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Old 08-08-2009, 10:46 AM   #1
kotab
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Default [str - sent] kogel the enraged falcon (help plz!!)


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Kogel - The Enraged Falcon

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Range: 150 | Move Speed: 300
Primary: STR
Str: 23 + 2.5 | Agi: 16 + 1.7 | Int: 18 + 2
Damage: 50 - 58 | HP: 587 | Mana: 208
HP Regen: 0.94 | Mana Regen: 0.65
Attack Speed: 1.7 | Armor: 4
Role: Initiator


From the time of the ancients, the race of falcons was always strong. Fierce warriors, excellent hunters, and great athletes. Until one day the falcons were challenged by the Undead. The falcons were no match for the evil of the Undead, and in the end many persihed or fled. Only a few remained. One of them was Kogel. Named the Nightmare Falcon by the elves, Kogel succeded in driving the Undead out of the great forest and now has returned to exact his vengance.


Fury Dive (D)

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Kogel plummets out of the air to deal damage to a target area , flying over all obstacles in his path to reach that unit. Depending on the range, Kogel will both damage and stun in a 200AOE. During his dive Kogel gains movespeed until he hits the target.He gains varying amounts of damage, stun and movespeed for every 100 units moved. When he reaches max movespeed, he becomes invulnerable to damage.

Level 1 - 1200 range, 20 movespeed per 100 units, 10 damage, 0.05 second stun
Level 2 - 1200 range, 25 movespeed per 100 units,15 damage, 0.1 second stun
Level 3 - 1200 range, 30 movespeed per 100 units, 20 damage, 0.15 second stun
Level 4 - 1200 range, 35 movespeed per 100 units, 25 damage, 0.2 second stun

Mana Cost: 120
Cooldown: 15
Framework: Similar to Barathrums charge. You can cancel while in motion, but likewise, are invulnerable to damage.This is not overpowered due to the mana cost for a strength hero.


Talons (c)

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Kogel extends his talons into the flesh all foes in an area (200AOE). His great strength allows him to lift his targets off the ground, before dropping and slowing them for 3 seconds. All targets are immune from any damage (except from Kogel) in the air.

Level 1 - 1 second lift, 20% slow, 75 damage
Level 2 - 1.5 second lift, 30% Slow, 150 damage
Level 3 - 2 second lift, 40% Slow, 225 damage
Level 4 - 2.5 Second lift, 50% Slow, 280 damage

Mana Cost: 120
Cooldown: 15
Framework: Coded similar to the effects of Kunkka torrent, but without the water

Fear (F)

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Passive, Aura: Kogel is maddened by harm to his race, and his anger radiates outwards. The more an enemy is attacked, the more fearful they become. Every unit in a 500AOE of Kogel loses amour each instance it is takes damage. Armour loss is removed after 3 seconds without damage. Fear can stack a maximum of 15 times. Removes a max of 15 armour.

Level 1 - 0.5 Armour lost per hit.
Level 2 - 0.6 Armour lost per hit
Level 3 - 0.7 Armour lost per hit
Level 4 - 0.8 Armour lost per hit

Mana Cost: N/A
Cooldown: N/A
Framework: Like the aura of Nevermore's, but based on instances of damage rather than presence

Feathered Brothers (B)

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Kogel calls on his brothers to aid him in combat.He summons smaller falcons, each of which take damage for Kogel. Each brother takes 5% of the damage dealt to Kogel, reducing the damage Kogel takes by 5% times by the number of brothers.The brothers are subject to both magical and physical damage, but have varying amounts of armour (light armour). The brothers are controlled by Kogel, and deal varying amounts of damage with an attack range of 450 Ranged attack) with the same attack speed as Kogel, and are flying.

Level 1 - Kogels summons 6 brothers. Each of them last for 15 seconds and then die, deal between 30-40 damage. Each brother has a movespeed of 330 and has 200hp with 2 armour.
Level 2 - Kogels summons 8 brothers. Each of them last for 15 seconds and then die, deal between 50-60 damage. Each brother has a movespeed of 340and has 265hp with 3 armour.
Level 3 - Kogels summons 10 brothers. Each of them last for 15 seconds and then die, deal between 70-80 damage. Each brother has a movespeed of 350and has 330hp with 4 armour.

