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#1 | ||||
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Join Date: Jun 2009
Location: Sweden
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Scouting Sight Khaile is trained to see everything from the back on his wyvern, and nothing gets away from his sight.Passivly increases sight range, and keeps tracking any unit under his watchful sight for 5 seconds after they leave the area. Tracked units are revealed. Can not discover wards. Level 1 - +90 Sight, tracks after 10 seconds. Level 2 - +160 Sight, tracks after 8 seconds. Level 3 - +230 Sight, tracks after 7 seconds. Level 4 - +300 Sight, tracks after 6 seconds. Notes: Just a passive sight bonus, and after x seconds, he will track the enemy, casting a dummy feari fire on it, and removes it after 5 seconds off leaving his sight area. Allies also see the discovered enemies. |
Eyemark Khaile fastens his sight on a target unit, causing it to be marked. As long as he attacks this unit, he wont miss, nor will it be able to run away from his spears. The buff can only be canceled by attacking Khaile a number of times Khaile, or running out of his sight. While attacking, each attack will slow the enemy down.![]() Basicly when cast, the enemy will have an Allied only buff on it, making Khaile able to attack it with truestrike, and up to a very high Range. Each attack will also slow it down, minor at the beginning, but at the end, you will hit very hard, at a very slow target. Slow lasts 2 seconds after buff is gone. Slow is both IAS and MS. Level 1 - Each attack slows by (2*Current slow)%, Enemy must hit Khaile 2 Times. Sets Attackrange to 1800. Level 2 - Each attack slows by (2.35*Current slow)%, Enemy must hit Khaile 3 Times. Sets Attackrange to 2000. Level 3 - Each attack slows by (2.7*Current slow)%, Enemy must hit Khaile 4 Times. Sets Attackrange to 2200. Level 4 - Each attack slows by (3*Current slow)%, Enemy must hit Khaile 5 Times. Sets Attackrange to 2400. Cooldown: 40/30/25/20 Manacost: 100 Castrange: 1000 Notes:Slow starts on hit, not on attack. The enemy isn't forced to attack Khaile, but to remove the buff without running away, you will need it. Minimum slow added is 1%, and counts only slow made by this skill. At level 1, slow would be: 1/2/4/8/16/32/64/minimum MS. |
Wyvern Flight Khaile heigthens his wyvern flight for a brief moment, making him have a look at the units beneath him. Also, based on the time in the air, he will gain increased attackspeed and movementspeed as he remebers everything.When in air, he will have unobstructed vision, and all units will have a 30% chance to miss him, as normal with flying units. In the air, he will not move, but can attack. Each second in the air he will gain 2.5% attackspeed and 0.75% Movementspeed for each enemy seen by him. Gains subskill: Land for duration. Level 1 - Flight for maximum 4 Seconds. Buff lasts 2 seconds after Landing Level 2 - Flight for maximum 5 Seconds. Buff lasts 3 seconds after Landing Level 3 - Flight for maximum 6 Seconds. Buff lasts 4 seconds after Landing Level 4 - Flight for maximum 7 Seconds. Buff lasts 5 seconds after Landing Cooldown: 21/19/17/15 Manacost: 70 Duration: 4/5/6/7 Notes: Very simple, yet unique. Unable to move while Flight is on. For each enemy he sees (Are within his sight range and seen, not invis) as long as he is in air, he will gain increased attackspeed and movespeed when he have landed. |
Arcanite Spears. Khaile uses hardened spears throwing them at his opponents, sapping their sight away, aswell as making them feel pain as they realise that they are completely alone with only Khaile.![]() Every attack made by him will reduce the enemies sight range, disabling their allied vision, and for each Unit Khaile sees, they will be struck a little harder. These attacks will not show Khaile's location. Maximum 10 stacks. Cannot reduce sight beneath 350. Level 1 - Loses 60 sight. 3 Damage/Unit Level 2 - Loses 105 sight. 4 Damage/Unit Level 3 - Loses 150 sight. 5 Damage/Unit Cooldown: 0 Manacost: 25 Duration: 5 Buff placer Aghaneims: Reduces manacost to 10. Raises cap to 15, and gives him a constant 3 units "seen". Notes: Basicly reduces the sight of the enemy, but returning it after 5 seconds. Each hit refreshes the duration. Also removes shared vision. Damage is counted after hit, and only units seen by the character is counted. |
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#2 |
Member
Join Date: Jul 2009
Location: netherspace
Posts: 132
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i rlly rlly like 3rd skill , i dotn like the first two but they have synergy .......
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#3 |
Member
Join Date: Jun 2009
Location: Sweden
Posts: 1,717
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Can you point out more exactly what you dislike?
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#4 |
Member
Join Date: Jul 2009
Posts: 22
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Let me start out by saying that this is an excellent idea! Yet I do have a few questions/comments.
