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Strangle - Targetting: Active, Enemy - Casting Range: 600 - Mana Cost: 90/105/120/135 - Cooldown: 25 - Channeling Yorick lashes his tongue around his enemy's throat, silencing him and starts pulling himself closer. When Yorick reaches the target, he'll proceed to the target with Base Attack Time cut in half for the remaining duration of the spell (continuing to silence and holding onto the target) Level 1 – Silences for 2 seconds Level 2 – Silences for 3 seconds Level 3 – Silences for 4 seconds Level 4 – Silences for 5 seconds - When Yorick is on the target, attacking him, he is overlapped on the hero's location, meaning that if Amphibian Skin's puddle is triggered, the target will immediately step on the puddle and become slowed. - Yorick pulls himself closer to the target at 500 movespeed relative to the target. |
Ricochet - Targetting: Active, Enemy - Casting Range: 500, (Subsequent Bounce Target Range: 300) - Mana Cost: 80/90/100/110 - Cooldown: 18/16/14/12 Yorick launches himself and curls up into a spinning ball, slashing enemies as he bounces off of them repeatedly. Yorick gains +5% IAS for each enemy he bounces off of, lasting 5 seconds after the spell finishes. Level 1 – Bounces up to 6 times, deals 60 damage Level 2 – Bounces up to 8 times, deals 80 damage Level 3 – Bounces up to 10 times, deals 100 damage Level 4 – Bounces up to 12 times, deals 120 damage - Works like Chain Lightning (a hit on multiple, semi-random targets) + PA's Blink Strike (blinkstrike with IAS boost) - Yorick is vulernable to attacks and spells for the whole duration. - Landing in front of the unit in his facing direction and being attackable during the spell sets you up for synergy with Amphibian Skin's slow puddle that can trigger immediately if attacked. - damage comparison: |
Amphibian Skin - Targetting: Passive - Puddle Cooldown:10/8/6/4 Murlocs are a naturally slippery bunch, not only due to their size and speed, but their skin as well. When Yorick receives a wound, thick mucus is secreted from it, leaving behind a thick puddle of mucus. Enemies who step in the puddle will be slowed for for 2 seconds. For each wound, Yorick accrues +1% evasion. Puddles last 10 seconds and evasion bonus lasts 5 seconds. Level 1 – puddles slow 15% MS, evasion bonus lasts 3 seconds Level 2 – puddles slow 30% MS, evasion bonus lasts 4 seconds Level 3 – puddles slow 45% MS, evasion bonus lasts 5 seconds Level 4 – puddles slow 60% MS, evasion bonus lasts 6 seconds - Each bonus duration starts and ends individually from the time it got triggered, and independently of other procs. - The evasion bonus from a single attack does not apply to that attack, but does to subsequenet attacks. |
Leap Frog - Targetting: Location - Casting Range: 600 - Mana Cost: 150/200/250 - Cooldown: 120/100/80 Yorick jumps in a direction and jumps again off of any unit in his path for increased distance coverage. Each unit get's pushed back in the opposite direction of Yorick's motion and receives successively increasing damage. Level 1 – 400/200 leap/push distance, 150 base damage, 5+ damage on each successive unit Level 2 – 600/300 leap/push distance, 250 base damage, +10 damage on each successive unit Level 3 – 800/400 leap/push distance, 350 base damage, 15+ damage on each successive unit - To describe with existing mechanics, it works like Rexxar's Roar while Yorick himself travels forward and units get pushed backwards rather than to the side. Yorick jumps for a distance and for every unit in his path, it is as if Yorick jumps again from the location of that unit. This repeated jumping process continues until he runs out of enemies to extend his jump. - first unit gets 150 damage, next unit gets 155 damage, next unit gets 160 damage (etc). This is what is meant by successive damage - Renewed jumps are always in the same direction as the original jump. - If there are no units in his path, he Yorick will simply jump once like Mirana's Leap (but with expensive mana cost) - The damage only affects enemy units. - Backwards push affects all units, even magic immune. - The width of acquisition of units should be about 150 distance on either side of Yorick. - Units cannot be pushed past impassable terrain. |
Combos:COMBO 0: Picking off Ricochet to the fleeing hero. If you get lucky, you will trigger slow puddle, if not, Strangle, to combine IAS boosts from both Ricochet and Strangle, and for more time for potentially slowing the target. Because you are on top of the target, if you get attacked and a slow puddle triggers, the target will immediately get slowed.
Ways to Use Individual Skills:Maximizing Strangle: Silence is for the entire duration regardless, but Yorick only begins to attack when pulls himself close enough to attack. It is best cast as close range to maximize DPS, and Ricochet helps with that. But it can also be cast at a distance, good for chasing scenarios. You still get some DPS time.
Notes:Leap Frog does successive damage, so the ideal scenario is that you jump on the fleeing unit, becaues it will do most damage to it.
