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Old 11-28-2009, 10:06 PM   #1
Rheingod
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Thumbs up [AGI - Scourge]Blackhand, the Fallen


__________________________________________________

CHANGE LOG

This person actually exists in the Warcraft Universe. With a few creative twists, we made him reach the DotA World. Enjoy!

Dec 31, 2009
• Changed Rend & Maim --> Grab the Reins
• Changed cooldown for Mark of the Warchief: (120 --> 120/90/60)
• Changed duration of Vexation (4/6/8/10 --> 3/5/7/9)

Jan 7, 2010
• Changed Demonic Blade effects. (Range reduction/Miss --> Damage Reduction)
• Changed Flood the Veins --> Rend & Tear
• Changed Vexation's name to Flood the Veins
• Changed Mark of the Warchief --> Devastate

__________________________________________________

INTRODUCTION



Summon Blackhand

Blackhand led the Sythegore Arm, an elite branch of wolf raiders. He became Warchief of the Horde under Gul'dan. After being defeated by Orgrim Doomhammer in a coup, Orgrim decapitated Blackhand and sent his head to the Outworld while keeping his body in Azeroth, scared of the consequences of killing Gul'dan's warchief. A group of Fel Orc's discovered Blackhand's head on the steps of the Dark Portal. Using demonic magic, they released the corrupted soul of Blackhand, allowing him once again to assume physical form. With the memories of betrayal and bloodshed, Blackhand swears revenge for Gul'dan and for the Horde.

Strength - 21 + 2.0
Agility - 21 + 2.2
Intelligence - 15 + 1.2

Learns Demonic Blade, Rend & Tear, Flood the Veins, and Devastate


Attack Range: 128
Movement Speed: 305

__________________________________________________

HERO INFORMATION

Affiliation: Scourge
Role: Damage Control/Ganker/Semi-Carry
Theme: Chaos Rider


Blackhand, the Fallen Rider

Starting Hitpoints: 549
Starting Mana: 195
Starting Damage: 45-51
Starting Armor: 3

__________________________________________________

HERO ABILITIES



Demonic Blade

Blackhand hurls his sword at a target point or unit, damaging all units it passes through and applies "Demonic Blade" debuff for a duration.
Demonic Blade Debuff

-10% damage/100 units away from Blackhand, max -50% damage reduction.
• Enemy attack damage is reduced by 10% for every 100 units distanced from Blackhand, max 50% reduction.
• NOTE: Enemy units under the effect of "Demonic Blade" will deal reduced damage to all targets for the duration.


Level 1 - Deals 75 damage, 3 second duration.
Level 2 - Deals 150 damage, 4 second duration.
Level 3 - Deals 225 damage, 5 second duration.
Level 4 - Deals 300 damage, 6 second duration.

The blade will arc towards its target and return to Blackhand's position in a circular motion. Demonic Blade is thrown from his right side and returns on his left.

Damage Type: Magic
Duration: 3/4/5/6 seconds.
Casting Range: 700 units


Cooldown: 12 seconds.
Mana Cost: 110/115/120/125

__________________________________________________




Rend & Tear

Blackhand calls upon his bloodline, unleashing the fury of his ancestors. Each successful attack will apply a unique orb effect, alternating between Rend and Tear. Information below.
Rend

Target loses 2% Max HP/second. Damage type is Pure. (8% Max HP lost total)
• *Rend cannot be applied to a target already under Rend*
• After successfully applying Rend to a target, next attack will apply Tear.
Tear

Target loses 8% Movement Speed/second. (8%/16%/24%/32%)
• *Tear cannot be applied to a target already under Tear*
• After successfully applying Tear to a target, next attack will apply Rend.
Each orb effect lasts 4 seconds on a target.
• Both orbs can be applied to a single target, however, each effect cannot be reapplied to a target until original duration completes.
• Only one orb is active at any time (successive hits switch the orb effect from Rend to Tear and from Tear to Rend).



