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Old 02-25-2010, 10:41 PM   #1
Corest
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Default [SENTINEL-INT] Ty, Mind Corrupter


TEST MAP COMING SOON!!! (Thanks to Berbanog - "Berb")

Ty Sunstrider, the Mind Corrupter
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___________________________________________
1 - Introduction:

This hero comes from the idea of a friend of mine, who wrote a side story for warcraft.
It's role on DotA would be as one of the most (if not THE most) powerful 1vs1 mages in the game.
Having abilities to disable, damage and even controlling the enemy (best of all, all of them synerging very well with each other) makes him a fun and unique hero to play with.
Not just another "300 damage nuke, 2 sec stun, 2% slow, etc" hero, Ty brings a new style of play to DotA (like Invoker, Techies, etc) which, I think, will change the game forever.


1.1 - Story:

On the Scourge invasion of Quel'thalas, Ty's mother sacrificed herself in order to create a shield of life that would allow him to hide inside the Sunwell without being exposed to its tremendous power. Following the corruption of the Sunwell, even the powerful shield of sacrifice and love weren't enough to protect the little baby from the corruption of the Sourge. Ty's shield was torn appart, leaving him exposed to both the Sourge and the Sunwell's gigantic powers. How any creature, especially such a small one, would survive such a thing is unknown, but one thing is obvious: his powers increased to an inimaginable level. After many years of isolation, Ty returned, now all knowing of his past and future, as Azeroth most unique mage to have his revenge on the one who ended his life before it even started, the Lich King.


1.2 - Hero Attributes/Concept:

Affiliation: Sentinel
Role: Disabler/Killer

Agility: 17 + 1.6
Intelligence: 22 + 2.6
Strength: 19 + 1.8

1.3 - Base stats:

Attack: 41-52
Armor: 1
Movementspeed: 300
Attack Range: 600
Area of Sight: 1800(day)/1600(night)

___________________________________________
2 - Abilities/Skills:

Quote:
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Causes a target enemy unit to get confused, attacking the nearest target to it (enemy or ally) in a frenzy, granting extra attack speed but taking part of the damage back to himself. If the target has no units in his area of sight to attack he will attack himself/herself¹. Lasts 1.75/2.5/3.25/4 seconds.

Level 1 - 10% extra attack speed, 15% damage return.
Level 2 - 20% extra attack speed, 20% damage return.
Level 3 - 30% extra attack speed, 25% damage return.
Level 4 - 40% extra attack speed, 30% damage return.

Mana Cost: 45/60/75/90
Cooldown: 20
Skill type: Active/Target Unit (700 cast range)

*Automaticaly applies Confusion to a Mind Controlled unit, making it deal self-damage whenever it deals damage to a unit (as of regret) but still retaining Ty's ability to fully control it.
*If casted twice (Body and Mind) the second cast will deal damage to the target (100/150/200/250).
*If Confused enemy misses any attack (no damage dealt on attack), it will take full damage itself from the last attack damage it has dealt.

1 - "Attack himself" means that the enemy will take damage based on the last hit it gave to a target unit. For that, if a target is not within range of the confused unit, a dummy would be created at his position forcing it to attack it, them that damage inflicted to the dummy would be the damage the confused unit would take through out the duration of Confusion.

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Gives a 20% chance to separate Ty's mind from his body whenever he casts a spell, manifesting it as a copy of himself. The mind is uncontrolable¹, can only be damaged by spells or magical attacks and will do everything the body is ordered to do (does not attack).

Level 1 - The mind can take up to 100 damage and will last 5 seconds or 1 cast². Max 1 Mind.
Level 2 - The mind can take up to 200 damage and will last 10 seconds or 2 casts². Max 1 Mind.
Level 3 - The mind can take up to 300 damage and will last 15 seconds or 3 casts². Max 2 Minds.
Level 4 - The mind can take up to 400 damage and will last 20 seconds or 4 casts². Max 2 Minds.

Mana cost: N/A
Cooldown: N/A
Spell Type: Passive.

