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 Kennel Master

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Spartan
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PostSubject: Kennel Master   Mon 21 Mar - 1:39

New Hero:

Name : Kennel Master
Weapon : M4 Carbine
Health : 314
Mana : 50
Rank Specified : Around 100k

Spell #1 : Adrenaline = increases nearby allied units movement speed by 5% and Attack speed 3%.
1-6 Each level increases Movement Speed by 2% and Attack Speed by 1%.
Restricted Complex Data Base : After years of experience in the Restricted Complex kennels he learns the true way to motivate the Dogs.

Spell #2 : Reflexes (RF's Aura)
(Reflexes improvement here)
(Database here)

Spell #3 : Ferociosness = Decreases Nearby enemy unit's armor by 2.
1-6 Imrpoves armor deduction by 2.(Is a Aura)
Description : After years of training the Dogs they look fierce to even the strongest of the soldiers.

Spell Book :

Spell #1 : Spawn Dog (Security Officer's dog)
Improves with each book level.
Resricted Complex Database (Put SO's dog skill here.)
Spell #2 : Evade 5% imroves by 5% each level it is researched in book (LVL 2 SO Dog)
Restricted Complex Database : Every time the Kennel Master gets more dogs in the RC601's Kennels they usually were picked up from labs that tested on them to make them more ferocious.
Spell #3 : Loose Chains (Sends all nearby allied dogs into a bezerk state) Improvement of Evade and the SO's Dog.
Restriced Complex Database : The Kennel Master takes off the chains of the dogs so they will run wild with their mutations they underwent in the lab.
Spell #4 : Call the Gaurd (Helicopter drops 4 Security officers lasts 120 seconds cooldown 240 seconds)
Restricted Complex Database : Before they sent dogs you had to have 4 Security Officers to gaurd them back then. Now you just need 4 Security Officers to secure the area.
Spell #5 : Let the Dogs loose (Teleports in 4 dogs that last 60 seconds, cooldown 120 seconds)
Restricted Complex Database : The Kennel Master calls in to control for some dogs to help with the traitors.
Spell #6 : Fear (Increases Dog's attack damage by 20 damage)
Restricted Complex Database : The mutations the dogs went through were not a success because they tried cloning them, instead of cloning they made the dogs bigger and even more deadlier.


Thoughts on hero: I really thought this game should have yet another hero other then Security Officer that has a Dog. So i just made this suggestion. Although it might not be a good idea but to me this is very fun to play as. The SO it has in spell book is there to control the dogs.


Last edited by jk2pach on Mon 11 Apr - 18:42; edited 2 times in total (Reason for editing : Added in details)
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PostSubject: Re: Kennel Master   Mon 21 Mar - 7:14

interesting idea, but I don't think a Kennel Master is a good fit for an aura master.

more importantly: "Spell #4 : Call the Gaurd (Helicopter drops 4 Security officers lasts 120 seconds cooldown 240 seconds)"
Why?---------------------------------------------------------^


The abilities don't really make sense for this hero.

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PostSubject: Re: Kennel Master   Mon 21 Mar - 13:35

____________----------------------------------->
____________^
mm..... Kennel Master ( SO master ) --> SO --> Doggies ( tanks / meatshields / item finder )

Imo, the kennel master controls the SOs which the SOs then protects the doggies. In such a way that the kennel master is the controller for the nearby SOs and doggies. My opinion.

But at first look, that spell really made me feel odd.
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PostSubject: Re: Kennel Master   Tue 22 Mar - 4:20

Well yes your on the right track mickey because if theres no Security Officers to keep the dogs under control then how would we manage with wild ferocious dogs? We would be dead if it werent for the Security Officers. Also ive seen alot of people comment on how they get the SO's dog so maybe we should bring the dog back to the battle.


(Off Topic : Wooot im a lance corporal)
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PostSubject: Re: Kennel Master   Tue 22 Mar - 4:50

Sorry to say, the class just doesn't make sense to me.

It's a lesser version of Battalion Chief and closer to Security Officer with Commander Fitting.

Honestly, this hero seems like it could be a good idea but focus more on dogs and less on the silly security officer summoning + aura master theme.

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WHO WAN'S THIS DAWG!?


Once bitten, twice.....zombie
The rset can be a toatl mses and you can slitl raed it whotiut pleborm. Tihs is bseacue the huamn mnid deos not raed eevry lteter by ilsetf, but the wrod as a wlohe.
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PostSubject: Re: Kennel Master   Wed 23 Mar - 6:22

I think if a little more thought goes into this it will make it a master SO but it has better abilitys such as the dogs.
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PostSubject: Re: Kennel Master   Thu 24 Mar - 13:56

Improve/add spell descriptions (the text displayed under "Restricted Complex Database") for the spells which do not already exist.

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PostSubject: Re: Kennel Master   Thu 24 Mar - 15:53

Alright I edited it to make the database description.
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PostSubject: Re: Kennel Master   Fri 25 Mar - 18:46

Hmmm.... my heroes topic has been a while since someone even mentioned it *looks at jk2pach* anyways... is it ok now cause i just added some descriptions to the abilities.
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PostSubject: Re: Kennel Master   Mon 28 Mar - 16:48

I do not answer until I'm ready to take care of it Wink

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PostSubject: Re: Kennel Master   Tue 29 Mar - 18:25

Looks like now you have a nice hero. But why only give him 1 Dog (and the temporary 4 he can summon)?

My suggestions:
-Reduce the Firepower (give him the CE weapon) and increase the max amount of Dogs the KenMan can control at once. (Example: 1/1/2/2/3/3)
-Are the KenMans Dogs the same as the SO-Dogs? Because I would like to think the KenMan keeps the best Dogs for himself.
-Reduce the Summoned Guards to 3
-Give him some Heal that works only for the Dogs, so he can support them not only offensively.

And some Changes for the "Summon 4 Dogs"-Spell:
-Change it to Booklevel 6, Name: "Loyal to the Death", summons 4 Skeletal-Dogs... because Dogs are supposed to be loyal Wink

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PostSubject: Re: Kennel Master   Wed 30 Mar - 1:20

Yea that is a good idea namorax i like how you improve things well, you should get a medal for that
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PostSubject: Re: Kennel Master   Mon 11 Apr - 18:42

So, I finally refuse it. Sorry for the delay, I made it and checked it, but...I dislike. It will not bring something to the gameplay.

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PostSubject: Re: Kennel Master   Tue 12 Apr - 1:40

Then I'll take the Idea. That ok?

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PostSubject: Re: Kennel Master   Tue 12 Apr - 1:49

alright
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