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#1 |
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Join Date: Feb 2010
Posts: 21
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| Last edited by 1bAt0; 02-14-2010 at 08:44 AM. | |
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#2 |
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Join Date: Jun 2009
Location: Pullman, Wash.
Posts: 1,089
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Skill 1 - Does the amplified damage from the missiles apply after each missile apply? For example, if I shoot one missile and the target then gets amplified damage, would the follow missile get the amplified damage from the missile?
Skill 2 - It is all right, kind of above average. Skill 3 - I think a skill that gives True Sight would be good for the game, but this would be downright ridiculous. This skill alone would make items like Sentries, Dust and Necronomicon almost unnecessary for a team. The True Sight effect needs to be toned down, as in maybe a couple seconds at best. Skill 4 - I am not a big fan of passive ultimates, but this one is OK. Overall, I can see what you're going for with this hero. Some tweaks, though, will be necessary I think if you want the concept to work. |
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#3 |
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This hero is actually nice, and i guess you have played WoW a bit ^^
First skill seems good, but i got to ask: Is damaged amplified only magic, or all? Anyway, nice concept, but i think that damage is rather low. With 100 Int (Around level 16) this would only deal 250 damage, and that is when standing still for 3.5 seconds (I know about ultimate). I say buff damage output to a total of 120/180/240/300% of Inteligence, as that really isnt that much ebfore you are fed, wich leads to this: This hero has the same problem as Silencer, no escape ability. And he needs one! Maybe add a ministun to each missile cast, and a stacking slow instead? I have no idea about numbers, but maybe 10% stacking slow per missile for 3 seconds? Skill 2 is for me a tad to much like Arcane Blast (Whatever it is named) from WoW. Nothing bad, Wc3 is made by Blizzard anyway, but it is a complicated spell, and you will not be able to use its full potential in a single battle, even less against 1v1. I would give this the amplify damage effect to, rather then raw damage increase. Anyway, i like the concept, and it is a good nuke, but remove casting time, it really isn't needed. I will come back to ultimate and this. Skill 3 is a (boring) stat increase, but it fits the hero, BUT i would like to remove the extra effect, and add something else. My suggestion here is to add this: "Whenever Active, all nearby spellcasts will give Anitu and the caster a temporary 2 Intelligence, with a 3/2/1/0 seconds cooldown. Each missile fired by skill 1 will add one stack. If Anitu is the caster, he will be given 3 Intelligence. Lasts until deactivated" Would still drain mana, but fit better, instead of a boring damage aura. This may not be the best suggestion from me, but make it add something unique instead of raw damage. Ultimate name is from WoW, descreption, and effect. But DotA needs something like this. So, what about making it like Slarks ultimate? Passive with an active? My suggestion would be like this: "When activated, next spell will be free of cost. If spell cast is Arcana barrage, the missiles will be fired with 0.4/0.3/0.2 seconds interval instead. If spell cast is Energy Blast, it will instantly cast 2 spells, the second one causing 60/80/100% of normal damage. Counts as 2 casts. If spell cast Mystic Eye, manacost per second will be ignored for 3/4/5 seconds. Instantly gives 1 stack of intelligence." Can only be used within 6 seconds of clearcasting, so no stacking. Keep passsive mana regen, but remove passive spell improvements. Instead, you could add that any target by YOUR spells will have their magic resistance reduced by 4/5/6% per stack. PS. Ask King_James for stories, if he have time, as he is (Atlest i think so) the best story writer on this forums at the moment. |
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#4 |
Member
Join Date: Jun 2009
Posts: 820
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-Nice model choice
