Developer's Blog
Register Low Fi Mark Forums Read

Reply
 
Thread Tools
Old 08-08-2009, 12:23 AM   #1
kings.empire
Banned
 
Join Date: Aug 2009
Location: A Mile in the Sky
Posts: 1,435
Blog Entries: 1
kings.empire is offline

Default [STR-Scourge] Mok'Thran, Death's Commander


Quote:
Changelog

Ver 1.00: Original
Ver 1.01: Buffed Corpse walk to spawn a corpse every so often
Ver 1.02: Changed Skeletal Blink's explosion effect to be an interesting AoE stun instead of relying on corpse explosion for the effect
Ver 1.03: Nerfed Hp, armor, damage, and movespeed of summons, but increased duration to 25 seconds
Ver 1.04: Nerfed Skill 1 a bit, took out corpse walk's corpse regen, gave skill 1 a max casting range of 400
Ver 1.05: Nerfed Ultimate some more to hp: 600, damage: 60-70, stench of death: 10 dps
Ver 1.06: Took out Corpse Explosion DPS. Clarified skeletal blink and ultimate. Gave fake skeleton the ability to move for 3 seconds.
Ver 1.07: Finally added in synergies.
Ver 1.08: Making changes...made ult a regular skill
Ver 1.09: Made place corpse a global channeling sub-spell, change his title from Fallen Orc to Death's Commander
Ver 1.10: Summons only one skeleton that is buffer than previously. Also added additional passive skill to it. Buffed damage of corpse explosion from 75/125/175/225 to 100/150/200/250
Ver 2.0: Rehauled format and changed some of his skills.
Ver 2.01: Changed Stench of Death to hp sapping based. Clairfied Melee range and changed skill 2's name from Raise the Dead to Raise Skeletal Orc.Ver 2.02: Swapped icons for Raise Skeletal Orcs and Fallen's Vengeance from to
Ver 2.03: Replaced corpse requirements with Hp or mana and changed some skills around.
Ver 2.04:
  • Changed hp cost to mana cost for skill 1 and made mana cost scale 75/80/85/90.
  • Buffed duration of summons from 7 seconds to 10 seconds.
  • Reduced Death's grasp from 4/6/8/10 hp/sec to 2/3/4/5 hp/sec as it now affects allies as well.
  • Reduced Summons movespeed to 400.
  • Nerfed Ultimate from 40/60/80 damage per allied creep killed to 20/35/50.
  • Increased AoE of Ultimate from constant 600 to 600/750/900, but enemy hero needs to be in AoE to take damage.
  • Buffed mana cost for summons from 105/120/135/150 to 75/90/105/120.
  • Nerfed armor from 4 to 0







Death's Commander
Mok'Thran


  Reply With Quote
Last edited by kings.empire; 08-25-2011 at 07:09 PM.
Old 08-08-2009, 12:37 AM   #2
ElDoRado1239
Member
 
ElDoRado1239's Avatar
 
Join Date: Jul 2009
Posts: 99
ElDoRado1239 is offline
Default Re: [STR-Scourge] Mok'Thran, Fallen Orc

Very nice! I love the second skill. Have you thought about making it so that it simply heals and buffs you if you walk over a body? Maybe that would be even better... then the blink could do the fake one without any conditions.... just a thought.

First skill is how Pit Lord's corpse explosion should really be. I like it very much. Maybe you could consider nerfing it and letting it explode all the corpses in an area...? No other thoughts, even like this it's a great skill.

Third skill is also very good and handy.

The ultimate - very good indeed. Could need some number-tuning, but I don't have any major complains.

