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Old 04-12-2010, 09:19 PM   #1
kitchen
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Default [Intel-Sentinel] Io, the Aurora Wisp


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Announcement! Some of this hero got implemented in 6.68! Specifically, the basic idea of Tether (which goes by the same name here and in the game). Also, Icefrog said he named the hero after this one. I'm really happy to have contributed. Thanks to everyone who helped make this suggestion better. This suggestion will be retired now but feel free to use any ideas in this thread for your own suggestions Since it is retired please don't post here, if you have something to say just PM me. No real point in bumping this thread.

Quote:
Changelog:
The test map IS NOT up to date with the July 23rd changes.


July 23rd, 2010:
Orbit tweaked. No more +stats, now has some pretty nifty damage reduction shenanigans.

June 2nd, 2010:
Tether damage reduced.
Tether can now hit enemies multiple times.
Orbit cooldown increased.

May 5th, 2010:
Max HP bonus on Orbit changed to bonus attribute stats.
Orbit damage buffed to 75/150/225.
Discharge search AoE from 150 to 200.

May 3rd, 2010:
Damage from Burst removed. Cooldown decreased
Orbit stun removed. Now gives a max HP bonus to allies within the area. Cast range does not scale per level; it has a constant maximum of 450 on each level.
Discharge nerfed a bit on higher levels, but a bit better on lvl 1.
INTRODUCTION



Summon Aurora Wisp

Among the multitudes of selfless wisps serving the Night Elves, Io was an exception. An ancient and wise sentience dwelled in his gaseous form, urging to show the Sentinel what true power wisps harbored within. Ascending far past the abilities of normal wisps, Io wrecks havoc on the battlefield by manipulating stellar energy. Links, blasts, and barriers all fall within his vast repertoire of abilities, earning him the title Aurora. By defeating the Scourge, Io aims to unlock the hidden potential in all his fellow wisps.

Strength - 15 + 1.2
Agility - 11 + 1.2
Intelligence - 23 + 3.2 (Main Attribute)

Learns Burst, Tether, Discharge and Orbit

Attack range of 375
Movement speed of 295

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HERO INFORMATION

Affiliation: Sentinel
Role: Support (initiating and babysitting especially, but he can gank as well. He’s comparable to Puck)
Theme: Wispy magical stuff. He relies a lot on teamwork, and his spells encourage him to help teammates and his teammates to help him in return.


Io, Aurora Wisp

Starting Hitpoints: 435
Starting Mana: 299
Starting Damage: 45-51
Starting Armor: 3

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HERO ABILITIES



Burst

Io lets loose a blast of cosmic energy. Enemy units around him are knocked back. Then, after 1.5 seconds, Io zooms to the target location and another blast occurs there.

Level 1 – 600 cast range
Level 2 – 800 cast range
Level 3 – 1000 cast range
Level 4 – 1200 cast range

Cooldown: 6
Mana Cost: 100

Is not a teleport; just a really fast slide.
Knocks back around 375 range.
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Tether

Connects Io and a target ally together with a strand of energy for 5 seconds, increasing both of their movement speeds. If an enemy unit passes through the tether, it will be damaged.

Level 1 – 50 damage, 20% movement speed boost
Level 2 - 100 damage, 30% movement speed boost
Level 3 - 150 damage, 40% movement speed boost
Level 4 - 200 damage, 50% movement speed boost

Enemies can be damaged multiple times. For this to happen they must go farther away from one of the two Tetherers than they are from each other, or the difference of the angles between the Tetherers and the enemy must be equal to or greater than 60.

Duration is 5
Casting Range is 700

Cooldown: 15
Mana Cost: 100/115/130/145


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Discharge

Io's energy overflows to heroes he comes in contact with. This process heals allies and damages enemies by a percentage of their maximum health. Io is healed by the same amount when this occurs. Io must go at least 600 range away from an affected hero before doing this again with that hero.

Level 1 – 4% of hero’s max health in damage/heal.
Level 2 - 6% of hero’s max health in damage/heal.
Level 3 - 8% of hero’s max health in damage/heal.
Level 4 - 10% of hero’s max health in damage/heal.


