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Old 05-02-2011, 11:18 PM   #1
Beary
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Exclamation [Concept] Wind-Based Hero


[Concept] Machine-Type Hero

[Concept]
Introducing new ability concepts that have not been seen in the DotA universe! Abilities are based on some sort of mechanical or mathematical principle to function.


Strength
26 + [2.9]
Agility
12 + [0.8]
Intelligence
22 + [2.1]
Advanced Statistics
Skillset Overview
Affiliation:
Sentinel
Damage:
42-58
Armor:
3
Movespeed:
290
Starting HP/MP:
644/286
Attack Range:
400
[Background Story]
Determined to protect their lands, two Dwarven brothers entered in a devious contraption built for battle. This machine relies heavily on advanced mechanisms to operate, and should not be taken likely.

[Ability #1]

[Updraft] - (Active, Target-AoE)
Summons a powerful updraft at a target location damaging all enemy units within, slows enemy units based on their facing direction and distance with respect to the origin.


[Skill Table]
Level
Mana
Cooldown
Range
AoE
Duration
Effects
1
140
9
700
250
3
Inflicts 25 damage per second. Lasts 3 seconds.
2
140
9
700
250
3
Inflicts 40 damage per second. Lasts 3 seconds.
3
140
9
700
250
3
Inflicts 55 damage per second. Lasts 3 seconds.
4
140
9
700
250
3
Inflicts 70 damage per second. Lasts 3 seconds.
5
180
9
700
300
4
Inflicts 85 damage per second. Lasts 4 seconds.
6
220
9
700
350
5
Inflicts 100 damage per second. Lasts 5 seconds.
7
260
9
700
400
6
Inflicts 115 damage per second. Lasts 6 seconds.

[Ability #2]

[Cloudburst] - (Active, Target-Point, Buff)
Launches a missile at target location, inflicts damage based on distance traveled. Leaves a trail of cloud-like material that shrouds allied units with partial invisibility.


[Skill Table]
Level
Mana
Cooldown
Range
AoE
Duration
Effects
1
160
12
700
100* (120)
3 (2)
700 casting range. Inflicts up to 175 damage. Cloud lasts 3 seconds.
2
160
12
800
100* (120)
3 (2)
800 casting range. Inflicts up to 200 damage. Cloud lasts 3 seconds.
3
160
12
900
100* (120)
3 (2)
900 casting range. Inflicts up to 225 damage. Cloud lasts 3 seconds.
4
160
12
1000
100* (120)
3 (2)
1000 casting range. Inflicts up to 250 damage. Cloud lasts 3 seconds.
5
190
12
1200
100* (240)
4 (2)
1200 casting range. Inflicts up to 360 damage. Cloud lasts 4 seconds.
6
210
12
1400
100* (240)
5 (2)
1400 casting range. Inflicts up to 420 damage. Cloud lasts 5 seconds.
7
240
12
1600
100* (240)
6 (2)
1600 casting range. Inflicts up to 480 damage. Cloud lasts 6 seconds.

[Ability #3]

[Mechanical Glitch] - (Passive)
Percentage chance to return all mana used upon activation of an ability or item.


[Skill Table]
Level
Mana
Cooldown
Range
AoE
Duration
Effects
1
N/A
N/A
N/A
N/A
N/A
5% chance to return all mana used on an ability or item.
2
N/A
N/A
N/A
N/A
N/A
10% chance to return all mana used on an ability or item.
3
N/A
N/A
N/A
N/A
N/A
15% chance to return all mana used on an ability or item.
4
N/A
N/A
N/A
N/A
N/A
20% chance to return all mana used on an ability or item.
5
N/A
N/A
N/A
N/A
N/A
25% chance to return all mana used on an ability or item.
6
N/A
N/A
N/A
N/A
N/A
33% chance to return all mana used on an ability or item.
7
N/A
N/A
N/A
N/A
N/A
50% chance to return all mana used on an ability or item.

[Ability #4]

[Exponential Enhancement] - (Active, Instant)
Upgrades the usefulness of other abilities when activated. Does not upgrade Exponential Enhancement.


[Skill Table]
Level
Mana
Cooldown
Range
AoE
Duration
Effects
1
0
180
N/A
N/A
40
Upgrades abilities by one level.
2
0
180
N/A
N/A
40
Upgrades abilities by two levels.
3
0
180
N/A
N/A
40
Upgrades abilities by three levels.


[Changelog]
01 May 2011
  • Created thread.
  • Chaotic ability Updraft.
  • Global ability Jet Stream.
  • Reworked Updraft, easier mechanics.
  • Changed Jet Stream to Stray Winds.

03 May 2011
  • Modified Stray Winds from single wind to multiple winds.
  • Clarified Tornado spawn with Updraft and Stray Winds.
  • Updraft's secondary slow effect reduced to 2 seconds.
  • Debris ability Electrostatic Storm.
  • Electrostatic Storm cooldown changed from 10 to 11/10/9/8 seconds.
  • Updraft cooldown reduced from 12 to 4 seconds.
  • Added Sub-Ability Wall Cloud for Stray Winds.
  • Stray Winds cooldown increased from 12 to 50/40/30 seconds.
  • Stray Winds duration increased from 6 to 15 seconds.