![]() -Icon set looks aesthetically great! Since I'm only interested in the concept, I will not be delving into the balancing some stats unless there is an inherent inbalance. Arcane barrage: - the damage should only amplify from the arcanist's own spells and/or regular attacks. amplifying all allied spells and attacks is seriously imbalanced. especially considering this is just a non-ultimate skill. - Damage table: Arcane barrage under energy BLAST or burst? you should say that this refers to the next skill. Energy Blast( or Energy Burst?) - so this skill is just casted once and then it deals the initial damage in the AOE around arcanist? Mystic Eye - Hm, I'm kind of against any skills that reveal invisible units. Theres already dust and wards for this purpose, any hero-skills repeating this functionis needless. How about revealing the true enemy unit among illusions? Its a completely new skill, yet it still sticks well with the revealing theme of the Dalaran eye ![]() - How about only boosting intelligence when this eye is active as well? It makes more sense, as the eye grants all these benefits only when activated. Granting the arcanist and all nearby allied units a free static intelligence boost seems kind of imbalanced. Clearcasting - Don't complicate this skill too much. Either provide the bonus mana regen, or provide the passive with the cooldown. Not both mana regen and passive. I prefer the passive, as that is more synergistic to the story and the other skills .The bonus mana seems like a random unneeded bonus. This hero seems like a spell-spamming hero; to balance the numerical stats will definitely take significant effort. But I like how you really made the skills so synergistic. Casting energy blasts empowers itself and arcane barrage. |
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| Last edited by Mystique-; 02-04-2010 at 05:44 PM. | |
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#5 |
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Interesting concept. However, I think that the third skill in synergy with the first skill is too... powerful? Imagine this scenario:
According to you, this hero has an intelligence of 25 + 2.6 every level. So, If I use this hero and I'm on level 11, I would have a total intelligence attribute of 53.6 (Assuming I did not use the +2 to all stats skill). Then, assuming that by this time, I already have my 3rd skill on level 4, I would gain an additional 24 intelligence, which brings my Int attribute up to 77.6 or simply 78. Let us divide 78 to 2, which brings it to 39 + 50 (the constant damage you added to the first skill) bringing the damage of Level 4 Arcane Barrage to 89 per missile x 5 = 445 damage! Not to mention that there is also the Amplify Damage buff that will last for five seconds so the 445 damage will increase further per instance per missile (!). With this synergy between Arcane Barrage and Mystic Eye (I have not yet addressed the almost unlimited True Sight capability), then with the right items, you could deal as much as 650-850 (!!) damage on this simple process. IMO, this damage would be a bit imbalanced, don't you think? (Note that I have not yet added Int increase from items in the calculation. I guess the way to balance this is to tweak Mystic Eye's intelligence gain? I guess a rework from 12/16/20/24 to 6/9/12/18 isn't so bad... Also, the Mystic Eye's True Sight ability is just too much. A lessened duration perhaps? Also, interesting ultimate. I would like to commend you on a very unique skill you've just made. ^_^ Overall, despite some number imbalances, I guess this hero's concept is not bad at all. With more tewaks and balances, I T-Up this hero. c:
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#6 |
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Btw, if you want help on a background story, I'll be glad to help. ^_^
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#7 |
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1st: nuke
2nd: nuke 3rd add MANA 4th add MORE MANA ![]() Analysis: 1st: Blast the crap out of enemies and weaken them in the process, good in ganks, good in teamfights, good solo. 2nd: Blast even more out of them! Here you need to be close to the target for it to be any good-> Not good with low hp ![]() 3rd: I think its a bit evil with truesight, other than that i think its pretty lame to give silencer 24 int extra xD No other complaints here. 4th: His other skills are stronger i think, but as a mastery it could do to be here.. Anyway i think 3rd skill is much stronger. |
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#8 | |
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Join Date: Feb 2010
Posts: 21
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@Sgt Failure
