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Old 01-30-2010, 10:46 PM   #1
flint_marqus07
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Default [Int-NEUTRAL]Onki, The Jumper


Hi guys this is my second HI prior to this dude who's been lame, i think...and now i've created this jumper guy! Hope to see some suggestions and comments! i might still have to improve him his skill's effects are pretty simple but the synergies and forced synergies are nice i think...so tell me what do you think! thanks! ^_^

Quote:
Onki, The Jumper

Strength__Agility_Intelligence
__
23 + 2.9 _16 + 1.95_14 + 1.25

onki is one of the orc's military scientist obssessed with time and space manipulatiopn, he was often in the field and in camp during battles and provides the advance weapons for the orcs during the first war, until in one experiment he accidentally discovered a warphole on another dimension. learning much about advanced technology and as his experties grew more and more excellent he finds way to come back in his home world, back with him advanced devices and abilities. Possessing the abilty to plant mechanical wards invisible to the enemies eyes and he is able teleport to them when ever he wants.






Affiliation: Neutral
Damage: 42 - 49
Armor: 1.3
Movespeed: 285
Attack Range: 500 (range)

Attack Animation: 0.3 / 0.5
Casting Animation: 0.3 / 1.07
missile speed: 900
Base Attack Time: 1.7
Sight Range: 1800 / 800


pros and cons

pros
- very fast
- excellent scout and warding
- has very efficient escape plan
- very good ganker / initiator

cons
- mana dependent
- low HP early on
- not a very good farmer for an int
- his shirt's color seems gay-ish ^_^



Learns Jump site wards, Jump, Precognition, Weapons Up!
1st skill
Jump site Wards
 plants a ward invisible to enemies, revealing vision on the area planted. Ward has 3 charges


 Mana Cooldown Cast Range AoEDurationEffects
1505secs550400
60secs
reveals 400AOE vision, gives 10% AS to self/allies
2605secs550400
60secs
reveals 400AOE vision, gives 15% AS to self/allies
3705secs550400
60secs
reveals 400AOE vision, gives 20% AS to self/allies
4805secs550400
60secs
reveals 400AOE vision, gives 25% AS to self/allies

Notes
- Hot Key: W
- ability type: active
- allowed targets: ground (ground and enemies if 4th skill is active)
- can only plant 3 wards max if the other ward still did not expire
- gives 10/15/20/25%AS to self and allies caught in its AOE
- ward is invisible to enemies but can be detected by any cloaking detectors
- ward has 450HP at all levels



2nd skill
Jump Engaged!
 teleports to a jumpsite ward with .5 seconds delay, while damaging and slowing nearby enemies as he teleports into the wards location. Onki also permanently increases his Movements Speed after learning this


 Mana Cooldown Cast Range AoEDurationEffects
180n/a (can teleport anytime/anywhere if there's an available jump site)Global (as long there are available jump sites)400
60secs
90 damage, slows enemies by 10%ASMS for 3scs as he teleports, +10%MS to self
290n/a (can teleport anytime/anywhere if there's an available jump site)Global (as long there are available jump sites)400
60secs
100 damage, slows enemies by 20%ASMS for 3scs as he teleports, +15%MS to self
3100n/a (can teleport anytime/anywhere if there's an available jump site)Global (as long there are available jump sites)400
60secs
110 damage, slows enemies by 30%ASMS for 3scs as he teleports, +20%MS to self
4110n/a (can teleport anytime/anywhere if there's an available jump site)Global (as long there are available jump sites)400
60secs
120 damage, slows enemies by 40%ASMS for 3scs as he teleports, +25%MS to self

Notes
- Hot Key: D
damage type: physical, reduced by armor not by spell immunity
- ability type: active
- allowed targets: jump sites (ground-jump site area)
Passively/permanently increases his movement speed by 10/15/20/25% after upgrading this skill
- preview for 1st skill forced synergy: if you plant 3 wards at the same place and teleports to that jumpsite three times you will trigger 90/100/110/120 damage three times(jump site only has 5seconds cool down), thus having a damage of 120+120+120=160 at max



3rd skill
Precognition
 Because of his knowledge on speed and timing due to being a jumper he learns to dodge enemies after a number of attacks and is partially resistant to spells due to his chemical experiments


 Mana Cooldown Cast Range AoEDurationEffects
1n/an/an/an/a
n/a
after every 6 hits by any enemy they miss, +5% spell resistance
2n/an/an/an/a
n/a
after every 5 hits by any enemy they miss, +10% spell resistance
3n/an/an/an/a
n/a
after every 4 hits by any enemy they miss, +15% spell resistance
4n/an/an/an/a
n/a
after every 3 hits by any enemy they miss, +20% spell resistance

Notes
ability type: passive
- the miss Works on both heroes and creeps, only counts for physical attacks
- hit counter resets to one if he dies then passively starts on the firs hero/unit attacks on him, does not reset if different unit/heroes attacks as long as the number of attacks require for him to evade are met this passively triggers
- permanently adds 5/10/15/20% spell resistance