Level 1 - Lasts 4 seconds.
Level 2 - Lasts 5 seconds.
Level 3 - Lasts 6 seconds.
Level 4 - Lasts 7 seconds.

Active, Orb Effect(s).

Casting Range: Self


Cooldown: 28/24/20/16
Mana Cost: 70/75/80/85

__________________________________________________



Flood the Veins

Anytime an Enemy Hero hits Blackhand, he gains a charge. Charges last for 5 seconds, duration refreshes on new charges. Max 5 charges. On the 5th charge, Blackhand gains Shift.
Shift

25% Dodge + Phase (unit-walking) for 5 seconds.
• Retains the +MS during Shift.
• NOTE: While Shifted, cannot gain new charges, does not refresh skill duration when hit.

Level 1 - +4 MS/charge.
Level 2 - +6 MS/charge.
Level 3 - +8 MS/charge
Level 4 - +10 MS/charge.

Anytime Blackhand is damaged by an Enemy hero's attack, he gains a charge. Each charge refreshes the skill's duration. When the 5th stack is reached, he gains Shift and the skill will reset (0 stacks) at the end of duration.

Duration: 5 seconds.
Casting Range: N/A
Casting Time: N/A


Cooldown: N/A
Mana Cost: N/A

__________________________________________________



Devastate

Anytime an Enemy hero takes 250 damage or more around Blackhand, he gains Devastate. Deals a massive strike to all units in front of him, dealing damage and applying any active orb effect on Blackhand to enemy units. If Devastate is not used within 5/6/7 seconds, Blackhand loses Devastate.

Level 1 - Deals 100% Base damage. Applies Orb effect to struck units.
Level 2 - Deals 150% Base damage. Applies Orb effect to struck units.
Level 3 - Deals 200% Base damage. Applies Orb effect to struck units.

Whenever an Enemy hero takes 250 damage or more, and Devastate is not on cooldown, Devastate appears. Deals Base damage as Physical damage to all units in front of him in a 350 AoE. Any Orb Effect active on Blackhand will be applied to all units hit by Devastate.

Damage type: Physical
Duration: 5/6/7 seconds.
Damage AoE: 350 units
AoE: 500/700/900 units (Damage Sensor Aura)
Casting Point: Direction Facing
Casting Time: Instant


Cooldown: 30/25/20
Mana Cost: 50/70/90

__________________________________________________

All this shit coming soon.


HERO SYNERGY

[img]Hero Head Icon[/img]
Hero Name
Hero Synergy Explanation

[img]Hero Head Icon[/img]
Hero Name
Hero Synergy Explanation

[img]Hero Head Icon[/img]
Hero Name
Hero Synergy Explanation

__________________________________________________

ITEM SYNERGY

Early Game Items
[img]Item 1[/img][img]Item 2[/img][img]Item 3[/img][img]Item 4[/img][img]Item 5[/img][img]Item 6[/img]

Middle Game Items
[img]Item 1[/img][img]Item 2[/img][img]Item 3[/img][img]Item 4[/img][img]Item 5[/img][img]Item 6[/img]

Late Game Items
[img]Item 1[/img][img]Item 2[/img][img]Item 3[/img][img]Item 4[/img][img]Item 5[/img][img]Item 6[/img]

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Last edited by Rheingod; 01-10-2010 at 11:01 PM. Reason: Needed to be.
Old 11-28-2009, 10:42 PM   #2
dixing
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Default Re: [AGI - Scourge]Blackhand, the Fallen

