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Old 11-07-2009, 08:33 PM   #1
Iano21
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Default [STR-SENT]Gyatso - The Airbender |Review's Please|


Quote:



The Airbender
Monk Gyatso

Background Story:
Coming form a country far away Gyatso was a powerful monk spending his life teaching the heritage of the airbenders. He passed his knowledge to thousands of pupils until one day his whole tribe was crushed by some lame fire tamers. He survived by fleeing to Azeroth on an flying Bison. Here he faces the burden to grasp his wand again to fight against the Scourge!

Strength - 21 + [2.6]
Agility - 13 + [1.3]
Intelligence - 19 + [2.1]


Link to Hiveworkshop


Affiliation:Sentinel
Damage:39-46
Armor:3
Movespeed:300
Starting HP/MP:549/247
Attack Range:400

Keep on Track - (Active, Affects Enemy Heroes)

____________________Gyatso manipulates the Air under the feet of his enemys and can force them to keep on moving! Thats the way Jesus walked on water!


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
15015 sec800N/A1 secAccelerates to 400ms
25013 sec800N/A1,5 secAccelerates to 400ms
35011 sec800N/A2 secAccelerates to 400ms
4509 sec800N/A2,5 secAccelerates to 400ms

Notes:
  • The hero starts moving in the facing direction
  • "Hard" objects like Walls, Buildings, Trees etc. will stop him
  • Can't attack or use Spells while affected
  • Can't be slowed while affected
Circle Spin - (Active, Affects Enemy Units, Blink-Like Spell, Aoe-Damage)

____________________Gyatso splits up into air and moves as 2 "Airghosts" around the enemy materializing at the exact opposite point of the enemy and damaging all the units in the "Airghosts"-way.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
17015 sec200<--N/A50damage/Airghost
28013 sec275<--N/A125damage/Airghost
39011 sec350<--N/A200damage/Airghost
41009 sec425<--N/A275damage/Airghost

Notes:
  • Damage can only be taken once (no 550damage even if hit by both airghosts)
  • Targeted Enemy doesnt stop in action
  • You materialize at the exact opposite point of the enemy
Picture


Tornado Call - (Active, Affects Enemy Units, Spam Skill)
____________________Gyatso calls an Tornado at target location which travels to himself. It damages all foes in the way and knocks them back in the Specialists position.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
110020 sec8003003 sec50 dam and 30 kb
210020 sec8003003 sec100 dam and 60 kb
310020 sec8003003 sec150 dam and 90 kb
410020 sec8003003 sec200 dam and 120 kb

Notes:
  • Please let me know if you got better ideas for this spell!
Catastrophal Collision - (Active, Self-Buff, Activates On Hero-Collision)
____________________The next enemy hero that collides with the Gyatso gets slaped around the him once (for 1 sec) and gets "kicked" away. During slaping the foe gets damage over time depending on the MS it had while colliding with the Aerial Specialist.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
110040 secN/AN/A7 sec50% of MS as damage and 100 kb
212535 secN/AN/A11 sec70% of MS as damage and 200 kb / 2 charges
315030 secN/AN/A15 sec90% of MS as damage and 300 kb / 3 charges

Notes:
  • Foe cant move during that time/cast spells
  • Foe's facing stays the same all the time
  • Gyatso channels 1sec (can be interrupted)
  • Only triggers every 2sec (for no interfering)
  • Works with dagger
  • Duration refreshes when casted again(for lvl2/3 Ulti)
Picture:
Changelog:
07.11: -Released idea
08.11: -Reworked Ulti a bit (damage based on MS) / -added Synergies / improved "Keep on Track" duration
10.11: -Added numbers / -Changed Circle Spin / -Updated Ulti / -removed Synergies because of update
11.11: -Released actual Hero / -Alot.
29.11: -Improved stats / -Remodelled Ulti


If you got a better name and/or icons, post them!


Concept (If you need more information / In Depth):

Note: This is only a theme, so im only introducing skills. No stats and No icons.


Aerial Specialist

(Int-melee OR Str-melee hero)

Quote:
Skill #1 ____.::Keep on Track!::.____
Manacost: 50
Cooldown: 15/13/11/9
Castrange: 800


Enemy unit moves in the facing direction without stopping for:

Lv.1: 1sec
Lv.2: 1,5sec
Lv.3: 2sec
Lv.4: 2,5sec
  • Skill stops if unable to move any further
  • Stun, Slow dont affect during spell
  • Accelerates to 400ms
  • Can't attack use spells/attack while affected

Skill #2 ____.::Circle Spin!::.____
Manacost: 70/80/90/100
Cooldown: 15/13/11/9

Your Hero splits up into air and moves as 2 "Airghosts" around the enemy materilizing at the exact opposite point of the enemy (Distance to the enemy is the same afterwards) and damaging all the units in the "Airghosts"-way.
Lv.1: 200 Castrange, 50dam/Airghost
Lv.2: 275 Castrange, 125dam/Airghost
Lv.3: 350 Castrange, 200dam/Airghost
Lv.4: 425 Castrange, 275dam/Airghost
  • The enemy himself is not getting any damage
  • Damage can only be taken once (no 550damage even if hit by both airghosts)
  • Targeted Enemy doesnt stop in action
Image:


Skill #3 ____.::Tornado Call::._____
Manacost: 100
Cooldown: 20
Castrange: 800

Calls an Tornado at the target which travels to your location and damages enemys and knocks them to your position:
Lv.1: 50damage 30 knockback
Lv.2: 100damage 60 kb
Lv.3: 150damage 90 kb
Lv.4: 200damage 120 kb

(Pretty simple but got great synergy so please let me know if you like the spell)

Ultimate ____.::Catastrophal Collision!::.____(Self-Buff)
Manacost: 100/125/150
Cooldown: 40/35/30
Duration: 7s

The next enemy hero that collides with the buffed unit gets slaped around the buffed unit once (for 1 sec) and gets "kicked" away. During the slaping the foe gets damage over time depending on the MS it had while colliding with the Air Specialist.

Lv.1: 50% of enemy unit MS dam over 1 sec / knockback of 100
Lv.2: 70% of enemy unit MS dam over 1 sec (stackable twice) / knockback of 200
Lv.3: 90% of enemy unit MS dam over 1 sec (stackable 3 times) / knockback of 300
  • Foe cant move during that time/cast spells
  • Foes facing stays the same all the time
  • Buffed unit channels 1sec (can be interrupted)
  • Only triggers every 2sec
  • Works with dagger
  • CD refreshes when casted again(for lvl2/3 Ulti)
Quote:
I.e.:
-....MS= 522 (max MS)............... ....Ulti deals 261 / 365 / 469 damage!
-....MS= 400 ("Keep on track" MS) ....Ulti deals 200 / 280 / 360 damage!
-....MS= 0 (No movement) ...............Ulti deals 0 / 0 / 0 damage!

Further Explanation:

Basically your hero gets an "CC"-Buff that lasts 7 sec and is used as soon as your unit model collides with an enemy hero model. As soon as that happens the enemy hero floats around your hero once and getting "rupture"damage over time for 1 sec. The damage is based on the movement speed of the incoming hero (so no MS=no Damage). After going around your hero once the enemy gets knockbacked in the direction he came from. Whenever your ulti is used you an additional 2sec buff time for the remaining buffs. So with an good placed dagger you can for example send an fleeing enemy back to where he was.

Example:
  • Enemy hero comes in with max. MS and you buffed yourself with Lvl 3 Ulti 3 times (=3 buffs lasting 7sec).
  • Your heros collide ---> Effect triggers.
  • Enemy hero gets 469 damage and gets knockbacked 300.
  • After that you get 2 additional seconds for your buff time.
  • If he runs into you again (why ever) (or you use Keep on Track), the Ulti triggers again.
  • Needs alot of skill to let all 3 ultis trigger on one hero, which would be devastating.
  • If somebody casts stun on you during the ulti it interrupts but you keep your rem. buffs

See image below for better understanding.


Image:


Reviews needed! Please be fair its just an idea!

Quote:
_____...Synergies:...____

/Coming soon/
Attached Thumbnails
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Last edited by Iano21; 12-03-2009 at 04:15 PM.
Old 11-08-2009, 10:05 AM   #2
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Default Re: [CONCEPT]Air-Hero-Theme

Updated alot!
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Old 11-08-2009, 10:59 AM   #3
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Default Re: [CONCEPT]Air-Hero-Theme

Skll 1 = Duration is horribly short. The concept is good, but it needs a little more tweaking.

Skill 2 = What exactly do you want to accomplish with the skill? Its a bit anti-synergetic with the 1st skill.

Skill 3 = Simple skill, pushback. Nothing else. Good spam skill.

Ultimate = Can you explain further? The tool-tip doesn't sound right.

