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


Pushing bolt - (active and passive)
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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.
__ ____. ________. _______. ___. _______. __________________________. Mana Cooldown C. Range AoE Duration Effects 1 50 20 N/A N/A 10 at 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. 2 50 20 N/A N/A 10 at 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. 3 50 20 N/A N/A 10 at 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. 4 50 20 N/A N/A 10 at 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:impact bolt - (active)
- Ability Hotkey: E
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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.
__ ____. ________. _______. ___. _______. __________________________. Mana Cooldown C. Range AoE Duration Effects 1 80 20 600 N/A 9 deals 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. 2 100 20 700 N/A 9 deals 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. 3 120 20 800 N/A 9 deals 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. 4 140 20 900 N/A 9 deals 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)
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Grawn throws a spray full of dense smoke, rendering everybody more resistant to ranged attacks and amplifying damage at close fighting for allies.
__ ____. ________. _______. ___. _______. __________________________. Mana Cooldown C. Range AoE Duration Effects 1 100 40 300 425 4 reduce damage by 25% and amplify close fight damage from allies by 20%. 2 115 38 300 450 5 reduce damage by 40% and amplify close fight damage from allies by 30%. 3 130 36 300 475 6 reduce damage by 55% and amplify close fight damage from allies by 40%. 4 145 34 300 500 7 reduce 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)
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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.
__ ____. ________. _______. ___. _______. __________________________. Mana Cooldown C. Range AoE Duration Effects 1 125 25 N/A 900 11 for each 175 units moved from all enemy heroes around him, Grawn gains 3 damage and 3% attack speed. 2 125 25 N/A 900 11 for each 175 units moved from all enemy heroes around him, Grawn gains 3.5 damage and 3.5% attack speed. 3 125 25 N/A 900 11 for 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
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#2 |
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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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#4 |
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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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#5 |
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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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#6 |
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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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#7 |
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Join Date: Sep 2009
Location: At home, which would be in the distant lands of Macedonia
Posts: 1,522
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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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#8 | |||
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| Last edited by flieskiller; 03-09-2010 at 01:08 AM. | ||||
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#9 |
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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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#10 | |
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My Review:
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| Last edited by HellCraft; 03-09-2010 at 12:53 PM. | ||
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#11 |
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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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#12 |
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Join Date: Jan 2010
Posts: 101
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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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#13 | |||||
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#14 |
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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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#15 | ||
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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:
![]() 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:
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#16 |
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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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eturn
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#18 | |
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![]() How about increasing it every level?
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#19 | ||
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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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#20 |
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Join Date: Jul 2009
Location: Planet Earth, taking pollution down to zero
Posts: 15,674
Blog Entries: 10
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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. | |