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Old 01-15-2010, 09:53 PM   #1
Sgt Failure
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Default [SCRG-INT] Kharl Darksoul - Runemage





Runemage
Kharl Darksoul

Background Story:
In the cold wastelands of Northrend, an ancient tribe practises dark magics. The different from the rest of the wisards, this tribe draws powers from the earth, from ancients runes of power, manipulating the arcana to do its bidding. The leader of the corrupted Tribe is Kharl, and as they got the cold eyes of the lich king upon theme, they werent late to join the ranks of the scourge. Now he fights for undying glory, using the dark power bestowed in his runes to obliterate any enemies in his way.

Strength - 18 + [1.7]
Agility - 18 + [1.7]
Intelligence - 25 + [3]




Affiliation:Scourge
Damage:50-53
Armor:1
Movespeed:305
Starting HP/MP:492/325
Attack Range:500

Rune of Fire - (Nuke, DoT, AoE)
____________________Kharl draws power out of an ancient rune of immolation and creates a raging fireball upon a selected area. The fireball stays for 3 seconds, and damages any units that enters it. Can only damage and debuff units once per cast. Units standing in the fireball will take 3% of max hp in damage per second.


______.________._______.___._______.__________________________.
 
Mana
Cooldown
Cast Range
Area of Effect
Duration
Effects
1
100
4
600
150
8
40 Damage, applies "Burn" buff to targets in AoE.
2
100
4
600
150
8
60 Damage, applies "Burn" buff to targets in AoE.
3
120
4
600
150
8
80 Damage, applies "Burn" buff to targets in AoE.
4
120
4
600
150
8
100 Damage, applies "Burn" buff to targets in AoE.
Notes:
  • "Burn" buff deals 8/12/16/20 magic damage per second and reduces their magic resistance by 8/12/16/20%
  • Combos are at Bottom
  • Targeted as Blizzard etc.
  • Have a 0.5 seconds delay before appearing

Rune of Water - (Disable, Psuedo-Nuke, Psuedo-Channeling)
____________________Kharl draws powers from the cold iy waters of Northrend, and creates a whirlpool of ice at a target location. Every 5 seconds, it sucks enemies into it, freezing them. The whirlpool lasts until Kharl is out of 1000 AoE, or runs out of mana, and will then become inactive until criteria is met.


______.________._______.___._______.__________________________.
 
Mana
Cooldown
Cast Range
Area of Effect
Duration
Effects
1
80
8
800
200 (Damage) 400 (Suck)
N/A
Summons one Whirpool at target location. Every 6 seconds; Sucks all units in AoE to cast location, and freezes them for 2 seconds. Applies "Chilled" to sucked enemies for 8 seconds.
2
110
8
800
200 (Damage) 400 (Suck)
N/A
Summons one Whirpool at target location. Every 5.25 seconds; Sucks all units in AoE to cast location, and freezes them for 2 seconds. Applies "Chilled" to sucked enemies for 8 seconds.
3
140
8
800
200 (Damage) 400 (Suck)
N/A
Summons one Whirpool at target location. Every 4.5 seconds; Sucks all units in AoE to cast location, and freezes them for 2 seconds. Applies "Chilled" to sucked enemies for 8 seconds.
4
170
8
800
200 (Damage) 400 (Suck)
N/A
Summons one Whirpool at target location. Every 3.75 seconds; Sucks all units in AoE to cast location, and freezes them for 2.0 seconds. Applies "Chilled" to sucked enemies for 8 seconds.
Notes:
  • "Chilled" buff slows ms by 8/12/6/20% and IAS by 20%
  • Frozen enemies are immobilised and have their items muted.
  • Whirlpool drains 20 mana per second per whirlpool in AoE
  • Have 0.5 seconds casting time
  • Visual effect to allies all the tim, enemies only 1 second before and after suck
  • Whirlpool doesn't die when canceled. They will just become inactive until Kharl enters AoE and have 40 Mana per whirlpool.
  • Grants subskill: Cancel - Destroys ALL whirlpools on the Map
  • Maximum of 10 pools at any given time

Rune of Earth - (Nuke, Pseudo-disable)
____________________Kharl drags power out of the earth, creating a massive blast underneath the feet of an target enemy, temporarly paralysing them. This causes severe magic damage based off current armor of the enemy. Also drags in all enemies in AoE to the targets current location.


