Tauren Chieftain is an initiator who has some very large AoE disables. However, Tauren lacks the same essence of initiation as heroes like Sand King and Earthshaker.
A reason why is that Tauren Chieftain's spells don't deal as much damage as Sand King and Earthshaker, while the area of effect is relatively the same.
Proposed changes:
Adjust Echo Stomp's damage from 80 to 80/120/160/200
Adjust Natural Order's reduction effects from 20/40/60/80 back to the original 25/50/75/100%
Scale Earth Splitters damage amount from 35% at all levels to 30/35/40%
The changes will give Tauren Chieftain some more damage with his initiation which will make TC a stronger pick for teams. The addition of scaling to Echo Stomp and Earth Splitter will give TC a better presence into mid and late game as well.
Here is Seraphim, an angel who has fallen to darkness within himself.
Serpaphim functions as a support hero under normal circumstances, healing and protecting allies. However, upon death, Seraphim transforms into a dark incarnation of himself, switching roles from support to disabler.
Seraphim's role in teamfights is to heal allies at the start, then strategically die. By timing this well, the enemy team now has to continue a 5 v 5 fight but this time against another disabler/nuker.
This idea of switching roles on death also makes it very hard for enemies to decide when to focus Seraphim. Focusing him too early means you have to deal with increased disable power. Focusing him too late means Seraphim will be able to continue healing and protecting his allies.
Seraphim releases a beam of holy light in a straight line. All allies hit by the light are healed and gain bonus magic resist for a short duration.
Death: Inverted effect: Does damage instead of healing and reduces magic resist of affected enemies by half the amount.
Mana
Cooldown
Range
AoE
Duration
Effects
1
120
10
500
200
3
50 heal, +10% magic resist
2
120
10
500
200
3
100 heal, +20% magic resist
3
120
10
500
200
3
150 heal, +30% magic resist
4
120
10
500
200
3
200 heal, +40% magic resist
Fires a 200 AoE line prokectile which travels a total of 500 distance
While Death : Inverted is active, this skill does 50/100/150/200 damage and reduces the magic resist of enemies hit by
5/10/15/20% for 3 seconds (has 0 manacost and 10 second cd)
Type: Active
Targeting: Unit
Hotkey: R
Seraphim protects the target ally with a magical barrier. The affected ally heals health per second and gains bonus movespeed while the barrier is active. The effects of the barrier are lost after the protected target suffers too much damage.
Death: Inverted effect: Does damage and reduces movespeed by the same amount instead.
Mana
Cooldown
Range
AoE
Duration
Effects
1
80
20
600
5
12 hp/sec, +10% MS, breaks after 100 damage
2
85
17
600
5
24 hp/sec, +15% MS, breaks after 200 damage
3
90
14
600
5
36 hp/sec, +20% MS, breaks after 300 damage
4
95
11
600
5
48 hp/sec, +25% MS, breaks after 400 damage
If the damage threshold is reached before the 5 second duration ends, the target loses the regen and movespeed bonus
While Death : Inverted is active, this skill does 12/24/36/48 DPS to the target and reduces their movespeed by 10/15/20/25%
for 5 seconds (0 manacost and same cd)
Type: Passive
Targeting: No target
Hotkey:
Seraphim is no longer a true angel. When slain, Seraphim reverts to his true, demonic form. While in true form, Seraphim's skills are reversed in effects. Seraphim has a set percentage of his original form's health. Seraphim will finally die after a set duration.
