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Old 08-28-2009, 04:46 PM   #1
kings.empire
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Default [STR-SENTINEL]Argonis, the Armored Brawler


A re-post of a hero that didn't see much light at dota-allstars.com

Course since this hero was made quite a long time ago, I made some changes to make it better.

EDIT: Changed hero quite vastly, some thoughts on it would be nice. Also Ignore synergies for a bit, will fix it up and polish a bit later.

Quote:
Changelog:
Ver 1.0: The Original
Ver 1.1: Swapped skill 1's damage reducing passive with skill 2's armor increasing passive.
Ver 1.2: Added more clarification in Explanation and Note, added tags, nerfed ult from 1.0/1.5/2.0 to 0.75/1.25/1.75.
Ver 1.3: Changed Ultimate to base his damage around his armor, Took out Strong Body's armor point losing passive, nerfed damage for Gyro Smash and buffed armor regain duration for 5 seconds to 7 seconds due to the new changes.
Ver 1.4: Nerfed Ultimate's multiplier from 25/50/75 to 20/30/40.
Ver 1.5: Nerfed Gyro Smash from 12/23/34/45 to 10/20/30/40 damage growth, made Magnetic Pull an AoE castable spell, inputted duration of slow effects, made a specific growth rate of max armor capacity from just 20 to 5/10/15/20, nerfed Ultimate to deal a fixed magical damage.
Ver 2.0: Reconstructed and polished a bit.
Ver 2.1: Added caps of Gyro Smash damage.





Armored Brawler
Argonis

Background Story: BackgroundStory

Strength - 22 + [+2.9]
Agility - 21 + [+1.8]
Intelligence - 15 + [1.2]




Affiliation:Sentinel
Damage:42-48
Armor:3
Movespeed:300
Starting HP/MP:568/195
Attack Range:Melee

Icon set:





and





Magnetic Orbs - (Buff, Debuff)
____________________Argonis summons a bunch of orbs around him made of electricity and metal. Upon launching these orbs, it will strip off the armor of enemies who come in to contact with it.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1505 seconds50015010 seconds2 lightning orbs surround Argonis, only one can be launched at a time stripping off 1 armor to units it encounters and upon returning to Argonis, adds the armor ripped off from each unit to him. Saps 1% of enemies' current hp.
2504 seconds50015010 seconds3 lightning orbs surround Argonis, only one can be launched at a time stripping off 1 armor to units it encounters and upon returning to Argonis, adds the armor ripped off from each unit to him. Saps 1.75% of enemies' current hp.
3503 seconds50015010 seconds4 lightning orbs surround Argonis, only one can be launched at a time stripping off 1 armor to units it encounters and upon returning to Argonis, adds the armor ripped off from each unit to him. Saps 2.5% of enemies' current hp.
4502 seconds50015010 seconds5 lightning orbs surround Argonis, only one can be launched at a time stripping off 1 armor to units it encounters and upon returning to Argonis, adds the armor ripped off from each unit to him. Saps 3.25% of enemies' current hp.

Notes:
  • Orbs move in an ellipse-like movement, think of it like Rexxar's Wild Axes except it goes to the right and then comes back on the left
  • An orb hits 5 units, they each lose 1 armor, when that orb returns to Argonis, he will have +5 armor
  • Shows orbs flying around Argonis
Attract/Repulse - (AoE, Buff, Debuff)
____________________Argonis is capable of attracting nearby enemy units thus slowing them or repelling them away. By attracting, Argonis recieve more damage when being hit however regenerates energy from his surroundings. By repulsing, Argonis lets loose his energy creating a barrier of sorts that lower the strength of enemy heroes and reducing damage however it saps away his energy.


Attract - (Active/Toggle)
__________
Deactivated
Activated
__________
<Hero> taps into the inert magics of the world to replenish his/her mana, but in doing so heals enemy units. Can be toggled on and off. Toggling this skill off activates Anti-Matter Aura.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
103 secondsn/a500/220n/aPulls units 250 units closer to Argonis. Slows those near him by 10%, regains 10 mana per second, and recieves 5% more damage.
202 secondsn/a500/220n/aPulls units 250 units closer to Argonis. Slows those near him by 20%, regains 15 mana per second, and recieves 10% more damage.
301 secondsn/a500/220n/aPulls units 250 units closer to Argonis. Slows those near him by 30%, regains 20 mana per second, and recieves 15% more damage.
400 secondsn/a500/220n/aPulls units 250 units closer to Argonis. Slows those near him by 40%, regains 25 mana per second, and recieves 20% more damage.

Repulse - (Active/Toggle)
__________
Deactivated
Activated
__________
<Hero> taps into his/her mana pool to command the surrounding matter to damage nearby enemy units. Can be toggled on and off. Toggling this skill off activates Matter Aura.

______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
11003 secondsn/a500/220n/aPushes units 250 units away from Argonis. Lowers nearby enemy hero's agi stat by 1 point, reduces 5% more damage, increases agi by 1 point per seocnd, and loses 5 mana points per second.
21252 secondsn/a500/220n/aPushes units 250 units away from Argonis. Lowers nearby enemy hero's agi stat by 2 point, reduces 10% more damage, increases agi by 2 points per second, and loses 10 mana points per second.
31501 secondsn/a500/220n/aPushes units 250 units away from Argonis. Lowers nearby enemy hero's agi stat by 3 point, reduces 15% more damage, increases agi by 3 points per second, and loses 15 mana points per second.
41750 secondsn/a500/220n/aPushes units 250 units away from Argonis. Lowers nearby enemy hero's agi stat by 4 point, reduces 20% more damage, increase agi by 4 points per second, and loses 20 mana points per second.
Notes:
  • Only one can be active at all times, meaning both cannot be active or deactive at the same time
  • Pull/Push AoE is 500, Slow/Agi sap AoE is 220
  • Once out of slow AoE, enemy units instantly regain their movespeed
  • Agi will be regained +2 every second once out of Argonis's AoE or Attract is turned on and Argonis will lose +2 agi every second once skill reverts to Attract
  • When mana hits zero due to Repulse, Attraction automatically kicks in
  • Think of it like this, Attract obviously brings units closer to him thus when they try to flee, they are slowed heavily, however when they strike, the attraction actually empowers the velocity of each hit thus increasing power.
  • