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HoN
Sep 16 2009, 11:26 am
By: Forsaken Archer
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Jan 4 2010, 2:35 am Sand Wraith Post #1121

she/her

Here's a Hero I've been working on. I would like feedback as he is now, and how I can fill up his third ability. (This is copied over from my notes.)

. : Avatar : .
(Hellbourne)


"Do you fear the unknown? Do you fear death? Let me show you that there is nothing to be afraid of. I will show you that there is nothing to be fearful of. I will show you that all you should have terror for is me."

--

A ghostly apparition. Dark and ominous!

--

The role of Avatar is to facilitate ganks. Original role: "On his own, he can do little. In fact, entire team battles may feel like 4v5. However, Avatar's role will make the other four members of his team nigh invincible, so that although outnumbered, the apparent four-Hero team will feel like four, fully-fed, late-game Dark Ladies with a Doombringer each."
New role: Facilitate ganks by tying down the enemy.

--- 1. Fear ---

Targets single enemy Hero.
Above average cooldown length. Above average mana cost.

Inflicts target with the Fear condition for X seconds. Also deals the level of the target multiplied by 10 in True damage.

X = (1.0/1.5/1.75/2.0)s of Fear.
DMG = (LVL * 10), type: True.

-Fear, i.e. Maliken's ultimate's side effect upon enemies.

--- 2. Heavy Thoughts ---

Terrain point target, passable. No trees within 200 range.
High cooldown, above average mana cost.

Sets down a dark and foreboding Dreadful Obelisk that lasts for a maximum of X seconds. The Dreadful Obelisk can take up to Y attacks before being destroyed. When set down, the Dreadful Obelisk Restrains all enemy Heroes within 300 range. Restrain lasts until the Dreadful Obelisk expires or is destroyed.

X = (0.75/1.25/2.00/3.00)s of Restrain.
Y = 2/3/3/4 attacks before gadget destruction.

-Restrain, i.e. Puppet Master's primary movement disabler.
-Scales rather well.
-Does not affect creeps.
-Effective late game, in which team battles occur.

--- 3. [BLANK] ---

[BLANK]

--- ULT. Terror of Death ---

Instant, channels for 4s.
Average cooldown, high mana cost.

Feeding upon the instinctual fear of the cessation of life, the Avatar become more and more powerful while driving his enemies mad with terror.

Every second the Avatar channels, he regenerates X% of his max HP for every enemy Hero within 650 range. While channelling, all enemies within 650 range of him are debuffed with Terror for Ys.

X = (2.00/2.75/3.50)% of max HP recovered per enemy Hero.
Y = (1.0/2.0/3.0)s of Terror.

Terror:
Enemies suffering from Terror take 2% of their current HP as Magical damage every second. Also, enemies have a chance equal to a half of their lost HP percentage to suffer from Fear of Zs.

DMG = (2% * current HP), type: Magical.
(Lost HP% / 2)% chance of Fear for Zs.
Z = (0.40/0.65/0.90)s of Fear.

-Terror can be continuously refreshed by Terror of Death.
-Fear, i.e. Maliken's ultimate's side effect upon enemies.




Jan 4 2010, 12:27 pm LoveLess Post #1122

Let me show you how to hump without making love.

Quote from name:New-.Hydrolisk
Here's a Hero I've been working on. I would like feedback as he is now, and how I can fill up his third ability. (This is copied over from my notes.)

. : Avatar : .
(Hellbourne)


"Do you fear the unknown? Do you fear death? Let me show you that there is nothing to be afraid of. I will show you that there is nothing to be fearful of. I will show you that all you should have terror for is me."

--

A ghostly apparition. Dark and ominous!

--

The role of Avatar is to facilitate ganks. Original role: "On his own, he can do little. In fact, entire team battles may feel like 4v5. However, Avatar's role will make the other four members of his team nigh invincible, so that although outnumbered, the apparent four-Hero team will feel like four, fully-fed, late-game Dark Ladies with a Doombringer each."
New role: Facilitate ganks by tying down the enemy.

--- 1. Fear ---

Targets single enemy Hero.
Above average cooldown length. Above average mana cost.

