Jymie, the Master Golemancer [Hero]
Jan 6, 2014 14:32:58 GMT
Post by Grumbletok on Jan 6, 2014 14:32:58 GMT
Hi there, fellow RoW lovers, I am once again back with an idea for a Hero! Notice; I am aware we are currently not looking for new heroes, however, some creative thinking might be good, injecting some new ideas and maybe wake a dormant one lying around that can help the game to improve!
Now, Jymie (Originally named Zakk), has been in my head for a loooong time, longer actually than I've played RoW, so about ten years. He's been jumping in and out of my thoughts for all this time, slowly brewing. However, he haven't actually changed that much from the original draft, except getting polished as I've grown better at making heroes and understanding games, mainly MOBAs, better. The reasons to why he haven't seen the dawn of light before, either on here or on the old forum, was mainly due to two things; For one, Soft has told me, some years ago, that he dislike summoning heroes, which would have been bad for the original version of Jymie who were supposed to control more than one Golem at the time. Secondly, I have been unsure about the WC3 engine, being able to follow some of my ideas. I think these problems may have been solved, or at least avoided, somewhat. After all, I don't know if Soft might have changed his opinion on summons since then, also, the current, single Golem and how he works I think would be perfectly fine in RoW. The other problem is more something that I didn't think of before, but, why care about the engine while being creative? I might as well just post the idea and see if it can be done, if it can't, other ideas might be worked out around the concept.
Oh, and for anyone interested, the original ideas for Jymie, was his Ultimate Ability 2 and his normal Innate.
So, here we go!
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Jymie, the Master Golemancer
Faction: Elves/Legion.
Model: Elves; Normal Human builder, Legion; .
Main Attribute: Strength.
Attribute Growth: Want further discussion before I add this.
Range: Melee.
Main thoughts on role:
Jymie is mainly seen as a effective damage-dealer, combined with a small bit of utility. His Innate also allows him to take jungle camps pretty well early. His ultimate is designed to make him into a great threat for a set time, making him into a massive burst-style hero. However, he is mainly going to be pretty tanky due to stats and the damage will not scale into later parts of the game, except while using his ultimate, compared to other damage dealers, slowly making him more into a tank than a DPS type of hero.
Other Thoughts:
As you will notice, a lot of Jymie's abilities got dual modes (passive and active), and that is a main part about him, I want him to be a hero that can do many things in a limited kit.
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Innate: Construct.
Passive:
Whenever Jymie have stood still for 4 seconds and does not control a Golem already, he creates a new golem with full health. This Golem’s health, resistance and armor scales on Jymie’s stats and got a set attack value that increases with leveling Construct. The golem cannot be directly controlled except that it automatically attacks anything that Jymie is autoattacking. Otherwise, it attacks the closest enemy in the area. When there are no nearby enemies, the Golem will simply follow Jymie around. If Jymie leaves a certain area around the Golem, it’ll automatically deconstruct.
Active:
The Golem uses Taunt, forcing all nearby enemy Non-Hero units to attack him and reduces their attack damage value for a brief moment of time.
Personal thoughts:
This ability might seem a bit vanilla, and sure, it is. It's meant to be what he's all about and can therefor not be made way to complicated. However, I am pretty pleased with this ability as it is. However, improvements and thoughts are of course welcome. For one, I wonder; Do you people agree with me on the deconstruction of the golem if you move to far away, or you think as my original idea, that the Golem automatically teleports to you at that point?
_______________________________________________
Ability 1: Tools of the Trade.
Passive:
Jymie’s autoattacks reduces the armor of enemies he strikes and deals a set amount of bonus damage for each consecutive hit on a target, and he deals a bit more damage to towers.
Active:
When activated, Jymie can target an allied Golem with his autoattacks, for a medium amount of time, thereby healing it for an equal amount of damage that he would normally deal.
Personal Thoughts:
Yes, this is the biggest filler in this concept. It's not very interesting or cool, however, I think it'll work as a filler, since he got lots of stuff going on anyways and something like this would simply be good to have. I think this ability would probably be quite a normal pick on level 1 if you want to take camps early, but not until level 3 or 4, at earliest, on lane.
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Ability 2: Living Grenade
Active:
Jymie throws a conscious grenade towards target location, where it will react to the amount of enemy units in the area and explode. The more enemies, the larger and hard hitting the explosion will be. If there are no units in the area, the grenade will stay there until Jymie either throws a new one, or two or more enemy units are within its area, whence it will explode.