______.________._______.___._______.__________________________.
 
Mana
Cooldown
Cast Range
Area of Effect
Duration
Effects
1
60
6
600
250
8
Deals 2x armor in damage. Makes enemy unable to attack and cast spells for 1.2 seconds. Applies "Crippled" buff for 6 seconds.
2
90
6
600
250
8
Deals 3x armor in damage. Makes enemy unable to attack and cast spells for 1.8 seconds. Applies "Crippled" buff for 6 seconds.
3
120
6
600
250
8
Deals 4x armor in damage. Makes enemy unable to attack and cast spells for 2.4 seconds. Applies "Crippled" buff for 6 seconds.
4
150
6
600
250
8
Deals 5x armor in damage. Makes enemy unable to attack and cast spells for 3.0 seconds. Applies "Crippled" buff for 8 seconds.
Notes:
  • "Crippled" buff causes each 5/4/3/2 orders to be ignored
  • Calculates all armor, not only base values
  • Damage type is physical

Rune of Power - (Single Target, Nuke, Random)
____________________Kharl drags pure energy out of a unholy rune and fires a beam of nonhomogenous energy at a target, dealing high damage. Has a 100% chance to either burn, freeze or paralyze the enemy. Each effect has a equal chance of occuring.


______.________._______.___._______.__________________________.
 
Mana
Cooldown
Cast Range
Area of Effect
Duration
Effects
1
90
6
600
N/A
N/A
Deals 120 Damage. 100% chance to either:
  • Burn for 50 damage per second for 5 seconds.
  • Freezes for 3 seconds, disable movement and active items
  • Paralyse for 3 seconds, disable attack and spell
2
125
6
600
N/A
N/A
Deals 185 Damage. 100% chance to either:
  • Burn for 50 damage per second for 5 seconds.
  • Freezes for 3 seconds, disable movement and active items
  • Paralyse for 3 seconds, disable attack and spell
3
160
6
600
N/A
N/A
Deals 250 Damage. 100% chance to either:
  • Burn for 50 damage per second for 5 seconds.
  • Freezes for 3 seconds, disable movement and active items
  • Paralyse for 3 seconds, disable attack and spell
Notes:
  • Applies "Burn" to target for 8 seconds if Burn is triggered. Same effects as level 2/3/4 Rune of Fire
  • Applies "Freeze" to target for 8 seconds if Freeze is triggered. Same effects as level 2/3/4 Rune of Water
  • Applies "Paralyse" to target for 8 seconds if Paralyse is triggered. Same effects as level 2/3/4 Rune of Earth
Combos


._____..____..______..________. 
Buffs
Burn
Freeze
Paralyse
 
Burn
Blasts the target, burning their very soul away. Deals 15/18/21/24% of max hp of target in pure damage, and makes all damage taken by target to be amplified by 50% for 2/3/4/5 seconds.
Makes target run around for 1 second every time it haven't taken an order for .9-.15*(Water lvl) seconds. Unit takes pure damage from all sources whenever running. Deals 50 Damage extra per damage source with a 2-.25*(Fire lvl) seconds cooldown. Deals 50 Initial damage (+25% for every Fire or Water lvl). Calculates % of current damage. Ie 65/83/102 etc.
Deals 40 Magic damage per second for 1+1*(Fire lvl) seconds, reducing magic and physical resistance by 10% each second, lasts 5 seconds after duration. Pacifies and silences for 1 second every time target is attacked, with a 2.0-.25*(Earth lvl) seconds. Lasts 8 seconds.
 