Ok first of all I gotta say all the skills are unique, which is already a great thing in this crap suggestions forum, having that said, I'm not quite sure yet how exactly does he synergize.
One skill is anti-range skill, but it seems to me its the only skill that compliments his role as an anti-range hero, cause nothing else fits with it.
Second skill is a pretty cool anti-agi skill which serves both as a slower and as an extra damage, so far so good.
Third skill is a nice evasion and ms self buff, good on its own, no apparent synergy.
Ultimate is really cool, I like the idea and I think it would be awesome in a gank, yet I dont see how it works in synergy with other skills.
Why dont you combine the range decrease of the first skill with a sort of aoe damage skill so you can attract enemies closer to hit them. Maybe replace second skill with an aoe damage buff, for example you deal 25% of your agility in 400 aoe or smth. Just an idea.
Good luck, the ideas are cool!
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Old 11-28-2009, 11:14 PM   #3
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Default Re: [AGI - Scourge]Blackhand, the Fallen

Quote:
Originally Posted by dixing View Post
Ok first of all I gotta say all the skills are unique, which is already a great thing in this crap suggestions forum, having that said, I'm not quite sure yet how exactly does he synergize.
One skill is anti-range skill, but it seems to me its the only skill that compliments his role as an anti-range hero, cause nothing else fits with it.
Second skill is a pretty cool anti-agi skill which serves both as a slower and as an extra damage, so far so good.
Third skill is a nice evasion and ms self buff, good on its own, no apparent synergy.
Ultimate is really cool, I like the idea and I think it would be awesome in a gank, yet I dont see how it works in synergy with other skills.
Why dont you combine the range decrease of the first skill with a sort of aoe damage skill so you can attract enemies closer to hit them. Maybe replace second skill with an aoe damage buff, for example you deal 25% of your agility in 400 aoe or smth. Just an idea.
Good luck, the ideas are cool!
Thank you for the first line!

Synergy might be hard to see, so I'll explain in the way I see it. Demonic Blade is an Initiator nuke. The purpose is too close the gap that Ranged heroes always benefit from. This range reduction helps prevent orb walkers (Drow, Viper, Enchant) from owning. So after Demonic Blade, if the target still wants to attack you, Chaotic Grace allows you to gain dodge and MS. You have to be in melee range, but if they have better DPS, you can run away due to them not being able to shoot as far. If the target STILL decides to attack you, you turn on Sundering Strikes which slows them + deals bonus damage. Anti-range stems from the reduced range, using Agility as bonus damage (most ranged are Agility and Intelligence, Huskar is the only ranged STR hero).

Cry of the Fallen is meant to be an Amplify + a stun that is not based on any specific attack but the next damage source. This allows for teams that don't have disables to have a chance to chase/gank/kill a hero. Also can be used for escapes, very versatile.

If I can find a mapmaker, the synergy will be more apparent. A few tweaks that are being considered:

Changing % damage for ultimate (might be OP).
Granting Phase for level 4 Chaotic Grace (On the 5th stack, Blackhand is granting Phase).

Any other suggestions or feedback is welcome!. Thanks Dixing for the review!
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Old 11-29-2009, 02:01 AM   #4
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Default Re: [AGI - Scourge]Blackhand, the Fallen

*There will be something here soon*
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Old 11-29-2009, 08:16 PM   #5
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Default Re: [AGI - Scourge]Blackhand, the Fallen

Bump. Blackhand needs reviews!
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Old 12-03-2009, 10:11 PM   #6
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Default Re: [AGI - Scourge]Blackhand, the Fallen

Bump - We need reviews / discussion, please leave a comment before moving on to another post ! Thanks
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Old 12-17-2009, 04:23 PM   #7
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Default Re: [AGI - Scourge]Blackhand, the Fallen

No love? Winter break is coming up so I can focus a little more on these hero suggestions. Let me know what you guys think!
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Old 12-24-2009, 10:09 AM   #8
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Default Re: [AGI - Scourge]Blackhand, the Fallen

Sorry for taking so long to review

General Hero Idea: Quite good, I like it.
15/15

Skill 1: Does the blade move in a circle like at the other hero of you, Mogri Fellblade? I hope so, otherwise it would be boring. Well, I personally dont really like the idea of an effect that is only good against ranged heroes. Well, its original, but Im not so sure about this skill atm.
6/10