I'll continue later on after the clarifications.
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Old 11-09-2009, 10:54 PM   #4
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Default Re: [CONCEPT]Air-Hero-Theme

Review as Requested

Skill 1 : Hmm... sounds quite similar to knockback to me (move for a distance + disable). I know it's unique but it sounds similar

Skill 2 : Why spinning is needed? The original part is spinning and I think it's unnecessary.
Also, as king_james says, it's bit anti-synergic with 1st skill

Skill 3 : Nothing original. Try to improve / remake this

Ulti : Not that clear but I think it's quite similar to shackle shot of WR in beta version. Clarify it please...
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Old 11-10-2009, 10:55 AM   #5
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Default Re: [CONCEPT]Air-Hero-Theme

Updated alot #2!

Reviews are more than welcome and in looking for a nice idea of spell #3!
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Old 11-11-2009, 04:00 AM   #6
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Default Re: [CONCEPT]Air-Hero-Theme

New 2nd skill : Much better support!

New 3rd skill : U know my answer. Don't u? Need rmk...

New Ulti : Sounds much better. Synergize good with 2nd skill I think
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Old 11-11-2009, 06:56 AM   #7
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Default Re: [CONCEPT]Air-Hero-Theme

If you're going to the effort of making suggestions, you might as well put an extra bit in to improve the overall look of your suggestion. First impressions do matter so if i were you, I'd finish adding in hero models, basic stat numbers, icons etc as this allows us to see the finer points of conceptualization in a hero.

Keep on Track: Low CD and manacost spell which forces a single target to move in the direction that you are facing i'm guessing? Use is limited and sounds like a tricky snare to land. By itself, its not too flash of a skill.

Circle Spin:
If i'm not mistaken it functions similar to a blink where you cast it X range from an enemy unit and appear X units behind it. Skill's rather underpowered despite allowing the hero to reposition him-or-herself as the target itself is unharmed.

Tornado Call: Where does the tornado appear from? From behind you, from the point where you casted it? Simple skill and one which you can build a good hero around with a few tweaks here and there.

Catastrophal Collision: I'm not really sure how this skills works. Its a self-buff that knockbacks units whenever they make contact with you and deals damage based on their MS if i'm not mistaken. Its a nice skill if thats what it is. The problem with knocking units back with melee units is that they get knocked out of your attack range. This ultimate is better suited to a ranged hero i think as they are better able to take advantage of the knockback.

Overall: Synergies are there but the problem is that individually, Keep on Track and Circle Spin don't stand out when used on their own. Circle Spin and Catastrophal Collision are skills that are better suited to a ranged hero then a melee hero for the reason that i've outlined above. Needs some work, PM me if i've misunderstood something or want me to take another look.
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Old 11-11-2009, 08:32 AM   #8
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Default Re: [CONCEPT]Air-Hero-Theme

Keep on Track is still good. The duration is still short. Add a little .25 on each to make it a little better.

Circle Spin... let me get this straight. When casted, you split into 2 ghosts, 1 going the enemy's way, one the other way. Then it damages all in the way? Quite weird.

3rd skill is quite the same, its ok. But I don't think its really nice with the hero, this needs a fix.

Catastophical Collision is fine. The push from the 3rd skill is good for spreading the debuff.
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Old 11-11-2009, 03:03 PM   #9
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Default Re: [CONCEPT]Air-Hero-Theme

Quote:
Originally Posted by eddehhh View Post
If you're going to the effort of making suggestions, you might as well put an extra bit in to improve the overall look of your suggestion. First impressions do matter so if i were you, I'd finish adding in hero models, basic stat numbers, icons etc as this allows us to see the finer points of conceptualization in a hero.
Ye gonna add that soon but im looking for a proper hero model and some nice icons...dont wanna rush those things especially not icon. And im not good with stats so they proly need alot of tweaking. If you got some help how to set basic stats best please let me know!

Quote:
Originally Posted by eddehhh View Post
Keep on Track: Low CD and manacost spell which forces a single target to move in the direction that you are facing i'm guessing? Use is limited and sounds like a tricky snare to land. By itself, its not too flash of a skill.
The target moves in the direction it moves to right now. So i.e. if an enemy is heading for you and you cast the spell on him he will keep on moving (even accelerating to 400ms) to you until he collides with you. The spell stops when he collides with something "hard" like buildings, tree, cliffs or walls, but will walk around other units. He is unable to do any actions during that time.

king_james: I dont think increasing the duration would be balanced. Just imagine a crystal maiden standing at your tower just about to go back but you accomplish to let her run into your tower. Would be kind of insta-kill.

Maybe I will add a spell-cancel for unit/hero-collisions as well.