Nice hero, I even like the model a lot. Good work, keep it up.
__________________
Crafty the Engineer
My main project right now. Tinkers with towers and electricity, summons a Cannon Tower
Richard the Numerologist
A crazy project that needs work, comments welcome.
Therak the Wanderer
Lonely, insane, with a frightening stare - you don't wanna meet him at night


I try to help you and write comments on suggestions, please help me too.
  Reply With Quote
Old 08-08-2009, 12:38 AM   #3
ResQ
Member
 
ResQ's Avatar
 
Join Date: Jun 2009
Location: Germany
Posts: 4,567
Blog Entries: 2
Guide Writer Award 
ResQ is offline
Default Re: [STR-Scourge] Mok'Thran, Fallen Orc

Quite cool concept!

Maybe you should remove one spell or add something like a passive "create corpses". Else this hero would be just useless in teamfights etc.
  Reply With Quote
Last edited by ResQ; 08-08-2009 at 12:42 AM.
Old 08-08-2009, 01:09 AM   #4
kings.empire
Banned
 
Join Date: Aug 2009
Location: A Mile in the Sky
Posts: 1,435
Blog Entries: 1
kings.empire is offline
Default Re: [STR-Scourge] Mok'Thran, Fallen Orc

To ElDoRado1239: I'm glad you really like this hero

To n!ght: Well, I guess I could buff corpse walk so it'll generate a corpse every maybe 10 seconds. Otherwise having it as a third skill, how would it work if no one learned corpse walk as it gives access to storing corpses and if the corpse storage were to move with the thrid skill, corpse walk would be pretty useless.

So I guess I'll make that change, thanks for your input!
  Reply With Quote
Last edited by kings.empire; 08-08-2009 at 01:11 AM.
Old 08-10-2009, 02:48 AM   #5
AmplifyDamage
Member
 
AmplifyDamage's Avatar
 
Join Date: Jul 2009
Location: Vancouver
Posts: 1,615
AmplifyDamage is offline
Default Re: [STR-Scourge] Mok'Thran, Fallen Orc

Corpse explosion is already in game as "expulsion" the 3rd skill for Pitlord.
__________________
  Reply With Quote
Old 08-10-2009, 09:43 AM   #6
Ryo
Member
 
Join Date: Aug 2009
Posts: 6
Ryo is offline
Default Re: [STR-Scourge] Mok'Thran, Fallen Orc

Too much reliance on corpse it'll be a hard hero to play
__________________
  Reply With Quote
Old 08-10-2009, 09:37 PM   #7
kings.empire
Banned
 
Join Date: Aug 2009
Location: A Mile in the Sky
Posts: 1,435
Blog Entries: 1
kings.empire is offline
Default Re: [STR-Scourge] Mok'Thran, Fallen Orc

To AmplifyDamage: Although similar to Expulsion, corpse explosion basically just explodes one corpse which then deals damage and DoT if those within the area continue to stay in there. Not only does it deal damage, but it also provides invisibility for Mok'Thran making it a pretty good escaping spell or for farming purposes. But I guess you'd be correct if this spell is similar to explusion as it does use corpses.

To Ryo: Yeah I guess you're right about that which is why I gave corpse walk the ability to generate corpses every 10 seconds. Though now that you mention it, I'm pretty much questioning on why even bothering to give corpse walk so many abilities >_>. Maybe I should just change corpse explosion so that he explodes his own body, giving the same effects and just have his skeletal blink give the same effects without using any corpses. I mean it would still work since he's dead anyways >_>. Course if I were to do that, Skill 3 would probably need a change as corpses aren't really needed and the ultimate might need a change, but I will probably leave it as is unless there are those who highly disagree.

Changes will be made if others dislike the idea of using corpses as much as this hero does.
  Reply With Quote
Old 08-11-2009, 12:10 AM   #8
HELLRAISER
Member
 
HELLRAISER's Avatar
 
Join Date: Jul 2009
Posts: 3,824
HELLRAISER is offline
Default Re: [STR-Scourge] Mok'Thran, Fallen Orc

how ulti skeletons will scale per lvl?
__________________
Check my Suggestions out:
New Hero Suggestion: Hades, Lord of the Underworld <---
New Hero Idea: Tarvallon, The Ancient Healer
Supportive item: Cross of Isis <---
Early game Item: Cape of Heroism
Mid game Item: Demonic Orb
Late game Item: Helphastus' Glory
Click for a complete list of all my suggestions

