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Old 01-08-2010, 01:41 PM   #1
talkingmuffin
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Default [INT-Sentinel] Astrum, Fallen Star


Quote:



Fallen Star
Astrum
(Latin - astrum : star, constellation)

Background Story: As the universe began, Astrum was born. The Fallen Star has traveled the universe and seen many worlds unknown to all but him. Throughout eternity, Astrum has gained astral powers that can rend his enemies. Throughout his travels, Astrum came upon the Human Religious of Azeroth. He became fond of them for their unmatched devotion to the gods. To fit in with the natives, Astrum took the form of a common Human priest. Now that the Scourge has started a war on life itself, Astrum has chosen to use his astral powers to aid the Sentinel.

Strength - 17 + [1.7]
Agility - 19 + [1.9]
Intelligence - 27 + [2.7]




Affiliation:Sentinel
Damage:51-58
Armor:3
Movespeed:295
Starting HP/MP:473/247
Attack Range:600


Focal Eclipse - (Single-Target, Disable)
____________________Astrum forces an eclipse to occur, blocking out the target's sight and centering all of Astrum's concentration on that target.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
110045350N/A2Target enemy hero loses all vision gained from his faction (Sentinel or Scourge). While active, Astrum can only attack that target.
212040400N/A3Target enemy hero loses all vision gained from his faction (Sentinel or Scourge) and allies. While active, Astrum can only attack that target.
314035450N/A4Target enemy hero loses all vision gained from his faction (Sentinel or Scourge) and allies. While active, Astrum can only attack that target, but can freely cast spells.
416030500N/A5Target enemy hero loses all vision excluding his own. Astrum can attack any target and freely cast spells.

Notes:
  • According to the level, the afflicted hero loses their allies' vision for a period of time
  • Target hero can still attack and cast spells, but can't see where anything is outside of their own vision

Vortex - (Target Hero)
____________________Astrum centers a vortex on a target hero (allied or enemy). The vortex has 5 legs (think spiral galaxy) that will spin around the target hero once, grappling onto one unit for each leg. When a leg has grappled a unit, it pulls them into the center of the vortex (the afflicted hero).


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1120307003502If the target of this spell is an enemy, they will take an instant 100 damage (not effected by legs). When a leg comes in contact with an enemy unit, it will damage that unit for 100 damage. Units can only take damage from one leg. Target takes 10 damage for each collision.
2120277003502If the target of this spell is an enemy, they will take an instant 125 damage (not effected by legs). When a leg comes in contact with an enemy unit, it will damage that unit for 125 damage. Units can only take damage from one leg. Target takes 15 damage for each collision.
3120247003502If the target of this spell is an enemy, they will take an instant 150 damage (not effected by legs). When a leg comes in contact with an enemy unit, it will damage that unit for 150 damage. Units can only take damage from one leg. Target takes 20 damage for each collision.
4120217003502If the target of this spell is an enemy, they will take an instant 175 damage (not effected by legs). When a leg comes in contact with an enemy unit, it will damage that unit for 175 damage. Units can only take damage from one leg. Target takes 25 damage for each collision.

Notes:
  • Each leg spins around the target hero only once and can grapple only one unit
  • All damage done is magical excluding the collision, which is physical
Astral Dust - (Auto-Cast, Orb Effect/Buff Placer)
____________________Astrum has enchanted his attacks with a special star dust from distant reaches of the universe that reduces his target's magic resistance.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1203N/AN/A5Adds +10 magic damage to attacks and each attack reduces the target's magic resistance by 5%. Stacks up to 2 times.
2202N/AN/A6Adds +15 magic damage to attacks and each attack reduces the target's magic resistance by 5%. Stacks up to 3 times.
3201N/AN/A7Adds +20 magic damage to attacks and each attack reduces the target's magic resistance by 5%. Stacks up to 4 times.
4200N/AN/A8Adds +25 magic damage to attack and each attack reduces the target's magic resistance by 5%. Stacks up to 5 times.

