Flash of Mass Exhilarate: When you active your Ult, Heal X amount of players around you for 10-20 HP (can be weaken)
-Potion of RNGness: Unknown effect to the Player. Will have the effect (depending on coin flipping): Heads, Gain a random Buff off the list. Tails: Random Player gains a buff off the list.
Unstable Throw
Throws the last buff effect you applied to your ult at the target, making them take the effects of that buff. You however lose the buff. 1 time use only. You may repick the buff afterwards.
EX. I have Flash of Mass Exhilarate as my last applied ult. It currently it able to effect 2 people. I throw it at #8 at the list. Since it heals the closes 2 people to that spot. #'s 7 and 9 would get the heal.
Comments:
I wanted to make a way to remove lesser effects (in case the the player screws up) and allow the hero to also be able to have SOME sort of self protection/Ability. I wanted it to make it punishing for it however, to reward good Buff planning. By using this spell, the Alchmist loses picking a buff, which is huge. This works also well with the % increase way also.
It might however be too strongly negative to where it never sees use however. If so, we could make buff picking a passive, so that the hero can throw buff, repick buff same night. Or just he doesn't lose the buff.
<b>Chemical Rage<b>
At start:
-Your basic attacks do idk...5 more damage.
Can be used from the start of the game.
What is the Alchemist? (hero overview)
Razzil Darkbrew The Alchemist is the next hero to be introduced to Dota 2 mafia. Unlike other heros, Razzil is a VT at the start of the game, meaning he lacks any sort of major skills or effects such as the other heroes. Instead, The alchemist "builds" his ult, via the use of his skill Unstable Concoction, that allows him to pick traits to add to his Ult, Chemical Rage. He can pop this Ult at any time, however, he loses the ability to use Unstable Concoction, thus meaning he cannot no longer buff his Ult. Therefore, proper set up and usage is key to making his ult strong enough.
Playing as Alchemist, you must be able to quickly adapt your ult to how you think it will most benefit town. Failing to do so, could cost you or another townie your lives. Due to you lack of offensive skills early on. Proving you are town is Key to staying alive to see your Ult go down. Your only ability to defend yourself is from the one time use of Unstable Concoction Throw, which throws the effects of the last buff you applied to your ult to a target player, at the cost of losing that buff. This is a major set back, and must be used only in dire situations, such as low HP or a key target needing to be saved or killed.
As you build your Ult, you must gauge how long you can keep buffing it, and when you need to pop it. While stronger buffs will be added late game. Razzil and you must decide when reward doesn't equal the risk.
Late game, you will be a major player. From having a increase HP pool, to additional spells you can cast such as Acid Spray, Razzil Darkbrew is a force the scum team will be crying over for years to come. Will you master the tough play-style of Razzil Darkbrew? Or will your bright scientific advancements be crumbled by bad decision making?
Now that you understand the overarching idea of Razzil Darkbrew. Let's talk about his skills in a more serious manner.
Day 1, Razzil Dark-brew will know about his Ult, Unstable Concoction + " " throw. He may only use his Ult and Unstable Concoction N1. He only knows about the throw, so he can play around it if he wants to use it.
Unstable Concoction
Pick a buff to ability to add to your Ult, Chemical Rage. I currently am thinking of two different ways of how the buffs are.
First way, % and Numerical values that increase, thus making the hero consider when to take a skill more.
This idea was what I original thought of. Buffs that increases over time. the Hero would see all the abilties and buffs he could pick for the entire game. Some could be lock till certain days if we want also. For example, this would look like:
Night 1:
Picks are (and these aren't the actual ones):
5% increase to basic attack (passive)
When ult is actived, 1 player gets hit for 10 HP
When Ult is actived, Self heal for 10 hp.
Each night after your Ult is pick, you may apply either a self heal over T or HoT to another player for 5% of their health. (passive)
Locked: You gain the abilty, Acid Spray, which allows you to cover a spot on the list in a pool of Acid. This does X DoT to any player who stays in that spot for Y nights (Y would be what would increase after this skill is unlocked).
