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#1 | ||||
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Join Date: Jul 2009
Posts: 496
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![]() 325 Move Speed Medium Armor Level 1 - Has 19-23 Damage, 400 Hit Points, 50 Mana Points, 1 Armor Level 2 - Has 25-28 Damage, 450 Hit Points, 100 Mana Points, 2 Armor, and Cannibalize Level 3 - Has 31-34 Damage, 500 Hit Points, 150 Mana Points, 3 Armor, Cannibalize, and Bark Level 4 - Has 37-40 Damage, 550 Hit Points, 200 Mana Points, 4 Armor, Cannibalize, Bark, and Nether Blink Fel Hound Duration is 40 Seconds All Levels Quote:
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#2 |
Member
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I see there is skill synergy between skill 1-3 and 2-4 and 1-4
1. where is HP of demon gate or is it invulnerable??? 2. Is felhound controlable??? 3. I didn't understand with demonic pact. Can you explain it to me??? thx..
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#3 |
Member
Join Date: Aug 2009
Posts: 359
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Are you serious with this?
This hero will just lvl the 1st and his 3rd ability and once he's lvl 8 he will just stand at the fointain getting himself 10k hitpoints, go for heart for a 150 reg and then for cuirass, lvlning his 1st ability & his ulti getting around 25 k hp and a 250 reg and about 30 Armor => absloutely unkillable. his first ability will bump him to 522 anyway at lvl 4 and his dmg will be about + 1200 dmg => crit = 1 hit kill... There should be no abilitys like your 3rd skill.. ideas are ok but no permanents! |
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#4 |
Member
Join Date: Jul 2009
Posts: 496
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Sorry, I was kind of rushing last night and I forgot some very important details of his skills, mainly the durations of some of his spells. He should look 10x better now lol.
xy4kuz4x: Demon Gate now has a set amount of hit points and the Fel Hounds are controlable. As for demonic pact, it is similar to Clinkz's Ultimate of sacricing an allied unit for hit points, execpt this skill takes the consumed units current hit points and gives a percentage of that amount as additional Max Hit Points while healing a specific amount of hit points to his current Hit Points. Hopefully that makes sense? TribunXIII: Durations and some other things have been clarified. Sorry. |
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#5 |
Member
Join Date: Aug 2009
Posts: 1,140
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Its time
![]() 1st skill : Summoning skill, quite cool not sure how to rate this as i dont really like it but it is quite decent 2nd skill : Nice ability not too original but nice anyhow 3rd skill : i like it , its like lich's ritual except it adds to your max HP for a duration as well as healing Ulti : Quite a boring ability and might need a small number fix cause it could be a bit too lethal All in all not a bad character alot of thought put in it.. but it just doesnt really strike me =/ sorry guy
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#6 |
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What up:
1) Pocket Factory of Evil? Frankly the Fel Hounds are kinda bland. You can only have 3 at a time and they are not that spectacular. 2) Isn't this Enrage except this is actually a little better? 3) This seems like a sometimes better Death Pact. 4) This skill is the only really original one here. It is a temporary boost to your team, which is nice without summons really. The hero seems like a mishmash of other heroes without having much uniqueness himself. It feels more like something you would play in Footies than in DotA.
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While I have partially returned to the forums, I am still not making test maps. If you have a small request, you can PM and I will try to work something out, but I do not have the time to make full test maps.
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#7 |
Member
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Hmm a Blood Orc, a welcomed model.
