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Old 02-19-2010, 04:14 PM   #1
sweepberry
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Post [STR-NEUT] Mak'nerak, Tide Bearer


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To Readers:

Please vote on CONCEPT and NOT ON NUMBERS

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Version 4.0

Change log

  • Sep 28 2008 - Older version 1.0
  • Jan 2 2009 - Older version 2.0
  • Feb 20 2010 - Version 3.0 Updated with new skills, revised old acid rain, added new 3rd skill, and re-modified Aqua Cannon.
  • March 19 2011 - [Version 4.0] Remove and changed acid rain with a new skill. Re-tweaking Aqua Cannon's mechanics. Added alternative concept, model and story.
  • August 2, 2011 - Added Hero/Item Synergy + Fixing proper icons. Added a short duration for Deluge skill.

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Mak'nerak, The Tide Bearer

INTRODUCTION


Summon Tide Bearer
Sentinel - Neutral

Mak'nerak was a powerful Makruran Chief Tribe lived along the rivers around the Sunken Ruins. They joined the Sentinel's campaigns since these Undead rushed into their territory long before and left a fatal wound to their kin. Forcefully volunteered himself in leading the clash with the Scourge, along the region. He slowly gains their trust by winning series of skirmish against the Scourge. Known for his dread to disorient his enemies' flanks both front and behind the battle line, devouring them in a sweep of giant waves and quarantine into their graves. Mak'nerak fully pledges his loyalty to serve the Sentinels unto his extent of his revenge.

Strength - 25 + 2.6
Agility - 15 + 1.7
Intelligence - 20 + 2.0

Learns Water Ball, Watery Grave, Underwater Prison and Deluge

Attack range of 135
Melee Hero
Movement speed of 295
Model size: medium to large

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HERO INFORMATION

Affiliation: Sentinel-Neutral or Scourge-Neutral
Role: Ganker/Mob Control/Assist
Theme: Makruran Hero - (Aqua User)
Model: Makrura Prawn/Makrura Tidecaller
Voice: Nazja, Nerglish



Mak'nerak, Tide Bearer


Starting Hitpoints: 625
Starting Mana: 260
Starting Damage: 57-64
Starting Armor: 3.0

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HERO ABILITIES

?
* Ability Type: Active* Targeting Type: Target* Ability Hotkey: R
* Cooldown: 16 * Manacost: 75/100/125/150* Casting Range:600* Area of Effect:135
Water Ball

Spits rounds of pressurized armor-piercing water balls which will pass through a single point. Each balls can only hit trice and will strikes through the first 2 units upon impact.

Level 1- Deals 35 damage/ball, 4 balls cap.
Level 2- Deals 55 damage/ball, 5 balls cap.
Level 3- Deals 75 damage/ball, 6 balls cap.
Level 4- Deals 95 damage/ball, 7 balls cap.

(-2 armor reduction/ball)
slightly maims target by 2 sec. by 20% (applied to first 2 units)
Can hit magic immune units.
Projectile speed: very fast


Info:
Quote:
Mak'nerak launches a chain rounds of pressured water to an area/unit, the said target location is being set as the point were all balls will pass through, like passing through a funnel (a sloppy X or V direction). Units caught on range suffers a reduction armor and damage. The strong impact stumbles the units's balance on impact. The ball still travel after hitting its first 2 targets and vanish on its 3rd one.

If casted on a unit, the balls will follow the unit's location, that unit is mark as the 'single' point. Still applies the 3 unit hit limit. The balls will explode when distance traveled reached 1000 and will damage nearby units instead.(135 aoe)
Animation:
Quote:
The water balls are bluish orbs and has a splash effect along with their targets once in contact. Trees are destroyed on its wake.

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?
* Ability Type: Active* Targeting Type: AoE* Ability Hotkey: W
* Cooldown: 30/23/16/10 * Manacost: 90/100/110/120* Casting Range:800
* Area of Effect:300/400/500/600
Watery Grave

Manipulates the underground water, after 0.5 sec the bedrocks collapse trapping nearby enemy units into a watery hole..

Level 1- Deals 75 damage. last 3 sec.
Level 2- Deals 125 damage. last 3.5 sec.
Level 3- Deals 175 damage. last 4 sec.
Level 4- Deals 225 damage. last 4.5 sec.

Has 0.05 sec. mini-stun upon collapse.
Path blocking spell from inside.


Info:
Quote:
Mak'nerak turns the target area into a circular pit covered with falls along its borders, prohibits units inside to go out, (excluding himself). Passing units near the border will be drawn inside the pit. Affects both ally or foe. The pit last for x sec.
Animation:
Quote:
The target ground will look normal but after 0.5 secs the terrain will be like below and the explosion effect will cause a mini-stun with splashy effects.