Personal Thoughts:
I like this ability quite a bit. The concept of having a "living" bomb of some sort is hardly new, but I haven't seen it executed like this before, not moving after enemies but rather analyzing the amount of enemies and getting stronger by that. As you may notice, this is Jymie's only normal ability that isn't dual mode, however, one could probably be added if it would feel like it's needed. I think, on lane, this would probably be the first ability I'd max out first, due to the effective clearing and good damage output it'll give you early out in the game. Should the explosion deal magical or physical damage? Unsure. Might wanna make it Physical to not combo to hard with the following ability, also it'll motivate you to reduce their armor with some autoattacks before throwing it. However, maybe we'd want it to combo well with Ability 3, since it's always nice to be able to do more damage due to good gameplay? Well, we'll see.
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Ability 3: Holy/Unholy Script.
Passive:
The Golem gains an aura which reduces Resistance of nearby enemies. Also, allied non-Hero units within the aura deals a percent of their damage as magical damage.
Active:
Jymie orders his current golem to march to a certain area and explode, dealing magical damage in an AoE and send out shrapnel in a star-shape that deals physical damage. If the golem on this command moves to far away from Jymie (See Construct range indicator), it’ll deconstruct normally.
Personal Thoughts:
Once again, maybe a bit to vanilla? Maybe. A summon that you can send to explode or something like that in a targeted area? hardly very creative and pretty bland. However, I think it's been used quite a bit since it is a stable and good concept. As for the passive, well, it's supposed to work well with his other abilities and give him a more interesting role for the team. Maybe maxing this ability first will be the best choice, pairing up with some great magical damage dealer and having the bomb as a finisher or waveclearer? Possibly, far from improbable. I think it's a pretty stable ability, even if it's a bit vanilla.
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Ultimate: Suit Up!
Active:
Jymie steps into his current Golem, gaining a temporary new set of abilities and it’s base stats upon his own. If the health that the golem provides Jymie with would be lost, it’ll fall apart and Jymie return to normal but taking a percent amount of damage from falling out of the suit. Golem Jymie does not use mana, instead his Golem Health is shown in the place of his Mana. Each of his Ultimate Abilities will be leveled equally to his normal abilities in the same places.
Personal Thoughts:
Well, here it comes, the thing that makes Jymie into a really interesting and cool hero. Naturally, this ability does nothing on it's own, however, it unlocks great potential within the hero. I want to point out that I added the "no mana on cast, mana used as golem health" after some time, and if it's possible to make, I think it'll be a great system. Also, if it wasn't clear, Suit Up! isn't permanent, it lasts for a set amount of time and then he'll move out of the golem on his own, not taking any damage from the process. Also, what do you people think about: 1. Should climbing into the golem take time or should it be done instantly? I think it should probably take 1.5 sec or so. 2. Should the abilities in Ultimate mode share cooldowns with the original ones, or should he get totally refreshed when climbing in/out? 3. Should it be possible to, once inside the suit, climb out again on your own accord by activating the ultimate again? Also, this might make you want to consider how you level your normal abilities, since the ultimate form of one might be attractive enough for you to level one over another. We'll see when/if numbers are added.
________________________________________________________
Ultimate Innate: Warm Up!
Passive:
The golem moves slowly at first with Jymie inside it, but gains movementspeed as it moves, eventually reaching a movementspeed 50% above Jymie’s own.
Personal Thoughts:
Vanilla? Yeah. Considering that I added this just before now, since I realized he had no Ultimate Innate, I think it'll work until something more interesting could be added. Or it could just be kept since it's pretty good and stable.
________________________________________________________
Ultimate Ability 1: Hypercharge!
Passive: Jymie restores Golem Health while attacking non-Hero enemies.
Active:
For a short time, Golem Jymie gains a massive Attackspeed burst, his autoattacks reduces armor of enemies struck and the damage increases for each consecutive hit, and he’ll deal bonus damage to towers.
Personal Thoughts:
If it wasn't clear; The passive basically gives him Mana Leech, but for Golem Health. And, no, normal Mana Leech should not work to restore Golem Health. Or maybe it should? Hmm... Also, as you might have noticed, yes, this ability is indeed a flip-side of his normal Ability 1. Is that bad? No, it isn't, not in my opinion. It's supposed to be Jymie inside the golem, powering himself up, and that makes this flip-side make perfect sense, especially as you consider that the Golem works pretty much on brute force, punching stuff is it's favorite thing to do on it's free time. Second to playing RoW, of course.
