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Old 07-17-2009, 11:15 AM   #1
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Default Aertriina, the Vampire


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***Aertriina the Vampire***




~~~Story~~~
Travelling through the perilous jungles proved to her that ravenous monsters did exist after all. Meeting the Bloodseeker, she barely survived the encounter. With blood pouring from her open wounds, she had no choice but to drink up her blood to survive. Unfortunately she acquired a taste for blood. Thus, Aertriina was born, the first of her kind - vampires. She now marches with the ranks of the Sentinels, eager to hunt down the Bloodseeker with her blood-stained sword in revenge for the wounds she suffered in that jungle long ago.
~~~Stats~~~
Affiliation: Sentinel
Primary Attribute: Agi
Range: 130 [melee]
Base Movement Speed: 305
Base Damage: 49-52
Str 20 [+1.85/level]
Agi 25 [+2.30/level]
Int 18 [+1.75/level]

Base Hp: 530
Base Mp: 234
Base Armor: 3.6

Envisioned role: Chaser/initiator
~~~Skills~~~


1. Hemophilic [passive, self]
Vampires drink blood to survive, and Aertriina is no exception. However, she drinks her own blood whenever she can, giving her life again. The more hp she loses, the faster her health will recover.
Lvl 1: +0.04% hp regen/sec for every 1% hp lost.
Lvl 2: +0.06% hp regen/sec for every 1% hp lost.
Lvl 3: +0.08% hp regen/sec for every 1% hp lost.
Lvl 4: +0.10% hp regen/sec for every 1% hp lost.

Framework: n/a

Manacost: n/a
Cooldown: n/a
Cast Range: n/a

Comments on skill:
  • Regen increases with % of HP missing.
  • Trigger works like Berserker's Blood, checking for 1% step decreases in HP.
  • This is a dynamic heal rather than a constant heal.


2. Bloodhunter's Call [active, AoE]
Aertriina lets out an eerie scream similar to those in the brink of death, crippling her victims and making their pain even more devastating. Slows all units by increasing amounts and amplifies damage taken by units for every 200 HP missing at all levels.
Lvl 1: Slows units for an initial 15%, slow increases by 5%/second.
Lvl 2: Slows units for an initial 20%, slow increases by 6%/second.
Lvl 3: Slows units for an initial 25%, slow increases by 7%/second.
Lvl 4: Slows units for an initial 30%, slow increases by 8%/second.

Framework: Scream of Pain with bloodred projectiles instead.

Manacost: 120/125/130/135
Cooldown: 15 seconds at all levels
Cast Range: n/a
AoE: 400
Duration: 4 seconds at all levels

Comments on skill:
  • Units affected are slowed in this progression: 0s/1s/2s/3s/4s - 15%/20%/25%/30%/35% [at level 1].
  • Damage is amplified by 30% and is only for physical damage, amplification stacks with every 200 HP missing.
  • So for a 1000 HP target, at: 800 HP/600 HP/400 HP the damage is amplified by 30%/60%/90%.


3. Bloodthirster [passive, self]
By rending open wounds, Aertriina lets blood flow from her enemies, replenishing her energy and giving her further sub-arcane powers as she drinks. Each bleeding enemy [ie: enemy with less than its max hp] within a 600 AoE gives Aertriina 1 charge. Maximum of 15 charges permitted.
Lvl 1: -3.5 MP, +3.5 damage to all active skills per charge.
Lvl 2: -7 MP, +7 damage to all active skills per charge.
Lvl 3: -10.5 MP, +10.5 damage to all active skills per charge.
Lvl 4: -14 MP, +14 damage to all active skills per charge.

Framework: Similar to Bloodrage, red glow in hands.

Manacost: n/a
Cooldown: n/a
Cast Range: n/a

Comments on skill:
  • Damage amplification, applies to all active skills.
  • Every charge decreases the manacost of her skills, and increases the damage she deals using those skills.
  • Once bleeding units move out of the 600 AoE, Aertriina loses charges related to those units.


Ultimate: Vampiric Rush [active, single target]
Aertriina will stop at nothing to get at bleeding foes to finish them off. This includes pouncing on unsuspecting enemies suddenly, dealing damage and paralysing them. Shocked at the sudden apparition clawing at them, enemies are struck dumb and cannot cast spells.
Lvl 1: Paralyses for 1.5 seconds, Silence for 2.0 seconds. Pounce deals 100 damage + (distance travelled * 0.10).
Lvl 2: Paralyses for 2.0 seconds, Silence for 3.5 seconds. Pounce deals 150 damage + (distance travelled * 0.15).
Lvl 3: Paralyses for 2.5 seconds, Silence for 5.0 seconds. Pounce deals 200 damage + (distance travelled * 0.20).

Framework: Like Leap, except that it's a single target spell.

Manacost: 225/325/425
Cooldown: 60 seconds at all levels
Cast Range: 700/900/1100

Comments on skill:
  • Initiating skill.
  • Paralyse here refers to -100% MS, ie target cannot move but can attack normally.
  • Silence and Paralyse activate simultaneously.