*If Mind Control is used while Ty's mind is separated from his body the enemy units will have to stop both of them in order to interrupt the channel (stun both of them, kill both of them, etc)
*If Body and Mind effect ends while Ty is casting Mind Control, it won't interrupt the Ultimate's effect (unless both of the parts have stopped channeling it).
*Mind has 0 collision and will disappear when getting too far away from the Body (max 2000 range).
*If a damaging item is used (Dagon, Shivas, etc), the Mind will use it as well² at the targeted unit/point, but will only deal 40% of that item's damage (Body deals 800 with Dagon level 5, Mind will deal 320 = 1120 damage total).

1 - Has a sub-skill which allows you to target where you want the Mind manifestation to go to (as a moving command) but has a standard passive follow whenever Ty's body moves.
2 - Item using counts as a normal cast.
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Steals a target unit's knowledge, making it lose vision sight while Ty gains the same amount of extra vision sight. Affected units have the ability to resist Mind Control lowered by 2% and 5% chance of missing attacks for every 100 area of sight lost. If the unit reaches 0 vision sight it'll miss all attacks and have 0% chance of resisting Mind Control. Stacks up to 5 times and lasts 12 seconds each.

Level 1 - Steals 5%¹ total² area of sight of unit and adds 50% of it to Ty's vision.
Level 2 - Steals 10%¹ total² area of sight of unit and adds 50% of it to Ty's vision.
Level 3 - Steals 15%¹ total² area of sight of unit and adds 50% of it to Ty's vision.
Level 4 - Steals 20%¹ total² area of sight of unit and adds 50% of it to Ty's vision.

Mana cost: 25/45/65/85
Cooldown: 3.5 sec.
Spell Type: Active/Target Unit (900 cast range)

*A totaly blind unit will have vision of only itself (example: Techies' mines)
*the unit will still be able to see through other units "eyes" (staying near creeps, other heroes), but will still miss attacks.
*If Mind Controlled, the Cursed unit will have all it's vision back to normal (debuff will be dispelled).

1 - I made it as a percentage because area of sight varies too much from hero to hero (the earlier concept was that the targeted unit would lose 250/300/350/400 AoS and half of theses values at night), so I'm hoping you guys can help deciding on which one is better.
2 - Total, not current (meaning if the enemy as 1800 original area of sight, it will always steal from that value)
Quote:
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Gains control over a targeted weaker mind, allowing Ty to manipulate it in anyway he wants. The target has a 20% chance of resisting Mind Control and additional chance for every level it has if it is a Hero. Unable to target stronger units than Ty himself³. If Ty fails to control the target, the same unit will receive the Mental Fatigue debuff.

Level 1 - 3% additional resist chance per hero level, lasts 10 seconds.
Level 2 - 2% additional resist chance per hero level, lasts 15 seconds.
Level 3 - 1% additional resist chance per hero level, lasts 20 seconds.

Mana cost: 200/300/400
Cooldown: 180²
Spell type: Active/Target Unit/Channeling (700 cast range)
Max unit distance range: 50%/60%/70% of Ty's vision sight² (if the controlled unit gets further away from Ty it breaks Mind Control)

*When under control, a hero may not drop/destroy/sell/buy/pick items, but may use the ones he/she already has
*The player in control of the target may use all of its abilities, including spells, move, attack, anything¹
*If the controlled unit dies/kills a hero, the credit for the kill goes to Ty (exp as well)
*The controlled unit has a 10/7/5% chance of regaining conscience on each attack it takes.
*If a unit has just managed to resist Mind Control, Mental Fatigue will be applied. The unit with Mental Fatigue will have its movement speed reduced to the minimum and be silenced, for the last 3/4/5 seconds, slowly regaining speed through the duration. If Ty manages to refresh the ultimate and cast it again over a unit that STILL has Mental Fatigue, that unit will have no chance of resisting it, no matter what.