Passive

Must come within 200 range of a unit to affect it.
Io heals based on the affected ally/enemy's max hp, not his own.
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Orbit

Quickly orbits once around a target point, leaving a trail of energy along the path taken. Enemy units are damaged upon entering or exiting the encircled area. Also, allied units take reduced damage from enemies on the other side of the border.

Level 1 - 75 enter/exit damage. 30% damage reduction.
Level 2 - 150 enter/exit damage. 40% damage reduction.
Level 3 - 225 enter/exit damage. 50% damage reduction.

Duration is 8/10/12
Casting Range is 450
It takes 0.8 seconds to complete the loop.
There's no limit on how many times an enemy can be damaged.
Enemies caught within the area upon it's initial creation are also damage.

The damage reduction works like this: if an enemy damages an ally, and they are on opposite sides of the barrier, the damage will be reduced. Therefore, an enemy on the inside of the area will do reduced damage to allies outside of it, and an enemy outside the area will do reduced damage to allies inside of it.

Cooldown: 55/50/45
Mana Cost: 150/200/250


__________________________________________________

Synergy for dummies. I feel dirty including this, but there are dummies out there:
Tether + Orbit. Use Tether on ally, then orbit around him. Since you're spinning around him the tether will act like the hand of a clock, giving you a high chance of hitting enemies with it.

Burst + Orbit. Use burst to repeatedly knock enemies in and out of the Orbit area.

Discharge + Burst. By knocking them back and teleporting to them, you trigger multiple discharges.

Discharge + Orbit. Get them with a discharge, and then Orbit far away. You'll wind up right where you started, and since you went far away during the orbit, you will trigger a second Discharge.

Tether + Burst. Use Burst to move the tether around quickly.

Tether + Discharge. Moving faster means you and your ally can repeatedly run back and forth, healing each other a lot with discharge.


Visuals:
Hero model - a little shiny blue missile is attached to the center of the model, and the wisp shimmers a bit when it attacks, and it uses a whitish/blue missile
Burst - NE death animation for each blast, flak cannons on knocked backed enemies, and a blue ribbon when Io is zooming.
Tether - teal lightning, with a chainlightning shock on hit enemies, with the generic little blue aura to both allies
Discharge - teal bursts on each affected unit, a blue tint on units who aren't far away enough to be hit again, and a white burst when they are made valid targets again
Orbit - blue bursts when you go around the loop, blue burst around whole circle once it's done, and then a moving thin blue circle made of little ribbons. dragonhawk missiles explode on damaged enemies.

Play the test map please! It gives you a much better understanding of the spells and the hero's gameplay. It has been NOT updated with the latest changes.
Enjoy
Attached Files
File Type: w3x Io Test Map v3.w3x (84.2 KB, 633 views)
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Last edited by kitchen; 08-13-2010 at 03:35 AM.
Old 04-12-2010, 09:40 PM   #2
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Default Re: Io, the Aurora Wisp

fantastic
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Old 04-12-2010, 10:14 PM   #3
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Default Re: Io, the Aurora Wisp

Wow, I also made a wisp suggestion not too lang ago. But anyway, onto yours

This one looks nice and I will try the test map soon. I will also give a better reveiw soon.

Stats: I think it's quite good

Skill 1 - Burst: Erm, that dmg for 100 mana cost at all levels seems underpowered to me. That is a lot of mana for poor dmg. A normal attack will do even more than this and lvl 4 100 dmg is very weak imo... and how far are the enemy units knocked back precisely?

Skill 2 - Tether: Well this obviously requires an ally, but even more, it requires positioning and movement. What will happen if one of u is disabled? Wouldn't a dragg ablilty work better? like in the more heroes caught in the tether, the slower the 2 of u move, while still dragging them until the tether vanishes? And I suppose u won't be able to use this along with Burst if burst works almost like waning rift and illusory orb? Or maybe consider magic immunity as well?

Skill 3 - Discharge: I like this skill. Synergize well with Burst. I c this being quite annoying (and maybe OP, but since it's based on % HP, I guess it's ok) in the laning phase as well. Because with this, every time u come within range of an enemy hero, he'll be dmg and u be healed... even better than range splash.

Ulti - Orbit: This skill does not look like an ulti at all and imo doesn't really fit. Pit of malice is more effective.

I'll come back again soon, Can't linger right now.

