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#21 |
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#22 |
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maybe nerf Glacial Hide a bit and give it an attack and damage cap.
well something like 2/3/4/5 attacks and a cap of 50/100/150/200 damage that lasts for maybe 10 seconds.
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#23 |
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QFT. Learn to read. The duration is 4. It isn't overpowered.
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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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#24 | |
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Join Date: Jun 2009
Posts: 2,616
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I like the Ultimate very much! I've always wanted to make a Last Stand-ish ability, and this one's real great.
Glazed Ground is very good IMO and synergizes real great with Ultimate. I'd like to make this one with the other abilities as well though as to not make it a random spell that's just there. The numbers are way off by the way, I think you check on that one (the damage is strong, speed doesn't consider AoE size, and etc). Glacial Hide IMO is real great HOWEVER, you don't have a spell that makes you be attacked, so really? It's such a pity, IMO. Better fix this as the concept's really good. It gives me some kind of hype. Maybe you could put this forced-to-attack-me thing in your third ability. I'll explain later. The duration, by the way, feels awkward. I suggest you increase it to 10-15 seconds or even more (Remember Essense Shift? Or Old Soul Assumption? You don't have to be that absurd, but come on). And I agree, it isn't overpowered. Heck, it could even use a duration buff (as I've mentioned). Killer Instincts is already great even if it's obviously not yet complete. I have a suggestion if it's alright? Quote:
• I personally think increasing aspd and ms per attack is overkill, and a static 30/60/90 IAS and 5/10/15% MS will do. • Do the kills count even before the skill activates? I hope so. I mean its passive, it should probably collect all your kills before it activates right? But I think there should be a duration to each kill, probably 30s for creeps, but hero kills could probably be permanent until activated. • There's a very probable abuse with Radiance, Battlefury and Mjollnir. I suggest you decrease the creep duration from 1s to 0.5s. The hero duration seems a little too long as well. Probably decrease that from 5s to 3s. • Also there's something to consider (not exactly add but consider): If this ability becomes overpowered, then you could probably reduce the numbers a bit AND make it save him from death at the end with 1HP left. XD That'd probably balance it out. • Also, if you think about it, with your current skill set (that's why I suggested the third), if you already died and Ultimate already activated, no one's bound to attack you since, hey you're already dead. They'd just probably run from you or something. XD This hero gives me the hype, good job. Hope my reviews and suggestions helped.
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| Last edited by chadpiety123; 01-24-2010 at 03:30 AM. | ||
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#26 |
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Join Date: Jun 2009
Posts: 2,616
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^Poor axe then. Kidding. That's actually my inhibition in suggesting the ability. Though the lack of humongous +armor on Valdis' side should make up for it; the duration's also quite shorter.
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#27 |
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Still, I doubt anyone would like a skill that is really similar concept wise...I mean sure Pounce and Leap work the same, but for different purposes.
Blink + Battle Cry and what your suggesting seem to be essentially very similar. But we'll think about it (or I will anyways lol), |
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#28 |
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Join Date: Jun 2009
Posts: 2,616
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Yep, I see that as a problem as well. Any other ideas on how you could force the enemies to attack you then?
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#29 |
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Join Date: Aug 2009
Posts: 130
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about the 3rd skill..
hmn.. what about making the target bleed? that would cause dmg the more/farther the target move? the other skills are pretty neat and balanced imo..
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Okay, perhaps some similarities to Axe's skill, Ill think about this. Quote:
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Hmm, Idk, I dislike Wendigo not being able to move (ruins some synergy with first skill). Well, Ill wait. Quote:
Thx for your reply ![]() __________________________________________________ ___ Quote:
Id accept criticism if you say its similar to Axe's passive, but this is too different imo ^^ Well, reducing damage isnt really synergetic. Quote:
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Nah, honestly. One single disable and youre screwed. If you want high damage, you have to receive high damage. I dont see the imbaness. Btw, the cap to 1 or more attacks sounds fine, I added it. But the possibility to make more than 3 attacks in 4 seconds is already rather low. Quote:
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Thx for review ![]() __________________________________________________ ___ Quote:
Thx for support ![]() __________________________________________________ ___ Quote:
Mathcrafting: Fight against heroes: If all attack him once, he would receive 300-500 damage at level 7 (with level for of this skill). This would be reduced a bit perhaps with armor or items, so lets say 200-400 damage. Then, he still has not more than 60 bonus damage for 4 seconds or 3 attacks. For a bonus damage of 180 (which would be really strong), he would have to receive about 600-1200 damage. And thats only the case if enemies dont cast spells and only auto attack him... Where do you see imbalancedness Skill 3: Ill think about it, I have some ideas now. Ult: I thought about this, but I dont really want it due to some issues: 1) Similarity to Reincarnation 2) Even more imbalanceness, he can do rampage and revive. His ult would be either completely imba, or completely useless 3) Would even more make some idiots just mindlessly die (I iz have reincarnation with rampage style, olololol) ![]() __________________________________________________ ___ Quote:
2nd skill: About imbaness look above ^^ What was your Frozen Conception again? MS: I chose the same as another initiator (Earthshaker), Im not sure, perhaps Ill reduce it, because he has two fast move skills ^^ __________________________________________________ ___ Quote:
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I changed damage, about AoE size, Im still not sure. Quote:
Ive buffed the duration now, but limited the number of attacks, hope its better now ^^ It seems to me as if 10-15 seconds is way too much. You could easily let you be attacked a lot and (because of the high duration) let an ally heal you, then attack with an enormous bonus damage for some times. Quote:
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Furthermore, think of Dazzle. He can save you with the one HP after the Ult is over. Im totally unsure about this. Quote:
Theres no problem with them not attacking you (issue with second skill already solved, look at Ult's description). Anyway, youll have allies helping you from preventing enemies to run as well. Thx for review ![]() P.S.: About forcing to attack again: Youre the initiator, enemies will normally attack you for atleast once, thats already enough for skill 2. If they ignore you, you simply need to help your team with a well placed skill 1 and damage. And if enemies keep ignoring you, kill them and get some good items ^^ __________________________________________________ ___ Quote:
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About third skill's effect: Well, I have to options: First is suggested by talkingmuffin: You simply reduce MS of enemy based on distance charged. Advantages:
Second is an idea by me, evolved from all the stun suggestions: Basic idea is to take the enemy and knock him behind you. Advantages:
So, what would be your opinion? Edit: Holy shit, long post is long ![]() Edit 2: Sorry talkingmuffin for wrong credits
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#31 | |
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First off, that was my idea for the slow-by-how-far-you-jumped ![]() Secondly, I like the second idea more than the slow one because it works somewhat like a Barathrum Nether Strike (his ultimate). The idea of pushing your hero back from where they were running hasn't been used in anything other than Nether Strike and it is a very powerful ability. It would also have synergy with Glazed Ground as you said. Thirdly, I think chadpiety123's idea of taunting enemies to attack you is great, but just as he and everyone else has said it would be very similar to Axe's skill (but come on, why can't we have 2 taunts in this game, we have over 50 stuns).