True-er words never have been spoken before!
  Reply With Quote
Old 08-11-2009, 03:35 PM   #9
DuKKY
Member
 
DuKKY's Avatar
 
Join Date: Aug 2009
Posts: 1,140
DuKKY is offline
Default Re: [STR-Scourge] Mok'Thran, Fallen Orc

Really cool concept reminds me of the necromancer from D2 ..i think that ulti is a bit to powerful though at level 3 .. i mean with a vlads you not killing those bad boys
__________________

PROUDLY A CREATORS GUILD MEMBER
CERTIFIED S.R.T MEMBER
My hero creations

My Remakes
Access all this Here
  Reply With Quote
Old 08-11-2009, 10:21 PM   #10
kings.empire
Banned
 
Join Date: Aug 2009
Location: A Mile in the Sky
Posts: 1,435
Blog Entries: 1
kings.empire is offline
Default Re: [STR-Scourge] Mok'Thran, Fallen Orc

To HELLRAISER: I'm not sure what you mean how they will scale? But anyways, I nerfed them a bit.

To DuKKY: Nerfed those bad boys a tid bit for ya

Also made changes to skeletal blink, I would like to hear any opinions on it.
  Reply With Quote
Old 08-11-2009, 11:16 PM   #11
HELLRAISER
Member
 
HELLRAISER's Avatar
 
Join Date: Jul 2009
Posts: 3,824
HELLRAISER is offline
Default Re: [STR-Scourge] Mok'Thran, Fallen Orc

This is an overall good tank, with temp area depended invisibility, mini blink, good AoE stun(2sec), 2 medium nukes, heavy armor and a 2xfree radiance. His army of the dead ulti is perfect for full battle ganks. He have a high hp end game too.

Hmm does all this sounds a bit too much? Maybe, but this guy comes with requirements which are the corpses.

A note tho invisibility and mini blink maybe too much for a tank with 2468hp, (altho his stats suggest he will only have 1995life, a mistake there buddy?). Tweak the numbers a bit.

EXAMPLE:
Quote:
Description: Mok'Thran explodes a corpse nearby dealing damage to all near it. The explosion is so huge that the vile smell of decay becomes mixed with the debris creating a mist like effect causing all enemy units caught up in this mist to lose sight of Mok'Thran. As the smell and debris linger, it also causes enemy units to take further damage the longer they stay in it as the stench of death is very toxic.

Mana Cost: 75/90/105/120
Cooldown: 25/20/15/10 seconds
AoE: 400
Fade time: 1.5 seconds

Lvl 1: Explodes a corpse dealing 75 damage to all nearby enemy units. Deals 10 damage per second. Deadly clouds lasts 3 seconds. Also gives invisibilty within cloud until cloud disappears.

Lvl 2: Explodes a corpse dealing 125 damage to all nearby enemy units. Deals 15 damage per second. Deadly clouds lasts 4 seconds. 5lso gives invisibilty within cloud until cloud disappears.

Lvl 3: Explodes a corpse dealing 175 damage to all nearby enemy units. Deals 20 damage per second. Deadly clouds lasts 5 seconds. Also gives invisibilty within cloud until cloud disappears.

Lvl 4: Explodes a corpse dealing 225 damage to all nearby enemy units. Deals 25 damage per second. Deadly clouds lasts 6 seconds. Also gives invisibilty within cloud until cloud disappears.
This could be the skill instead or something similar to it.

