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Old 08-21-2009, 05:20 PM   #1
Hero Hunter
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Default [Remake]Kardel Sharpeye, the Dwarven Sniper


First, I know these skills are not original ideas, but together they would make Kardel a real Sniper.

Quote:
Kardel Sharpeye is a testament to his name and race. Using only his finely honed skills of marksmanship and his trusty rifle, he systematically destroys his opponents from afar. Kardel can spy and injure his enemies even before they notice his little presence and after camouflaging with the environment, he is capable of ambushing them. With a little extra time, has been known to simply dispose of an enemy in a single shot, causing massive damage.

Suggested Stats:

STR: 16 + 1.7 per lvl
AGL: 21+ 2.8 per lvl
INT: 19 + 2.6 per lvl
Quote:

Take Camp (Active Self Buff)

Kardel camouflages with the tree environment. His next shot will do bonus damage at his target. In order not to make any noise and to prevent from being heard, he must walk slower. Lasts 40 seconds.

Mana Cost: 80/90/100/100
Cooldown: 20 seconds

Level 1 - 100 damage, takes 3.0 seconds to camouflage. 30% self-slow.
Level 2 - 175 damage, takes 2.5 seconds to camouflage. 25% self-slow.
Level 3 - 225 damage, takes 2.0 seconds to camouflage. 20% self-slow.
Level 4 - 300 damage, takes 1.5 seconds to camouflage. 15% self-slow.

Comments: This is a mix of Lanaya's Meld and Treant's Nature's Guise. If Sniper has a distance more than 375 to the closest tree, the invisibility will be removed after 2 seconds. There is a self-slow on this skill, except when an enemy can see him.
IMO, it will be great if we create an item that plants a tree. Rooftrellen doesn't have this spell anymore

Quote:

Far Sight (Active Location Targeting)

Instantly reveals the area of the map that is cast upon. Enemy units that walk in this area get damaged. Deals 30% damage to buildings. Lasts 8 seconds. Has 450 AoE.

Can be used while Taking Camp without cancelling it.


Mana Cost: 80/70/60/50
Cooldown: 35/30/25/20 seconds

Level 1 - 1000 casting range. 10 DPS.
Level 2 - 2000 casting range. 20 DPS.
Level 3 - 3000 casting range. 30 DPS.
Level 4 - 4000 casting range. 40 DPS.

Comments: simple skill, it reveals and does damage.
Notice that this skill has a huge synergy with Assassinate with its large casting range and also combines with Taking Camp, making Kardel a real Sniper. Cannot be used to reveal Roshan's area. The sparkling visual effect is kept. There is no more slow.

Quote:

Rifle Mastery (Passive On-attack, Self-buff)

Kardel uses his dwarf engineering skills to make modifications to his rifle. Enhances the range of his rifle and gives 40% chance to shot to the head, dealing bonus damage and stunning for 0.25 seconds.

Level 1 - Deals 30 damage and adds 100 attack range.
Level 2 - Deals 45 damage and adds 150 attack range.
Level 3 - Deals 60 damage and adds 200 attack range.
Level 4 - Deals 75 damage and adds 250 attack range.


Comments: it's Headshot and Take Aim combined with some tweaks.

Quote:

Assassinate (Active Unit Targeting Ultimate)

Take time to draw a bead, and then deal a large amount of damage to the target at a huge range.

If used under the effect of Take Camp, Sniper will be visible while casting Assassinate, then he will return to be invisible in 1.3 seconds after finishing casting it.


Mana Cost: 175/275/375
Cooldown: 20/15/10 seconds

Level 1 - Deals 355 damage at 1500 range.
Level 2 - Deals 505 damage at 2000 range.
Level 3 - Deals 655 damage at 2500 range.

Aghanim's: Mana Cost to 150, takes 1.5/1.1/0.7 seconds to cast (instead of 1.7), casting range to 2500/3000/3500.

Comments: almost the same skill. If Sniper was under the effect of Take Camp and he attacked during the time he was visible, the attack will do bonus damage and Take Camp is finished (Kardel won't auto-attack during this period).
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Last edited by Hero Hunter; 12-27-2012 at 11:44 PM.
Old 08-21-2009, 06:08 PM   #2
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Default Re: [Remake]Kardel Sharpeye, the Dwarven Sniper

Comments:

Retain Agi.
1st skill is good. Gives him some sort of escape mech which he needs. How long can he remain invisible?

2nd skill: Not good IMO. Why would he need that. Retain Shrapnel as a sort of AoE.

3rd skill: Nice combination. T-up.

Ass.ass.inate: sam, no comment.