1 - Ty loses control over the unit if any ultimate is used (loses control after the ultimate's effect has been activated)
2 - Aghanim's Scepter Upgrade - 60%/70%/80% of Ty's total area of sight vision allowed as distance; 140 cooldown (suggestion).
3 - If Ty is level 6 and targets an enemy level 7, the enemy will have 100% chance of resisting Mind Control, BUT, if the enemy has Curse of the Blind fully stacked on it (ONLY when fully stacked) Ty will be able to control it with ease. If the enemy has a higher level than Ty, and it's affected by Curse of the Blind, it won't have its resisting chance reduced unless completly blind (Won't go from 100% chance of resisting to 96/48/12/etc, it is either 100% or 0%).


___________________________________________
3 - Synergy

Everything basicaly synergys with each other, but I'll show some points anyway

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Allows Ty to cast Confusion two times, which will deal damage AND have the spell effects as well. If the enemy has no one in sight, it will take 250 + the damage it would deal to a unit near it (self damage).
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Taking the enemy's vision away will cause it to have no one in its sight to attack, therefore it will attack itself. Also, for every attack missed (no damage dealt) the affected unit will take damage based on the last attack damage it dealt, so again, synerging.
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Perfect combination for stacking Curse of the Blind fast and to the fullest on a target enemy unit without spending too much mana. Also, since Curse of the Blind mana cost and cooldown are relatively low to cast, gives a higher chance to Body and Mind be triggered.
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Since Confusion triggers whenever Ty controls a unit, that unit will deal self damage whenever attacking a target, therefore, when the spell is over, even if no one attacked the controlled hero (in order to not "hurt" an ally), the target will damage itself.

PLUS, since the enemy has a 10/7/5% chance o awakening whenever attacked, this will make it more balanced giving the controlled hero a chance of breaking free from Mind Control, but will also encourage the Controlled Hero's allies to attack him in order to free him, thus dealing damage as well
A two-sided blade.
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Perfect combination again, makes it harder to force Ty stop channeling Mind Control.
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Very important combination, Curse of the Blind will allow Ty to get a unit under control in a easier way.
Also, the more vision Ty has, the further his controlled unit will be able to get from him.
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Do I have to say?

SO, no matter what build you make, he will ALWAYS synergy, and that's his role point, as well as the unique way of messing with your opponent.


___________________________________________
4 - Final Thoughts

So, I could further put here the items that would work with him, but that's a personal opinion as I've been playing DotA for since God knows when and I know Items change depending on the player

I would appreciate very much any comments, suggestions, etc from you guys, as I'm looking forward to know if I'm the only one who thinks this would be a cool addition to DotA, or not

Thank you all for your time, see ya!



___________________________________________
5 - Changelog

- 03/02:
*Rescaled Confusion duration (from constant 5 seconds to 1.75/2.5/3.25/4). Obs: Naga's Esnare lasts 5 seconds, so an ability that adds 40% attack speed to an enemy that may actually attack you instead of an enemy isn't that bad.
*Added cast range description on every targetable ability.
- 03/08:
*Increased Curse of the Blind cast range (from 800 to 900)
- 03/28:
*Fixed some typos
- 04/18:
*Reduced primary Agility stats and gain, increased primary Strength stats and gain
*Changed "Body and Mind" icon (old one can be seen at the bottom of this post)
- 04/19:
*Mind Control allowed distance between Ty and the controlled unit changed from 750/1000/1250 (1000/1250/1500 with Aghanim Scepter's Upgrade) to 50/60/70% (60/70/80%) (at level 1 with normal vision sight the allowed range is 900, and at level 3 it is 1260 - 1440 with Aghanim) of Ty's current area of sight to take use of Curse of the Blind's stolen sight.
- 06/11:
*Body and Mind now has no Cooldown, and at level 3 and 4 two minds may be created, instead of only one always (Thanks to Kozak and Fire525).
- 06/12:
*Added a side effect to Mind Control. Whenever a target resists Mind Control, it is "Purged" and Silenced for 3/4/5 seconds (Thanks to Heron).

