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Old 01-15-2010, 02:07 AM   #1
talkingmuffin
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Default [STR-Neutral] Grok'tul, Warbringer


Grok'tul, Warbringer


Background Story: coming soon

BASIC INFORMATION

Affiliation: Neutral
Theme: Drums (Ganker, Meathead)

Strength: 28 + (3.2)
Agility: 12 + (1.2)
Intelligence: 18 + (1.8)

Health: 682
Mana: 234

Damage: 46-58
Armor: 2
Range: 400
Movement speed: 295
Sight range: 1800/800


ICON SET


Icons by:
  • Blizzard Entertainment (Branding)
  • Blizzard Entertainment (Thinning the Herd)
  • Blizzard Entertainment (Drums of Vigor)
  • Blizzard Entertainment (Rampage)


SKILLS



Branding

(Single-target nuke, Self-heal)

Grok'tul brands his target causing minor harm. If his target is himself, he will provoke his kodo to over heal the damage taken over time. If his target is an enemy, it will cause minor damage over time.

You cannot deny yourself with this skill.

Level 1:

Damage -
Self-Targeted: 100 instant pure damage, 200 heal over duration
Enemy-Targeted: 50 instant physical damage, 50 damage over duration
Duration - 5
Cooldown - 25
Manacost - 100
Cast Time - Instant
Cast Range - Melee
Area of Effect - N/A

Level 2:

Damage -
Self-Targeted: 125 instant pure damage, 250 heal over duration
Enemy-Targeted: 75 instant physical damage, 75 damage over duration
Duration - 5
Cooldown - 25
Manacost - 100
Cast Time - Instant
Cast Range - Melee
Area of Effect - N/A

Level 3:

Damage -
Self-Targeted: 150 instant pure damage, 300 heal over duration
Enemy-Targeted: 100 instant physical damage, 100 damage over duration
Duration - 5
Cooldown - 25
Manacost - 100
Cast Time - Instant
Cast Range - Melee
Area of Effect - N/A

Level 4:

Damage -
Self-Targeted: 175 instant pure damage, 350 heal over duration
Enemy-Targeted: 125 instant physical damage, 125 damage over duration
Duration - 5
Cooldown - 25
Manacost - 100
Cast Time - Instant
Cast Range - Self
Area of Effect - N/A



Thinning the Herd

(Passive, Defensive)

Grok'tul has accepted the saying 'the strong will survive' into his entire being. He has adapted to brace himself from more damage each time he is hurt.

Level 1:

Every time Grok'tul takes 100 damage, he gains 1 temporary Strength point. Stacks indefinitely. New additions of Strength do not refresh already gained points.

Damage - N/A
Duration - 10
Cooldown - N/A
Manacost - N/A
Cast Time - N/A
Cast Range - N/A

Level 2:

Every time Grok'tul takes 125 damage, he gains 2 temporary Strength points. Stacks indefinitely. New additions of Strength do not refresh already gained points.

Damage - N/A
Duration - 15
Cooldown - N/A
Manacost - N/A
Cast Time - N/A
Cast Range - N/A

Level 3:

Every time Grok'tul takes 150 damage, he gains 3 temporary Strength points. Stacks indefinitely. New additions of Strength do not refresh already gained points.

Damage - N/A
Duration - 20
Cooldown - N/A
Manacost - N/A
Cast Time - N/A
Cast Range - N/A

Level 4:

Every time Grok'tul takes 175 damage, he gains 4 temporary Strength points. Stacks indefinitely. New additions of Strength do not refresh already gained points.

Damage - N/A
Duration - 25
Cooldown - N/A
Manacost - N/A
Cast Time - N/A
Cast Range - N/A



Drums of Vigor

(Passive, Aura, Affects Allies)

Grok'tul's skill with his battle drums is so great that he can synchronize his beats with his and his allies' attacks and incantations, making them attack faster for a period of time.

Level 1:

Allied units within the area of this aura gain 20% attack speed after attacking 4 times or casting a spell. Units that leave this aura keep the attack speed bonus for 2 seconds.

Damage - N/A
Duration - Permanent
Cooldown - N/A
Manacost - N/A
Cast Time - N/A
Cast Range - N/A
Area of Effect - 400

Level 2:

Allied units within the area of this aura gain 30% attack speed after attacking 4 times or casting a spell. Units that leave this aura keep the attack speed bonus for 3 seconds.