Erm, what do u think of my wisp suggestion? Just curious to know.
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Old 04-12-2010, 10:21 PM   #4
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Default Re: Io, the Aurora Wisp

Quote:
Skill 1 - Burst: Erm, that dmg for 100 mana cost at all levels seems underpowered to me. That is a lot of mana for poor dmg. A normal attack will do even more than this and lvl 4 100 dmg is very weak imo... and how far are the enemy units knocked back precisely?
It does 200 damage on level 4, since there are two blasts of 100 damage. It does low damage because he has 3 other nukes. Also, it has a very low cooldown and functions as a blink. The damage is a minor part of the spell. It knockbacks around 400 range IIRC. Try the test map to see!
Quote:
Skill 2 - Tether: Well this obviously requires an ally, but even more, it requires positioning and movement. What will happen if one of u is disabled? Wouldn't a dragg ablilty work better? like in the more heroes caught in the tether, the slower the 2 of u move, while still dragging them until the tether vanishes? And I suppose u won't be able to use this along with Burst if burst works almost like waning rift and illusory orb? Or maybe consider magic immunity as well?
If one of you is disabled, the other can still maneuver the link. In the test map this is the case, since the ally Paladin is stationary. A drag ability would be interesting I suppose, but I feel this current version works better with the other spells. And yes, you will be able to use this with Burst because Burst doesn't really teleport you; you just zoom quickly to the point.
Quote:
Skill 3 - Discharge: I like this skill. Synergize well with Burst. I c this being quite annoying (and maybe OP, but since it's based on % HP, I guess it's ok) in the laning phase as well. Because with this, every time u come within range of an enemy hero, he'll be dmg and u be healed... even better than range splash.
Yeah, the reasoning for the % damage was to weaken it in lane (if it was strong in lane, it would be a ridiculous healing spell). Thanks.
Quote:
Ulti - Orbit: This skill does not look like an ulti at all and imo doesn't really fit. Pit of malice is more effective.
I'm not sure why you think that. It's a big AoE damage spell with a little stun. That describes like 20 dota ultimates. I think you're underestimating the damage that this spell can do. Every single time someone enters or exits they are damaged, with 175 damage a pop. You could potentially be laying down an AoE laguna blade.


Your replies make me think that you haven't played the test map. To gain a better idea of how these spells would work in conjunction and to gauge their power more accurately, I urge you to do so. Otherwise your opinions are rather meaningless.
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Last edited by kitchen; 04-12-2010 at 10:24 PM.
Old 04-13-2010, 12:20 AM   #5
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Default Re: Io, the Aurora Wisp

Bwahaha, I have no complaints, test map was fun as hell.

However just one speculation, for Tether how about it deals damage ever 0.5 seconds enemy unit take damage. Doesn't make much sense for some lightning chain to not deal further damage when touching the enemy.

So enemies will recieve 10/20/30/40 damage per 0.5 seconds each time they come in contact with tether. This will deal a maximum of 400 damage which kind of balances itself out since it requires an enemy to be continuous on it.

With that small change, I think boosting the first skill's damage output to scale 75/100/125/150 would be a bit reasonable.

His ult seems fine though kind of resembles Puck's in away though not quite.

Overall: I love the testmap and this hero seems pretty solid. Huge damage output but thin as paper quite like it. Would love to see how SB and this guy will work when they gank. >
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Old 04-13-2010, 02:04 AM   #6
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Default Re: Io, the Aurora Wisp

Fun hero to play with..
as long you have high MS for chasing and a huge amount of HP for staying alive whilst chasing..
All i know is that this hero needs a little more tweaking...


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Old 04-13-2010, 02:45 AM   #7
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Default Re: Io, the Aurora Wisp

I'm new to the whole Hero suggesting/reviewing thing but daaaamn, this guy is fun. I absolutely loved playing around with him in the test map, zooming all over the place with burst and the Tether+Orbit move is really cool.

I can see Io being very hard to be effective with though.. the best combo I can think of is bursting into an enemy to push him between an ally, then tether the ally, then Orbit. Getting the positioning right for that will be an epic task, and the damage won't be that high for all that effort. At least that's what I'm thinking.

You'll hit one burst (100), 1 Tether spin (300) and one Orbit (175). So at a high level this isn't going to do much damage if you take in reduction. Maybe Aghanim's Scepter could cause Orbit to spin 2-3 times, increasing the tether damage.

