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Hero Idea - The Next Purist?

Posted 01-25-2012 at 10:44 AM by Lotus V Eater
Updated 01-25-2012 at 12:12 PM by Lotus V Eater


Frenzy Dance [R]
Type: Active/Passive
Target: Ground/AOE
Affect: Enemy
The unit within the targeted area will be cursed and forced to attack any random unit nearby them. They will gain extra AS and Lifesteal due to that curse. If the damaged unit die because of that assault, the attacker will received extra punishment.

LevelManacostCooldownRangeAOEDurationEffects
110030 sec6002004 secGain 10% extra AS and lifesteal. 100 penalty damage if the attacked unit die by that assault.
211525 sec6002504 secGain 15% extra AS and lifesteal. 150 penalty damage if the attacked unit die by that assault.
313020 sec6003004 secGain 20% extra AS and lifesteal. 200 penalty damage if the attacked unit die by that assault.
414515 sec6003504 secGain 25% extra AS and lifesteal. 250 penalty damage if the attacked unit die by that assault.

Suggested Animation: A concentrated dark energy kinda succumb the area for brief moment. The energy will be faded over the duration and vanish once the duration is over. Unit still can be seen through the smoky energy. This spell does not working if only one unit available within the area.

Notes:
  • Penalty damage dealt by this spell is pure.
  • The lifesteal is simply an aura so, it is not an orb effect.
  • Random unit nearby could be enemies/allied/neutral/non-hero units only.




Energy Swap [W]
Type: Active
Target: Single Unit
Affect: Allied/Enemy
[HERO] channels the light from heaven through the mortal body of the target hero. The targeted hero will have some of his mana converted to heal his own HP. Cannot target hero that have mana below 200.

LevelManacostCooldownRangeAOEDurationEffects
110020 sec600N/A10 secConvert 10 Mana to heal 10 HP per sec. Lasts only half of the duration if cast on enemy hero.
211520 sec600N/A10 secConvert 20 Mana to heal 30 HP per sec. Lasts only half of the duration if cast on enemy hero.
313020 sec600N/A10 secConvert 30 Mana to heal 50 HP per sec. Lasts only half of the duration if cast on enemy hero.
414520 sec600N/A10 secConvert 40 Mana to heal 70 HP per sec. Lasts only half of the duration if cast on enemy hero.

Suggested Animation: No specific animation will be displayed here.

Notes:
  • This spell is basically like using his own mana to heal his own HP.
  • Castable on hero only.
  • Notes3




Sinister Aura [T]
Type: Passive
Target: N/A
Affect: Enemy
Sinister Aura greatly reduce enemy unit fighting capability by reducing their Max HP and Mana whenever this [HERO] is nearby. Area of effect will increase on each level of the spell.

LevelManacostCooldownRangeAOEDurationEffects
1N/AN/AN/A300N/ANon-hero unit Max HP and Mana will be reduced for 5% while hero will have their Max HP and Mana reduced for 8%.
2N/AN/AN/A500N/ANon-hero unit Max HP and Mana will be reduced for 7% while hero will have their Max HP and Mana reduced for 10%.
3N/AN/AN/A700N/ANon-hero unit Max HP and Mana will be reduced for 9% while hero will have their Max HP and Mana reduced for 12%.
4N/AN/AN/A900N/ANon-hero unit Max HP and Mana will be reduced for 11% while hero will have their Max HP and Mana reduced for 14%.

Suggested Animation: Once [HERO] levels this spell, he will gain a sinister-looking aura.

Notes:
  • Original Max HP and Mana will be restored back when they are outside the AOE.
  • Notes2
  • Notes3



False Heal [F]
Type: Active
Target: Unit
Affect: Enemy
[HERO] enchants the target unit with the most wicked curse ever. The target unit will be healed per sec and later be damaged for double the amount of being healed. Heal amount and cast range will increase per level.

LevelManacostCooldownRangeAOEDurationEffects
120060 sec500N/A4 secHeals the target enemy for 30 per sec and later damage him for double the amount of HP being healed.
230060 sec600N/A4 secHeals the target enemy for 50 per sec and later damage him for double the amount of HP being healed.
340060 sec700N/A4 secHeals the target enemy for 70 per sec and later damage him for double the amount of HP being healed.

Suggested Animation: The curse will envelope the target unit with a reddish faded aura. If he/she are being damaged on the later part, a blood splatter can be seen coming out from their body.

