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Old 01-17-2010, 08:43 PM   #1
Sgt Failure
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Default [Str - Sent] Steelcall - Artificial Engine





Artificial Engine
Steelcall

Background Story:Steelcall is the ultimate invention off the enraged Gnomes. Created to defend the mighty city off Ironforge against the scourge, he was after month off inactivity sent to the frontlines to take the key-role in the destruction off the Frozen Throne. Equipped with icebreaking dual chain-launchers, he slowly drags his victims to him, killing them with a powerful energyblast. With an artificial mind, Steelcall reprograms himself from time to time, surprising his enemies. Magic, Weapons, Undead Blight, nothing stops this modern Soulless Engine.

Strength - 24 + 2.65
Agility - 12 + 1.35
Intelligence - 20 + 2.2




Affiliation:Sentinel
Damage:60-72
Armor:2.4
Movespeed:290
Starting HP/MP:606/260
Attack Range:300

Chain Launcher - (Active, Ground-target)
____________________Steelcall fires one off his two mighty chaincannons at a selected point, passing through creeps and only stopping when max range is reached, or hero have been hit. Units hit will be dragged towards Steelcall. Gives two abilities, each with seperate cooldown.


______.________._______.___._______.__________________________.
 
Mana
Cooldown
Cast Range
Area of Effect
Duration
Effects
1
85
10
600
N/A
3
Deals 50 Damage, drags hero at a speed of 200.
2
85
10
675
N/A
3
Deals 80 Damage, drags hero at a speed of 225.
3
85
10
750
N/A
3
Deals 110 Damage, drags hero at a speed of 250.
4
85
10
825
N/A
3
Deals 140 Damage, drags hero at a speed of 275.
Notes:
  • Heros are not disabled during beeing dragged, but can move freely within 600/675/750/825 AoE. They are altough disarmed.
  • Do drag ALL units hit, both heroes and creeps
  • Hitting a unit with both will lead to a double pull, dragging him at twice the rate
  • Targeted like hook, shots at 1200/1350/1500/1650 speed
  • Ministun effect on initial hit
  • If target is blinking, teleporting or is beeing hooked cancels this.
  • Continues even if Steelcall is stunned.

Rewire - (Active, Pseudo-Passive, Instant-Cast)
____________________Using the Artificial intelligence incorperated, Steelcall rewire the power supply within the engine, giving him the ability to focus on a specific part of the wagon. The rewireing though requires a system reboot, stunning Steelcall for duration.


______.________._______.___._______.__________________________.
 
Mana
Cooldown
Cast Range
Area of Effect
Duration
Effects
1
100
10
N/A
N/A
N/A
5 seconds shutdown
  • Hull focus - 0.2% Health regen, 12% chance to block spells, -25 base movespeed, movement cannot go over 350 by any means
  • Cannon focus - 12% Damage done by all sources, gives 20% splash attack in 300 AoE, all damage taken increased by 15%
  • Motor focus - Gives 15 Base MS, unable to be slowed below 135 MS, -15% damage done by all sources
2
100
10
N/A
N/A
N/A
4 seconds shutdown
  • Hull focus - 0.3% Health regen, 18% chance to block spells, -25 base movespeed, movement cannot go over 350 by any means
  • Cannon focus - 18% Damage done by all sources, gives 30% splash attack in 300 AoE, all damage taken increased by 15%
  • Motor focus - Gives 25 Base MS, unable to be slowed below 170 MS, -15% damage done by all sources
3
100
10
N/A
N/A
N/A
3 seconds shutdown
  • Hull focus - 0.4% Health regen, 24% chance to block spells, -25 base movespeed, movement cannot go over 350 by any means
  • Cannon focus - 24% Damage done by all sources, gives 40% splash attack in 300 AoE, all damage taken increased by 15%
  • Motor focus - Gives 35 Base MS, unable to be slowed below 205 MS, -15% damage done by all sources
4
100
10
N/A
N/A
N/A
2 seconds shutdown
  • Hull focus - 0.5% Health regen, 30% chance to block spells, -25 base movespeed, movement cannot go over 350 by any means
  • Cannon focus - 30% Damage done by all sources, gives 50% splash attack in 300 AoE, all damage taken increased by 15%
  • Motor focus - Gives 45 Base MS, unable to be slowed below 240 MS, -15% damage done by all sources
Notes:
  • The shutdown time is NOT channeling, but a full stun, once initiated, unable to cancel
  • Spellbook ability, when cast, you will be able to chose wich to focus
  • Only 1 focus can be active
  • Gives the ability to onfocus, having only half the shutdown time, removing all focuses.
  • Cooldown is triggered once shutdown is complete

Energetic Shell - (Instant cast, Psuedo-Purge, AoE)
____________________Steelcall magnifies his hull, creating a heavy impulse off electric energies. The sudden force-wave will wake up any disabled allied units, including steelcall. Enemies will take damage and a major slow for 4 seconds, but will slowly regain it over duration. Can be used when disabled.