I think Tether should last longer too.

Just some quick initial thoughts, I love the guy in general. Lots of fun!
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Old 04-13-2010, 03:31 AM   #8
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Default Re: Io, the Aurora Wisp

This is a fantastic gank/support hero - the abilities have clear synergy and the test-map was fun to play. Good job developing this

Burst:
  • Innovative chasing/escaping spell.
  • It's nice since it can chase up cliffs; i think it should be able destroy trees as well(destroy furion's sprouted trees, for example).
  • Io is not magic-immune while zooming, right?

Tether: Great concept!
  • would be nice if you could target your own illusions as well, and then control both end-points of the tether
  • You should add a tether-length break point, to control how far the tether can extend.
  • Maybe also consider allies getting healed when they pass through tether.

Discharge:
  • nothing much to say of this spell right now, other than it's pretty unique !

Orbit:
  • What if you want Io to immediately orbit(with a large AOE) near or at the point where Io is standing? right now, the orbit AOE is pretty large only if you aim away from where Io is; if you cast it near/at where Io is standing, the AOE is extremely miniscule
  • Consider healing allies if they enter/exit the designate area as well or buffing this spell in another way. Right now, this spell is pretty weak for an ultimate.
  • This spell should destroy trees too!
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Last edited by Mystique-; 04-13-2010 at 03:41 AM.
Old 04-13-2010, 04:09 AM   #9
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Default Re: Io, the Aurora Wisp

The heroes mobility is by far the best thing about him.

Burst is such a great skill over all, by far his best. It has potential for just about everything. Chasing, escaping, mobility, positioning, damage. Honestly, it is probably too powerful.

Tether is an okay spell. I agree with kings empire. Damage overtime would feel, function and look better. Obvious support ganking spell. I like it, but of all the skills on this hero this one seems the most out of place.

Discharge just works on this hero. With burst and orbit this skill will proc fairly often, and because it is melee range it is balanced. 600 range might even be to far, but I don't know.

Orbit is a nice skill. It simply works with all of his skills, and I always wanted a wall of flames skill. The closest thing in dota is wall of replicate, but I definitely prefer this version. Its fun.

This is definitely the best candidate for force staff I have ever seen, besides maybe techies. (but this hero would be more fun.) On the other hand, he is definitely very much like puck. His mobility, and what he does are nearly the same. The only thing is is that puck would be more reliable and better in more situations. This hero would definitely be fun to play, but I think puck outshines him in to many areas. I would certainly enjoy playing him though.
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Old 04-13-2010, 05:43 AM   #10
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Default Re: Io, the Aurora Wisp

About Tether doing continuous damage rather than "one shot" damage:

That would be better cosmetically I guess, but it would remove a lot of the synergy between Tether and Orbit especially. This is the hero's main "Whoa!" combination of spells, and it only works because you only have to hit someone once with the tether to trigger the damage. If tether did its damage periodically, you'd only get minuscule damage by this method, which would be a shame since it's a pretty cool maneuver imo.

@kings.empire:

Thanks, glad you like the test map. Imagine him in a real game! I've already addressed the tether issue. And yes, he's designed to be fragile because of the obscene amounts he can repeatedly heal. This is also why Discharge is based off of the TARGET's max hp, not his. His is low.

@carlvic:
Thanks, I made him with fun in mind first. And I agree about the need for life while chasing, which is a reason he has his self-healing spell.

@KyonoRocks:
Haha, yeah, I like messing around in the test map too. I guess it's a good sign when a hero is fun to play even when all you're doing is beating up a footman. As for the spell combinations not being as powerful as they should be, there are plenty of possibilities.

Here's an example: Enemy has 3000 max hp. Walk up to him, triggering Discharge. Blast him away with Burst, run away during the 1.5 seconds, and then nail him with the second Burst, which also triggers another Discharge. Tether an ally and use the increased movespeed to run away from the enemy, while your ally makes sure that the Tether strikes the enemy. Then run back to the enemy, for another Discharge. Now Orbit pretty far away. On your return to the cast point, another Discharge will trigger and the enemy will be struck by the Orbit enter damage. Move around him, during the stun time, and blast him out with a Burst, causing him to take the Orbit exit damage. Now run away during the 1.5 seconds, and land the second Burst, triggering a Discharge and blasting back into the Orbit area.