The amplified damage works on any damage source (i.e. physical, magical, mix, or pure). It may look like underpowered at first but I consider this to be his only --potentially burst damage-- nuke from his skill set (probably the only). Even if a level 1 Arcane Barrage at 25 total Int deals almost a minute amount of damage but you also have to consider the potency of the debuff that deals magic damage equal to the accumulated extra damage from any damage source within 5 seconds. Much like Orchid Malevolence w/o the silence stuff. I may reduce some numbers here and there, particularly on the amplified damage part. The casting time for Energy Blast is removed or turned to instant when Clearcasting is at level 3. Though this sure is mana intensive but this skill sets-up a combo for Arcane Barrage, considering that he only has 2 nukes without any disables. I dont intend to give this hero something to disable the opponent (stun, slow, silence, etc.) because I designed him to be more of a DPS/spammer kind. Since Mystic Eye is somewhat unstable right now, I might consider the possibility of doing so. As for the ultimate, I removed the passive mana regen and I think I am happy with it right now, thanks for the suggestion though. @NHP54 Does the amplified damage from the missiles apply after each missile apply? Yes they do. I admit that Mystic Eye right now is somewhat unstable. I will probably change it some time soon but the INT gain won't be removed. I will and am trying to nerf and tweak somethings here and there and hopefully I can come up with a more balanced hero idea. Thanks for dropping by. @Leak- Thanks for you commendations, I appreciate that. The amplified damage isnt really that overpowered, it only last for a short time and the amplified damage is dealt at the end of the duration as magic damage (Heroes have innate magical resistance). Numbers may be nerfed to balance it out. As for Energy Blast, the first instance deals initial damage but whenever it is cast in succession (i.e, casting Energy Blast X times in a row) and as long as the 'special' debuff duration doesnt run out---damage and mana cost of Energy Blast is incremented (with a special case to Arcane Barrage). As for the Mystic Eye, it is somewhat unstable right now and is on the verge of being revamped but still with the INT boost. Thank you for your suggestion for the ultimate, Ive taken it into consideration since it is more logical than what I have come up. Spell-spamming is what I am after when I thought up of this hero .@FuhrerKanzler As for the Energy Blast-Mystic Eye-Arcane Barrage combo, yeah it does seem powerful but only at the right conditions (not to mention the accumulated mana cost for that combo). Plus, he only has 2 nukes, one being less potent but beneficial (Energy Blast). And dont forget that this deals magic damage, magic damage is reduced by magic resistance--heroes have innate magic resistance, not to mention the items that offers to bulk up your magic resistance. But to contrast things with other existing skills in dota. Quote:
As for the story, you are more than welcome to try, just PM or post it here if you feel like contributing. Credits will be in order.
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#9 |
Banned
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Alright here goes :
Good idea here, skills overall are pretty unique, now lets dig deeper - First skill is very nice, I like the multy missile style it has, I think there isnt enough of that in dota, late game this might be overepowered IMO since your INT is very high. Second skill is alright as well, very balanced IMO, since it has a low CD but increases in damage pretty fast, not sure how effective this "around you" concept is, since it really takes out the killing fleeing heroes factor out of it, not to mention the first skill is channeling so coupled with that you really have no chance of killing heroes on the run! Third skill is still weird to me, is it only an INT boost right now cause I dont understand the part on the bottom, is it edited or deleted or what? Anyway I dont like a passive INT boost, at least not that way, its forced synergy at best, I think you should make good use of this hero's theme and role, lets think of something like - "Every time Anitu kills a unit, he lowers the magic resistance in an area around the unit, triple effects for a hero killed". I dont know its just a suggestion do as you plz. The ulti is ok - it makes up for this hero's mad demand of mana late in the game and passively enhances his spells which is somewhat of a forced synergy, but its ok in my book. |
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#10 |
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Attributes: Hmmm. I see a rather decent Int growth on this guy, although he's no Pugna. Nothing outstanding, really.
Arcane Barrage: Considering Energy Blast boosts this skill's damage, you might want to remove the damage amplification on this. Otherwise, not a bad skill. Energy Blast: Feels kinda like one of those skills that just contribute to Magic Stick/Wand charges, with minor benefits to self. You probably want to increase the damage it gives, or increase the AoE. Mystic Eye: It feels unfinished, might want to finish this up before we can comment on it. Clearcasting: Pretty sure this type of skill has been suggested somewhere around, nothing too special really. Given the manacost of his skills, this really shouldn't be in his skillset. You might want to consider a rework.
