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Old 12-29-2009, 03:07 AM   #1
flieskiller
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Default [AGI-NEUT]Grawn the gnoll ranger





Gnoll Ranger
Grawn


Background Story
Grawn the gnoll comes from the dark shadows of the Ashenvale forest. He was trained by the best of his tribe so he can kill both Sentinels and Scourge. He mastered the art of the crossbow and learned to manipulate with the location of his pray. Using the dagger he can choose where the enemies are then weaken them and destroy them. No one wants to meet this gnoll face to face.

(story made by TWISTER300)

Strength - 22 + 2
Agility - 24 + 2.1
Intelligence - 15 + 1.5




Affiliation:Neutral
Damage:42-48
Armor:2.1
Movespeed:300
Starting HP/MP:568/195
Attack Range:550

skillset:





Pushing bolt - (active and passive)
____________________Grawn's enchanted weapon allows him to occasionaly fire a magical bolt which deals bonus damage and moves the attacked enemy closer to the nearest unit/hero or move away from the closest unit/hero.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
15020N/AN/A10at each 5 attacks, the target moves 125 units closer to the nearest unit/hero. When the skill is activated, it now push at each 4 attacks. 20 bonus damage.
25020N/AN/A10at each 5 attacks, the target moves 150 units closer to the nearest unit/hero. When the skill is activated, it now push at each 4 attacks. 35 bonus damage.
35020N/AN/A10at each 4 attacks, the target moves 175 units closer to the nearest unit/hero. When the skill is activated, it now push at each 3 attacks. 50 bonus damage.
45020N/AN/A10at each 4 attacks, the target moves 200 units closer to the nearest unit/hero. When the skill is activated, it now push at each 3 attacks. 65 bonus damage.

Notes:
  • the spell only move, no stun and the enemy moves with a movespeed of 375, resulting in 0.333/0.4/0.466/0.533 seconds

    hotkey: W ((I know, there is no other possibilities, it's like omnislash)

    this skill have a subskill just below

    damage type: physical

Sub-skill: bolt swap
and
you can alternate between the two effect:
• the attacked enemy will move closer to the nearest unit/hero
• the attacked enemy will move farther from the nearest unit/hero.

Notes:
  • Ability Hotkey: E
impact bolt - (active)
____________________Grawn fires a special bolt from the other part of his quiver. The bolt is able to reduce the enemy's damage and reducing his armor for 9 seconds. The bolt is broken and the effects are removed if the enemy stops moving for a short time. The bolt deals initial damage.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
18020600N/A9deals 125 initial damage. Reduces 0.5 armor and 6 enemy damage per 150 units the target moves. Enemy needs to stop moving for 1.3 seconds to remove the effects.
210020700N/A9deals 150 initial damage. Reduces 0.75 armor and 8 enemy damage per 150 units the target moves. Enemy needs to stop moving for 1.7 seconds to remove the effects.
312020800N/A9deals 175 initial damage. Reduces 1 armor and 10 enemy damage per 150 units the target moves. Enemy needs to stop moving for 2.1 seconds to remove the effects.
414020900N/A9deals 200 initial damage. Reduces 1.25 armors and 12 enemy damage per 150 units the target moves. Enemy needs to stop moving for 2.5 seconds to remove the effects.

Notes:
  • The damage reduced is the base hero type damage.

    The effects stay 3.5 seconds after the removal or duration

    initial damage type: magical

    Ability Hotkey: T

opaque smoke - (active)
____________________Grawn throws a spray full of dense smoke, rendering everybody more resistant to ranged attacks and amplifying damage at close fighting for allies.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1100403004254reduce damage by 25% and amplify close fight damage from allies by 20%.
2115383004505reduce damage by 40% and amplify close fight damage from allies by 30%.
3130363004756reduce damage by 55% and amplify close fight damage from allies by 40%.
4145343005007reduce damage by 70% and amplify close fight damage from allies by 50%.

Notes:
  • • damage are amplified only if it's an attack with 175 range or less, including ranged units. Only normal attacks are amplified.
    This can be done by using the skill defend (AIdd)

    • I think of making the AoE blocking the vision of enemies. Let me think it it's fine as it is or this could be a nice addition to the spell

    Ability Hotkey: Q

optic frenzy - (active)
____________________Grawn enter in a frenzy. All enemy heroes who moves close of Grawn give more attack speed and damages. The first 6 seconds, he gains bonus and he keeps it for an additional 5 next seconds, resulting in a total of 11 seconds.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
112525N/A90011for each 175 units moved from all enemy heroes around him, Grawn gains 3 damage and 3% attack speed.
212525N/A90011for each 175 units moved from all enemy heroes around him, Grawn gains 3.5 damage and 3.5% attack speed.
312525N/A90011for each 150 units moved from all enemy heroes around him, Grawn gains 4 damage and 4% attack speed.

