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| Affiliation: | Scourge |
| Damage: | 49-55 |
| Armor: | 3 |
| Movespeed: | 295 |
| Starting HP/MP: | 473/273 |
| Role: | Anti-Ganker, Carry, Ganker |
| Attack Range: | 500 |

Force Blast - (1Type)
__________ __________
Delfos releases a dark pulse that travels outward around him, shoving units away from him.
__ ____. ________. _______. ___. _______. __________________________. Mana Cooldown C. Range AoE Duration Effects 1 80 8 seconds N/A 650 N/A Knockbacks units 1-650 depending how close they are to Delfos. Deals (20%)*(distance traveled in damage). 2 80 8 seconds N/A 650 N/A Knockbacks units 1-650 depending how close they are to Delfos. Deals (30%)*(distance traveled in damage). 3 80 8 seconds N/A 650 N/A Knockbacks units 1-650 depending how close they are to Delfos. Deals (40%)*(distance traveled in damage). 4 80 8 seconds N/A 650 N/A Knockbacks units 1-650 depending how close they are to Delfos. Deals (50%)*(distance traveled in damage).
Notes:Meteor Impact - (2Type)
- Units affected by this skill will always be 650 units away from him
- Example: If you were 300 units away from Delfos, you will be knocked back 350 units. If you were 100 units away from Delfos, you will be knocked back 550 units.
- Instant self-cast, like warstomp
__________ __________
The summoning of chaos. By using his powers, Delfos is able to bring down a meteor to strike his foes.
__ ____. ________. _______. ___. _______. __________________________. Mana Cooldown C. Range AoE Duration Effects 1 100 15 seconds 1000 300(total) N/A Deals 150 damage if units were in 150 AoE of impact and knocking backing units 100 units. Deals 75 damage if units were in 300 AoE of impact and knocking back units 50 units. Takes 1 second for meteor to land. 2 110 15 seconds 1000 300(total) N/A Deals 200 damage if units were in 150 AoE of impact and knocking backing units 200 units. Deals 100 damage if units were in 300 AoE of impact and knocking back units 100 units. Takes 1 second for meteor to land. 3 120 15 seconds 1000 300(total) N/A Deals 250 damage if units were in 150 AoE of impact and knocking backing units 300 units. Deals 125 damage if units were in 300 AoE of impact and knocking back units 150 units. Takes 1 second for meteor to land. 4 130 15 seconds 1000 300(total) N/A Deals 300 damage if units were in 150 AoE of impact and knocking backing units 400 units. Deals 150 damage if units were in 300 AoE of impact and knocking back units 200 units. Takes 1 second for meteor to land.
Notes:Telekinetic Influence - (Toggle On/Off)
- Notes.
__________ __________
Delfos can sense the slightest disturbance an area around him. For every spell casted near him, he will pinpoint the target’s exact location and blast them away.
__ ____. ________. _______. ___. _______. __________________________. Mana Cooldown C. Range AoE Duration Effects 1 N/A 5 sec N/A 700 N/A Deals 15 damage and knock backs the unit 100 units away. Deals 10 damage and pull 100 units towards Delfos 2 N/A 4 sec N/A 800 N/A Deals 30 damage and knock backs the unit 150 units away. Deals 20 damage and pull 150 units towards Delfos 3 N/A 3 sec N/A 900 N/A Deals 45 damage and knock backs the unit 200 units away. Deals 30 damage and pull 200 units towards Delfos 4 N/A 2 sec N/A 1000 N/A Deals 60 damage and knock backs the unit 250 units away. Deals 40 damage and pull 250 units towards Delfos
Notes:Energy Field - (4Type)
- Releases attack to any enemy who casts a spell, even if they're not visible.
- Default starts at knockback, when clicked it will switch to pulling units
- Every 5/4/3/2 seconds, any enemy hero who casts a spell will be hit.
- Cosmetics: Lightning effect will be instantly fired at the caster.
__________ __________
Delfos channels his inner power in to the ground itself giving him absolute control in the area around him.
