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Old: Spell shieldMagina learns to protect himself with an anti-magic shield. Increases his resistance to magic damage. Level 1 - Reduces magic damage by 26% Level 2 - Reduces magic damage by 34% Level 3 - Reduces magic damage by 42% Level 4 - Reduces magic damage by 50% Passive |
Proposed:(Changes In Red) Counter SpellIf an enemy cast a spell within 700 range of Magina, during the casting animation, before the cool down starts or the spell is cast, they will lose all of their remaining mana (meaning the spell will not cast), and then they will proceed to regenerate 20% of the mana that they had, every second, for 5 seconds. Additionally, while regenerating mana, mana void will only count the countered mana for 65% damage. Level 1 - 20 second cooldown Level 2 - 16 second cooldown Level 3 - 12 second cooldown Level 4 - 8 second cooldown Cooldown: 20/16/12/8 Passive Or, alternate leveling: Level 1 - Enemy regains 50% mana every second for 2 seconds Level 2 - Enemy regains 33% mana every second for 3 seconds Level 3 - Enemy regains 25% mana every second for 4 seconds Level 4 - Enemy regains 20% mana every second for 5 seconds Cooldown: 10 Passive The skills doesn't work properly against instant cast spells, such as ww, or any items, so it would have to be coded to not proc on them. |
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#2 |
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Join Date: Oct 2009
Posts: 29
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interesting concept. I would have thought it would be impossible to code but you seem to have done so which is nice. I think rather than reducing the cooldown per level though, it would be better off to make them lose say 25/50/75/100 % of mana and fully restore after 1/2/3/4 seconds, with a flat cooldown of roughly ten seconds. And even still 100% is quite a lot. A fast player could easily knock out a hero that has considerably more mana than health after they cast a single spell with Void and this skill.
Interesting concept, numbers need to be tweaked, holding my vote for now but leaning towards T-Up for concept. |
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#3 |
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Magina will lose his Spell Resistance, but still interestin skill
T-Up on concept
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#4 |
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cool skill. .insta mana void rampage =)
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#5 |
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Err, think of Harbinger.
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Dynes: I don't believe you. /care
My suggestions on my blog. |
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#6 | |
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^
Auto-cast orbs won't effect it I don't think. Quote:
I could do it to where the regain less mana over more time though. Like level 1 - Regains 50% mana every second for 2 seconds level 2 - Regains 33% mana every second for 3 seconds level 3 - Regains 25% mana every second for 4 seconds level 4 - Regains 20% mana every second for 5 seconds What you think? glad yall like it
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| Last edited by uo111; 12-17-2009 at 04:41 AM. | ||
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#7 |
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Whatever the numbers, this suggestion is worth a bump
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#8 |
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Thx
![]() Added in an alternate leveling.
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#9 |
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original suggestion
It is quite interesting there was no mention of mana void, possible synergy and abuses with mana void in your original post. Keeping us guessing? Hmm... Mana Void is still situational... but this time around, your main means of unlocking mana void would be this uo111 skill remake and so I think the first skill Mana Break becomes useless and needs a remake . Wow. What an irony. ![]() Personally no problems with your remake but I can say there will be people who would oppose immediate use of mana void (+2000 damage). I'm surprised the reviews so far are positive. I know he is the anti-mage but this seems to take things to the extreme. Irony no. 2: Notice that Nether Ward is ironically in concept really a combination of mana void with this skill? Only that you separated the damage part (mana void) into the ulti. Finally I would like to say that your remake seems to make AM only have 2 skills. Mana Break is uneeded anymore. Mana Void is indirectly just part of this skill = an upgraded Nether Ward except that it empties mana pools first then slowly restores it. You are a clever bastard indeed. Congrats and respects. |
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| Last edited by Thiede; 12-17-2009 at 04:22 PM. | |
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#10 |
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Join Date: Jul 2009
Posts: 5,250
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you have 2 cooldowns in your suggestion.
Anyway, he is sub-par, but this is too much.Loose all your mana if you cast on him?A quick mana void after an attempt to disable him is death to most casters later in the game. |
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#11 |
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Join Date: Sep 2009
Location: Denmark
Posts: 55
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This remake is simply awesome. I don't see how it will make his mana break useless, as mana break will stop the enemy's mana from coming back if his ulti doesn't kill. Note, though, that this skill will smack initiators to the point where you simply can't initiate against AM unless this skill is on cd. Still, this skill is so much better that the current one that it simply HAS to be implemented.
Also: noone will ever pick OD if AM is on the line up ^^
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#12 |
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While I like the idea I think that losing all of your mana after one spell is too powerful. Even if the caster gains it back, in the first second after casting the hero is very weak to AM's ult. I think it should be changed so that each level increases the amount of mana lost per cast. That way it would completely fuck a hero up by casting a single spell.
Also I'm assuming spells with no mana cost and orb effect are not counted right?\ T-UP with a number change.
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#13 |
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Join Date: Jun 2009
Posts: 248
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Basically immediately after casting arc lightning Zeus would get killed by Mana Void??
Magina could kill him by staying in woods and waiting for him to cast...
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#14 |
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Harbinger can do manual cast...
I'll consider a t-up for it being an area debuff instead, though the numbers are a bit TOO imba right now.
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Dynes: I don't believe you. /care
My suggestions on my blog. |
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#15 | ||
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@ Calanthe
...wtf? because you can draw obvious conclusions and see faint resemblances in skills that are nothing alike, you jump to conclusions that mana break is useless? Mana break and this skill go together like bread and butter. This skill will drain them of mana, and until later mana break will be able to keep them from restoring any of their mana. Anyways, there is so many ways to balance the skill. I could lower the aoe, mana void could be nerfed a bit, casters could take less damage from mana break while regenerating their mana, or their could be a cap on mana void, like 800 damage.(it takes a lot of mana to get to this, and lina/lion can do even more.) And their is also many ways to counter it, for example, two casters could easily disable him, causing this skill to have almost no effect whatsoever, and one of the most commonly bought intel items in the game, Guinsoo's, is an epic counter to this skill. Quote:
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I fixed it to do 35% less damage. The numbers are hardly imba, as getting 2000 mana vs this AM would be a retarded thing to do, it would never happen.(unless you are storm silencer or harbringer, but they shouldn't fight AM then.) I also lowered the aoe by 300. Even though it was improbable before, am will now never be able to hide in forest waiting for a cast.
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| Last edited by uo111; 12-18-2009 at 12:00 AM. | |||
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#17 | |
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Quote:
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#18 | |
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Quote:
And his damage points is fine that way it is. He really isn't supposed to be a hard carry. He is supposed to kill casters and drain other heroes of their mana. The only problems he has is the fact that he has a very narrow range of uses, and he can't kill casters because of disables, and that is what this suggestion tries to address. He doesn't need to become a hard core carry to become useful.
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#19 |
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4/5/6/7% mana loss per cast when near AM is fine by me, not zeroing the mana, have mercy no?
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Dynes: I don't believe you. /care
My suggestions on my blog. |
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#20 |
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Ok, I think I understand your idea now.
Let's define Anti-Mage: Not to be confused with the OP mageslayer of old times DotA, who was really an assassin of mages. Anti-Mage merely survives against mages and punishes spell casters. You are one of those guys who think of making him the Anti-Mage. On the other hand, AM currently ironically counters everything that is not mage. Low mana heroes, heroes without or with less disables. It somehow seems, IMO, that it is easier to make the hero more carry. But both approaches are not wrong and they have their separate strengths. |
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