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Old 08-23-2009, 09:11 PM   #1
uo111
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Default [Int/SCRG] Diabolos, Bringer of the Armageddon


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CHANGE LOG


February 1, 2009
• Posted in HiP
• Edited values on Black Aura, and added duration cap

April 17, 2009
• Edited damage values on Black Aura
• Partially remade Marked Soul
• Gave Armageddon a cd
• Improved scaling on unholy retribution
• Designated him as melee

August 23, 2009
• Changed his name and the name of some of his skills, and reposted because that was quite a big change

December 29, 2009
• Changed his model and hero icon
• Changed all of his icons
• Added the option to break the mark at will

December 30, 2009
• Changed the way Mark scales
• Changed his initial stats

February 10, 2010
• Remade Unholy Retribution by Kitchen's suggestion


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INTRODUCTION



Summon Diabolos

Diabolos represents all that is evil in the world. As such it is only natural for him to get involved in the longest struggle ever to take place between good and evil in history. He is able to spread disease and sickness through the ranks of the sentinel, and mark single victims to experience terrible anguish as they see him walk away to murder their allies. His mere presence is enough to turn even the weakest of evils into monsters. He truly will bring about the Apocalypse.

Strength - 20 + 2.4 Per Level
Agility - 12 + 1.4 Per Level
Intelligence - 21 + 2.4 Per Level

Learns Black Aura, Marked Soul, Unholy retribution and Apocalypse

Attack range of 120(melee)
Movement speed of 300

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HERO INFORMATION

Affiliation: Scourge
Role: Aoe damage/semi-disables, Tank maybe
Theme: Herald of the Apocalypse


Diabolos, Herald of the Apocalypse

Starting Hitpoints: 530
Starting Mana: 273
Starting Damage: 56
Starting Armor: 2

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HERO ABILITIES



Black Aura

Diabolos can cause sicknesses beyond belief just by being near. Furthermore, the more living things he can inflict, the longer the infliction last.

Level 1 - Causes all enemies in aoe to lose 10hp a second, and slow for 5%. Ms. Last 1 seconds per unit in Aoe. (30 second cap)
Level 2 - Causes all enemies in aoe to lose 15hp a second, and slow for 5%. Ms. Last 1.5 seconds per unit in Aoe.(30 second cap)
Level 3 - Causes all enemies in aoe to lose 20hp a second, and slow for 10%. Ms. Last 2 seconds per unit in Aoe.(30 second cap)
Level 4 - Causes all enemies in aoe to lose 25hp a second, and slow for 10%. Ms. Last 2.5 seconds per unit in Aoe.(30 second cap)

When he activates this, every units will be afflicted separately. Even though it doesn't effect allies, they do make it last longer, so 4 enemies, and 3 allies including you, means the enemies will be inflicted for 7*2.5=17.5 seconds. For the animation, I think a black tinted headdress like aura would look nice.

Duration is No. of units in 500 aoe * 1/1.5/2/2.5
Casting Range is self (500 aoe)
Casting Time is none


Cooldown: 20 seconds
Mana Cost: 60/80/100/120
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To Break >

Marked Soul

Diabolos can mark living things soul with his mark. It condemns the target to death, but it is not a merciful death, it brings the victim within inches of death, and then it delivers the last blow. The mark will break if the target gets more then 800 range away from Diabolos.

Level 1 - The target takes 5dps for 15 seconds. When the mark is broken, the target takes 20% of the damage he has taken since receiving the mark over again. (350 damage cap)
Level 2 - The target takes 10dps for 15 seconds. When the mark is broken, the target takes 30% of the damage he has taken since receiving the mark over again. (500 damage cap)
Level 3 - The target takes 15dps for 15 seconds. When the mark is broken, the target takes 40% of the damage he has taken since receiving the mark over again. (650 damage cap)
Level 4 - The target takes 20dps for 15 seconds. When the mark is broken, the target takes 50% of the damage he has taken since receiving the mark over again. (800 damage cap)

Diabolos can break the mark, but it will break no matter what if the target gets more then 800 range away. With no other sources of damage, it does 225 damage over 15 seconds, or 450 with Unholy Retribution. How it really shines is when you can stay within range, and then finish them with the burst damage.