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Ultimate Ability 2: EMP! (Electromagnetic Punch!)
Active:
Jymie targets an enemy and jumps to it (This allows him to jump over terrain like Rocket Boots), and upon landing, strikes it with a massive electromagnetic punch, dealing bonus damage and silencing and dazing the target for a brief time. This punch deals magical damage.
Personal Thoughts:
As I said earlier, this ability was one of the original ones, and I still love the visual concept of it. I imagine it as a straight punch with a sideways effect of Thunderclap. Really cool. Anyways, is the jump to much? Should it just be walk-up-and-punch? It was the original idea, but I added the jump to give it more of an ultimate feeling and also give him some mobility and proper ganking potential. Also, Daze plus Silence? To much? Maybe just Daze? Silence was the original idea, but I think Daze might be the better one to go with...
_____________________________________________________
Ultimate Ability 3: Holy/Unholy Overload.
Passive:
Golem Jymie got an aura which reduces the Resistance of all enemies on the map by a certain amount, and all allied non-heroes deals a % of their damage as Magical Damage.
Active:
When activated, a burst of raw holy/unholy energy will surround Golem Jymie, dealing Magical Damage to all enemies within range (slight bit above melee), and enemy non-Heroes that was within a certain AoE when the ability activated will turn on their allies, attacking allied non-Hero units. However, while this ability is active, Golem Jymie cannot be properly controlled except for casting abilities. Otherwise, he will always move towards and attack the closest enemy, wherever on the map that may be. This ability can be turned off again after a brief amount of time.
Personal Thoughts:
Yes, this passive is a powered-up version of the Ability 3 passive, which suits him very well. Is it to good? Maybe. But I don't think so. It'll give him a good role in a team and makes you into a target for enemies. As for the active, well. I see it as some sort of Immolation at this stage, hopefully with some nicer visual effects, and I think it's good. It'll allow you to dominate the Area around you, while making yourself into a mad combat doll. And, to clarify, even when using Holy/Unholy Overload, you can still activate Hypercharge, you can still target an opponent to jump to and you can still turn it off. It's a power-for-control-exchange, but no meaning in going to far, it is part of his ultimate after all and should be useful.
_____________________________________________
So, yes. That was Jymie, the Master Golemancer. If you have any, please write your thoughts and criticism down below and we'll see what we'll make out of this!
Oh, and of course I will be ready to answer any questions about the hero that you might have, just ask them here and I'll get to it!
Now, Jymie (Originally named Zakk), has been in my head for a loooong time, longer actually than I've played RoW, so about ten years. He's been jumping in and out of my thoughts for all this time, slowly brewing. However, he haven't actually changed that much from the original draft, except getting polished as I've grown better at making heroes and understanding games, mainly MOBAs, better. The reasons to why he haven't seen the dawn of light before, either on here or on the old forum, was mainly due to two things; For one, Soft has told me, some years ago, that he dislike summoning heroes, which would have been bad for the original version of Jymie who were supposed to control more than one Golem at the time. Secondly, I have been unsure about the WC3 engine, being able to follow some of my ideas. I think these problems may have been solved, or at least avoided, somewhat. After all, I don't know if Soft might have changed his opinion on summons since then, also, the current, single Golem and how he works I think would be perfectly fine in RoW. The other problem is more something that I didn't think of before, but, why care about the engine while being creative? I might as well just post the idea and see if it can be done, if it can't, other ideas might be worked out around the concept.
Oh, and for anyone interested, the original ideas for Jymie, was his Ultimate Ability 2 and his normal Innate.
So, here we go!
________________________________________________________________________________
Jymie, the Master Golemancer
Faction: Elves/Legion.
Model: Elves; Normal Human builder, Legion; .
Main Attribute: Strength.
Attribute Growth: Want further discussion before I add this.
Range: Melee.
Main thoughts on role:
Jymie is mainly seen as a effective damage-dealer, combined with a small bit of utility. His Innate also allows him to take jungle camps pretty well early. His ultimate is designed to make him into a great threat for a set time, making him into a massive burst-style hero. However, he is mainly going to be pretty tanky due to stats and the damage will not scale into later parts of the game, except while using his ultimate, compared to other damage dealers, slowly making him more into a tank than a DPS type of hero.
Other Thoughts:
As you will notice, a lot of Jymie's abilities got dual modes (passive and active), and that is a main part about him, I want him to be a hero that can do many things in a limited kit.
___________________________________________________
Innate: Construct.
