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#1 |
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Location: Pullman, Wash.
Posts: 542
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| Last edited by NHP54; 03-06-2010 at 08:26 AM. | |
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#2 |
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I may be saying seemingly obviously things, but I'm doing it to make sure I understand how this hero works .
![]() Anyways, with pipe, this guy will be unstoppable. NOTE: all these buffs only protect from attack damage right? Not spell damage? (lifeline and stone) Rampart rush: Great skill - What is the duration(6) exactly? Lifeline - first though that came to my mind is that its kind of like shallow grave(the blocking fatal blow part at least). Bodyguard - wow, this may need a lot of playtesting to ensure balance. This is conceptually awesome though. You should add in the main skill description that avenger buff replaces defender buff- since thats what players will be reading in-game. Another thing: Avenger buffs will refresh the current duration if a new Avenger buff is received., but Goliath can still receive up to 4 of each buff type? Am i missing something, because i'm kind of confused at what all this precisely means. Sanctuary Stone: okay, this seems really imbalanced numbers-wise. The concept is great, but I believe the numbers are also important - especially since this skill is so dependent on numbers. It blocks so much damage AND also removes negative buffs multiple times? I think the cleansing effect should occur at most once, if at all; and the damage block should be lowered. All in all, I think this is a great hero suggestion. It's definitely unique of its type; I love the defender theme and I believe you stuck to it on the hero extremely well! All of the skills are really synergistic; both in icon-cosmetics and in terms of gameplay. I immensely enjoyed reading this suggestion and I strongly hope that this hero, or some variant of this hero, gets implemented into DotA. How will this guy function - DU or -MM? ![]() Like 5v5, with all heroes are goliath the guardian golem. Not very effective, eh?
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#3 | |
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Join Date: Jun 2009
Location: Pullman, Wash.
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Quote:
Ya, the numbers are arbitrary at this point, but at least you enjoy the concept. As for your questions: - Rampart Rush is just a point-and-click move, so a player would aim it like PotM's arrow. The duration thing was supposed to be N/A. Fixed. - Lifeline does not protect against damage directly, as the ally hero still takes damage. Basically, you want to think of the move as an Axe Counter Helix mixed with an Invoker Deafening Blast. Buffed targets still take damage, but it's just that it delays back-to-back physical attacks. The HP retention is just a bonus. - I just wanted more speed on Goliath so it can get to allies faster, while the faster attack speed kind of creates a scare factor for enemies. - The refreshing Avenger buffs simply mean that a new buff will just extend the duration. For example, let's say you have one Avenger buff on hand. Another ally hero dies while in your presence. You will then get another Avenger buff on top of your current one, but the total duration is reset. When the duration expires, all of the buffs go away. - Sanctuary Stone works like the Warcraft III Spirit Link spell, but the difference involves how the damage reduction effect is 50% and is between the individual ally hero and the stone's energy. And yes, the damage reduction would reduce both physical and spell damage. - The bonus cleansing effect was a wild thought that I decided to include. I felt that the stone just absorbing damage wasn't enough, so I opted for a little more. I have considered other conditions as well, like the stone releasing the effect only if the stone is destroyed/denied. I just feel that DotA has too many heroes that cater to selfish players more instead of team players. For example, even Dazzle players can play selfishly, and he is designed to be a support hero. I have seen Dazzle players use their heals sparingly and even save Shallow Grave for just themselves. To combat this fact, I wanted this hero to be restricted in the sense that most of the skills rely on being near allies. Without the option of using the move selfishly, a player must be selfless if they want to play this hero correctly. But ya, I am open for number suggestions. The numbers were tricky to figure out. |
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| Last edited by NHP54; 02-03-2010 at 08:29 AM. | ||
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#4 |
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Join Date: Jun 2009
Posts: 675
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So Sanctuary Stone is like a free pipe + damage block + AOE mulitple purge? That seems is severely imbalanced. Saying heroes with the current stone buff will be tough to kill is an extreme understatement - a better saying would be that they are be impossible to kill.
