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Old 08-01-2009, 04:45 AM   #1
Repeats
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Default [Sent - Int] Zephyr, the Wind Tempest


__________________________________________________

CHANGE LOG

08/01/2009
• Hero Posted

09/14/2009
• Reworked the layout
• Remade the ultimate into Jet Stream
• Remade Weather Patterns to suit the new ultimate
• Increased the time mechanics for Weather Patterns to give a buff all game

09/15/2009
• Removed the spell casting clause from Crow Form
• Clarified Jet Stream further (it's complicated to explain)
• Changed Crow Forms Movespeed numbers and max Hit Point numbers

09/16/2009
• Added an additional effect to Hurricane

11/30/2009
• Buffed Crow Form with the abiltiy to attack
• Added a subskill Skydive to Crow Form

01/02/2010
• Changed Weather Patterns to be Toggable
__________________________________________________



Summon Zephyr

Story Coming Soon

-Stats-
Strength - 16 + 1.9 Gained Per Level
Agility - 15 + 1.3 Gained Per Level
Intelligence - 20 + 2.5 Gain Per Level (Main Attribute)

Learns Hurricane, Crow Form, Weather Patterns and Jet Stream

Attack range of 550
Movement speed of 295

__________________________________________________

HERO INFORMATION

Affiliation: Sentinel
Role: Ganker
Theme: Wind


Zephyr, The Wind Tempest

Starting Hitpoints: 150 + (16 * 19) = 454
Starting Mana: 20 * 13 = 260
Starting Damage: 45 - 51
Starting Armor: (13/ 7) + 0 = 1.85
__________________________________________________

HERO ABILITIES



Hurricane

Zephyr is able to summon a chilling gale that erordes the soul to the core.

Level 1 - Deals 30 cold damage per second and slows units for 5% for 2 seconds that renews ever second damaged.
Level 2 - Deals 50 cold damage per second and slows units for 10% for 2 seconds that renews ever second damaged.
Level 3 - Deals 70 cold damage per second and slows units for 15% for 2 seconds that renews ever second damaged.
Level 4 - Deals 90 cold damage per second and slows units for 20% for 2 seconds that renews ever second damaged.

Units are damaged and slowed per second within the area of effect. However, no units are harmed within the eye of the storm.

Additionally, the Hurricane pushes units in a radial motion based on how close the unit is to the eye of the storm in a counter-clockwise direction.

200-300 units = 60 radial units per second
300-400 units = 45 radial units per second
400-500 units = 30 radial units per second

Units maintain complete control while being pushed, but they move in a circle when in the area of effect.


Area of Effect is 200-500 units centered on Zephyr
Duration is 7 Seconds


Cooldown: 20/18/16/14
Mana Cost: 120/135/150/165
__________________________________________________



Crow Form

Zephyr morphs into a agile bird to fly at windspeed!

Level 1 - Transforms into a black crow and gains 5% move speed, but loses 15% max hit points.
Level 2 - Transforms into a black crow and gains 10% move speed, but loses 13.5% max hit points.
Level 3 - Transforms into a black crow and gains 15% move speed, but loses 12% max hit points.
Level 4 - Transforms into a black crow and gains 20% move speed, but loses 10% max hit points.

Also,you are unable to change back to the druid in unpathable terrain (trees,cliffs,etc..).

Attack Range changed to 128

Duration is 20 Seconds All Levels


Cooldown: 25
Mana Cost: 100/110/120/130

Quote:
Subskill: Skydive

(need a new icon)

Zephyr swoops down and cleaves the path infront of him. Any victims hit will be maimed for a short time.

Level 1 - Deals 75 damage in a line and maims the target(s) for 0.50 seconds.
Level 2 - Deals 100 damage in a line and maims the target(s) for 0.75 seconds.
Level 3 - Deals 125 damage in a line and maims the target(s) for 1.00 seconds.
Level 4 - Deals 150 damage in a line and maims the target(s) for 1.25 seconds.