Passive:
Whenever Jymie have stood still for 4 seconds and does not control a Golem already, he creates a new golem with full health. This Golem’s health, resistance and armor scales on Jymie’s stats and got a set attack value that increases with leveling Construct. The golem cannot be directly controlled except that it automatically attacks anything that Jymie is autoattacking. Otherwise, it attacks the closest enemy in the area. When there are no nearby enemies, the Golem will simply follow Jymie around. If Jymie leaves a certain area around the Golem, it’ll automatically deconstruct.
Active:
The Golem uses Taunt, forcing all nearby enemy Non-Hero units to attack him and reduces their attack damage value for a brief moment of time.
Personal thoughts:
This ability might seem a bit vanilla, and sure, it is. It's meant to be what he's all about and can therefor not be made way to complicated. However, I am pretty pleased with this ability as it is. However, improvements and thoughts are of course welcome. For one, I wonder; Do you people agree with me on the deconstruction of the golem if you move to far away, or you think as my original idea, that the Golem automatically teleports to you at that point?
_______________________________________________
Ability 1: Tools of the Trade.
Passive:
Jymie’s autoattacks reduces the armor of enemies he strikes and deals a set amount of bonus damage for each consecutive hit on a target, and he deals a bit more damage to towers.
Active:
When activated, Jymie can target an allied Golem with his autoattacks, for a medium amount of time, thereby healing it for an equal amount of damage that he would normally deal.
Personal Thoughts:
Yes, this is the biggest filler in this concept. It's not very interesting or cool, however, I think it'll work as a filler, since he got lots of stuff going on anyways and something like this would simply be good to have. I think this ability would probably be quite a normal pick on level 1 if you want to take camps early, but not until level 3 or 4, at earliest, on lane.
____________________________________________________________
Ability 2: Living Grenade
Active:
Jymie throws a conscious grenade towards target location, where it will react to the amount of enemy units in the area and explode. The more enemies, the larger and hard hitting the explosion will be. If there are no units in the area, the grenade will stay there until Jymie either throws a new one, or two or more enemy units are within its area, whence it will explode.
Personal Thoughts:
I like this ability quite a bit. The concept of having a "living" bomb of some sort is hardly new, but I haven't seen it executed like this before, not moving after enemies but rather analyzing the amount of enemies and getting stronger by that. As you may notice, this is Jymie's only normal ability that isn't dual mode, however, one could probably be added if it would feel like it's needed. I think, on lane, this would probably be the first ability I'd max out first, due to the effective clearing and good damage output it'll give you early out in the game. Should the explosion deal magical or physical damage? Unsure. Might wanna make it Physical to not combo to hard with the following ability, also it'll motivate you to reduce their armor with some autoattacks before throwing it. However, maybe we'd want it to combo well with Ability 3, since it's always nice to be able to do more damage due to good gameplay? Well, we'll see.
_____________________________________________________________
Ability 3: Holy/Unholy Script.
Passive:
The Golem gains an aura which reduces Resistance of nearby enemies. Also, allied non-Hero units within the aura deals a percent of their damage as magical damage.
Active:
Jymie orders his current golem to march to a certain area and explode, dealing magical damage in an AoE and send out shrapnel in a star-shape that deals physical damage. If the golem on this command moves to far away from Jymie (See Construct range indicator), it’ll deconstruct normally.
Personal Thoughts:
Once again, maybe a bit to vanilla? Maybe. A summon that you can send to explode or something like that in a targeted area? hardly very creative and pretty bland. However, I think it's been used quite a bit since it is a stable and good concept. As for the passive, well, it's supposed to work well with his other abilities and give him a more interesting role for the team. Maybe maxing this ability first will be the best choice, pairing up with some great magical damage dealer and having the bomb as a finisher or waveclearer? Possibly, far from improbable. I think it's a pretty stable ability, even if it's a bit vanilla.
______________________________________
Ultimate: Suit Up!
Active:
Jymie steps into his current Golem, gaining a temporary new set of abilities and it’s base stats upon his own. If the health that the golem provides Jymie with would be lost, it’ll fall apart and Jymie return to normal but taking a percent amount of damage from falling out of the suit. Golem Jymie does not use mana, instead his Golem Health is shown in the place of his Mana. Each of his Ultimate Abilities will be leveled equally to his normal abilities in the same places.