Notes:
  • Does not stack with Orb Effects or Buff Placers
  • Each stack refreshes the duration
  • At level 4 with -25% magic resistance on the enemy, the +25 magic damage only increases to +30 magic damage (isn't overpowered)
Supernova - (Target Area AoE Nuke/Disable)
____________________Astrum implants a fragment of an exploding star inside of the target. If a certain amount of damage is done before the specified time has passed, the fragment will explode outwards, damaging all enemies in an AoE.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1125120600300N/AInstantly deals 100 damage to the target implanted with the fragment. The afflicted target will take 20% more damage for the duration. If 300 damage is done before 5 seconds, the fragment will explode. All enemies hit by the blast will take 50-90 damage based on how close they are to the original target and will take 10% more damage for 5 seconds.
2200110600400N/AInstantly deals 200 damage to the target implanted with the fragment. The afflicted target will take 30% more damage for the duration. If 300 damage is done before 5 seconds, the fragment will explode. All enemies hit by the blast will take 100-180 damage based on how close they are to the original target and will take 15% more damage for 5 seconds.
3275100600500N/AInstantly deals 300 damage to the target implanted with the fragment. The afflicted target will take 40% more damage for the duration. If 300 damage is done before 5 seconds, the fragment will explode. All enemies hit by the blast will take 150-270 damage based on how close they are to the original target and will take 20% more damage for 5 seconds.

Notes:
  • All damage done by this spell is magical
  • The damage scales as minimum explosion is 50% of instant damage and maximum is 90% of the instant damage.
by kola
by Anachron
by X.e.r.e.X
by bloodyroadkill

Changelog:
  • Increased cooldown on Focal Eclipse
  • Changed each level's individual effects on Focal Eclipse
  • Completely overhauled Astral Dust (Passive to Auto-Cast)
  • Completely overhauled Supernova
  • Increased damage on Vortex
  • Reworked Supernova again (worked in a skill from another suggestion of mine)
  • Added bonus magic damage on attack to Astral Dust
  • Added collision damage to Vortex
  • Changed maximum explosion damage on Supernova to 90% of instant damage
  • Added damage amplification to the ultimate.
__________________

[Arcane Sanctum] Magic's Vengeance: Want some extra damage for your caster late game?
[Ancient of Wonders] Happy Fun-Time Bomb: It looks as if it's... smiling.
[AGI-Sentinel] Nemosus, Nature's Fury: AoE, spell dependent cousin of Rooftrellen.
[STR-Sentinel] Harpeia, Dust Witch: SHE'S BRINGING THE PAIN TRAIN.
[STR-Neutral] Grok'tul, Warbringer: Tank with strength based spells and a nice passive.
[INT-Sentinel] Astruma, Fallen Star: Very unique, astral based hero.
[AGI-Neutral] Iuguolo, Caustic Cut-Throat: Acid based with unique passive.
[INT-Scourge] Vexistrasz, Flame Aspect: Melee AoE nuker. Great synergy.
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Last edited by talkingmuffin; 03-25-2010 at 11:18 PM.
Old 01-08-2010, 05:18 PM   #2
Taztingo
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Default Re: [INT-Sentinel] Astruma, Fallen Star

Awesome another archer hero .

Skill 1: Reminds me of the ultimate i had made on my hero, but I removed it. I haven't seen this effect in DotA so it is original.

Skill 2: This reminds me of Dark Seer but in a weaker form :/

Skill 3: Definatley a new kind of passive, I just don't see how it fits in with rest of skills?

Ultimate: Kind of plain if it's just using the ability of a skill already, reminds me of luna.

Skill 1: 3/3
Skill 2: 2/3
Skill 3: 2/3
Ultimate 0/1

Total 7/10 Not bad, but trying fixing up the passive and ult a bit. Also if you could check out my hero and rate her . http://www.playdota.com/forums/14616...ly-lost-rider/
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Old 01-08-2010, 11:50 PM   #3
コクーン
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Default Re: [INT-Sentinel] Astruma, Fallen Star

Weedle's Mini (Or Not) Review...

Astruma the Fallen Star
Concept ~ Definitely like the concept. We don't see a lot of heroes from outer space in DotA, so I find it favorable.
Hero Individuality ~ I didn't know where to put this first part but I felt it fit more in this section: The first thing I expected was she being a banished queen of the stars or something, since "fallen" is usually stated with a negative connotation. But forget about that, and let's proceed to my ramblings. Hero model is common, but a celestial Night Elf archer who is not really a Night Elf archer... Well, that's not at all very common, so kudos for that.
Stats ~ AFAIK all stats are fine, nothing I have problems with except for damage. Since she is an archer whose arrows are probably imbued in some special star-dust or something (judging by her travels to lands unknown), I think you should improve it to the low to mid 50's. Give the star chick a break.

Focal Eclipse
Concept ~ The whole blindness thing isn't really used in DotA (yet) afaik, but a lot of suggestors are definitely using it, as it is a concept not yet introduced to the actual game. Nevertheless, I find favor in it and give it two thumbs up!