Obviously that's hard to do, but it'd be a total of 3025 damage (which would be reduced to 2269).

@Mystique-
Actually, Io is completely invulnerable during the Burst zoom. It's like Potm's old Leap, except shorter and with a 1.5 second delay. Not OP, imo. I've considered a break point for Tether, except that would be pretty counter productive since the hero does have 2 spells that cause him to travel long distances. Perhaps a very large break distance, like 4000, would be good to prevent screen cluttering when someone TP's. As for Orbit, it works like this. Click somewhere within cast range and Io will orbit around that point, with the distance from to the target point being the radius. So if you want to Orbit around where you're currently standing, you'd probably want to back up a bit (maybe with Burst). Destroying trees is a good idea on both spells; if I made another test map, I'll be sure to add that in.

@uo111:
His mobility is really good, yea. But don't mistake Orbit for a true movement spell; you end up right back in the same place. My thoughts on tether are at the top of the post. As for Burst, it might be too powerful, but it's hard to say. Knocking enemies back doesn't really serve a good purpose if you don't do it right. You could end up helping them with a bad Burst. Also, it's this hero's "primary" spell pretty much, so it has to be strong. It's like Zeus's bolt, or Morphling's waveform, or sk's burrowstrike. It's the main spell you're gonna be utilizing.

I will agree on his similarities to Puck, but not that Puck would outshine this hero. Puck can decently semi-carry, in my experience, but I think this hero would completely blow Puck out of the water in terms of late game effectiveness. Discharge gets rather ridiculous as the game goes on. Also, I feel that this hero excels in dual lanes (quite obviously) more so than puck, and is more capable of very early game killing, whereas puck has an edge soloing. Actually, Puck and Io would be outstanding teammates.
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Old 04-13-2010, 05:47 AM   #11
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Default Re: Io, the Aurora Wisp

what about your opinion on tether/orbit healing allies? to orbit especially, it would be a fair buff and to both spells would augment his healing abilities to better synergize with his role as support.
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Last edited by Mystique-; 04-13-2010 at 05:52 AM.
Old 04-13-2010, 05:57 AM   #12
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Default Re: Io, the Aurora Wisp

For Orbit, it'd be too strong. Allies could just enter and exit uber quickly, leading to disgusting amounts of healing. And we don't want that. For tether, it'd be awkward since you couldn't heal the person you're tethering anyway (they're not getting hit by the tether), and in many cases that's the person you're gonna want to be healing. I don't think this hero needs more heals slapped on to solidify his supporting role, but if others agree with you I'll consider it.
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Old 04-13-2010, 06:01 AM   #13
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Default Re: Io, the Aurora Wisp

Quote:
Originally Posted by kitchen View Post
For Orbit, it'd be too strong. Allies could just enter and exit uber quickly, leading to disgusting amounts of healing. And we don't want that. For tether, it'd be awkward since you couldn't heal the person you're tethering anyway (they're not getting hit by the tether), and in many cases that's the person you're gonna want to be healing. I don't think this hero needs more heals slapped on to solidify his supporting role, but if others agree with you I'll consider it.
For orbit: Fix the number of times allies can pass through the orbit for heal - if they pass through it more than the allowed number of times, it doesn't heal anymore; it's an ultimate, remember, so it should be some-what powerful. that way, it won't lead to disgusting amounts of heal.

For tether: it really depends on the situation: the other person on the tether may not need as much healing as another ally nearby. it is just more synergistic if the damage can harm/heal enemies/allies respectively. that's just my opinion though

still think being able to tether illusions would be awesome: massive micro-ing ftw!
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Last edited by Mystique-; 04-13-2010 at 06:05 AM.
Old 04-13-2010, 06:26 AM   #14
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Default Re: Io, the Aurora Wisp

I must say I really liked the test map especially the layout and effects. I've never had the knack for that.

Burt - I think Burst is a rather good ability in my opinion, however I find the waiting time between bursts a little tad too long and that makes the ability not as fluid as it can possible be. However I understand though that the mechanics (specifically the wait time between bursts) can work a lot for triggering orbit and the ability. I suggest optimizing both aspects of fluidity and synergy here (I mean you couldn't compromise either).

