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#1 | ||
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Meepo, the Geomancer Stats: Starting Health: 587 --> 520 Starting Mana: 260 --> 221 Damage: 34-40 --> 47-53 Armor: 5.3 --> 5 Strength: 23 + 1.3 --> 20 + 2 Agility: 23 + 1.9 --> 21 + 2.5 Intelligence: 20 + 1.6 --> 17 + 2 Total Starting Stats: 66 --> 58 Stat gain per level: 4.8 --> 6.5 Cosmetic: Model scale increased by 50% Abilities: ![]() Earthbind Rains earthen spikes across a target area, pinning down and crippling all enemy units in the 225 AoE. 2 ensnare duration. Slows movement speed for 5 seconds. Level 1 - 500 casting range, 6% slow Level 2 - 750 casting range, 12% slow Level 3 - 1000 casting range, 18% slow Level 4 - 1250 casting range, 24% slow Mana Cost: 100 Cooldown: 20/16/12/8 --> 20/18/16/14 ![]() Poof Drawing mystical energies from the earth, Meepo can teleport his being to a target location, leaving destruction in his wake. After channeling for 1.5 seconds, Meepo instantly teleports to the target location, dealing damage in 400 AoE in the departure and arrival locations. 1500 maximum range. Level 1 - 90 damage Level 2 - 130 damage Level 3 - 170 damage Level 4 - 210 damage Mana Cost: 140/120/100/80 Cooldown: 15/13/11/9 Damage: Magical Complete remake ![]() Geostrike The Geomancer enchants his weapon with the essence of the earth, crushing the life from his enemies and numbing their legs. Every strike deals damage and slows in a 150 AoE around the target. Each successive hit within the past 2 seconds increases the slow 5% up to a maximum of 40%. Lasts 2 seconds. Level 1 - 5% initial slow, 10 damage Level 2 - 10% initial slow, 20 damage Level 3 - 15% initial slow, 30 damage Level 4 - 20% initial slow, 40 damage Damage: Magical Buff placers do not stack. Complete remake ![]() Divided We Stand Meepo is able to split his being into multiple lesser versions of himself. These Earth Sprites can gain gold as Meepo does and share his experience. However, they use lesser versions of Meepo's abilities, cannot wield any items except the boots Meepo himself wears, and have only 75% of Meepo's attributes and attack power. If one Earth Sprite dies, they all die. Meepo can split and reform at will after a 2 second casting time. Level 1 - 2 Earth Sprites Level 2 - 3 Earth Sprites Level 3 - 4 Earth Sprites Complete remake |




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Meepo, the Earth Sprite Formerly "Geomancer Clone" Stats: 23 + 1.3 --> 15 + 1.5 23 + 1.9 --> 16 + 1.875 20 + 1.6 --> 13 + 1.5 Stat gain per level: 4.8 --> 4.875 Abilities: Eartbind, Poof, Geostrike No changes Divided We Stand To reform into the Geomancer, all Earth Sprites must be within 200 range of each other. 2 Second casting time. Any Earth Sprite can begin the ritual, but only one needs to finish. Complete remake |
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#2 |
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Your hit and miss argument is something that counts for all heroes.
I really don't see meepo as a problem at the moment. Rather work on your skills then on meepo is my first thought... Because getting owned by AoE. Suggest a Magic res aura item or something like that... Hehe |
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#3 |
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Join Date: Jul 2009
Posts: 147
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Rape his starting stats (Which are his most important)
Ruin Earthbind with the new cooldown. Turn Poof into a blink?! It was helpful for map control. 160% slow? No. No the passive is better. Meepo is original and fun, yours is much worse. T-Down already.
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![]() His name is Ploxors, and he's back. |
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#4 |
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Join Date: Jun 2009
Posts: 437
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I guess you didn't read the part about the ultimate that acts nearly the same as the current version.
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#5 |
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Join Date: Jun 2009
Posts: 437
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Since the first two responses didn't seem to get that Meepo will still be able to be played like he is now (aside from having items), I'd like to post an animation from my unfinished test map.
This is Meepo switching back and forth between Geomancer form and Earth Sprites form. Once again, the gameplay of Earth Sprites is nearly identical to the current Meepo.
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#6 |
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Join Date: Jul 2009
Posts: 25
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I really don't think this suggestion should be discounted right off the bat, maybe rework some of the numbers and it could be taken more seriously.
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#7 |
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Join Date: Jun 2009
Posts: 1,606
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T-up for attribute buff
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#8 |
Member
Join Date: Jun 2009
Posts: 437
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Well, you kind of need to look at more than just the attribute buff.
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#9 |
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I wont say anything about attributes, i dont really know what to say about these changes, theyre not that important anyway since this is a remake and not a balance suggestion.
1st skill: Youre change doesnt really make the skill better, whats the use of a slow if the enemy is ensnared? 2nd skill: I dont really like making more of a Blink out of this, actually i prefer the current version. 3rd skill: Not much changes, except that you turned dps into aoe damage. Ultimate: The only difference is the change between passive and active and the removement of a main meepo with items. I dont really get how this could make the skill more useful or even better. Overall: Imo the current Meepo is fine, i dont like certain aspects of your remake, like the item issue of the ult or the simple blink of skill 2. |
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#10 |
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so basically what you did with stats was lower the starting values, but increase the gain rates.
i disagree with this. Meepo is pretety lame in the beginning. and is already kind of easy to kill. b/c of low stats. he needs starting stats, but lowering them doesn't change much at all. his early game is already weak. Meepo can get to level 25 when others are level 15 and so he's a mid game shiner. multiplying meepo by 4 kind of makes up for lower stats. his damage output is not lacking at all. it is imperative that he does not have the HP of normal heros. this is the countenrbalance to having 4 meepos, and the ability to micro then away and survive will still dishing damage. intel boost is unnecessary. strength would be nice, but that is the weakness of Meepo, and his real counter-balance to his DPS and fast leveling. we should adjust this with caution and disgression. Meepo is a midgame hero. If he his to have strong stats in the late game as well, then thats not good. only a slight boost would be appropriate, if at all. remmeber that any strength or stat boosting of his gain will magnify his superior levelling in the mid game as well. This change doesn't only affect his late game.