*Added a debuff to a unit who resists Mind Control - Mental Fatigue. Same effects as before (Purge/Silence), but now the unit that has the debuff also has no chance of resisting another Mind Control.
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Last edited by Corest; 06-12-2010 at 04:23 PM.
Old 02-26-2010, 01:38 AM   #2
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Default Re: [SENTINEL-INT] Ty, Mind Corrupter

thoughts?
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Old 02-26-2010, 07:12 AM   #3
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Default Re: [SENTINEL-INT] Ty, Mind Corrupter

pretty cool looking. too late to give a review. might in the morning
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Old 02-26-2010, 03:26 PM   #4
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Default Re: [SENTINEL-INT] Ty, Mind Corrupter

eh... thanks? :P
hope you come back to speak your mind!
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Old 02-27-2010, 10:56 AM   #5
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Default Re: [SENTINEL-INT] Ty, Mind Corrupter

Mind control is OP - there won't be any charm type of skill, it was suggested countless times.

The rest of the skills seem kind of support-like. He needs to gain some killing potential, and the skills you suggested make him worringly non-item dependent.

In short, unique effects, but the concept is missed.
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Old 02-27-2010, 06:11 PM   #6
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Default Re: [SENTINEL-INT] Ty, Mind Corrupter

Thanks for you comment!
And, IMO, Mind Control is not OP at all cos:

1 - The hero has an initial 23% of resisting it (at only level 1) that will turn into a 38% chance of resisting on level 6 (the level which Ty will get it and the enemy will probably be as well)
2 - At level 1, Mind Control will only last 10 seconds, and the controlled unit can only get 750 units away from Ty (the distance of Sniper's attack)
3 - It will have 10% of awakening on each attack it takes
4 - It is a channeling spell, therefore, if Ty is stunned, he will have to wait 180 seconds (140 with Aghanim) to recast it
5 - If Ty is level 6 and the enemy is level 7, the only way of controlling it is completly taking away all his vision with Curse of the Blind (since a higher level unit is uncontrollable only by Mind Control - 100% chance of resisting)

He's ultimate is easiable countered, but if he is played correctly he may become the most powerful caster in the game.

Items:

You're right, he isn't very item dependable, but i guess that's a characteristic of the hero
Some heroes are carry heroes (Mortred), some are only skill dependable (Barathrum, Lion)
If Invoker didn't already exist and I suggested him here, you guys would find him weird, not DotA material, etc
This hero has a whole new gameplay as well

By the way, you said he hasn't much killing potential, and I totally desagree
He would be one of DotA's most dangerous killers
On a 1vs1 battle, there's no doubt this hero has the upperhand if PLAYED CORRECTLY again, if not, he's just a low hp caster as any other else
Just imagine confusion, the enemy attacks himself, takes the 250 extra damage if casted twice, you attacking him, etc

OBS: Ty can become item dependent, if you want to assure kills, get a dagon, Body and Mind will have a great effect with it
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Last edited by Corest; 02-27-2010 at 07:32 PM.
Old 02-28-2010, 09:33 PM   #7
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Default Re: [SENTINEL-INT] Ty, Mind Corrupter

comments please?
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Old 03-01-2010, 05:01 PM   #8
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Default Re: [SENTINEL-INT] Ty, Mind Corrupter

Over time there has been a thousand suggestions of skills that make players lose control/take control over other heroes. It doesn't fit in DotA.
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Old 03-01-2010, 05:40 PM   #9
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Default Re: [SENTINEL-INT] Ty, Mind Corrupter

I like unique heroes like this.I'll try to give my review later this week. GL anyway
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Old 03-01-2010, 06:59 PM   #10
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Default Re: [SENTINEL-INT] Ty, Mind Corrupter

I really like the concept. At first I was like WTF this is random overpowered shit mixed together in a gay looking hero but then I read the synergies!
I like the idea of removing sight and then abusing it with the enemy attacking himself, although mindcontroling is just way too imba. There are many good ideas for skills which are sadly not so brilliant in DotA and this is one of them. Attacking himself means that he also can't move, can't cast any spells, etc. Also with a chance to block it, it's still too overpowered. I could also make a spell which deals 1500 pure damage but has 50% chance to get blocked, it's still too imba if it hits.