Duration is 15 seconds, or until the range barrier is broken/Diabolos manually breaks it
Casting Range is 400
Casting Time is none


Cooldown: 30 seconds
Mana Cost: 80/110/140/170

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Unholy Retribution

Diabolos takes pleasure in causing others pain, but when others suffer to little, well, let’s just say you can never suffer to little when he is nearby.

Level 1 - Deals 6 damage to enemies when they take damage while in range
Level 2 - Deals 9 damage to enemies when they take damage while in range
Level 3 - Deals 12 damage to enemies when they take damage while in range
Level 4 - Deals 15 damage to enemies when they take damage while in range

Damage from a single source cannot be amplified more then once every .5 seconds. (To fix interactions with skills like ion shell and rot)

Does not effect towers.

It is as simple as it sounds. The damage dealt by this is pure.

Area of Effect is 800


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Apocalypse

Diabolos rains down Infernal beings from the sky. Rains down 50 beings from the sky over 10 seconds, each of which deals impact damage and stuns for .2 seconds in a 75 aoe.

Level 1 - Deals 10 impact damage and they last 4 seconds, Attacks for 10 damage
Level 2 - Deals 20 impact damage and they last 5 seconds, Attacks for 20 damage
Level 3 - Deals 30 impact damage and they last 6 seconds, Attacks for 30 damage

The beings are mini infernals tinted red. (very tiny) They attack once a second, and they have 200 life, with 75% spell resistance. The mini infernals are controllable.

Duration is 4/5/6 seconds alive for each infernal
Casting Range is 500
Casting Time is 2 seconds (some type of obvious animation like sand kings animation will be needed)
Area of Effect is 500


Cooldown: 120/110/100
Mana Cost: 200/300/400

__________________________________________________

Credits

• DarkKenshi for design template
• Kitchen for Unholy Retribution remake idea

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Last edited by uo111; 06-09-2011 at 08:14 AM.
Old 12-30-2009, 08:39 AM   #2
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Default Re: [Int/SCRG] Diabolos, Bringer of the Armageddon

I need at least one comment before I let it stay dead.

I'd really like to know what people think, especially now that the theme is 100% different.
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Old 12-30-2009, 09:52 AM   #3
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Default Re: [Int/SCRG] Diabolos, Bringer of the Armageddon

He looks like an interesting hero. Will give a full review later though, however I can say that the ultimate looks rather interesting.
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Old 12-30-2009, 11:35 AM   #4
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Default Re: [Int/SCRG] Diabolos, Bringer of the Armageddon

I got to say that this looks awesome, he is a bit like venomancer with killing enemies slowly, but the synergies are awesome and i love all spells. Perhaps you would like to add a trigger cap at skill 3, as with Ionshell and/or Rot and/or Poison Nove the enemy is instant killed. Just make it 0.5 seconds per same damage source or something, but not on Diabolos.
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Old 12-30-2009, 12:45 PM   #5
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Default Re: [Int/SCRG] Diabolos, Bringer of the Armageddon

Quote:
Originally Posted by Sgt Failure View Post
I got to say that this looks awesome, he is a bit like venomancer with killing enemies slowly, but the synergies are awesome and i love all spells. Perhaps you would like to add a trigger cap at skill 3, as with Ionshell and/or Rot and/or Poison Nove the enemy is instant killed. Just make it 0.5 seconds per same damage source or something, but not on Diabolos.
Ah, I forgot about those.

I'm not sure I understand exactly how this would work however.

Can the damage from those skills specifically be isolated and coded not to work?
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Old 12-30-2009, 12:55 PM   #6
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Default Re: [Int/SCRG] Diabolos, Bringer of the Armageddon

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Originally Posted by uo111 View Post
Ah, I forgot about those.

I'm not sure I understand exactly how this would work however.