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Hero/Item suggestions, they're where I stay nowadays.
Don't PM me if you want stories/reviews for your hero/item, currently busy IRL. Click here if you like: DBSK/Super Junior/SS501/SNSD/any other Korean artistes Suggestions needing comments so far: ![]() Gauntlets of Doom | Blade of the Elders | Battle Axe My fanfic: Legend of the Soul Linker Two guides under construction: Orb Walking miniguide and Hero Balance miniguide. |
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#11 |
Member
Join Date: Jan 2010
Posts: 115
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This review will be mini and condensed. I apologize I don't have much time to write a lot. Plus I just finished homework and another hero review ( You know how it is, lol. )
Skill 1 - Okay idea, seeing it is meant to be spammed. I think your damage chart is confusing me on how much damage it is really doing though. This character needs to be a mana tank to do that much though. Were talking 700 mana just to get it to it's last stack and almost 200 mana for each other time. It reminds me of Arcane Explosion on WoW, in fact it's the same idea and icon. Nothing terribly wrong with that, but it seems unoriginal to me. The base idea though has potential. Skill 2 - I like this skill. Unique idea. It's a new way to looking at multi target spells like "Chain Lightning". This is good. I'd suggest keeping this spell relatively close to the same idea, and maybe tweaking the numbers a bit. I think they're fine, but I'm rushing and someone else might catch something I'm not. Skill 3 - Another WoW spell. It's almost the exact same idea. It's good for the hero, it's useful. But kind of boring and unoriginal. I'd suggest changing it Ultimate - If it's passive how does it have a cooldown? I think you mean to say it's a self buff. It's a good enough ultimate. This spell is all over classes in WoW. I know Mages, Priests, Paladins and maybe Shamans can get it? (Correct me if I'm wrong on Paladins). But this time I will not dock you for it, because it's not even close to a rip-off. Just a similar concept. It helps the hero but it's kind of boring to have a passive ultimate, but it's been done before. Overall - I hope I didn't focus to much in the negatives. There is good within this idea. Some tweaking, maybe new spells and revise you'll have a fairly polished hero. |
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#12 |
Member
Join Date: Jul 2009
Location: Frieza Planet 419, because nobody ever goes to Frieza Planet 419
Posts: 16,654
Blog Entries: 6
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Stats: Stats gain of 5.9 is 0.4 below the average. Maybe because the skills are rather powerful. Let's take a look shall we?
Skill 1: Very nice. Self-synergetic too...the more often you cast it, the more powerful it becomes. So original, yet so simple and I must say rather cruel Not many comments here other than you need to update the damage table for the skill. It still reads the damage as 75/95/115/135 instead of 75/100/125/150Skill 2: Hmm. This ability, while very solid and would work very very nicely with Fatal Bonds, needs another effect IMO. Perhaps a slow which also is reduced with each jump? Or perhaps a purging effect? It's up to you but I just feel this ability is missing something. I like the damage amplification aspect though. Skill 3: Cluster rockets but with a twist? I like this very much. The pathetic damage from early game will most likely mean this isn't taken before level 5 or 6 at least, but mid game this will be a very heavy nuke indeed ^_^ The Arcane Instability buff will make your enemies REALLY hate you. Even if they kill you, you could still get them with that bonus damage Very nice, no suggestions here.Ultimate: It seams almost a bit weak. But if you think about it, from level 16 onwards, every 16 seconds you get a free nuke ^_^ SWEET!! Zeus would probably gives his hammer in order to be able to do this. This is actually a very powerful ultimate and in my opinion doesn't need that much changing. Overall: this is a solid hero who could easily hold his own as a supporting caster. He's better than some other heroes I've reviewed/looked at. A few tweaks needed here and there, but apart from that this hero is pretty well finished. He just needs more reviews I think. Good job. If you think I have misinterpreted anything or want some changes reviewed, give me a pm. The_Juggernaut |
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#13 |
Member
Join Date: Jan 2010
Posts: 115
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#14 |
Banned
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Hero Review time
