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Posted 01-22-2011 at 03:48 PM by JJE92
Updated 01-31-2012 at 09:17 PM by JJE92
Analysis On Each Hero's Gameplay Aspects
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INTRODUCTION
This is an application of my guide "What does a hero truly need?". It should test my assumptions practically and discuss problems and issues of in-game heroes as well as of the hypothesises I established on heroes. I seperated it to make the guide more readable and to make discussion for those who are interested easier.
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CHANGELOG
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TABLE OF CONTENTS
Coming soon.
Admiral
Beastmaster
Centaur Warchief
Rogue Knight
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EACH HERO'S CORE CONCEPT OF THE GAMEPLAY
Sentinel Strength Tavern
Kunkka, the Admiral
Skills: - Torrent:
--> The Skill's Concept: A targeted delayed AoE stun
--> Uniqueness/Workout: Compared to other similar skills, it differs in its insanely long casting range and relatively long delay. Furthermore, it has a slow added after the stun. Overall, this skill is unique enough.
--> Type of Skill: the combo ability (3)
- Tidebringer:
--> The Skill's Concept: an occasional, but enhanced cleave with a range that can hit ranged enemies
--> Uniqueness/Workout: Compared to other cleaves, this skill is different in its early-game power, in its laning harrass power and its long range, so it's very unique. The only problem is it being uncontrollable in lane pushing, which is problematic for an early-game skill.
--> Type of Skill: the fundamental ability (2)
- X Marks the Spot:
--> The Skill's Concept: marking the current location of a target and forcing it to move back to that location shortly afterwards
--> Uniqueness/Workout: There's no other Displacement like this, it's very unique in its effects and usages.
--> Type of Skill: the fundamental ability (2)
- Ghost Ship:
--> The Skill's Concept: A shockwave starting from behind you and moving forwards to a fixed amount of units, buffing all allies it passes through by making them faster and more survivable and also stunning and damaging all enemies around the final location of the shockwave.
--> Uniqueness/Workout: This is undisputably one of the most unique skills in DotA, with a completely unique targeting mechanism.
--> Type of Skill: the awesome ability (1)
Concept: - Skill Combo/Synergies:
a) Laning: With Tidebringer and to lesser extent Torrent, he can harrass ranged enemies easily.
b) Initiating: He has two disables that stack, both of them are delayed, so that they're not easy to land, but X Marks the Spot is used to set them up.
c) AoE: With his ultimate, he and his allies can stay alive for some time, while Tidebringer and Torrent allow for sustained AoE damage output throughout a teamfight.
- Categorising Factors: melee, STR, AoE(initiator)-Tank(semi-carry)
- Core Concept + Concept: The Admiral centers around his delay-disabling-combo.
With all his skills having a comparably long range despite him being melee, he can initiate with this combo from a fair distance and safely disable at least one enemy.
After that, he's also fairly good at staying alive and continuing to have an AoE presence with his skills and huge cleaving attacks.
Utility: - Level Dependency: Semi-level-dependent
- Item/Farm Dependency: He doesn't necessarily need farm, but can make use of it.
- Laning:
a) Solo Mid: Feasible, but problematic. His harassment via Tidebringer can be easily harassed back by most heroes, because he has to get into melee range of creeps. Rune control is hard, because Tidebringer destroys creep equilibrium and thus makes it hard to control how far the lane is pushed out.
b) Dual Lane: Feasible, but problematic. He can be put in a dual stun combo, but other heroes have no problems with pushing the lane (Tidebringer), have better burst potential to focus down the enemy.
- Role:
The Admiral is primarily known as an AoE initiator. He does this through his delayed disabling combo. As an AoE initiator, he's pretty unique in that he's not the best hero to go in first, but rather as a follow-up initiator. His disables are hard to land and X Marks the Spot can only be used to secure a stun on 1 enemy. If he has someone else to initiate, however, he can time his disables perfectly and deal quite some burst damage. Furthermore, he's neither really good to counter enemy's initiation, because of the delays and his ultimate which requires distance to work.