Skill 2: Its ok, but nothing that special. But anti-agi sounds quite good, though Id prefer it to be the main stat, so it wouldnt be especially against one sort of heroes
6/10

Skill 3: Cool skill for a tank hero, but as well for a chaser, I like it. What does Phase do?
7/10

Ult: Cool idea, effect could be a bit better imo, but still nice skill.
7/10

Synergies: Skill 1 synergizes average with second skill, but you dont really need the range reduction if you slow him. Reducing attack range + a dodge is quite cool. The Ult would synergize better with skill 1, if it had a lower AoE.
Not much synergies, though, combo isnt that clear to me, this definitely needs improvements.
10/25

Gameplay: The role isnt clear to me, it seems as if many ideas would be put into one hero. The anti-range and antil-agi makes it too fixated on agi ranged heroes imo, hes as well a chaser, a bit of a tank and a strong ganker with his Ultimate.
5/10

Stats: fine.
5/5

Model/Icons: good.
5/5


Overall: 66/100 = 66%
Im not yet convinced about this hero, it doesnt seem very good atm. The skills dont fit that good together, the role isnt clear. Its too much against one sort of heroes. Furthermore, the skills could need minor improvements.
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Old 12-24-2009, 10:20 AM   #9
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Default Re: [AGI - Scourge]Blackhand, the Fallen

Skill2 and Skill3 are nice. Rest is normal.

Vexation is sweet.. but 10s phase? This will make him phased ~80% of the time when in combat. And if creeps attack him.. he will get the stacks in no time.

Anyway, 3rd skill is my favorite.

This is your best suggestion so far. Fits dota.
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Last edited by Drikam; 12-24-2009 at 10:26 AM.
Old 12-24-2009, 10:30 AM   #10
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Default Re: [AGI - Scourge]Blackhand, the Fallen

Good hero i like it. T-UP
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Old 12-31-2009, 05:13 PM   #11
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Default Re: [AGI - Scourge]Blackhand, the Fallen

Quote:
Originally Posted by JJE92 View Post
Sorry for taking so long to review

General Hero Idea: Quite good, I like it.
15/15

Skill 1: Does the blade move in a circle like at the other hero of you, Mogri Fellblade? I hope so, otherwise it would be boring. Well, I personally dont really like the idea of an effect that is only good against ranged heroes. Well, its original, but Im not so sure about this skill atm.
6/10

Skill 2: Its ok, but nothing that special. But anti-agi sounds quite good, though Id prefer it to be the main stat, so it wouldnt be especially against one sort of heroes
6/10

Skill 3: Cool skill for a tank hero, but as well for a chaser, I like it. What does Phase do?
7/10

Ult: Cool idea, effect could be a bit better imo, but still nice skill.
7/10

Synergies: Skill 1 synergizes average with second skill, but you dont really need the range reduction if you slow him. Reducing attack range + a dodge is quite cool. The Ult would synergize better with skill 1, if it had a lower AoE.
Not much synergies, though, combo isnt that clear to me, this definitely needs improvements.
10/25

Gameplay: The role isnt clear to me, it seems as if many ideas would be put into one hero. The anti-range and antil-agi makes it too fixated on agi ranged heroes imo, hes as well a chaser, a bit of a tank and a strong ganker with his Ultimate.
5/10

Stats: fine.
5/5

Model/Icons: good.
5/5


Overall: 66/100 = 66%
Im not yet convinced about this hero, it doesnt seem very good atm. The skills dont fit that good together, the role isnt clear. Its too much against one sort of heroes. Furthermore, the skills could need minor improvements.
Thank you JJ! Yes, the blade circles around you just like Mogri. We loved the skill on him, we changed the effects. We were thinking about adding a % Miss chance to all Melee units hit by the Blade. We weren't sure if that was overpowered. For example:




Demonic Blade

Blackhand throws his sword, damaging and reducing the attack range of ranged enemies for a short period.