Skill 1: Basic. Reminds me of Quill Spray, but a lot more powerful and mana taxing. Might wanna spice it up with something...how about instead of increasing damage, you lower magic resistance per cast? Would still give similar results imo. Skill 2: Decently strong, however a lesh of 650 is huge and the chances of using that amplified damage is too short as it only lasts 3 seconds! I suggest increase the duration to scale 3.5/4/4.5/5 seconds to make it more usable. Remember that enemy heroes can move together so the leesh breaking is even slimmer. Skill 3: Glaives of Wisdom rapid fire style. Not sure if I like the idea of having it only hit 1 unit...then again it's kind of similar to orchid, just without the silence. Channel time is horrendous, just make it fire rapidly or something...3.5 seconds is too long for something so weak (notice most channeling spells are AoE or huge Hp/Mana drain). Mana cost is too high for something that only hits one target... Ultimate: WEAK. Also attached to it is forced synergies that improve is other spells which imo, if you're going to do that, just already have it applied. Anyways back to his main ultimate, every 32/24/16 seconds he gets a free cast however what if the spell I cast like say his first skill, is only at its first instant? What a waste imo. Reduce the Cooldown to like 15/10/5 seconds or something because there is no way he'll be able to have the mana capacity to keep spamming his spells anyways. Overall: Pretty bland made hero that doesn't quite offer much for his team. Small AoE damaging spell that gets harder and harder to spam and resembles Quill Spray in some ways. Skill 2 is pretty interesting however, but 650 leesh is way too forgiving for the enemy (either extend the duration or lower the leesh range a bit). Skill 3 is meh, I personally don't like it concept wise and number wise because its a boring channeling restricting skill. Ultimate is simply weak. Hope the review helps and looking forward to some improvements. BTW mind taking a look at one of my heroes? All of them are located in my sig. Thanks! |
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#15 |
Member
Join Date: Feb 2010
Posts: 21
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@dixing
Arcane Barrage might be a bit overpowered late game, but let's face it... at late game, everyone tends to get stronger by that time. Even if you have a total of 200 Int at level 20+, 80 magic damage per missile (total of 400 damage or 650 ---succeeding a level 4 Energy Blast's effect) is almost comparable to a full leveled Fireblast with Multicast. Energy Blast can has a dual purpose, either for farming or as an initiate to boost Arcane Barrage's damage. I changed third skill to Esoteric Flux and repositioned some skills for better symmetry. Hope you could check it out. @crazy sheep I changed the damage amplification of Arcane Barrage to something that deals magic damage at the end of the duration. Since you are trying to point out some number issues in Energy Blast, I take it that the concept is somewhat ok? Otherwise, numbers can be changed to balance it out. What concerns me most is the concept. Finished reworking his third skill so that his ultimate won't need much of a change since he has become more mana intensive than before. @Rathman55 I see you got a problem with the names and the icons. I could probably think of a witty name to replace the old ones so that there wont be any "copyright" violation, so to speak. But other than that what else seems to bother you, especially with Arcane Barrage? Thanks for commending Esoteric Flux, the numbers can be changed whats important is the concept, yes? The ultimate is like Gondar's Jinada which is a passive skill that has a cooldown. @The_Juggernaut You actually got most of the details right. As for the damage table in Energy Blast these examples might help: • 1st instance of level 1 Energy Blast deals 75 damage*. • 1st instance of level 4 Energy Blast deals 150 damage*. • 4th instance of level 3 Energy Blast deals 245 damage* (125+40+40+40). • 2nd instance of level 2 Energy Blast deals 130 damage* (100+30). • 3rd instance of level 1 Energy Blast deals 135 damage* (75+20+20+20). • More than 4 instances of level 3 Energy Blast deals 245 damage*. *Damage per blast/activation. Now if you accumulate the potential damage of all 4 instances of a level 4 Energy Blast that would be equal to 900 magic damage. But this doesnt mean 900 burst damage since Energy Blast has a cooldown. Getting that 900 magic damage from 4 instances of a level 4 Energy Blast should take you at least around 9 seconds (considering a level 3 Clearcasting and casting of Energy Blast is simultaneous right