Notes:
  • This does not work with meepo clones and illusions.

    durations: 11 seconds total. 6 seconds of charging bonus + 5 seconds of non-charging bonus

    Ability Hotkey: F

change log

1.0
30/07/09 remaked 1st spell
30/07/09 decreased cooldown 2nd spell
30/07/09 modified 3rd spell
30/07/09 modified ultimate
30/07/09 changed some minor things in the hero story
31/07/09 swapped ultimate and 3rd skill
31/07/09 changed 1st spell name
01/08/09 removed true sight on ultimate and modified it. increased % on crit
02/08/09 added +5 dps on skill 2 to all level and lowered the no-move time
02/08/09 added all skills synergies possible
02/08/09 buffed ultimate and added synergy on other skills
02/08/09 modified 3rd skill
04/08/09 decreased ultimate cooldown from 45 sec to 15 sec
04/08/09 added range on 2nd skill
04/08/09 corriged all the texts (great thanks to Dead Vigilante)
04/08/09 changed ultimate name
04/08/09 added true sight on ultimate
05/08/09 increased damage multiplier from critical strike on ult
05/08/09 buffed 2nd skill
05/08/09 increased % to move the target to the 1st skill
05/08/09 changed synergy from ultimate to 3rd skill
05/08/09 changed base range from 500 to 550
05/08/09 changed range numbers on ultimate
11/08/09 changed gnoll class from crossbowman to range
11/08/09 increased % to move the target and dmg at level 4 on 1st skill
11/08/09 increased str and agi gain from 1.8 -> 2 str and 2.4->2.5 agi
11/08/09 remaked 3rd skill
14/08/09 added a new functonality to the 1st skill
14/08/09 increased % and move range of the 1st skill
15/08/09 remaked ultimate
15/08/09 increased INT gain from 1.5 to 1.7
16/08/09 reduced the manacost skill 2
16/08/09 increased max range on skill 3 but reduced damage bonus 10% to 8%
16/08/09 reduced cooldown and duration of ultimate
17/08/09 removed the ally effects on ult, increased cooldown and duration
18/08/09 added the role "anti-melee" in the role
18/08/09 changed the name of the 1st skill


2.0
28/12/09 reposted
28/12/09 remaked 3rd skill and ultimate, more synergy
28/12/09 increased base intelligence
29/12/09 changed damage on 3rd skill: now % of max health pool
29/12/09 added some description for the subskill
29/12/09 changed role DPS to semi-DPS and added semi-nuker
29/12/09 reduced the base damage on the 2nd spell


3.0 (now)
07/03/10 modified base and gain agility
07/03/10 modified 2nd skill and gave 2 choices, I don't know which is better
07/03/10 changed 3rd skill
07/03/10 changed ultimate
07/03/10 pushing bolt now push to the closest units/hero
08/03/10 pushing bolt, % chance removed to after x attacks.
09/03/10 rewrote ultimate description
09/03/10 modified 3rd skill
09/03/10 reduced int base and gain
09/03/10 modified cooldown of the 1st skill active effect from 4/4/4/3 to 4/4/3/3 09/03/10 2nd skill 1st choice removed slow with armor
09/03/10 increased manacost 2nd skill
09/03/10 increased ias and damage ultimate
10/03/10 made a lots of minor things
11/03/10 reduced knockback from the ultimate
11/03/10 made only one 2nd skill
11/03/10 increased cooldown 3rd skill
28/03/10 adapted the PD template
30/03/10 changed base hp to the supposed base hp
30/03/10 modified numbers on 3rd skill and 2nd skill
20/11/10 rebalanced 2nd skill and ultimate

30/03/11 remaked 3rd skill
30/03/11 removed knockback bonus to the ultimate
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Last edited by flieskiller; 03-31-2011 at 12:55 AM.
Old 12-29-2009, 03:47 PM   #2
Audacious
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Default Re: [AGI-NEUT]Grawn the gnoll ranger

First spell: Like it.