Damage - N/A
Duration - Permanent
Cooldown - N/A
Manacost - N/A
Cast Time - N/A
Cast Range - N/A
Area of Effect - 400

Level 3:

Allied units within the area of this aura gain 40% attack speed after attacking 4 times or casting a spell. Units that leave this aura keep the attack speed bonus for 4 seconds.

Damage - N/A
Duration - Permanent
Cooldown - N/A
Manacost - N/A
Cast Time - N/A
Cast Range - N/A
Area of Effect - 400

Level 4:

Allied units within the area of this aura gain 50% increased attack speed after attacking 4 times or casting a spell. Units that leave this aura keep the attack speed bonus for 5 seconds.

Damage - N/A
Duration - Permanent
Cooldown - N/A
Manacost - N/A
Cast Time - N/A
Cast Range - N/A
Area of Effect - 400



Rampage

(Single Target Nuke, Disable)

Grok'tul plays an empowering beat to get his kodo's adrenaline rushing. Grok'tul uses his kodo's empowered bulk to rush through his enemies dealing large amounts of damage and stunning every enemy he passes through.
  • Stun and damage can only happen once
  • Example: Grok'tul runs over Drow; he turns around and runs over her again; she doesn't take any damage or a new stun from the second passing

Level 1:

Grok'tul gains Phase, moves 10% faster, and every enemy unit he passes through takes damage and is stunned for 3 seconds.

Damage - 3*Strength (physical)
Duration - 3 seconds
Cooldown - 90
Manacost - 250
Cast Time - Instant
Cast Range - Melee

Level 2:

Grok'tul gains Phase, moves 15% faster, and every enemy unit he passes through takes damage and is stunned for 3 seconds.

Damage - 3.5*Strength (physical)
Duration - 4 seconds
Cooldown - 80
Manacost - 300
Cast Time - Instant
Cast Range - Melee

Level 3:

Grok'tul gains Phase, moves 20% faster, and every enemy unit he passes through takes damage and is stunned for 3 seconds.

Damage - 4*Strength (physical)
Duration - 5 seconds
Cooldown - 70
Manacost - 350
Cast Time - Instant
Cast Range - Melee


This suggestion template is completely mine. Some of the layout was inspired by Dark Kenshi's template.

Changelog:
  • Hero Created 1/14/10
  • Changed Drums of Vigor and Vise Icons 1/15/10
  • Added Thinning the Herd as Skill 2 1/15/10
  • Ultimate reworked (renamed also) 1/16/10
  • Thinning the Herd reworked 1/16/10
  • Reverberations manacost increased/scales now 1/16/10
  • Thinning the Herd reworked 1/17/10
  • Reverberations and Rampage reworked 1/17/10
  • Changed icon on Rampage and added icon to Thinning the Herd 2/15/10
  • Overhauled Reverberations into Branding 2/28/10
  • Reworked Drums of Vigor 2/28/10
  • Changed some numbers on Branding 4/24/10
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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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Last edited by talkingmuffin; 04-24-2010 at 03:12 PM.
Old 01-15-2010, 02:38 AM   #2
ZΣD
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Default Re: [STR-Neutral] Grok'tul, Warbringer

OP,why u dont used this perfect ingame icon for 3rd skill?
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Old 01-15-2010, 04:19 AM   #3
Taztingo
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Default Re: [STR-Neutral] Grok'tul, Warbringer

First would like to start it off with this. This is an alternate icon for your ultimate. From WoW so up to you if you would like to use .

Skill 1: This is nice, and fits his theme well. Think this would be something different for DotA.

Skill 2: Null. Maybe use something with his tail?

Skill 3: This is actually pretty neat, I think it would be awesome if it did something along with the attack speed.

Ultimate: This sort of reminds me of banes ultimate. Think it needs a bit of rework. I like the strength multiplier though.

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

Total 6/7. Pretty good from what I have seen so far, can't wait to see the last skill.

Trying to get a good review for my hero on her passive remake and her new instant cast "Whip". Think you could lend a hand on reviewing the hero one more time? http://www.playdota.com/forums/14616...ly-lost-rider/
Thank you.
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Old 01-15-2010, 08:45 PM   #4
talkingmuffin
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Default Re: [STR-Neutral] Grok'tul, Warbringer

Added Thinning the Herd for Skill 2.