Level 1 - Deals 75 damage. Reduces attack range by 20%, 15% chance to Miss for Melee units.
Level 2 - Deals 150 damage. Reduces attack range by 30%, 25% chance to Miss for Melee units.
Level 3 - Deals 225 damage. Reduces attack range by 40%, 35% chance to Miss for Melee units.
Level 4 - Deals 300 damage. Reduces attack range by 50%, 45% chance to Miss for Melee units.

This skill is thrown at a unit or point, and damages all those units hit. It hits in an arc and returns to Blackhand. The damage affects all units. Melee units hit by Demonic Blade will have the chance to Miss, and Range units attack range cannot be reduced below 150 units.

Duration: 4/5/6/7 seconds.
Casting Range: 700 units


Cooldown: 12 seconds.
Mana Cost: 110/115/120/125

Let us know what you guys think.

Quote:
Skill 2: Its ok, but nothing that special. But anti-agi sounds quite good, though Id prefer it to be the main stat, so it wouldnt be especially against one sort of heroes
6/10
The reason we picked Agility was because while yes, Ranged Agility heroes do take 2x the punishment because of Demonic Blade + Rend & Maim, there wasn't an Agility reducer yet (until friggin' Murloc, who works alot differently, but Blackhand would be nice against him for AGI reduction). Agility also has to deal with armor and attack speed. We felt that those reductions , would have a more underlying affect than just reducing damage from Agil heroes. The main attribute idea is nice, but thats too Murloc'y now.

Quote:
Skill 3: Cool skill for a tank hero, but as well for a chaser, I like it. What does Phase do?
7/10
Phase is the ability to walk through units, or unitwalk (See: Phase Boots). No hero has a Phase ability built in yet, so we thought we'd get the ball rolling.
Quote:
Synergies: Skill 1 synergizes average with second skill, but you dont really need the range reduction if you slow him. Reducing attack range + a dodge is quite cool. The Ult would synergize better with skill 1, if it had a lower AoE.
Not much synergies, though, combo isnt that clear to me, this definitely needs improvements.
10/25
Alright my favorite part.

+
With Demonic Blade, You can initiate, gank, escape with ease against heroes. Reducing attack range (for range) + % Miss (for melee) sets up a good chance. Grab the Reins allows you to gain Agility + deal bonus damage based on target's Agility (Changed Rend & Maim to Flood the Veins). You deal alot of damage in a few seconds time, even better when you have a teammate with a disable.

http://www.hiveworkshop.com/forums/resource_images/2/icons_1906_btn.jpg[/img] +

Demonic Blade reduces the attack range of Ranged units, and gives Melee units a chance to miss. So that if they do hit you, Vexation gives you % Dodge and a little MS. It's kinda sweet.

+

So if they do decide to try and fight you, Vexation is making you dodgy + faster, and Flood the Veins is increasing your DPS. It makes them not want to fight you. Sprinkle Demonic Blade for seasoning.

+ every skill ever.

This is what brings it all together. When he uses Mark of the Warchief, it provides a disable for him to get close to Flood the Veins + Demonic Blade. This also helps out the team with little disable, because the next damage source will trigger the bonus damage + the stun. Allows you to get close, attack, escape. I love this skill


So thank you for the review JJ. Check back and lemme know what you think of the updates!

Quote:
Originally Posted by Drikam View Post
Skill2 and Skill3 are nice. Rest is normal.

Vexation is sweet.. but 10s phase? This will make him phased ~80% of the time when in combat. And if creeps attack him.. he will get the stacks in no time.

Anyway, 3rd skill is my favorite.

This is your best suggestion so far. Fits dota.
Thanks Drikam! I tweaked the duration of the phase, but now with the change in his skills, he makes it hard for enemies to hit him, but it all depends on the situation (damage output, spell output, etc.). And the effect only occurs when HEROES attack him, so you need not worry about the creeps.