Here are some of my balance tips:
OH quick post-addition: How would this hero function with other multiple guardian golems(-DU for example)? Lifeline and Stone will work on those golems right(cannot be casted onto itself, but can be casted onto other golems)? There also should be some kind of differentiation between Goliath the Guardian Golem and the Siege Golem super-creep
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| Last edited by Mystique-; 02-03-2010 at 05:25 PM. | |
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#5 | |
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Quote:
And yes, Goliath would be able to use its spells on other Guardian Golems. And the Siege Golem super creep could always be changed to something else, or Goliath's model could be swapped to a different golem model, preferably not one of the rock ones. Edit: My only gripe with limiting the stone's damage protection to only physical means that this move would be more along the lines of Omniknight's Guardian Angel too much. I feel that it could use a little something extra to distinguish it more ... |
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| Last edited by NHP54; 02-03-2010 at 06:52 PM. | ||
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#6 |
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Personally, I think limiting to only blocking physical damage makes this hero more unique and specialized. I don't think its necessarily to add too many characteristics to a spell - simple, but specific, is always the best!Also, the steel that composes Goliath's body fits quite nicely with the hero-theme of defense against physical attacks
![]() In the Stone Sanctuary story: Since you changed the stone to only release the cleansing spell when the stone is destroyed, I don't think you need the "each time" part( it can be replaced with "when"). Body Guard: Is it possible to to gain an Avenger buff without gaining a Defender buff? Say an allied hero at full health is insta-gibbed[from Lion's Ult, for example] and dies immediately. Would this only give an Avenger buff? |
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| Last edited by Mystique-; 02-03-2010 at 11:00 PM. | |
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#7 | |
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Quote:
- The sentence is fixed. - My intention was to allow Goliath to still receive the Avenger buff as long as the dying hero is within range. I will tweak the notes a bit to make it clearer. |
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| Last edited by NHP54; 02-03-2010 at 11:18 PM. | ||
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#8 | |
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Quote:
Stone Sanctuary:
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| Last edited by Mystique-; 02-03-2010 at 11:30 PM. | ||
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#9 | |
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#10 |
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The additional fortified armor bonus to the Sanctuary Stone seems reasonable
![]() Couple random notes:
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#11 | |||||||||||||||||
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Rathman Mini(ish) Review
Overall: First off, I applaud this idea. Second off, it still needs work and revise. All good ideas come behind a lot of work and editing. I've learned that myself with my own hero suggestion. However I like the siege golem idea. It's a completely unique model. The only similarities are Tiny and Roshan, but since they are made of rock they don't really compare. I think seeing that model just running around in DotA would be epic. Epic stats for an epic hero? I guess you think so. 6.6 overall stat gain fits though. It's not that bad, but 6.6 stat gain is pushing it per level. The average I believe is 6.1 ( Correct me if I'm wrong ). The highest stat gain in the game is Treant Protector weighing in at a whole 7.2. Which is a lot but it's justifiable seeing he has no real spells. Starting at 30 strength might be to much though. I have no clue why you put the role "Tank". I thought he was a supporter. This is where I am confused about your hero. You give him strength and intellect like a tank, but your spells provide me to think that he should have intellect like a caster. Then it wouldn't fit the model. Is it that you are trying to support without being squishy? I hope not. Rampart Rush Skill 1 For this being your only true offensive ability you pulled it off almost perfect. It has good enough physical damage to hurt well enough. It would be a good chaser with the extra move speed. The range is a little low for that though, but that's nothing because I see what you're trying to achieve. It works okay with supporter because it does knockback, and the secondary attack stuns. But it relies heavy on you being a tank, because it throws you right into the middle of battle. Which leaves me to the question? Supporter or tank? Make your mind up. If he's a supporter change the stats, maybe the model