4th Skill - Ultimate
Weapons Up!
 onkhi upgrades his mechanical wards giving it damage as he plants it within this duration, planting a ward deals damage in an area and has a .75 stun. While permanently increases the "jump" skill damage


 Mana Cooldown Cast Range AoEDurationEffects
1120n/an/aself
20secs
150 damage per ward, +60damage to 'jump' skill
2130n/an/aself
20[secs
200 damage per ward, +70damage to 'jump' skill
3140n/an/aself
20secs
250 damage per ward, +80damage to 'jump' skill

Notes
- Hot Key: E
ability type: instant- self/skill buff
damage type: physical, reduced by armor not by spell immunity
- permanently adds 90/100/110 damage to 'jump' skill, upon upgrading this skill
- planting a ward only has damage when this skill is activated, after this skill's duration is over only the 'jumps' has damage with the additional damage from this last skill upgrade based on level
- planting "Jump site wards" has .75secs stun and the additional damage at all levels only during the duration of this skill


Skills Synergies

+
well this is a direct synergy, plant a ward giving vision and when an enemy strays within its AOE teleportation deals damage then planting a ward again would deal another damage, the wards cooldown is only 5 seconds so wards can be spammed provided you have enough mana


+
after getting and activating the last skill planting a ward causes damage and more damage


+ +
this deals spammable damage to enemies in AOE provided a ward is planted in a good position even on a close range (imagine poof with a fixed position slowing enemies)


+ + +
after casting all damage type skills passive evasion ans spell resistance assists while facing enemy hitters and spellers head-on






YEY! i have a second hero, check out this guy too, the frst one tho no synergies yet...^_^

editing the synergies now...^_^
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Last edited by flint_marqus07; 02-05-2010 at 04:58 AM.
Old 04-24-2010, 07:20 PM   #2
TMR
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Default Re: [Int-NEUTRAL]Onki, The Jumper

OMG i love the model its amazing omg where did you get that from?? i love that dude hes so cool OMG darn its friggin amazing. are there some arts with htat dude or smth its amazing artis name plz do tell mee ahmazing

i may have been a little too excited. the model looks amazing and i would like to know the artists name.

thank you
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Old 04-25-2010, 05:14 AM   #3
KyonoRocks
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Default Re: [Int-NEUTRAL]Onki, The Jumper

The model is from WoW Model Viewer right? You'll probably need to find something from WC3 but I guess it's ok at the concept phase.

Ok, overall thoughts...

Cool hero. The one thing I was reminded of with this hero is Meepo's Poof ability. It's as if the wards you place are Meepo clones and then you can teleport to them to deal damage (and move around of course). If you have the 3 Meepos (wards), you can jump 3 times and deal 3x damage.

Skill 1:
Wards. Free wards = great for a team. The problem is that it creates a difficult decision for Jumper. In the early game, the free wards are going to be much more useful for protecting your weak carries and warding rune sites. So that makes Jumper completely useless and without skills until he's allowed to use his wards for himself. This could make him quite boring to play early game (but that's not terrible, lots of heroes are).

Skill 2:
Kinda skill 1.5 because it's completely forced synergy. Have you thought about making this skill a sub-skill of skill 1? Then you free up a skill (which isn't completely reliant on wards) and still have the jump.

One thing I'm very worried about is that if Jumper does ward rune spots.. he will always get runes. Strong rune control is great but Jumper's rune control is IMBA strong, you'd never get a rune with him in the game.

Otherwise, I like it. I'm always a fan of blinky heroes

Skill 3:
I really like this skill. I'm a little bit of a DotA noob but does 'only works on physical attacks' mean auto-attack or physical skills too?

This skill is pretty awesome

Skill 4:
Another forced synergy I'm afraid. I see why you've done it, it does turn wards into weapons, but still.. i'm thinking that 2 of your wards placed at rune spots will be much more useful than +160 damage to your jump.

The problem is, this will have a visual effect. So enemies will know when it's activated. Wards are static and it will take 10 seconds to place 2 wards amongst enemies while the duration is still ongoing. Even if they don't notice you've activated the skill, they'll notice when the first ward attacks them... so they'll move. I can only ever see you being able to use this if you've got the whole enemy team disabled for 10 seconds. Otherwise it's just a weak AoE spell which removes your vital runespot wards for small damage.


Suggestions:
Skill 1 is good, but there could be balance issues with runespots. Even if there aren't balance issues, your team will find it too valuable for you to NOT place them on runespots.

Skill 2 should be a sub-skill of Skill 1. And there should be a cooldown. He will just be too overpowered early game (teleport to fountain and back instantly) and would do crazy damage in too short a time if he drops these ward mines I talked about.

Skill 3 is great

Skill 4 should be changed I think. It will be too hard to hit and the only use it will have is to maybe place 2 wards behind enemy teams and hope they retreat without noticing. Then you deal 160 extra jump damage to kill off any runners. It's ok I guess, just a bit boring. That's what you'll be doing ANYWAY, so the ultimate just bumps up the damage.