Quote:
Originally Posted by eddehhh View Post

Circle Spin:
If i'm not mistaken it functions similar to a blink where you cast it X range from an enemy unit and appear X units behind it. Skill's rather underpowered despite allowing the hero to reposition him-or-herself as the target itself is unharmed.
Its basically a blink as you said, but with 2 damaging "ghosts" going around the target. But as I wrote the unit itself doesnt get affected at all (no stun/slow etc) so if he walks straight ahead he will eventually run into your ghost when they merge with you (they will proly take around 0,5sec to recombine with you). The important thing about this spell is the ulti synergy (as all the spells ~~) you can basically go behind a fleeing hero and send him back into battle with your ulti.

I might add a 3. ghost going right through the middle. But then again it would be alot like morphs wave just a little bit more restricted.

Quote:
Originally Posted by eddehhh View Post
Tornado Call: Where does the tornado appear from? From behind you, from the point where you casted it? Simple skill and one which you can build a good hero around with a few tweaks here and there.
The tornado appears at the point where you casted it and travels to your position. So its a "FROM" target "TO" yourself spell. As you said pretty simple and im not quite happy with it yet. Even though there is nothing like it in Dota yet.

Quote:
Originally Posted by eddehhh View Post
Catastrophal Collision: I'm not really sure how this skills works. Its a self-buff that knockbacks units whenever they make contact with you and deals damage based on their MS if i'm not mistaken. Its a nice skill if thats what it is. The problem with knocking units back with melee units is that they get knocked out of your attack range. This ultimate is better suited to a ranged hero i think as they are better able to take advantage of the knockback.
Ye your not mistaken thats exactly how the spell works. And with the "melee"-problem thats exactly where the 1.,2. or 3. spell come into action. You either follow them with traveling behind your target or knock them back to your position with the tornado OR force them to move to your position again with "Keep on Track". I think overall the spells all got great synergy even though they might need some tweaking.


Quote:
Originally Posted by eddehhh View Post
Overall: Synergies are there but the problem is that individually, Keep on Track and Circle Spin don't stand out when used on their own. Circle Spin and Catastrophal Collision are skills that are better suited to a ranged hero then a melee hero for the reason that i've outlined above. Needs some work, PM me if i've misunderstood something or want me to take another look.
You are proly right with the "not-strong-on-their-own", there are only a few cases those spells are useful on their own. But I think those cases are really useful cases; for example (as written above) a cm running into you tower because shes under the effect of keep on track is just devastating. On the other hand Circle Spin is good for farming as well. With 9 sec cooldown you can use it twice on a creepwave!
And you are truly right with the range thing. I should maybe change the hero(which doesnt exist yet :/) to a range hero. But more for that when the Icons,Models,Stats come...so hopefully soon!!!

Thanks for the review really appreciate some help! (king_james,eddehhhn,NoThInG)
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Old 11-11-2009, 05:24 PM   #10
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Default Re: [STR-SENT]Aerial Specialist - Iano

Released the actual Hero idea. Now keep the reviews coming guys.
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Old 11-11-2009, 07:14 PM   #11
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Default Re: [STR-SENT]Aerial Specialist - Iano


overal a good concept,if i'm corect dis id d monk model frm D3,name needs 2b reworked..
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Old 11-12-2009, 06:13 PM   #12
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Default Re: [STR-SENT]Aerial Specialist - Iano

Quote:
Originally Posted by c69888 View Post
overal a good concept,if i'm corect dis id d monk model frm D3,name needs 2b reworked..
...your basically saying nothing...well changed the name and got a background information:

GUYS some reviews are needed!!! I wanna improve some more but without feedback its kind of hard.
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Old 11-12-2009, 06:58 PM   #13
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Default Re: [STR-SENT]Gyatso - The Airbender |Review This

LOLz, newest released D3 Character? And now mixed to Avatar xD Cool. I'll review it later 'cuz i'm tired, finished right now my hero rework.
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Old 11-13-2009, 01:02 PM   #14
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Default Re: [STR-SENT]Gyatso - The Airbender |Review This

quick review

1st skill makes a target run straight to a direction until he hits something and stops = free force staff

2nd skill is kinda like ancestral spirit only more situational

3rd skill is a knockback skill, which would be better if it was a simple tornado skill where it damages enemies and maybe when a target is within the radius of the tornado for like 3 seconds, he gets dragged up for 1 second.

ulti is a defensive charge of darkess.
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Old 11-13-2009, 02:27 PM   #15
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Default Re: [STR-SENT]Gyatso - The Airbender |Review This

Quote:
Originally Posted by asam3 View Post
quick review

1st skill makes a target run straight to a direction until he hits something and stops = free force staff
Wrong, as its 2.5sec maximum its 2.5*400 = 1000 distance traveled...cannot be compared with forcestaff.