1. What kind of role do you want this hero to have? 2. This hero has no disables, even if it's capable of having a monster range against an opponent with good IAS,I see this hero having a hard time getting kills by itself. Since the ultimate takes away both Orb Effects and Buff Placers although this isn't the biggest of issues since it will most likely be manually casted, it does remove chances to get snares/slows through items. 3. Is there a IAS Cap on Raging Strikes? This skill feels highly situational and a little weak if you are in the wrong place. 4. I like Scouting Sight a lot, but I'm a little confused as to how it will function... do I get to see what my enemy sees? Am I gaining vision that other units have? Also, if I am gaining that vision do I still get my +240 vision bonus? Clarification please. 5. Although this is a little out of place, with only one castable 'spell' (Eyeshot) and then an orb effect this hero seems like he could use something a little more fun to do than be another Viper without any slowing ability or just proxy as an anti invis defense, a role taken by wards, dust, and necrobook. I'd like to see where you take this! |
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#5 |
Member
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Arcanite Spears can be coded not to be an orb effect, it used to be one of the Batrider's skills [6.1x IIRC, not the reintroduced version in 6.6x], except that his skill took away Str rather than primary attributes.
Overall, a good Hero here. Can't drop a full review yet, but I'll do so soon.
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#6 |
Forum Staff
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My review :
1st Skill : Truesight last for? Lack of information. But still T-Up for concept. 2nd Skill : Original. But only that? I think you should give a fix range cap (300 I suggest?) but gives additional effect. Null vote. 3rd Skill : Nice simple and good. But reduces AS bonus on creeps. T-Up for concept. Ulti : Nice though it is similar to old batrider. T-Up for now.
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#7 |
Member
Join Date: Jun 2009
Posts: 107
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Take out a Passive, Give him a good Active and it's ready to be implemented.
As it is now I really like the idea, but I just can't see his role in a game. |
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#8 |
Member
Join Date: Jul 2009
Posts: 70
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Eyeshot is really the coolest ability. Though you mustn't limit range cap by the sight range. It could work well with hero tracking abilities like Track and Amplify. I think Scouting Sight is not that necessary though it works well with Eyeshot. I think you can improve Scouting Sight by toggling it into an active spell. Good job.
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#9 |
Member
Join Date: Jun 2009
Location: Malaysia
Posts: 1,630
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He is more like a ganker type maybe? I'm not sure about his role in teamfight.
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#10 |
Member
Join Date: Jun 2009
Posts: 846
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not bad
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#11 |
Member
Join Date: Jun 2009
Location: Sweden
Posts: 1,717
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What if i make raging strikes an active that give 7.5/15/22.5/30% IAS per hero and 2/4/6/8% IAS per Non-hero? Attackspeed lasts roughly 8 seconds at all levels with a 15 seconds cooldown and high manacost? Easier to code too (I think)
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#12 |
Member
Join Date: Jun 2009
Posts: 107
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I think Eyeshoot can't be coded, btw. Range can't be changed, IIRC.
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#13 |
Member
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How long a unit will be visible after detected under Scouting Sight? Zeus Lightning Bolt only makes the target visible for 1.xx seconds.
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#14 |
Member
Join Date: Jun 2009
Posts: 2,851
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Range can be coded (sight=range), but Ice would have to make lots of skills to do it.
I read ranging strikes.. raping. -.- I hate this idea. Not cool, lowering attribute? Not cool.. Boring.
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#15 |
Member
Join Date: Jun 2009
Location: Sweden
Posts: 1,717
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Okey.....
Thanks for all giving comments, I HATE THIS isn't giving. |
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#16 |
Member
Join Date: Jun 2009
Location: Singapore!
Posts: 1,259
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The abilities are really unique, although some of the numbers could use some tweaking.
I really like the concept, its cool. T-Up for the concept . Eyeshot could use some refining though, spamming loads of range isn't cool.PS: Reducing 3 attributes a hit really is epic. Increase stacks/decrease mana cost/cooldown instead (probably should have a small cooldown at the start). |
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#17 |
Forum Staff
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BTW, the base stat is very high.
It's a range hero with decent skills so it should have a lower stats.
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#18 |
Member
Join Date: Jun 2009
Location: Sweden
Posts: 1,717
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Thanks for comment, will change base stats, wha about range?
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#19 |
Forum Staff
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I think the range is ok since it is quite low and it can be longer with skills.
Now the stat is ok ^^
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#20 |
Forum Staff
Join Date: Jun 2009
Location: Beijing, China
Posts: 106
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Oh it's the Wyvern Champion.
Anyway, I'm not very attracted to this hero, so I'll simply point out a few things. 1. You could use some rewording in the description of Skill 1 - change the sentence gives true sight to any unit who is within his sight range to grants Khaile true sight of any unit who is withink his sight range. 2. Skill 3 needs a cap IMO, or late game he'll have a free Butterfly all the time. 3. Skill 4 should have a small cooldown or something, otherwise with the crazy IAS this hero has, heroes could suffer too much.
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