Freeze
Makes target run around for 1 second every time it haven't taken an order for .9-.15*(Water lvl) seconds. Unit takes pure damage from all sources whenever running. Deals 50 Damage extra per damage source with a 2-.25*(Fire lvl) seconds cooldown. Deals 50 Initial damage (+25% for every Fire or Water lvl). Calculates % of current damage. Ie 65/83/102 etc.
Slows all enemies near target to targets MS -20/30/40/50%. Is triggered MS removal, can set ms to minimum 1. Every 1/.8/.6/.4 seconds a random unit within 500 AoE of target will be moved to it, with a ministun. Lasts 6/7/8/9 seconds.
Stuns for 1 second (+.2 for every level of Earth and Water) Instantly moves target to a random allied unit of Kharl within 600 AoE of target. Slows by 15*(Water lvl)% for 4 seconds and deals 2+2*(Earth lvl) x Armor in Damage over 4 seconds.
 
Paralyse
Deals 40 Magic damage per second for 1+1*(Fire lvl) seconds, reducing magic and physical resistance by 10% each second, lasts 5 seconds after duration. Pacifies and silences for 1 second every time target is attacked, with a 2.0-.25*(Earh lvl) seconds. Lasts 8 seconds.
Stuns for 1 second (+.2 for every level of Earth and Water) Instantly moves target to a random allied unit of Kharl within 400 AoE of target. Slows by 15*(Water lvl)% for 4 seconds and deals 2+2*(Earth lvl) x Armor in Damage over 3 seconds.
Ignores 100% of armor of target and stuns for 1/1.4/1.8/2.2 seconds. Deals 5x armor in physical damage every 1/.8/.6/.4 second for 2 seconds.
 
  • Triggering buffs dissapear

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Last edited by Sgt Failure; 01-17-2010 at 11:46 AM.
Old 01-16-2010, 02:19 AM   #2
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Default Re: [SCRG-INT] Kharl Darksoul - Runemage

So.. subtitling it... "James favorite" will get it attention eh?

RoF was simply the better fire skills in the contest. It was a simple DPS presented in a sophisticated manner. Although It sounded like Pit Lord's skill with a little addition of mechanics, I gave it a solid 8.

Off-topic note: I was actually one of the more rewarding judge. I gave really high scores to contestants, but the other judges didn't do the same thing, haha.

On-topic:

RoW was a bit funny to me. There was the debuff Freeze, only to see you really don't get frozen. But that's not the basis that I rated it on, it was the great synergy with the first skill.

RoE had the technicality I liked. Armor in damage and all units in the AoE are sucked to the target won my vote on this one.

And obviously I can't comment on how great (haha) Rune of Power is. It is. Just one thing though, I liked your variant of it, renaming it and fixing it up. Kudos on that one as well.

I personally would like to see Kharl in-game. This hero was one of the better mage heroes in the contest, for one thing, I liked the organization of things, using just one style, which are the runes, this made it seem a lot better.
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Old 01-16-2010, 04:00 AM   #3
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Default Re: [SCRG-INT] Kharl Darksoul - Runemage

First of all, I really suggest that since the contest's done now, then it'd be proper to tone down the numbers already to make them more realistic. As a hero maker myself, this is one critical aspect that I think shouldn't be ignored-- though it's true that numbers CAN be changed, let's just not be absurd. XD
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Old 01-16-2010, 04:35 AM   #4
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Default Re: [SCRG-INT] Kharl Darksoul - Runemage

lolz i did the samething that you did! :P

Anyways...

Skill 1: Interesting! This could prove to be very helpful for mages early game to late game with the -20% magic resistance it provides. Very helpful!

Skill 2: I'm guessing it works similar to Spider's Web however since it depends on mana to activate it, having 10 of them seems pretty reasonable. Ability to cancel it is another plus so you can have better control over your mana.

Kind of puzzled on how big whirlpool is and how it works...cause it sounds like this guy is in a huge pool of water and in that pool are a bunch of whirlpools or something.

Elaborate more on this please.