Second spell: Think the initial damage is to high. The spell got a great core idea but need a little nerf. No other skill in dotA gives 300 minimum damage and slows for 40%. Does the slow if I stand still as well ? If so, I believe it is then only a little to good. Maybe less the slow and damage per sec go up or down depending on your moving.

Third spell: Why does the damage has to be percent? Feels kinda weird.
I think the spell is alright but a weird name. Could be poison arrows or something to make it more "realistic".

By reading this spell I sure think that the second spell need a nerf of the initial damage and the way it slows.

Ulti. Boring and it suddenly seems to easy to just throw all your spells at the enemies.

I like the first 2 spells, but see no innovation with the next 2.

Your icons for the spells also needs a refresh.
Sometimes it is easier to make something better if you have a theme, because the spells seems like a lot of damage and damage over time, which isn't necessary a fun thing to play.

Think about it.

Best regards,

Audacious.
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Old 12-29-2009, 04:21 PM   #3
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Default Re: [AGI-NEUT]Grawn the gnoll ranger

Quote:
Originally Posted by Audacious View Post
Third spell: Why does the damage has to be percent? Feels kinda weird.
to make it viable all the game.

Quote:
I think the spell is alright but a weird name. Could be poison arrows or something to make it more "realistic".
the poison could be better for the % damage, i will change it.

Quote:
the spells seems like a lot of damage and damage over time, which isn't necessary a fun thing to play.
I agree with you, i will think of another ultimate.
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Old 12-30-2009, 12:10 AM   #4
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Default Re: [AGI-NEUT]Grawn the gnoll ranger

Pushing Bolt
Random chanced skill is boring. Think of how to make it active and tweak its effects accordingly and it might be a good skill.

Impact Bolt
Lasting permanently if the enemy's moving permanently is imba. Also, however you see it, this skill is similar to Battle Hunger. Remake suggested.

Nails Throw
Again, similar to Shrapnel. AoE damage and slow... remake suggested.

Gravital Dagger
Doesn't need channeling imo. It's not really powerful since it doesn't do anything if the condition is fulfilled. It also looks like a forced synergy to his other skills, making it awkward looking for an AGI hero. It's too easy to reach the center with so many displacing heroes and items available. It makes the ultimate quite weak. Remake suggested.
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Old 01-17-2010, 08:02 PM   #5
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Default Re: [AGI-NEUT]Grawn the gnoll ranger

General Hero Idea: Gnolls are definitely needed in Dota, they are cool, Ive got a Gnoll suggestion too. ^^
But, what I dislike a tiny bit is that there are already enough heroes in dota who are archers, though this uses a crossbow.
There are already many heroes as well which have the title of a ranger, better call him something else.
14/15

Skill 1: No changes at all, so copy pasta:
Conceptually its a bit Greater Bash, though the knockback is in a different direction and in combo with his other skills this is used differently. I dont really think its that original, the only thing that is acceptable atm is the way the knockback works.
About numbers: 15% chance is too low for such a weak effect, just look at Greater Bash: it has higher chance, deals more damage and has a higher knockback.
What happens when there is no nearby unit? You said it would be moved towards the nearest hero, which would be Grawn then, right? Whats the max range the closest unit has to be so that an effect appears?
Overall needs improvements.
5/10

Skill 2: Its still cool and original, although it resembles a bit of Rupture.
Whats the max duration? If theres none, then add one.
7/10

Skill 3: Very similar to Shrapnel if I understood it correctly. Not very original, nothing unique anyways. Needs a remake.
4/10

Ult: Not bad, but not good either. The skill sounds pretty weak and counterable imo. Nothing that original either, workout could need changes.
5/10

Synergies: Skill 1 synergizes pretty good with skill 2, but the effect is too much randomly, that it cant be controlled, this weakens the synergy imo.
Skill 1 synergizes okay with skill 3 and averagely with Ult.
Skill 2 synergizes with skill 3 and Ult.
Skill 3 synergizes with Ult.
Fine synergies overall.
15/20

Gameplay: It involves some nice ideas, but can be improved a lot. I cant really see a fluent gameplay yet, feels a bit unfitting sometimes.
8/15

Stats: Fine.
5/5

Model/Icons: Good.
5/5


Overall: 68/100 = 68%
Still needs improvements and remakes. Synergies are good, but the skills themsleves need improvements for more originality.
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Old 03-08-2010, 02:21 AM   #6
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Default Re: [AGI-NEUT]Grawn the gnoll ranger

thx for your review JJE, always useful.