Personal Thoughts:
Well, here it comes, the thing that makes Jymie into a really interesting and cool hero. Naturally, this ability does nothing on it's own, however, it unlocks great potential within the hero. I want to point out that I added the "no mana on cast, mana used as golem health" after some time, and if it's possible to make, I think it'll be a great system. Also, if it wasn't clear, Suit Up! isn't permanent, it lasts for a set amount of time and then he'll move out of the golem on his own, not taking any damage from the process. Also, what do you people think about: 1. Should climbing into the golem take time or should it be done instantly? I think it should probably take 1.5 sec or so. 2. Should the abilities in Ultimate mode share cooldowns with the original ones, or should he get totally refreshed when climbing in/out? 3. Should it be possible to, once inside the suit, climb out again on your own accord by activating the ultimate again? Also, this might make you want to consider how you level your normal abilities, since the ultimate form of one might be attractive enough for you to level one over another. We'll see when/if numbers are added.
________________________________________________________
Ultimate Innate: Warm Up!
Passive:
The golem moves slowly at first with Jymie inside it, but gains movementspeed as it moves, eventually reaching a movementspeed 50% above Jymie’s own.
Personal Thoughts:
Vanilla? Yeah. Considering that I added this just before now, since I realized he had no Ultimate Innate, I think it'll work until something more interesting could be added. Or it could just be kept since it's pretty good and stable.
________________________________________________________
Ultimate Ability 1: Hypercharge!
Passive: Jymie restores Golem Health while attacking non-Hero enemies.
Active:
For a short time, Golem Jymie gains a massive Attackspeed burst, his autoattacks reduces armor of enemies struck and the damage increases for each consecutive hit, and he’ll deal bonus damage to towers.
Personal Thoughts:
If it wasn't clear; The passive basically gives him Mana Leech, but for Golem Health. And, no, normal Mana Leech should not work to restore Golem Health. Or maybe it should? Hmm... Also, as you might have noticed, yes, this ability is indeed a flip-side of his normal Ability 1. Is that bad? No, it isn't, not in my opinion. It's supposed to be Jymie inside the golem, powering himself up, and that makes this flip-side make perfect sense, especially as you consider that the Golem works pretty much on brute force, punching stuff is it's favorite thing to do on it's free time. Second to playing RoW, of course.
_____________________________________________________
Ultimate Ability 2: EMP! (Electromagnetic Punch!)
Active:
Jymie targets an enemy and jumps to it (This allows him to jump over terrain like Rocket Boots), and upon landing, strikes it with a massive electromagnetic punch, dealing bonus damage and silencing and dazing the target for a brief time. This punch deals magical damage.
Personal Thoughts:
As I said earlier, this ability was one of the original ones, and I still love the visual concept of it. I imagine it as a straight punch with a sideways effect of Thunderclap. Really cool. Anyways, is the jump to much? Should it just be walk-up-and-punch? It was the original idea, but I added the jump to give it more of an ultimate feeling and also give him some mobility and proper ganking potential. Also, Daze plus Silence? To much? Maybe just Daze? Silence was the original idea, but I think Daze might be the better one to go with...
_____________________________________________________
Ultimate Ability 3: Holy/Unholy Overload.
Passive:
Golem Jymie got an aura which reduces the Resistance of all enemies on the map by a certain amount, and all allied non-heroes deals a % of their damage as Magical Damage.
Active:
When activated, a burst of raw holy/unholy energy will surround Golem Jymie, dealing Magical Damage to all enemies within range (slight bit above melee), and enemy non-Heroes that was within a certain AoE when the ability activated will turn on their allies, attacking allied non-Hero units. However, while this ability is active, Golem Jymie cannot be properly controlled except for casting abilities. Otherwise, he will always move towards and attack the closest enemy, wherever on the map that may be. This ability can be turned off again after a brief amount of time.
Personal Thoughts:
Yes, this passive is a powered-up version of the Ability 3 passive, which suits him very well. Is it to good? Maybe. But I don't think so. It'll give him a good role in a team and makes you into a target for enemies. As for the active, well. I see it as some sort of Immolation at this stage, hopefully with some nicer visual effects, and I think it's good. It'll allow you to dominate the Area around you, while making yourself into a mad combat doll. And, to clarify, even when using Holy/Unholy Overload, you can still activate Hypercharge, you can still target an opponent to jump to and you can still turn it off. It's a power-for-control-exchange, but no meaning in going to far, it is part of his ultimate after all and should be useful.
_____________________________________________
So, yes. That was Jymie, the Master Golemancer. If you have any, please write your thoughts and criticism down below and we'll see what we'll make out of this!
Oh, and of course I will be ready to answer any questions about the hero that you might have, just ask them here and I'll get to it!