Therefore, Kunkka isn't a that strong initiator and burst damage dealer, he wouldn't be as powerful without his second role, which is being a tank. With his ultimate, he has quite some survivability also for his team and Tidebringer adds some great AoE damage potential over time that scales with his attack damage, so that he can even semi-carry.
So, in conclusion he fills the role as a hybrid between a bursty initiator and a semi-carrying tank. He's not really good at either of these two roles, so he has to fulfil both of them.
Overall: Insufficient laning options paired up with being a mediocre AoE-initiator and Tank makes him hardly a worthy pick. His hybrid role can make him pickable for specific strategies, but for this he would need proper laning options first. |
Rexxar, the Beastmaster
Skills: - Wild Axes:
--> The Skill's Concept: A shockwave nuke returning to the hero
--> Uniqueness/Workout: Compared to other shockwaves, it only goes up to the targeted point and, most importantly, then returns to the hero, thus it's very unique
--> Type of Skill: the combo ability (3)
- Call of the Wild:
--> The Skill's Concept: Summoning two creatures, one for scouting, the other one for ranged slowing attacks
--> Uniqueness/Workout: The only summoning that summons two different creatures for two completely different purposes.
--> Type of Skill: the fundamental ability (2)
- Inner Beast:
--> The Skill's Concept: granting nearby allies bonus attack speed
--> Uniqueness/Workout: While there are some attack damage buff auras, there's no other attack speed buff aura, so although the skill is nothing special, it's original enough.
--> Type of Skill: the complementary ability (4)
- Primal Roar:
--> The Skill's Concept: A long-ranged instantaneous stun that also shoves everyone in the path between you and the stunned enemy aside
--> Uniqueness/Workout: Not only this is the most powerful single-targeted stun, it is as well unique in its side-effect and in the fact that it goes through BKB.
--> Type of Skill: the awesome ability (1)
Concept: - Skill Combo/Synergies:
a) Basic killing combo: Call of the Wild is used to scout for killing opportunities, Roar into Axes for a stun-burst combo. If the enemy is still alive, he is chased down with the quilbeast's slow buffed through AS aura and normal attacks.
b) Laning: Ranged farming/harrassing with quilbeast and Wild Axes, rune scouting with hawk.
- Categorising Factors: melee, STR, Assassin(ganker, initiator, chaser, scout)
- Core Concept + Concept: Beastmaster's skillset centers around being the most well-rounded fighter in DotA.
He can prepare fights by scouting (Hawk), he can start fights with his initiation stun (Primal Roar), he can deal damage from melee range (auto-attack) or ranged range (quillbeast, axes), he can help allies in fighting (aura) and he can even chase fleeing heroes after a fight (quillbeast).
This skillset is ideal for solo laning and allows him to be a perfect assassin that has the power to kill enemies by himself.
Utility: - Level Dependency: relatively high, he needs a quick level 6 and levels on axes
- Item/Farm Dependency:doesn't rely on much farm, but can farm and make use of items such as Blink Dagger, Necronomicon and other options.
- Laning:
a) Beastmaster is very viable as a solo-mid hero, where he can farm and lane against most enemies, even ranged ones
b) In a dual lane, he is okay, he has damage and a slow, but he doesn't get levels as quickly as he might want to.
c) He can be put in the jungle, but this comes with some problems. His boar cannot really tank and he doesn't get levels as quickly as he needs to and is counterable.
- Role: He can fulfil the role of an assassin in a very overall way, as he can contribute to all aspects of assassinating an enemy, being finding him, initiating on him, nuking him down and if necessary chasing him to death. This also makes him very team-oriented despite primarily being an assassin.
Overall: His good laning despite being melee, his use as a very overall and as well team-oriented assassin that can gank enemies fairly efficient throughout the mid-game and his powerful single-target stun that even goes through BKB make him a useful pick in many scenarios. He doesn't require any changes, he works just the way he is intended to work and fulfils his unique job. |
Bradwarden, the Centaur Warchief
Concept of the Gameplay: Centaur Warchief is all about using his insane Strength (and thus HP) offensively to the maximum effect.
As the hero with the highest Strength of allonly with Great Fortitude, potentially able to be topped by Pudge, but in general, he is the hero with the highest Strength over the most time of the game, he's bound to be a tank.