Balance ~ One thing I'm concerned about is the cooldown + casting range combo. It is really bothering me to think about Astruma blinding someone every 15 seconds and at a safe distance! I think, to add challenge to it, you should either lower the casting range to say, 200-300 or increase cooldown to I dunno, 60/50/40/30? I think it should make it fair and give it some challenge. I also do not like how Astruma can attack you while you are trying to pin the tail on the sexy donkey shooting arrows at you or run. I think you should just make the target lose some vision while making the vision less and less every level and not making him lose ALL vision. An example would be making allied vision lost only when the spell is at level 4. Overall the skill is nice, but it has plenty of issues, all of which are very much adjustable.

Vortex
Concept ~ It is a really complex spell which requires a lot of reading and going back to when you're a first timer. Some questions: Are only heroes affected by this? How does it affect allied heroes? Are grappled heroes attackable? Is this a cyclone-type skill? Am I asking too much questions? Overall concept is good, but please answer my questions.

Balance ~ Hmm. 2 second duration seems really short for a vortex to be hanging around. Damage is fairly small and the skill is very much spammable. I can imagine it as an escape skill too. I think it deals too little damage considering the manacost. Did you know Ancient Apparition's (broken) ultimate deals 450 damage + Frostbite at level 3 and it only costs (correct me if I'm wrong) 150 mana? Overall it is a skill that is not the most balanced one, but once again, all issues are completely adjustable.

Astral Dismay
Concept ~ I love the concept. It has not been suggested and I like the heal/damage at random.

Balance ~ Ooooh my god. This skill just screams imbalance. Are you saying that every 2 seconds, enemy heroes are damaged and allied heroes are healed? It is like a permanent Eye of the Storm and permanent Eclipse, and Eye of the Storm does not even deal pure damage, nor does its damage compare to a whopping 80! (Only 62.5 PHYSICAL damage). Basically you can just get Lothars and get near a hero and damage him for what, 380 damage, JUST for walking by? And the heal is insane. I'm not gonna do any more comparisons because I think I've proved my point with the damage part. My advice? Either replace this skill or do a MAJOR adjustment.

Supernova
Concept ~ I expected more. It's really plain. Like what Taztingo said, it also really reminds me of Luna's ultimate. Nothing special though.

Balance ~ No problems here. Numbers are fine, it's just the concept that doesn't really catch me.

Final Words
I'm not gonna give a real number rating, because I do not believe in grading skills with numbers. Overall, the Hero Idea is excellent, the skills just need some adjustments. Good job with making her and thanks for reading my little (or not) hero review!
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Old 01-09-2010, 12:05 PM   #4
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Default Re: [INT-Sentinel] Astruma, Fallen Star

Quote:
Originally Posted by MegaWeedle View Post
Weedle's Mini (Or Not) Review...

Astruma the Fallen Star
Concept ~ Definitely like the concept. We don't see a lot of heroes from outer space in DotA, so I find it favorable.
Hero Individuality ~ I didn't know where to put this first part but I felt it fit more in this section: The first thing I expected was she being a banished queen of the stars or something, since "fallen" is usually stated with a negative connotation. But forget about that, and let's proceed to my ramblings. Hero model is common, but a celestial Night Elf archer who is not really a Night Elf archer... Well, that's not at all very common, so kudos for that.
Stats ~ AFAIK all stats are fine, nothing I have problems with except for damage. Since she is an archer whose arrows are probably imbued in some special star-dust or something (judging by her travels to lands unknown), I think you should improve it to the low to mid 50's. Give the star chick a break.

Focal Eclipse
Concept ~ The whole blindness thing isn't really used in DotA (yet) afaik, but a lot of suggestors are definitely using it, as it is a concept not yet introduced to the actual game. Nevertheless, I find favor in it and give it two thumbs up!

Balance ~ One thing I'm concerned about is the cooldown + casting range combo. It is really bothering me to think about Astruma blinding someone every 15 seconds and at a safe distance! I think, to add challenge to it, you should either lower the casting range to say, 200-300 or increase cooldown to I dunno, 60/50/40/30? I think it should make it fair and give it some challenge. I also do not like how Astruma can attack you while you are trying to pin the tail on the sexy donkey shooting arrows at you or run. I think you should just make the target lose some vision while making the vision less and less every level and not making him lose ALL vision. An example would be making allied vision lost only when the spell is at level 4. Overall the skill is nice, but it has plenty of issues, all of which are very much adjustable.

Vortex
Concept ~ It is a really complex spell which requires a lot of reading and going back to when you're a first timer. Some questions: Are only heroes affected by this? How does it affect allied heroes? Are grappled heroes attackable? Is this a cyclone-type skill? Am I asking too much questions? Overall concept is good, but please answer my questions.