~~~Synergy Sections~~~
Skill Synergy
+
Massive damage amp while you go to work on your target.

+
Helps survivability while you destroy your enemy.

+ /
More charges = more damage.
Hero Synergy
AoE damagers - Leshrac, Lina, Sand King, Rylai... - more damaged units = more charges for Bloodthirster.
Disablers - Less work for your aiming, and they can also help with follow up stuns.
Damagers/Carries - DPS after you initiate.
Item Synergy

Justification: AoE damage helps when you need to get charges for Bloodthirster.

Agi-DPS items

Justification: IAS. Nuff said.

Crit items


Justification: Lay on the punishment when your enemy is down.
Changelog:

6/2
- First posted in ID&D.
10/2
- Added 2nd skill as suggested by sh0gu1nga0n.
- Edited 1st and 3rd skill as per comments in this thread so far.
- Added model. <thanks to BHG>
14/2
- Edited [nerfed] 3rd skill again as per further comments here.
22/2
- Added icons, changed hero icon. <thanks to Manok @ Jupa>
26/2
- Starting work on synergies.
9/3
- Added FAQs.
17/7
- Posted on PD's Suggestions.
20/7
- Changed name to Aertriina.
23/7
- Updated layout with private template.
- Updated tooltips and explanations.
9/8
- Tweaked Bloodhunter's Call. <thanks to ElDoRado1239>
- Updated layout of "Comments on Skill".
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Last edited by crazy sheep; 08-09-2009 at 02:31 AM.
Old 07-17-2009, 11:34 AM   #2
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Default Re: Bloodrayne the Vampire

ok lets start with the quick comments -
1) I dont FULLY understand the second and third skill - maybe it would help if you put a description of how it actually works so we can better understand it, cause right now I dont get what the charges are for other then the ulti, cause its the only active skill that deals damage. also what does it mean -14 MP, does it take 14 mana at level 4 for each charge you have?

2) the hero itself looks nice, but I suggest that when you post another her next time you already post skill/hero synergies cause after all you gotta explain how it fits dota and how well its played.

all in all this hero seems well put, I like the concept of the first skill, at first it seems too weak then too strong but I think that its fairly balanced and keeps the hero in lanes earlier if this skill is picked. the hero name is a little corny I bet you can do better :P .
overall this hero looks like its not 100% finished product, plz explain it more and put on synergies so I can give a better opinion!
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Old 07-17-2009, 12:20 PM   #3
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Default Re: Bloodrayne the Vampire

K let's see. I might put in tables to show how those 2 skills work then.
The charges from Bloodthirster serve to reduce the manacost for all her active skills. Besides her ultimate, Bloodhunter's Call also deals damage.

Synergies takes a while to add, but I'm doing them as I'm replying to this post.

Thanks for dropping by!
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Old 07-17-2009, 01:50 PM   #4
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Default Re: Bloodrayne the Vampire

Umm, I suggest you clear up some things first (tooltips). It's pretty hard to understand at first glance.

I'd give a more proper review maybe tomorrow.
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Old 07-18-2009, 03:12 AM   #5
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Default Re: Bloodrayne the Vampire

Regarding the tooltips, exactly which part of it needs clearing up? So far it's still kinda readable. Let me know what's wrong, and I'll go fix it.
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Old 07-18-2009, 04:18 AM   #6
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Default Re: Bloodrayne the Vampire

A quick note:

If I did my math correctly, with level 4 Hemophiliac, here are some sample regen values:

Bloodrayne @ 100% HP: +0 HP/sec
Bloodrayne @ 99% HP: .08 HP/sec
Bloodrayne @ 50% HP: 4 HP/sec
Bloodrayne @ 20% HP: 6.4 HP/sec

Buff this. Somehow.

One other quick note: this hero's name is god-awful. Blatantly naming a hero based on a character from a GOOD game is questionably uncreative enough. Blatantly naming a hero based on a character from a BAD game is just FAIL.

Change.
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Last edited by bimjowen; 07-18-2009 at 04:21 AM.
Old 07-18-2009, 04:29 AM   #7
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Default Re: Bloodrayne the Vampire

Buff? Ok, I'll take a look at the maths and redo that part.

Name's a filler [although better names exist ] and if you have any suggestions, fire away.


EDIT: Does +0.04% / +0.06% / +0.08% / +0.10% regen sound better? I'd like to get some feedback regarding the %-based heal before implementing it.
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Last edited by crazy sheep; 07-18-2009 at 04:37 AM.
Old 07-20-2009, 05:26 AM   #8
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Default Re: Aertriina, the Vampire

Bump.

Name changed.
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Old 07-22-2009, 11:17 AM   #9
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Default Re: Aertriina, the Vampire

Here's my review. Sorry if it took a while.

First ability - A passive inner vitality-ish ability. Still very original though. I suggest that you increase the regen more! Probably up to 15-20 HP regen at maximum. Here's my try at level 4.

Level 4: +0.2 HP regen per 1% health lost.

I think it will still be balanced since regen is the only effect.

Second ability - it's very unique and may prove to be VERY deadly when you're killing tanks. Another anti-tank ability. The slow is good as well. But I don't get the additional slow part.

A tooltip change on this one might probably be in order.

Third Ability - I don't know how you'll make this work. If a unit enters the area or gains that amount of health? What if it leaves? Will you lose a charge? Either way, you could probably fix this even more. Probably increase all damages from you for a certain percentage instead of a constant x damage from your skills. An increase in AoE will also be nice.

Ult - It's unique. I like it. I don't have much to say but T-up.

=====

I'd just like to say that I kind of not like your model - it seems not so serious. Other than that, I like your hero, it might need some changes here and there but you have a good foundation here. I'll probably also remind you of synergy.
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Old 07-22-2009, 12:29 PM   #10
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Default Re: Aertriina, the Vampire

Thanks for stopping by.

I might be tweaking the heal mechanism completely. It might become percentage based instead. Some self-quoting:
Quote:
+0.04% / +0.06% / +0.08% / +0.10% regen
Ok, the slow part will have to be explained. And the tooltip definitely needs changing.

Hmm, percentages might break things a little, but conversely, it might just work. Mathcrafting time then.

Synergy is in place already, only lacking hero icons though. I'll stuff those in later. And keep checking this thread for updates!
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Old 08-07-2009, 11:57 AM   #11
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Default Re: Aertriina, the Vampire

I think you should point out the main strenghts of your hero and give some playing scenarios..

All in all , id say that this hero is not very well thought through...
the charges only synergize with her ulti....(what do you mean -mp , minus manapoints? gained energy? sense?)
Please explain the mechanics a bit better...

Could be interesting, but need heaps of work...
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Old 08-07-2009, 12:19 PM   #12
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Default Re: Aertriina, the Vampire

First skill is good, I like that idea. Not much to say, really. It will probably need balancing the numbers, but you can't make that without playtesting.

Whoa, the second skill is way too imba - imagine a Tidehunter with 1500 HP late in the game, he looses 1500 and now you apporach him, dealing 900% more dmg (!), which is kinda mad, you will probably one-hit him. Even the most powerful nuke wouldn't do that in an instant... give it a cap, or base it percentually.

The third skill... you will only have the charges when the bleeding enemies are around you, right? If you keep the charges, again, too powerful. Also, maybe only enemies below, say, 40% HP should give you charges, because someone who is 99% healthy isn't bleeding.