Area of Effect is 300 units in front of Zephyr

Cooldown: 10 Seconds All Levels
Mana Cost: 50 All Levels
__________________________________________________



Weather Patterns

Zephyr's is so attune to the winds that he can shift the force of the nature in his favor.

Toggable Passive

Quote:
Sub-Buff: Low Pressure System



Level 1 - Increases Hurricane's cold damage by 5 damage per second and increases Jet Stream's Pull and Push speed by 50.
Level 2 - Increases Hurricane's cold damage by 10 damage per second and increases Jet Stream's Pull and Push speed by 75.
Level 3 - Increases Hurricane's cold damage by 15 damage per second and increases Jet Stream's Pull and Push speed by 100.
Level 4 - Increases Hurricane's cold damage by 20 damage per second and increases Jet Stream's Pull and Push speed by 125.
Quote:
Sub-Buff - High Pressure System



Level 1 - Increases Crow Forms's move speed bonus by 2% and Jet Stream's Area of Effect by 25 units.
Level 2 - Increases Crow Forms's move speed bonus by 3% and Jet Stream's Area of Effect by 50 units.
Level 3 - Increases Crow Forms's move speed bonus by 4% and Jet Stream's Area of Effect by 75 units.
Level 4 - Increases Crow Forms's move speed bonus by 5% and Jet Stream's Area of Effect by 100 units.
Each buff increases Zephyr's skills slightly per level similarly to Krobelus's Witch Craft.

Also, this skill always improves Zephyr's ultimate, reguardless of what occurs.

Map-Wide AoE

*Note* In real life, low pressure systems are the cause of bad weather and high pressure systems are good weather for the most part.
__________________________________________________



Jet Stream

Zephyr can manipulate the air currents in the stratosphere to push or pull objects at his convienece.

Upon targeting a location within the 1250 cast range, a Jet Stream spawns between Zephyr and the targeted location for the x second duration.

This Jet Stream allows units to move normally, but the Jet Stream acts as a "conveyor belt" that moves them at a constant rate in a certain direction.

Doesn't pull or push units through unpathable terrain (cliffs, trees, etc.).

Area of Effect is 350 units
Duration is 10/12/15 Seconds
Casting Range is 1250 units


Cooldown: 60 Seconds All Levels
Mana Cost: 150/175/200

Upon creating a Jet Stream, you gain two subskills with separate cooldowns that manipulate the direction the Jet Stream flows.

Also, the default direction upon casting Jet Stream is Jet Pull, but you can change the direction immediately with the Jet Push.


Quote:
Subskill - Jet Pull



Level 1 - Pulls in all units in a line towards Zephyr at 300 units per second.
Level 2 - Pulls in all units in a line towards Zephyr at 400 units per second.
Level 3 - Pulls in all units in a line towards Zephyr at 500 units per second.

Cooldown: 5/4/3 Seconds
Mana Cost: 25 Mana All Levels
Quote:
Subskill - Jet Push



Level 1 - Pushes out all units in a line away from Zephyr at 300 units per second.
Level 2 - Pushes out all units in a line away from Zephyr at 400 units per second.
Level 3 - Pushes out all units in a line away from Zephyr at 500 units per second.

Cooldown: 5/4/3 Seconds
Mana Cost: 25 Mana All Levels
__________________________________________________

SKILL SYNERGY

Under Construction

__________________________________________________

HERO SYNERGY

Under Construction

Hero Name
Hero Synergy Explanation

Hero Name
Hero Synergy Explanation

Hero Name
Hero Synergy Explanation

__________________________________________________

ITEM SYNERGY

Under Construction

Early Game Items

Middle Game Items

Late Game Items

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Last edited by Repeats; 01-02-2010 at 06:27 PM.
Old 08-01-2009, 07:25 AM   #2
Drikam
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Default Re: [Sent - Int] Zephyr, the Wind Tempest

Wall of text from me. xD
BTW I haven't read that topic on DA and haven't seen even one comment. Simply, I write what I think of it. :P


Model: Already used, but not as a hero. Some heroes are used as creeps and heroes = nothing bad in using this model.