Inflicts target with the Fear condition for X seconds. Also deals the level of the target multiplied by 10 in True damage.

X = (1.0/1.5/1.75/2.0)s of Fear.
DMG = (LVL * 10), type: True.

-Fear, i.e. Maliken's ultimate's side effect upon enemies.

--- 2. Heavy Thoughts ---

Terrain point target, passable. No trees within 200 range.
High cooldown, above average mana cost.

Sets down a dark and foreboding Dreadful Obelisk that lasts for a maximum of X seconds. The Dreadful Obelisk can take up to Y attacks before being destroyed. When set down, the Dreadful Obelisk Restrains all enemy Heroes within 300 range. Restrain lasts until the Dreadful Obelisk expires or is destroyed.

X = (0.75/1.25/2.00/3.00)s of Restrain.
Y = 2/3/3/4 attacks before gadget destruction.

-Restrain, i.e. Puppet Master's primary movement disabler.
-Scales rather well.
-Does not affect creeps.
-Effective late game, in which team battles occur.

--- 3. [BLANK] ---

[BLANK]

--- ULT. Terror of Death ---

Instant, channels for 4s.
Average cooldown, high mana cost.

Feeding upon the instinctual fear of the cessation of life, the Avatar become more and more powerful while driving his enemies mad with terror.

Every second the Avatar channels, he regenerates X% of his max HP for every enemy Hero within 650 range. While channelling, all enemies within 650 range of him are debuffed with Terror for Ys.

X = (2.00/2.75/3.50)% of max HP recovered per enemy Hero.
Y = (1.0/2.0/3.0)s of Terror.

Terror:
Enemies suffering from Terror take 2% of their current HP as Magical damage every second. Also, enemies have a chance equal to a half of their lost HP percentage to suffer from Fear of Zs.

DMG = (2% * current HP), type: Magical.
(Lost HP% / 2)% chance of Fear for Zs.
Z = (0.40/0.65/0.90)s of Fear.

-Terror can be continuously refreshed by Terror of Death.
-Fear, i.e. Maliken's ultimate's side effect upon enemies.
Using the idea of Maliken's Fear as the primary focus of this hero is pretty cool and he sounds like a primary focus to the aiding in carries. In my opinion, this hero to lack any real depth in terms of damage. He would be entirely support and from what I read, would do relatively little damage. His ult could easily heal at least 40% of his max health which actually sounds pretty fun and would allow him to turn the tide of battle with his ult as well.

For his first skill, there's a maximum of 250 true damage which isn't too bad at all. I was thinking of suggesting an initial 50 true damage, but that would be if this guy's spells are expensive as say Succubus' own set are and at level 10, a free 100 true damage on top of a 2 second pseudo disable, is more than awesome.

His second skill just sounds like too much control on top of his first and ult, so I dunno about that one.

Since he already has debuff like spells and some survivability with his ult, not to mention huge support character, I think some kind of other aids are due. Maybe add in some kind of ability that brings units to you, like Devourer, but different. Maybe replace the gadget you have with one similar to spider, but when it catches up to them, it does a reverse knockback and pulls them back to the Avatar. That sounds fun and would bring more attention to his role as a support for carries.

For a third skill, maybe some sort of other "I HALP CARRAYS" and give him a debuff aura. Have it affect enemy units so that, on each succession of an attack, adds more attack speed. So if everyone focuses on a single unit, the attack speed gain would be huge. Have it max out quick or build up slowly, your choice.



None.

Jan 4 2010, 1:39 pm Forsaken Archer Post #1123



When stomps turn deadly! Scout and night hound started getting fed off side lanes and turned into feeding off me, but once I bought eye, I only died one more time after that (getting double kill in the midst of a raging battle - blacksmith managed to drop an item, pick up eye, and run back to base with 2 chasing him ;o). Started game 2/0 turned into 2/4, then at the end 14/5. What was most horrible though is 3 of them bought blademail and I almost died twice (like <100 hp) due to ulting in the middle of them. It's hard core when accursed gets blademail and you have to pause attacking more or less for blade to run out, then his ult, then blade again. DOTA nerfed blade a bit I guess, hope hon does too.
Team wanted to kongor so I warded with both wards all over the fucking place just on the safe side. I guess if scout actually used eye at all, things would have been a little nastier but I never saw any eyes when sweeping for them. He got 12-2 at start but ended 12-8 ^_^.
Pretty sweet game.