A general T-up for you.
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Old 08-21-2009, 06:11 PM   #3
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Default Re: [Remake]Kardel Sharpeye, the Dwarven Sniper

i think the first skill is cool...
now sniper is better early game and still good late game

but do smth with 2nd skill
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Old 08-21-2009, 07:34 PM   #4
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Default Re: [Remake]Kardel Sharpeye, the Dwarven Sniper

Well, second skill has a synergy with Assassinate because you need sight of your target to use it. And remember, Far Sight can be used while the effect of Take Camp.
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Last edited by Hero Hunter; 08-21-2009 at 07:39 PM.
Old 08-21-2009, 07:36 PM   #5
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Default Re: [Remake]Kardel Sharpeye, the Dwarven Sniper

Wow, finally a thought-out remake.
Skill 1 is interesting - although I'd like to add a 15% or so slow on the target afterward, just something minor.
Skill 2 is at first glance unoriginal/doesn't synerge - but when you combine it with assassinate, it becomes indeed interesting.
Skill 3 is just a needed buff - good indeed.
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Old 08-24-2009, 11:52 PM   #6
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Default Re: [Remake]Kardel Sharpeye, the Dwarven Sniper

Bumping, I'd like some more feedback and discussion.
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Old 08-25-2009, 12:22 AM   #7
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Default Re: [Remake]Kardel Sharpeye, the Dwarven Sniper

First skill is nice as well as 3rd skill. But I don't like the idea of your second skill... It simply doesn't fit theme sniper.
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Old 08-25-2009, 10:50 PM   #8
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Default Re: [Remake]Kardel Sharpeye, the Dwarven Sniper

I sufficiently liked, heroes who currently are not having good results, and find that the current one of sniper only has the name. Its suggestion if approaches very to sniper real. I go to give an opinion, I find that in skill 1 it must have that to be completely motionless (as meld of the Layana), since snipers delays until hours to locate itself well and to give a certain shot, thing that until the cardiac beating influences, I find that it would have to be total motionless. In more I liked. Skill 2 much synergy with ult.

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Last edited by VagaboundPanda; 08-25-2009 at 10:54 PM.
Old 08-26-2009, 09:03 PM   #9
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Default Re: [Remake]Kardel Sharpeye, the Dwarven Sniper

retain agi

1st skills is good gives sniper an escape mechanism
2st skill synergies with his ulti and a great scouting skill for runes and nc's
3st if he is a int hero this doesn't fit on him
4st same long range ks skill ^^

sot T-up
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Old 08-27-2009, 12:35 AM   #10
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Default Re: [Remake]Kardel Sharpeye, the Dwarven Sniper

T-up i like him
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Old 08-27-2009, 01:09 AM   #11
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Default Re: [Remake]Kardel Sharpeye, the Dwarven Sniper

Why,why WHY keep the same idiot ultimate and not remake it?The fact that sniper is weak is mostly because he has 2 passives which should be one and the ultimate which has anything but useful damage on enemies.I think you should change camouflage with ultimate and keep snarpel.I wouldn't personally change snaprel as I find it really useful against ganking heroes and farming creeps..that's my opinion.
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Old 08-27-2009, 03:14 AM   #12
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Default Re: [Remake]Kardel Sharpeye, the Dwarven Sniper

What?! I found something important I miss that... THIS SNIPER IS INT!

No, int sniper simply doesn't fit. Change it to agi.
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Old 08-27-2009, 03:05 PM   #13
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Default Re: [Remake]Kardel Sharpeye, the Dwarven Sniper

Really love this remake makes him a lot more usable in terms of real damage output and capable of firing assassinage without a real hitch to it. One problem that bugs me like everyone else is that he is intel. Keep him as an agil please!
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Old 08-28-2009, 01:03 AM   #14
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Default Re: [Remake]Kardel Sharpeye, the Dwarven Sniper

My Sniper is INT so that he can spam Take Camp and Assassinate. Imagine this Sniper with Orchid! Maybe I could add Aghanim's...
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Old 08-28-2009, 02:08 AM   #15
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Default Re: [Remake]Kardel Sharpeye, the Dwarven Sniper

The first skill is awesome! But making him int? Nah, don't think so.

The second skill is kind of... I mean it is useful, but maybe give him a passive that increases his sight range instead? to make him more of a scout.
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Old 08-28-2009, 02:38 AM   #16
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Default Re: [Remake]Kardel Sharpeye, the Dwarven Sniper

Quote:
Originally Posted by Hero Hunter View Post
My Sniper is INT so that he can spam Take Camp and Assassinate. Imagine this Sniper with Orchid! Maybe I could add Aghanim's...
Imagine a sniper holding book and staffs instead of gun...
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Old 08-28-2009, 09:38 AM   #17
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Default Re: [Remake]Kardel Sharpeye, the Dwarven Sniper

Alright, I changed to Agi.
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Old 08-28-2009, 09:56 AM   #18
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Default Re: [Remake]Kardel Sharpeye, the Dwarven Sniper

awesome , now you no longer need lothars
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Old 11-22-2009, 12:55 PM   #19
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Default Re: [Remake]Kardel Sharpeye, the Dwarven Sniper

I like the remakes of the first and 3rd skills. The first skill - how long do you remain invisible?
The cooldown's 40 seconds, so are you invisible for 40 seconds?
And the problem is returning invisible after ulti = a bit imba.
T-up btw
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Old 12-04-2009, 10:40 AM   #20
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Default Re: [Remake]Kardel Sharpeye, the Dwarven Sniper

Skill 1: very nice, prehaps adding somthing like 0.5 second stun on the hero you hit after you use it?

Skill 2: i like it, but whats the cast range? also, its basicly a free dust with 1/3 the cooldown (and possible global cast range?) its a nice skill overall saves the need for wards and so on, Syncs well with Clockwerks rocket for map vision

Skill 3: Perfect sync of these 2 skills
also is his base range staying the same?

Skill 4: (ulti) maby agrims could also convert the skill to Pure damage? (or just convert it to pure damage) currently it does... magical i think which means Pipe > Assassination giving it Pure damage with an Agrims would increse the effectiveness of this skill by 10 fold
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