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#2 |
Member
Join Date: Jun 2009
Location: Philippines
Posts: 923
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So.. wheres teh skills?
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#3 |
Member
Join Date: Jun 2009
Posts: 477
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lawl?
/thread fail
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#4 |
Member
Join Date: Jun 2009
Location: Philippines
Posts: 923
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No, he's editing.
just happens to post it now for unknown reason.
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#5 |
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Join Date: Jun 2009
Posts: 996
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Fail no skills whuttttt
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#6 |
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im reposting and copying bit by bit. plz be patient ^^ i post early b/c i have a hard time visualizing the BB code actually looks like. it helps me to make changes, see how it looks, and repeat with two windows open
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| Last edited by gwho; 07-17-2009 at 08:34 PM. | |
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#7 |
Member
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You can use the "Preview Post" feature. It shows how it would look when posted and has the editing box in the same page. In case you haven't used it.
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formerly Ramomar
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#8 |
Member
Join Date: Jun 2009
Posts: 430
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Use the "Switch Editor Mode" feature.
It's this little button:
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#9 |
Member
Join Date: Jun 2009
Location: Philippines
Posts: 923
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@,@
Boomer, Hunter.. Smoker. T-up for the concept tho. still.. it needs reworking Ricochet+Leap Frog is kinda confusing
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#10 |
Forum Staff
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Copy-Pasta my review^^
General Hero Idea: Nice hero idea, Murlocs are cool and its original. 15/15 S1: Nice skill, some minor similarities with other skills, but theres enough originality in the usage of this skill. 8/10 S2: A chain lightning combined with Blink and an IAS raise. I like it, its a well done skill. 8/10 S3: Nice skill, though i think i preferred Gwho's version of this skill at HiP, but im not sure anymore. 8/10 Ult: My favourite skill, well done. 9/10 Synergies: Good hero and item synergies. Only skill 2 and 3 have problems with synergy, but overall the synergies are good. 21/25 Gameplay: Nice gameplay, but i think the third skill shouldnt be a defensive passive, it should be more offensive, you already have a good escape mechanism with the Ult. 8/10 Stats: balanced. 5/5 Model/Icons: good. 5/5 Overall: 87/100 = 87% Still improvable, but its a nice suggestion
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#11 |
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jje92 i made changes to him from the post at dota allstars so you'll need to do a new review. amphibian skin is now more key to be offensively successful now.
hey whats the version of Ricochet at HiP (heroes in progress section of Dota allstars)? Leap Frog, ur favorite move. should it keep the pushing effect? if it did, im thinking it can push units away, but the "target" that triggered your renewed jump will remain in position.
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| Last edited by gwho; 07-18-2009 at 08:01 PM. | |
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#12 |
Member
Join Date: Jun 2009
Location: Singapore!
Posts: 1,265
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Interesting skills. Numbers could use tweaks -_-
Null for now, not because of numbers, but I don't really like the concept of some parts of the skills... |
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#13 |
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thx zack can u be specific ? it helps much more =]
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#14 |
Member
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Umm, can you explain Ultimate ability a bit more comprehensively?
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#15 |
Member
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is it confusing? Leap Frog you leap in one direction. Just like timelock, it checks to see if there is a unit within that length of jump. if there is, Yorick jumps 400/500/600 distance again, starting from the locatin of that unit. an AOE damage is also triggered for any unit, centered on that unit - Just like Echo Stomp.
Because many units could be clumped together, this simple mechanism can occur multiple times, resulting in something similar to ES's Ecgi stomp. I think the original explanation is pretty clear, i try to be concise about it rather than lengthy. did this explanation help? i would like to be as cler as possible thx link to DA http://forums.dota-allstars.com/inde...f=398&t=292635 even earlier version http://forums.dota-allstars.com/inde...c=278545&st=40
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| Last edited by gwho; 07-19-2009 at 02:17 AM. | |
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#16 |
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Sorry- still not getting it. =_=
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Hi, I'm new here. Hope people could help me out start a new suggestion!
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#17 |
Member
Join Date: Jun 2009
Location: earth
Posts: 247
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Does ulti bouncing continue in the same direction? Random direction? Does it check for targets in an AOE, and goes in their direction to bounce off of them? I guess it all happens in a straight line, but a confirmation would be nice
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#18 | ||
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Quote:
Quote:
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#19 |
Member
Join Date: Jun 2009
Location: San Diego, California
Posts: 325
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I like it. His ultimate in particular looks fun. One thing that might be interesting on it would be to reduce the damage per jump, but make it additive (i.e. the first jump would do 15, the second would do 30, etc.). I'm not too good at figuring out balance, but the concept is solid, in my opinion.
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#20 |
Member
Join Date: Jun 2009
Posts: 49
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T-Up
I supported this hero from the very beginning at DA'S heroes in progress. I don't know if this was Panda!'s hero or yours >.<
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