Mana
Cooldown
Range
AoE
Duration
Effects
1
100
10
Reverses skill effects, has 50% of hp, lasts for 10 seconds
2
80
12
Reverses skill effects, has 60% of hp, lasts for 12 seconds
3
60
14
Reverses skill effects, has 70% of hp, lasts for 14 seconds
4
40
16
Reverses skill effects, has 80% of hp, lasts for 16 seconds
Seraphim has no inventory in this form (cannot benefits from items) however, Seraphim has 25% increased stats (str/agi/int)
and damage and also gains 15% MS/AS in this form
Seraphim's skill all go off cooldown (they change to new skills)
Light Beam does damage and reduces magic resist by 5/10/15/20% of affected targets
Divine Barrier now slows and damages the target enemy
Judgment now damages and purges enemies, also does extra damage based on 5/10/15% of the enemy's max health
If Seraphim buys back or revives before the death : inverted summon dies, the summon is destroyed prematurely
This skill will not trigger if the player has aegis (triggers when no aegis is present)
Type: Active
Targeting: No target
Hotkey: D
Seraphim calls upon the holiest of powers to heal and remove debuffs from all nearby allies. Affected allies also heal an additional percentage of their max health.
Death: Inverted effect: Does damage instead of healing. Max hp % is halved and dealt as bonus damage. Also purges debuffs.
Mana
Cooldown
Range
AoE
Duration
Effects
1
150
30
500
Heals equal to 100 + 10% max hp
2
150
25
700
Heals equal to 200 + 20% max hp
3
150
20
900
Heals equal to 300 + 30% max hp
Skill has a 1 second cast time
Removes debuffs from affected allies before applying heal
While death inverted is active, this skill does 100/200/300 damage plus 5/10/15% of the targets max health in damage to nearby
enemies and also purges positive debuffs from affected enemies (all other stats are the same)
Template by The Lord God, edited and updated by Florburz
Made using Saguine's Hero Maker
Seraphim releases a beam of holy light in a straight line. All allies hit by the light are healed and gain bonus magic resist for a short duration.Death: Inverted effect: Does damage instead of healing and reduces magic resist of affected enemies by half the amount.
Mana
Cooldown
Range
AoE
Duration
Effects
1
120
10
500
200
3
50 heal, +10% magic resist
2
120
10
500
200
3
100 heal, +20% magic resist
3
120
10
500
200
3
150 heal, +30% magic resist
4
120
10
500
200
3
200 heal, +40% magic resist
Fires a 200 AoE line prokectile which travels a total of 500 distance
While Death : Inverted is active, this skill does 50/100/150/200 damage and reduces the magic resist of enemies hit by
5/10/15/20% for 3 seconds (has 0 manacost and 10 second cd)
Type: Active
Targeting: No target
Hotkey: R
Seraphim protects the target ally with a magical barrier. The affected ally heals health per second and gains bonus movespeed while the barrier is active. The effects of the barrier are lost after the protected target suffers too much damage.Death: Inverted effect: Does damage and reduces movespeed by the same amount instead.
Mana
Cooldown
Range
AoE
Duration
Effects
1
80
20
600
5
12 hp/sec, +10% MS, breaks after 100 damage
2
85
17
600
5
24 hp/sec, +15% MS, breaks after 200 damage
3
90
14
600
5
36 hp/sec, +20% MS, breaks after 300 damage
4
95
11
600
5
48 hp/sec, +25% MS, breaks after 400 damage
If the damage threshold is reached before the 5 second duration ends, the target loses the regen and movespeed bonus
While Death : Inverted is active, this skill does 12/24/36/48 DPS to the target and reduces their movespeed by 10/15/20/25%
for 5 seconds (0 manacost and same cd)
Type: Passive
Targeting: No target
Hotkey:
Seraphim is no longer a true angel. When slain, Seraphim reverts to his true, demonic form. While in true form, Seraphim's skills are reversed in effects. Seraphim has a set percentage of his original form's health. Seraphim will finally die after a set duration.