__ ____. ________. _______. ___. _______. __________________________. Mana Cooldown C. Range AoE Duration Effects 1 40 mana per sec 120 second N/A 650 4 sec Gives Sub-skill Telekinetic Flare 2 50 mana per sec 120 second N/A 650 5 sec Gives Sub-skill Telekinetic Flare 3 60 mana per sec 120 second N/A 650 6 sec Gives Sub-skill Telekinetic Flare
Notes:
- Telekinetic Flare - (Sub-Skill)
__________ __________
Delfos unleashes his energies in a specific area around him.
__ ____. ________. _______. ___. _______. __________________________. Mana Cooldown C. Range AoE Duration Effects 1 100 1 second 650 300 .75 second Units are pulled in and then knockbacked 150 units away from mid point. Deals 100 damage. 2 100 1 second 650 300 .75 second Units are pulled in and then knockbacked 150 units away from mid point. Deals 125 damage. 3 100 1 second 650 300 .75 second Units are pulled in and then knockbacked 150 units away from mid point. Deals 150 damage. - Ultimate is simply there for channel.
- Duration is how long this all happens
- 0.5 sec casting time
- Cosmetics: Units affected will get pulled in for 0.45 sec and knockbacked 150 units way in .3 sec
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#2 |
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To all readers: Keep in mind that Sidious is a very mana intensive hero and also one to be meant as a caster carry, therefore making him INT would make him overpowered and not so carryish as we would want him to be.
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#3 |
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I think this is a great idea, well done, and not an imbalanced hero.
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#4 |
Member
Join Date: Jul 2009
Location: has been killed by neutral creeps in France
Posts: 1,841
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Carry with these stat grow and these skills? F A I L
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#5 |
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^ Numbers can be discussed pretty easily. I just don't want him to be imbalanced. And Spectre doesn't have much more than this.
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#6 |
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Join Date: Aug 2009
Posts: 3
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What a nice hero , good job DM !
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#8 |
Banned
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Like the theme of knockback skills. First skill knockback effect is all around Sidious or just in front of him?
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#9 |
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^Its just all around Sidious making it kind of like an anti-melee skill.
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#10 |
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Bump.
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#11 |
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Official Review
Model I love the acolyte model, so I'm expecting great things or I will be deeply disappointed! Good choice for a Star Wars parody hero.Background Story Eh.. not a very good background story in my opinion. It could be a LOT better if you put some effort into it. Starting it off somewhat like "In a land far, far away, there dwelt an evil being often referred to as a Sith Lord." and blah blah blah after that. No one really reads those anyways.Stats The stat gains blow so hard and I read why he is supposed to be AGI but after a quick glance at his skills, making him AGI would be stupid. Just make him a low INT-gain intelligence hero. Sith Lords would most likely be intelligence heroes also since they are incredibly smart and also use the force which requires a highly intelligent being. The rest of his advanced statistics is fine.Force Blast I think this is an incredible skill. I like everything about it. The damage it deals is great, the fact that it will always be 650 units away is great, and it has a low cooldown making melee heroes cry. This itself makes this guy need to be INT. Great survivability from this skill alone.Telekinetic Impact Rather boring skill in my opinion but it works well with the first skill since you will always know where the enemy is going to be. Just cast meteor, use first skill, and boom. It can stay since I love the first skill so much.Telekinetic Influence Really boring and unoriginal. This skill is Razor's passive except spells don't have to be targeted to Sidious and purge is swapped with knockback. Not really sure on what to say about this except maybe overhaul it. Just a personal opinion but I don't like it.Telekinetic Nova I don't really understand this skill. From what I'm guessing, the actual ultimate itself doesn't do anything but channel up some for the subskill? Correct me if I'm wrong.Telekinetic Flare If I read correctly, this is a combination of Vacuum and then a knockback. Alright, that's new. I can't really suggest anything for this or the actual ultimate until I understand them better.Synergy Obvious first and second skill synergy, third really has none except it has knockback which can actually be counter-synergy with the meteor because enemies can knockback themselves out of the AoE by casting.Overall I liked the suggestion mainly because of the first skill. As said earlier, I suggest making him a low INT-gain intelligence hero. Do something with skill 3 because I don't think it fits on this hero at all. Explain the ultimate better because it is rather difficult for me to understand (not to brag but I am a really good reader and understand well, so unless I just had a mental breakdown its the explanation).