Balance ~ Hmm. 2 second duration seems really short for a vortex to be hanging around. Damage is fairly small and the skill is very much spammable. I can imagine it as an escape skill too. I think it deals too little damage considering the manacost. Did you know Ancient Apparition's (broken) ultimate deals 450 damage + Frostbite at level 3 and it only costs (correct me if I'm wrong) 150 mana? Overall it is a skill that is not the most balanced one, but once again, all issues are completely adjustable.

Astral Dismay
Concept ~ I love the concept. It has not been suggested and I like the heal/damage at random.

Balance ~ Ooooh my god. This skill just screams imbalance. Are you saying that every 2 seconds, enemy heroes are damaged and allied heroes are healed? It is like a permanent Eye of the Storm and permanent Eclipse, and Eye of the Storm does not even deal pure damage, nor does its damage compare to a whopping 80! (Only 62.5 PHYSICAL damage). Basically you can just get Lothars and get near a hero and damage him for what, 380 damage, JUST for walking by? And the heal is insane. I'm not gonna do any more comparisons because I think I've proved my point with the damage part. My advice? Either replace this skill or do a MAJOR adjustment.

Supernova
Concept ~ I expected more. It's really plain. Like what Taztingo said, it also really reminds me of Luna's ultimate. Nothing special though.

Balance ~ No problems here. Numbers are fine, it's just the concept that doesn't really catch me.

Final Words
I'm not gonna give a real number rating, because I do not believe in grading skills with numbers. Overall, the Hero Idea is excellent, the skills just need some adjustments. Good job with making her and thanks for reading my little (or not) hero review!
Concept: Thank you

Hero Individuality: I think thanks? Haha.

Stats: I raised her minimum and maximum damage. I remembered when I saw your comment that quite a few of the INT heroes have pretty high base damage anyways.

Focal Eclipse (Balance): I increased the cooldown to 45/40/35/30 and lowered casting range to 350/400/450/500.

Vortex (Concept): Everything except buildings and Ancients are effected by this spell (so neutrals, lane creeps, heroes, summons are all effected). BUT this spell can ONLY be cast on heroes. This spell CAN be cast on yourself, but that isn't advised since it would pull your enemies to you. This skill has massive synergy with my new ultimate (sub-synergy with my new 3rd Skill).

Vortex (Balance): I increased the damage on each level by 25.

Astral Dismay (Concept/Balance): Last night I completely overhauled this skill into Astral Dust. I'm thinking of getting another effect (maybe add magic damage to the attack to let the skill be worth some just by itself).

Supernova (Concept/Balance): Almost completely changed the ultimate, so a new review of the last two spells would be lovely.
__________________

[Arcane Sanctum] Magic's Vengeance: Want some extra damage for your caster late game?
[Ancient of Wonders] Happy Fun-Time Bomb: It looks as if it's... smiling.
[AGI-Sentinel] Nemosus, Nature's Fury: AoE, spell dependent cousin of Rooftrellen.
[STR-Sentinel] Harpeia, Dust Witch: SHE'S BRINGING THE PAIN TRAIN.
[STR-Neutral] Grok'tul, Warbringer: Tank with strength based spells and a nice passive.
[INT-Sentinel] Astruma, Fallen Star: Very unique, astral based hero.
[AGI-Neutral] Iuguolo, Caustic Cut-Throat: Acid based with unique passive.
[INT-Scourge] Vexistrasz, Flame Aspect: Melee AoE nuker. Great synergy.
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Old 01-09-2010, 03:06 PM   #5
Taztingo
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Default Re: [INT-Sentinel] Astruma, Fallen Star

Skill 1: Seems the same (let me know if it's not)

Skill 2: Seems the same (let me know if it's not)

Skill 3: It's definitely a lot better now that it is changed. The effect reminds me of AA though, so maybe there is a way to change it a little bit.

Ultimate: This is a lot better, and it adds great synergy to her second skill. Plus if you can't see your allies that's a plus.

Skill 1: 3/3
Skill 2: 2/3
Skill 3: 2/3
Ultimate 1/1

Total 8/10 - It is getting better and I can see your working hard on your hero. The only problem I can think of is that when you lose vision you can still see icons on minimap. Eitherway this hero is a lot better and synergizes a lot better. I would just fix up her 2nd and 3rd skill a bit .
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Old 01-09-2010, 03:42 PM   #6
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Default Re: [INT-Sentinel] Astruma, Fallen Star

Quote:
Originally Posted by Taztingo View Post
Skill 1: Seems the same (let me know if it's not)

Skill 2: Seems the same (let me know if it's not)

Skill 3: It's definitely a lot better now that it is changed. The effect reminds me of AA though, so maybe there is a way to change it a little bit.

Ultimate: This is a lot better, and it adds great synergy to her second skill. Plus if you can't see your allies that's a plus.

