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![]() Equilibrium Ability Type: Active Targeting Type: Unit Level 1: Reduces Maximum mana by 5%/sec while increasing Current mana by 15%/sec for 5 seconds. If it Equalizes, 10% Cripple for 3 seconds. Equalized Mana lasts additional 5 seconds. Level 2: Reduces Maximum mana by 7%/sec while increasing Current mana by 15%/sec. Lasts 5 seconds. If it Equalizes, 20% Cripple for 3 seconds. Equalized Mana lasts additional 5 seconds. Level 3: Reduces Maximum mana by 9%/sec while increasing Current mana by 15%/sec. Lasts 5 seconds. If it Equalizes, 30% Cripple for 3 seconds. Equalized Mana lasts additional 5 seconds. Level 4: Reduces Maximum mana by 11%/sec while increasing Current mana by 15%/sec. Lasts 5 seconds. If it Equalizes, 40% Cripple for 3 seconds. Equalized Mana lasts additional 5 seconds. Manacost: 90/105/120/135 Cooldown: 14 Casting Range: 600 Notes: - Can cast on Allies, Cripple does not occur, Equalized mana will. - Equalized means Current = Maximum mana. - If mana Equalizes, Cripple occurs and unit retains Equalized mana for additional 5 seconds. - If after 5 seconds target does not Equalize, original values are restored. |
![]() Essence Snap Ability Type: Active Targeting Type:Area Level 1: If target's HP% > MP%, deals 75 damage. If target's MP% > HP%, next spell cast has no effect. Lasts 3 seconds. Level 2: If target's HP% > MP%, deals 150 damage. If target's MP% > HP%, next spell cast has no effect. Lasts 4 seconds. Level 3: If target's HP% > MP%, deals 225 damage. If target's MP% > HP%, next spell cast has no effect. Lasts 5 seconds. Level 4: If target's HP% > MP%, deals 300 damage. If target's MP% > HP%, next spell cast has no effect. Lasts 6 seconds. Manacost: 80/100/120/140 Cooldown: 12 seconds Casting Range: 600/650/700/750 Area of Effect: 300/325/350/375 Notes: If HP% = MP%, damage will Prioritize. |
AOE size and better casting range than Undying's Decay (AOE increases per level, Undying's is constant).
![]() Volatile Reaction Ability Type: Active Targeting Type: Unit Cujo links enemy Heroes together, attaching their mana pools together. Affects Enemy Heroes/Neutrals only. Level 1: Any spell cast removes 60% of the spellcost from all Linked mana pools. Max 2 Links. Lasts 10 seconds. Level 2: Any spell cast removes 70% of the spellcost from all Linked mana pools. Max 3 Links. Lasts 10 seconds. Level 3: Any spell cast removes 80% of the spellcost from all Linked mana pools. Max 4 Links. Lasts 10 seconds. Level 4: Any spell cast removes 90% of the spellcost from all Linked mana pools. Max 5 Links. Lasts 10 seconds. Manacost: 90/100/110/120 Cooldown: 25 Notes: Explanation of skill below! |
. Any time a Linked hero casts a spell, the mana cost of that spell is taken out of all Linked heroes pools. Casting hero is not penalized additionally. Penalizes Enemies for a dim-witted, trigger-happy players while under Volatile Reaction.
![]() Balance of Power Ability Type: Passive Targeting Type: Self Level 1: Gains 1 charge for every enemy spell cast around Cujo. Each charge adds 1 Armor/%3 Magic Resist. Max 5 charges. Level 2: Gains 1 charge for every enemy spell cast around Cujo. Each charge adds 1 Armor/%3 Magic Resist. Max 7 charges. Level 3: Gains 1 charge for every enemy spell cast around Cujo. Each charge adds 1 Armor/%3 Magic Resist. Max 9 charges. Area of Effect: 800* Notes:Explanation below. |
![]() Vindicate Ability Type: Active Targeting Type: Area Level 1: Deals 60 damage/charge, then Banishes for .4 seconds/charge. Level 2: Deals 60 damage/charge, then Banishes for .4 seconds/charge. Level 3: Deals 60 damage/charge, then Banishes for .4 seconds/charge. Manacost: 150/200/250 Cooldown: 60/55/50 seconds Area of Effect: 500 |
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#2 |
Member
Join Date: Jun 2009
Location: New York
Posts: 275
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It came out nice, now come play dota
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#3 |
Member
Join Date: Jun 2009
Location: RI
Posts: 374
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Bump^
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#4 |
Member
Join Date: Jun 2009
Posts: 12
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Hmm...
An agility caster, maybe your on to something here I like the concept, I like the abilities, Im not a fan of the felhound, just too bland for a hero T-up regardless, put some more work into this and it will come out nice |
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#5 |
Member
Join Date: Jun 2009
Location: RI
Posts: 374
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Thanks, this is just the foundation. Keep comments/critiques coming!
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| Last edited by Rheingod; 07-16-2009 at 06:44 AM. | |
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#6 |
Member
Join Date: Jun 2009
Location: Somewhere in the world anus.