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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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#12 |
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^
3rd Skill: Anti-gank mechanism, makes him viable for late game carrying. AGI - Making him int would be imbalance, he would benefit too much of INT items. And the concept of "he's imba but has low stats is plain boring". I know the hero has already low stats, but we'll consider buffing his AGI to something like 24+2.8 for now and see what the crowd thinks. Also, everyone in Star Wars is more of a close handed fighter with lightsabers than anything, just Sidious really have those annoying lightning nukes or whatever they are. We can exploit this fact and have his third skill have something to do with it, but the sole concept of this hero countering spammer heroes like Zeus, SF and so on and also close timed combos would be very amazing to DotA itself. @PS We can change the 2nd and 3rd skill to Force and have only the ult to be Telekinetic something or the other way around.
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#13 |
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If you need the lightning thing that will help counter spamming heroes, how about making it something like this:
Sidious has mastered his control of the Force, making him able to tap into his enemies' thoughts. Sidious takes advantage of this to destroy their mind when he taps into it. (Sends a red lightning bolt at the target for effect). Level 1: Damage - 1% of casting hero's max health. AoE - 700 Level 2: Damage - 2% of casting hero's max health. AoE - 800 Level 3: Damage - 3% of casting hero's max health. AoE - 900 Level 4: Damage - 4% of casting hero's max health. AoE - 1000 From what I interpreted from you is that you want an anti-spamming hero, which this skill would really make them think about spamming their spells. Twist the numbers around as much as you want.
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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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#14 |
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^ I don't want to abandon the concept of the knockback on enemy cast, we can have it show frameworks of lightning upon cast and then knockback.
AGI gain buffed.
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#15 |
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Let's see...
Hero theme, Visuals: While I see what your inspiration was and while the model is very fitting to it, I don't like the theme. This Star Wars guy (only regarding the theme) is not a very good Allstar in my opinion. Zeus, Lina or others feel very 'warcraftish' because of their skills. A hero with a Star Wars background and such space-y skills is a bit out of place in DotA. If you make the hero more related to the Warcraft lore it would be a big improvement. Fitting models could be Medivh, Coatl or Dragonhawk? Skills: 1.: Anit-Melee skill, quite spammable. Makes it very hard to chase him unless you have much higher MS or various slows. Coupled with a blink dagger either a very good skill to initiate and disturb enemies or to escape. But a bit antisynergetic with his other skills, but that's fine. It's not the job of the skill to synergize. 2.: Anti-Initiation/ Dagger. Again, disturbing the enemies with AoE damage, knockback and high castrange. The castrange advantage gets nullified by the impact delay, what makes it balanced. Fine. 3.: Clearly his best skill. Annoying as hell, deadly for spell spammers and revealing heroes like Sand King or Ezalor while channeling. I'm a bit afraid as this skill paired up with the first skill makes this guy unchase-able. You can't kill him without much burst damage. The str gain was adjusted to this issue, but indeed very hard to kill without coordination and nukes. 4.: Do I get it right, he stands there channeling for 4/5/6 seconds and in this time he bombs a total AoE of 950 with the subskill? Very original, I like it. BKB and Blink Dagger needed to execute it perfectly and give your team a chance of making use of the displacement. This could make heroes like Jakiro or Leshrac viable again in competitive games as it keeps the enemies in place for up to 6 seconds. Synergy: General annoying skills, making the enemies depressed. Synergy in the thinking behind the game. ![]() The skills synergyze in making him very hard to chase, keeping the enemy in place to make the other spells hit them, drag them around and deal damage. Everything fine. Conclusion: I don't like to say this but get rid of the carry idea. He's a way too powerful utility caster and should not be able to carry the team with physical dps. He got anti-initiator, anti-chaser and in general very, very annoying spells. To use his ultimate to set up AoE spells, he nees a Dagger and BKB what delays DPS items, what makes him a bad carry. While channeling, he can't attack, not fitting to a carry hero. Also, there are only some items that increase DPS along with his mana (Orchid? Skadi, Linkens? I don't know, if those are the items you imagined he should get in a game), what limits his use. Making him a caster hero would fit the spells way better and would increase the support/ AoE/ drag presence of this hero. Besides this issue (and the thing with the 'warcraftish-thing'), good work you did, very original skillset and theme, very good suggestion.