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| Last edited by gwho; 07-23-2009 at 08:41 PM. | |
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#11 |
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Join Date: Jun 2009
Posts: 437
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He has high starting stats because his stat gain is pitiful. Lowering them and buffing the gain would allow him to be on par with a normal hero during Geomancer form. Remember, he's not the same Meepo when he's a Geomancer.
In ultimate form, his stat gain is almost the same, but with worse starting stats. The plus side is that stat boosting items are now much more effective than currently. He can still do a lot of the things he can currently do if he chooses to focus on his multiple form. If you're concerned about him becoming a late gamer, his singular form is meant to be strong late game, just like other agility heroes. His multiples might be able to attain high stats, but do so at the cost of having non-stat items.
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| Last edited by Heelz; 07-23-2009 at 08:45 PM. | |
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#12 | |
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Quote:
i reapeat: meepo is supposed to have lower stats than normal heroes. thats the counterbalanclow stats isn't evne a problem because hes so much more leveled than everyone else in the mid game. of course he shoul be weaker in the early and late. being a mid game peaker is not a bad thing at all. 4 meepos that are as strong as regular heros would be so unimaginably bad and imba.
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| Last edited by gwho; 07-23-2009 at 08:46 PM. | ||
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#13 |
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Join Date: Jun 2009
Posts: 437
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The starting stats aren't bad, they're just not as good as now. Compare them to other melee agility heroes. You can buy a bracer early game just like a lot of heroes do.
As far as having 4 Meepos as strong as normal heroes, that's not likely. At level 20, Earth Sprites barely have 1k health without items. To boost their health up to 1500 would require 35 strength. Focus fire still owns him, because each Earth Sprite is weak on its own. Geomancer form, while seemingly less overwhelming, can be as scary as any farmed carry, with decent stats to boot. Meepo's not that weak once he reaches level 6. From there, he can neutral like crazy. His problem is that he loses effectiveness greatly. Meepo doesn't automatically win for having a good mid-game. And with a decent amount of AoE, his 4 level advantage over the enemy doesn't really mean much.
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| Last edited by Heelz; 07-23-2009 at 08:59 PM. | |
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#14 |
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Join Date: Jun 2009
Posts: 437
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Also, the only starting stat that really matters is strength, and that has only been reduced by 3. It takes 4 levels for the remade Meepo's strength to surpass the current one's.
What early game are you concerned about? Do you mean once he gets his first level of ult?
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#15 |
Banned
Join Date: Jul 2009
Location: US
Posts: 1,079
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nj now you dont have to worry bout micro
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#16 |
Member
Join Date: Jun 2009
Location: Greece.Μακεδονία
Posts: 8,184
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I really like the ultimate rework,it is awesome.
I also suggest you let anything else as is BUT make poof being able to swap meepos,because people can't usually reach 350 micro =) |
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#17 |
Member
Join Date: Jun 2009
Location: France
Posts: 335
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I hate it when people suggest remaking a heroe. Dont you think every hero has its "fanclub" ?
Go play other heroes if you suck at meepo. And also, don't post in suggestion anymore. |
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#18 | |
Member
Join Date: Jun 2009
Location: Greece.Μακεδονία
Posts: 8,184
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Quote:
Currently meepo "might" seem good,but he has huge disadvantage over early game and in serious games when meepo is picked,enemy supporters will make his life misery with wards/endless ganks. 75% is a bit too much for meepo OP and now that I think it,how are you going to balance a meepo who can resque his clones every 4 seconds?For once I suggest the hp loss of every meepo counters as hp loss in main meepo.So if you have 2 clones with -200 life each,if you use the 2 sec cd ulti to resque them, then you will receive 400 damage.Also you might want to add this:Whenever main meepo splits himself his clones has same percentance as he does.That would also make sure you can't exploit the ultimate to resque meepos unless you are really overfeed :P |
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#19 |
Member
Join Date: Jun 2009
Posts: 437
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Thanks for your comments (if they were constructive).
Maybe I wasn't completely clear on the switching process. Meepo won't be able to cheat death just by switching forms. All the Earth Sprites need to be together for them to reform, and it takes 2 seconds to do so. Also, I definitely intend for health to carry over when switching. When going from Geomancer to Earth Sprites, all Earth Sprites will spawn with Meepo's percent health. When going from Earth Sprites to Geomancer, Meepo will spawn with the average of all the Earth Sprites' health. So 75% hp Geomancer will split into four 75% hp Earth Sprites. If the Earth Sprites are at 25%, 40%, 60%, and 100%, then when they reform into Meepo, Meepo will spawn with 56% health.
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#20 | |
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Join Date: Jun 2009
Location: Greece.Μακεδονία
Posts: 8,184
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Quote:
![]() Also,how much cd are you going to give to ultimate?I don't think it will be cd-free,that would be overpowered,no? Also,please consider my suggestion about allowing meepos to switch positions using a sub skill of poof.I think that would be REALLY useful even from level 6,because you could theoritically switch positions with a meepo that has low life and player doesn't have 350 micro
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