As a tank, he can absorb a lot of damageGreat Fortitude gives him the HP to do so and even use every attack launched at him offensivelyReturn makes enemies attacking him lose HP along with him passively.
However, as a tank, he also needs to be a serious threat, so that enemies are forced to focus or at least disable him, or face other punishment for not doing so. His punishments are his two low-range activesthat's also why he's best put at the center of a combat, he's 100% melee with everything he does actively, an AoE stunHoof Stomp, not only a threat in combat that doesn't allow enemies to ignore you completely, but also a great tool with Blink Dagger to enforce fights when initiating and ganking and a nuke damaging both an enemy and himselfDouble Edge makes an enemy lose HP along with him actively. So even if he is ignored, he can still make use of his HP and effectively destroy fragile heroesThat's why he's most powerful early-mid-game, at that phase his nuking threat is insanely high, Return might scale quite well into late-game, but without items, he can be ignored more and more easily when even fragile heroes get stronger in the late-game and when carries just tear his massive HP apart. Thematic Concept: A centaur with a tremendous body and therefore huge strength. Remake Analysis: - Concept: Centaur Warchief has a unique and well worked out concept of the gameplay. Nothing of it should be removed.
- Hoof Stomp: An in-depth discussion about this skill's uniqueness in comparison to Slithereen Crush can be found here.
This skill might not be the most unique one, but it is the simplest version of Instant AoE stuns, and as such it's a great skill.
If you try to remake it, you have to keep the stun, because he needs it to keep enemies close to him and to stop them from hurting your allies if necessary. You also have to keep the damage pretty high, so that the combo with Double Edge stays powerful enough early-game. Furthermore, the AoE has to be rather low, so that he keeps his melee concept. Finally, you also have to keep the skill powerful from level 1 on, so that CW can play agressively right from the start. Last but not least, you also shouldn't add fancy effects just for the show, because that wouldn't improve the uniqueness, but would ruin the great simplicity of this skill.
- Double Edge: If you think about remaking this skill, stop doing so. There's no reason at all to change this one, it's unique, simple and does exactly what it should do: Give you early-game damage output and an offensive way to use your massive HP.
- Return: This is definitely a cool and unique skill that is meant to make up for his worsening damage output late-game. At the time it's becoming useful, normal attacks are the most powerful means of attack. Its main drawback is that enemies have to attack you, so you need something to draw their attention. Unfortunately, your skills are becoming less powerful late-game, so there are only two ways of drawing the enemy's attention: Get items that make you worthy of being focused or push with your team and tank creep-waves and towers (Return returns damage to towers).
So, to conclude, I wouldn't advise you to try to remake this skill. Despite having the drawback of only being effective when your hero is a powerful factor in the late-game, it can be a really useful skill and its uniqueness remains unquestionable.
- Great Fortitude: An in-depth discussion about this skill's uniqueness in comparison to Markmanship can be found here. Not seldom is this skill stigmatized as the most boring skill in dota and therefore also a more or less constant target of remakes. But before repeating what other people say, I'd advise you to think twice about it in this case.
What does the skill actually do? It allows Bradwarden with very few items to be played very aggressively. You can walk up to the enemy without risking too much. You can use Double Edge a lot more often. Your Return becomes effective much earlier, at a time when you are still a powerful threat, not yet outclassed by carries. You can tank towers very effectively
All these fun and relatively unique things are allowed by this skill in an effective and simple way. How they are achieved might be boring, that's hard to contest, but the real effects of the skill are anything but boring.
If you find a way to make the mechanism more interesting without destroying any of the needed fun effects, then that might be a possible way, but that's far from easy.
Conclusion: Refrain from remaking this hero. If anything, you can try to tweak the first skill and the Ult, but you mustn't remove any important parts and you should be very careful. Visual Analysis: - Concept: His thematic concept is perfectly fine, I advise you against changing it.
- Animations: His current animations are fine.
- Skill Names & Descriptions: The only problem is Return for multiple reasons. It makes him sound like a hyper-agile hero, which he isn't. It's illogical that he can counter-strike enemies that are far away from his melee range. And besides, there's no animation of this swift strike (damn ninja lol). Last but not least, it doesn't fit at all to his thematic concept.