04 May 2011
  • Removed Wall Cloud. Thank to: [Ryugo]
  • Modified Stray Winds to automatically turn upon reaching the edge of the area of effect.
  • Increased the spray range of Stray Winds from 30-degrees (15-15) to 90-degrees (45-45).
  • Removed global buff from Stray Winds.
  • Removed damage cap from Stray Winds.
  • Removed drawing in disable from Updraft.
  • Modified slow factor for Updraft from 2/2/3/4 to 1.5/2.0/2.5/3.0.
  • Increased cooldown for Updraft from 4 to 5 seconds..
  • Modified area of effect for Updraft from 400/500/600/700 to 400.
  • Reduced max damage from Electrostatic Storm from 80/120/160/200 to 60/80/100/120.
  • Reduced damage area of effect for Stray Winds from 240 to 120 AoE.
  • Added Exponential Growth, plus additional levels for other abilities.
  • Nerfed all abilities to compensate for Exponential Growth's effect.
  • Stray Winds no longer restricts directional spray at 90-degrees with each level learned.

07 May 2011
  • Added hero info and ability icons.
  • Hero is not under development.

12 May 2011
  • Changed name of Exponential Growth to Exponential Enhancement.
  • Exponential Enhancement is now the ultimate, removed movement speed bonus.
  • Reworked Updraft and Stray Winds.
  • Replaced Electrostatic Storm with Cloudburst.
  • Buffed hero armor from 2 to 5.

20 May 2011
  • Changed layout to shorten OP length.
  • Updraft damage reduced.
  • Cloudburst is global, again.
  • Rescaled Cloudburst cooldown to make sense at level 5/6/7.
  • Increased Cloudburst manacost from 80 to 90.
  • Increased duration of Updraft at level 5/6/7.
  • Removed Stray Winds.

26 June 2011
  • Exponential Enhancement is now three levels, as it should be.
  • Modified Cloudburst.
  • Rescaled mana cost of Updraft from 140 to 140/160/180/200/220/240.

11 July 2011
  • Rescales damage on Updraft from 25/40/55/70/100/130/160 to 25/40/55/70/85/100/115.
  • Modified AoE on Cloudburst.
  • Added Poppers!

12 July 2011
  • Changed concept from wind-based to machine-based.
  • Changed icon for Updraft.
  • Modified Engineering Enhancement.

06 September 2012
  • Resurrected thread.
  • Updraft casting range increased from 400/400/400/400/500/600/700 to 700 at all levels.
  • Updraft area of effect decreased from 400/400/400/400/450/500/550 to 250/250/250/250/300/350/400.
  • Cloud Burst duration increased from 2/2.25/2.5/2.75/3/3.25/3.5 to 3/3/3/3/3.5/4/4.5.
  • Removed Poppers!.
  • Added Mechanical Glitch.

09 September 2012
  • Format errors on Ability #3.
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Last edited by Beary; 09-09-2012 at 03:23 PM.
Old 05-02-2011, 11:45 PM   #2
FleshTRNDstone
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Default Re: [Concept] Wind-Based Hero

Like the fact that it's still a concept, and that you're asking people for input.
IMO there should be more such suggestions.
Currently, some suggestors ignore people's ideas on their threads, just because ''This is my idea, and not yours''.
***
***
I have an idea for a wind hero, using the Wind Serpent, but haven't had the willpower to put it on the forum yet. LoL
I'll put it up eventually, but till then, maybe you want to collaborate?
Just a thought
***
Skill 1
Wind Slice - Active
Splist the Northwind in two, sending out 2 gales of air at the target, cutting through anyone in it's path.
***
Visuals wise, Ladder Tornado Slow Aura is used. When used as a missile, it looks really elegant.
*
Ok, basicallay, based on Rexxar's Wild Axes, but with less damage.
If this is codable:
*Just* before the 2 gales hit the targeted point, a dummy unit is placed at your heroes current position.
After the 2 wonds meet, just like with rexxar's axes, they part again and retun to the caster.
Still with me?
Ok, now, instead of returning to the caster, they return to the dummy unit.
*Just* before hitting the dummy unit, a NEW dummy unit is placed at you hero's current location...and repeat the process I've just explained above.
***
Hope you could envision that, tried to explain it as best I could.
***
Anyway, with this, you get to cast it once, and keep it active semi-indefinitely as long as your hero keeps moving around. Each time passes through enemies, it damages them.
***
***
Skill 2
Turbulance - Passive
Each time the winds converge (refer to above skill), there's a chance of forming a twister.
Twisters move around eratically and hulr enemies into air, dealing damage etc..
***
***
Skill 4 - Ultimate
Hurricane? - Active
When cast on a twister, causes it to vacuum up excess air, the drop in air-pressure causes a hurricane to occure.
Hurricanes can be controlled and deals horrendous damage etc etc and so forth..
***
Uses Tornado model.
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Old 05-02-2011, 11:50 PM   #3
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Default Re: [Concept] Wind-Based Hero

I LOVE this idea. A wind based hero has always been on my to-do list simply because I really want a wind based hero in game(Windrunner is an archer with one wind skill that's kinda pathetic)

That being said, I hate community type projects.