Also had a nice game with a great ophellia. She was low psr (1500) and stats but did fucking great. Me and her ran town on them bitches.
She got shieldbreaker and it was just more rape after that. Nothing like a pest dying in 1 second.



Also one of these days I'm going to try puzzle box on FA. I figure while my skellies are running around chasing heroes, might as well as have puzzle minions do the same?

Post has been edited 1 time(s), last time on Jan 4 2010, 1:44 pm by Arachna.



None.

Jan 4 2010, 2:26 pm LoveLess Post #1124

Let me show you how to hump without making love.

CARRY TEMPEST

Carried my team from early game into the just before we turned the game around, which is when Sand Wraith stopped being such a fucking retard and actually started to do something. However, Legionnaire and Scout were worthless the whole game, just got some kills off me and Wraith. When I noticed that everyone on my team was an idiot and so we're the people we were playing, I decided I would try to carry. It worked out fucking awesome, I caught every one of those bastards in my ult each time it was cast and they generally died during it.



None.

Jan 5 2010, 12:31 am Sand Wraith Post #1125

she/her

Quote from LoveLess
Using the idea of Maliken's Fear as the primary focus of this hero is pretty cool and he sounds like a primary focus to the aiding in carries. In my opinion, this hero to lack any real depth in terms of damage. He would be entirely support and from what I read, would do relatively little damage. His ult could easily heal at least 40% of his max health which actually sounds pretty fun and would allow him to turn the tide of battle with his ult as well.

For his first skill, there's a maximum of 250 true damage which isn't too bad at all. I was thinking of suggesting an initial 50 true damage, but that would be if this guy's spells are expensive as say Succubus' own set are and at level 10, a free 100 true damage on top of a 2 second pseudo disable, is more than awesome.

His second skill just sounds like too much control on top of his first and ult, so I dunno about that one.

Since he already has debuff like spells and some survivability with his ult, not to mention huge support character, I think some kind of other aids are due. Maybe add in some kind of ability that brings units to you, like Devourer, but different. Maybe replace the gadget you have with one similar to spider, but when it catches up to them, it does a reverse knockback and pulls them back to the Avatar. That sounds fun and would bring more attention to his role as a support for carries.

For a third skill, maybe some sort of other "I HALP CARRAYS" and give him a debuff aura. Have it affect enemy units so that, on each succession of an attack, adds more attack speed. So if everyone focuses on a single unit, the attack speed gain would be huge. Have it max out quick or build up slowly, your choice.

Thank you for your feedback. I appreciate it. I myself have also considered 50 extra True damage for Fear, but I decided that it would be too much on top of the 2s pseudo-disable. I feel proud of the math behind Avatar's ultimate, as I have done some math-crafting in order to reach what I consider to be a fair and balanced ultimate.
I want to mention that the Avatar is supposed to be a pure support Hero. I have tried to build every part of him into that role. When I first began this Hero, I envisioned a Hero that by itself may be considered a minor nuisance easily capable of escape, such that the Hero rarely dies but rarely takes kills also. I thought the Hero so capable of supportive that it may feel as though a match may seem like 4v5, yet the 4 Heroes would be buffed by my Hero that they would seem like incredibly fed late-game Heroes.
As you can see, it has deviated rather far from what I have envisioned originally, into something that resembles Witch Hunter and Tempest (in my opinion). Of course, such a hybrid may well be completely broken; however, I have taken care into trying to make my Hero a higher-tier Hero that would require much skill in order to execute powerful combinations of skills. Such is the reason why Fear does not last quite as long as some other single-target stuns (and itself is still a pseudo-disable), why it applies Fear at all, why Heavy Thoughts does not simply Restrain all enemies that walk into it while the gadget exists, and why the ultimate Fears rather than stuns. I have attempted to create a very competent crowd-controller that is also capable of turning its disables into its strengths. I feel that there is great synergy possible between Fear and Heavy Thoughts, and then the ultimate, if a team battle occurs.
An example of this synergy is if an enemy Hero was on the edge of your vision, trying to bait you. Avatar can Fear the Hero, causing it to run around. As soon as you get close to the enemy Hero or it approaches you through the effects of Fear, Avatar lays down Heavy Thoughts, perhaps catching another enemy Hero or two that were watching over the bait. With those enemies Restrained and Feared, Avatar is free to channel.