Skill 1: 3/3
Skill 2: 2/3
Skill 3: 2/3
Ultimate 1/1

Total 8/10 - It is getting better and I can see your working hard on your hero. The only problem I can think of is that when you lose vision you can still see icons on minimap. Eitherway this hero is a lot better and synergizes a lot better. I would just fix up her 2nd and 3rd skill a bit .
First skill now has different effects each level (amount of vision lost on the target). Also, I increased the cooldown to 45/40/35/30 (was 24/21/18/15) and lowered casting range to 350/400/450/500 (was 700).

Second skill just does 25 more damage on each level.

I understand the whole icons on the minimap thing, but you still can't see anything on your direct screen unless you scroll over the units individually. Anyways, thanks for the review.
__________________

[Arcane Sanctum] Magic's Vengeance: Want some extra damage for your caster late game?
[Ancient of Wonders] Happy Fun-Time Bomb: It looks as if it's... smiling.
[AGI-Sentinel] Nemosus, Nature's Fury: AoE, spell dependent cousin of Rooftrellen.
[STR-Sentinel] Harpeia, Dust Witch: SHE'S BRINGING THE PAIN TRAIN.
[STR-Neutral] Grok'tul, Warbringer: Tank with strength based spells and a nice passive.
[INT-Sentinel] Astruma, Fallen Star: Very unique, astral based hero.
[AGI-Neutral] Iuguolo, Caustic Cut-Throat: Acid based with unique passive.
[INT-Scourge] Vexistrasz, Flame Aspect: Melee AoE nuker. Great synergy.
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Old 01-10-2010, 03:54 AM   #7
コクーン
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Default Re: [INT-Sentinel] Astruma, Fallen Star

Ok here it goes,

Astral Dust
Concept ~ Alright. Since she is an intelligence hero, an auto-cast spell does not really suit her very well, but I really like the minus magic restistance thing going on. It's nice, new, and unique. Good job.

Balance ~ Has great synergy with your skills and other heroes' skills that do magic damage. How you made the mana 20 so it is like Impetus is really cool because when you think about it, to land 5 successful stacks, you have to use 100 mana. I see you have put a lot of thought into it. Great work! But I have a question: Is this a normal attack which does normal physical damage?

Supernova
Concept ~ So it is an exploding star which you force into an opponent's body. Cool! The only thing I'm not very impressed with is the fact that it is a click-wait-and-own skill. No debuffs or anything? DotA players crave more challenge in new heroes, so I will be waiting for an improvement or added challenge in the skill. Overall concept is okay, but not the best ultimate I've seen. You can really make it better and I know it!

Balance ~ Completely balanced, AFAIK.
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Old 01-10-2010, 01:42 PM   #8
talkingmuffin
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Default Re: [INT-Sentinel] Astruma, Fallen Star

Quote:
Originally Posted by MegaWeedle View Post
Ok here it goes,

Astral Dust
Concept ~ Alright. Since she is an intelligence hero, an auto-cast spell does not really suit her very well, but I really like the minus magic restistance thing going on. It's nice, new, and unique. Good job.

Balance ~ Has great synergy with your skills and other heroes' skills that do magic damage. How you made the mana 20 so it is like Impetus is really cool because when you think about it, to land 5 successful stacks, you have to use 100 mana. I see you have put a lot of thought into it. Great work! But I have a question: Is this a normal attack which does normal physical damage?

Supernova
Concept ~ So it is an exploding star which you force into an opponent's body. Cool! The only thing I'm not very impressed with is the fact that it is a click-wait-and-own skill. No debuffs or anything? DotA players crave more challenge in new heroes, so I will be waiting for an improvement or added challenge in the skill. Overall concept is okay, but not the best ultimate I've seen. You can really make it better and I know it!

Balance ~ Completely balanced, AFAIK.
Astral Dust (Balance): This is a normal attack that deals physical damage. The same as Frost Arrows on Traxex.

Supernova (Concept): The skill used to be like an old one I had on a different suggestion (corrupted paladin), but I basically just changed it to be completely the same now. If anyone has played World of Warcraft and has seen the Seed of Oblivion spell by warlock's, that is basically the same as my Ultimate now, except it doesn't have a damage over time component.