______.________._______.___._______.__________________________.
 
Mana
Cooldown
Cast Range
Area of Effect
Duration
Effects
1
120
40
N/A
200
4
All allies are woken, slows and stuns removed. Enemies will suffer 80 damage, and a 20% slow.
2
135
35
N/A
200
4
All allies are woken, slows and stuns removed. Enemies will suffer 130 damage, and a 30% slow.
3
150
30
N/A
200
4
All allies are woken, slows and stuns removed. Enemies will suffer 180 damage, and a 40% slow.
4
165
25
N/A
200
4
All allies are woken, slows and stuns removed. Enemies will suffer 230 damage, and a 50% slow.
Notes:
  • Destroys illusions
  • Do NOT break Shackle-based abilities (Fiends Grip, Shackle, Dismember, Flaming Lasso)
  • This can be used even while Steelcall is stunned or disabled in any way, without Song of the Siren
  • If used while rewire shutdown is in progress, reboot will be completed immedeatly

Destructive Finish - (Aoe, Ground Target)
____________________The Macinery overloads its main cannon, firing off a heavy shockwave at a target location, dealing damage, but the wave deals less damage over the time it travels. If the Engine succes in its annhilation, it will reset it's program, reseting any focus made, but reseting the cooldown off all skills.


______.________._______.___._______.__________________________.
 
Mana
Cooldown
Cast Range
Area of Effect
Duration
Effects
1
160
15
140
300
6
Deals 200 Damage in AoE, reduced by 15% every 100 units away. If 5 units that are hit dies within duration, it will reprogram.
2
180
15
500
300
6
Deals 300 Damage in AoE, reduced by 15% every 100 units away. If 5 units that are hit dies within duration, it will reprogram.
3
220
15
600
300
6
Deals 400 Damage in AoE, reduced by 15% every 100 units away. If 5 units that are hit dies within duration, it will reprogram.
Notes:
  • Shockwave-based skill, AoE is constant
  • Damage dealt is magic
  • Reprogram resets cooldown off ALL skills, including Ultimate, and the same items as is rearmable.
  • After reprogram, a buff will appear, causing the next Rewire within 4 seconds to be instantly cast without manacost.
  • Even while reset, he is unable to have more then 2 Chain-launchers active.
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Last edited by Sgt Failure; 11-28-2010 at 02:00 PM.
Old 01-19-2010, 04:23 AM   #2
Dr.Zaeus
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Default Re: [Str - Sent] Steelcall - Artificial Engine

Very awesome idea. I like your skills a lot, and I think they work well together, and go along excellently with the tank theme. I think that your Rewire ability ought to have a shorter time needed in order to complete, though, like 1 second cast time at level 4. This would make micro-managing him in battle much more dynamic, and would allow for more complex, although not necessarily required, strategy, which I think would be move fun overall.

Wonderful job. T-up!
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Old 01-19-2010, 12:15 PM   #3
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Default Re: [Str - Sent] Steelcall - Artificial Engine

its a good hero sugestion but purging... with a non-ult skills looks like imb4
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Old 01-19-2010, 08:49 PM   #4
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Default Re: [Str - Sent] Steelcall - Artificial Engine

Thanks for the support, i will consider your ideas.
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Old 01-21-2010, 11:36 AM   #5
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Default Re: [Str - Sent] Steelcall - Artificial Engine

Hmm, a STR caster. I like STR casters. They are tough, and annoying. I like Chain Launcher, but don't you find it imba? As much as it resembles Hook, it's also double the disable and, can Steelcall move during the drag? I like the skill due to its sheer awesomeness, but you might want to elaborate on it more on how it's not more powerful than Hook.

As for Rewire, I think having +1% HP regen and 30% chance to block spells are powerful enough to overshadow the minor penalty of -25 ms. I'd implement a duration of the buffs' active time to balance it. I'd leave it to you.

Energetic Shell is extremely useful and powerful... 400 AoE of 50% slow?? With damage and dispelling allies to boot. This skill is comparable to Warlock's Upheaval, but look at the fact on why Upheaval has such a long cooldown and being a channeling spell. I guess it's ok since this is your first representation of the hero idea, it could use some nerf really, but nevertheless it's a very useful spell and I like it.

An AoE damage ulti is always welcomed, but what's with the weird mana cost scaling? You also stated Dual Target, but I couldn't understand it as you also stated it hits AoE.