As for balance, I think it's a little too strong. Maybe a cooldown increase is in place? You could possibly make the cooldown similar to Puck's Illusory Orb as they almost have the same functionality.

Tether - this is genius. I have been thinking of a similar ability however I think your execution is just excellent.

I would have to disagree with previous posters though, saying that it should be DoT. IMO, burst is great, and works very well with the whole "vision" of this hero. As a compromise, probably, then a mid-high damage per check would be nice, however this would probably be underpowered especially when using Orbit, so sticking with the current one is already good to go. The thing is balanced already (above-average to excellent tier) because of the limit.

The only thing that irks me is that it only works with allies. This really reduces the possibilities. I can see Io as an initiator very reminiscent of Puck (but still very unique from him for that matter) and an initiator almost always goes in first, so there wouldn't be an ally there most of the time.

Discharge - I think Discharge is the weakest of the whole skill set (but still a strong ability IMO). I personally don't like the whole 600 units thing, I find it stupid, but it's probably necessary for balance.

I think that the acquisition range is a bit too low-- and could still be increased to around 200 so that the potential of it triggering during Orbit would be high enough.

I suggest changing how it works though. Maybe instead of the 600 units condition, just add a per unit cooldown that scales down per level instead. I highly recommend that. I think its a better solution. In addition, Instead of maximum life, I think current life would be better for balance, however this could potentially make it weaker (however it's already strong as it is!); I must argue that Zeus does 11% of current life pure damage every cast in an AoE.

Discharge
1 - 6 seconds per unit cooldown, 6% of current life
2 - 5 seconds per unit cooldown, 8% of current life
3 - 4 seconds per unit cooldown, 10% of current life
4 - 3 seconds per unit cooldown, 12% of current life


I just thought of this now, but maybe you'd like this. Maybe the damage and healing part could be applied in an AoE around Io and the target? I mean all units within an AoE around the target are damaged and healed equivalent to 12% of the target's HP, while all units around Io are damaged and healed equivalent to 12% of Io's HP. Of course the AoE should just be small (probably equal to the acquisition range for consistency's sake). But of course this could already be too much. I'm just saying that this could potentially increase your initiating capabilities. (I hope you got that, because I sounded like a moron).

Orbit - I like how Orbit works a lot. I think its a great ability and works quite differently though a little similar to Puck's Dream Coil. I can't really say much about the skill since it's already good in itself.

I think the damage though is a little low. Increasing it a little would probably be nice (by 25 or 50 or just simply rescale the damn thing because it becomes too weak late game). The stun time could also scale up every level, but this is just a possibility.

As for added functionality, I think the cast range could scale from 400 to 600 (instead of 300 to 500--) or maybe you could just make the AoE a constant 600 (a buffering distance for Discharge).

That's probably it. A nice hero, IMO.
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Old 04-13-2010, 06:45 AM   #15
KyonoRocks
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Default Re: Io, the Aurora Wisp

I don't really see the similarity to Puck other than he looks like an Orb.

Dream Coil is an AoE stun with a 'Leave here or die' mechanic

Orbit is an AoE stun with an 'Enter or leave here get slightly hurt' mechanic

Orbit's damage isn't based on enemies leaving, it's based on you pushing them back and forth over the circle to cause damage. As well as the nice Tether combination.

I just don't see Io as an initiator. He only has a 1 second stun, not exactly initating criteria. I see him as an AoE nuker who takes advantage of initiators who gather enemies for Tether+Orbits and Burst knockback over the Orbit line.

The best scenario for Io would be a group of massed enemies so that he...
- Tethers with the initiator (Magnataur blinking and Imploding behind a bunch of enemies would be amazing. Tether him then Orbit around all of them)
- Discharges them all at once
- Bursts them all at once back over the Orbit line
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Old 04-13-2010, 07:12 AM   #16
chadpiety123
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Default Re: [Intel-Sentinel] Io, the Aurora Wisp

@Kyono Rocks
I didn't say similar. I said reminiscent. I meant that they have the same feel but are not specifically similar.