"The transfer of a percentage of damage is split, so a brother will only ever take 5% of Kogels damage. I.E. with 6 brothers, Kogel transfers 6x5 or 30% of damage. Shared damage is physical and effected by armour.

*If a brother dies, then the reamining birds still only take 5% of damage, and Kogels is only able to transfer 35% not 40% etc."

Mana Cost: 150/200/250
Cooldown: 200
Framework: The brothers will be about the same size as Visage's revenants, but will look similar to Kogel. They have light armour, and ranged attack. I feel that 330HP is not too much for each brother. For example, if Kogel is hit for by a shockwave, the brothers will die

Explanation of Skills

Skill 1: This is essentially a chasing, escaping and initiating move. You target any area on the map which you have explored withing 1200 range. You gain haste and invulnerability (like charge), and are able to cancel at any point. The point at which you cancel will deal damage and stun. On max range on level 4, you can deal 300 damage and stun for 2.4 econds. I think it is not overpowered as it is hard to get the max damage every time you use the spell, but also difficult to aim. Targeting an area rather than a unit. I dont know if I should allow blink with this move?

Lvl1 = 0.6 second stun, max movespeed reached after 1100 units (using base movespeed), 120 damage
Lvl2 = 1.2 second stun, 180 damage, max movespeed reached after 900 units
Lvl 3 = 1.8 second stun, 240 damage, max movespeed reached after 700 units
Lvl 4 = 2.4 second stun, 300 damage, max movespeed after 500 units

Skill 2: This can be used to initiate or escape. Initiating is simple. Used correctly, it can pick up 2 or 3 of the enemy's heroes, deal significant damage, disable them for 2.5 seconds, and slow them, allowing your team to catch up, or correctly place or aim their spells. It also allows you to avoid damage from say, lich's ulti. You can lift up yourself and a team member, preventing all damage, and stopping the bounce of the ulti. Damage and slow do not effect team members.

Skill 3: This is simply a team spell that can, on 10 instances of damage, reduce an entire teams armour by up to 8

Skill 4: The brothers are controllable by Kogel, take damage from heroes, as well as absorb damage from Kogel. They deal varying damage at 450 range, and have good movespeed for chasing units

Synergy

Plan 1: Fury dive onto an enemy and attack. Just before stun wears off, use talons to slow him further. Then chase and attack. If he somehow escapes, use another fury dive to slow him down.

Plan 2: Use talons, activate brothers. While in the air the brothers will attack the hero, making him lose armour, and will finish him when he lands and is slowed. This is quite a waste of your ulti

Plan 3: Fury dive, activate brothers, pick up units using talons. Most heroes caught will lose 15 armour, team can get ready to use ulit. As soon as they heroes land again...BOOM.

Plan 4: With a Khagars Pipe and a Mechanism you can just activate brothers and tank. That simple. With a AC its even more ridiculous your tanking ability
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Last edited by kotab; 08-23-2009 at 01:26 PM.
Old 08-08-2009, 10:52 AM   #2
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Default Re: [str - sent] kogel the enraged falcon

Double thread post?

and why this model? It works just as nice with harpy model.
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Old 08-08-2009, 01:04 PM   #3
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Default Re: [str - sent] kogel the enraged falcon

You should add how all this abilities synergies with each other. My opinion:

1) 1st skill: Good concept and only targetable to enemy right? If can cast on ally this also can act as escape mechanism, but too imbalance because of haste with 10 sec cooldown. You should also add a calculation at the bottom of the description on how much damage this ability can do.

2) How could he lift all enemies on that area? Is that codable?

3) Personally for me, this is not an interesting passive, but I suggest that you increase the cap to 15.

4) All abilities synergies well with each other, I understand that you can summon all this falcon to aid the hero when he lift the enemy. It can also protect you from damage. Well done, overall good concept but I think primary attribute should be agility instead.
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Old 08-08-2009, 04:29 PM   #4
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Default Re: [str - sent] kogel the enraged falcon

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

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Old 08-08-2009, 10:59 PM   #5
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Default Re: [str - sent] kogel the enraged falcon

Quote:
Originally Posted by Whitefang View Post
2) How could he lift all enemies on that area? Is that codable?
why wouldn't it be, it'd be coded similar to torrent I'd presume.

Quote:
Originally Posted by kotab View Post
This can be used by your team to avoid nukes like lich's ulti, or it can be used to hold a few enemy units in place while your team can catch up.
how can you avoid lich's ulti or nukes? You mean lift Lich before he casts ulti or lift teamates?