Stats are normal, INT is primary ofc. Good.
Why 1.6 AS? Every hero has 1.7, unless you give a good reason for having less/more.
MS? 290, well its a ranged hero. But crow is imba and gives MSI so 290 is fine.
Sentinel, ofc. Ok.

Hurricane, good. Slow triggers every 1 second, last 2 seconds. You always have a big chance to catch up your enemy. Good.

Crow.. I think that DEBUFF (bad effect) should NOT increase in all levels. Why? Sometiems people may get only lvl 1.. I think 20% max hp reduction would be good. Mana draining = good, but 5 mana per second? That is NOTHING, you can fly really long.
Big mana cost+big drain+no cooldown would be awesome imo. And 20% hp reduction at all levels (OR, 12 at all levels, 16, 18.. numbers doesnt matter, but it should be same on all levels). Maybe reduce base armor or sth.. Make him weak, because fly is imba.

Weather! WOOT MAN! This is like tinkers-ladder, aghanims, death prophet.. BUT man, you used an awesome idea which I have never seen. The idea is really good! I love the way this skill works and it fits the hero. Gj.

Ultimate is WAY TO SIMILAR TO FIRST SKILL. Eaither skill1 or ultiamte should be changed (I would prefer you change ulti). Ulti is bad, I think you didnt't have any other ideas for it. Ultimate sucks man.

But overall, this hero is nice. Skill3 gives him a random unique-aghanims skill, and CROW FORM will make everybody LOVE HIM. Everybody loves to fly!

One mroe thing. When you mouseover on your skill3 passive, you should have the option to see what is yoru current effect.
Like:
Weather Patterns (low pressure)
- Improves your Hurricane's damage per second by X and your Tornados slow by Y%.

Or, if its high:

Weather Patterns (high pressure)
- Improves the speed you gain in crow form by Z%.

No effect:
Simple description of the skill.. :P


Gj. Once again.

Sorry if I write something stupid or wrong. -.-
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Old 08-01-2009, 11:15 AM   #3
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Default Re: [Sent - Int] Zephyr, the Wind Tempest

My Review :

Model : I don't think this unit fits the theme wind...

1st Skill : Nice skill. But imba damage 300/500/700/900 total damage? Although it is 10 seconds, it's still imba. Nerf it. T-Up for concept.

2nd Skill: Nice skill. But agree wtih Drikam. Hp reduction shouldn't increase per lv. T-Up.

3rd Skill: Rather forced synergies.... Null vote.

Ulti : I don't think it's quite original. It just Upheavel + Damaging and it's too similar to first skil as Drikam said. I think you should change it. T-Down

Synergies : Quite a lot of synergies T-Up

Overall : Null. You need to change a lot.
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Old 08-01-2009, 04:12 PM   #4
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Default Re: [Sent - Int] Zephyr, the Wind Tempest

Thanks for the reviews. After reading them i have scaled and changed some things that i agreed with. His ult has been changed to be more situational, but effective in team battles at the same time.


Drikam:
ive changed the AS to 1.6. I didnt realize that all heros had the same AS but now its changed lol.

Ive changed the debuff to be a solid 15% penaty hp and increased the mana per second to 20 at all levels as you were right, on a int 5 is nothing.

The ultimate has been changed in its way of dealing damage and slowing. It should make more sense now an Weather Patterns will have to be slightly modified from that change which im working on right now.

Ive also added the cosmetic that you suggested that should clear the air on to what buff i recieved. Have the icons act as the buff will make it more clear what skill is getting buffed over the other. Thanks btw its a good suggestion.


NoThlnG:
The model is completely fitting for the wind theme... His voice set : By the Great Winds I Come, his ladder WC3 theme was being a wind druid, so why doesnt this fit?

1st skill: I scaled back Hurricane to deal damage for a solid 6 seconds at all levels. Should fix the "imba" but hard to land damage problem.

2nd skill: i agreed as well and the numbers have been changed.

3rd skill: meh ill take it.

ult: it is more oringinal now with the parameters on how it deals damage and slows. hopefully its codeable to see the possible change in units entering / dying etc.

