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![]() Current NA is already good as ganker and often picked ![]() For current stats, etc. Please refer here |
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#2 |
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Ulti - I think ulti will be situational. And aoe is underpowered.
Carapace - i think duration must be nerf. The chance must be rescaled to constant 40% imo and return dmg must be higher imo. Mana Burn - mana cost needs more lower a bit to 130. Skill 1 - Since you combine concept of impale and vendetta, you need a new concept. Maybe a fighter skill like Increase AS or DpS. Or summoning skill like summon beetle warrior like in ladder game.
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#3 | |
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For 3rd skill, it's only magic nullification and 5 second is pretty short IMO. For skill 1, I think both are not that good. NA isn't a carry hero. Summoning skills maybe good but the beetles are used by weaver.
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#5 |
Banned
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I don't like the change to mana burn for the scaling sake sense 2.8x intel is really crappy and whats wrong with not lvling up early game? Gives leeway to his other skills to lvl up imo.
New armor sounds pretty decent. Vendetta sounds badass. Skill could be a usage for his flies from ladder maybe. Like maybe they slow or decrease magic resistance instead? Course if flies reduce magic resistance, new armor is gonna be scratched so hmmm... Would be interesting to see what you can come up with though...good luck! |
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#6 |
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hero with 20 int will lose 40 mp from new mana flare. LOL?
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#7 | |
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Don't have any for now. It's quite hard....
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P.S : I really need help on the first skill. I even didn't think of any until now
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#8 |
Forum Staff
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If you want to keep NA's role as a ganker, the 1st skill must be either a nuke or a disable or a slow.
Since you have already a melee range disable on Vendeta (if I understood it correctly), you could have another low range disable to combo with the ulti. Perhaps something like a venomous bite/sting (it's a bug after all, not that weird IMO) that paralyzes and weakens the target (weakens = -magic res). This would work with a dagon (an item usually gotten on NA), and when ganking with a teammate. Since it has a low range, we could give it a powerful disable, damage over time, or any other effect to compensate, and it would remain balanced. Another possibility is a mix between Lancer's lance, and mercurial's dagger. He sends a flying beetle (just an animation or dummy unit) towards a destination or directly to a target, and on contact with the enemy, the beetle becomes a full unit, which which will stick to the enemy (uses triggered movement to follow him, like a tick, stuck to the enemy's skin) , doing damage, slowing, until the affected hero kills the beetle. The problem is that it won't let him kill on his own like he can do now, he will depend on the damage done by someone else. I'll try to think of something better later on, because this hero really needs a nuke/disable like impale, but it has to be different somehow, since storm bolts and impales are already overused. Perhaps keep impale, but add any of this proposed skills to replace Spiked carapace. Spiked carapace as a concept IMO needs to be removed from NA's skillset. He's simply not a tank, so he shouldn't try to be one. |
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#9 |
Member
Join Date: Jun 2009
Posts: 2,616
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Foede beat me to it. I also think that having something like that is extremely great as a disable. I'll personally say that it shouldn't be something too hard or NA will come as overpowered.
Here's an idea: Incapacitate (sounds similar to his wife's XD) Active Description: Impales the enemy with a venomous sting that incapacitates the target for a short duration. The more he moves the more the poison sets in. Cap of 50% slow. Lasts 5 seconds. Level 1 - Slows for 8%, Additional 4% slow and 10 damage per 250 units moved. Level 2 - Slows for 12%, Additional 5% slow and 20 damage per 250 units moved. Level 3 - Slows for 16%, Additional 6% slow and 30 damage per 250 units moved. Level 4 - Slows for 20%, Additional 7% slow and 40 damage per 250 units moved. I think, this ability has good synergy with most of his skills, and I'd have to mention Carapace here. This synergizes great with that because this forces the enemy to stay and fight, thus making him take some of his damage from carapace. Nice?
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#10 |
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The current Mana Burn and Vendetta are fine to me but some tweaks to Mana Burn might be needed, especially I think the cooldown should be reduced and scale better. 30/20/10/5 is like wtf, imho 17/13/9/5 should do it.