(Above: Taken from a Battleship Map)


(Above: Taken from a Naruto game map)
Request:
(Can anyone combine those 2 skill icon? I like to have the water splash on the background and the ground hole on the front.)
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?
* Ability Type: Active/Buff* Targeting Type: Instant* Ability Hotkey: E
* Cooldown: 30/26/22/18 * Manacost: 75* Casting Range:self* Area of Effect:450
Underwater Prison

Envelopes himself within huge water ball coming from the underground stream, drowning any nearby units around him and decreases the effectiveness of spells against him and nearby ally units by 25%. Last 10 sec.

Level 1 - Deals 10 dps, +5% movement speed.
Level 2 - Deals 20 dps, +10% movement speed.
Level 3 - Deals 30 dps, +15% movement speed.
Level 4 - Deals 40 dps, +20% movement speed.

Bonus MS only for himself.
Allies inside WP has +25% magic resist.
Speed bonus applied only to himself.


Info:
Quote:
Mak'nerak's confines himself within a huge water prison, involving ally & foe alike. Deals damage over time and gives magic protection to ally units within its range. Positioning himself in the middle and brings the water prison with him. The 2nd icon will serve as a debuff icon for affected enemy units, "drowning". While 3rd icon serves as an ally buff to affected friendly units including itself- Gains speed while in effect.
Animation Mechanics:
Quote:
Underwater prison should look like a circular veil around Mak'nerak, with watery effect like splashing/ waves coming out, or maybe bubbles showing inside the spherical shape.
Rumblings/Request:
(Sorry, I haven't found any pix regarding this skill, yet I know its possible to code. Hope does, anyone got similar with this?
Also can anyone make me a passive icon for both?)

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* Ability Type: Active* Targeting Type: Point* Ability Hotkey: Q
* Cooldown: 90/80/60 * Manacost: 150/175/200* Casting Range:600/800/1000
* Area of Effect:500(width)/1000(length)
Deluge

Unleashes a ravaging waves towards a designated area, the wave damage and slows enemy's and attack rate as a side effect. Units caught are dragged nor pulled by X distance (depends on skill level).

Unlocks Attraction & Repulsion upon learning.
Attack speed reduction by 20% for 2 sec. (all levels).

Drag/Pull Distance increase per level.
Deluge will last up to 4 seconds.


Level 1 - 250 damage. 400 (pull/push) distance cap.
Level 2 - 300 damage. 500 (pull/push) distance cap.
Level 3 - 350 damage. 600 (pull/push) distance cap.

Info:
Quote:
Mak'nerak throws a huge current of waves to cover a path in one flow of destruction. Trees affected are destroyed. Enemy units are dragged/pulled into a distance, and stop once faced into an impassable path. unlocks sub-skills: Attraction & Repulsion.
Damage Type is Normal.
Wave's Travel Distance: 1000
Wave's Travel Speed: max speed


Animation Mechanics:
Quote:
The wave is similar to Morph's but larger in size. Units affected by these are moderately moved into a certain distance, if not instant.
SUB-SKILL:

and
Repulsion and Attraction

Mak’nerak controls the tide's force of direction, drawing his enemies to his play.

Info:
Quote:
After learning Deluge these 2 sub-skills are acquired. Sharing in one icon, replacing each other when toggled. Repulsion is the default sub-skill and units affected by Deluge are pushed away by x units. While Attraction pulls them closer.With this you can manipulate the waves to your game play preferences.

Repulsion & Attraction cannot are 'MUTED' once Deluge skill is in use, (except cooldown).
It serves as a switch/ indicator to which direction the Waves will flow.
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SKILL SET PREVIEW

Quote:
Repulsion & Attraction
Rumblings: (Above is the old set of skills with its old 1st/3rd skill. Yet it doesn't matter. Seeing the Repulsion & Attraction, is enough.)


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SKILL SYNERGY

Quote:
?
Water Ball and Watery Grave
Watery Grave serves as the beaker for the trapped units while being poured on with your wballs.
Both are perfectly compatible during close in battles and chasing.

?
Water Ball and Deluge
Due to the armor debuff of Acid rain, the effectiveness of Aqua cannon
is boosted up a bit. Reliable during ganking season.

?
Water Ball and Underwater prison
Both compatibly likes on chasing foes, a perfect combination while with a troupe.
It's debuffs and buffs will makes the whole team survive longer.

?
Watery Grave and Underwater prison
Solely for isolation, DoT without a chase. Also for initiating a tanking job.

?
Watery Grave and Aqua Cannon
Base on the sub-skills, its tricky and sneaky for an initiate attack.

?
Underwater prison and Aqua cannon
A good finish for a chasing job, or can be used as an escape goat,
minus the Watery Grave
__________________________________________________
HERO SYNERGY

Best With: Any AoE Heroes.


Good With: Semi-AoE Heroes.



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ITEM SYNERGY



Favored Items.
?