Rework the mind controlling abilities and Body and Mind, which I don't understand at all?
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Old 03-01-2010, 08:27 PM   #11
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Default Re: [SENTINEL-INT] Ty, Mind Corrupter

Skill 1:
A 5 seconds disable that also damages the targeted hero, all at lvl 1.
Also does this make the hero an "enemy" unit to all others, or does it stay an ally to its allys or to the caster?
(Think about what would happen at a tower.)
This needs a hit with the good ol' nerfstick

Skill 2:
The idea is interesting. A new look on ogres multicast, but still something quite different. Alone it looks quite interesting.

Skill 3:
Hmm a skill for isolating a target hero. What is the castrange on this thing?
I believe it would have to be quite high to be usefull, else its just a dead give-away if you try to gank a hero. Ofcourse i would be used for mindgames, but still, not very powerfull.
Also does the cooldown of the entire stack reset everytime a new spell is added to the stack?
If not it looks like it will be very dependent on your 2'nd skill to be spamable enough to work.

Skill 4:
This is one of the most balanced mind-control-spells I have ever seen, and the stats on it seem quite reasonable. The resist idea is well thought out, and I believe it could (btw can resistance be reduced/increased by changes in magic resistance?).
But a few questions:
If the hero was mindcontrolled after it was hit by the blindness debuff, will the blindness debuff still apply or will the hero regain full vision?
What is the castrange on this spell?
Can he force a hero to run into the enemy fountain?


After this first glance I find this hero to be too dependent on the damage from his first skill to function. And his 2. skill doesn't even help him that much since he only have one spamable spell, reducing the effectiveness of it drastictly.
The only real damage-potential comes from the first skill, and that is at the moment quite OP imo.

Anyways this might actually be a mind-control hero that would be able to work, but the synergies doesn't function very well atm.

Just my humble opinion, hope it was usable.

/h0vSa
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Old 03-02-2010, 02:10 AM   #12
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Default Re: [SENTINEL-INT] Ty, Mind Corrupter

Quote:
Originally Posted by Soulfly View Post
Over time there has been a thousand suggestions of skills that make players lose control/take control over other heroes. It doesn't fit in DotA.
Have you ever imagined a hero like invoker would ever be in game? I honestly didn't
A game that has a vast opportunity for its player, a game which you can pick a little suicider, or a strong disabler, or even someone that becomes a night killer can obviously allow a hero that plays mind games

Quote:
Originally Posted by drogirant View Post
I like unique heroes like this.I'll try to give my review later this week. GL anyway
Thank you very much!

Quote:
Originally Posted by CoGGii View Post
I really like the concept. At first I was like WTF this is random overpowered shit mixed together in a gay looking hero but then I read the synergies!
I like the idea of removing sight and then abusing it with the enemy attacking himself, although mindcontroling is just way too imba. There are many good ideas for skills which are sadly not so brilliant in DotA and this is one of them. Attacking himself means that he also can't move, can't cast any spells, etc. Also with a chance to block it, it's still too overpowered. I could also make a spell which deals 1500 pure damage but has 50% chance to get blocked, it's still too imba if it hits.

Rework the mind controlling abilities and Body and Mind, which I don't understand at all?
Well, i really don't think Mind Control is that overpowered cos it has a distance limit your "slave" can get, which is very short (1500 with aghanim at last level - first level is as short as sniper's attack)

And yes, I've been studying Confusion and it needs to be rebalanced

Body And mind is like TC's Ancestral Spirit, but it will do everything you do (as opposite to tc opposite movement, etc) and can be "controlled" to go wherever you want (but also has a distance limit) and will cast every ability you cast causing different effects as you can read the other skills

Quote:
Originally Posted by h0vSa View Post
Skill 1:
A 5 seconds disable that also damages the targeted hero, all at lvl 1.
Also does this make the hero an "enemy" unit to all others, or does it stay an ally to its allys or to the caster?
(Think about what would happen at a tower.)
This needs a hit with the good ol' nerfstick

Skill 2:
The idea is interesting. A new look on ogres multicast, but still something quite different. Alone it looks quite interesting.