Here are 2 skills I proposed to replace Impale and Spiked Carapace: Overhaul [E] (Active) Slams the ground with massive force, dealing damage and hurling enemy ground units into the air and towards the back of Nerubian Assassin in an arc fashion. Level 1 - 80 damage Level 2 - 160 damage Level 3 - 230 damage Level 4 - 300 damage Cooldown: 11 Mana Cost: 95/115/135/155 Cast Range: 400 Spell Range: 700 AoE: 200 in a straight line Duration: 1.25/1.75/2.25/2.75 *Hurled enemies travel in air at 500 units per second. *Enemies are disabled for the duration in air, but can be attacked as usual. Overhaul is similar to Impale in terms of disable duration (note that I've included the stun duration + in the air duration of current Impale), damage, cooldown, mana cost, cast range and AoE, but the mechanics is a bit different. Instead of stunning enemies in place, Overhaul actually shift the enemies towards the back of NA. Hence, if the target is very near to NA when Overhauled, the target will fly over NA further towards NA's back. If the target is far, a lower level Overhaul might not fly the target over NA, perhaps just nearer to NA. As Overhaul involves repositioning of enemies, you might think it's actually a buff to the current Impale. It can be seen as a buff or a nerf actually. The buff is that it causes your target to be behind you, which might favor you and your team. The nerf is, it causes the targets to shift, so NA himself or his allies might need to retarget if they are attacking them, especially if your allies are melees (NA is a melee too). For me, I think it's a buff, in NA's case. You will understand after you read the skill below. ************************************************ Deadly Spikes (Passive) Each time the Nerubian Assassin attacks or casts a spell, it sheds some spikes behind him that slows and deal damage to enemies within the area. Effects stack up to 3 times. Lasts 10 seconds. Level 1 - 4% slow. 5 dps. Level 2 - 6% slow. 10 dps. Level 3 - 8% slow. 15 dps. Level 4 - 10% slow. 20 dps. Range: 100 units behind NA. AoE: 200 Duration: Spikes last 10 seconds, effect lasts 3 seconds after enemies exit the AoE. Let's put it simple, this skill benefit NA as he attacks more often and casts spells more often. It has synergy with him being AGI (above average IAS compared to STR/INT heroes), and him being a caster. It also has a direct synergy to Overhaul, as you casts all your spells, your enemy is thrown behind you, landing on the AoE of Deadly Spikes. It also supports farming/pushing/team battle/escaping (your enemies are slowed if they follow you as long as you drop a few Deadly Spikes either by attacking or casting). The downside of this skill is that it's similar to Shrapnel. You might want to change the effects to make it different though. Another downside is that if NA is staying,fighting but no Overhaul is used, Deadly Spikes won't affect his target as they are behind him. Thus the ways that enemies can be affected by Deadly Spikes is either if they got Overhauled, or they have no choice but to cross the Deadly Spikes path. The numbers might need revision though. These are just concepts. Hope you like it.
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| Last edited by R.B.Economy; 12-28-2009 at 02:56 AM. | |
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#11 | ||||
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Thx 4 help all
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#13 |
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Sounds good. Working on it (busy for now, maybe I'll add it later)
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#14 |
Member
Join Date: Jun 2009
Posts: 2,616
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@Nothing
This might help but maybe you could integrate my idea and xy4kuz4x's idea. Locust Swarm (sounds similar to his wife's XD) Active/Instant Description: Sends numerous locusts in random directions towards your front, incapacitating the first target they latch to. Slows and damages the unlucky victim the more he moves. Slows for 12%, and an additional 5% slow and 20 damage per 250 units moved. seconds. Level 1 - 2 Locusts, Cap of 20% slow, Lasts 3 seconds Level 2 - 4 Locusts, Cap of 27% slow, Lasts 4 seconds Level 3 - 6 Locusts, Cap of 34% slow, Lasts 5 seconds Level 4 - 8 Locusts, Cap of 41% slow, Lasts 6 seconds Mana Cost: 140/130/120/110 Cooldown: 27/22/17/12 Notes: Sends out 2/4/6/8 locusts in random directions in front of you. They have very low collision size and travel in a straight line until they reach a target (or up to 1000 units). Goes through targets already affected by the buff/debuff. Random angle greater than 0 degrees and less than 180 degrees, relative to where Anub'arak is facing.
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| Last edited by chadpiety123; 12-29-2009 at 07:19 AM. | |
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#16 | |
Banned
Join Date: Sep 2009
Posts: 5,837
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#18 |
Banned
Join Date: Sep 2009
Posts: 5,837
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Because there's absolutely nothing wrong with him since manaburn got fixed?
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#19 | |
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EDIT : First skill is finished. Draft tag removed
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| Last edited by NoThlnG; 12-30-2009 at 02:08 AM. | ||