Notes:
  • Other heal (from item and spell), lifesteal and natural HP regen of the hero will affect the amount of damage he will received later.
  • This spell dealt pure damage and have 500/600/700 damage cap.
  • Only targetable on enemy hero.
  • Does not dispelled upon Linken Sphere.
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Comments

  1. Old Comment
    EndoftheWorld's Avatar
    I really really like the 2nd skill (Energy Swap), cause it synergy with ultimate (False Heal), but I'll take a no in False Heal's damage cap, 700 damage actually kind of weak for an ultimate you know (cause it maximum damage could be dealt is 700-70*4 = 420 pure damage). Due to the skill set, it's very easy to get maximum power of this skill though.
    About Sinister Aura, well, it's seem lower enemies HP regeneration so it won't help you to annihilate your enemy with beautiful ultimate. So this skill should be changed. More synergy but don't make it's imbalance. Maybe an aura that gives enemies HP regeneration but decrease their strength attribute (lower HP pool make your ultimate more danger but still keep the balance with bonuses of HP regen)
    Now about the first skill of this set (Frenzy Dance), a massive way to mess up the hold battle (cause it have a really big AOE with it's mechanics). Possibility, but you should lower down the area of effect. This sound like Axe's Berserker's Call but with some unique of balances, but you really should low down AOE.
    EDIT: About Sinister Aura, it's can be codeable but in a very complicated way. Otherwise, that is my opinion.
    Posted 01-25-2012 at 11:29 AM by EndoftheWorld EndoftheWorld is offline
  2. Old Comment
    Lotus V Eater's Avatar
    thanks. i really hope for the codeability part. i mean since you're the master of it. your idea about the aura is really great. i love it and wonder why i can't think of it. i will look at it and change what's needed to be changed~

    yeah, the first spell is kinda berserker call, but with a tweak. i'm afraid the spell can't be coded thou. so, that's mean with a force attack order the unit still can attack their own allied right?
    Posted 01-25-2012 at 12:00 PM by Lotus V Eater Lotus V Eater is offline
  3. Old Comment
    EndoftheWorld's Avatar
    well, I can say that they are all codeable, and your new sinister aura is great, but this may bring some new problem, mana pool reduced is kind of creepy, cause it seem reduce the synergy with energy swap, and beside imo. could make nuker at early game weaker than they were. But I'm ok with that, you're doing great.
    SKILL SET depends on players skill and timing, GREAT!
    By the way, I'll fix the test map as your request.
    Posted 01-25-2012 at 01:07 PM by EndoftheWorld EndoftheWorld is offline
    Updated 01-25-2012 at 01:31 PM by EndoftheWorld
  4. Old Comment
    Lotus V Eater's Avatar
    thanks bro! you're the coolest mech-fag ever~ hahaha
    Posted 01-25-2012 at 01:54 PM by Lotus V Eater Lotus V Eater is offline
  5. Old Comment
    Vot1_Bear's Avatar
    I think the main hero concept is nice, but i *kinda* dislike his dependance towards his ulti.

    1st skill could potentially be a 4-s ranged AoE berserker call. Not only that, it has a quite low cooldown and could also function as a nuke. Imo give a requirement for the enemy to remove the buff, e.g. curse removed if hero has lost xxx HP

    2nd skill. Imo it's barely useful without ulti. 40 mana for 70 HP is quite decent, but with un-cancellable duration having it drain 40 mps for 10s on allies is overkill, especially with its up-to-700 heal.
    Sure it leaves 200 mana, but later on 200 is barely enough to cast a full combo, and it will only benefit a few heroes.
    Enemy cast is also disrupted by the 200-limit. You can't burn away their mana, while healing them is useless without ulti. Conclusion, this skill needs some tweaks imo.

    3rd skill is quite cool i guess.

    Ulti. Not much to say tbh, just please reduce the hero's dependance on this single skill.
    Posted 01-26-2012 at 04:13 AM by Vot1_Bear Vot1_Bear is offline
  6. Old Comment
    Lotus V Eater's Avatar
    @Vot1_Bear

    actually about the 2nd skill, i want to make it like Morphling toggle one. the spell will consume his mana, but once he activate the spell, a % of hero's mana will be transformed into their HP. vice versa, another spell would convert a % of their HP into their mana. since this spell is unit targeted, you get to choose which spell to use to fulfill which role. i mean hp -> mana + passive + ultimate could be a main nuke combo. while just hp -> mana or mana -> hp could fit him in babysitting role. so, the spell basically not that dependent on his ulti anymore.

    what i'm afraid of is, its complexity (with the toggle spell ans so on) will be the reason for this hero not to be played often.
    Posted 01-26-2012 at 08:22 AM by Lotus V Eater Lotus V Eater is offline