I made some big improvements and changements on skills, changed a lots of things.
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Old 03-08-2010, 10:50 AM   #7
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Default Re: [AGI-NEUT]Grawn the gnoll ranger

OK, fun hero and all and i really wanted to see a gnoll in dota. Anyway...

1st skill. I...I'm gonna be honest, i just plain hate luck abilities, so i'm not very keen on on this. But from the point of all normal people... the ability itself is a bit weird. It's some sort of force staff only a bit unreliable. And it'd look weird if you pushed the hero backwards. Anyway, synergizes well, and it's balanced enough to be... well... balanced. T-up


2nd skill. I'd take the first option. It's ok and all, just a bit like rupture. But again, it synergizes well enough to be ok. T-up.

3rd skill. Good enough. Synergizes ok, and all in all it's ok. T-up

Ultimate. The skill i found complicated and not fun to use. Scrap it, make a new one.


All in all, a bit weird. If you changed the first spell to not be luck based, and remade the ult, it'd be an awesome hero.
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Old 03-08-2010, 03:59 PM   #8
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Default Re: [AGI-NEUT]Grawn the gnoll ranger

Quote:
Originally Posted by NinoDoko View Post
OK, fun hero and all and i really wanted to see a gnoll in dota. Anyway...

1st skill. I...I'm gonna be honest, i just plain hate luck abilities, so i'm not very keen on on this. But from the point of all normal people... the ability itself is a bit weird. It's some sort of force staff only a bit unreliable. And it'd look weird if you pushed the hero backwards. Anyway, synergizes well, and it's balanced enough to be... well... balanced. T-up
so much comments about that hated luck part, i just modified it.


Quote:
Ultimate. The skill i found complicated and not fun to use. Scrap it, make a new one.
I like that ultimate, but I will still think of another ultimate and I will see the other comments about the ultimate presently.

Quote:
All in all, a bit weird. If you changed the first spell to not be luck based, and remade the ult, it'd be an awesome hero.
removed luck part, and thx for your positive comment/review.
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Last edited by flieskiller; 03-09-2010 at 01:08 AM.
Old 03-09-2010, 02:57 AM   #9
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Default Re: [AGI-NEUT]Grawn the gnoll ranger

1st Skill : Quite ok but in most situation people will prefer pull than push unlike the name xD. I think you should make active works with every attack but last 3-5 attacks like overpower.

2nd Skill : 1st one sounds better but second one is more original since additional slow when enemy move is quite often suggested in the forum.

3rd Skill : No for forced synergy. Additionally, this skill does almost nothing except making a hero alone.

Ultimate : Don't really understand this one. Please clarify it


P.S : Please use better template. It's not easy to read the text like this. Use this instead
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Old 03-09-2010, 12:47 PM   #10
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Default Re: [AGI-NEUT]Grawn the gnoll ranger

My Review:
Quote:

I am reviewing someone after a long time now, but don't worry, I don't think that I have lost my touch. Not that I ever had a touch.
So, I see this hero is mainly focused on taking down one target at a time. I also see that this hero has all his skills based upon movement, which may not be a good thing. Generally if all the skills of a hero focus on 1 thing, that hero comes out to be bad. But don't get me wrong, this hero has potential. I did say that focusing on movement isn't a good thing, but I didn't say that its a bad thing.

I am not sure why did you type down such a high number for the initial intelligence and its gain. His spells hardly need mana(60,100 and 135 mana), his ultimate is a passive, and his spells aren't even spammable(20,16 and 22 cooldown). Strength heroes with more spammable and mana expensive spells have lesser base intelligence(take Earthshaker or Crixalis for example) and intelligence gain.
  • Decrease your Intelligence to something near 16+1.8 and increase your strength to match the nerf. Results are that your hero gives away unnecessary mana for more survivability.
  • Or decrease your Intelligence to something near 16+1.8 and increase your agility to match the nerf. Results are that your hero gives away unnecessary mana for a higher damage output making this hero much like an agility carry.
  • Alternatively you can improve your hero's spells' mana cost and spammability.



I see that this skill is meant to position your opponents. Lovely spell I must say, you can use to chase, escape, help allies escape, disrupt channels that need a proper position.

