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#1 | |||
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I do like to boost THd's skills more than it's current state. I admit it is really buffed on 6.65, but it's just a minor tweak of numbers and not much really change the effect on his role nor the "player's impact", you know what I mean. Come on, where are the jakiro lovers in the world nowadays. We know he is versatile yet still lacking about his skills. This line tells "Due to his mystical nature, he has a strange affinity with the elemental forces of ice and fire." about THD that both elements are affiliate with him. Yet we see base on his skills dual breath, ice path, liquid fire, and macropyre; respectively. You can see the element fire raise supreme amongst his skills. And ice element is less focused, hence much weaker and also hard to trigger. There are 3 flame spells amongst 4 skills, yet there are only 2 ice spells on them and one of it has no damage at all and needs much of timing to a success. To tend this unbalance, this remake will do good if any chance it's approved. Since this will boosted up Jakiro's Ice power and will make it's skill's synergy a better impact. |
![]() * Ability Type: Active* Targeting Type: Point* Ability Hotkey: T Ice Path: * Cooldown: 16 * Manacost: 75 Creates a path of ice in front of Jakiro. After 0.5 second, the path explodes and freezes nearby enemy units. Has 1100 range. Level 1 - Freeze for 1.0 seconds. Level 2 - Freeze for 1.33 seconds. Level 3 - Freeze for 1.66 seconds. Level 4 - Freeze for 2.0 seconds. |
◘ * Ability Type: Active * Targeting Type: Point/Unit * Ability Hotkey: R/F Ice Path or * Cooldown: 16 * Manacost: 75/95/115/135 Jakiro unleashes his frosty wrath of nature (The snow remains for 6-15 seconds) Level 1 - frozen units last 1 sec. / snowfield slows by 5% ms Level 2 - frozen units last 1.4 sec. / snowfield slows by 10% ms Level 3 - frozen units last 1.8 sec. / snowfield slows by 15% ms Level 4 - frozen units last 2.2 sec. / snowfield slows by 20% ms |

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#2 |
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Bump bump bump
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#3 |
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Join Date: Sep 2009
Posts: 409
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T-up. His icepath could use a buff but if its gonna be that strong, it should have some charge time. Somethin like 2 secs charge = bigger snow area. 0 secs charge= smaller snow area.
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#4 |
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I think charging is not required to added up, since this doesn't gives any damage.
thanks for the TU! need more feedbacks please. Oh do anyone know who can help me make a skill-testmap? |
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#5 |
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For the snow duration you say it lasts for 6-15 seconds. Is this random with 6 and 15 as the min-max values or is it 6 seconds at level 1, 9 seconds at level 2...?
Just wondering. Also what is the casting range and max range of the path, and for how long does it follow the target if cast upon a unit?
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| Last edited by SNOW37; 02-19-2010 at 08:54 PM. | |
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#7 | |
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Quote:
casting range is same 1100 nothing changed, but for the max range of the path... I haven't gone to thought of it in written, geez why did I didnt add on. Anyway, the idea is to be far yet not infinite. Since mostly skills are shorter range yet they chase their targets infinitely, eg. Necro's death pulse. So I'd say, either of these two: a) path's range is 2300 units on all levels. b) path's range is 1100/1500/1900/2300 units. @Lord_Talron Read the buttom of the OP. |
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#8 |
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So is this the same one you suggested in "[REMAKE] Jakiro's 2nd & Ultimate Suggestion"? I'm so flazy I didn't go through this.
If this is it, which I loved - well, the visuals are questionable, whereas the skill itself isn't -, I have a matching Ultimate suggestion. (Because I'm still taking yours with a grain of salt.)
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#9 |
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yes, its the same. But this thread is solely focus on the Remake Ice Path.
Some People says should be separated, so here goes. But don't worry, both are updated to each. :3 |
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#10 |
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Join Date: Jun 2009
Location: Not-doing-hero-reviews-requests land. Been there a while.
Posts: 5,442
Blog Entries: 20
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hmm, i am a jakiro lover. i played him all yesterday and really opened my eyes to the potential he has. i might as well support this. i cant lie that i love it
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#11 |
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thx for the info sweepy boy, I will try to finish the test map tonight though it might take a bit longer.
O and for the chase range I made it just keep chasing the target till it hits them, kinda like spectre's dagger.
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| Last edited by SNOW37; 02-21-2010 at 05:53 AM. | |
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#12 |
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Join Date: Sep 2009
Location: Philippines
Posts: 7,762
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Just
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#13 | |
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thanks! I just got my WE today, gladly, since my WC3 doesn't have one. Now I'm solely focused learning how to make ease with it. I now know how to custom some but not fully, Im still not par as a newbie on WE. :3 Hope this will balance THD's Ice & Fire syncronization both by concept and game play. |
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#14 |
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Take a look at my Macropyre I told you about!
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#16 |
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Yeah, I encountered a few bugs. But nice work overall! This would be a good buff to this skill indeed.
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#17 |
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Join Date: Aug 2009
Posts: 164
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Really nice buff... Jakiro could use that for his true disabling ability.
Get.. it.. in.
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#18 |
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ya the only problem I've found is that the snow isnt always returned back to its orginal terrain type. Oh and I haven't added the part where frozen units freeze other units yet.
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#19 | |
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I tried it, its just right but there are some bugs needs to be polished. did you already included the chasing part? if not, lets add a run-away unit and it could be good as the running practice? Some bugs/re-fixes: And also I noticed that the ice wall's duration is much longer, it should be gone before the "freeze" buff expires. (I tried to make change the -Stat -Duration thingy but failed) Some snow doesn't show up or unwell developed. (well the random snow shape is fine, but some times the whole "path" shows little snow. ) I see that the model used is a mountain king, so I tried my first attempt to make a model of THD. changed: Model to dragon, turn debuff effect frozen passive. And the icon for snow is already used, assume I think I'll go find a new icon. I will look for an icon like a snow-flake or something. and also, I thought to try change his normal attack animation into a frosty like one, not like its current that looks like a small glimp of light. Can't see which one... and also, I thought about the "frozen units freeze nearby units" effect be similar to the current ice path explosion. The white circle thingy? then freeze the surround unit, I'd guess it be good too. |
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#20 | |
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I made the ice wall last for 4 seconds, mainly cause I thought it looked a little wierd when the ice vanished. Also, yes it will chase the target, but as such close range you cant really tell as the units just run towards you.
About the model, I was too lazy to change it to a chimera, so meh. also what do you mean by this: Quote:
Also I have NOT added the part with nearby units freezing other units. Right now units can only be frozen if they come near the ice. If you want I can change the ice wall duration but I think it looks better when it lasts a little bit after the ice reaches the target.
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