Also I really believe you should increase cooldown or totally remove his ability to generate corpses. 5 corpses that he can carry should be more than enough for a gank
__________________
Check my Suggestions out:
New Hero Suggestion: Hades, Lord of the Underworld <---
New Hero Idea: Tarvallon, The Ancient Healer
Supportive item: Cross of Isis <---
Early game Item: Cape of Heroism
Mid game Item: Demonic Orb
Late game Item: Helphastus' Glory
Click for a complete list of all my suggestions

True-er words never have been spoken before!
  Reply With Quote
Old 08-13-2009, 06:52 PM   #12
kings.empire
Banned
 
Join Date: Aug 2009
Location: A Mile in the Sky
Posts: 1,435
Blog Entries: 1
kings.empire is offline
Default Re: [STR-Scourge] Mok'Thran, Fallen Orc

Quote:
A note tho invisibility and mini blink maybe too much for a tank with 2468hp, (altho his stats suggest he will only have 1995life, a mistake there buddy?). Tweak the numbers a bit.
Whoops, you're right, his max hp is actually 2095. I will fix that.

As for the change, I kind of wanted it to be like weaver's shukuchi where he'll be invis the next 2 seconds, but as you brought up, my hero is also quite tankish. So I'll make the changes and nerf the numbers a bit.

The reason I added corpse walk to regenerate a corpse so Mok'Thran wouldn't get caught in a situation where he has no corpses at all. Also his ultimate uses up all available corpses he is holding causing him to not be able to pull of his stun or corpse explosion if he were to be ganked somewhere like in a forest or have a team battle where there are no corpses around.

So in a sense, this restriction requires the player to use his/her corpses strategically where the player will likely throw up an explosion, try use a stun and with the remaining corpses, cast Mok'Thran's ultimate producing possibly 3 skeletal orcs. Orcs are pretty damn powerful as it is, so 3 would suffice to deal pretty nasty damage anyways.

In a lane late game, he will be pretty damn hard to kill with all those creeps corpses everywhere and hopefully by then he'll have a decent mana regen to spam his spells.

So eh, I guess I could take off corpse walk's corpse regen, however for corpse explosion I think I'll have to implement a casting range of maybe 400 so he could atleast explode a corpse a decent distance away instead of right in front of him and have temp invis to collect corpses and potentially farm. Works still like necro's skeleton summons where Mok'Thran will explode the nearest corpse to him though so no target casting of which corpse will explode.

Thanks for your input!
  Reply With Quote
Old 08-16-2009, 10:51 AM   #13
kotab
Member
 
kotab's Avatar
 
Join Date: Aug 2009
Posts: 48
kotab is offline
Default Re: [STR-Scourge] Mok'Thran, Fallen Orc

Nice hero, seems a bit like a mix between undying and pudge in characteristics not abilities.

Skill 1: good skill, seems balanced enough for now. It just seems your hero would benefit more from miss and evasion rather than invisibility. Maybe you can change that about the cloud. Also helps teamies in ganks.

Skill 2: this skill is WAY overpowered, unless i missread it. Simply put, by level 8, you can have a imba radience, and also a plate mail. Thats worth 6550 gold!. You dont have to even work for this skill. No last hitting, nothing. Just walk over a corpse? I would definitely say killing a creep allows you to collect corpses, or walking over you ulti's corpses and you lose all corpses on death. I like the idea of storing corpses, but you should make that an active part of this ability: be able to place a corpse you store where you want to, and then explode it. I would decrease the DPS from 10 - 5 per corpse, and increase the corpses you can store up till 8/10 on last level.

Skill 3: Not so sure about this skill or how it effects your team play/role in the team. But a blink, stun and damage in one move is imba, expecially with a 5 second cooldown, ridiculously low mana cost. I would rather say you can use a stored corpse to SUMMON a replica which will explode/deal damage. Make them last for 15 seconds, deal 25%? damage, and explode if attacked. Keep a 5 second cooldown, but push up mana cost to 90? This works better with your ultimate too.

Ulti: really needs a nerf. Just to put this simply, a 700HP, 100 damage, 6 armour, 360 movespeed which deal 350 damage (explosion plus DPS) is imba. Dont make them explode on death. Cut their HP down to 350HP, and push their damage down to 80. Just remember, if you activate ultimate, in 25 seconds, they have the ability (all, including attack and explosion) to deal 10083 damage, and take close to 5000 damage. Thats imba

But i like the idea. Good damager and DPS strength hero.
__________________
I am willing to comment on anyones suggestions just pm me.


