Shnobz
New member
This is a concept of combo mechanic, which can be used in design of any future hero. Personally, I think mage archetype will be the best for this mechanic, something like Invoker-style.
How this mechanic works:
1.1) Instead of 3 basic abilities (#1, #2 and #3), hero has 9 basic abilities (#1A, #1B, #1C, #2A, #2B, #2C, #3A, #3B, #3C)
2.1) When any A ability is used, it stays as A, but all other abilities swap to B.
2.2) When any B ability is used, it swaps back to A, but all other abilities swap to C.
2.3) When any C ability is used, all abilities swap back to A, ending combo.
2.4) If no ability is used after during X seconds, Combo ends and all abilities swap to A.
3.1) All basic abilities have no CD.
3.2) Instead, they use universal pool of charges.
3.3) At the start, the pool has 0 charges. Each set of abilities (#1, #2 and #3) has a passive "Increase Charge Pool by 2".
3.4) When all 3 sets are unlocked, hero will have 6 charges.
3.5) Number of charges can be increased by items like Rapid Recharge.
3.6) Recharge time of charges can be decreased by CD reduction.
4.1) All A abilities use 1 charge. All B abilities use 2 charges, all C abilities use 3 charges.
4.2) It means that all B abilities should be more powerful than A abilities, while C abilities are the most powerful (Combo-Finishers). Abilities A should be minor, so spamming them is not OP.
5.1) Ultimate is "Combo Refresher"
5.2) It immediately recharges all charges when used
5.3) Optional: One of it`s upgrades could set cost of all abilities to 1 charge for X seconds.
Examples:
1) At the start of the game the player takes #1 ability, which gives him 2 charges. It means, that two #1A abilities can be used.
2) Then the player takes #2 ability, which also gives him 2 charges, so his Charge Pool is 4. It means, that the player can use combos like:
#1A -> #2B -> #2A
#1A -> #1A -> #2B
#2A -> #1B -> #1A
#2A -> #2A -> #1B
#1A -> #1A -> #1A -> #1A
#2A -> #2A -> #2A -> #2A
3) Then the player takes #3 ability, which also gives him 2 charges, so his Charge Pool is 6. It means, that the player can use combos like:
#1A -> #2B -> #3C
#1A -> #2B -> #1C
#1A -> #3B -> #1C
#1A -> #3B -> #2C
#2A -> #1B -> #3C
#2A -> #1B -> #2C
#2A -> #3B -> #1C
#2A -> #3B -> #2C
#3A -> #2B -> #1C
#3A -> #2B -> #3C
#3A -> #1B -> #2C
#3A -> #1B -> #3C
#1A -> #2B -> #2A -> #1B
#1A -> #3B -> #3A -> #1B
#1A -> #2B -> #2A -> #3B
#1A -> #3B -> #3A -> #2B
#2A -> #1B -> #1A -> #2B
#2A -> #3B -> #3A -> #2B
#2A -> #1B -> #1A -> #3B
#2A -> #3B -> #3A -> #1B
#3A -> #1B -> #1A -> #3B
#3A -> #2B -> #2A -> #3B
#3A -> #2B -> #2A -> #1B
#3A -> #1B -> #1A -> #2B
#1A -> #1A -> #1A -> #1A -> #2B
#1A -> #1A -> #1A -> #1A -> #3B
#1A -> #1A -> #1A -> #2B -> #2A
#1A -> #1A -> #1A -> #3B -> #3A
#1A -> #1A -> #2B -> #2A -> #2A
#1A -> #1A -> #3B -> #3A -> #3A
#1A -> #2B -> #2A -> #2A -> #2A
#1A -> #3B -> #3A -> #3A -> #3A
#2A -> #2A -> #2A -> #2A -> #1B
#2A -> #2A -> #2A -> #2A -> #3B
#2A -> #2A -> #2A -> #1B -> #1A
#2A -> #2A -> #2A -> #3B -> #3A
#2A -> #2A -> #1B -> #1A -> #1A
#2A -> #2A -> #3B -> #3A -> #3A
#2A -> #1B -> #1A -> #1A -> #1A
#2A -> #3B -> #3A -> #3A -> #3A
#3A -> #3A -> #3A -> #3A -> #2B
#3A -> #3A -> #3A -> #3A -> #1B
#3A -> #3A -> #3A -> #2B -> #2A
#3A -> #3A -> #3A -> #1B -> #1A
#3A -> #3A -> #2B -> #2A -> #2A
#3A -> #3A -> #1B -> #1A -> #1A
#3A -> #2B -> #2A -> #2A -> #2A
#3A -> #1B -> #1A -> #1A -> #1A
#1A -> #1A -> #1A -> #1A -> #1A -> #1A
#2A -> #2A -> #2A -> #2A -> #2A -> #2A
#3A -> #3A -> #3A -> #3A -> #3A -> #3A
Basically, after each use of ability (except C Finishers) player has 2 options: to break the combo by pressing the same ability again, or to use one of two abilities of next "tier".
Optional Passives
Maybe abilities should also provide passive effects for different ways of Charge generation. For example:
1) Recharge X charges when enemy hero is killed
2) Weapon attack hits against heroes accelerate recharge rate by X% for Y seconds.
