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Old 12-26-2009, 03:43 AM   #1
NoThlnG
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Smile [Hero] Full NA Remake


Current NA is already good as ganker and often picked

However, it's concept isn't good enough.

Vendetta is Gondar's WW with different numbers while Impale is same as Lion's

Besides, current mana burn isn't worth to be lvled up past lv 1 at early lvl

And 3rd skill doesn't really synergize well for a "silent" ganker like NA

So, I propose this remake
For current stats, etc. Please refer here


Nerubian Assasin
Anub'arak


1Skill - (1Type)
__________[img]1SkillIcon[/img]__________1Description


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
111Mana11Cooldown11Range11AoE11Duration11Effects
212Mana12Cooldown12Range12AoE12Duration12Effects
313Mana13Cooldown13Range13AoE13Duration13Effects
414Mana14Cooldown14Range14AoE14Duration14Effects

Notes:
  • 1Notes

  • 11Reason
  • 12Reason


Mana Burn - (Active, Enemy Hero)
____________________Sends a bolt of negative energy that burns a target enemy unit's mana based on its Intelligence. Burned mana combusts, dealing damage to the target equal to the amount of mana burned.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
19020 seconds400N/AN/ADeals 4.0x of target's int as damage
211015 seconds500N/AN/ADeals 4.0x of target's int as damage
313010 seconds600N/AN/ADeals 4.0x of target's int as damage
41505 seconds700N/AN/ADeals 4.0x of target's int as damage

Notes:
  • Same as before but different scaling


  • Casting range scales, which will make people to lvled it up more often
  • No more weird cooldown scale


Carrion Beetle - (Active, Instant)
____________________Anub'arak progenerates Carrion Beetle from a corpse to follow him. Beetles absorb 20% of damage Anub'arak received. Beetles will explode when they dies, dealing damage and silence nearby enemies. Anub'arak can explode a beetle manually.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
11014 secondsN/A300 AoEN/AUpto 2 Beetles. 60 damage and 3 second silence in 300 AoE on explosion
21011 secondsN/A300 AoEN/AUpto 3 Beetles. 90 damage and 3 second silence in 300 AoE on explosion
3108 secondsN/A300 AoEN/AUpto 4 Beetles. 120 damage and 4 second silence in 300 AoE on explosion
4105 secondsN/A300 AoEN/AUpto 5 Beetles. 150 damage and 4 second silence in 300 AoE on explosion

Notes:
  • Beetles are invulnerable and unable to be controlled
  • Each beetle has 100 hp and 2 armor
  • Beetle with least hp will absorb the damage. If all beetle has same hp, the one in the last will absorb it
  • Any positive buff that Anub'arak got will goes to beetles also. Means if Anub'arak becomes invisible, so do the beetles. If Anub'arak uses Phase Boots, beetles get the buff also
  • Beetles become invisible as well when Anub'arak uses Vendetta
  • Gain "Explode" as subskill (has 17/14/11/8 seconds cd)
  • This remake is exactly same with http://www.playdota.com/forums/23355...ke-urna-swarm/


  • Easier to control the silence
  • One tank skill for NA


Vendetta - (Active, Instant)
____________________Anub'arak dig the ground to give surprise attack to enemies. Dealing damage and stunning enemies. He can stay in ground as long as he can but will start to lose hp after the duration.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1150120 secondsN/A300 AoE15 seconds300 damage. 1.5 second stun.
222590 secondsN/A300 AoE30 seconds400 damage. 1.75 second stun.
330060 secondsN/A300 AoE45 seconds500 damage. 2 second stun.

Notes:
  • Anub'arak is invisible and able to move while in burrow
  • Anub'arak will lose 10% of it's maximum hp per second after 15/30/45 seconds.
  • The animation will be like in this thread

  • Remove the overusedness of Impale and Vendetta
  • Usage of unused Burrow and Unburrow animation
  • Still fits and useful for his role
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Last edited by NoThlnG; 06-19-2010 at 07:15 AM.
Old 12-26-2009, 06:33 AM   #2
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Default Re: [DRAFT] Full NA Remake

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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Old 12-26-2009, 02:11 PM   #3
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Default Re: [DRAFT] Full NA Remake

Quote:
Originally Posted by xy4kuz4x View Post
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.
Hmm... AoE of ulti is increased