So, good luck to you, and I hope you succeed, I really do.

Here's an idea I've always played around with in my head for a wind hero.

Since he/she can manipulate the winds, she/he would be able to manipulate wind resistance, and speed up all allied units and slow down all enemy units globally. I just thought that would be kinda nifty. Good Luck ^.^
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Old 05-03-2011, 12:57 AM   #4
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Default Re: [Concept] Wind-Based Hero

Both good ideas.

Quote:
Originally Posted by FleshTRNDstone View Post
Skill 1
Wind Slice - Active
Splist the Northwind in two, sending out 2 gales of air at the target, cutting through anyone in it's path.
***
Visuals wise, Ladder Tornado Slow Aura is used. When used as a missile, it looks really elegant.
*
Ok, basicallay, based on Rexxar's Wild Axes, but with less damage.
If this is codable:
*Just* before the 2 gales hit the targeted point, a dummy unit is placed at your heroes current position.
After the 2 wonds meet, just like with rexxar's axes, they part again and retun to the caster.
Still with me?
Ok, now, instead of returning to the caster, they return to the dummy unit.
*Just* before hitting the dummy unit, a NEW dummy unit is placed at you hero's current location...and repeat the process I've just explained above.
***
Hope you could envision that, tried to explain it as best I could.
***
Anyway, with this, you get to cast it once, and keep it active semi-indefinitely as long as your hero keeps moving around. Each time passes through enemies, it damages them.
As you said, this resembles Rexxar's Wild Axes ability. I like the 'keep moving to keep the twisters moving' idea.
Quote:
Originally Posted by FleshTRNDstone View Post
Skill 2
Turbulance - Passive
Each time the winds converge (refer to above skill), there's a chance of forming a twister.
Twisters move around eratically and hulr enemies into air, dealing damage etc..
Not really feeling this, but I will see if it can fit in somewhere.
Quote:
Originally Posted by FleshTRNDstone View Post
Skill 4 - Ultimate
Hurricane? - Active
When cast on a twister, causes it to vacuum up excess air, the drop in air-pressure causes a hurricane to occure.
Hurricanes can be controlled and deals horrendous damage etc etc and so forth..
***
Uses Tornado model.
Boring.
Quote:
Originally Posted by uo111 View Post
Since he/she can manipulate the winds, she/he would be able to manipulate wind resistance, and speed up all allied units and slow down all enemy units globally. I just thought that would be kinda nifty. Good Luck ^.^
I was thinking something similar, but this hero would be the basis of the wind direction. Basically, any units traveling in the same direction as this hero is facing will gain increased movement speed. Any units facing the opposing direction will have their movement speed reduced. Will go into details later.

Thank you for your input.
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Old 05-03-2011, 03:58 AM   #5
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Default Re: [Concept] Wind-Based Hero

I currently have a wind themed hero idea in the first page of the hero suggs forum. I felt that the most close take on the subject was to make wind currents that interact between each other to create Tornados or Cyclons. That's just an idea.

I actually thought of something very similar to your ultimate skill for my wind currents
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Old 05-03-2011, 04:02 AM   #6
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Default Re: [Concept] Wind-Based Hero

Quote:
Originally Posted by Beary View Post
Any unit that is facing the same direction (+/- 45-degrees) as this hero, globally, gains a bonus movement speed.
any unit? so allied and enemy heroes and creeps? thats kinda useless imo. you chase enemy, allies get ms buff but so does enemy. you try to slow them down by facing the other way, you slow down your team too. fix that.

first skill updraft? seems too complicated. im not sure about throwing people 400-900 range with a toggle skill, seems imba. too much displacement for a non-ulti imo.
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Old 05-03-2011, 04:31 AM   #7
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Default Re: [Concept] Wind-Based Hero

Quote:
Originally Posted by rafiiki View Post
I currently have a wind themed hero idea in the first page of the hero suggs forum. I felt that the most close take on the subject was to make wind currents that interact between each other to create Tornados or Cyclons. That's just an idea.

I actually thought of something very similar to your ultimate skill for my wind currents
Link please
Quote:
Originally Posted by aresid View Post
any unit? so allied and enemy heroes and creeps? thats kinda useless imo. you chase enemy, allies get ms buff but so does enemy. you try to slow them down by facing the other way, you slow down your team too. fix that.

first skill updraft? seems too complicated. im not sure about throwing people 400-900 range with a toggle skill, seems imba. too much displacement for a non-ulti imo.
Was thinking about that... I may change it to an infinite Point-Target system that would orient the direction of the wind in the direction clicked... thinking about having this hero have their movement speed bonus doubled when traveling in the opposing direction

Updraft is a bit complicated, will look into making it simpler.