3) Dealing X damage within Y seconds window recharges 1 charge.
How this mechanic works:
1.1) Instead of 3 basic abilities (#1, #2 and #3), hero has 9 basic abilities (#1A, #1B, #1C, #2A, #2B, #2C, #3A, #3B, #3C)
2.1) When any A ability is used, it stays as A, but all other abilities swap to B.
2.2) When any B ability is used, it swaps back to A, but all other abilities swap to C.
2.3) When any C ability is used, all abilities swap back to A, ending combo.
2.4) If no ability is used after during X seconds, Combo ends and all abilities swap to A.
3.1) All basic abilities have no CD.
3.2) Instead, they use universal pool of charges.
3.3) At the start, the pool has 0 charges. Each set of abilities (#1, #2 and #3) has a passive "Increase Charge Pool by 2".
3.4) When all 3 sets are unlocked, hero will have 6 charges.
3.5) Number of charges can be increased by items like Rapid Recharge.
3.6) Recharge time of charges can be decreased by CD reduction.
4.1) All A abilities use 1 charge. All B abilities use 2 charges, all C abilities use 3 charges.
4.2) It means that all B abilities should be more powerful than A abilities, while C abilities are the most powerful (Combo-Finishers). Abilities A should be minor, so spamming them is not OP.
5.1) Ultimate is "Combo Refresher"
5.2) It immediately recharges all charges when used
5.3) Optional: One of it`s upgrades could set cost of all abilities to 1 charge for X seconds.
Examples:
1) At the start of the game the player takes #1 ability, which gives him 2 charges. It means, that two #1A abilities can be used.
2) Then the player takes #2 ability, which also gives him 2 charges, so his Charge Pool is 4. It means, that the player can use combos like:
#1A -> #2B -> #2A
#1A -> #1A -> #2B
#2A -> #1B -> #1A
#2A -> #2A -> #1B
#1A -> #1A -> #1A -> #1A
#2A -> #2A -> #2A -> #2A
3) Then the player takes #3 ability, which also gives him 2 charges, so his Charge Pool is 6. It means, that the player can use combos like:
#1A -> #2B -> #3C
#1A -> #2B -> #1C
#1A -> #3B -> #1C
#1A -> #3B -> #2C
#2A -> #1B -> #3C
#2A -> #1B -> #2C
#2A -> #3B -> #1C
#2A -> #3B -> #2C
#3A -> #2B -> #1C
#3A -> #2B -> #3C
#3A -> #1B -> #2C
#3A -> #1B -> #3C
#1A -> #2B -> #2A -> #1B
#1A -> #3B -> #3A -> #1B
#1A -> #2B -> #2A -> #3B
#1A -> #3B -> #3A -> #2B
#2A -> #1B -> #1A -> #2B
#2A -> #3B -> #3A -> #2B
#2A -> #1B -> #1A -> #3B
#2A -> #3B -> #3A -> #1B
#3A -> #1B -> #1A -> #3B
#3A -> #2B -> #2A -> #3B
#3A -> #2B -> #2A -> #1B
#3A -> #1B -> #1A -> #2B
#1A -> #1A -> #1A -> #1A -> #2B
#1A -> #1A -> #1A -> #1A -> #3B
#1A -> #1A -> #1A -> #2B -> #2A
#1A -> #1A -> #1A -> #3B -> #3A
#1A -> #1A -> #2B -> #2A -> #2A
#1A -> #1A -> #3B -> #3A -> #3A
#1A -> #2B -> #2A -> #2A -> #2A
#1A -> #3B -> #3A -> #3A -> #3A
#2A -> #2A -> #2A -> #2A -> #1B
#2A -> #2A -> #2A -> #2A -> #3B
#2A -> #2A -> #2A -> #1B -> #1A
#2A -> #2A -> #2A -> #3B -> #3A
#2A -> #2A -> #1B -> #1A -> #1A
#2A -> #2A -> #3B -> #3A -> #3A
#2A -> #1B -> #1A -> #1A -> #1A
#2A -> #3B -> #3A -> #3A -> #3A
#3A -> #3A -> #3A -> #3A -> #2B
#3A -> #3A -> #3A -> #3A -> #1B
#3A -> #3A -> #3A -> #2B -> #2A
#3A -> #3A -> #3A -> #1B -> #1A
#3A -> #3A -> #2B -> #2A -> #2A
#3A -> #3A -> #1B -> #1A -> #1A
#3A -> #2B -> #2A -> #2A -> #2A
#3A -> #1B -> #1A -> #1A -> #1A
#1A -> #1A -> #1A -> #1A -> #1A -> #1A
#2A -> #2A -> #2A -> #2A -> #2A -> #2A
#3A -> #3A -> #3A -> #3A -> #3A -> #3A
Basically, after each use of ability (except C Finishers) player has 2 options: to break the combo by pressing the same ability again, or to use one of two abilities of next "tier".
Optional Passives
Maybe abilities should also provide passive effects for different ways of Charge generation. For example:
1) Recharge X charges when enemy hero is killed
2) Weapon attack hits against heroes accelerate recharge rate by X% for Y seconds.
3) Dealing X damage within Y seconds window recharges 1 charge.