The ulti is all right, I like it. It could do a bit more damage, though. I'm thinking about another 100DMG or something like that...

Overalll a nice hero, good model and icons... I like her very much. The story is a bit weird, though. Can't say what exactly is wrong, but it's simply... weird, sorry. Also some of the tooltips are a bit strange too. But these are details, the main thing is the hero and she's very promising so far.
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Old 08-08-2009, 04:27 AM   #13
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Default Re: Aertriina, the Vampire

Quote:
Originally Posted by dotapaz View Post
I think you should point out the main strenghts of your hero and give some playing scenarios..

All in all , id say that this hero is not very well thought through...
the charges only synergize with her ulti....(what do you mean -mp , minus manapoints? gained energy? sense?)
Please explain the mechanics a bit better...

Could be interesting, but need heaps of work...
-MP means you use less mana to cast the spell. Methinks it should be codable. And the charges synergise with Bloodhunter's Call, so you can amp damage more often.

Quote:
Originally Posted by ElDoRado1239 View Post
First skill is good, I like that idea. Not much to say, really. It will probably need balancing the numbers, but you can't make that without playtesting.
Number balancing really is the only remaining hurdle here. Too high - imba; too low - useless.

Quote:
Originally Posted by ElDoRado1239 View Post
Whoa, the second skill is way too imba - imagine a Tidehunter with 1500 HP late in the game, he looses 1500 and now you apporach him, dealing 900% more dmg (!), which is kinda mad, you will probably one-hit him. Even the most powerful nuke wouldn't do that in an instant... give it a cap, or base it percentually.
One, it doesn't deal damage. Two, the negative buff lasts 4 seconds only. Three, it's not Slardar's ulti, you have to stand next to your enemies to debuff them. The only way I can foresee a one-hit is when you get Buriza and everyone focus fires that one lone hero, in which case he's already ganked and dead.

Quote:
Originally Posted by ElDoRado1239 View Post
The third skill... you will only have the charges when the bleeding enemies are around you, right? If you keep the charges, again, too powerful. Also, maybe only enemies below, say, 40% HP should give you charges, because someone who is 99% healthy isn't bleeding.
Crap I really should get around to updating stuff like that. Yes, charges only exist when bleeding enemies are within 600 AoE of you.

Quote:
Originally Posted by ElDoRado1239 View Post
The ulti is all right, I like it. It could do a bit more damage, though. I'm thinking about another 100DMG or something like that...
Nah, it doesn't need too much damage. I find that it's ok now.

Quote:
Originally Posted by ElDoRado1239 View Post
Overalll a nice hero, good model and icons... I like her very much. The story is a bit weird, though. Can't say what exactly is wrong, but it's simply... weird, sorry. Also some of the tooltips are a bit strange too. But these are details, the main thing is the hero and she's very promising so far.
Haha it's been said, her story is a bit weird.
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Last edited by crazy sheep; 08-08-2009 at 04:37 AM.
Old 08-08-2009, 09:26 PM   #14
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Default Re: Aertriina, the Vampire

I don't like the regenation passive. I mean, it's just... passive regen. Yes I realize that it scales with how much life you are missing. The thing is that regenation, even if it doesn't scale, is always more important/powerful the lower life you have. Just a very dull spell.

I don't understand how the dmg amplification works on the second spell. I guess it is effectively the same as Penitence or something like that. Overall the spell is decent. Not really fun or original at all but it's effective.

You should probably remove the mana part of the third spell. It'd be tedious to code. You'd need to make dozens of different spells and whatnot. You can think of something else to add, I'm sure. Anyway the concept is pretty cool actually: a passive that powers up your spells the more enemies are around you.

The ultimate reminds me of Netherstrike. Blinkstrike with damage/disable. It seems like you picked random effects for this spell.
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Old 08-09-2009, 02:08 AM   #15
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Default Re: Aertriina, the Vampire

Quote:
Originally Posted by kitchen View Post
I don't like the regenation passive. I mean, it's just... passive regen. Yes I realize that it scales with how much life you are missing. The thing is that regenation, even if it doesn't scale, is always more important/powerful the lower life you have. Just a very dull spell.
Hmm. If I made it active, I'd be copying Huskar's Inner Vit. That's why I found it better off as a passive. Besides, given her innate Str isn't much, it would help a lot.