Good feedback.
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Last edited by Beary; 05-03-2011 at 04:45 AM.
Old 05-03-2011, 04:56 AM   #8
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Default Re: [Concept] Wind-Based Hero

Quote:
Originally Posted by Beary View Post
Link please


Was thinking about that... I may change it to an infinite Point-Target system that would orient the direction of the wind in the direction clicked... thinking about having this hero have their movement speed bonus doubled when traveling in the opposing direction

Good feedback.

Hmmm. yes... that would work. but if it still affects both enemy and ally, then you still havnt fixed it. Its got to be either one or the other.

I think that a directional draft would be more interesting if it were in a line, instead of it being global. I don't really like global passive-like abilities.
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Old 05-03-2011, 05:03 AM   #9
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Default Re: [Concept] Wind-Based Hero

Here it is:

[INT-SENT] Quetzalcoatl, God of Wind
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Old 05-03-2011, 05:03 AM   #10
Beary
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Default Re: [Concept] Wind-Based Hero

Quote:
Originally Posted by aresid View Post
Hmmm. yes... that would work. but if it still affects both enemy and ally, then you still havnt fixed it. Its got to be either one or the other.

I think that a directional draft would be more interesting if it were in a line, instead of it being global. I don't really like global passive-like abilities.
It is not a passive any more
Quote:
Originally Posted by rafiiki View Post
Thank you, will look at it.
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Old 05-03-2011, 06:04 AM   #11
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Default Re: [Concept] Wind-Based Hero

I have a wind based hero too. Try to make her more DD like Lina but I didn't have big success... http://www.playdota.com/forums/45285...istress-vesta/
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Old 05-03-2011, 06:09 AM   #12
Beary
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Default Re: [Concept] Wind-Based Hero

Quote:
Originally Posted by V_N_C View Post
I have a wind based hero too. Try to make her more DD like Lina but I didn't have big success... http://www.playdota.com/forums/45285...istress-vesta/
I've seen your hero suggestion. Aside from the fancy formatting, there is not much to it. You combine too many effects into one ability it seems like a big mix of abilities. I will see what I can collect from your suggestion
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Old 05-03-2011, 08:55 AM   #13
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Default Re: [Concept] Wind-Based Hero

Quote:
Originally Posted by Beary View Post
Windrunner is great, but we need something better in Dota.
Good luck with creating a better hero. ;]

I will start off with an ability that introduces a new mechanic to the game. the new mechanic will involve hero positioning within a radial measuring system.
2pi = 360-degrees = one full rotation
pi = 180-degrees = half rotation
pi/2 = 90-degrees = quarter rotation
So, the "new" mechanic is the effect (in this case: changing position) based on facing angle of unit/angle between points?
Updraft seems like Vacuum with steroids.

I don't fully understand ulti, so no comment.

However, I can give you simple ability based on angle.
-target point (set the starting direction) or instant (facing angle)
-AoE is around the caster (huge aoe)
-there will be 8 basic kinds of wind:
NE N90 NW
135 \ V / 45
E 180 > <0 W
225 / ^ \ 315
SE S270 SW
Starting direction is based on angle between caster and casting point or facing angle of caster. (For example 120 (the nearest is 135, so the wind will blow from SW to NE).
Grants subabilities for changing the direction of wind.
Every enemy unit in AoE will be moved by a small distance (35/55/75) every second in the direction of wind. This will not affect their orders in any way.
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Old 05-03-2011, 09:13 AM   #14
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Default Re: [Concept] Wind-Based Hero

Dota is lacking wind...

Suggestion for debris wind
Debris Gale
(I was planning on using it as water-theme with tidal wave as name, can't think of any cool suitable wind name. Change it if you want )

Creates a wall of wind that pushes enemies away while dealing dmg/s

simple.

What i'm thinking is like creating a wall, which is un-passable and keeps on moving into a direction. It's like deafening blast but it only pushes to one direction.
It's an object that moves forward, pushing enemies backwards if they're in the way. Deals DPS at melee range.

Hope this helps
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Old 05-03-2011, 10:46 AM   #15
FleshTRNDstone
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Default Re: [Concept] Wind-Based Hero

Boring?
Didn't read it properly then..
You need to keep moving to keep the Wind Slice active, not the twisters.
But, darn, I did forget to add a passive effect to Turbulance.
Just because Wind Slice is *seemingly* similar to Wild Axes, doesn't mean it's the same; might aswell say that every nuke in the game is the same, every illusion spell is the same, they're just used differently, with added effects.
Not being defensive, just saying.
Anyway, no worry, I'll still use this in another suggestion.
No hard feelings
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Old 05-03-2011, 10:52 AM   #16
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Default Re: [Concept] Wind-Based Hero

Well... I have wind-theme hero suggestion too (See sig.)... I mean, most of us do right? =/
haha... anyway, we are allow to start concept-base threads now eh?
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Old 05-03-2011, 10:57 AM   #17
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Default Re: [Concept] Wind-Based Hero

Quote:
Originally Posted by uo111 View Post
I LOVE this idea. A wind based hero has always been on my to-do list simply because I really want a wind based hero in game(Windrunner is an archer with one wind skill that's kinda pathetic)
Shackleshot

All of her skills use wind magic.

Quote:
Originally Posted by uo111 View Post
That being said, I hate community type projects.