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#16 | |
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Quote:
Glad you like the first skill, it was practically the only change DM was willing to make since his idea and mines were so similar anyways. xD
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#17 |
Member
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Pretty good set of displacement skills. I'd suggest a small tweak to Force Blast, which is instead of directly dealing damage, delay the damage so it only deals damage after say, 2 seconds. That way it empowers your other skills since you have the potential to make the enemy move more with other skills, therefore dealing more damage.
Other than that, he's pretty fine, but please change the name 'Sith Lord', unless it's done on purpose to sound like you-know-what. |
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#18 |
Forum Staff
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There are ways to balance potential INT hero (since he really appears to me that way) without changing his primary stat to AGI.
Lower his starting HP, STR per lvl, base armor etc etc. Honestly, he looks like a classic combat manipulator (just like Seer) to me although I do like Sith Lord concept . Your choice anyway. Pure chaos, would love to see him in game.. anyone making test map with him?
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- Conan, what is best in life? - To crush your enemies, see them driven before you... and to hear the lamentation of their women! ~ ~ ~ |
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#19 |
Member
Join Date: Aug 2009
Posts: 359
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Hey there. Starwars should stay starwars
ther isnt sauron in the game either. Too epic itself for dotA, but my opinion. anyways1st skill - yea, with blinkdagger this pulls of 325 dmg! Quite an initiating skill. but srsly: 8 sec CD? inst that kinda less for such a high dmg and a semi stun & escape mechanism? allthough a nice skill 2nd skill - Pretty balanced, a regular meteor skill, not much original but still: It would be cool. Just one question. Shouldnt one be stunned if a meteor smashes their heads? (150 Aoe) would have better chain with ult. 3rd skill - Ok this skill is freaking imba. Not only it is just an AoE version of razors, its numerallicly More OP. The escape mechanism is just almost as good, 250 units : 12% slow the dmg is 20dmg less and the AoE is 1000 and the spell dont even has to be targetted? srsly, i cant stay this skill. 4th skill: What happens if you get stunned? does the force get unleashed? what happens if you blink? where does the force get unleashed? need this explenations to decide about this skill. Edit: O wait i thought the fourth skill would have yourself as mid point! No srsly it has casting range?? Wtf this is imba, since it bombs a 650 AoE for 900 Dmg I mean wtf? Do you know why there are no Agis with such a skillcombo and such mass-initiating. Bc agis (especially those with +2.8 gain) can carry. And this combo is imbalanced. Sorry. |
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| Last edited by TribunXIII; 01-19-2010 at 09:14 PM. | |
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#20 | ||
Member
Join Date: Oct 2009
Location: Doomed Country
Posts: 181
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Quote:
level 1: damage - 3% of casting hero's max health. Aoe - 700 level 2: damage - 4% of casting hero's max health. Aoe - 800 level 3: damage - 5% of casting hero's max health. Aoe - 900 level 4: damage - 6% of casting hero's max health. Aoe - 1000 Imagine Traxex wants to shoot cold arrows, then he could blasted up to 24% max health before she stop!
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![]() ALL HAILS BLOODY WOLF! Credits to Daily_Vitamin to the sig Quote:
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| Last edited by Bloody_Wolf; 01-20-2010 at 09:54 AM. | |||