So far please comment on:


Kogel the Enraged Falcon - A true initiator
http://www.playdota.com/forums/15819...nraged-falcon/

"Human history begins with man's act of disobedience which is at the very same time the beginning of his freedom and development of his reason"
  Reply With Quote
Old 08-17-2009, 03:32 AM   #14
kings.empire
Banned
 
Join Date: Aug 2009
Location: A Mile in the Sky
Posts: 1,435
Blog Entries: 1
kings.empire is offline
Default Re: [STR-Scourge] Mok'Thran, Fallen Orc

Quote:
Nice hero, seems a bit like a mix between undying and pudge in characteristics not abilities.

Skill 1: good skill, seems balanced enough for now. It just seems your hero would benefit more from miss and evasion rather than invisibility. Maybe you can change that about the cloud. Also helps teamies in ganks.
It helps in the damage department for team fights, but I was kind of considering giving AoE invis to all allied heroes...not sure if that would of been balanced though.

Whether corpse explosion should give AoE invis to allied heroes or give chances to miss is now pretty much up in the air now.

Quote:
Skill 2: this skill is WAY overpowered, unless i missread it. Simply put, by level 8, you can have a imba radience, and also a plate mail. Thats worth 6550 gold!. You dont have to even work for this skill. No last hitting, nothing. Just walk over a corpse? I would definitely say killing a creep allows you to collect corpses, or walking over you ulti's corpses and you lose all corpses on death. I like the idea of storing corpses, but you should make that an active part of this ability: be able to place a corpse you store where you want to, and then explode it. I would decrease the DPS from 10 - 5 per corpse, and increase the corpses you can store up till 8/10 on last level.
The high DPS is because he is only able to hold 5 corpses. Incredibly imbalance in a lane perhaps, however once outside of a lane he is quite vulnerable if he previously used a couple of corpses to escape which reduces the armor and stench of death effect to a lesser extent such as+6 armor bonus and 30 dps. Also stench of death isn't really a 650 AoE effect like radiance, it's more like rot or ion shell where you have to be really close to him to take any effect.

I'm not sure if 50 dps is imbal because ionshell atm is 75 dps and I was just comparing that to this spell to determine how powerful to make it.

Giving Mok'Thran 10 corpses will make him unbelievably powerful as he will then be able to cast his ultimate, corpse explosion, and stun with no real cost at all if he were to be ganked in the woods or if a team fight were to happen in the river.

With the max hold of 5 corpses, he is limited to what he can do, whether it be to have 5 skeletal warriors for sheer numbers and damage, or use a couple corpse for a stun, a possible explosion, and maybe 3 skeletal warriors or simply hold on to the corpses for more explosions and blinking.

Remember, although +50 dps effect like ion shell and 10 armor is pretty powerful, he needs to have all his corpses to maintain that effect and during a possibly chase, he won't really be able to maintain it.

Quote:
Skill 3: Not so sure about this skill or how it effects your team play/role in the team. But a blink, stun and damage in one move is imba, expecially with a 5 second cooldown, ridiculously low mana cost. I would rather say you can use a stored corpse to SUMMON a replica which will explode/deal damage. Make them last for 15 seconds, deal 25%? damage, and explode if attacked. Keep a 5 second cooldown, but push up mana cost to 90? This works better with your ultimate too.
Well both this skill and the ultimate are basically filler moves really as I had no real what else to use corpses with, so hence this ability came about as I felt like a stun is necessary for team support.

Also you do know that the fake is left behind right? If anyone were to chase him, most likely they will get stunned, but if he were to blink to where his opponent is...the stun won't work unless you were standing right next to the person when you blinked. So it's not a for sure stun and can be easily predicted where it'll come which is why corpse explosion is there for some cover to potentially pull this off...maybe I should make a synergy page now. >_>

Good point you brought up about Mok'Thran having a role. Currently he is more like a lane pushing, tanking machine that could potentially initiate ganks by blinking in and throwing up a corpse explosion if he wants.