All in all, I suppose it's a good start to a STR caster tank-tank. May need tweaks here and there. Certainly a hero I'd like to play in DotA.
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Old 01-21-2010, 07:50 PM   #6
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Default Re: [Str - Sent] Steelcall - Artificial Engine

Thanks for the reply, i did some nerfing. Difference betwean hook and chain-launchers are that launchers is basicly a slow by up to 275ms (around 75%) for 3 seconds if enemy moves against it. Is that really so overpowered? Yes he can move with it, and thereby force the enemy with him.
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Old 02-26-2010, 02:22 PM   #7
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Default Re: [Str - Sent] Steelcall - Artificial Engine

Sorry for the late review, its a short one, I dont have much time currently.

General Hero Idea: Nice and original, I like it.

Skill 1: So basically you have 2 times the same skill, right?
Well, idea is somehow nice, but its effect resembles Hook, especially if both launchers are used at the same time.
Idk, I dislike somehow that the drag speed can be doubled, makes it less unique.
Question: With your description, do you mean that units hit cant attack?

Skill 2: Sorry, but this is a type of skill I simply dislike a lot. Selfstun + lots of effects which I cant even remember, I hate something like this. Not sure if its good or bad, but I personally would like to see a remake here.

Skill 3: A really pretty good Thunderclap already, but the effect of removing all stuns and so on makes it oped. Imo either nerf the Thunderclap a lot or even remove it completely.
I would concentrate everything on waking up allies from stun/sleep/slow/silence or w.e. the exact effects are. This is strong, useful, unique and enough for a great skill.
Remove the Thunderclap, then you have an awesome support skill.

Ult: Fix MC. Whats the sense of the duration?
Well, Idk. The skill's effect is average original, just a shockwave, which deals less damage the longer it travels. The possible secondary effect is just a free Rearm, which can be ridiculously overpowered, because it makes an already strong skill (5 enemies killed) even stronger. Rearm isnt that original either.
Needs tweaks and more balance.

Overall: Lots of synergies are rather forced, but some are okay. Im not sure if this hero would really bring a new playstyle into dota, except for skill 3.
All in all, this suggestion still needs a lot of improvements.
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Old 02-26-2010, 03:39 PM   #8
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Default Re: [Str - Sent] Steelcall - Artificial Engine

First spell is really nice, like Storm's pull, with a twist. I like rewire since it makes your hero do whatever you want it to do making him a multitasker. 3rd skill is not something I like simply because you said (and I don't know if that's even CODABLE) he'll be able to activate it when he's stunned. Not cool. A stun's a stun. You get stunned, you're most likely dead. Imagine Magnus ultying your entire team and you cast that thing. Magnus looses his huge cooldown ultimate stun instantly? Not fair, you need to rethink it in my opinion. I like the ulti and it's spamability Major plus if you aim it right (say a huge push comes your way. You shoot one to the left, one to the right, on in the middle finally and bbye creep wave! )

T-up like in the old forums because the only thing broken is the 3rd skill. Slark already has something like that, dark pact, and even though it works on him only it's horribly powerful ( I <3 slark)
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Old 02-26-2010, 08:26 PM   #9
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Default Re: [Str - Sent] Steelcall - Artificial Engine

Can't deny you've done a bery interesting job over here, a bit complex mechanics and some imbalance, but that can be tweaked, removing stuns and slows with a non-ult skill is imba (well omniknight can do it, but single-targeting), maybe a pushback to enemies would help, the double-hook seems interesting, still can't understand it at all..., as for the selfrepair, it's just ok, can help to get ready for tanking a bit, ultimate seems fair enough, a lil nuke for a tank imo.

Nicely done so far, the idea deserves some credit, there is still some missing info (like synergies), work harder on it and you'll get an even better hero sugg, by now, my t-up

Eval
Skills: 3/4
Concept & Theme: 1/1
Details (Info & Balance): 3/8
Total: 7/13
Conclusions: Just the missing info and some retweaking on skills, that's all, get better explanations on those things, get a list of pros and cons, there are those missing points, nothing else to complain about.

By the way, i'd like your PoV into my sugg, and also you can get an idea about what info can you also add into yours, the link is on my sig
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Old 09-23-2010, 11:59 AM   #10
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Default Re: [Str - Sent] Steelcall - Artificial Engine

What the hell is wrong with the Ultimate manacost?

200, then 180, then 220.
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Old 11-28-2010, 02:00 PM   #11
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Default Re: [Str - Sent] Steelcall - Artificial Engine

Bump
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Old 11-28-2010, 06:36 PM   #12
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Default Re: [Str - Sent] Steelcall - Artificial Engine

Quote:
Originally Posted by Sgt Failure View Post
Bump
any changes?
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Old 11-28-2010, 07:33 PM   #13
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Default Re: [Str - Sent] Steelcall - Artificial Engine

I don't remeber what you commented, but i nerfed the skills a bit.
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Old 12-06-2010, 10:44 AM   #14
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Default Re: [Str - Sent] Steelcall - Artificial Engine

T-up

Nice concept.
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