Quote:
Originally Posted by asam3 View Post
2nd skill is kinda like ancestral spirit only more situational
Wrong, its more like morphs wave as those "ghost" are actually not existent. You basically blink and 2 Wind-animations go around the target and damaging in their ways.
True for the more situational, the spell got limited possabilitys.

Quote:
Originally Posted by asam3 View Post
3rd skill is a knockback skill, which would be better if it was a simple tornado skill where it damages enemies and maybe when a target is within the radius of the tornado for like 3 seconds, he gets dragged up for 1 second.
Hmm as im looking for an solution for my "simple tornado"-problem that might work...but the knockback skill right now got more synergies...thinking about your idea though.

Quote:
Originally Posted by asam3 View Post
ulti is a defensive charge of darkess.
Well wrong again, Its more like mixture of rupture, voids bash (the 1 sec "stun") and a greater bash.

Thanks for the help with the 3. skill, but please at least read the stuff before you comment on skills you dont actually get...
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Old 11-14-2009, 01:38 AM   #16
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Default Re: [STR-SENT]Gyatso - The Airbender |Review This

Good that you've added icons and are using the PD template, its much easier to read.

Stats numbers are all wrong, he's a melee STR hero with piss-poor starting HP and low base damage. Base HP / MP for all heroes is 150/0 if i recall correctly, so calculate the amount that each point of STR and INT adds to HP/MP. Stat gains are far below average at only 5.6 but thats not always necessarily an issue.

I'd say find a suitable model from inside the WC3 engine that isn't already used rather then using the D3 Monk model. I might come back later and take another look when i'm not so constrained for time.
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Old 11-14-2009, 09:31 AM   #17
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Default Re: [STR-SENT]Gyatso - The Airbender |Review This

General Hero Idea: Watching avatar?
Hmm, well, wind theme isnt exactly something new, the story includes imo too much Avatar and has not enough Dota style.
12/15

Skill 1: I personally would remove the silence and prolong the duration to 2/3/4/5 seconds, brings more originality into it, because the original effect has a higher weight, imo this is too much focused on silence atm.
Skill is good and original, I like it.
7/10

Skill 2: Do the airghosts hit the targeted enemy, or do they only fly around him?
Skill resembles Waveform, but has a unique targeting mechanism. Could still need an a bit more original effect, though.
Damage looks rather weak, but okay.
6/10

Skill 3: Abbreviation for damage is dmg not dam afaik.
Basically, this is an aoe knockback in form of a line in the direction of Gyatso. Its average, nothing that new, but not really bad either.
5/10

Ult: Honestly, this sounds pretty weak. The damage wont be really high, the stun is average. The duration is 7 seconds, okay, but it can only happen once every 2 seconds, which makes it weak. Furthermore, you push the enemy out of your attack-range, which is bad sometimes.
Overall, the skill is pretty nice, I like the concept, but Im not yet sure about the workout.
6/10

Synergies: Keep on Track could have better synergies if theres a skill, which needs placement. As it is now Keep on Track only has average synergies.
The last three skill work well with each other, thats clear, the first skill has awesome hero synergies.
Good, but still improvements possible.
20/25

Gameplay: Hmm, I agree with eddehhh. Circle spin and the Ult are more suited for ranged heroes. The 3rd skill helps, though, but this makes the hero too much dependent on the third skill, which isnt good either. For me personally this hero could use + 100 range, so that its 400, would be better for gameplay.
6/10

Stats: balanced.
5/5

Model/Icons: Cool model, nice icons.
5/5


Overall: 72/100 = 72%
Still improvements needed. Id change skill 3 to something which synergizes better with skill 1, but still as well with the other 2 skills. If I have an idea Ill post it.
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Old 11-29-2009, 04:13 PM   #18
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Default Re: [STR-SENT]Gyatso - The Airbender |Review This

Thanks JJE92 for your post!
Updated the ultimate and the range.

Thinking about turning "keep on track" into a spell where the hero gets moved in the facing direction but is able to turn in any direction during duration and cast spells/attack enemies on his way etc. Would increase the duration then.
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Old 11-30-2009, 06:15 PM   #19
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Default Re: [STR-SENT]Gyatso - The Airbender

!!! reviews please !!!
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Old 11-30-2009, 06:53 PM   #20
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Default Re: [STR-SENT]Gyatso - The Airbender

tornado skill is like invokers
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