Thanks!

Quote:
Originally Posted by Krecix View Post
Good hero i like it. T-UP
Ty!

Alright, I like the new forums, so I'm gonna push for all good ideas. Thanks for the reviews, and if you comment on mine, I'll comment on yours! (The review is coming JJ ) Thanks Play Dota!
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Old 01-06-2010, 02:58 AM   #12
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Default Re: [AGI - Scourge]Blackhand, the Fallen

Bump^. Lemme know what you guys think!
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Old 01-06-2010, 03:02 AM   #13
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Default Re: [AGI - Scourge]Blackhand, the Fallen

I love it. T-up
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Old 01-06-2010, 09:05 AM   #14
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Default Re: [AGI - Scourge]Blackhand, the Fallen

Quote:
Originally Posted by Rheingod View Post
Thank you JJ! Yes, the blade circles around you just like Mogri. We loved the skill on him, we changed the effects. We were thinking about adding a % Miss chance to all Melee units hit by the Blade. We weren't sure if that was overpowered. For example:

Let us know what you guys think.
Better, that would solve the problem and still keep the skill pretty original.

Quote:
Originally Posted by Rheingod View Post
The reason we picked Agility was because while yes, Ranged Agility heroes do take 2x the punishment because of Demonic Blade + Rend & Maim, there wasn't an Agility reducer yet (until friggin' Murloc, who works alot differently, but Blackhand would be nice against him for AGI reduction). Agility also has to deal with armor and attack speed. We felt that those reductions , would have a more underlying affect than just reducing damage from Agil heroes. The main attribute idea is nice, but thats too Murloc'y now.
Hmm yeah, the main stat idea is bad now that Murloc uses it. But I still dont really like it that much. Lets see, perhaps more ideas will come.

Quote:
Originally Posted by Rheingod View Post
Phase is the ability to walk through units, or unitwalk (See: Phase Boots). No hero has a Phase ability built in yet, so we thought we'd get the ball rolling.
Ok, thats a good idea imo, I just wanted to be sure
Phase seems to me as the more original or fun part of the skill, but unfortunately it only appears at level 4. How about we change this skill a bit, reversing the leveling effects.



Vexation

Anytime an enemy hero hits Blackhand, he gains the ability to dodge incoming attacks and improves his MS. He can gain maximally 25% dodge rate and 50 MS. When he reached the full cap, he gains phase ability, allowing him to walk through units.

Level 1 - Requires 7 stacks to achieve full cap. (3.6% dodge, 7.1 MS per stack)
Level 2 - Requires 6 stacks to achieve full cap. (4.2% dodge, 8.3 MS per stack)
Level 3 - Requires 5 stacks to achieve full cap. (5% dodge, 10 MS per stack)
Level 4 - Requires 4 stacks to achieve full cap. (6.25% dodge, 12.5 MS per stack)


Quote:
Originally Posted by Rheingod View Post
Alright my favorite part.
Ok, my comments:
Change skill 1 to damage reduction instead of miss for better synergy with skill 3. (You dont take that much damage for gaining stacks)
I really like the synergy between skill 1 and ult, its a really cool idea. But the rest seems kind of average to me. Skill 1 and 3 could synergize better, but with the change would be good as well. I still cant see much synergy between skill 1 and 2, skill 2 and 3 synergizes a bit due to MS, skill 3 doesnt really synergize with ult, skill 2 comboes in a lame way with the Ult
Well, the only combo I really like is Ult and skill 1, the rest isnt really interesting imo.
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Old 01-06-2010, 08:33 PM   #15
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Default Re: [AGI - Scourge]Blackhand, the Fallen