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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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#32 |
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Join Date: Aug 2009
Posts: 130
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rupture.. yeah.. forgot that skill.. XD
anyways.. id go for the skill by kingjames.. but ms reduction is pretty boring and target can escape making it bad for initiation..
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#33 | |||
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Corrected my mistake ![]() Quote:
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Im really twisted, I cant decide between slow and pushback. Problem is that the second has similarities to Nether Strike, but I guess slow isnt that original either ^^ Thx for comment, evilcamba ^^ Well, Ill wait for further replies and decide then. |
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#34 |
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Join Date: Aug 2009
Posts: 130
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make it a small aoe push then..
![]() after poping in front of the target and pushing.. they are slowed.. ![]() it could help ruining positions and such too.. just my opinion though..
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#35 |
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Brought me to an idea
![]() Well, just as example. The one enemy is pushed back 400 units. If it encounters another enemy unit, the enemy gets pushed back 400 units as well (direction is calculated via angle). If more enemies hit enemies during pushback, they get pushbacked as well. If pushbacked enemies hit other enemies during pushback, they are pushbacked as well, and so on. --> Some sort of chain reaction, which is possible, but of course, it doesnt always happen. |
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#36 |
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Join Date: Sep 2009
Location: At home, which would be in the distant lands of Macedonia
Posts: 1,522
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Well, each time you are attacked, the hide gives you damage. Each time huskar loses hp, he get's AS + Damage. Wendigo gets armor instead of AS
I'm not saying the ability is bad. It's great actually, i'd like to see it in DotA. However, i just find it strange that, if i was a wendigo, and if i spawned ice shards when i'm attacked, i doubt i'd use them to sharpen my claws. I'd rather hit someone with them. However, if i think i can do something to people that try to cut/hit/do something to me, i'd freeze them so they don't do it again, or do it slowly.
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#37 |
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I like the chages!
And how about Killer Instincts doing damage, reducing the enemy's armour, but reducing Valdis' ms (like what happens to Raijin)?? |
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#38 | |
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#39 |
Member
Join Date: Jun 2009
Posts: 195
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@Glazed Ground
the idea of the skill is good. but what happens with a well placed shackles/frostbite/stunn ...? is the dps only dealt when the enemy is moving or as long as he is on the ice? this would be a load of damage ^^. maybe you should change it to "... as long as the enemy moves, he receive the damage ..." @Glacial Hide what a masochistic skill. i hope the mathcraft is correct: max. +60 damage / max. +20 armor. when this is correct it sounds good for me. @Killer Instincts auto-leap is great. maybe you can add a slow or something like that to this skill. @Enraged Spirit of the Yeti thx a lot for using my ulti ^_^. your tweaks are realy good, from the ms/ias increase to the spellusage. |
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#40 | |
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Join Date: Jun 2009
Posts: 2,616
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I've got a brilliant idea for Killer Instincts that fits and is unique:
You could probably change the numbers, but I personally think this is perfect. Silence is great as it forces the opponent to just attack your or run, and it also inhibits them to use some of their escape mechanisms (except items of course). The armor reduction always great for any attacker. I personally think this is better than an overused stun, or an uncertain slow. And also just a point of warning, don't add unnecessary and/or complicated limitations. They mostly ruin the feel of the hero. Also, for balance's sake, I think 12 seconds cap at all levels for Ultimate is good enough, because if you think about it, fighting you in this state is stupid as you're already dead, and you can't exactly run. I think this is necessary for balance. Another idea for balancing Ultimate is giving it a "damage cap." Once the damage cap has been reached, The state or mode is canceled (you die). The damage cap could be a static high value, or probably a considerable initial value + some chunks depending on the units killed. I hope you're getting this idea, and it's just something I'd like to toss in the discussion. Might help right?
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| Last edited by chadpiety123; 01-26-2010 at 07:28 AM. | ||