Hope you like the "added challenge" to the ultimate.
__________________

[Arcane Sanctum] Magic's Vengeance: Want some extra damage for your caster late game?
[Ancient of Wonders] Happy Fun-Time Bomb: It looks as if it's... smiling.
[AGI-Sentinel] Nemosus, Nature's Fury: AoE, spell dependent cousin of Rooftrellen.
[STR-Sentinel] Harpeia, Dust Witch: SHE'S BRINGING THE PAIN TRAIN.
[STR-Neutral] Grok'tul, Warbringer: Tank with strength based spells and a nice passive.
[INT-Sentinel] Astruma, Fallen Star: Very unique, astral based hero.
[AGI-Neutral] Iuguolo, Caustic Cut-Throat: Acid based with unique passive.
[INT-Scourge] Vexistrasz, Flame Aspect: Melee AoE nuker. Great synergy.
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Old 01-14-2010, 10:54 AM   #9
talkingmuffin
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Default Re: [INT-Sentinel] Astruma, Fallen Star

Changed Astral Dust some.
__________________

[Arcane Sanctum] Magic's Vengeance: Want some extra damage for your caster late game?
[Ancient of Wonders] Happy Fun-Time Bomb: It looks as if it's... smiling.
[AGI-Sentinel] Nemosus, Nature's Fury: AoE, spell dependent cousin of Rooftrellen.
[STR-Sentinel] Harpeia, Dust Witch: SHE'S BRINGING THE PAIN TRAIN.
[STR-Neutral] Grok'tul, Warbringer: Tank with strength based spells and a nice passive.
[INT-Sentinel] Astruma, Fallen Star: Very unique, astral based hero.
[AGI-Neutral] Iuguolo, Caustic Cut-Throat: Acid based with unique passive.
[INT-Scourge] Vexistrasz, Flame Aspect: Melee AoE nuker. Great synergy.
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Old 01-22-2010, 10:29 AM   #10
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Default Re: [INT-Sentinel] Astruma, Fallen Star

I seem to have forgot to comment on this one, but I will now:
First of all the theme is nice, different from the usual fire/hell/ice etc...
First skill is nice, obviously the main point of this hero as everything relies here on keeping him out of commision and playing the other skills on him with the right timing, the concept of denying sight range has been suggested a lot so far, but still I think its not too bad in itself.
Second skill is very very interesting, I like the legs idea, it works alone and it works better with skill 1 as the hero will unknowingly pull other heroes near him. However I suggest some small additions, first of all I suggest small impact damage to the target hero for every unit he pulls to him, that would expedite the ultimate happening, also I suggest making it lower the magic resistance of every unit it pulls, or maybe just matching their magic resistance to that of the targeted hero, to better synergize it with the 3rd skill.
The 3rd skill is somewhat simplistic, but does its job fairly well I think, also adds to the damage aspect of this hero.
Ultimate is of course good, synergizes well with everything, however I think everything should be increased, in ultimate level 1 its enough to cast it then cast the second skill and you already activate it (maybe before even grabbing any enemies, which lowers the potential of this skill). Start with 200 damage and 250 needed to activate, and increase the damage of the fragments accordingly, or else I am afraid even at level 3 the ultimate is very very underpowered!

Overall its a very nice hero! good job!
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Old 01-23-2010, 10:57 PM   #11
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Default Re: [INT-Sentinel] Astruma, Fallen Star

Made some modifications to Vortex and Focal Eclipse.
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[Arcane Sanctum] Magic's Vengeance: Want some extra damage for your caster late game?
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[AGI-Sentinel] Nemosus, Nature's Fury: AoE, spell dependent cousin of Rooftrellen.
[STR-Sentinel] Harpeia, Dust Witch: SHE'S BRINGING THE PAIN TRAIN.
[STR-Neutral] Grok'tul, Warbringer: Tank with strength based spells and a nice passive.
[INT-Sentinel] Astruma, Fallen Star: Very unique, astral based hero.
[AGI-Neutral] Iuguolo, Caustic Cut-Throat: Acid based with unique passive.
[INT-Scourge] Vexistrasz, Flame Aspect: Melee AoE nuker. Great synergy.
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Old 01-31-2010, 01:43 AM   #12
talkingmuffin
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Default Re: [INT-Sentinel] Astruma, Fallen Star

I really don't like to do this, but... bump.
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[Arcane Sanctum] Magic's Vengeance: Want some extra damage for your caster late game?
[Ancient of Wonders] Happy Fun-Time Bomb: It looks as if it's... smiling.
[AGI-Sentinel] Nemosus, Nature's Fury: AoE, spell dependent cousin of Rooftrellen.
[STR-Sentinel] Harpeia, Dust Witch: SHE'S BRINGING THE PAIN TRAIN.
[STR-Neutral] Grok'tul, Warbringer: Tank with strength based spells and a nice passive.
[INT-Sentinel] Astruma, Fallen Star: Very unique, astral based hero.
[AGI-Neutral] Iuguolo, Caustic Cut-Throat: Acid based with unique passive.
[INT-Scourge] Vexistrasz, Flame Aspect: Melee AoE nuker. Great synergy.
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Old 01-31-2010, 06:00 PM   #13
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Default Re: [INT-Sentinel] Astruma, Fallen Star