Skill 3:
Hmm a skill for isolating a target hero. What is the castrange on this thing?
I believe it would have to be quite high to be usefull, else its just a dead give-away if you try to gank a hero. Ofcourse i would be used for mindgames, but still, not very powerfull.
Also does the cooldown of the entire stack reset everytime a new spell is added to the stack?
If not it looks like it will be very dependent on your 2'nd skill to be spamable enough to work.

Skill 4:
This is one of the most balanced mind-control-spells I have ever seen, and the stats on it seem quite reasonable. The resist idea is well thought out, and I believe it could (btw can resistance be reduced/increased by changes in magic resistance?).
But a few questions:
If the hero was mindcontrolled after it was hit by the blindness debuff, will the blindness debuff still apply or will the hero regain full vision?
What is the castrange on this spell?
Can he force a hero to run into the enemy fountain?


After this first glance I find this hero to be too dependent on the damage from his first skill to function. And his 2. skill doesn't even help him that much since he only have one spamable spell, reducing the effectiveness of it drastictly.
The only real damage-potential comes from the first skill, and that is at the moment quite OP imo.

Anyways this might actually be a mind-control hero that would be able to work, but the synergies doesn't function very well atm.

Just my humble opinion, hope it was usable.

/h0vSa
First of all, thank you very much for your review, it really means a lot to me!

So, let's get started

Confusion - I agree with you, it needs to be nerfed. I didn't realize that before because I thought, since it will increase the enemy's attack rate and he may actualy hit an ally... it needed to have better sides. Second, 2 seconds of confusion won't grant a thing... so

Also, the enemy hit by Confusion would still be allied to its original side, but would be allowed to attack everything with no restrictions (even tower), which I don't think it's OP, since... how much damage a unit can deal with 4 (last level) seconds of attack?

But yes, I'll rework it

Maybe dispell confusion whenever he is hit/targeted by a spell?

Body and Mind - I could say this is the "hero's soul", but all other spells are as important
It gives him a different gameplay, as well as the others too...

Curse of the Blind - i'm sorry, I didn't put the cast ranges and stuff... well, I was thinking around 800/600 since it isn't such a harmful spell by itself
BUT, still, this spell could become the most terrible nightmare of a hero

- It decreases the heroes chance of resisting Mind Control
- It makes the hero miss attacks; if the same hero is affected by confusion, it will take damage because of that
- Losing all vision sight is a living nightmare to someone in the middle of a gank (BUT, to make it balanced, it is hard to stack 100% of Curse of the Blind)
- it's the only way Ty can Mind Control a hero higher level than him
- if a unit has a 600 attack range and loses sight, it will have to come near his enemies to attack

This spell, I am sure it's not OP but not even close of being useless... Stacking its full power on a unit is impossible without Mind and Body and even when full stacked may not last long, but will have great effects over the enemy. Also, for those who might think it is "too overpowered" it costs 85 mana in the last level, which is not cheap for a spell you have to spam quickly.

Mind Control - Well, thank you! And no, after it has been controlled, Curse of the Blind will be removed (also forgot to mention that)
Well, about the fountain... It could be added (to prevent abuse) that once the controlled unit gets near the fountain, it recovers its mind (also makes sense) but... since it has a short max distance range (between Ty and the victim) I find it hard for that to happen

about the "dependance" within his spells, that's what he's supposed to be... a hero that fully shows his potential late game... even though mid and early game he might be a pain as well

and the first skill at the start could serve as a good "chaos keeper", preventing the other enemy to farm, or even cause an ally of his to run from his own teammate
if Curse of the Blind is the first ability picked, it could be useful to reduce the enemy's farm effectiveness as well