Thank you ZED and Taztingo for icon suggestions. Both were used.
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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 01-17-2010, 02:43 AM   #5
kings.empire
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Default Re: [STR-Neutral] Grok'tul, Warbringer

Hero review since you asked for one on the Carly topic (well not really from me, but eh)

Skill 1: Nifty version of Thunder Clap/Earthshock but loads more powerful. Mana Cost should increase per level, like 20~30 mana increase due to its huge AoE, huge slow, and massive damage potential.

Skill 2: Neat concept but very broken atm. I mean if regular creeps attack him, he'll gain huge str bonuses and with an already absurd str growth of 3.2 and starting strength of 28 AND he's range. It's just not fair...not fair at all.

I say +str after taking a set amount of damage. Maybe 100 or 150 should do it...otherwise you may be unkillable (taking in to account of other tank items like vanguard and importantly HoT).

skill 3: Guessing if you keep attacking, you can keep getting that 50% AS buff very often since the duration of it is only 2 seconds. Nifty way to abuse your tanking ability and his attack range.


Ultimate: Boo yah! Run over those scrubs like a war pounding maniac. Was gonna complain about the huge damage he could deal, but since it's physical I think it's actually okay.

Overall: Meanest tank in the game and maybe TOO good as he carries a wide AoE slow, a stun, a ranged str, large str growth and large starting str. Basically I feel like it reeks of imbaness, but the concept is pretty good otherwise.

Mind taking a look at Dar'Kurosky, Dark Sage?

Or Remade Mok'Thran in my sig?

Or Sidious, Sith Lord?

Thanks and hope my review helped.
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Last edited by kings.empire; 01-17-2010 at 02:46 AM.
Old 01-18-2010, 03:53 AM   #6
talkingmuffin
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Default Re: [STR-Neutral] Grok'tul, Warbringer

Reworked Thinning the Herd again. Made its numbers a lot more reasonable for its effect.
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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 01-18-2010, 03:33 PM   #7
Vallzin
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Default Re: [STR-Neutral] Grok'tul, Warbringer

Kinda over imo...
I mean, he got a huge str gain p*lvl 3,2 plus the 2nd spell (that i really liked i must assume), and all his spells counts with a str* so, i mean his ult will easily deal (on lvl 3) 500 damage, AND 3 sec stun, with a cd of 50, manacost 225,
Magna, for ex, deals 300, with a 100 sec cd, 300 mana cost 4 sec stun, and must be perfect landed, instead of just running around.
imo, lower the damage, for a max of 3,5*, as well as lower the first skill *, raise the cd and manacost of the ulti.
Nice hero btw.
t-up
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Old 01-18-2010, 03:57 PM   #8
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Default Re: [STR-Neutral] Grok'tul, Warbringer

Sorry been busy, I will give a review now though.

Skill 1: This still a good skill, I am imaging this skill in the game. I think this would look nicely seeing the ground around him like tremble or shake as he moves.

Skill 2: I like this skill too, but reminds me of Leviathan a bit. I think the amount of damage should be reworked a bit, maybe increase more.

Skill 3: This is something new to dota. When I think of this i think of WoW. I feel that casters should get a reset cooldown on their normal spells instead of attack speed. It's up to you, but definitely is new.

Ultimate 4: Just reminds me of a new weaver. Not too impressed with it, sorry. I know I'm going against myself, but at the same time I love how he is running over people .

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

The idea is getting better and better, and your new ability fit right in with his theme.
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Old 01-20-2010, 04:28 PM   #9
Baldoro
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Default Re: [STR-Neutral] Grok'tul, Warbringer

Only 1 thing I can say is that Grok'tul's ultimate reminds me of my Grothorned's ultimate.
Kinda reworked 'copy-pasta'.
Just a though.
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Old 01-20-2010, 07:28 PM   #10
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Default Re: [STR-Neutral] Grok'tul, Warbringer

I've never seen your hero suggestion before, sorry about the similarities.
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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 01-21-2010, 04:44 AM   #11
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Default Re: [STR-Neutral] Grok'tul, Warbringer

I think this guy is really cool, i also love his model.
Does the ulti have stack damage if he runs into them? for example, you bash em twice in one bump? Wouldnt that be imba if you bash a guy in the corner multiple times?
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Old 01-21-2010, 10:44 AM   #12
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Default Re: [STR-Neutral] Grok'tul, Warbringer

Quote:
Originally Posted by willalwaybenoob View Post
I think this guy is really cool, i also love his model.
Does the ulti have stack damage if he runs into them? for example, you bash em twice in one bump? Wouldnt that be imba if you bash a guy in the corner multiple times?
I've been meaning to add this, but I kept on forgetting. Damage and stun can only happen once from the ultimate. Running back over someone doesn't do more damage or stun again.
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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 02-09-2010, 01:45 AM   #13
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Default Re: [STR-Neutral] Grok'tul, Warbringer

Why don't you use this for the last skill? looks fairly better :P from WC3 Rexxar's ulti.