Maybe he is more appealing now?
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Old 08-04-2009, 01:33 PM   #5
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Default Re: [Sent - Int] Zephyr, the Wind Tempest

Shameful Bump... no responses in 3 days
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Old 08-04-2009, 02:25 PM   #6
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Default Re: [Sent - Int] Zephyr, the Wind Tempest

Well, you accepted all my suggestion so I don't have anything to say again now actually...

I suggest you to PM some people to review it like JJE92
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Old 08-05-2009, 02:03 PM   #7
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Default Re: [Sent - Int] Zephyr, the Wind Tempest

Well im glad that the changes are suffice. Hopefully i can get more responses.
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Old 09-15-2009, 12:09 AM   #8
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Default Re: [Sent - Int] Zephyr, the Wind Tempest

Some epic changes have been made.

I have redone the layout and reworked the ultimate. He should look pretty interesting now.
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Old 09-15-2009, 12:24 AM   #9
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Default Re: [Sent - Int] Zephyr, the Wind Tempest

For ulti, how long does it lasts?
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Old 09-15-2009, 12:25 AM   #10
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Default Re: [Sent - Int] Zephyr, the Wind Tempest

Quote:
Originally Posted by NoThlnG View Post
1st Skill : Nice skill. But imba damage 300/500/700/900 total damage? Although it is 10 seconds, it's still imba. Nerf it. T-Up for concept.
Dark Seer's Ion Shell deals 1125 magical damage over a duration of 15 seconds, but it only has a 7 second cooldown, so over 8 seconds with double Ion you can deal 1200 magic damage. It's strong, but not imba.
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Old 09-15-2009, 12:28 AM   #11
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Default Re: [Sent - Int] Zephyr, the Wind Tempest

It's changed actually. For ion shell, it should be very close to dark seer while this isn't. And this has greater AoE which can damage more enemies.

Don't comment on what I comment but comment on heroes.
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Old 09-15-2009, 12:48 AM   #12
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Default Re: [Sent - Int] Zephyr, the Wind Tempest

staying in 150 AoE on a unit with free movement is a lot easier in theory, all you have to do is be half a second slow or guess his movement direction wrongly and you'll be in the slow again, better make the minimum effect range 200
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Old 09-15-2009, 12:00 PM   #13
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Default Re: [Sent - Int] Zephyr, the Wind Tempest

Thanks for the discussion guys.

How about commenting on the actual hero instead of just one skill?
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Old 09-15-2009, 06:29 PM   #14
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Default Re: [Sent - Int] Zephyr, the Wind Tempest

HON eat ur heart out
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Old 09-15-2009, 06:46 PM   #15
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Default Re: [Sent - Int] Zephyr, the Wind Tempest

Crow form is really weak by the way. It is doesn't have any impact besides hauling ass. I would say let him still use Jet Stream and let him ride along the Stream so he can be a good chaser and follow up by pinning someone again a wall.

Jet Stream and Hurricane should interact better. Maybe units in the Jet Stream being hit by Hurricane could spiral. As it is you just kinda throw units in and out of it.

Some other stuff: Does Jet Stream effect Zephyr? How long is the Jet? Is it the length of the cast point to Zephyr?
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Old 09-15-2009, 07:33 PM   #16
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Default Re: [Sent - Int] Zephyr, the Wind Tempest

Review upon request:

Skill 1: I see no real problems with this as it makes a great preventing to flee type of skill allowing other heroes to catch up.

Skill 2: It is weak. Make him able to cast spells but not attack, thats what a lot of people do when playing with druid when they make a custom map. Also bump MS to 5%/10%/15%/20% since he's crippled with a 290 MS. Besides, it only lasts 15 seconds anywayas. Not sure if his HP should decrease as FireFly does basically the same with no drawbacks (sacrificing MS boost for DoT is the only difference between these two spells).

Skill 3: Just make it a coin flip of 50% to activate for each one all the way. It's not like the buffs are that huge anyways and if it is both positive effects, might as well imo.