The balance is fine except for the cooldown, its probably too much. Although it isn't that weak with such a cooldown. Also I would suggest you to make the improved proc to 4/4/3/3 instead of 4/4/4/3, makes the spell more systematic.
  • Make the improved proc when activated to 4/4/3/3 instead.
  • And/Or decrease the cooldown to about 14 seconds.
  • Or do nothing at all and wait until you get a better option.


I am making out that this skill is his nuke. I am also making out that this skill tries to force an opponent to hold his position or take damage, like rupture.

For balance, firstly I want to tell you that you should increase its mana cost, there aren't many skills which have such a strong effect for just 100 mana. 20 damage per 100 units is like 60 damage per second since it takes 1/3 of a second for a unit with 300 movement speed to pass 100 units. Also alot of damage is dealt initially making this spell too powerful. Additionally the slow weakens the spell as it makes the opponent take lesser damage from movement since he will pass 100 units less frequently.
  • Increase the mana cost to around 140.
  • Remove the slow effect, since it reduces the spells damage. Instead add another effect like reduced armor or magic resistance to make up for the nerf.
  • Decrease the initial damage to around 25/50/75/100.


I dislike this skill's concept. It makes enemies move away from each other making them less vulnerable to AOE damage, which isn't good for your team. I would suggest a remake of this skill.

250 AOE only? Thats pretty less you know. If you are keeping this spell, I would suggest you to increase this amount. Also its melee cast range makes spell extremely weak. You are a ranged hero, you shouldn't be having melee spells.
  • Remake the skill.
  • If you are keeping it, increase its AOE.
  • If you are keeping it, increase its cast range too.


Lovely concept. It isn't forced synergy either and still goes well with your spells.

IMO, the values may be low. Instead of 1,1/1,2/2,2, try making it 1,1/2,2/3,3.
  • Increase numbers as stated above.
  • Do nothing to this skill and wait until you get a better option.

On a conclusive note, the hero's theme was good, with awesome synergies too. Only a few numbers went off, but that happens with everyone doesn't it? The only conceptual problem was the 3rd skill, the rest were fine. Good job.
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Last edited by HellCraft; 03-09-2010 at 12:53 PM.
Old 03-10-2010, 12:20 AM   #11
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Default Re: [AGI-NEUT]Grawn the gnoll ranger

thanks, that was a wow review hellcraft. I made most of your suggestions (in changelog, 09/03/10) and even got an idea for my 3rd skill, i think everything is correct now.

thx for your helpful review and these positive comments
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Old 03-11-2010, 02:12 PM   #12
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Default Re: [AGI-NEUT]Grawn the gnoll ranger

1 pushing bolt
Nice and original. Pushing that way may be problematic if there are many units nearby, and push back every 3rd hit seem horror for meele enemies - there won`t be way to kill you by one meele-ranged man For easier use mby just change it into push enemy back instead of push enemy to...

2 impact bolt
I`ve chosen first option because it has better syngery with other skills: PB doesn`t allow enemy to stay in one place, so it will increase your quite low DPS

3 magical dagger
Rampageee! this is an overkill of moving enemies around. This stops whole pushes and gank from working. You should increase casting time, or cd, or people won`t buy any observers but get this man

4 optic frenzy
Huh? It is fine but bonus of knockback distance may become even more than huge when there are 5 heroes (how does it work with meepo or illusions?) -> maths for ult lv3

5 heroes 360 ms each
360ms*5heroes*9sec duration=16200 units passed during ultimate so ->
16200/150=108 events of knock increase = 540 EXTRA knock range!

I didn`t count any extra bonuses given through use of your skills, and remember that usually heroes move even faster so real knock distance may be still bigger!

To end this:
I like the concept, and skills, but dislike model, numbers of ulti, and iconset.

I don`t mind if you visit my hero suggestion:
http://www.playdota.com/forums/19260...al/#post883049
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Old 03-11-2010, 09:19 PM   #13
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Default Re: [AGI-NEUT]Grawn the gnoll ranger

Quote:
Originally Posted by Serafell View Post
1 pushing bolt
Nice and original. Pushing that way may be problematic if there are many units nearby, and push back every 3rd hit seem horror for meele enemies - there won`t be way to kill you by one meele-ranged man For easier use mby just change it into push enemy back instead of push enemy to...
It can be horror, but most of str heroes have a stun. It's way better if we can choose if we pull or push the enemy. And if there is no nearby units, it will be Grawn, he will be close if the skill is pulling/pushing, right?