Demon Gate A summoning skill I see. Most summoned units don't have that many sub-abilities, so if you insist on having that many, I suggest increasing the mana cost. Does the summon last indefinitely (until killed)? If that's the case, it's overpowering. They should only last at most 60 seconds, same as the cooldown of the ability. There isn't any cap which subjects it to mass-summoning abuse and even if you cap it at 7 units, it will be as strong as Necrolic's ultimate... more nerfing needed, but otherwise a fitting summoning skill. By the way, the micro is heavy lol. Berzerk Is it meant to be uniquely spelled? The way I see it, you should make it based on 'current' values and not 'max' values, remove the hp degen. Even Ursa's ultimate is based on current values because with buffs like that, he is too powerful at too low a cost. The damage buff is just a bit lower than Enrage, but you gain speed buff. I think it's quite overpowering, but then you have mana cost to balance it, so it's hard to decide, I'll leave it to you. Demonic Pact Seems more powerful than Clinkz's ultimate to me, since you'll almost always have minions around you. Cooldown should be further increased to at least 30 seconds and mana cost is way too low. If you want to make it spammable, I suggest you nerf the effects instead. Battle Orders Battle Chaos would sound better, since Orcs thrive in chaos more than orders. You might also want to describe it as turning all his allies into causing chaos instead of a paladin-like description. The effect is way better than Mekansm but the mana cost is too cheap. Duration seems too long for the cooldown because it buffs the whole team, not just heroes, but creeps as well. It should be taken into consideration really. Not much originality on the armor buff but thumbs up for the increase to max hp and mana. Whole hero seems too powerful to me, could use some more nerfs. I guess the key to balanced numbers is when people start asking for buffs instead of nerfs. It should be right then. With Armlet and a Power Tread, this hero is way better than Naix in team play lol considering he has innate pushing ability, although Naix pawns him due to so much of max hp boosts.
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#8 |
Banned
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Review upon request:
Skill 1: Interesting way of summoning units. I say make the fel hounds come out every 2 seconds and have them die 15 seconds later. Gate will obviously have to be reduced to 30 seconds of lasting. Lay egg will be unneccessary so it can be replaced with another skill or w/e. Probably some kind of as & ms increasing skill would be sweet. Skill 2: Reminds so much of a 1337 version of enraged...which is an ultimate while this one is...a regular skill... I was thinking like for every 75 damage he takes, he gains like 10%/20%/30%40% increases AS and 5%/10%/15%/20% increased damage which stacks up to 5 times total making the bonuses max out at 200% increase AS and 80% increased damage which lasts for 5 seconds each time he gets attacked. Course if it's like this, it makes Huskar's skill look like crap...except his bonuses are kept as long as his hp is low. Skill 3: Looks like a buffed yet restricted version of death pact. Not sure if I like it though...maybe have it like a mana draining skill which increases his hp by 25/50/75/100 per second capping at like 1000 bonus hp. He will drain his mana like maybe...10/15/20/25 mana per second? Would make sense as his chaotic blood will pump his mana in to hp when you kind of think about it. Ultimate: I don't really like this ultimate since I want a change for skill 3...lol but if there is no change then I guess it's alright. However if you are going to change, then how about this? Ultimate: Blood of Mannoroth Description: Mannoroth's blood continues to flow through his veins and once awaken, the inner beast within Eldritch influences all that are around him giving them demonic powers. His allied heroes are too powerful and wise to be influenced in a mind-reducing rage as they look at with disgust and yet some awe while troops nearby him are under the influence. Mana Cost: 200 Cooldown: 75 seconds Spell Type: Damage Change: Chaos AoE: 600 Duration: 5/10/15 seconds Level 1: Changes damage type in to chaos type. Lasts 5 seconds Level 2: Changes damage type in to chaos type. Lasts 10 seconds Level 3: Changes damage type in to chaos type. Lasts 15 seconds ****IT ONLY AFFECTS ELDRITCH AND ALLIED UNITS ****DOES NOT AFFECT ALLIED HEROES AND ENEMY HEROES Overall, love the model, somewhat used concepts with tweaks, but overall it's getting somewhere. Keep it up! |
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#9 |
Member
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I cannot do a review since I have biased opinion about this hero
![]() Guess I'll just put a mini suggestion here. From my Death Pact remake suggestion. Demonic Pact + Gives a target (not self) double (or even MOAR ) damage+ When it kills a unit, deals a % of that unit's max hp to the target + When it dies give a % of its max health to Eldritch + Infinite duration on creeps, average duration on heroes That's all I could do, sorry
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#10 |
Member
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Awesome theme; it remembers me strongly the campaign, playing the wc3 missions (the demonic gates + chaos orc).