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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Old 12-27-2009, 07:36 AM   #4
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Default Re: [DRAFT] Full NA Remake

What's on your mind about the 1st skill ?
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Old 12-27-2009, 08:43 AM   #5
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Default Re: [DRAFT] Full NA Remake

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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Old 12-27-2009, 09:05 AM   #6
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Default Re: [DRAFT] Full NA Remake

hero with 20 int will lose 40 mp from new mana flare. LOL?
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Old 12-28-2009, 12:09 AM   #7
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Default Re: [DRAFT] Full NA Remake

Quote:
Originally Posted by xy4kuz4x View Post
What's on your mind about the 1st skill ?
Don't have any for now. It's quite hard....

Quote:
Originally Posted by kings.empire View Post
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.
Well... Maybe... But current way of increasing mana cost "just" to reduce cd is not that makes sense also


P.S : I really need help on the first skill. I even didn't think of any until now
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Old 12-28-2009, 12:32 AM   #8
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Default Re: [DRAFT] Full NA Remake

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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My suggs:
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Old 12-28-2009, 01:26 AM   #9
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Default Re: [DRAFT] Full NA Remake

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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Old 12-28-2009, 02:49 AM   #10
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Default Re: [DRAFT] Full NA Remake

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.
Old 12-28-2009, 09:59 AM   #11
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Default Re: [DRAFT] Full NA Remake

Thx 4 help all

Quote:
Originally Posted by Foede View Post
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.
Of course. But I'm thinking of medium range nuke / slow that's powerful at close range also.

Quote:
Originally Posted by Foede View Post
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.
Hmm... Thought it's a bug, biting doesn't that fit anubarak. I don't see beetle biting xD. Also, I already have magic resistance reducing skill as 3rd skill.

Quote:
Originally Posted by Foede View Post
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.
Hmm.... This one is really considerable but I think it'll be hard to balance. Strong numbers will make it as strong as ulti while weak number make it almost nothing.

Quote:
Originally Posted by chadpiety123 View Post
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?
The idea of rupture-like slow is really nice. Hmm... does venom really fit Anub'arak?
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Old 12-28-2009, 11:06 AM   #12
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Default Re: [DRAFT] Full NA Remake

How about sends carrion of beetles in a line which is deal dmg per second to all enemy in its aoe. Like invoker's meteor.
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Old 12-29-2009, 06:00 AM   #13
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Default Re: [DRAFT] Full NA Remake

Quote:
Originally Posted by xy4kuz4x View Post
How about sends carrion of beetles in a line which is deal dmg per second to all enemy in its aoe. Like invoker's meteor.
Sounds good. Working on it (busy for now, maybe I'll add it later)
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Old 12-29-2009, 07:16 AM   #14
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Default Re: [DRAFT] Full NA Remake

@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.
Old 12-29-2009, 08:45 AM   #15
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Default Re: [DRAFT] Full NA Remake

@chad
how many anub'arak's wife ?

Anyway, each locuts deals how much dmg and slow ?
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Old 12-29-2009, 06:37 PM   #16
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Default Re: [DRAFT] Full NA Remake

Quote:
[DRAFT] Full NA Remake
Are you fucking mad?
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Old 12-29-2009, 07:12 PM   #17
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Default Re: [DRAFT] Full NA Remake

@monsterlord
why ?
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Old 12-29-2009, 08:47 PM   #18
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Default Re: [DRAFT] Full NA Remake

Because there's absolutely nothing wrong with him since manaburn got fixed?
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Old 12-30-2009, 01:51 AM   #19
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Default Re: [DRAFT] Full NA Remake

Quote:
Originally Posted by Monsterlord View Post
Because there's absolutely nothing wrong with him since manaburn got fixed?
Nothing wrong. But Impale and Vendetta's concept is overused + spiked carapace is not synergizing + mana burn has broken numbers




EDIT : First skill is finished. Draft tag removed
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Last edited by NoThlnG; 12-30-2009 at 02:08 AM.
Old 12-30-2009, 06:28 AM   #20
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Default Re: [Hero] Full NA Remake

Can an enemy attacked by 2 or more locust ? If it can, will it deals stack dmg ?

How many locust will be summoned each second ?
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