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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) |
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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. |
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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) |
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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) |

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#2 |
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Join Date: Jan 2010
Posts: 810
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thoughts?
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#3 |
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pretty cool looking. too late to give a review. might in the morning
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#4 |
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Join Date: Jan 2010
Posts: 810
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eh... thanks? :P
hope you come back to speak your mind!
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#5 |
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Join Date: Aug 2009
Location: Bydgoszcz, Poland
Posts: 1,113
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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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#6 |
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Join Date: Jan 2010
Posts: 810
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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. | |
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#7 |
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Join Date: Jan 2010
Posts: 810
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comments please?
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#8 |
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Join Date: Jun 2009
Posts: 1,212
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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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#9 |
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Join Date: Oct 2009
Location: Srbija
Posts: 375
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I like unique heroes like this.I'll try to give my review later this week. GL anyway
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`ǝƃɐd ɹnoʎ ʇɐ s!ɥʇ ǝʇsɐd puɐ ʎdoɔ 'sʎɐs s!ɥʇ ʇɐɥʍ ʇno ǝɹnƃIɟ oʇ ɥƃnouǝ ʇɹɐɯs ǝɹɐ noʎ ɟI
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#10 |
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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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#11 |
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Join Date: Sep 2009
Posts: 36
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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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#12 | ||||
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Quote:
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:
![]() Quote:
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:
![]() 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. | |||||
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#13 |
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Join Date: Sep 2009
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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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#14 |
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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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#15 |
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Join Date: Sep 2009
Posts: 2
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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. | |
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#16 |
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Join Date: Dec 2009
Posts: 75
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If I understand the mind control correctly, it only works some of the time. What happens if it is resisted?
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#17 | ||
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Join Date: Jan 2010
Posts: 810
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Quote:
![]() 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:
![]() 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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#18 |
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Join Date: Sep 2009
Posts: 2
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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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#19 |
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Join Date: Jan 2010
Posts: 810
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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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#20 |
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Join Date: Sep 2009
Posts: 79
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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 | |