Low mana cost is because of low mana pool in beginning. Also costs more mana, blinks a less distance than normal blinks and can potentially be a lesser blink if he were to have no corpses.

Due to the low cooldown, mana cost, and the fact he needs a corpse to pull off this skill, should I nerf the damage to 75/100/125/150?

Quote:
Ulti: really needs a nerf. Just to put this simply, a 700HP, 100 damage, 6 armour, 360 movespeed which deal 350 damage (explosion plus DPS) is imba. Dont make them explode on death. Cut their HP down to 350HP, and push their damage down to 80. Just remember, if you activate ultimate, in 25 seconds, they have the ability (all, including attack and explosion) to deal 10083 damage, and take close to 5000 damage. Thats imba
These guys aren't spell immune, however I do understand numbers are pretty high...Hp will get nerfed to 600 hp, damage will get a significant nerf to 60 dmg at lvl 4, kamikaze explosion will be nerfed to 50/75/100 damage and stench of death for these units will be nerfed to 10 dps. Everything else will be left alone.

BTW, kamikaze explosion DPS doesn't stack so if you might of been confused about that, my bad.

I know 360 is quite fast, but I don't want the skeletal orcs to being slow. So basically, my goal now is for the ultimate to rely on its stench of death and kamikaze explosion to deal the massive output of damage.

Stench of death recieved the nerf upon relizing that output of having a potential 150 dps + hero with max 5 corpse which is really easy when pushing.

So now the total is at 100 dps which basically is a temporary rot damage producing ultimate if anyone is dumb enough to stick near all 6 of them and go rambo on them.

Quote:
But i like the idea. Good damager and DPS strength hero.
Thank you very much for your input!
  Reply With Quote
Old 08-18-2009, 06:17 AM   #15
king_james
Member
 
king_james's Avatar
 
Join Date: Jun 2009
Location: Makati City, Philippines
Posts: 4,153
Blog Entries: 6
king_james is offline
Default Re: [STR-Scourge] Mok'Thran, Fallen Orc

Review as per request.

Need some clarifications on the first skill, will the creep automatically explode? I like the invisibility effect with the cloud, it makes Mok"Thran deadly after casting. I like this skill, nothing bad, and it really makes sense.

Corpse Walk really fits into his theme of a tank, and the 50 damage immolation max is good, but how long does it last, forever? Or is it just for a certain duration.

Skeletal blink also needs clarifications. Where does he teleport to? It feels like a PL + Magina combo, . But its good, however i see some forced synergy with skill 2.

I'm liking the ultimate, but I'm not really a summon hero lover, but the effects of the summons are cool. Explosion dealing damage to the area, and a sort of immolation too. This will really help some sort of last stand as you can say it. I just think the duration is too long, you can deal too much havoc within 25 seconds.

Overall, hero has a really good concept. He is the tanker you can go to for uber protection from hunting heroes like Balanar, Lycan, Pudge, etc.
__________________
My pride and honor:
  Reply With Quote
Old 08-18-2009, 04:17 PM   #16
3dPuzzler
Member
 
Join Date: Jul 2009
Posts: 74
3dPuzzler is offline
Default Re: [STR-Scourge] Mok'Thran, Fallen Orc

This hero seems highly original, I like the corpse walk ability personally. I think that there are no heroes that are based around corpses, the closest is probably nerco'lic with his revenants. I would suggest some minor changes in numbers, but if icefrog were to implement this hero, then he would balance it with a whole team anyways, so why should I care if numbers are a little off?