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Test-Map (I need one XD)
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Last edited by sweepberry; 08-01-2011 at 07:16 PM. Reason: Re-make: version 3.0 -> Version 4.0
Old 02-19-2010, 04:45 PM   #2
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Default Re: [STR-NEUT] Mak'nerak, Tide Bearer

First off, I would like to say that you are over-complicating the abilities of this hero.

Acidic Rain: Too many effects. Initial Damage + DPS + Armor Reduction + delay? Seriously, this is just a basic skill. This is kind of like a copy of Alchemist's Acid Spray, with minor initial bonus damage + delay.

Watery Grave:
Just say .05 mini stun at all levels in the info section, since it applies to all levels. I know that the visual doesn't EXACTLY represent your skill, since its from another map, but even something similar is too epic for a non-ultimate.

Underwater Prison:
Again, you fill this spell with too many benefits. Magic Protection for ally units + DPS against enemy units, + bonus movement speed for allies. Just massive benefits, with nothing really special about it.

Aqua Cannon:
I'll let you simplify this
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Last edited by Mystique-; 02-19-2010 at 04:48 PM.
Old 02-19-2010, 06:42 PM   #3
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Default Re: [STR-NEUT] Mak'nerak, Tide Bearer

Hey Powerberry, or now Sweepberry ^^
Okay, now your hero suggestion can be reviewed here as well

General Hero Idea: Cool hero idea and model, but the theme of water is already overused, Id add some more thematical aspects, which fit to a makrura, they dont only use water.
12/15

Skill 1: Still the same as in DA, only with some number changes.
Well, some things changed. The delayed effect is now as well in Torrent, therefore it isnt that original anymore.
The effects are still to many, this didnt change for the better unfortunately.
The parasites slowly digest their hosts' hp/mp for 5 sec.
What? MP? I think this tooltip is incorrect.
Skill needs remake for more originality.
3/10

Skill 2: Still the same, still as awesome as before.
9/10

Skill 3: Glad that you remade the lame cleavebash.
Well, the general idea of the skill, drowning nearby enemies in a water bubble, makes it sound quite cool, but seriously, the effects are boring, theres nothing special or original at this skill and there are too many effects as well.
This needs cooler effects and more originality.
5/10

Ult: Seriously, this skill is basically simple, its an aoe damage in form of a line, which pushes or pulls affected enemies for a fixed distance and then slows them afterwards. What the hell are these long ass descriptions for, pls simplify them.
And your drawing is really misleading, I couldnt get any information out of it.
Well question: Whats the duration of this skill? Is it just one wave and then everything is over?
Overall, I still like this skill, could need some clarification in some points.
8/10

Synergies: Skill 2 and Ult still have the same awesome synergy I loved at DA-forums. Skill 1 still synergizes with skill 2, but not too great with the Ult, because its hard to place the enemy inside the aoe of skill 1 with the Ult.
Skill 3 has a tiny bit better synergies now, but still, I wouldnt take it, missing out one point of the awesome combo of skill 1, 2 and Ult is just not worth it.
Skill 3 still needs improvements in synergies.
14/20

Gameplay: The combo of skill 2 and 4 is what makes your hero's playstyle unique and original. Rest is rather average, but the combo should be added to a new hero in dota, its just awesome
11/15

Stats: Balanced.
5/5

Model/Icons: They are fine.
Heres your second skill's icon, hope its okay, was the best i could do:
However, I think both of the other ingame icons are fine as well.
For skill one the second icon is best, for skill 3 the first one, the other one is a bit unwarcraftish. But as a debuff icon its fine.
5/5


Overall: 72/100 = 72%
Still one of the better hero suggestions. Im just more critical than before
Well, my suggestion is to think of a secondary theme which complements your hero's whole theme in combination with water. Currently, I just dont think that the skills use all the possible aspects of the model, you could take a water elemental with the same skills. You should add something which really fits to a Makrura and makes it recognizable as one of them.
Then, I suggest you to completely remake skill 1 now that even the originality of the delay is gone.
Skill 3 needs other effects, but the general idea of drowning nearby units sounds quite cool, evolve the skill around this idea.

Ill post again if I have ideas.
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Old 06-28-2010, 02:33 AM   #4
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Default Re: [STR-NEUT] Mak'nerak, Tide Bearer

Bump!
^hmm, I think the 1st spell needs a remake or change. I'll find new ideas.
Will fix some un-given details of the skills properly.
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Old 06-30-2010, 03:32 AM   #5
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Default Re: [STR-NEUT] Mak'nerak, Tide Bearer

Interesting hero ideas, thought I would share some of my input since you did the same for me. Overall I like the abilities but his first skill doesn't seem to fit with the hero concept. Skill 2, 3, and 4 are about manipulating water, underground water at that (which is clean, fresh water) while skill one is an acidic, parrisite attack. The effects are unique but it doesn't rest well on the pallet.

