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Old 03-22-2008   #1
 
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Heaven's Recovery Aura (v3)

Every third time the Heavenly Knight lands a strike, himself and allies within 400/800/1200 range recover 10/30/70% of the damage his last attack dealt.
In addition to this, Heaven's Recovery Aura grants the Heavenly Knight and nearby allies (400/800/1200 range) a 10/20/30% chance to revive upon death with full hp and mana.


Credit for this idea goes to eganondorf- I simply combined two of his ideas and formated it.
I believe it is easy enough to understand- every few times the HK attacks, himself and nearby allies recover some hp.

Keep in mind that numbers mean nothing, as they can be changed and balanced at a later date. Vote on concept.
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Old 03-22-2008   #2
 
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Re: Heaven's Recovery Aura (v3)

I don't like the "in range" thing. I rather have it like healing wave, so first level gives 10% healing to the first allied hero. Then second level two nearest allied heroes and so on.
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Old 04-01-2008   #3
 
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Re: Heaven's Recovery Aura (v3)

i like the idea for the revive, but the % chance shouldnt be 30% imho, it seems a little overpowered, more like 4% / 7% / 10% in 400 / 800 / 1200 range

instead of every third attack causing a heal, couldnt it be like a % chance on hit to cast a heal?

like the heavenly knight has a 5% chance on attack to cast a healing wave healing 2000 damage and jumping to nearby allies losing 10% each time
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Old 04-07-2008   #4
 
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Re: Heaven's Recovery Aura (v3)

Quote:
I don't like the "in range" thing. I rather have it like healing wave, so first level gives 10% healing to the first allied hero. Then second level two nearest allied heroes and so on.
That's not a bad idea, though I personally would prefer in range. I do disagree with my original numbers for the range, however- an area much smaller, such as 300 or so, would work better. Something that heals in an area, without using healing wave, akin to the Goblin Alchemist's Healing Spray.


Quote:
i like the idea for the revive, but the % chance shouldnt be 30% imho
I admit that 30% chance to reincarnate as a passive aura is too high, however the numbers I wrote did not have much thought put into them. As I said, numbers can be changed very easily, so I wouldn't worry about things such as that. The question that needs answering is whether or not you like the idea itself.


Quote:
instead of every third attack causing a heal, couldnt it be like a % chance on hit to cast a heal?
While normally an ability such as this would simply have a set percentage to proc on each attack, I think it would be nice to escape from that cookie-cutter style of making spells and abilities (at least for a little while ). I probably wouldn't have thought of the idea of activating an ability every x hits had eganondorf not posted his idea, and I am glad he did.

Taking into consideration Heavenly Knight's high attack speed, I think that just as 30% for the aura to activate is too strong, so to do I think that activating every third hit would be an imbalance. That is, unless it was set to a specific number rather than a % of damage dealt, and that number was reasonably low.
To be perfectly honest, I think healing every ~fifth hit for maybe 1000hp, would be nice. Nothing too powerful, but during a long fight those heals would surely add up to be very helpful.

Another possibility would that every x hits the Heavenly Knight heals a set amount of hp, evenly distributed between all those in range.

For example, say every 3 hits the ability activates. If the ability heals a raw 6000 hp, and the Heavenly Knight was alone inside his aura range (no one else around), then every third attack of his would heal him 6000 hp. If there was one other person in his aura range, then every third attack would heal each of them 3000 hp, 3 people in range would heal 2000 hp, etc..

I don't know how hard it would be to code that, but just another idea to think about I guess.


Anyways, for the time being I will stick to my original idea of recovering life based on damage dealt. Farther thought can be put into this if it is a subject of peoples' dislike.
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