Skill 3: No cd? wtf? Is this suppose to be some kind of perma attacking/silencing skill or something? That's kind of crazy...elaborate on this reasoning please.

Ultimate: Nerf numbers and it will be good.

Overall: Pretty good concept that works brilliantly with whirlpool despite the other 2 skills small AoE. Synergy is kind of hard to see, but there are definitely some (or more since I can't fully understand some of the skills).
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Old 01-16-2010, 09:33 AM   #5
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Default Re: [SCRG-INT] Kharl Darksoul - Runemage

Quote:
Originally Posted by king_james View Post
So.. subtitling it... "James favorite" will get it attention eh?

RoF was simply the better fire skills in the contest. It was a simple DPS presented in a sophisticated manner. Although It sounded like Pit Lord's skill with a little addition of mechanics, I gave it a solid 8.

Off-topic note: I was actually one of the more rewarding judge. I gave really high scores to contestants, but the other judges didn't do the same thing, haha.

On-topic:

RoW was a bit funny to me. There was the debuff Freeze, only to see you really don't get frozen. But that's not the basis that I rated it on, it was the great synergy with the first skill.

RoE had the technicality I liked. Armor in damage and all units in the AoE are sucked to the target won my vote on this one.

And obviously I can't comment on how great (haha) Rune of Power is. It is. Just one thing though, I liked your variant of it, renaming it and fixing it up. Kudos on that one as well.

I personally would like to see Kharl in-game. This hero was one of the better mage heroes in the contest, for one thing, I liked the organization of things, using just one style, which are the runes, this made it seem a lot better.
Everyone know King_James - The Legendary Lurker
So ofcourse it is to get attention, to this hero who i personally is one of the better i've done. I gotta thank you for the scores, and can i ask for a detailed score PM from all judges total? Unless it is to much work/you have deleted them

I will not comment your reviews on skills, but i am thankful for someone atleast get my ideas for once.

Quote:
Originally Posted by chadpiety123 View Post
First of all, I really suggest that since the contest's done now, then it'd be proper to tone down the numbers already to make them more realistic. As a hero maker myself, this is one critical aspect that I think shouldn't be ignored-- though it's true that numbers CAN be changed, let's just not be absurd. XD
Yea, this and cooldown on third skill. CHANGED
Quote:
Originally Posted by kings.empire View Post
lolz i did the samething that you did! :P

Anyways...

Skill 1: Interesting! This could prove to be very helpful for mages early game to late game with the -20% magic resistance it provides. Very helpful!

Skill 2: I'm guessing it works similar to Spider's Web however since it depends on mana to activate it, having 10 of them seems pretty reasonable. Ability to cancel it is another plus so you can have better control over your mana.

Kind of puzzled on how big whirlpool is and how it works...cause it sounds like this guy is in a huge pool of water and in that pool are a bunch of whirlpools or something.

Elaborate more on this please.

Skill 3: No cd? wtf? Is this suppose to be some kind of perma attacking/silencing skill or something? That's kind of crazy...elaborate on this reasoning please.

Ultimate: Nerf numbers and it will be good.

Overall: Pretty good concept that works brilliantly with whirlpool despite the other 2 skills small AoE. Synergy is kind of hard to see, but there are definitely some (or more since I can't fully understand some of the skills).
About synergy: All skills to me synergies pretty well, skill 1 with all others, and skill 2 and 3, dragging ALL uits to a whirpool for some mega damage.