I really like the second skill a lot. I was thinking of a skill similar to this for my hero (as an ultimate) but the animation seems very flashy. I did keep the code for what I was going to do in my hero map, how do you think about this look for it?

Same effect, just not as flashy. And doesn't use any custom models either so no MSI.

Third skill looks useful especially when combined with the second, trapping enemy units around you and forcing them to take dps.

Ultimate seems a little odd. I like the storing up water cannon idea, and the pushing, but not to keen on the idea that a powerful blast of water PULLS units and not pushes. The cannon comes from the position of the cast right? An alternative way to animate this is to use a sideways waterfall, especially if u want to do some sort of pulling thing. You can have your cannon push, then this waterfall effect pull (check out my test map to see what i'm talking about).

Overall I think he has a few quirks in concept, but he does look pretty fun to play regardless.
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Old 06-30-2010, 09:46 AM   #6
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Default Re: [STR-NEUT] Mak'nerak, Tide Bearer


Yeah that effect (pic) is Smexy
It's more simple, since it uses dummy units(?) compared to mine. But The falls are already in game, yet only made in circular form and has lowered ground causing units not to escape from within. Yours are confined with rocks.
I also love it, The rocks, clear water and the water glow, all seems FRESH ^^

About my 1st skill, yes it's kinda off from the other 3 spells. Still looking for other options and alternative spells.

The Ultimate's Pull and push are possible. Yes it is common to know the water waves do push the units it collides with, but the pulling do change/differ from the pushing waves.
The pushing waves goes like devouring units within them and dragging them along, as if the waves are coming from above going down to the ground.

The pulling waves goes like from below going up, lifting the units it collides with. The waves raises those units closer and opposite to their direction. Just like during flash floods, the cars that are washed by the flood are lifted and are being pulled to the opposite direction of the wave. Something like that.
Or like the waves of the sea, when your facing a huge wave, the boat are being lifted then being pulled to the opposite direction (towards the sea) of the wave
So that's how I came to that idea.
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Old 03-18-2011, 08:55 PM   #7
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Default Re: [STR-NEUT] Mak'nerak, Tide Bearer

Hurrr!! such a long time re-posting this Hero.
Finally an update to boot... hero & Item synergy will come up soon.
Some changes are applied and improved some of the skills nega's.
So please share your thoughts. thanks.
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Old 07-24-2011, 02:11 AM   #8
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Default Re: [STR-NEUT] Mak'nerak, Tide Bearer

bump
please need some reviews!
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Old 07-31-2011, 12:45 AM   #9
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Default Re: [STR-NEUT] Mak'nerak, Tide Bearer

Fine.

Underwater Prison and Deluge could use some improvements.
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Old 07-31-2011, 01:45 AM   #10
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Default Re: [STR-NEUT] Mak'nerak, Tide Bearer

^Like what for example?...
is it the numbers, effects or its performance?
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Old 07-31-2011, 10:25 AM   #11
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Default Re: [STR-NEUT] Mak'nerak, Tide Bearer

Both skills are rather generic. The 1st and 2nd create many possibilities and yet 3rd and ultimate skills can't make use of the potential.

3rd skill could create an impassable area. Use it on the watery grave, laugh and spray your water gun as the poor victims run in circles and vain because there's no country for wet men

Ultimate skill can increase the collision size of affect units just for the lulz.
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Old 08-01-2011, 12:06 AM   #12
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Default Re: [STR-NEUT] Mak'nerak, Tide Bearer

^ I like the idea for increase collision size for units affected by Deluge.

I've also thought to add a duration for it to last a few seconds for its effectiveness;
(eg. the wave area last 4 sec.on the ground) making upcoming troops be affected when contacted with the wave. The duration can be flexible.

Also 3rd skill (Underwater Prison) or say Water Prison is moving along with the hero until its duration is off.

Its 2nd Skill (Watery Grave) is already a non-passable terrain, it prohibits units from going outside;
While in contrary, units from outside can enter.

So to say that having 2 impassable skills are bit too much, so for 3rd skill maybe the damage can be buff a bit.
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Old 08-01-2011, 12:13 AM   #13
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Default Re: [STR-NEUT] Mak'nerak, Tide Bearer

Tide Hunter bumps this thread, hes gonna hunt you down! >.<!
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Old 08-01-2011, 12:29 AM   #14
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Default Re: [STR-NEUT] Mak'nerak, Tide Bearer

^ Tide Hunter will be happy swimming on the Tides ^^
BTw, its Tide Bearer XD
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Old 08-01-2011, 07:19 PM   #15
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Default Re: [STR-NEUT] Mak'nerak, Tide Bearer

Re-Bump!
Updates: Added Hero & Item Synergy and fixed some proper Icons.
PS. Need A Hero/Map maker for this one XD
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