Adding in the attraction ability that you suggest would make this character ridiculously broken. Restrain itself is a pseudo-attraction ability, since when enemies reach the circumference of the area of Heavy Thoughts, they are pulled back to the gadget.

I have thought on your suggestions for your third skill. I have thought up of an ability that increases an ally's damage and attack speed by decreasing the Avatar's own by the same amounts. Another idea is an ability that reduces the effectiveness of healing spells -- and in fact, the third and fourth levels would cause the healing effects to become damage. Finally, I have considered a gank-escape or protection spell that would be instantly activated, not affect channelling, and cause the Avatar to be invulnerable for a brief period of time (such as, from DotA, Puck's Phase Shift). It would be a short period of time, but would be sufficient to dodge an incoming stun ability. Alternatively, it would be a brief Wind-Walk ability, temporarily cloaking the Avatar and giving him a movement speed bonus.

I have also beefed up the Avatar's ultimate. Below is the revised version of the ultimate.

Terror of Death





Jan 5 2010, 9:00 am Decency Post #1126



Played FA for the first time in a game today. 15-8-15. The hero is so ridiculously easy. Huge nerf incoming, hopefully.



None.

Jan 5 2010, 6:26 pm ForTheSwarm Post #1127



Played scout for the tenth time in a game today. 15-1-16. The hero is so ridiculously easy. Huge nerf incoming, hopefully.



None.

Jan 5 2010, 6:45 pm Decency Post #1128



If I can carry a game the first time I play a hero, it's probably overpowered. -.-



None.

Jan 5 2010, 6:49 pm PearS Post #1129



so has the beta ended or is my computer broken. i go to play a game and it loads to a certain point as i'm entering the lobby and then it just stops, sits there, and then restarts my machine. god i wana try out acrused!



None.

Jan 5 2010, 6:59 pm NudeRaider Post #1130

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

HoN is just horribly broken. I get at least 1 permanent error a day. Either I can't join channels or can't read PMs. And today I couldn't even see open games.
Try reinstalling though. If that doesn't work, try again tomorrow.




Jan 5 2010, 7:09 pm PearS Post #1131



lolol. ok will do.



None.

Jan 5 2010, 8:21 pm Decency Post #1132



Oh my god new patch is so interesting. Coming today at like 6-7 EST, the notes are out on the private forum.

Devourer, Swiftblade, Nymph, Slither got huge buffs.

Lots of item changes too, they really want to make Harkon's blade viable. =o



None.

Jan 5 2010, 8:29 pm Neki Post #1133



Wait, so are they public then? You should post them here then. :D



None.

Jan 5 2010, 9:59 pm l)ark_ssj9kevin Post #1134

Just here for the activity... well not really

You need to visit the IRC to see the secret forum.



guy lifting weight (animated smiley):

O-IC
OI-C

"Oh, I see it"


Jan 5 2010, 10:01 pm dumbducky Post #1135



Link or post the new changelog. I can't seem to find it.



tits

Jan 5 2010, 10:15 pm l)ark_ssj9kevin Post #1136

Just here for the activity... well not really

Go to the IRC named in this thread, and there will be a link in the channel topic, and a password. Go through the link and use the passward.

REBEMBER, IT'S SEKRET.



guy lifting weight (animated smiley):

O-IC
OI-C

"Oh, I see it"


Jan 5 2010, 10:19 pm dumbducky Post #1137



I don't have an IRC client. Just post it in [collapse] tags.



tits

Jan 5 2010, 10:22 pm Neki Post #1138



Just post it for us Kevin!



None.

Jan 5 2010, 10:29 pm dumbducky Post #1139



Because I'm not a dick.
patch notes




tits

Jan 5 2010, 10:42 pm Neki Post #1140



Swiftblade looks like he insanely carry now with that buff, gg. Also, stop nerfing my ranged carries. =(



None.

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