Quote:
Originally Posted by kitchen View Post
I don't understand how the dmg amplification works on the second spell. I guess it is effectively the same as Penitence or something like that. Overall the spell is decent. Not really fun or original at all but it's effective.
It's an amp based on Soul Burn, except that it's an AoE Burn, and it needs a HP trigger.

Quote:
Originally Posted by kitchen View Post
You should probably remove the mana part of the third spell. It'd be tedious to code. You'd need to make dozens of different spells and whatnot. You can think of something else to add, I'm sure. Anyway the concept is pretty cool actually: a passive that powers up your spells the more enemies are around you.
O.O
Didn't realise it would be a bitch to code. But if it was coded something like:
  • Spell is cast with normal manacost.
  • Trigger checks for charges on Bloodthirster.
  • Mana is returned to Aertriina based on how many charges are on Bloodthirster.
  • Dummy unit deals extra damage to debuffed units based on how many charges are on Bloodthirster.
Would that work instead?

Quote:
Originally Posted by kitchen View Post
The ultimate reminds me of Netherstrike. Blinkstrike with damage/disable. It seems like you picked random effects for this spell.
Not really, it just seems random, but it goes well with her other skills. Jump into the fray, amp damage, and get to work
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Last edited by crazy sheep; 08-09-2009 at 02:33 AM. Reason: updated coding
Old 08-09-2009, 02:14 AM   #16
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Default Re: Aertriina, the Vampire

Sorry, I wanted to say a Tidehutner with 3000HP, loosing 1500HP (thus having 50%), would take 900% more DMG with this spell. So, you hit him with a 180DMG attack (very real in this phase of a match), it gets buffed to 1620DMG and BANG, he's gone.
With a few items, a critical hit of ~800DMG would do 7200 (!!!) DMG. That's totally insane.

Nerf it to some solid number, like amplify up to 200%.
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Old 08-09-2009, 02:23 AM   #17
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Default Re: Aertriina, the Vampire

Quote:
Originally Posted by ElDoRado1239 View Post
Sorry, I wanted to say a Tidehutner with 3000HP, loosing 1500HP (thus having 50%), would take 900% more DMG with this spell. So, you hit him with a 180DMG attack (very real in this phase of a match), it gets buffed to 1620DMG and BANG, he's gone.
With a few items, a critical hit of ~800DMG would do 7200 (!!!) DMG. That's totally insane.

Nerf it to some solid number, like amplify up to 200%.
Nah, I know what's better for her. A constant solid amp. Instead of:
Quote:
Originally Posted by old Bloodhunter's Call
Lvl 1: Also amplifies damage taken for every missing 200hp.
Lvl 2: Also amplifies damage taken for every missing 150hp.
Lvl 3: Also amplifies damage taken for every missing 100hp.
Lvl 4: Also amplifies damage taken for every missing 50hp.
this would be better:
Quote:
Originally Posted by new Bloodhunter's Call
Also amplifies damage taken for every missing 200 HP at all levels.
At least this way it would scale into lategame without being overly imba.

Thanks for [indirectly] suggesting a better solution for balancing her!
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Old 08-09-2009, 04:48 AM   #18
[oLe]
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Default Re: Aertriina, the Vampire

1st to 3rd icons are bad and the whole overhaul..SHE LOOKS LIKE A 12 YEAR OLD...
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Old 08-10-2009, 02:02 AM   #19
AmplifyDamage
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Default Re: Aertriina, the Vampire

not much of a fan of implementing vampires. Their theme is already taken by NS and BS.
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Old 08-10-2009, 02:29 AM   #20
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Default Re: Aertriina, the Vampire

Quote:
Originally Posted by [oLe] View Post
1st to 3rd icons are bad and the whole overhaul..SHE LOOKS LIKE A 12 YEAR OLD...
Explain how the icons are bad please, I can't do anything to improve the icons without proper explanations.

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Originally Posted by AmplifyDamage View Post
not much of a fan of implementing vampires. Their theme is already taken by NS and BS.
NS is powerful at night, but Aertriina is good any time.
BS regens HP from blood. Hmm, I get your point here.
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