I like his Str based skills. Still, i think that there's no need for additional STR stacks on Thinning to not refresh duration. Even at lv4 he gets less HP boost from new STR that the damage dealt to him, so he'll end up dying :P

I've done some rough numbers, and ulti seems to be doing little damage. Anyway, it's a devastating stun skill, so keep it that way! ^^

nice hero, nice theme. I always loved Kodo's skin for a hero suggestion, but never could get some nice idea for it. You did to me what i did to you on the Sludge :P jejeje

again, nice work! ^^
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Old 02-09-2010, 02:04 AM   #14
talkingmuffin
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Default Re: [STR-Neutral] Grok'tul, Warbringer

Quote:
Originally Posted by ccjmk View Post
Why don't you use this for the last skill? looks fairly better :P from WC3 Rexxar's ulti.

I like his Str based skills. Still, i think that there's no need for additional STR stacks on Thinning to not refresh duration. Even at lv4 he gets less HP boost from new STR that the damage dealt to him, so he'll end up dying :P

I've done some rough numbers, and ulti seems to be doing little damage. Anyway, it's a devastating stun skill, so keep it that way! ^^

nice hero, nice theme. I always loved Kodo's skin for a hero suggestion, but never could get some nice idea for it. You did to me what i did to you on the Sludge :P jejeje

again, nice work! ^^
I'll think about using that icon for the last skill.

For the Thinning not to stack, it is to prevent ridiculous tankage by him. He could just take damage from towers and creeps to become an unkillable machine for period of time. Also, it is supposed to still make him lose health because the point of this skill is to help beef him up a bit during a battle, making his active spells incredibly deadly if he is focused.

The ultimate is similar to Obsidian Destroyer's. It will deal large damage if the player makes a strong strength item build (armlet, heart, etc.).
__________________

[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 02-28-2010, 08:40 AM   #15
JJE92
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Default Re: [STR-Neutral] Grok'tul, Warbringer

General Hero Idea: Very good, I like this model, original theme.
15/15

Firstly, please rework your skill layout, add damage and important information to levels and write Duration/MC/CD and other information below the level information, as it is done normally.

Skill 1: Some fixes in description needed. Cast range is 0, AoE is 350/400/450/500. MC is way too high, make it maximally 125, but not higher. The skill isnt that strong.
Overall, this is just a thunderclap which scales lategame, as its based on STR partitially. Nothing unique, not much originality in concept.
Needs a remake.
2/10

Skill 2: Needs some more balance through its different levels. Firstly, the damage required to trigger this should be constantly 100 or sth like that. Then, Id scale the duration to 15/18/21/25 or something similar. 10 seconds at level 1 is pretty weak for having to receive 100 damage.
Hmm, well the skill is okay. Its a bit bland needing to be damaged to receive more survivability with increased STR, but its as well cool, because he gets stronger and deals more damage as well.
Could need a tiny tweak to be more interesting perhaps, but Im not that sure.
One question: Does the temporary STR increase only your max HP or as well your current HP the moment you get it?
6/10

Skill 3: Duration 2 seconds? WTF? Having to attack 7 times to attack faster for 2 times is pretty lame.
Well, heres my suggestion: The duration is permanent if you stay in the AoE of this aura. It lasts 1/2/3/4 seconds if you leave it.
This makes it really hard for enemies, they cant really focus on Grok'tul, due to his second skill, but focusing on other enemies wouldnt be better either, as this aura would stay until the very end of the gank ^^
Apart from duration, really good and fun aura.
8/10

Ult: Some similarities with Shukuchi, though the differences predominate a bit. Still, imo you should change the phasing into a knockback to everything coming into his path, would be better fitting imo. Phase for such a huge kodo just looks awful ^^
6/10

Synergies: Some nice synergies, especially skill 2 and 3 form an excelent combo, as it makes you a tank and at the same time enemies will have a hard time both if they attack you and if they attack your allies.
Skill 1 doesnt synergize that good with the other skills, but okay.
16/20

Gameplay: 2 passives and a boring first skill is a bit lame atm, although the second passive is fun.
Could need some improvements, but still its rather unique and original.
10/15

Stats: Balanced.
5/5

Model/Icons: Fine.
5/5


Overall: 73/100 = 73%
Good hero suggestions, although some improvements should be made.