Quote:
2 impact bolt
I`ve chosen first option because it has better syngery with other skills: PB doesn`t allow enemy to stay in one place, so it will increase your quite low DPS
good thing to know, I will take 1 effect from each to make a final 1 only impact bolt.

Quote:
3 magical dagger
Rampageee! this is an overkill of moving enemies around. This stops whole pushes and gank from working. You should increase casting time, or cd, or people won`t buy any observers but get this man
Yeah i will tweak some numbers to make it balanced. Thx for loving this skill.

Quote:
5 heroes 360 ms each
360ms*5heroes*9sec duration=16200 units passed during ultimate so ->
16200/150=108 events of knock increase = 540 EXTRA knock range!
I just not calculated at some high possibilities of enemy heroes movement, i will reduce the knockback.

Quote:
To end this:
I like the concept, and skills, but dislike model, numbers of ulti, and iconset.
concept and skills are important, thx for the positive comment. gnoll are needed in dota, numbers can always change easily and i have difficulties to find some good icons ( I can't make some from my own)
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Old 03-14-2010, 12:28 AM   #14
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Default Re: [AGI-NEUT]Grawn the gnoll ranger

Pushing Bolt now looks better without being chance-based. Since the effect is similar to Force Staff, I suggest Force Bolt as its name. 'Force' works for both pulling and pushing unlike your current name which only states pushing. The sub-skill can be named Bolt Swap, since you're swapping between a pushing and a pulling bolt. Just my suggestion.

Now that it has a duration, Impact Bolt seems much more balanced. T-up for this.

Magical Dagger seems off balance to me. Take Leoric for example, he only has 1 active skill which has 8 second cd. If he already casted it before entering the AoE, he'll be stuck in the AoE for almost the whole duration of 8 seconds, which equals to containing him for 8 seconds, which is why I think it's imbalanced. I don't really know how exactly to balance this but my suggestion is to reduce the 'trapping' duration. For example, Pit of Malice lasts like 10 seconds, but it only disables you for 3 seconds. Also, requiring 2 casts at early levels is overpowering early game, since most heroes can't afford it. I suggest 1/1/2/3 scaling for the cast requirement. Magical Dagger sounds too typical, how about something like Spellbinder, Dagger of Atonement or Penance? Try searching here for some interesting words to use.

I don't understand the part in the ultimate where it says "... and 2 more knockback to his 1st skill, pushing bolt." Other than that, I think it's okay, something like Warpath I suppose. The fact it's similar to Warpath and being a passive makes it kind of boring in my personal opinion. If you could come up with a more interesting active ultimate, this hero might just cut it out. You don't really have to rely on his other abilities to make a good one. Sometimes when you create a skill based on synergy, you will have too much constrictions and too little room for creativity. Not that I mean synergy is not important, but a skill that is highly creative with little synergy is better than a skill that has high synergy with little creativity. At least that's what I think. Synergy with a hero's own abilities is not that important given the fact that DotA is a team-based game, where almost any skill that affects the enemy has numerous synergy with a lot of heroes.
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Old 03-17-2010, 12:35 PM   #15
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Default Re: [AGI-NEUT]Grawn the gnoll ranger

1st skill is really nice, I can't add anything.

2nd skill's idea has been suggested many time but it's still nice anyway.
Isn't the initial damage a bit too high?

3rd skill:
Why is this part needed?
Quote:
pushing bolt can pull or push with dagger
And the duration is way too long

Other than those things, it's nice and prone to be overpowered. A very flexible skill.

Ultimate skill:

What I can see about this hero is that he's a real ranger who can adapt himself to any circumstance.

So I would prefer:
Quote:
level 1: for each 175 units moved from all enemy heroes around him, Grawn gains 1 damage, 1% attack speed and 2 knockback
Note that the knockback from this skill will occurs before that of 1st skill. Good bye forced synergy
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Old 03-17-2010, 09:49 PM   #16
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Default Re: [AGI-NEUT]Grawn the gnoll ranger

General Hero Idea: Still the same.
14/15

Skill 1: This has become a pretty powerful skill now, ruining most melle heroes and having considerable effects against ranged heroes as well. I like how you worked this one out, its pretty good now.
Bonus damage type is physical I guess, right?
7/10

Skill 2: Ok, it should be pretty balanced now
7/10

Skill 3: This developed into a quite good skill, the only thing which could be hard is to get enemies into the field again when they are thrown out once. With your Bolt, they are moved to the closest unit/hero, but as there is noone in the field anymore, it will rarely push enemies back into it.
Imo raise the initial damage and lower the further damage.
Does this deal magical damage?
7/10