Posts: 77
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An agility hero that gain more inteligence than agility? WTF? o_O
Make it like huskar where the agility and strenght is the same gaining... And on this you can use the inteligence and agility as the same gaining. Just to start, i don't know if the hellhound can be implemented in the DOTA... just saying... Your first spell is kind of stupid, it's only good if the enemy attack you. Maybe something like the enemie's attack is increased the closer he come to you... and he gain a 5% or 10% more attack if he attack you... i don't know but it sound like a bloodrage without a silence... It's ok this spell but the numbers are too low. Increase them, some heroes like rexxar and mortred have numbers almost higher than this and they are passive. Something more like 50% evasion or 60AS%... just increase it or lower the mana cost. This skill is kind of cool, but it make this hero the main reason to buy a difusal blade, To lower the enemie's mana so you can have a giant damage attack passivately. I don't know what to say about his ultimate, it's a copy that explode/give mana/dps. Okkk... it's great, nothing wrong in there. (the ultimate lower only 1 second of cooldown per improvement? Maybe 2 seconds? 12/10/8) Your hero isn't bad but it isn't good at all. Some tweaks and change the model and i think it can be great =D |
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#7 |
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Okay, here is my view as requested.
Skill 1: It seems this skill is meant to be cast on a carry hero for maximum benefit. Looking at the skill, spells are not included, which limits it greatly. Quite situational. Skill 2: It's nothing special. Gives an offensive benefit if HP is high, and a defensive one if its lower correct The IAS isn't too high nor too low, and the evasion is meant to be anti-dps? Skill 3: Seems out of place. You have no way of reducing an opponents mana, so it becomes too reliant on your opponent casting spells, meant to help dps casters I'm assuming. Ultimate: Original concept, being able to do things with illusions. Implode's numbers should be halved, they're way too high. So... lets see: Skill 1: Null Skill 2: Pass Skill 3: Fail Ultimate: Pass Overall: T-DOWN. None of his skills really synergize with each other. Yeah you can gain HP with skill 1 and that will give you IAS from skill 2 but that's about it as far as I can see. I think some of his skills should be redone. Also, you say he's a ganker/support/control but it looks more of like an anti-carry/dps to me. Hopefully I wasn't too harsh, just trying to give an honest review.
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Come take a look at the new Icarus, The Phoenix
Perfect Carry!! GO BEYOND GODLIKE For my old version which I based Icarus off of can be found here |
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#8 |
Member
Join Date: Jun 2009
Location: RI
Posts: 374
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Bump^. It's late where I am, will work on this when I get a chance. Please, let me know what you think!
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#9 |
Member
Join Date: Jun 2009
Location: RI
Posts: 374
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Wanna give me a 2nd chance? Pretty please??
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#10 |
Member
Join Date: Jul 2009
Location: Vancouver
Posts: 1,615
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I like the concept of a Felhound in game, so for that big thumbs up.
the only problem is, i don't see it as a hero, or its got very low hero potential. Maybe it can fit a theme of a new age caster/pet hero, with a powerful summon thats part of that particular caster's playstyle (much similar to syllabear's bear) Overall thumbs up to concept. |
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#11 | |
Member
Join Date: Jun 2009
Location: RI
Posts: 374
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Quote:
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#12 |
Member
Join Date: Jun 2009
Location: New York
Posts: 275
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I can help, i have a couple ideas if you want to hear them
-Pyro |
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#13 |
Member
Join Date: Jul 2009
Location: Poland
Posts: 992
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Here are the passives for You:
and ![]() =) |
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#14 |
Member
Join Date: Jun 2009
Location: RI
Posts: 374
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Bump^. Redid the skills, will update and make pretty later.
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| Last edited by Rheingod; 07-21-2009 at 09:55 PM. | |
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#15 |
Member
Join Date: Jun 2009
Location: New York
Posts: 275
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I like the new skills, im glad you did a complete overhaul
Besides the icons (which i assume are temporary) everything works better Good Job |
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#16 |
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I'll give a full review to get people interested. This is a mana control hero as I can see:
1. Pretty good idea. Punishes heroes who rely on Bottle or Voidstone to refill their pool while they run around. After a hero throws down all his nukes, Equilibrium will trap their mana. I'm assuming this can work on allies to increase their mana as well for an extra nuke. All in all, a pretty good spell. 2. Situational skill. Pairs well with Equilibrium to keep mana low enough to get nukes. The silence is still good for heavy caster to take them out for a small period of time. 3. What do you mean by reflect? Deal damage back to enemies? This is a lot like Dispersion except worse because of it is chance based. Though if it acts like Backtrack with a special additional condition for dodging, that pretty strong. 4. A classic Final Fantasy skill. This allows a combo with your other skills that can screw almost any hero. Start with Equilibrium to make their mana pool small. Swap with Balance and nuke them hard with Essence Swap. I assume it can be used on allies. A pretty good hero but very single target oriented so he'll only be able to take out one hero. Makes for a strong ganker/laner. For those of you who aren't aware of the name: http://en.wikipedia.org/wiki/Cujo
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While I have partially returned to the forums, I am still not making test maps. If you have a small request, you can PM and I will try to work something out, but I do not have the time to make full test maps.
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#17 |
Member
Join Date: Jun 2009
Posts: 167
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I love the concept! He's unique, his spells are unique. However, his ultimate may be broken when you consider the mana-hp gap of most heroes.
Still, that's definitely a T-UP |
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#18 |
Member
Join Date: Jun 2009
Location: New York
Posts: 275
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its % of current hp or mana compared to their max, this was done to compensate for tanks having low mana and vice versa. So its a % of their max that is compared, so every hero that is affected could have either one higher.
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#19 |
Member
Join Date: Jun 2009
Posts: 167
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Then it's perfect! Icefrog could add this hero to the game right now without any regrets.
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#20 |
Member
Join Date: Jun 2009
Posts: 233
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Thanks for stealing my ult without even asking permission to use it. http://www.playdota.com/forums/showt...2600#post92600
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