Personally, I have NO problems with this hero.........except maybe the fact that screena go blank. With some balancing, she would be another perfect, yet unique, archer hero.
Amazing! Great job!
I'll be making another post in about a week or so with some balance suggestions, role and item builds
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Last edited by damN_Grave; 01-31-2010 at 06:07 PM.
Old 01-31-2010, 06:46 PM   #14
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Default Re: [INT-Sentinel] Astruma, Fallen Star

Quite interesting and unique. Great job.
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Old 02-01-2010, 12:36 AM   #15
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Default Re: [INT-Sentinel] Astruma, Fallen Star

Quote:
Originally Posted by Evfeed View Post
Quite interesting and unique. Great job.

Its great seeing people say positive things about a suggestion, but it is even better to see something constructive that helps improve the suggestion.
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[Arcane Sanctum] Magic's Vengeance: Want some extra damage for your caster late game?
[Ancient of Wonders] Happy Fun-Time Bomb: It looks as if it's... smiling.
[AGI-Sentinel] Nemosus, Nature's Fury: AoE, spell dependent cousin of Rooftrellen.
[STR-Sentinel] Harpeia, Dust Witch: SHE'S BRINGING THE PAIN TRAIN.
[STR-Neutral] Grok'tul, Warbringer: Tank with strength based spells and a nice passive.
[INT-Sentinel] Astruma, Fallen Star: Very unique, astral based hero.
[AGI-Neutral] Iuguolo, Caustic Cut-Throat: Acid based with unique passive.
[INT-Scourge] Vexistrasz, Flame Aspect: Melee AoE nuker. Great synergy.
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Old 02-06-2010, 09:16 PM   #16
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Default Re: [INT-Sentinel] Astruma, Fallen Star

Quote:
Originally Posted by talkingmuffin View Post
Its great seeing people say positive things about a suggestion, but it is even better to see something constructive that helps improve the suggestion.
True...
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Old 02-09-2010, 08:13 AM   #17
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Default Re: [INT-Sentinel] Astruma, Fallen Star

Will give a review when I'm free. Watch out for the EDIT. Hope you understand.

EDIT :
Hero Review as Requested

Theme: - Star and Galaxy theme. A very unique theme for a hero.

Statistics: - I think it's balanced for an intelligence hero.

SKILLS

Focal Eclipse - Nice concept and I think it's balanced enough. Good job here. T-up

Vortex - It's like a circle with 5 legs right? If it is it's unique and synergize well with all. It's balanced for me. T-up

Astral Dust - It synergize well with all. No need to explain further but the border for this skill's icon is wrong. T-up

Supernova - It is unique and concept free. It synergizes also with all.

Overall - I think it's unique and concept wise hero but I see some numbers is under/overpowered. I'm not good on numbers so let's leave it to other hero reviewers. You got my support on this hero. PM me if you want another review.

OFFTOPIC: Can you review my hero Atrax the Chaos Commander? Here's the link <click here>
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Last edited by eLiTe-LeMueL; 02-11-2010 at 10:33 AM.
Old 02-15-2010, 09:12 PM   #18
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Default Re: [INT-Sentinel] Astruma, Fallen Star

Quote:
Originally Posted by lemuel_01 View Post
Will give a review when I'm free. Watch out for the EDIT. Hope you understand.

EDIT :
Hero Review as Requested

Theme: - Star and Galaxy theme. A very unique theme for a hero.

Statistics: - I think it's balanced for an intelligence hero.

SKILLS

Focal Eclipse - Nice concept and I think it's balanced enough. Good job here. T-up

Vortex - It's like a circle with 5 legs right? If it is it's unique and synergize well with all. It's balanced for me. T-up

Astral Dust - It synergize well with all. No need to explain further but the border for this skill's icon is wrong. T-up

Supernova - It is unique and concept free. It synergizes also with all.

Overall - I think it's unique and concept wise hero but I see some numbers is under/overpowered. I'm not good on numbers so let's leave it to other hero reviewers. You got my support on this hero. PM me if you want another review.

OFFTOPIC: Can you review my hero Atrax the Chaos Commander? Here's the link <click here>

Theme: Thanks, it seems to be a rare theme for many suggestions (since there are few models that could display an astral theme well).

Stats: Fair enough.

Focal Eclipse: Thanks.

Vortex: Yeah it is like a circle with 5 legs. Think of a spiral galaxy with 5 arms. Thanks.