Also can you cancel Fury Dive in mid flight?
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Last edited by R.U.Sty; 08-08-2009 at 11:15 PM.
Old 08-09-2009, 09:11 AM   #6
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Default Re: [str - sent] kogel the enraged falcon

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

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Old 08-09-2009, 09:32 PM   #7
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Default Re: [str - sent] kogel the enraged falcon

bump ^^

please comment. I really need help in perfecting him. Thanks
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Kogel the Enraged Falcon - A true initiator
http://www.playdota.com/forums/15819...nraged-falcon/

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Old 08-10-2009, 03:08 AM   #8
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Default Re: [str - sent] kogel the enraged falcon

This hero is growing on me. I think the model is great (as a normal harpy model reflects more of a agi/int type hero) but the first spell giving invulnerability and/or max ms while being able to pass all obstacles is imbalanced in my view. The way i would do it is make the range 1200 at all levels, can pass all obstacles, and the hero gains ms (ms gain depends on each level) depending on how long the heroes been in flight(every 100 ms). Also maybe the bonus ms can be granted to the ulti summons. I'm open for a discussion on it.
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Last edited by R.U.Sty; 08-10-2009 at 03:11 AM.
Old 08-10-2009, 08:15 AM   #9
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Default Re: [str - sent] kogel the enraged falcon

I had a movespeed gain in my original model/suggestion, but appartently it was to hard to code. I shall now post a suggestion under that move so people can decide on which move they prefer. I also think it is imbalanced. Thanks
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Kogel the Enraged Falcon - A true initiator
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Old 08-10-2009, 11:32 AM   #10
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Default Re: [str - sent] kogel the enraged falcon

Comments? So many views so little comments?
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Old 08-10-2009, 11:13 PM   #11
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Default Re: [str - sent] kogel the enraged falcon (help pl

Interesting model, now lets see those skills!

Skill 1: So basically a limited charge of darkness with added bonuses? Hmm interesting concept.

Skill 2: Synergizes pretty well with skill 1 if it hits...just how long does the slow last though? I say 4 seconds max just like torrent.

Skill 3: So basically anyone can attack an enemy and they will lose armor? Eh, pretty good way to score last hits on creeps as the armor drop by the time the enemy unit is weak will be low enough to last hit perfectly...or deny.

Ultimate: So basically this synergizes with skill 3 and the other 2 skills if they properly connect right? Well they only last 15 seconds so I guess they're alright...really depends on how quick these guys die whether you should buff hp because 330 seem so dinky...its like 1 hit kill for Kunkka >_> and potentially any other cleavers or AoE spells.

Overally pretty cool hero you've made. Not sure how the limit of 1200 will work out, but it might be okay with that limit!
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Old 08-11-2009, 04:18 PM   #12
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Default Re: [str - sent] kogel the enraged falcon (help pl

bump ^^
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Kogel the Enraged Falcon - A true initiator
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Old 08-13-2009, 05:06 PM   #13
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Default Re: [str - sent] kogel the enraged falcon (help pl

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

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Old 08-24-2009, 12:57 PM   #14
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Default Re: [str - sent] kogel the enraged falcon (help pl

So a short review for now. A full review is a bit troublesome for me right now because of my cramped school sched (fuck).

Skill 1 - Looks like a charge of darkness rip off and it's a bit stronger than that . Pretty good initiating skill but the un-originality bothers me too much. I suggest you rework it but that might be too troublesome, so you should just tweak it a bit so it becomes more distinct from Charge of Darkness.

Skill 2 - Okay, too much of a Torrent ripoff. >.< Sorry about this but T-down on this really.

Skill 3 - is a bit too strong. Nerf the values down. I like the concept though. It's really nice but the values are just disturbing. But maybe the cap balances it, I don't know. >.< Original concept, T-up for that.

Skill 4 - This one I really like. I've seen this one in one of the suggestions before but nevertheless it's unique. I really like it. Helps a lot in tanking and initiating.

Overall, I see some initiating buts, but in all honesty, it's not really a "real" initiator. Perhaps I was expecting too much because of the flavor text, but really, Tauren and Earthshaker can do way better than this. Synergy between skills is okay but nothing really great or defining. The lack of originality bothers me more though.

Still needs improvement, just PM me if you have some changes.
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