after its cooldown). Hope this helps. And I am planning to do some number tweakings soon, so feel free to visit again. @kings.empire I think I am fine with the current state of Energy Blast, what you suggested is like a different method but achieves almost the same goal (which is more damage per cast). I changed the duration of Esoteric Flux to 4 seconds, though I might gonna consider decreasing the leash distance between affected units but at least you like the concept, yes? The channeling time for Arcane Barrage drastically decreases as the level of Clearcasting (ultimate) progresses. Channeling time can decrease up to 0.1 second per missile which should mean a 0.5 second total channeling time of a level 4 Arcane Barrage. The mana cost is high because I have to take into consideration the debuff it causes to the target which is somewhat strong at the right condition (you said it yourself, it almost acts like Orchid Malevolence). What do you mean have it applied, when you commented on his ultimate? Nothing is wasted when choosing the right skill to be free of mana cost. Its like +1 free skill every 32/24/16 seconds, even if you have insufficient mana to cast that skill, as long as Clearcasting's cooldown ends, you can freely use it as you please. Reducing the cooldown to what you suggested makes it imbalanced IMO, since it would mean getting 1 free skill every 15/10/5 seconds (averaging to 6 free skills per minute, now you see?) Well if you think the hero is pretty bland, then you are entitled to your own opinion but I hope I shed some light and cleared some things since youve misinterpreted or undermined his skill set. Still, Im glad you took your time and expressed your thoughts on my hero idea. Thanks.
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#17 |
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First skill is definitely OP, because of its terribly high starting damage and too low cooldown. I suggest fixing this, but the concept's fine I guess except that its too comparable to Quill Spray except that this one's stronger is magical and costs a lot more mana. They seem very similar though so I suggest remaking this ability.
Second skill is definitely unique, however, it seems too strong if you think about it. It's like a Dream Coil AND Flesh Golem's aura in a single normal ability. By channel in 3rd Skill, you meant? Last skill's underpowered in my opinion-- and it's kind of ironic that your other normal skills are too good while this one's kind of suiting for a non-ultimate (this can be changed by adjusting the numbers)
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Hi, I'm new here. Hope people could help me out start a new suggestion!
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#18 | |
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Before I give my re-review of this hero, let me first give my story contribution. How about this one:
Quote:
Anyway, for my re-review. I see you removed Mystic Eye. Even though I'm disappointed with its loss, I am impressed with Esoteric Flux. Although it has some ring of FD's Ultimate in it, its still a commendable skill. Nice job. I think some number balancing might still be in order, but this is already near-perfect. T-Up! c:
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#19 |
Banned
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The reason I suggested to reduce the cooldown of the ultimate because your First Skill is indeed very spammable however 185 mana is retarded.
Also his 2nd skill costs 160 mana and his 3rd skill costs 210 mana. See how high those mana costs are? Disappointed you don't like the idea of reducing magic resistance because that would help your other team members with THEIR spells late game as well. Also it would be slightly different that Quill spray so to me, that was a win-win change. As for scaling the casting time for your first skill...how about from 1.5 to 1.2 to 0.9 to 0.6? IMO that would scale better instead of just two times which is a bit weird. |
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#20 |
Member
Join Date: Jan 2010
Location: Your Head.
Posts: 81
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In my opinion, this is a really great concept. Nice skill synergy as well.
First of all, Esoteric Flux should start out low and increase the power with each jump, something similar to Medusa's Mystic Snake. Forgive me for not being able to give you numbers, since I'm not really good at those. Also, you should think about lowering his attack range, since it doesn't really make sense for him to have it at 600. What I can attempt to think up is a story. |
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