Skill 1: Ive no idea yet, but it should be remade into something synergizing and suiting his playstyle.

For skill 2: How about making it more interesting by adding a subskill, which deals damage to yourself (enough to trigger the STR icnrease) and then heals you for 2/3/4/5 times the damage? Would be great for tanking imo.
Something like this:
Subskill



Kodo's Regeneration

Grok'tul deals damage to himself in order to make his wounds regenerate faster.

Level 1 - 100 self damage, heals 200 HP within 5 seconds
Level 2 - 125 self damage, heals 300 HP within 5 seconds
Level 3 - 150 self damage, heals 400 HP within 5 seconds
Level 4 - 175 self damage, heals 500 HP within 5 seconds

Cooldown: 40
Mana Cost: 100
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Old 02-28-2010, 11:33 AM   #16
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Default Re: [STR-Neutral] Grok'tul, Warbringer

This is my quote of your review. Made it easier for me to respond.
Quote:
Originally Posted by JJE92 View Post
General Hero Idea: Very good, I like this model, original theme.
15/15

Firstly, please rework your skill layout, add damage and important information to levels and write Duration/MC/CD and other information below the level information, as it is done normally.

Skill 1: Some fixes in description needed. Cast range is 0, AoE is 350/400/450/500. MC is way too high, make it maximally 125, but not higher. The skill isnt that strong.
Overall, this is just a thunderclap which scales lategame, as its based on STR partitially. Nothing unique, not much originality in concept.
Needs a remake.
2/10

Skill 2: Needs some more balance through its different levels. Firstly, the damage required to trigger this should be constantly 100 or sth like that. Then, Id scale the duration to 15/18/21/25 or something similar. 10 seconds at level 1 is pretty weak for having to receive 100 damage.
Hmm, well the skill is okay. Its a bit bland needing to be damaged to receive more survivability with increased STR, but its as well cool, because he gets stronger and deals more damage as well.
Could need a tiny tweak to be more interesting perhaps, but Im not that sure.
One question: Does the temporary STR increase only your max HP or as well your current HP the moment you get it?
6/10

Skill 3: Duration 2 seconds? WTF? Having to attack 7 times to attack faster for 2 times is pretty lame.
Well, heres my suggestion: The duration is permanent if you stay in the AoE of this aura. It lasts 1/2/3/4 seconds if you leave it.
This makes it really hard for enemies, they cant really focus on Grok'tul, due to his second skill, but focusing on other enemies wouldnt be better either, as this aura would stay until the very end of the gank ^^
Apart from duration, really good and fun aura.
8/10

Ult: Some similarities with Shukuchi, though the differences predominate a bit. Still, imo you should change the phasing into a knockback to everything coming into his path, would be better fitting imo. Phase for such a huge kodo just looks awful ^^
6/10

Synergies: Some nice synergies, especially skill 2 and 3 form an excelent combo, as it makes you a tank and at the same time enemies will have a hard time both if they attack you and if they attack your allies.
Skill 1 doesnt synergize that good with the other skills, but okay.
16/20

Gameplay: 2 passives and a boring first skill is a bit lame atm, although the second passive is fun.
Could need some improvements, but still its rather unique and original.
10/15

Stats: Balanced.
5/5

Model/Icons: Fine.
5/5


Overall: 73/100 = 73%
Good hero suggestions, although some improvements should be made.

Skill 1: Ive no idea yet, but it should be remade into something synergizing and suiting his playstyle.

For skill 2: How about making it more interesting by adding a subskill, which deals damage to yourself (enough to trigger the STR icnrease) and then heals you for 2/3/4/5 times the damage? Would be great for tanking imo.
Something like this:
Subskill



Kodo's Regeneration

Grok'tul deals damage to himself in order to make his wounds regenerate faster.

