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Changelogs:![]() ![]() The Dragonspawn Scalebane Alchazzer Strength - 25 + [2.0] Agility - 15 + [1.5] Intelligence - 24 + [3.0] ![]() ![]()
![]() Dragonspawn Charge - (Active)
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Notes: Volcanic Burst - (Active)
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Notes: Draconian Scimitar - (Passive)
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Spontaneous Combustion - (Active)
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#2 |
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I like the ideas, even though they're not that creative. The first skill is like Waveform from Morphling, but then stunning everyone in it's wake, slowing everyone who was on the exact spot chosen. This synergizes GREATLY with the 2nd skill and I love knockbacks, because I think there are too less atm. Although what I reaaally hatre about this hero is:
The model - It's already used and that's also why I hate Storm Spirit and Storm Panda, all Golems and also Necronomicon. Additionally I think you should make this hero a Strength hero because it looks like one and the concept would be much better on a Strength hero. Also the skills don't fit the model, a waveforming giant dragon on 4 feet? WTF? The ultimate is kinda paradox, why should you rush in, knock your enemies back a little and then use your ultimate if you can just use the ultimate before the other two spells? Then it would last much longer! Improve the synergize of the ultimate, take another modell and change the Main Attribute, I really like the idea! |
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#3 |
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Join Date: Jan 2010
Posts: 101
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You`re right skills aren`t very original, but they create a very original combo
![]() 1 Dragonspawnm Charge Free dagger is necesary for this hero so i agree to combination of two already existing skills. If this wil be unit targeted slow granted by direct hit may be too imba (nerf duration or value) if not it`s fine. 2 Volcanic Burst Woot... You HAVE TO give a cap for knockback distance, or decrease it by half, because now it will knock for 950 units on 25th lv even without +stats from scimitar, or items it will make your enemies flying somewhere around ![]() 3 Draconian Scimitar Well... Nice copy of old pudge Flesh Heap, and I smell an op skill - it will give you way too much +stat in late game: 15 sec cd = 4 events during 1 minute 1 Dota = 40-80 minutes That give 160-240 events during a game so they will give you 112-192 stat points to both intelligence and strenght, which is completly unacceptable, and imbalanced (even more than ursa!). 4 Spontaneous Combustion This skill has good syngery with others but as i said these skill are very very OP! This is also most original skills of all presented here. End word... Fix the numbers - concept is very good, and this hero should be implemented (i`d like to play dragonspawn )I won`t mind if you visit my hero suggestion: http://www.playdota.com/forums/19260...aden-infernal/ |
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#4 | ||
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Quote:
1. No, the first skill doesn't stun "everyone in its wake". It only slows the one enemy unit (hero or non-hero) that is at the target point. 2. Is this model already used? Except for the neutral creeps, I don't this model hasn't been used as a Hero model. And, no, you're visualizing the first skill wrongly here. The first skill's visual is not like Morphling's Waveform. Its much like Juggernaut's (from Marvel, not Yurnero) Charge when he attacks his enemies. And the Dragonspawn model fits because that's his actual skill in Warcraft lore. 3. This hero being a strength hero? It's possible. Actually, I do like this hero being a strength type, but how do I reconcile the need for mana? Should there be another suggestion like this, I'd definitely change. 4. The paradox, you got me there. Well, the answer to that is simple. His ultimate relies on distance. If you would cast the ultimate first, then you would make sure that the target is far from you, right? If that's the case, then your target would have a higher chance to escape. So in order to reconcile that, you first do the first skill, then the second to create the distance you want, then kaboom, ultimate. Of course, your method can be done as well. If you're saying that you would rather go ultimate first followed by the first and second skill, then I guess the combo would work fine. ^_^ Thanks for the suggestions! Quote:
1. Yeah, a cap on the knockback distance may be necessary. I see your point. Will do some number tweaking. 2. Hmm, haven't thought of it that way. Will nerf the skill. 3. Thanks, and yes, I'll fix the numbers.
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#5 |
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Join Date: Oct 2009
Posts: 156
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nice hero....i love hero suggestion...anyway imo dota needs more str and agi hero...since there alot of int hero
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| Last edited by Akcd; 03-07-2010 at 03:39 AM. | |
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#6 |
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No more suggestions? T_T
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#7 |
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Hmm... you have a point. Will change attribute.
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#8 |
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Join Date: Dec 2009
Posts: 440
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Nice looking hero overall...but a few questions.
Spell 1) Do you target a unit or a point on the ground or either? IF you target a point on the ground, how does it decide which unit to slow? What's the AOE range of his damage dealing as he moves? Why is there a duration? If it takes more than 5 seconds does he stop (example, the target blinks away)? If he takes LESS than 5 seconds does he keep charging? Spell 4 (Ulti)) Seeing as his int gain is 3, and his base is 24, his level 25 int without items would be: 24 + (3 x 24) = 96. At his last level, the ulti's max range is 800. So totally it deals: 96 + 20 = 116 damage per second for 16 seconds??? (2% of 800) Adding in normal magic resistance, it deals 75% damage = 87 damage per sec for 16 seconds = 1392 damage (after reduction). Also note that this is without any int items whatsoever. Edit: and I also forgot to count in the int gain from his third ability. |
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#9 |
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^ I am going to check the test map I've requested with this hero. After the test map checks out fine to me, you can check it out and probably it can give you some answers. ^_^
Now to address your questions specifically, here are some answers: 1. The duration is for the slow. Slow lasts for 5 seconds. I hope that answers your query. And yes, you click on the ground, not the unit itself. AoE as of current is 200, same as PotM's Arrow. 2. Yes, that's the idea. But do not see this as being too overpowered or imbalanced yet. That's why I made it a dps skill. That 1395 damage will be dealt over 16 seconds, which means by that time, you could have been in the fountain already, or if you have any healing items, that would have counted already in play. Will still check in the test map if this is indeed too imbalanced in real play. Will post the test map after checking it.
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| Last edited by Kriegskanzler; 03-10-2010 at 09:56 AM. | |
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#10 |
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Check the test map for this hero! Link posted above. Please do give you comments and suggestions.
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#11 |
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Join Date: Jun 2009
Posts: 846
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I cant load the testmap
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#12 |
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#13 |
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Join Date: Mar 2010
Posts: 306
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#14 |
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Testmap updated! Please do check it out! Thanks!
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#15 |
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*Bump* Hello? Any more suggestions??
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#16 |
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Join Date: Jan 2010
Posts: 124
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Well, first of all, we have far too many fire heroes, so... this is going to have a hard time in my book.
The first skill is too reminiscent of Wave Form Second skill is decent, I guess. Third skill... We really don't need another +Stat hero. We've already got Pudge and Silencer, so this is unoriginal, even with the limits added. Plus, that isn't a scimitar he's holding, it's a polearm. If you want a better name, call it a lance or halberd. The ultimate is a single-target Damage Over Time Spell... Imagine Doom without the silence, and with way more damage potential. I like it, but that's about the only thing I like. I just wish he wasn't a fire hero.
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