About the role: In which common sense he is a carry? Does he need to farm a lot to become good? Stats/other numbers: Lower the start agi a bit. Else he is about the top from start stats. Or is this intended? Skills: Demon Gate: I have some questions here and/or notes. First, how is this summon skill different from other? I ask you that because dota has a lot of summons and we have to make sure that every kind of summon is unique in its way. So what is the special thing about this summon? I see the summons have active skills, and I see what they do, but what is the special sense of these (strategy?)? Here I have a suggestion to make your summons unique. Maybe change them in a way so that they are special units; so you let just summon two - three summons by demon gate, but make them the demons to higher creatures, meaning that they can level similar to a hero. Not the same way, but just improving for the "exp" they get while being summoned. Beserk Basicly good idea, but I am sure that attack type change to chaos is a rather small bonus. So the movespeed part shall be the major part? I would suggest though that you add some bonus damage. Death Pact I would suggest that you change the name. Otherwise, it is too similar too bone's ulti. For concept, I would say that you add an AOE effect around the sacrificed unit, so that sacrificing one unit of your control can have greater benefit to all other units and heroes around this unit. Also let it damage foes for the same amount it heals you and allies and other controlled units (summons)--- Ultimate: Good skill synergy-wise, but maybe a bit boring to use. General things you should check: Skills can be coded? His role - is he really a carry? I can see more support and tank elements. His summons increase the hero's ability to survive, while mana-drain shall disable spells in early game? Does he require greater micro skills of the player?
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#11 |
Member
Join Date: Aug 2009
Posts: 359
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Ok now its better.
I think fel hounds are a bit strong / too many abilitys. Delete manasiphon. And change numbers fore lifestealing (stronger one should steal moar) or delete it and add a mana burn. 2nd skill: still gives you 522 easily and chaos dmg for 12 secs with no negative effect is still very strong! 3rd... i would completly remake this. It just makes no sense for me and would make this hero to a carry-Tank... and i rly dont want a carry tank !4rth... ye is ok.. but i would change armor bonus... its quite borng and you have 3 items with armor aura. so long Plz also help me with my hero below! |
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#12 |
Member
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Review as per request. Sorry for the late one. haha..
Demon Gate: To be honest, i hate summoning skills. The sub-skills of the summon are pretty... meh... I was expecting some sort of link (like if the Felhound was chasing the enemy hero, you would have the choice to teleport to the Felhound and gain his HP to yours, this would be a good chasing skill). I'd really like some improvement on this, i am never appealed at summon abilities. Berserk: I like Berserk. Hero -> Chaos damage seems fine, but i don't think the added MS boost is necessary. Maybe some ++Armor instead, but that's just my opinion. Good skill. Demonic Pact: No input at the moment, so I'll leave it until you've finished it. ![]() Battle Orders: I feel like it can be compared with God's Strength, but increases your survivability factor and armor. I've seen something similar in almost all Grunt-based heroes I've seen, so i can say it fairly fits into the theme. Ok skill. Overall, the first skill may need some extra wow-effects, I'll get back on Demonic Pact when its finished, Berserk is good, and Battle Orders is just good. Nothing wrong with Eldritch. If you want I can supply you with a story, just finish Demonic Pact so i can relate everything to the lore. Good work and good luck on the hero-making man.
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#13 |
Member
Join Date: Jul 2009
Posts: 496
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I have remade skills 2-4 for the most part completely. I will look take the time to fully answer your reviews later as the remake took me 2 hours to complete lol.
Thanks for reviewing though! |
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#14 |
Member
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Demonic Sacrifice:
I like it. Some sort of implosion of energy, that fits well. But too much forced synergy on your pet's part. But good concept. Pandemonium: I like how this helps out your pet too. I've expressed how I like this skill in the previous post, but this gets + more points from me. Overall, i see him very playable. Good job on the hero, and the review. Give me time to give you a story, probably by PM instead. Just remind me, haha. |
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#15 |
Member
Join Date: Jul 2009
Posts: 496
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Huge Changes have been made that i cant even count from when i first posted him. Just read the change log. Im sure a few more changes will occur though.