I honestly think there isnt a better synergy than his current ones

again, thank you so much for your review
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Last edited by Corest; 03-02-2010 at 02:17 AM.
Old 03-02-2010, 09:40 AM   #13
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Default Re: [SENTINEL-INT] Ty, Mind Corrupter

Actually my thoughts on blind range was that it should be global or close to it.
This would allow for harrasment of a hero, he wasnt even near, making the skill more versatile. The enemy would expect a gang on the targeted hero and if it was used agaisnt a lane where there were a solo hero, well he would not only having trouble seeing incoming gangs, he would also be extremely hampered taking creeps due to his sight becoming less than his attack range.

The thing with the tower and confusion was more in the case that he became an enemy of everything, thus gaining aggro from the tower.
But if hes still allied then there aint a problem there
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Old 03-03-2010, 01:06 PM   #14
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Default Re: [SENTINEL-INT] Ty, Mind Corrupter

well, making Blind a global cast would make it too powerful IMO, to the point it could become an Ultimate.

Thank you for your suggestions and opinions!
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Old 03-04-2010, 09:38 PM   #15
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Default Re: [SENTINEL-INT] Ty, Mind Corrupter

Kinda funny, I was just thinking that a telepath based hero would be a interesting new game mechanic and I go and look and find its been proposed countless times. I wonder if it will ever see play.

My thoughts on the ult were similar with these balancing factors:

- I thought of %dmg taken on target as a factor of breaking MC on target, though your concept of every hit having a chance to break it might be a bit more ideal for balance.
- Channeling I agree on and the control range as well. This will keep MC skill limited to that particular skirmish. [edit, missed you mentioning the range, so changed post]
- Restrict use of certain items/skills due to potential of abuse (Boots of Travel, etc). Maybe that can be avoided with the additional layer of making the MC target's alliance neutral for the duration. Also that way, allies that don't pay attention that you're MC'ing can also be a balancing factor (with them still attacking that hero or possibly breaking the MC), but can be problematic as the (aoe) skills you use could effect everyone, so maybe not such a good idea lol.
- Lower effectiveness (dmg, durations) of MC target's skills, set to increase by rank. Not sure on %'s.. maybe 55%, 70%, 85%? or is that too generous? Let Aghanim be an increasing factor as well.

Anyway, those were the balancing factors I was thinking of, in addition to stuff you mentioned... at least the ones I could remember. I think the game mechanic revolving around this idea would be interesting. Definitely a unique utility hero.
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Last edited by scol; 03-04-2010 at 09:46 PM.
Old 03-04-2010, 11:45 PM   #16
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Default Re: [SENTINEL-INT] Ty, Mind Corrupter

If I understand the mind control correctly, it only works some of the time. What happens if it is resisted?
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Old 03-05-2010, 12:55 AM   #17
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Default Re: [SENTINEL-INT] Ty, Mind Corrupter

Quote:
Originally Posted by scol View Post
Kinda funny, I was just thinking that a telepath based hero would be a interesting new game mechanic and I go and look and find its been proposed countless times. I wonder if it will ever see play.

My thoughts on the ult were similar with these balancing factors:

- I thought of %dmg taken on target as a factor of breaking MC on target, though your concept of every hit having a chance to break it might be a bit more ideal for balance.
- Channeling I agree on and the control range as well. This will keep MC skill limited to that particular skirmish. [edit, missed you mentioning the range, so changed post]
- Restrict use of certain items/skills due to potential of abuse (Boots of Travel, etc). Maybe that can be avoided with the additional layer of making the MC target's alliance neutral for the duration. Also that way, allies that don't pay attention that you're MC'ing can also be a balancing factor (with them still attacking that hero or possibly breaking the MC), but can be problematic as the (aoe) skills you use could effect everyone, so maybe not such a good idea lol.
- Lower effectiveness (dmg, durations) of MC target's skills, set to increase by rank. Not sure on %'s.. maybe 55%, 70%, 85%? or is that too generous? Let Aghanim be an increasing factor as well.