Level 1 - 100 self damage, heals 200 HP within 5 seconds
Level 2 - 125 self damage, heals 300 HP within 5 seconds
Level 3 - 150 self damage, heals 400 HP within 5 seconds
Level 4 - 175 self damage, heals 500 HP within 5 seconds

Cooldown: 40
Mana Cost: 100


General Hero Idea: Thanks. Kodo model basically has to be a tank unless someone has a really unique idea.

For the layout, that is really strange that I skipped AoE when I was making this. Thanks for pointing that out.

Skill 1: Replacing this with your "Kodo Regeneration" except I will most likely rename it to something referring to battle or longevity. Your skill works fine on its own because it is like any other heal, except only for himself. He can chill in a lane forever as long as he has mana and doesn't get nuked down.

Skill 2: Having it be 100 required damage for every level makes this skill ridiculously overpowered. He would do this at level 4: take 100 damage, gain 4 strength (72 health). That would make it so this guy isn't ever going to die unless the other team has some HUGE nuke capabilities. As for your question about how does the strength add to the health, it adds to current health like a small heal of 19 health per strength gained.

Skill 3: So you want this to be a permanent 50% bonus attack speed aura? Kind of overpowered don't you think?

Ultimate: It is supposed to be like a real stampede. A giant rhinoceros running over you isn't going to knock you back a few feet. It is going to ram you into the ground (stunning you).

Synergies: The first skill and the ultimate are actually supposed to be the best synergy with the second skill. As you take damage you are increasing your strength, making your two spells cause massive damage.

Gameplay: So your main problem is with the first skill?

Stats: Alright.

Model/Icons: Alright.

For your suggested skill as I said, I will most likely be replacing skill 1 with it. I think that is a really good spell. The only problem I'll have with it is that it only would effect him. Making him only worth his ultimate and his second passive to his allies. But then again, you have heroes like SK who has 3 passives and only one of the passives effects allies.

Thanks for the review. Hopefully you look back here soon.
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Old 02-28-2010, 11:56 AM   #17
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Default Re: [STR-Neutral] Grok'tul, Warbringer

Quote:
Originally Posted by talkingmuffin View Post
Skill 1: Replacing this with your "Kodo Regeneration" except I will most likely rename it to something referring to battle or longevity. Your skill works fine on its own because it is like any other heal, except only for himself. He can chill in a lane forever as long as he has mana and doesn't get nuked down.
Okay, glad you like it

Quote:
Originally Posted by talkingmuffin View Post
Skill 2: Having it be 100 required damage for every level makes this skill ridiculously overpowered. He would do this at level 4: take 100 damage, gain 4 strength (72 health). That would make it so this guy isn't ever going to die unless the other team has some HUGE nuke capabilities. As for your question about how does the strength add to the health, it adds to current health like a small heal of 19 health per strength gained.
Ah okay, if it increases current health as well, then its clear that it would be overpowered.

Quote:
Originally Posted by talkingmuffin View Post
Skill 3: So you want this to be a permanent 50% bonus attack speed aura? Kind of overpowered don't you think?
Well honestly, a duration of 2 seconds for this AS increase isnt useful. I personally would make it perhaps something like this:
Each stack lasts 15 seconds or 2/3/4/5 seconds after you moved out of the AoE.
It would be balanced, as it requires you to stay close to Grok'tul. As long as you stick close to him, the buff will last a pretty long time, meaning enemies will have to focus on Grok'tul if they want to remove it. Thats what makes him a stronger tank, it gives enemies a reason to attack him.

Quote:
Originally Posted by talkingmuffin View Post
Ultimate: It is supposed to be like a real stampede. A giant rhinoceros running over you isn't going to knock you back a few feet. It is going to ram you into the ground (stunning you).
Okay, you wanted to make it like a stampede. Well, I personally think that the rhinoceros would rather use his horn to push anything away which is in its path, thats what the icon depicts as well.
Well, but anyway, its pretty fine, but there are some minor similarities to Shukuchi.

Quote:
Originally Posted by talkingmuffin View Post
Synergies: The first skill and the ultimate are actually supposed to be the best synergy with the second skill. As you take damage you are increasing your strength, making your two spells cause massive damage.
Yeah, I know, and I think it would be pretty good if a new first skill would be added, which has something involved with your strength as well.

