• Guest, we are doing a new map (refresh) for Herocraft. Gather your friends and get ready! Coming next Friday, 06/28/24 @ 7PM CT play.hc.to
    Read up on the guides and new systems! Here.
    View the LIVE Map here @ hc.to/map
    Stuck or have a problem? use "/pe create" to to open a ticket with staff (There are some known issues and other hotfixes we will be pushing asap)
  • Guest, Make sure to use our LAUNCHER! Read more here!

Suggestion If Herocraft was a MOBA...

Ultanian

Portal
Joined
May 28, 2013
Not exactly a suggestion, but if the classes of the Multiverse were altered and fought in the arena, what exactly would their kit look like? How would that arena function? The following is my interpretation on that idea. So, without further ado....

Heroes of the Multiverse
Souls of the fallen collect and merge throughout the Multiverse, and train within the Arena! Here, an endless battle is fought between the heroes of old and new, in a struggle to prove their worth. Monsters, unlike in other realms, seem to have picked sides as well. In this clash, which side will you join?

Gameplay Mechanics:
[Structures/Arena]: There are 3 lanes, each with it's own Tower. Towers will target Heroes unless an enemy Monster is nearby, and will target that instead. Each Tower deals 25 damage per second, and, against heroes, 2 seconds of slowness with an additional 3% max health damage per shot. Towers can only be damaged by Monsters, each sacrificing itself to destroy it. It takes 15 Monsters to destroy a Tower.
Past these towers is the Core, which is destroyed after taking damage from 45 Monsters. It deals 25 damage per second, but will always target Heroes before Monsters.

[Monsters]: Monsters (Zombie) spawn in packs of 3, pushing forward in each lane. At base level, each has a total health pool of 200 health, and deals 50 damage per swing, both of which can be upgraded later in the game. Each drops an amount of soul shards if killed by a Hero.

[Leveling]: Experience is gained by killing Monsters and enemy Heroes. Every level gained also gives a set amount of souls (currency). The Max level is 30.

[Economy]: Soul shards can be turned into Souls at the Core, which then are used to purchase items and upgrades in the Shop. Items include armor, weapons and runestones. Upgrades include but are not limited to heals, Monsters, and Buildings. Some items, such as armor and weapons, are kept on death. All soul shards and reagents will be dropped on death. Killing an enemy Hero rewards 10% of their current amount of Souls.
Classes:
Casters
Wizard (High damage, Single Target Caster)
Health: 650 ( +15 per level)
Health Regen: 6 per 5 seconds
Mana: 1000 ( +30 per level)
Mana Regen: 10 per 5 seconds
Base Tool Damage: 13 ( +5 per level)


Skills:
[1] Fireball: Throws a ball of fire directly in front of you, dealing (110 + 15 per level) damage to the first target hit.
Cooldown: 6 seconds
Mana Cost: 100
[2] Icebolt: Throws an icebolt directly in front of you, dealing (50 + 10 per level) damage to the first target hit and slowing them for 4 seconds.
Cooldown: 6 seconds
Mana Cost: 75
[3] Blink: Teleport up to 8 blocks in the direction you are looking.
Cooldown: 10 seconds
Mana Cost: 85
[Ultimate] Bolt: Strikes your target with lighting within 16 blocks, dealing (225 + 25 per level) damage. Takes 1 second to warm up.
Cooldown: 60 seconds
Mana Cost: 200
[5] Port: Ports yourself and party members within a 10 block radius to your team's Core. Interrupts upon taking damage. Takes 10 seconds to warm up.
Cooldown: 20 seconds
Pyromancer (Medium damage, AOE Caster)
Health: 800 ( +15 per level)
Health Regen: 6 per 5 seconds
Mana: 780 ( +20 per level)
Mana Regen: 8 per 5 seconds
Base Tool Damage: 40 ( +5 per level)
Skills:
[1] Dragon Breath: Unleashes three fiery lines of Dragon Breath up to 6 blocks in front of you, each dealing (60 + 15 per level) damage to targets hit.
Cooldown: 8 seconds
Mana Cost: 100
[2] Combustion: Explodes a target within 6 blocks, dealing 15% of it's maximum health in damage to enemies within 6 blocks.
Cooldown: 15 seconds
Mana Cost: 75
[3] Inferno Flash: Teleport up to 5 blocks in the direction you are looking, and deal (10 + 5 per level) damage to enemies within 6 blocks.
Cooldown: 10 seconds
Mana Cost: 85
[Ultimate] Firestorm: Summons a raging firestorm, with a 6 block radius, which deals (18+5 per level) damage per second, lasting 6 seconds.
Cooldown: 25 seconds
Mana Cost: 100
[Passive] Chaotic Strength: Using a skill empowers your next melee attack by 50%, and it deals damage to all targets within 4 blocks.

