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Old 07-22-2009, 07:30 PM   #1
Heelz
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Default [REMAKE] Meepo the Geomancer




Ah, Meepo. One of the most unique heroes in DotA. I never think of Meepo as an agility hero, he's just Meepo. That little guy who splits into multiple units, permanetting people and obliterating them with Poof. Or, he gets completely owned by Enigma, Lich, Witch Doctor, Invoker, Magnus...

What's Meepo's problem? He's certainly not the worst hero in the game. He's a scary ganker, farmer, semi-disabler, and nuker. The problem is that usually, the first few minutes of the game (i.e. the matchup) determines whether Meepo's going to own or if he'll be food. And with the popularity of AoE, it's usually the latter. Most heroes have counters, but Meepo is the only one who is simply negated if even one of the many AoE heroes is chosen. And what team ever picks just one AoE hero?

My remake is an attempt to make Meepo less of a binary, hit-or-miss hero. It allows him to take on a traditional agility role or his current one. It greatly opens his item choices and gameplay options. He will no longer have to spend the first 30 minutes farming the same 3 items every game.

And now, without further ado.

Old Meepo

Quote:
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
Okay, so I wanted to list all the skills before explaining them. The basic premise of my remake is that Meepo now has a choice. He can either split into multiple heroes, like now, or he can stay in his single Geomancer form, with stronger spells and the attributes of a normal hero.

I'll start with the ultimate, then move on to the normal skills. Divided We Stand is now an active skill. It has no mana cost or cooldown, just a 2 second casting time for Meepo to split into multiple "Earth Sprites". I'll explain the Earth Sprites later. Right now, I'll introduce you to the newly buffed Geomancer.

Meepo's stat growth has been buffed from the abysmal 4.8 points per level to a slightly above average 6.5. To compensate, his extremely high starting stats have been nerfed from 66 to 58, which is still above average. These starts are now on par with those of a typical hero.

His abilities in Geomancer form are now much stronger versions of the original skills. Since there is only one Geomancer, the skills are now strong on their own. When was the last time Meepo ever killed someone with only one Geomancer? Well, now, that is a possibility!

Earthbind has changed the least in Geomancer form. It has the same range and disable, but now has a crippling effect that lasts after the target recovers. It is much less spammable due to a longer cooldown and the fact that you have only one Meepo. However, the new Geomancer need only cast net once with the changes to Poof and Geostrike!

Poof is now a short range teleportation ability, though it retains the damage. The damage has been buffed to compensate for the loss of Meepos, though it is quite high. While a 420 nuke at level 7 may seem imbalanced, the current Meepo can deal 560 damage. This spell is highly versatile, not just for damage, but as a reliable teleport, it gives Meepo chasing power, an escape, ganking ability, and more. The downside is that Meepo loses damage and the ability to teleport anywhere on the map, provided there is another Meepo there.

Finally, Geostrike has been changed greatly, though it retains the spirit of the original in that multiple strikes increase the slow. It now has an AoE effect around the target and deals damage each hit. The slow is increased 5% per hit, so level 1 is 5%/10%/15%... up to 40% taking 8 hits to reach maximum. Level 4 is 20%/25%/30%/35%/40%, taking only 5 hits to reach maximum. Now, attack speed actually matters on Meepo, like a real agility hero! He can now get IAS items and take full advantage of them! Not to mention the improved farming abilities given by constant AoE damage. Players will now actually consider going Geostrike first rather than the standard Poof/Earthbind.

Skill Synergy:


Not only can you use Earthbind up close to keep your target close for a 420 nuke, you can also Earthbind from afar with its long cast range and Poof in for 210 damage and beat on them while they're slowed.


These skills work together to make Meepo a farming beast as well as a chasing beast! Although he loses the insta-gib power of multiple Poofs, Geostrike's AoE helps to compensate. Also, with a targeted teleport ability and a passive slow attack, running from Meepo is a futile effort.


If, for some reason, you decide to forgo Poof for Earthbind and Geostrike, you will find that they still work well together. Earthbind's disable allows you to build up the slow from Geostrike and accumulate AoE damage. After the net ends, they'll will be even more slowed from Earthbind's cripple effect!


Finally, once Meepo has all his skills, he'll be a chasing, farming, AoE nuking/slowing monster!

And now, on to the Earth Sprites.

Quote:
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
Basically, Earth Sprites are what Meepo is currently, but without a "main" Meepo that can use items. The only items Earth Sprites get are whatever boots the Geomancer has. They do, however, benefit from any stat items Meepo might have. They get 75% of all of Meepo's stats as well as his damage (base damage and damage from stats only).

While their starting stats are even less than the current Meepo with almost the same growth, they benefit much more from stat boosting items. Two Bracers on the Geomancer will give each of his clones 9 more strength, or 171 hp, as well as 4.5 agility and int. Power Treads gives them each 17.5 strength! Reaver currently gives Meepos 6.25 strength, which is one belt. The remade Earth Sprites would each gain 18.75 strength. At level 3 DWS, that's multipled by 4 for a total strength gain of 75!

So while Mek and Vlad's might be missed, Earth Sprites are still potent, with the ability to overwhelm their enemies and reduce their fragility through stat boosters.

Conclusion:

This remake allows Meepo to take a more dynamic role, switching between a single hero akin to most of the melee agility heroes in the game and the more zerg-like Earth Sprites, with the power to overwhelm with AoE damage/disable but being vulnerable to AoE themselves.

The possibilities for a Meepo game are endless. With the Geomancer being the "carry" form, he can switch to Earth Sprites to farm at a rate that other carries can only dream of. Once he is farmed, he can pump up his Geomancer form with standard carry items and remain that way until the end of the game. Alternatively, he can spend most of the game as Earth Sprites, supplying his team with long range nets, pushing lanes, and ganking mid-game, only switching to Geomancer form to buy stat items so that he remains strong late game.

In closing, Meepo's problem is his easy counterability and his binary "own or be owned" nature. There is very little variation on how to play him. Allowing him a choice to fight as a single, strong hero or multiple, weak heroes gives him more dynamic gameplay with huge possibilities.

If you've read this entire huge suggestion, I thank you for your time and comments!
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Last edited by Heelz; 07-23-2009 at 08:45 PM.
Old 07-22-2009, 11:13 PM   #2
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Default Re: [REMAKE] Meepo the Geomancer

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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Old 07-22-2009, 11:33 PM   #3
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Default Re: [REMAKE] Meepo the Geomancer

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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Old 07-22-2009, 11:50 PM   #4
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Default Re: [REMAKE] Meepo the Geomancer

I guess you didn't read the part about the ultimate that acts nearly the same as the current version.
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Old 07-23-2009, 03:44 AM   #5
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Default Re: [REMAKE] Meepo the Geomancer

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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Old 07-23-2009, 07:37 AM   #6
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Default Re: [REMAKE] Meepo the Geomancer

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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Old 07-23-2009, 08:31 AM   #7
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Default Re: [REMAKE] Meepo the Geomancer

T-up for attribute buff
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Old 07-23-2009, 07:05 PM   #8
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Default Re: [REMAKE] Meepo the Geomancer

Well, you kind of need to look at more than just the attribute buff.
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Old 07-23-2009, 08:07 PM   #9
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Default Re: [REMAKE] Meepo the Geomancer

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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Old 07-23-2009, 08:36 PM   #10
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Default Re: [REMAKE] Meepo the Geomancer

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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Old 07-23-2009, 08:40 PM   #11
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Default Re: [REMAKE] Meepo the Geomancer

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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Old 07-23-2009, 08:42 PM   #12
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Default Re: [REMAKE] Meepo the Geomancer

Quote:
Originally Posted by Heelz View Post
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.
if that's the case, then how does weakening his already weak early game, and boosting his mid and late game with graeter stat gains counterbalance the greater effect of items? you have items mid and late game and you dont have them early game. (things like vlads/mekanism) it seems like this would only make his weak stage weaker and strong stage stronger.

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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Old 07-23-2009, 08:57 PM   #13
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Default Re: [REMAKE] Meepo the Geomancer

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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Old 07-23-2009, 09:04 PM   #14
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Default Re: [REMAKE] Meepo the Geomancer

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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Old 07-30-2009, 12:47 PM   #15
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Default Re: [REMAKE] Meepo the Geomancer

nj now you dont have to worry bout micro
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Old 07-30-2009, 09:42 PM   #16
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Default Re: [REMAKE] Meepo the Geomancer

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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Old 07-30-2009, 09:45 PM   #17
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Default Re: [REMAKE] Meepo the Geomancer

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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Old 07-30-2009, 10:24 PM   #18
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Default Re: [REMAKE] Meepo the Geomancer

Quote:
Originally Posted by theGreatLaharl View Post
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.
You are another troll who doesn't approve of someone's try to buff a useless hero.
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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Old 07-30-2009, 10:36 PM   #19
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Default Re: [REMAKE] Meepo the Geomancer

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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Old 07-30-2009, 10:45 PM   #20
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Default Re: [REMAKE] Meepo the Geomancer

Quote:
Originally Posted by Heelz View Post
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.
Ah that's just awesome and let me congradulate you because you found another use for HoT on meepo

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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