Ultimate: So kind of what I wanted Magnus's shockwave to be which is to reel in units towards him or push them away but without the damage? Decrease cooldown like so: 100/80/60 seconds. All it does is screw with movement so I think having a 60 second cooldown is fine...but I'll leave the numbers to you.

Overall this guy is what all chaser heroes and gankers want to have on their team, a hero who can slow and fly over terrain. Just make some minor changes and this hero would seem formiddable and great ally to have. Good job!
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Old 09-15-2009, 09:54 PM   #17
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Default Re: [Sent - Int] Zephyr, the Wind Tempest

its gettng a littel wendy
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Old 09-15-2009, 10:55 PM   #18
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Default Re: [Sent - Int] Zephyr, the Wind Tempest

Nice job taking into account the eye of a hurricane, love spells with unique counters.
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Old 09-16-2009, 01:58 AM   #19
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Default Re: [Sent - Int] Zephyr, the Wind Tempest

Jet Stream is nice, but I doubt the numbers. The concept is real interesting though. While being able to transform into a crow is interesting, the ms boost and hp reduction is not. His skillset makes him need to stay within close range of his enemies, but his attributes and hp reduction seem to be working against him. Not having a true disable also makes him being countered rather easily. Weather Patterns introduces an original concept, which is nice and all, but the sub-abilities seem boring, as you said it's like Witchcraft, and I doubt if anyone would say Witchcraft is an interesting ability. Jet Stream is the best ability in this skillset, and personally I would rework all the normal abilities if this is my hero suggestion.
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Old 09-16-2009, 06:05 AM   #20
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Default Re: [Sent - Int] Zephyr, the Wind Tempest

A ton of changes have been made throughout the day as I read your comments. I think i listed all of them in the change log so check it out.

NoThlnG:
the duration is posted for the ult. Im suprised so many people didnt see it? Its even bolded...

The Juggernaut:
Thanks i guess for the useless comment.

Zirath:
Originally, this hero was made before Batrider was introduced (i posted him 1 year ago on DA). I figured since a fly like ability wasn't in dota a year ago it was because it was too powerful and abusable to be without its drawbacks. But with everyone complaining that batriders skill is way better i buffed the ms and nerfed the hp loss, while allowing him to cast spells but not attack. But personally, Firefly is a rigged and hella cheap skill that doesnt have any draw backs even after "mana nerfs" (which were pathetically minor btw). Personally Batrider needs this skill nerfed on a conceptual level then rather just numbers.

Suprisingly, i thought about having hurricane rotate units as what your talking about. And now that i remade his ult to be a push/pull i might add something to hurricane to push them a certain direction much slowly on its own, but with a stacked effect while in jet stream (vector addition).

Lastly, i clarified Jet Stream the best I could. Hopefully its more coherent now. If you read it from top to bottom it might make sense.

kings.empire:
Ive tweaked the numbers considerable for Crow Form, but if you read what i wrote for Zirath in the 1st paragraph it should make sense why there are drawbacks.

Also, i decreased the ult cooldown because i agree that it only a position swapper mechanism that actually is quite powerful. After reeling a hero in and they attempt to jump off the jet stream and run away, you can switch the direction of the jet stream and jump on it yourself to catch up to the fleeing hero. If allies are with you as well, they can jump on too for an added effect.

james_king:
Thanks the useless comment x2. Why hasn't anyone banned you yet?

R.U.Sty:
Thanks for the support. even though theres alot of changes probably coming. It generally takes about 30-40 posts before i feel my hero is finalized for the most part though.

Eethn:
I see your point about the hit point weakens his ability, but as i will say again read Ziraths 1st paragraph on why I have it added. I could perhaps have a different negative effect as his tanking for hurricane is reduced (but in its current form his ganking and chasing is hella increased). Im open for suggetions. All people have done so far is have that complaint with no solution... but It will probably be changed. However, i dont think i will let it stand alone like firefly as I just feel its such a imba move currently.

As for weather patterns, i made it intentionally to be like it with different unique mechanics. I didn't make it to be like omg that is sooo original dude. as you say it i even say this skill is like witch craft cause i know it is. but the fact is that it fits the theme and works for his benefit.
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