So, good luck to you, and I hope you succeed, I really do.

Here's an idea I've always played around with in my head for a wind hero.

Since he/she can manipulate the winds, she/he would be able to manipulate wind resistance, and speed up all allied units and slow down all enemy units globally. I just thought that would be kinda nifty. Good Luck ^.^
A rip-off of the ladder if the ladder "Mass Haste" would be good. In an active form, though.

@BEARY: I only have one hero that uses wind magic: Arashikaze, the Darkslayer

I don't think it will help you at all. If i come up with some ideas, maybe I can help you.
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Last edited by Ryugo; 05-03-2011 at 11:10 AM.
Old 05-03-2011, 11:08 AM   #18
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Default Re: [Concept] Wind-Based Hero

I can't think of anything now, but perhaps this will help out: [Collab][INT-SENT] Aegolias, the Spirit Guardian

It was the 3rd SRT Collaboration hero.
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Old 05-03-2011, 11:47 AM   #19
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Default Re: [Concept] Wind-Based Hero

hurmmm i think i've made a wind-based hero long time ago..but i think the theme isn't revolve around wind anymore...

i have one suggestion that maybe can work with your "new mechnism" thingy~~

Force Bluster [F] [Active, Ground Target]

HERO channels enough power to cause the direction of the breeze surrounding him to be focused on certain area. The amount of power you will gain from the wind is equivalent to the degrees you're facing while attacking the unit. This spell have 1200 casting range and the arrow will move at a speed of 2000/unit distance/sec. The AS you gain will last for 12 sec at all level or until the extra AS provided reach 0% (when you keep rotating around).

Level 1: Shoot one arrow onto an area and any attack that is parallel to the area will cause your attack speed to be boosted for 100%. The AS will be reduced by 25% for each 20-degrees rotation you make while attacking a unit.
Level 2: Shoot one arrow onto an area and any attack that is parallel to the area will cause your attack speed to be boosted for 100%. The AS will be reduced by 20% for each 20-degrees rotation you make while attacking a unit.
Level 3: Shoot one arrow onto an area and any attack that is parallel to the area will cause your attack speed to be boosted for 100%. The AS will be reduced by 15% for each 20-degrees rotation you make while attacking a unit.
Level 4: Shoot one arrow onto an area and any attack that is parallel to the area will cause your attack speed to be boosted for 100%. The AS will be reduced by 10% for each 20-degrees rotation you make while attacking a unit.

Manacost: 100
Cooldown: 25 sec

gomenasai, if this idea sounds silly to you...i'm just want to help you.
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Old 05-03-2011, 06:03 PM   #20
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Default Re: [Concept] Wind-Based Hero

Quote:
Originally Posted by Evfeed View Post
Updraft seems like Vacuum with steroids.
Vacuum has always been a favorite ability of mine. I like using similar mechanics. The main difference is the draw per second aspect of this ability; Vacuum instantly drags in enemy units, this ability slowly drags them in and then slows afterward... I will see if I can disguise it a bit better
Quote:
Originally Posted by Evfeed View Post
However, I can give you simple ability based on angle.
-target point (set the starting direction) or instant (facing angle)
-AoE is around the caster (huge aoe)
-there will be 8 basic kinds of wind:
NE N90 NW
135 \ V / 45
E 180 > <0 W
225 / ^ \ 315
SE S270 SW
Starting direction is based on angle between caster and casting point or facing angle of caster. (For example 120 (the nearest is 135, so the wind will blow from SW to NE).
Grants subabilities for changing the direction of wind.
Every enemy unit in AoE will be moved by a small distance (35/55/75) every second in the direction of wind. This will not affect their orders in any way.
Hardly a simpler ability, but the directionality of the suggestion is easier to understand. Thank you. Want to try and stay away from push-back abilities.
Quote:
Originally Posted by Vot1_Bear View Post
Dota is lacking wind...

Suggestion for debris wind
Debris Gale
(I was planning on using it as water-theme with tidal wave as name, can't think of any cool suitable wind name. Change it if you want )

Creates a wall of wind that pushes enemies away while dealing dmg/s

simple.

What i'm thinking is like creating a wall, which is un-passable and keeps on moving into a direction. It's like deafening blast but it only pushes to one direction.
It's an object that moves forward, pushing enemies backwards if they're in the way. Deals DPS at melee range.

Hope this helps
The suggestion actually would look much better with water For some reason, a wall of air does not fit too well.
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Originally Posted by FleshTRNDstone View Post
Boring?
Didn't read it properly then..
You need to keep moving to keep the Wind Slice active, not the twisters.
But, darn, I did forget to add a passive effect to Turbulance.
Just because Wind Slice is *seemingly* similar to Wild Axes, doesn't mean it's the same; might aswell say that every nuke in the game is the same, every illusion spell is the same, they're just used differently, with added effects.
Not being defensive, just saying.
Anyway, no worry, I'll still use this in another suggestion.
No hard feelings
I'll be looking into this, I have something in mind that is similar and may be able to apply it to this suggestion.
Quote:
Originally Posted by gamerinboxers View Post
Well... I have wind-theme hero suggestion too (See sig.)... I mean, most of us do right? =/
haha... anyway, we are allow to start concept-base threads now eh?
Link please
Quote:
Originally Posted by Ryugo View Post
Shackleshot

All of her skills use wind magic.