Ult: Well, looks rather weak atm, this needs to be passive imo. Otherwise, theres always the chance that you activate it at the wrong time, which makes it useless, it isnt that strong, just a damage and ias buff.
MC and CD are just too high for its effects, so either make it passive or lower them a lot.
But its pretty original and can own Storm Spirit in combination with skill 2
Conceptually your Ult is really good imo, could just need some minor changes in workout.
7/10

Synergies: Synergies stayed good and even improved a bit. Now everything synergizes and forms a good combo. Very good job, indeed.
18/20

Gameplay: Much better now, the combo is clear, the gameplay is unique, theres no other hero using the enemies' movement that much than he does.
12/15

Stats: Fine.
5/5

Model/Icons: Good.
5/5


Overall: 82/100 = 82%
You improved many issues, your hero suggestions developed towards a really good and unique one. I like the direction this is going in.
I still have to think about the skills a bit more, some minor changes can still be made.
If I have more ideas Ill post later.
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Old 03-18-2010, 12:27 AM   #17
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Default Re: [AGI-NEUT]Grawn the gnoll ranger

eturn

Quote:
I suggest Force Bolt as its name.
yes, it sounds more logical. I will change it.

Quote:
requiring 2 casts at early levels is overpowering early game, since most heroes can't afford it. I suggest 1/1/2/3 scaling for the cast requirement.
It's also logical. later, there are more team fights, so the nukers can save these poor leoric/viper from the aoe.

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Quote:
2nd skill: Isn't the initial damage a bit too high?
no, I don't think. The effects after the initial damage do zero damage.

Quote:
So I would prefer:

Quote:
level 1: for each 175 units moved from all enemy heroes around him, Grawn gains 1 damage, 1% attack speed and 2 knockback

Note that the knockback from this skill will occurs before that of 1st skill. Good bye forced synergy
I forgot to say this in this mean, thanks for the notice, added it.

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Quote:
This has become a pretty powerful skill now, ruining most melle heroes and having considerable effects against ranged heroes as well. I like how you worked this one out, its pretty good now.
Bonus damage type is physical I guess, right?
thanks. The bonus is magical, but It would synergize more with 2nd skill of i change it to physical damage, i will think of it.

Quote:
the only thing which could be hard is to get enemies into the field again when they are thrown out once. With your Bolt, they are moved to the closest unit/hero, but as there is noone in the field anymore, it will rarely push enemies back into it.
put at the right place, the allies can juke inside of it and still cast spells in it, care to enemy melee heroes that enter in it.

Quote:
MC and CD are just too high for its effects, so either make it passive or lower them a lot.
But its pretty original and can own Storm Spirit in combination with skill 2
Conceptually your Ult is really good imo, could just need some minor changes in workout.
It's true there. I always have some difficulties to balance numbers, but the concept is important, right?

Quote:
Overall: 82/100 = 82%
You improved many issues, your hero suggestions developed towards a really good and unique one. I like the direction this is going in.
I still have to think about the skills a bit more, some minor changes can still be made.
If I have more ideas Ill post later.
From your last review, my note improved from 68 to 82, it's still 14% more. Thanks to your positive review.
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Old 03-27-2010, 10:30 AM   #18
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Default Re: [AGI-NEUT]Grawn the gnoll ranger

Quote:
the spell only move, no stun and the enemy move in 0.35 seconds
On all levels?
How about increasing it every level?
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Old 03-27-2010, 01:40 PM   #19
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Default Re: [AGI-NEUT]Grawn the gnoll ranger

Quote:
Quote:
the spell only move, no stun and the enemy move in 0.35 seconds
Quote:
Originally Posted by kanzakill View Post
On all levels?
How about increasing it every level?
refering to spiritbreaker, he moves in aproximately 1 seconds, and it increases every level.

On other points, increasing the time to reach the range will be a buff. It's still logical to have the same movespeed, I will change it.
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Old 03-28-2010, 09:49 PM   #20
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Default Re: [AGI-NEUT]Grawn the gnoll ranger

Sorry. Please clean up your suggestion with one of the many templates floating around (preferably the official one) and then I'll give a review. It just makes our life so much easier when things are in order and easy to read.
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Last edited by Captain Planet; 11-14-2010 at 10:35 PM.
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