too. If he's a tank make some of your other spells self cast-able and self benefiting. One very important note: 150 mana with a 15 second cool down for a hero that starts with 220 mana? Lifeline Skill 2 Heres an example of a supporting spell. However I'm not sure I 100% understand it. I assume the duration quits and it's dispelled after who it is casted on gets hit? With that whole final blow thing, wouldn't that be hard to achieve? Unless that's the whole point. I guess this skill promotes being supportive, but it would be a lot better if it was self cast-able. Body Gaurd Passive Skill Three I'll start by saying there are parts of this I don't like. The whole avengers aura is good in the sense of your pal beside you just died and you now can avenge him, but it seems almost selfish benefiting from an allies death. I do like the Defender aura though, because as a team falls it grows stronger. This is a really good ability to support his tanking. Leading back to my question Tank or Supporter? Sanctuary Stone Ultimate My first thought of this spell is, "an ultimate that doesn't even help your own hero?" Perhaps I'm being selfish. But I don't see much motivation for this spell. Why? Because this spell requires a team fight. Something you have no control over. You might use it one a 3v3 and win but a minute later theres an epic 5v5 and you can't use it. It's a thought. Also alone or a small game that's an ultimate completely wasted. Other wise this spell seems fine besides having to take down 1200 damage without spells might be difficult. But I guess it could be a true lifesaver, but it wouldn't benefit you anyways so they'd get you quick well you're the only vulnerable target, maybe the tank fits in a bit. Conclusion You really need to decide which one you want this hero to be more of. It's to split between supporter and tank. I like the idea though, a strength supporter. It's good. Needs some work I'd appreciate it if you could look at my hero too, the link is in my sig.
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#12 | |||||||||||||||||||
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Quote:
- Ya, I am considering flipping some things around between the two buff types. I am also considering other radical ideas. Quote:
As for your other inquiries: - The numbers are arbitrary, so some feedback is needed on some more precise numbers for the stats. I want Goliath to have high HP, pretty high armor but very low INT to make his mana pool purposely limited. - So you understand what I was trying to get at with Rampart Rush. Basically, I want Goliath to lean more toward being a tank with this move. If Goliath enters directly into the fray, then a player must be willing to soak up the damage and not be too afraid. - The purpose of Lifeline is geared more toward protecting ally heroes and/or providing support to certain heroes who could benefit from the defensive properties. The 1-HP retention is intended to save lives, but you should count it more as the bonus rather than the main effect. I also made the move for ally heroes only because, this way, a player could not use this spell on themselves to be selfish. - Sure, it may downplay some gameplay options, but my reasoning is quite simple. If a Goliath player cannot use the Lifeline spell on themselves, they will then by default have no choice but to use this on others. In other words, the only reasons why ally heroes wouldn't get this buff in situations would include: the Goliath player does not have enough mana, the spell is on cooldown or the Goliath player is a poor player for not being ready to use this skill on them. It may be forcing people to be team players, but that is the whole point of this hero's design in the first place. - I am considering some changes for how Bodyguard works. - I feel that there are too many ultimates in the game where players can selfishly use them for their own gain and not for the sake of the team. Again, the fact that only allies can get the effects may be forcing teamwork, but this is the real nature of this hero's gameplay that I want emphasized. If players cannot use this skill for themselves, and again, by default, they must then stick near allies to help them out. Overall, I want Goliath to be a mix between a Tank and a Support hero as well as a possibility of being a pseudo carry that I explained in the post. I feel that a hybrid hero does not necessarily have to be an identity crisis, so it is just a matter of balancing the elements together until they work. Thanks for your very thorough review. Please feel free to suggest some concrete numbers to adjust this hero into a well-balanced state. |
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#13 |
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Posts: 675
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@NHP54