A rip-off of the ladder if the ladder "Mass Haste" would be good. In an active form, though.

@BEARY: I only have one hero that uses wind magic: Arashikaze, the Darkslayer

I don't think it will help you at all. If i come up with some ideas, maybe I can help you.
You mean the glyph mass haste Your suggestion is scary! I may steal your passive
Quote:
Originally Posted by The][nquisitor View Post
I can't think of anything now, but perhaps this will help out: [Collab][INT-SENT] Aegolias, the Spirit Guardian

It was the 3rd SRT Collaboration hero.
LAME!
Quote:
Originally Posted by Lotus V Eater View Post
hurmmm i think i've made a wind-based hero long time ago..but i think the theme isn't revolve around wind anymore...

i have one suggestion that maybe can work with your "new mechnism" thingy~~

Force Bluster [F] [Active, Ground Target]

HERO channels enough power to cause the direction of the breeze surrounding him to be focused on certain area. The amount of power you will gain from the wind is equivalent to the degrees you're facing while attacking the unit. This spell have 1200 casting range and the arrow will move at a speed of 2000/unit distance/sec. The AS you gain will last for 12 sec at all level or until the extra AS provided reach 0% (when you keep rotating around).

Level 1: Shoot one arrow onto an area and any attack that is parallel to the area will cause your attack speed to be boosted for 100%. The AS will be reduced by 25% for each 20-degrees rotation you make while attacking a unit.
Level 2: Shoot one arrow onto an area and any attack that is parallel to the area will cause your attack speed to be boosted for 100%. The AS will be reduced by 20% for each 20-degrees rotation you make while attacking a unit.
Level 3: Shoot one arrow onto an area and any attack that is parallel to the area will cause your attack speed to be boosted for 100%. The AS will be reduced by 15% for each 20-degrees rotation you make while attacking a unit.
Level 4: Shoot one arrow onto an area and any attack that is parallel to the area will cause your attack speed to be boosted for 100%. The AS will be reduced by 10% for each 20-degrees rotation you make while attacking a unit.

Manacost: 100
Cooldown: 25 sec

gomenasai, if this idea sounds silly to you...i'm just want to help you.
It is very silly. Plus, it reminds me too much of an old suggestion known as Air Render. That idea is what spawned Powershot. The original idea had a shockwave that would push enemy units parallel to the shot towards the casting hero.
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Old 05-04-2011, 09:19 AM   #21
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Default Re: [Concept] Wind-Based Hero

^Theme can always be adjusted lol
Anyway will think of smth else soon.
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Old 05-04-2011, 09:25 AM   #22
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Default Re: [Concept] Wind-Based Hero

Here is my contribution if you want to use it

Just turn it from whirlpool into whirlwind. :O



E: oh and work in the skill name/hero name of tempest :P
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Old 05-04-2011, 09:59 AM   #23
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Default Re: [Concept] Wind-Based Hero

I expect his name to be Tiourikikaze :V.
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Old 05-04-2011, 10:04 AM   #24
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Default Re: [Concept] Wind-Based Hero

hurmmm 1st trial seems fail, now my second suggestion:

Ancient Breeze [R] [Passive]
HERO equipped himself with strong air current. The air current is flowing so fast, impairing enemy hero's attacking and spell casting ability based on the difference of HERO's MS and their MS. AOE will increase per level.

Level 1: Passively reduce enemy hero sight range for 50 for every 40 MS difference between HERO and the affected unit. Affects 500 AOE and max 200 sight reduction.
Level 2: Passively reduce enemy hero sight range for 50 for every 30 MS difference between HERO and the affected unit. Affects 700 AOE and max 250 sight reduction.
Level 3: Passively reduce enemy hero sight range for 50 for every 20 MS difference between HERO and the affected unit. Affects 900 AOE and max 300 sight reduction.
Level 4: Passively reduce enemy hero sight range for 50 for every 10 MS difference between HERO and the affected unit. Affects 1100 AOE and max 350 sight reduction.

Manacost: N/A
Cooldown: N/A
Notes:
- Affect all enemy hero except non-hero, mechanical and neutral units.

hurmm how about this one. i hope the idea behind it, is not that silly...also, i think this spell is quite nice since your hero have a spell that can boost you and your allied hero's MS.
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Last edited by Lotus V Eater; 05-04-2011 at 01:26 PM.
Old 05-04-2011, 12:11 PM   #25
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Default Re: [Concept] Wind-Based Hero

@Lotus V Eater: You should check the codeability of this spell.