Astral Dust: I don't know how to change the icon border so I'll work with that later. Thanks.

Supernova: Thanks.

Overall: Thank you for the positive review. This is one of my favorite suggestions because astrology is one of my favorite hobbies, so seeing something like this in DotA would be fun for me. Numbers would most likely be changed by Icefrog and his minions if they adopted this suggestion anyways

Offtopic: Will get on that right now. I forgot to look back here for your edit so its been awhile. I have near 20 hero reviews I owe right now . Thanks again for the review!
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[Arcane Sanctum] Magic's Vengeance: Want some extra damage for your caster late game?
[Ancient of Wonders] Happy Fun-Time Bomb: It looks as if it's... smiling.
[AGI-Sentinel] Nemosus, Nature's Fury: AoE, spell dependent cousin of Rooftrellen.
[STR-Sentinel] Harpeia, Dust Witch: SHE'S BRINGING THE PAIN TRAIN.
[STR-Neutral] Grok'tul, Warbringer: Tank with strength based spells and a nice passive.
[INT-Sentinel] Astruma, Fallen Star: Very unique, astral based hero.
[AGI-Neutral] Iuguolo, Caustic Cut-Throat: Acid based with unique passive.
[INT-Scourge] Vexistrasz, Flame Aspect: Melee AoE nuker. Great synergy.
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Old 02-27-2010, 10:10 AM   #19
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Default Re: [INT-Sentinel] Astruma, Fallen Star

General Hero Idea: Theme is nice and original. But please, not another archer, get a new model.
14/15

Skill 1: Great skill, unique and powerful, but has some disadvantages as well for you, so I guess its pretty balanced.
9/10

Skill 2: Unique, fun to use, totally different from other pulling skills in dota. Well worked out and balanced, I like it.
8/10

Skill 3: Simple, but effective. Magic Resistance reduction is great, rest is okay.
7/10

Ult: 100% agreed with Dixing and Weedle.
The Ult currently has two problems:
Firstly, its too weak, for such a high CD and great MC, the dmage it deals is pretty negligible. It needs a buff.
Secondly, it could be a bit more interesting, perhaps some debuff. The damage required must be constantly 300 imo. Perhaps some secondary effect and not only damage? Well, think about it.
Concept is good, workout needs improvements imo.
6/10

Synergies: Pretty good synergies, nice combo. Overall I like it.
16/20

Gameplay: Concentrating on focus firing down one hero is pretty good imo. This hero could bring down a tank pretty fast and make some chain cast initiaters like ES useless and brought down very fast.
Seems really good to me.
13/15

Stats: Balanced.
5/5

Model/Icons: Good icons, awful model for such a theme. Too many archers as well.
Suggestions for new model:


Or look here for more, there are enough great unused hero models: http://www.playdota.com/forums/12179...ft-iii-models/
2/5


Overall: 80/100 = 80%
Really good hero suggestion, but could still needs some improvements.
Idk why not many people reviewed this up to now, its better than most of the average suggestions here ^^
Keep working
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Old 02-27-2010, 05:04 PM   #20
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Default Re: [INT-Sentinel] Astruma, Fallen Star

Thanks for the positive comments. I'm trying to think of a model that I would like to see this skill set on other than the archer.

(I sent you a PM about this) My favorites are so far:

Night Elf Wisp

Human Priest

Human Priest (old)

Night Elf Owl Scout

Banshee



Those are the only models I would like to fit this skill set onto. Wisp making the most sense in my opinion (outside of the archer, which I still like).


For the ultimate rework, I was thinking of making it cause the hero afflicted get a damage amplification debuff on them so they will take more damage (also making it easier to hit the 300 threshold if I change it to that on all levels). When it explodes it would then afflict every unit hit by the explosion with a damage amplification debuff (with reduced effects from the original afflicted unit).

Thoughts?
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[Arcane Sanctum] Magic's Vengeance: Want some extra damage for your caster late game?
[Ancient of Wonders] Happy Fun-Time Bomb: It looks as if it's... smiling.
[AGI-Sentinel] Nemosus, Nature's Fury: AoE, spell dependent cousin of Rooftrellen.
[STR-Sentinel] Harpeia, Dust Witch: SHE'S BRINGING THE PAIN TRAIN.
[STR-Neutral] Grok'tul, Warbringer: Tank with strength based spells and a nice passive.
[INT-Sentinel] Astruma, Fallen Star: Very unique, astral based hero.
[AGI-Neutral] Iuguolo, Caustic Cut-Throat: Acid based with unique passive.
[INT-Scourge] Vexistrasz, Flame Aspect: Melee AoE nuker. Great synergy.
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