Delayed Review Response Time: DuKKY: His remade version should be much more appealing. Feel free to check him out. Zirath: As mentioned above skills 2 and 3 have been reworked or remade. He should look a bit more original. As for the Fel Hounds they are a bit more valuable then you will probably give them credit for now. They can deny mana to heros or creeps early game and now with transfer a free small heal + demonic sacrifice = mega heal + nuke damage for farming and lane harrasment. Also, since both the heal and damage values are based on hit point / mana points for sacrifice, his ult will boost them upon casting offering more synergy. Eethn: For Demon Gate, you missed what was written right underneath the model info, they only have a 30 sec duration for each one. So that aspect should be fine. And yes, these fel hounds are meant to have some heavy micro abilities, making chen even look kinda weak. About berserk, i did actually misspell it lol. good catch. As for being like enrage, its been remade to be much more original and fit the classic demon orc role like in WC3 campaign. Should look 5x better now, especially with the bonus move speed to chase down opponents. Its been remade to be a nuke as well, making the low cool down nessecary to keep up with the fel hounds spawning and such. As for renaming the ult, it has a much better name now. But i disagree that its better then a mek and this is why. If you have ever played D2, the barbarians battle order skill which i made this off of only increases the Max Hit Points and Mana Points pool, while keeping whatever % of current/max point pools the same. Say you have 50/100 hit points and then you cast lvl 3 Pandemonium with 20% increase, you will now have 60/120 hit points unless you were an allied unit (lol). Its pretty basic. kings.empire: All i can say is thanks for the inspiration of changing Berserk by using chaos damage. It was actually very helpful and i believed the numbers are balanced. As for his other skills, they should now synergize well with each other along with being a very lethal tank and support strg hero. kanzakill: Ill be pming you to check out his new version since i knew that when you looked at him he was half remade (sorry i went to bed lol). Plz refer to the change log ![]() Gazar-: The suggestion for changing the Fel Hounds is unique, but it could mean that they steal exp from you hero leveling which would be problematic i belive? Also, the current fel hounds have active abilities to gain survive and gain as much hp and mana as they can so they can either transfer it to Eldritch to heal him, or be detonated for more healing and damage. It gives them some flexibility in usage but they probably will change. The Bonus damage that you suggested for Berserk was now added as a secondary bonus to Pandemonium making it a very nice skill now. I also took your advice and changed death pact to a needed AoE heal + nuke ability. It should look pretty intriguing as it is still based on the units hit points. Think of sacrificing a dominated Centaur under Pandemonium with this = Huge heal + big nuke. And i disagree with his ult being boring, it is hella powerful for team fights and opens up heavy tanking and synergy with his other spells to maximize their effects. TribunXIII: I believe people are missing why mana siphon is there, its to synergize with demon sacrice after you transfer mana to deal more damage. I may rework it though just to make it more viable. Berserks ms bonus has been nerfed along with clarification to how much it actually adds. Not really sure on what skill 3 you saw but it might be better now lol. Pandemonium now adds bonus damage to synergize with Berserk's chaos damage. Should be much more onrigal now. king_james: Im always taking suggestions on how to make the Fel Hounds better because i do agree that they are bland, but at the moment they are useful at least. Since Eldritch has no slows or stuns, the MS is kinda a must personally. Armor would be kinda overkill as he will have hella hp anyway. Other then that i feel you like the changes so thats good
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#16 |
Member
Join Date: Jul 2009
Location: netherspace
Posts: 132
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i hope u realize this .. the chance of getting this hero implemented is EXACTLY 0% ... scourge strength tavern is full....... although its a good hero and very dotaable
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#17 |
Member
Join Date: Jul 2009
Posts: 496
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Not exactly. Sladar can go to neutrals due to his naga model not really being very scourgish making room for him. Its not a big deal anyways.
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#18 |
Member
Join Date: Jul 2009
Posts: 496
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Major Changes occured to the Fel Hounds abilities. They should look pretty cool now with some hella heavy microage. Hope to get some reviews!
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#19 |
Member
Join Date: Aug 2009
Posts: 359
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I like the fel hounds much moar now
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#20 | |
Member
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Quote:
Anyway, nice changes it is fine now.
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