Mana
Cooldown
Range
AoE
Duration
Effects
1
100
10
Reverses skill effects, has 50% of hp, lasts for 10 seconds
2
80
12
Reverses skill effects, has 60% of hp, lasts for 12 seconds
3
60
14
Reverses skill effects, has 70% of hp, lasts for 14 seconds
4
40
16
Reverses skill effects, has 80% of hp, lasts for 16 seconds
Seraphim has no inventory in this form (cannot benefits from items) however, Seraphim has 25% increased stats (str/agi/int)
and damage and also gains 15% MS/AS in this form
Seraphim's skill all go off cooldown (they change to new skills)
Light Beam does damage and reduces magic resist by 5/10/15/20% of affected targets
Divine Barrier now slows and damages the target enemy
Judgment now damages and purges enemies, also does extra damage based on 5/10/15% of the enemy's max health
If Seraphim buys back or revives before the death : inverted summon dies, the summon is destroyed prematurely
This skill will not trigger if the player has aegis (triggers when no aegis is present)
Type: Active
Targeting: No target
Hotkey: D
Seraphim calls upon the holiest of powers to heal and remove debuffs from all nearby allies. Affected allies also heal an additional percentage of their max health.Death: Inverted effect: Does damage instead of healing. Max hp % is halved and dealt as bonus damage. Also purges debuffs.
Mana
Cooldown
Range
AoE
Duration
Effects
1
150
30
500
Heals equal to 100 + 10% max hp
2
150
25
700
Heals equal to 200 + 20% max hp
3
150
20
900
Heals equal to 300 + 30% max hp
Skill has a 1 second cast time
Removes debuffs from affected allies before applying heal
While death inverted is active, this skill does 100/200/300 damage plus 5/10/15% of the targets max health in damage to nearby
enemies and also purges positive debuffs from affected enemies (all other stats are the same)
Template by The Lord God, edited and updated by Florburz
Made using Saguine's Hero Maker
My next hero on the list is BB. Bristleback is also meant to be a tank who can just build up gradual damage and disable in team fights. Most of his skills accomplish this goal, but BB is still never seen in competitive games.
The main reason why is BB is item dependent, and need some defensive items and even some mana before he can sustain his playstyle. This requires farm and hurts teams overall who need to allocate farm to stronger heroes such as carries.
Suggested Changes:
Bristleback now gives 4/6/8/10% damage reduction from the front
Warpath now gives 1/2/3 armor and 3/6/9% magic resist per stack
At 5 stacks of Warpath, BB recovers 2% of his maximum mana per second
These changes allow Bristleback to have much more tankiness regardless of item build due to the increased bonuses to his passives. This also makes it much easier for BB to sustain his quill sprays and nasal goo thank to the mana regen at 5 stacks of Warpath.
Gigas is meant to be a heavy damage dealing hero. Gigas has the bulk and very powerful presence in lane to dominate his opponents.
Rush and Field Crush make it very easy to initiate and disable enemies from a short distance. Combining this with Trampling's passive slow and damage over time allows Gigas to chase enemies down and kill them gradually.
Unstoppable force basically allows Gigas to become a human bowling ball, crashing into enemies at high speeds and disrupting enemies very easily with very little risk for counter attack.
Overall, Gigas is a strong bully type of hero with high disabling power.
Posted 06-19-2012 at 02:15 AM byFlorburz Updated 06-19-2012 at 05:27 PM byFlorburz
This is a new thing I am gonna start posting on my blog for a bit to see how it works out.
The goal of ItA is to upgrade and make changes to heroes who have fallen out of the competitive scene. I am going to try to buff/nerf specific heroes in hopes that these changes would influence competitive picks.
Again these are suggestions, so hopefully one day these changes might get implemented.
I will start with Centaur. Centaur is supposed to define the role of "tank" in combat, boasting high strength and a deterrent to enemy attacks thanks to return.
However, Centaur just lacks the gap closing and mobility which would give him a strong edge in fights.
Proposed Centaur changes:
Double Edge gives Centaur a bonus 20% movespeed for 4 seconds after using it
Hoof Stomp slows enemies by 40% in a 400 AoE. The slow duration is equal to the stun duration (2/2.25/2.5/2.75)
With these changes, Centaur will find it much easier to catch targets and stay on targets after initiating.