Necromancer (Damage-Over-Time, Debuff Caster)
Health: 750 ( +15 per level)
Health Regen: 6 per 5 seconds
Mana: 900 ( +30 per level)
Mana Regen: 15 per 5 seconds
Base Tool Damage: 13 ( +5 per level)


Skills:
[1] Bone Spear: Launches a spear of bone up to 20 blocks away, piercing all enemies hit, dealing (70 + 5 per level) damage to all targets hit.
Cooldown: 8 seconds
Mana Cost: 100
[2] Despair: Deals (25 + 5 per level) damage to all targets within 8 blocks and blinds them for 4 seconds.
Cooldown: 10 seconds
Mana Cost: 75
[3] Famine: Slows and stuns your target within 5 blocks by 50% for 3 seconds.
Cooldown: 10 seconds
Mana Cost: 80
[Ultimate] Nightmare: Blinds, nauseates, and slows a target within 6 blocks for 8 seconds.
Cooldown: 40 seconds
Mana Cost: 150
[Passive] Plague: Your skills and melee attacks do an additional (80 + 15 per level) damage over 6 seconds. Does not stack.

Beguiler (Low Damage, Harassment Caster)
Health: 735 ( +15 per level)
Health Regen: 6 per 5 seconds
Mana: 1050 ( +25 per level)
Mana Regen: 7 per 5 seconds
Base Tool Damage: 13 ( +5 per level)


Skills:
[1] Plaguebomb: Throws a plagued sheep ahead of you, which explodes after 6 seconds dealing (130 + 30 per level) damage to all targets within 4 blocks.
Cooldown: 12 seconds
Mana Cost: 100
[2] Beguile: Your target (within 8 blocks) wanders witless, drifting a block or two every half-second for 3 seconds.
Cooldown: 9 seconds
Mana Cost: 90
[3] Quantum Leap: Swap places with your target within 10 blocks.
Cooldown: 15 seconds
Mana Cost: 150
[Ultimate] Piggify: Force your target within 12 blocks to mount a pig for 5 seconds. Breaks when damage has been inflicted on the victim.
Cooldown: 45 seconds
Mana Cost: 200
[5] Clarity: Increase you and your team (within 15 blocks)'s mana regeneration by 30 for 15 seconds.
Cooldown: 20 seconds

To be continued
 
Last edited:
Joined
Oct 23, 2013
Reads Title
"IF HEROCRAFT WAS A MOBA..."
That's kinda exactly the point. (Or DOTA2, or SMITE, or any non-important MOBA, there's dozens)
I dont remember it originally being named that. But whatever, just saying it'd be rather hard to implement because leveling would have to come with scaling gear. a team could be well balanced and win at level 1 with how gear is right now. Just makes it like a glorified arena. now if the currency actually got good shit that gave flat hp increases into the 2-3ks and rangers went bot and built crit chance and damage and stuff like that, then it might be interesting.
 

Trazil

Legacy Supporter 2
Joined
Mar 31, 2013
I dont remember it originally being named that. But whatever, just saying it'd be rather hard to implement because leveling would have to come with scaling gear. a team could be well balanced and win at level 1 with how gear is right now. Just makes it like a glorified arena. now if the currency actually got good shit that gave flat hp increases into the 2-3ks and rangers went bot and built crit chance and damage and stuff like that, then it might be interesting.
I actually don't think it would be that difficult, and would think it's already possible with heroes to make a very enjoyable moba. There would need to be more classes, but that wouldn't be too hard considering that they would each only have 4 skills. It's even possible to get actives like leagues summoner spells or Smites relics using money (emeralds?) to trade villagers at the shop for items that have an effect.

Anyway there would be something preventing teams from winning at lvl 1 like every other moba I would think. Btw a MOBA is just a glorified arena.
 
Top