I don't know why you're being defensive here. I like the guy. -_-

And Orbit does trigger from enemies leaving the area, it's just that you have an ability which makes enemies trigger it. Don't twist the mechanics-- bluntly speaking, damage is triggered upon 1) being in the area where Orbit is activated, 2) entering the area, 3) leaving the area, it just happens you have a Burst which is a very good skill that forces enemies to be in any of the three conditions.

If he's not an initiator then probably Sand King's not an initiator as well no? Io in himself has big initiation potential and wasting that by making him a pseudo-presence hero is a bit of a letdown. Well he could be a presence type however his spells are not enough to make him work like that at par with Death Prophet or Necrolyte because most AoE nukers have very spammable skills (as mentioned, DP, Necro... Storm and Akasha works like that as well but are primarily gankers [presence via nukes]... other presence heroes include Undying, Batrider and Dazzle [via DoT and buff/debuff)

With the length of my reply, I though I showed a great amount of understanding of the hero. I even looked at the trigger as it piqued my interest a lot. I guess someone seems to disagree.
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Old 04-13-2010, 07:37 AM   #17
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Default Re: [Intel-Sentinel] Io, the Aurora Wisp

I wasn't being defensive, I just disagreed with the Puck comparison. Which every poster has made since the original. The only similarity I see is a short duration AoE stun and an AoE Damage+Blink move. The last one is like a mix of Illusory Orb and Meepo's Poof. Fun skill.

I agree with most of everything else you said, having to up the damage of Orbit to scale into late game, Tether not being a DoT and Discharge having a shorter range (600 is a little high). I just see this hero getting nuked to oblivion the second his Orbit stun runs out, hence why I feel he should come in after initiation and then add his stun and knock back to the mix.

This is a very interesting hero, and I guess these sort of theorycraft discussions about a hero that doesn't even exist yet is a good sign
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Old 04-13-2010, 07:55 AM   #18
chadpiety123
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Default Re: [Intel-Sentinel] Io, the Aurora Wisp

You must agree that Io though is very item independent (very evident in the map) and with that, getting dagger should be prime priority. Burst is a poor substitute to dagger early game however, when it starts to drag on, it won't suffice.

The reason is the same with why Puck gets Dagger (though the order is reversed now Orb>Stuff>Dagger Out). We could both say that Puck is a very squishy initiator but because of his natural initiating capabilities, this minus side is quickly covered.

Similarly Io works as a great initiator buy blinking in then doing some stuff, then bursting out just far enough to knock things back in the orbit and still be safe.

Getting Dagger wouldn't be too much of a problem because of his AoE abilities as well as attack animation. Then he could move on to simple warding or getting whatever else the team needs (Guinsoo, Shiva) OR getting things which could make his initiation better (again, Shiva, Blademail, Linken's Sphere, Vang/Hood)
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Old 04-13-2010, 04:39 PM   #19
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Default Re: [Intel-Sentinel] Io, the Aurora Wisp

Theme, model, icon:
Pretty unique and fiting.

Stats and statistics:
Seem to be balanced, but this whisp is squishy as hell taking in account that he needs to be near his enemies in order to affect them with his skills.

Skills:

Burst:
Question. When you use this spell, you first cast it on target location, then first burst occurs around you, and after 1.5 sec second burst occurs on the location you targeted at the of the casting? If so, some complicated skill it is, but works pretty well on this hero. Good one.

Tether:
Original skill which synergies well with Burst, and brings some unique way of suporting in dota. It can be both used for ganks and as a way to help your alies escape. I would rather see it castable on self (no damage, but you still get MS boost), but apart from that, good one again.

Discharge:
While I like the damaging part, healing one is somewhat broken imo. In lane your ally would simply enter/leave/enter skill's range, regaining his health in no time. I would simply remove the heal and buff the damage to, let's say, 10%/12%/14%/16%. But that's up to you of course.

Orbit:
Again, nice spell. Fits the hero and makes the other skills easier to land/trigger. Not much to say about this one.

Overall:
Nice hero you have there, but just like I stated before, he's to paper-ish for someone who needs to be in the middle of fight. He doesn't really need agility, so what about decreasing it and buffing up strength? Either way, T-Up from me.

And sry for not checking out test map, my graphics card got owned some weeks ago.
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Old 04-13-2010, 05:23 PM   #20
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Default Re: [Intel-Sentinel] Io, the Aurora Wisp

srsly a whisp? hahaha nice idea
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