Lets say I picked the +5% to basic attacks. Now my Ult is:
"Upon activation:
-Weak ass Base Ult effect
Upon activation, you gain:
(Passive) +5% to basic attacks
N2:
10% increase to basic attack (passive) (cannot be reslected due to being brewed eariler)
When ult is actived, 2 players gets hit for 10 HP
When Ult is actived, Self heal for 15 hp.
Each night after your Ult is pick, you may apply either a self heal over T or HoT to another player for 10% of their health. (passive)
You gain the ability, Acid Spray, which allows you to cover a spot on the list in a pool of Acid. This does X DoT to any player who stays in that spot for Y nights (Y would be what would increase after this skill is unlocked).
Personal comments:
I like this way, since it clearly shows the hero the increases, and makes them think more about the buffs they pick. Do you pick to use the Ability Acid Spray or do you take the HoT (for example)? This also gives a clear instinctive to hold off using it N3 or something, and go into N4 or even N5 to use it (when many have already use theirs).
Seconded way, a Talent system like HotS (i think that is the game)
This is kinda like the first, minus instead of knowing all the talents, they only know the ones we show them during the night (could also just send them it during the day phase after the night, so they have time to think it over). And that you can only pick 1 buff from the pool. After each night, a new pool will be given, that will scale in power.
Feedback on these two ways would be much helpful.
Overall
I want to give a good incentive for the player to not auto use his buff N3. Either by making the abilities stronger, or even giving him a Alt Win Con (like if he doesn't use his alt till N5) condition. I also want his Ult to impact the game in a manful way as well.
if you have any ideas about buffs or feedback let me know.
List of Buffs ideas
-Flask of Acid: Grants the abily Acid Spray (allows you to cover a spot on the list in a pool of Acid. This does X DoT to any player who stays in that spot for Y nights (Y would be what would increase after this skill is unlocked)) to be used after the ult is active.
- Greevil's Greed (passive) - every-time you kill a hero, gain X% of your total Health back.
- Potion of Strength (passive) - Increase the basic attack after Ult is active
- Chemical Warfare - When you active your ult, do 10 hp of damage to X players
- Love Potion - When you active your ult, you may choose to mason with another player. It will be unconfirmed masons (or a nerf mason thingy)
- Ironskin concoction, Increase your total HP by X%
- Potion of Mad Chaos: When you active your Ult, Transport yourself (and after this skill is introduced, X amount of players as well, X scaling with the amount of N after Potion of Mad chaos is introduced) around the player list randomly.
- Knockoff Mjollnir (passive) (I want to come into play N3): You may perform two basic attacks each night.
- Potion of Holyness (passive): Each night, Heal a player of your choosing for X amount of HP. May not target same person over again
- Flash of Mass Exhilarate: When you active your Ult, Heal X amount of players around you for 10-20 HP (can be weaken)
-Potion of RNGness: Unknown effect to the Player. Will have the effect (depending on coin flipping): Heads, Gain a random Buff off the list. Tails: Random Player gains a buff off the list.
Unstable Throw
Throws the last buff effect you applied to your ult at the target, making them take the effects of that buff. You however lose the buff. 1 time use only. You may repick the buff afterwards.
EX. I have Flash of Mass Exhilarate as my last applied ult. It currently it able to effect 2 people. I throw it at #8 at the list. Since it heals the closes 2 people to that spot. #'s 7 and 9 would get the heal.
Comments:
I wanted to make a way to remove lesser effects (in case the the player screws up) and allow the hero to also be able to have SOME sort of self protection/Ability. I wanted it to make it punishing for it however, to reward good Buff planning. By using this spell, the Alchmist loses picking a buff, which is huge. This works also well with the % increase way also.
It might however be too strongly negative to where it never sees use however. If so, we could make buff picking a passive, so that the hero can throw buff, repick buff same night. Or just he doesn't lose the buff.
<b>Chemical Rage<b>
At start:
-Your basic attacks do idk...5 more damage.
Can be used from the start of the game.