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johnnykakeseondota's Issues
Jun 1st 2023 PT
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add easy and hard mode
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add possibility to increase/decrease boss attack animation speed
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fen kit changes
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fen counter visual/audio impact
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add basic 1v1 arena
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describe current dota systems/behavior (abilities/AI)
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We still want Eon Stones to drop from the boss when its weak point is hit. However, the twist now is that players need to collect these stones and deposit them in one of the four distinct corners of the map to get a power-up. Each of these spots will have unique visual and offer a different type of power-up.
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When four stones have been deposited, the final Eon Sphere will make a dramatic entry at the map's center. This sphere will have a health bar and players need to strike it to crack open its shell and obtain the last Eon Stone. Ensure there's a prompt for players to understand this part of the game.
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In the second phase, the boss should be smaller, but its attacks should be quicker (requiring faster reaction times) and less potent.
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Also in the second phase, the boss should be capable of accelerating plant growth rapidly. This would create plants around the map that can produce damaging thorns or even immobilize players when struck by the boss's attack. Here's an example of the immobilizing attack (https://youtu.be/ZqU1Yng51QA?t=57) and a damaging plant (https://youtu.be/ZqU1Yng51QA?t=15). These grown plants can be destroyed by the player's attacks.
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Replace the boss's laser attack with a fire-breathing attack in phase 2.
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In phase 3, the boss should be massive and cause more damage than earlier. Instead of leaping, the boss now has a delayed teleportation ability, showing a prediction of where it will reappear (imagine it vanishing and then ripping through space-time to emerge behind you).
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In the third phase, there should be machines that emit lightning, creating electric arcs between them that can harm players.
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Add portals
arena:
https://cdn.discordapp.com/attachments/1052780369478422538/1111714918102741033/image.png
- Local time acceleration bubble. Beast roars, everything in a radius around it becomes 2x faster (movement, cast/attack animations, and cooldowns), includes itself, heroes, and any background elements (e.g. plants and ambiance critters would have their animations sped up).
Since effect radius is limited, this would make it so staying near the beast is beneficial to players, but also more dangerous. So players can choose between staying closer and dealing more DPS, but having to pay more attention to dodging, or playing safe by staying away and waiting for the effect to end.
Suggested duration: 10-15 seconds.
- Split timeline. Beast roars, the roar does nothing, but gives it a buff (denoted by e.g. a strong blue aura around its body) affecting (and consumed by) the beast's next ability cast.
Buff effect: the next ability used by the beast has its animation frozen right before it ends (so players can recognize what move was about to be used). A brief delay after this freeze, the beast splits its time in two: it continues performing actions, while leaving behind a "time remnant", frozen right before performing the previous ability. After a few seconds, the time remnant unfreezes and executes its "stored" ability.
This causes players to have to split their attentions between the "live" beast, which is acting normally and pursuing them, and the "frozen" one, which will perform an attack later on that they have to dodge.
During the 2nd phase of the fight, the beast leaves 2 time remnants instead before continuing to act. During the 3rd phase, it leaves 3.
Example combinations:
One beast charges while the other uses its breath attack.
One beast leaps while the other uses its ultimate (spikes from the ground attack)
One beast claws, the other bites
Four beasts charge in different directions, criss-crossing through the arena
Etc.
- Big Crunch
A simple, classic boss move where he stops and channels an ability which sucks everything towards it. Either forces players to move away from it continuously during the effect, or to use columns, ledges, walls etc. to avoid being sucked in. It's not original, I'm just throwing it out there because it could be visually impressive if using the "big crunch" theme.
Jun 22nd 2023 PT
- 2nd phase: deal half of the usual damage to boss before transition
- boss becomes invulnerable
- minions start spawning
- minions spawn in waves
- lots of weak minions
- while fighting minions, boss throws time bombs on plants
- plants grow and start rooting nearby players
- after growing, plants can be destroyed, have 2.5x creep health
- mini-phase ends after all minions are dead or 45 seconds pass
- minions spawn in 4 waves, 30s total
- few elites at the end with simple knockback
- 3rd phase: add minions constantly spawning
- 3rd phase: clone attack
Jun 15th 2023 PT
- Swap Fen's hotkey positions: Q to E, W to Q, E to W
- Change Fallen Snow W to a frontal cone
- Add Kan's version of Fallen Snow R
- Karana Q
- Karana W
- Karana E
- Karana R
- Add pre-boss level
- target dummies
- mobs
- breakable columns
- Add time acceleration bubble
- Add split timeline
- Add big crunch
Local time acceleration bubble. Beast roars, everything in a radius around it becomes 2x faster (movement, cast/attack animations, and cooldowns), includes itself, heroes, and any background elements (e.g. plants and ambiance critters would have their animations sped up).
Since effect radius is limited, this would make it so staying near the beast is beneficial to players, but also more dangerous. So players can choose between staying closer and dealing more DPS, but having to pay more attention to dodging, or playing safe by staying away and waiting for the effect to end.
Suggested duration: 10-15 seconds.
Split timeline. Beast roars, the roar does nothing, but gives it a buff (denoted by e.g. a strong blue aura around its body) affecting (and consumed by) the beast's next ability cast.
Buff effect: the next ability used by the beast has its animation frozen right before it ends (so players can recognize what move was about to be used). A brief delay after this freeze, the beast splits its time in two: it continues performing actions, while leaving behind a "time remnant", frozen right before performing the previous ability. After a few seconds, the time remnant unfreezes and executes its "stored" ability.
This causes players to have to split their attentions between the "live" beast, which is acting normally and pursuing them, and the "frozen" one, which will perform an attack later on that they have to dodge.
During the 2nd phase of the fight, the beast leaves 2 time remnants instead before continuing to act. During the 3rd phase, it leaves 3.
Example combinations:
One beast charges while the other uses its breath attack.
One beast leaps while the other uses its ultimate (spikes from the ground attack)
One beast claws, the other bites
Four beasts charge in different directions, criss-crossing through the arena
Etc.
Big Crunch
A simple, classic boss move where he stops and channels an ability which sucks everything towards it. Either forces players to move away from it continuously during the effect, or to use columns, ledges, walls etc. to avoid being sucked in. It's not original, I'm just throwing it out there because it could be visually impressive if using the "big crunch" theme.
Jun 29th PT
KARANA:
- Q: stationary laser, can cast dodge while doing it
- W: places down third eye, it then pulses 3x dealing damage and pulling enemies in slightly. if shot by laser, third eye explodes, dealing more damage and knocking back
- E: become invulnerable and move faster, but unable to attack or use spells (~2-3s)
- R: now ground-targetable, circle shrinks over time
- dodge: backwards jump-blast
FEN:
- dodge: similar to E, but line, and add a bit of knockback (to edge of spin roughly), same cd as E
FALLEN SNOW:
- Q: no change
- W: revert to blizzard
- E: frost nova, point-blank aoe, damage and root
- R: revert to unity version, press fast to throw a medium-range projectile in front of her, linear hitbox
- dodge: old E
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