- Background Story: Fine, but if Return's description will get changed, it also has to be adjusted
Changeable with high priority: Double Edge's icon, Return's description (has to go along with minor Background Story adjustment) Hero Idea Analysis: - Don't suggest a hero with higher HP than Centaur Warchief
- Don't suggest a hero that tanks by using his huge Health Pool offensively.
- Don't use a theme that is centered around a huge body just using its strength.
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Mangix, the Pandaren Brewmaster
Specialization: Nearly invulnerable for enemy carries, overall very hard to kill Explanation: Mangix is perhaps the hero in dota, which is hardest to killmainly due to Primal Split, which helps him to escape from nearly any gank and increases his survivability in ganks a lot. Hes in general hard to kill for every hero, but hes especially strong as a counter against carriesThunderclap decreases Attack Speed, Drunken Haze makes 1 enemy miss most of his attacks for several seconds and Drunken Brawler grants him a good dodge chance. However, both Drunken Haze and Drunken Brawler can be countered by Monkey King Bar.. He's a fine initiatorBlink Dagger + Thunder Clap, a very hard to kill tank, has useful disablesEarth Panda's Hurl Boulder and Storm Panda's Cyclone and even some okayish damage outputThunder Clap, Drunken Brawler's Crit, Earth Panda's Pulverize, Storm Panda's Dispel Magic against summons and Fire Panda's Immolation and normal attack. Thematic Concept: asdf Remake Analysis: asdf Visual Analysis: asdf |
Sven, the Rogue Knight
Skills: - Storm Bolt:
--> The Skill's Concept: A single-targeted AoE missile stun
--> Uniqueness/Workout: Compared to other similar skills, its difference lies in the AoE effect around the target. This makes the skill have very unique component and different enough from any other skill.
--> Type of Skill: the fundamental ability (2)
- Great Cleave:
--> The Skill's Concept: a permanent small AoE cleave that splashes an average percentage of Sven's damage
--> Uniqueness/Workout: While there are many cleaves in DotA, this is the only remaining one with just the basic cleave effect, so that it's unique.
--> Type of Skill: the complementary ability (4)
- Warcry:
--> The Skill's Concept: giving nearby allies and yourself a MS and armor buff for a few seconds
--> Uniqueness/Workout: There's no instant-cast AoE MS buff in the game other than this, so it's pretty unique, especially paired with the armor buff.
--> Type of Skill: the combo ability (3)
- God's Strength:
--> The Skill's Concept: doubling or nearly tripling Sven's attack damage for a decent amount of time
--> Uniqueness/Workout: Very unique double-damage-rune-like effect packed in a skill.
--> Type of Skill: the awesome ability (1)
Concept: - Skill Combo/Synergies:
a) AoE presence combo: Storm Bolt to stun multiple enemies, Warcry to engange them quickly and sturdy along with your allies, God's Strength and Great Cleave to deal significant AoE damage through normal attacks and thus create a presence.
- Categorising Factors: melee, STR, Tank(ganker, semi-carry)/Support(ganker)
- Core Concept + Concept: Sven is a major AoE presence in teamfights.
He uses the skill combo of an AoE stun followed with AoE normal attacks coupled by a quick AoE MS and armor buff.
This either allows him to be a support with his stun and buff, or a tank that has a major AoE presence in fights and is hard to stop.
Utility: - Level Dependency: low level-dependency
- Item/Farm Dependency: to work well during the mid-game and late-game, at least Blink Dagger and BKB is needed as a core.
- Laning:
a) Dual Lane: He can be put in a dual lane, but there are better options. He isn't a good babysitter of a carry, nor is he a strong enough carry to be babysat. In a killing dual lane, there are better options with way more burst damage, he just has an AoE stun that can only be cast once with his mana pool.
b) Trilane: Not really worthy putting him there. He only has one stun early on due to his low Mana pool and him being melee prevents him from really doing what a tri-lane hero needs to do.
c) Solo lane: He has not the sustainability, nor the survivability, nor the damage output to be put in a solo lane.
- Role: Sven can be played either as a support with ganking capabilities or
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