Anyways, good job, and I hope that this one makes it into the game personally.
  Reply With Quote
Old 08-20-2009, 03:28 AM   #17
kings.empire
Banned
 
Join Date: Aug 2009
Location: A Mile in the Sky
Posts: 1,435
Blog Entries: 1
kings.empire is offline
Default Re: [STR-Scourge] Mok'Thran, Fallen Orc

Quote:
Review as per request.

Need some clarifications on the first skill, will the creep automatically explode? I like the invisibility effect with the cloud, it makes Mok"Thran deadly after casting. I like this skill, nothing bad, and it really makes sense.
The creep won't explode, only the corpse will hence the name corpse explosion.
If the creep did explode though, with a 10 second cooldown, that would be so imbalance XD

Quote:
Corpse Walk really fits into his theme of a tank, and the 50 damage immolation max is good, but how long does it last, forever? Or is it just for a certain duration.
The armor and immolation effect lasts forever until Mok'Thran uses a corpse he is holding. Once he does so, these effects will go down by -2 armor, -10 immolation damage making it +8 armor, 40 immolation. Uses up all corpses, he will get no bonus and no immolation.

Quote:
Skeletal blink also needs clarifications. Where does he teleport to? It feels like a PL + Magina combo, . But its good, however i see some forced synergy with skill 2.
Blink works just like any other blink however, when he does blink, at the initail point of where he was, that is where the fake skeletal will be. So lets say this:

O=Mok'Thran
X=Fake

Before Blink: O

After Blink: X-------O

And then whether the chasing enemy decides to strike the fake or not within 3 seconds, the fake will explode dealing a 2 second stun and damage.

Yeah, I kind of agree that it is force synergy with Corpse Walk...perhaps I should give a Hp cost to use this spell with full benefits if he has no corpses then?

Quote:
I'm liking the ultimate, but I'm not really a summon hero lover, but the effects of the summons are cool. Explosion dealing damage to the area, and a sort of immolation too. This will really help some sort of last stand as you can say it. I just think the duration is too long, you can deal too much havoc within 25 seconds.
Glad you like the ultimate despite not liking summons. Anyways, how does 20 seconds sound? 15 seconds sounds too low for me...also they are not spell immune so they can die pretty quickly...

So should I give them spell immunity but reduce the duration to 15 seconds?

Quote:
Overall, hero has a really good concept. He is the tanker you can go to for uber protection from hunting heroes like Balanar, Lycan, Pudge, etc.
Thanks!

Quote:
This hero seems highly original, I like the corpse walk ability personally. I think that there are no heroes that are based around corpses, the closest is probably nerco'lic with his revenants. I would suggest some minor changes in numbers, but if icefrog were to implement this hero, then he would balance it with a whole team anyways, so why should I care if numbers are a little off?

Anyways, good job, and I hope that this one makes it into the game personally.
Thank you so much for your comment! I hope Mok'Thran does get implemented in to DotA as well...just need someone to do a test map for him because sadly I don't know how to do so.
  Reply With Quote
Old 08-22-2009, 04:45 PM   #18
Repeats
Member
 
Repeats's Avatar
 
Join Date: Jul 2009
Posts: 496
Repeats is offline
Default Re: [STR-Scourge] Mok'Thran, Fallen Orc

As promised here is my full review. Thanks for commenting on my hero btw much appreciated.

Skill 1:
Personally, the damage from the explosion and fade time is enough. There no need to gain damage per second on opponents as this guy has enough mobility to make up for his damage. Id suggest removing that aspect, or at least nerfing it to be very weak.

Skill 2:
I would suggest adding the WC3 core subskill "Load Corpse" from the undead seige machines to this hero to make this a bit more interesting of having to actually "aquire corspes." Merely walking over them is slightly boring. Plus it fits the concept perfectly and im guessing would make this much more clear on how many corpses you actually have. Finding the icon with the undead skull head for loading is ideal

The concept though is quite nice. Good job.

Skill 3:
Very nice concept. However, you should make it clear that the used up image takes a corspe out from your count. You fagily mention that and fits the hero perfectly as well synergy wise.