I just realized that having both attack speed bonuses and damage bonuses may be too similar too Huskar's Berserker's blood , even though it fits the theme of avenger really well. What kind of other ideas are you thinking of? @Rathman55 There is absolutely nothing wrong with a hybrid of tank/support. Abbadon, Dirge and maybe even Omniknight and DS can all be considered prime examples of BOTH tank and supporting heroes. I don't understand why you believe that having more than one role is bad; the best heroes are the versatile heroes - those that not limited to only one specific role. |
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#14 | |
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I think these are good. If there wrong somebody will probably correct me. It's something to look into. At least one of these. Then you can base all your other stats off them. I put them in a spoiler box because they take up a lot of room. The build numbers are colour coded
You can use any of these though. Cyan=Good | Red= Pushing it ( Number Wise ex 6.65 NOT AGILITY ) Quote:
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| Last edited by Rathman55; 02-04-2010 at 04:15 AM. | ||
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#15 | ||
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Defender - Ally heroes who fall to or below 40% HP within 1,200 AoE of the Guardian Golem will gain increased movement speed, extra armor and HP regeneration. Avenger - If an ally hero dies within 1,200 AoE of the Guardian Golem, Goliath will receive a buff that grants increased movement, attack speed and damage for 30 seconds. ------------------------ Defender - Goliath empowers ally heroes within 1,200 AoE who fall to or below 40% HP. Ally heroes in danger gain movement, attack speed and armor. Avenger - If an ally hero dies within 1,200 AoE of the Guardian Golem, Goliath will emit its fury in the form of 450 AoE pulses, dealing physical damage at a rate of 1.5 seconds per pulse for 30 seconds. Quote:
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| Last edited by NHP54; 02-04-2010 at 06:22 AM. | |||
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#16 | |||
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Join Date: Jun 2009
Posts: 675
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. But I suppose that Goliath's intelligence is abysmally low so his spells cannot be spammed; they have to be used effectively, prudently, and at correct times in order to maximize the power and not run out of mana. I can see some items such as: bottle, bloodstone, shivas[perfect item, provides significant boost of both armor and intel], scepter[if it upgrades ult ] as part of core mana-providing items. This, of course, doesn't include the primary tanking items. Anyways, all that is delving into numerical-stat balance. You are right, these are radical O_O Quote:
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Anyways, I think the current system of Bodyguard is better; its much more balanced. |
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| Last edited by Mystique-; 02-04-2010 at 06:50 AM. | ||||
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#17 |
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Since I am actually relatively interested in this idea I thought I'd pitch in some ideas. I'm going to try to help you with Body Guard. You by no means have to use my idea. It just might help.
![]() My first thought is your icon for Body Guard is off. Why do I think that? Because in World of Warcraft, (where the icon comes from), that's a mage spell "Arcane Intellect". It's not a big deal. But maybe something like... (Hard to find one that matches the colors... lol) I think I found a good one. ![]() I think for Body Guard take out the Avengers Aura. It's confusing and complicated and keep it to one aura that stacks per character enabling it. If that's hard to understand I'll elaborate. First buff defenders aura a bit, maybe add health regeneration. Then it's easier to understand. I think all of us currently posting understand it. To make sure I understand and maybe help someone that doesn't. It works like this right? If someone around you is under 40% health it activates? So lets say Player X is in range and activates it, then Player Y comes in and activates it too, then there are two auras which are stacking? If that's the case it's actually an all right skill. Definitiveness unique to a passive.
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#18 | |
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@Leak-
For now, it is just brainstorming. I am perfectly content with keeping the passive the way it is. Quote:
And honestly, I don't think the two different buffs make things confusing. The concept is very simple. I just wanted to create two different buff types so players can distinguish them better. |
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| Last edited by NHP54; 02-04-2010 at 07:40 AM. | ||
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#19 | |
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| Last edited by Mystique-; 02-04-2010 at 07:48 AM. | ||
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#20 |
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Oh, makes much more sense. My bad. I misunderstood.
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