You cannot code the reduction or addition of a units attack range unless it is permanent ala Sniper, there is no way to reduce a units attack range and than have it go back to the original range, so I suggest you double check this in the game mechanics section and revise the first ability
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Old 01-06-2010, 08:39 PM   #16
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Default Re: [AGI - Scourge]Blackhand, the Fallen

Quote:
Originally Posted by Dark Kenshi View Post
You cannot code the reduction or addition of a units attack range unless it is permanent ala Sniper, there is no way to reduce a units attack range and than have it go back to the original range, so I suggest you double check this in the game mechanics section and revise the first ability
Well, afaik it can be done in some way.
Look here: http://www.playdota.com/forums/15900...dow-rogue-tm1/
king_james said somewhere in this thread that he could make the testmap with temporary range addition of first skill. I didnt test it though, coz Im lazy
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Old 01-07-2010, 01:56 PM   #17
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Default Re: [AGI - Scourge]Blackhand, the Fallen

Quote:
Originally Posted by JJE92 View Post
Well, afaik it can be done in some way.
Look here: http://www.playdota.com/forums/15900...dow-rogue-tm1/
king_james said somewhere in this thread that he could make the testmap with temporary range addition of first skill. I didnt test it though, coz Im lazy
This is NOT working correctly, im afraid. It can be done actually, with loads of costum units, but that will not, and would not happen, its simply not worth it. I can code it for one unit, wich requires 2 Triggers in GUI, would geuss about 10kb code, and way to long time. Now, this hero wants its on ALL ranged heroes, about 45, the time is not worth it. that 0.5mb space can be used better.

PS. The reason it doesn't work on testmap is because Zirath simply wouldn't waste that much time and triggers on one spell, as neither would I. DS
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Old 01-07-2010, 06:22 PM   #18
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Default Re: [AGI - Scourge]Blackhand, the Fallen

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Originally Posted by Sgt Failure View Post
This is NOT working correctly, im afraid. It can be done actually, with loads of costum units, but that will not, and would not happen, its simply not worth it. I can code it for one unit, wich requires 2 Triggers in GUI, would geuss about 10kb code, and way to long time. Now, this hero wants its on ALL ranged heroes, about 45, the time is not worth it. that 0.5mb space can be used better.

PS. The reason it doesn't work on testmap is because Zirath simply wouldn't waste that much time and triggers on one spell, as neither would I. DS
Ah ok, thx for clarifying this

Well, then the first skill probably requires some changes
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Old 01-07-2010, 09:21 PM   #19
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Default Re: [AGI - Scourge]Blackhand, the Fallen

Several changes due to that fact. We worked on synergy and the updated version will be released shortly. Some things are still under debate but there was more or less a huge overhaul to make the skills work better together.

We are trying to define him into a very unique combat style that is absent from dota. Giving players an effective, balanced and above all else - FUN hero.

Check back soon for updates - Thanks for the comments!

-Pyro
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Old 01-07-2010, 11:37 PM   #20
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Default Re: [AGI - Scourge]Blackhand, the Fallen

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You cannot code the reduction or addition of a units attack range unless it is permanent ala Sniper, there is no way to reduce a units attack range and than have it go back to the original range, so I suggest you double check this in the game mechanics section and revise the first ability
Look into your post, you are correct. Changes have been made. Thank you very much!

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Originally Posted by Sgt Failure View Post
This is NOT working correctly, im afraid. It can be done actually, with loads of costum units, but that will not, and would not happen, its simply not worth it. I can code it for one unit, wich requires 2 Triggers in GUI, would geuss about 10kb code, and way to long time. Now, this hero wants its on ALL ranged heroes, about 45, the time is not worth it. that 0.5mb space can be used better.

PS. The reason it doesn't work on testmap is because Zirath simply wouldn't waste that much time and triggers on one spell, as neither would I. DS
Ty for your information, much appreciated .

Several changes have been made to Blackhand, please check back and comment on the changes. We feel he is nearing completion and we want your feed back!
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