The main problem with this hero, apart from his wards and runespots, is that he has no real reason to be in melee range. He can teleport amongst enemies dealing damage, sure that's great, but his whole strategy is just blinking in and running away until he can place another ward.

I say make Skill 2 something fun to stay in range with, and make the ultimate better. Just better, sorry don't have a suggestion yet.


Great job though - This hero has definitely got some promise
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Old 01-31-2011, 06:09 AM   #4
flint_marqus07
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Default Re: [Int-NEUTRAL]Onki, The Jumper

lol its been so long since i've been here and visiting once in while and checking this hero, there were no comments..it took so long until someone commented...,i thought no one found him..


@kyonorocks, thanks for the review, i will take note of the suggestions

thanks for the comments guys! ^_^
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Old 01-31-2011, 06:47 AM   #5
PALAKOKAK
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Default Re: [Int-NEUTRAL]Onki, The Jumper

I didn't know ORCS and TROLLS did SCIENTIFIC research! Wow!
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Old 01-31-2011, 06:55 AM   #6
flint_marqus07
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Default Re: [Int-NEUTRAL]Onki, The Jumper

well, im basing on goblins, orcs trolls lol....merchants on warcraft are goblins who invented steam based helicopters/engines/mechanical gadgets.

simple samples are clockwerk goblin concept, tinker concept, gyrocpter concept, techies concept(concerns ballistic but still science)....therefore they did science and research even though its a primitive era...

although this concept is a bit complex haha! ^_^
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Old 06-16-2011, 11:48 AM   #7
kiromoreno
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Default Re: [Int-NEUTRAL]Onki, The Jumper

wow. the model is really cool.

---------- Post added at 11:48 AM ---------- Previous post was at 11:47 AM ----------

and the skills are very unique.

sorry for the double post i clicked quick reply dont know why
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Old 06-16-2011, 01:41 PM   #8
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Default Re: [Int-NEUTRAL]Onki, The Jumper

REVIEW!!!

WOW! nice model!

1st skill - nice warding skill. this must be his 1st core skill

2nd skill - nice skill but please put a very short cooldown. i think no cooldown will make this hero imba.

3rd skill - nice survivability skill. perfect defense against bashers

4th skill - the 2nd core skill, greatly improves the hero. so at max level without wards, it can deal 200x3 + 250X3 = 1350 in like 25 seconds i think.

t-up. this is an interesting hero and fun to use
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RUN, HIT, THEN KILL!!!

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Old 06-16-2011, 07:08 PM   #9
doomed2die
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Default Re: [Int-NEUTRAL]Onki, The Jumper

Review time. You can always ask people to review your suggestions too


BUFF HIS FREAKING INT: His base damage will be worthless all game and he doesn't have enough mana for being the mana intensive hero that he is. BUFF IT!!! GARR :P

Skill 1: I think the duration needs to be increased (120/180 seconds?) and make the ward limit scale per level (3/4/5/6ish) so that you can gain map awareness while not sacrificing the imba global blink.

Skill 2: I think this should be a subskill to skill 1. This way, you don't have any forced leveling and it's easier to take advantage of. Also, add a cooldown like 15 seconds or something. Otherwise, you CANNOT kill this hero... Just plant a ward in a fountain and blink blink blink. Just take out the passive MS bonus and decrease the AS slow to like 25% max. Then, it's fairly balanced for a subskill since this isn't very strong w/o global blinking anyway.

Skill 3: Passive spell resistance is boring. Why not make it so that every 4 (or 3) hits, you take 75%/50%/25%/0% of the damage from a damage instance greater than 30 damage? This way it's more counter-able and allows you to resist magic damage. Make it very difficult to kill you and keep the basic idea you have going while making it more interesting to have and to fight.


Skill 4: I'm sorry but I really dislike this skill. It's boring, forced synergy, and not very fun at all to use... I suggest a complete remake for this. Here are some ideas:

Portal: Creates a portal at the location of any allied unit to your current location. (now it's not directly stated at your wards but you can use it to your ward.) Any unit can pass through the hero but if an enemy hero uses it, they take damage.

Jump Drive: Takes Onki, and all nearby allied units and jumps around the map, to every allied unit, dealing minor damage (40/60/80? since it's a freaky global skill) to all enemys nearby. Onki can choose the final destination of the jump Drive (again, your wards allow you to end anywhere you want really).

See what I did there? I made skills that could be individualized but that worked best in conjunction with the wards. In that way, you can make a coherent and synergetic hero without sacrificing the power. Also, I made the ultimates both work with allies deliberately so that your hero is a force to be reckoned with in a team, not just for singular confrontations.

Overall though: good hero ideas, just needs a little fine tuning
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Old 06-16-2011, 10:29 PM   #10
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Default Re: [Int-NEUTRAL]Onki, The Jumper

Model is cool-looking and the concept is okay. I don't have too much to add after the other reviews, only that the Ultimate really, really needs to be changed. Something kind of wacky and fun to do since the idea of a jumper is wacky and fun. Also, are the strength and intelligence stats supposed to be switched?
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