@Beary: Wall Cloud does not look as good subskill.
Unless the hero has almost 0 stats and 0 stat gain, I would find him very easy to play, since his skills are strong, Wall Cloud will almost ensuring the death of his enemies.
I would see no reason to look for items with disabling abilities.
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Old 05-04-2011, 12:54 PM   #26
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Default Re: [Concept] Wind-Based Hero

Quote:
Originally Posted by Ryugo View Post
@Lotus V Eater: You should check the codeability of this spell.
[/COLOR]
i bet the increase BAT thingy is codable, as Alchemist have an ultimate that can reduce his BAT. well, note that by increasing/reducing the BAT will cause diff effects...

though, not so sure 'bout manipulating the spell animation...hahaha
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Old 05-04-2011, 12:58 PM   #27
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Default Re: [Concept] Wind-Based Hero

Quote:
Originally Posted by Lotus V Eater View Post
i bet the increase BAT thingy is codable, as Alchemist have an ultimate that can reduce his BAT. well, note that by increasing/reducing the BAT will cause diff effects...

though, not so sure 'bout manipulating the spell animation...hahaha
Both require Model Change, AFAIK. :/
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Old 05-04-2011, 01:16 PM   #28
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Default Re: [Concept] Wind-Based Hero

OMG, totally forgot bout that....hurmm means that every hero will have their model change when affected by this spell

hahaha...

EDIT: totally change the concept of the suggested spell...
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Old 05-04-2011, 02:30 PM   #29
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Default Re: [Concept] Wind-Based Hero

Quote:
Originally Posted by Vot1_Bear View Post
^Theme can always be adjusted lol
Anyway will think of smth else soon.
O.o
Quote:
Originally Posted by Mazil View Post
E: oh and work in the skill name/hero name of tempest :P
Tempest has been used over and over again. Need something with more OMGWTFISTHATNAME!?
Quote:
Originally Posted by Unan1mous View Post
I expect his name to be Tiourikikaze :V.
A name like this!
Quote:
Originally Posted by Lotus V Eater View Post
hurmmm 1st trial seems fail, now my second suggestion:

Ancient Breeze [R] [Passive]
HERO equipped himself with strong air current. The air current is flowing so fast, impairing enemy hero's attacking and spell casting ability based on the difference of HERO's MS and their MS. AOE will increase per level.

Level 1: Passively reduce enemy hero sight range for 50 for every 40 MS difference between HERO and the affected unit. Affects 500 AOE and max 200 sight reduction.
Level 2: Passively reduce enemy hero sight range for 50 for every 30 MS difference between HERO and the affected unit. Affects 700 AOE and max 250 sight reduction.
Level 3: Passively reduce enemy hero sight range for 50 for every 20 MS difference between HERO and the affected unit. Affects 900 AOE and max 300 sight reduction.
Level 4: Passively reduce enemy hero sight range for 50 for every 10 MS difference between HERO and the affected unit. Affects 1100 AOE and max 350 sight reduction.

Manacost: N/A
Cooldown: N/A
Notes:
- Affect all enemy hero except non-hero, mechanical and neutral units.

hurmm how about this one. i hope the idea behind it, is not that silly...also, i think this spell is quite nice since your hero have a spell that can boost you and your allied hero's MS.
I was testing ideas with movement speed and movement speed differences and had at least six different ideas. This one, as mentioned already, would be a bitch to code. I will try removing the global boost in movement speed and transfer that to another ability. Leaving the ultimate as a hailstorm of damage.
Quote:
Originally Posted by Ryugo View Post
@Lotus V Eater: You should check the codeability of this spell.

@Beary: Wall Cloud does not look as good subskill.
Unless the hero has almost 0 stats and 0 stat gain, I would find him very easy to play, since his skills are strong, Wall Cloud will almost ensuring the death of his enemies.
I would see no reason to look for items with disabling abilities.
Thinking over it the past few hours and decided that Wall Cloud is not a good fit for this hero. The sight negation is a bit too much and makes the ultimate too complicated/overpowered. Removed!

Actually, having a hero that gains 0 stats would be interesting. Will look into that.

Thank you
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Last edited by Beary; 05-04-2011 at 03:02 PM.
Old 05-04-2011, 04:45 PM   #30
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Default Re: [Concept] Wind-Based Hero

wow a wind -based hero.
you know i always like wind element type hero, but the only wind hero is alleria i use it all the time and im getting bored using her. I wish they will add this hero.

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Old 05-05-2011, 06:01 AM   #31
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Default Re: [Concept] Wind-Based Hero

Quote:
Originally Posted by alleria_249 View Post
Kind of boring.
Quote:
Originally Posted by alleria_249 View Post
I wish they will add this hero.
This suggestion is far from complete. I need a final base ability.

I was playing around with the idea of a passive ability that grants bonus experience and grant bonus movement speed based on this hero's current movement speed... then I realized that there would be a problem leveling this ability and tried to think of a reason why it would fit into the theme of this hero. This is where I came out with, "Exponential Growth"

Exponential Growth (passive)
Passively grants 20% bonus experience, bonus movement speed based on current level, and access to additional ability levels.
Level 1 - Increases movement speed by 2 for each hero level. Enables 1 additional level for all other abilities.
Level 2 - Increases movement speed by 2 for each hero level. Enables 2 additional levels for all other abilities.
Level 3 - Increases movement speed by 2 for each hero level. Enables 3 additional levels for all other abilities.
Level 4 - Increases movement speed by 2 for each hero level. Enables final ultimate level.