Ult:
Again, mention in the description that it uses up all the corspes for complete clarity.

As for the skeletons, im woried that giving them the same abilities as the your other skills is a bit overpowering. Having them explode the same way as your blink image is probably enough. I mean, having 5 skeletons deal damage over time is a big ouch even when it doesnt stack.

Well thats my review. I also have another hero out called Ness. If you could check him out that would be great (link in sig). However, read the story before so it makes sense. Some people have a problem that hes a kid. but his skills work beutifully together.
__________________
- Medivh, The Spirit Keeper - Eldritch, the Blood Orc

-[Remake] Unstable Concoction - Zephyr, The Wind Tempest
  Reply With Quote
Old 08-22-2009, 06:26 PM   #19
triavatar
Member
 
Join Date: Jul 2009
Location: netherspace
Posts: 132
triavatar is offline
Default Re: [STR-Scourge] Mok'Thran, Fallen Orc

love him t-up
  Reply With Quote
Old 08-22-2009, 08:05 PM   #20
Gazar-
Member
 
Gazar-'s Avatar
 
Join Date: Jul 2009
Posts: 364
Blog Entries: 1
Gazar- is offline
Default Re: [STR-Scourge] Mok'Thran, Fallen Orc

Here the review:

A really like the model and always thought it needs a hero in dota with it; on d-a-forums were a lot of suggestions with it, most of them tried to make an arcane theme on the model. But your concept is much more directly connected with the model as I see.

Quote:
Stats:

HP: 530 (Max Hp including stats bonus: 2095)
MP: 257 (Max Mp including stats bonus: 1193)
Armor: 2 (Max Armor including stats bonus: 9)
Move Speed: 295
Attack Damage: 55-61 (Max damage including stats bonus: 117-123 +20)

(Main)Strength: 20 + 2.6 (Max including stats bonus: 102)
Agility: 17 + 1.2 (Max including stats bonus: 66)
Inteligence: 14 +1.6 (Max including stats bonus: 72)
To notice about his stats:

- He has a below average movespeed: I do not know if it was intentionally done though, but if I look on his skills maybe it is for balance reasons.
- He is str, anything else would have strongly surprised me here =)

About the skills:

Corpse explosion

- Relatively cheap nuke, which can be spammed. Also, it shall add some ghostly aspect to the hero, as the cloud makes him invisible (1.5 sec fade time will look ghostly). Questions: Are allied units/heroes hidden as well? I just ask to be sure.
- There is a typo in the description of lvl 2.
- This skill will make him able to stay invisible for a long time when laning or fight with creeps (if corpses and mana are found enough). Maybe it is limited, maybe not. Probably he will become a stealthy hero by this skill. Intended?

Corpse Walk

- I would suggest that instead of additional armor per corpse you either get a higher health regeneration or a higher mana reg. Looking at his below average int I think he really needs the second effect.
- I would suggest you change the dps effect since such skill effect is used for radi, ionshell. A possible idea: Give him a weak life drain aura instead that gets stronger per corpse. This aura should only work on creeps btw. This would give him more ability to survive than a simple damage aura (synergy stays the same though)

Skeletal Blink

- For these reasons I prefer a change of this skill: Illusion + blink is rather unoriginal, invis + illusion is taken by Phantom Lancer already
- Possible ways: Blink stays, but Illusion is removed, let it target a point on the ground and deal damage in the area he leaves, also make him able to take any allied hero (in aoe 250) with him and make him able to move his skeleton army with him (adds more synergy).

ULTIMATE

- Nice skill, not much to say about it.

Endnotes: I now noticed that he has some similarities (rather small) with CK. Blink and Summon is similar to Blink and Illusion. However, I really have to say that I like this suggestion more than CK.

---Verdict---
Nice hero, needs some changes to improve the skills.

Third skill and second skill should be rethought. Third skill even more than the second one.
  Reply With Quote
Reply
  Defense of the Ancients Suggestions Hero Ideas


Forum Jump

Thread Tools