Can the damage from those skills specifically be isolated and coded not to work?
How i would code is is to make a unit have 0.5 sec cooldown betwean damage intervals if Unit have Rot/Ion Shell/Poison Nove buff and/or damage source is not equal to Diabolos
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Old 12-30-2009, 04:00 PM   #7
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Default Re: [Int/SCRG] Diabolos, Bringer of the Armageddon

I like this idea of hero but I fear that the aura (great idea anyway) has a too much synergies ealy game with DOTs and it really screw melee agi with poor man shield, vanguard users and tidehunter early/mid game.
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Old 12-30-2009, 04:31 PM   #8
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Default Re: [Int/SCRG] Diabolos, Bringer of the Armageddon

I gotta say I was a bit skeptic going into this thread since the name is a bit lame IMO, its like calling him "satan, the satan" or something... too plain.
Instead of bringer call him embassador, forerunner or something unusual and instead of armageddon you can say cataclysm or smth like that. Just more unique.
ANYYYYYYYYYWAY back on topic this hero is really nice! the spells are all pretty unique and the synergy is very very good!
The second skill is a bit like witch doctors spell, but taking into account its neither aoe and it depends on range I can safely say its very cool
IMO the third skill's aura should only impact magic damage, else it might prove too strong early game (I think people said it already).
Also the ultimate might be good enough with the impact damage, too many infernals doing too much damage I think

Overall really good idea and hero! keep it up!
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Old 12-30-2009, 11:01 PM   #9
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Default Re: [Int/SCRG] Diabolos, Bringer of the Armageddon

@galuf

Well, only certain dots would have too much syngery, because the aoe on the aura isn't exactly huge, for an enemy aura.

Other auras that effect enemies have 900 or 1000 range on them. 800 isn't a huge difference, but it would be enough to get away during the early laning stages.

Diabolos would have to have a laning partner to make this skill really shine, but I don't see it being much worse then a double stun lane.

@dixing

Lol, the name is pretty generic, but I think it works.

Besides, no offense, but I think Ambassador of the cataclysm sounds really funny.

I don't think their are very many heroes that can take advantage of the aura with their regular attacks. It would for the most part rely on the enemies item choices as galuf said. I suppose in such a situation fighting against him, you would opt for more regen rather then damage block.

The aura is mostly meant to help summons as far as physical damage goes. Past level six a hero would rarely proc this, and if they are doing such little damage to proc it, I don't think it will make much a difference.

As far as the ultimate goes, that aoe on the impact zones is very tiny. It would be quite easy to get out of the falling zone for most heroes, unless they are disabled.

Of course, this is all pure speculation, I would need a test map to say for sure.
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Last edited by uo111; 12-30-2009 at 11:04 PM.
Old 12-31-2009, 12:29 AM   #10
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Default Re: [Int/SCRG] Diabolos, Bringer of the Armageddon

I didnt say you should pick embassador of the cataclysm
Just mentioning alternatives because like you said its pretty generic!
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Old 12-31-2009, 08:42 AM   #11
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Default Re: [Int/SCRG] Diabolos, Bringer of the Armageddon

Quote:
Strength - 25 + 2.4 Per Level
Agility - 12 + 1.4 Per Level
Intelligence - 26 + 2.5 Per Level
Both his Str and Int are very very high, either reduce base Str and Int to something like 17 Str, 18 Int, or reduce the Str and Int gain.

As for the skills, hmm, it seems you found a powerful synergy between each one of them. Especially the damage amplify aura with your mini-infernals, though I don't know how can you control 20-30 mini-infernals at once.

His theme strangely reminds me of The Punisher..., however the name sucks, no offence, Armageddon means the final battle between good and evil, but the battle started way before he showed up, so he can't bring Armageddon with him. You should find a better, more original name, think of something.