Quote:
Originally Posted by talkingmuffin View Post
For your suggested skill as I said, I will most likely be replacing skill 1 with it. I think that is a really good spell. The only problem I'll have with it is that it only would effect him. Making him only worth his ultimate and his second passive to his allies. But then again, you have heroes like SK who has 3 passives and only one of the passives effects allies.
Well, thats why I personally would prefer it as a subskill as well. It fits good to the passive of the second skill and would be reasonable as a subskill. It can be good on its own, but dealing 175 damage to yourself is only really good if it grants you great benefits, and a nice heal + STR increase would be perfect. It would make the damage receiving of the passive easier as well.
For skill 1 Id like something with STR, as said. Ill post again if I have an idea.


Edit: Perhaps something like this:


Reverberations

Grok'thul pounds his drums incredibly hard, causing his Kodo to go wild. By focusing his rage on a targeted area, he can make the kodo charge to multiple random points in a targeted area one after another, dealing damage and slowing everything in his path by 30%.

Level 1 - 3 random points, 50+1*STR damage
Level 2 - 4 random points, 75+1.25*STR damage
Level 3 - 4 random points, 75+1.75*STR damage
Level 4 - 5 random points, 100+2*STR damage

Type: area targeted Active
Duration is -
Casting Range is 400
AoE is 500
Casting Time is Instant

Cooldown: 18
Mana Cost: 110

Notes:
  • The MS of the Kodo is increased a lot during this skill
  • The MS increasement of the Ult could be removed instead and something else could be added
  • This synergizes very good with the Ult
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Last edited by JJE92; 02-28-2010 at 12:02 PM.
Old 02-28-2010, 12:33 PM   #18
talkingmuffin
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Default Re: [STR-Neutral] Grok'tul, Warbringer

Thanks for the new skill but I reworked your original suggestion into being a non-selfish skill. Tell me what you think. Also, I reworked Drums of Vigor.
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[STR-Neutral] Grok'tul, Warbringer: Tank with strength based spells and a nice passive.
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Old 02-28-2010, 03:33 PM   #19
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Default Re: [STR-Neutral] Grok'tul, Warbringer

Skill 1:
First of all, i really like the name of this skill, it both fits the theme, and it's quite funny to imagine.
The damage seems a little low when you compare the cooldown and manacost to other known spells, like stormbolt, dragonslave etc. which also are ranged, i think you can buff it a bit without anyone being offended. The heal part is also well thought out. It synergices with his damage "eating" and it allows for healing over time when escaping.
Overall i like it.
Just one question, is it possible to cast it while moving (synergy with ultimate).

Skill 2:
Not so much more to say about this skill. I believe it would work, great damage soaking, which allows for more damage soaking. The duration also seems resonable. Long enough to last for a battle or medium to heavy harrasment, but runs out "quickly" too in unrelated situations.

Skill 3:
I think this skill is the one I like the least. It fits the drummer theme sure, but its just not that usefull in combat imo. When fighting larger fights he will often be in front of the rest of the team, aggroing, thus he is too far from them for the aura to take effect, and it doesnt synergy with any of the skills. The ulti just brings him farther from his allies when trying to stun as many as possible. And when youre chasing, it isn't the attackspeed that counts, but the movement speed.

Skill 4:
Just great. Stampede through the ranks of your enemies while your strength rises due to the aura, giving your ultimate even more of a punch.
Not much more to say, very versatile in most combat situations and cooldown and damage seems reasonable.

In all I really like this hero.
But there are two things i believe you should change:
1. I dont see why you have made him a ranged hero. He got two skills that requires him at melee range.
2. The third skill could use a remake, maybe to something completly different, perhaps something that fits a melee frontfighter?

Ill be coming back later to see your response.

/h0vSa
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Old 02-28-2010, 03:53 PM   #20
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Default Re: [STR-Neutral] Grok'tul, Warbringer

The main reason he has skill 3 as it is, is to be somewhat useful to the team besides taking damage. He is a ranged hero because I'm sick of Huskar being the only ranged strength hero. Huskar also has a melee range skill (his ultimate) so I don't think it really means anything that he should have ranged skills. For Branding to even make sense he needs it to be melee.

If you want a good reasoning behind skill 3 look at JJE92's first response (the review). It explains that skill 2 makes it so that you don't want to attack him unless you are going straight for the kill while skill 3 makes it so you want to attack him to get rid of that aura. Being 400 range makes his aura spread to melee and longer ranged units so his entire team receives the bonus.

Thanks 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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