Anyway, those were the balancing factors I was thinking of, in addition to stuff you mentioned... at least the ones I could remember. I think the game mechanic revolving around this idea would be interesting. Definitely a unique utility hero.
First of all thank you for your comment

So:

- Yeah, I was going to put a damage limit which the Controlled unit could take, but late game it would make Mind Control useless, and impossible for Ty to get a kill, so the "taking attacks might awake the unit" chance seemed more reasonable to me
- The range is one of the most important factors to make this spell good but still not OP. The range doesn't allow the controlled unit to run after an enemy hero, but will definitely allow Ty to have a Bodyguard or a healer, or whatever for a short amount of time... or many other possibilities
- Well, in my Hero Idea, the Controlled hero would still be able to use his/her items, which i think is more than appropriate since Ty will be disabled and can be interrupted by any kind of stun or even killed... I wouldn't worry the using of items such Boots of Travel since... if the target gets too far from Ty, it will break Mind Control, so it would only serve as a "get away from me" mechanism since BoT's cooldown is 60 seconds and Mind Control is 180...
- Decreasing the damage of the Controlled unit was something I thought as well before, but since I put many other restrictions (max distance between Ty and target, chance of awakening on attack, channeling, etc) I didn't think it was necessary... As said before, Ty would disable himself, so for me it seems reasonable.

Quote:
Originally Posted by Lawtonfogle View Post
If I understand the mind control correctly, it only works some of the time. What happens if it is resisted?
Thank you as well for the comment

Yes, your chance increases of it working if you use Curse of the Blind (and it will not work if target is higher level than you, he will resist as well - as long as it is not full stacked by Curse of the Blind)

If the enemy resists, you have to wait another 180 seconds (140 with Aghanim) to use it again
Weak? Don't think so, since:

1st - He doesn't depends that much of his ultimate as some heroes like Enigma and Jugger do
2st - Yes, being able to use his ultimate all the time would be really nice, but also OP. Imagine you're the guy fighting against Ty and you count every 160 seconds you'll lose your hero for 20 seconds... So at least you have a chance of resisting.
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Old 03-05-2010, 04:18 AM   #18
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Default Re: [SENTINEL-INT] Ty, Mind Corrupter

Reason why I thought of disabling certain skills/items is cuz of things like Boots of Travel teleporting the target to your own fountain with the hero or doing same with such effect like Pit Lord area TP or KoL's TP to him. That would be pretty cheap

In any case, I think MC would be interesting to see in some shape or form. Nothing like spicing up the current metagame with new mechanics.
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Old 03-06-2010, 01:14 AM   #19
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Default Re: [SENTINEL-INT] Ty, Mind Corrupter

Oh, very good point, I didn't realize that
Well, we could make teleport skills not have their effect while Mind Controlled, or at least not make them work near a fountain, etc
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Old 03-08-2010, 03:57 AM   #20
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Default Re: [SENTINEL-INT] Ty, Mind Corrupter

I think that confusion is the most over powered skill out of that set. Imagine late game with say clinks or pa, if they have high dps items, in 4 seconds they would definitely kill themselves if by themselves, or themselves plus an all if they were close to a caster.
I like the idea of the blind spell in general, thats a completely new buff debuff in dota and could definitely see that in a new hero. As for mind control, I don't think it is that op, but maybe if you diabled items/ultimates, if you could say take over luci, then doom someone and make him run into your group of heros, you could kill 2 people with relatively high hp, with one ultimate, and since its dot casted, it wouldn't be difficult to setup. Perhaps if you were not able to move them, would be a good mini nerf to the mind control ability.
Also, with confusion, if you reduced the output dps, and removed the damage return it would be better, i understand this would make it less useful against a caster, but remember it is still a disable as the caster does not move except to attack and therefor does not cast his/her spells. Overall a great synergy definitely unique and sounds fun to play, good job
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Last edited by TorontoRep; 03-08-2010 at 03:59 AM. Reason: Paragraphing
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