Ability #1 - 1/2/3/4 (5/6/7)
Ability #2 - 1/2/3/4 (5/6/7)
Ability #3 - 1/2/3/4
Ultimate - 1/2/3 (4/5/6/7)

7 + 7 + 4 + 7 = 25

This of course would remove any stat bonus ^_^
Quote:
Originally Posted by Ryugo View Post
Unless the hero has almost 0 stats and 0 stat gain...
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Old 05-05-2011, 11:30 AM   #32
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Default Re: [Concept] Wind-Based Hero

Quote:
Originally Posted by Beary View Post
Ability #1 - 1/2/3/4 (5/6/7)
Ability #2 - 1/2/3/4 (5/6/7)
Ability #3 - 1/2/3/4
Ultimate - 1/2/3 (4/5/6/7)

7 + 7 + 4 + 7 = 25
I don't think it is necessary to level up the 3rd ability to have access to other levels.
Why don't you simply increase the level of the skills after getting the 3rd ability, letting the bonus attributes to exhist?


Quote:
Originally Posted by Beary View Post
This of course would remove any stat bonus ^_^
Don't be serious about that, man. >_>
Removing stat gain means that his abilities are essencially OP.


Quote:
Originally Posted by Unan1mous View Post
I expect his name to be Tiourikikaze :V.
Talking about Tiourikikaze... Isn't ladder "Displace" a good survival ability to a strong caster like yours?
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Old 05-05-2011, 03:50 PM   #33
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Default Re: [Concept] Wind-Based Hero

Quote:
Originally Posted by Ryugo View Post
I don't think it is necessary to level up the 3rd ability to have access to other levels.
Why don't you simply increase the level of the skills after getting the 3rd ability, letting the bonus attributes to exhist?
By allowing this hero's other abilities to unlock an additional level makes him very unique. Invoker is the only other hero in the game that has 7-7-7-4 abilities. In Invoker's case all base abilities are co-dependent and have amazing synergy with his ultimate.

Besides Witchcraft covers the free upgrade... it also increases movement speed.
Quote:
Originally Posted by Ryugo View Post
Don't be serious about that, man. >_>
Removing stat gain means that his abilities are essencially OP.
A disable with no damage, a passive that weakens with more targets, and an ultimate that causes mass destruction on a small scale. I'll see if I can generate a test map within the next week or so.
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Old 05-05-2011, 04:15 PM   #34
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Default Re: [Concept] Wind-Based Hero

Where is the "removes turn rate" skill? D=
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Old 05-05-2011, 04:22 PM   #35
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Default Re: [Concept] Wind-Based Hero

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Originally Posted by God of Death View Post
Where is the "removes turn rate" skill? D=
Why would anyone want to remove turn rate?!
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Old 05-05-2011, 04:28 PM   #36
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Default Re: [Concept] Wind-Based Hero

C'mon, think!
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Old 05-05-2011, 07:27 PM   #37
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Default Re: [Concept] Wind-Based Hero

Quote:
Originally Posted by Beary View Post
By allowing this hero's other abilities to unlock an additional level makes him very unique. Invoker is the only other hero in the game that has 7-7-7-4 abilities. In Invoker's case all base abilities are co-dependent and have amazing synergy with his ultimate.

Besides Witchcraft covers the free upgrade... it also increases movement speed.
Well, that is a good point, though.
Quote:
Originally Posted by Beary View Post
A disable with no damage, a passive that weakens with more targets, and an ultimate that causes mass destruction on a small scale. I'll see if I can generate a test map within the next week or so.
So, he isn't the type of hero that is worthless of stat gain. Just keep the normal stat gain. You can remove the bonus attributes, though.

Quote:
Originally Posted by Beary View Post
Why would anyone want to remove turn rate?!
No turn rate means "enemies going onwards no matter what happens". Even though removing it all is OP, it can turn impossible to cast some single-target spells and attack enemies at the sides and right at their back.

It is pretty useful.
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Old 05-05-2011, 07:55 PM   #38
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Default Re: [Concept] Wind-Based Hero

Quote:
Originally Posted by God of Death View Post
C'mon, think!
I'll let someone else think for me.
Quote:
Originally Posted by Ryugo View Post
No turn rate means "enemies going onwards no matter what happens". Even though removing it all is OP, it can turn impossible to cast some single-target spells and attack enemies at the sides and right at their back.

It is pretty useful.
Explain where I could use this please.
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Old 05-05-2011, 08:06 PM   #39
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Default Re: [Concept] Wind-Based Hero

Quote:
Originally Posted by Beary View Post
Explain where I could use this please.
Isn't him complete already?
I was just explaining.
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Old 05-05-2011, 08:12 PM   #40
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Default Re: [Concept] Wind-Based Hero

Quote:
Originally Posted by Ryugo View Post
Isn't him complete already?
I was just explaining.
Far from complete. A complete hero should have hero name, model, icons, and test map.

Concept -> Just words
Development -> Hero name, model, and icons
Prototype -> Making test map(s)
Complete ->
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