Otherwise a good sugestion, not that extraordinary, but it doesn't suck either.
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Last edited by MR-President; 12-31-2009 at 08:45 AM.
Old 12-31-2009, 09:59 AM   #12
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Default Re: [Int/SCRG] Diabolos, Bringer of the Armageddon

I think the cap on selecting units is 18, you can only control 18 units at once... That makes the ultimate a problem... Anyway i will review later.
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Old 12-31-2009, 10:11 AM   #13
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Default Re: [Int/SCRG] Diabolos, Bringer of the Armageddon

Quote:
Originally Posted by uo111 View Post
Of course, this is all pure speculation, I would need a test map to say for sure.
Well, thats my job
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Old 12-31-2009, 10:35 AM   #14
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Default Re: [Int/SCRG] Diabolos, Bringer of the Armageddon

Quote:
Originally Posted by sandwichmelek View Post
I think the cap on selecting units is 18, you can only control 18 units at once... That makes the ultimate a problem... Anyway i will review later.
Correction, the cap is 12 units, which makes it even more difficult to control.
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Old 12-31-2009, 10:38 AM   #15
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Default Re: [Int/SCRG] Diabolos, Bringer of the Armageddon

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Originally Posted by MR-President View Post
Correction, the cap is 12 units, which makes it even more difficult to control.
Make it attack Diabolos Target perhaps?
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Old 12-31-2009, 11:36 AM   #16
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Default Re: [Int/SCRG] Diabolos, Bringer of the Armageddon

Changed the name. It won't change in the title though.

I don't know if the name is much better, but it makes more sense and is no longer generic.

I also toned down the stats.

Quote:
Make it attack Diabolos Target perhaps?
Only being able to control 12 units at once is something I considered when making the skill, and it is more of a positive attribute then a detriment.

If you command 30 infernals onto one target, they will get in each others way and waste the potential to target several different targets, as well as waste potential damage they could f they weren't spending valuable seconds trying to reach the enemy. Even though they are tiny, it would hardly take 30 of them to surround a target.

Ultimately, you would only want about 12 infernals on anyone target at a time, other then a tower, but even considering a tower, it still won't be able to be attacked by all 30, and it isn't very hard to get all units attacking a single target anyways, if you so choose.

So I see this as being more helpful then detriment tbh.

It could come with a subskill though, if you absolutely must take down a target or don't want to waste time targeting your infernals, it could have a skill that targets an enemy, and forces all of your infernals to attack that target. It could even work on towers.

Btw, I'm not sure how much movement speed the infernals should have.
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Old 12-31-2009, 08:14 PM   #17
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Default Re: [Int/SCRG] Diabolos, Bringer of the Armageddon

Just so you know, you may want to add this is Unholy Retribution logs:
Only triggers of sources that wouldn't make more then 40 damage per second
This would balance it out a lot, and make it easier to code. This change will make it no trigger on rot/shell lvl 3 and 4, but level 1 and 2.

E: Nevermind, then attacks wouldn't trigger it.... Or..... I really should have made up my mind before posting xD Take the first thing, and ill trigger it, i will work, otherwise Ice would just make it work with his magic fingers.
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Old 12-31-2009, 10:15 PM   #18
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Default Re: [Int/SCRG] Diabolos, Bringer of the Armageddon

Quote:
Originally Posted by Sgt Failure View Post
Just so you know, you may want to add this is Unholy Retribution logs:
Only triggers of sources that wouldn't make more then 40 damage per second
This would balance it out a lot, and make it easier to code. This change will make it no trigger on rot/shell lvl 3 and 4, but level 1 and 2.

E: Nevermind, then attacks wouldn't trigger it.... Or..... I really should have made up my mind before posting xD Take the first thing, and ill trigger it, i will work, otherwise Ice would just make it work with his magic fingers.
Now I'm confused.

Do want to change the way it procs?
and
Why wouldn't attacks trigger it this way?

As I said, I'm confused.
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Old 01-01-2010, 12:44 PM   #19
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Default Re: [Int/SCRG] Diabolos, Bringer of the Armageddon

No what i meant that currently it triggers of damage sources under 40, right? Well, now realise this with Rot lvl 4, wich deals 10 damage per instance, 10 times a second, wouldn't that be overpwoered? My suggestion is to make it have an cooldown of 0.5 second, making it viable to everything, or making it count all damage taken by source for 1 second, then trigger. The first one is the best.
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Old 01-02-2010, 02:43 AM   #20
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Default Re: [Int/SCRG] Diabolos, Herald of the Apocalypse

Oh, okay.

If the first is the best way, as it seems to be, then that is definitely the way to go.

Thanks
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