AoE: On whirpoll, they have a around 150 AoE visual, while they damage any enemies in 200 around them. When drag is triggered, they serach within 400 AoE for enemies, first created whirpools have priority. Nerfed numbers and added cooldown
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Old 01-16-2010, 10:08 AM   #6
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Default Re: [SCRG-INT] Kharl Darksoul - Runemage

I really like this hero... The most thing i like is his cosmetics . Since it's FAVORITE OF King_James T-up!
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Old 01-16-2010, 01:51 PM   #7
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Default Re: [SCRG-INT] Kharl Darksoul - Runemage

Quote:
Originally Posted by Sgt Failure View Post
I gotta thank you for the scores, and can i ask for a detailed score PM from all judges total? Unless it is to much work/you have deleted them.
I've deleted them... sorry. Haha, whenever after a contest, I get a migraine and delete the scores. Sorry again, I think in the next contests I'll just keep an archive.
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Old 01-17-2010, 10:45 AM   #8
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Default Re: [SCRG-INT] Kharl Darksoul - Runemage

Quote:
Originally Posted by king_james View Post
I've deleted them... sorry. Haha, whenever after a contest, I get a migraine and delete the scores. Sorry again, I think in the next contests I'll just keep an archive.
oh.... ok
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Old 01-17-2010, 11:15 AM   #9
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Default Re: [SCRG-INT] Kharl Darksoul - Runemage

General Hero Idea: Firstly I have to say, that your BS is really nice, it was my favourite
Well, I like the idea of a runemage, its fun and unique.
15/15

Skill 1: This was my least favourite skill of your hero, it sounds a bit too plain to me and resembles some other skills in dota. It doesnt have some great effect either. It could be a solid skill, but it lacks some originality.
About numbers, the CD is way too low, even for the low AoE. Make it something like 12/10/8/6 or so.
5/10

Skill 2: The concept of this skill is pretty good, I like the idea with the Whirlpools. But there are too many effects. You have a Black Hole style suck, it freezes enemies, it applies the freeze debuff and furthermore deals damage based on enemy's HP. Thats simply too much. Skill is quite balanced due to Mana Drain, so I guess this is fine.
6/10

Skill 3: I like the effects of damage based on armor and the paralyse debuff.
My problem is following: The paralyse debuff could be really cool, enemies could waste their spells if they dont realize it. But since they are unable to attack and cast spells at first, the paralyse debuff will be wasted on movement orders. Imo better remove the disable of attacks and spells, its unnecessary and makes the skill more complicated. Id prefer the skill without it.
6 seconds CD is a bit too low atm as well imo.
7/10

Ult: My least favourite one of the ultimates suggested by king_james. Firstly, he made it completely overpowered ^^
And you didnt change that yet... 6 seconds CD with 400 dmg and only 160 MC. HELLO?!?
I couldnt rate this at the contest, because it was the head himself who made this skill as it is, but now Im allowed to rate it and beleive me, I will ^^
Okay, what I like at your workout is that you didnt make the synergy forced, but you made the skill independent of the other ones.
What is still confusing to me, is that it says, the effects would be the same as level 2/3/4 Runes, but the description has sometimes different numbers (Fire). Furthermore, water is somehow different from the other effects. At the other effects, you took the Burn or Paralyse debuff. At water, you didnt take the Freeze debuff (slow), but you took the Freeze.
This skill still needs changes imo.
6/10

Synergies: You have some good synergies imo, I like them overall. But the best idea is definitely the different combos. Problem with them is, that they are overcomplicated, though, there are way too many different effects and so on. Simplify this and your hero will improve. What you have atm is imo even more complicated than Invoker, most players would just rely on random effects, because they cant keep that much in their minds.
So overall, idea is good, workout needs changes.
13/20

Gameplay: Overall too complicated, you need some simplifications and clarifications. But still, the gameplay is pretty unique and fun, I overall really like it.
10/15

Stats: Fine.
5/5

Models/Icons: Perfectly fine ^^
5/5


Overall: 72/100 = 72%
So, I have to admit that your concept is pretty good, the only thing you need is to work some things out in a better way. Keep working on this hero


If you wonder, in the contest you received 83 points from me. But keep in mind that you had 9 bonus points and my template is a bit different ^^
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Old 07-14-2010, 01:22 PM   #10
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Default Re: [SCRG-INT] Kharl Darksoul - Runemage

So like Invoker I think. Nice))
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Old 11-28-2010, 02:01 PM   #11
Sgt Failure
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Default Re: [SCRG-INT] Kharl Darksoul - Runemage

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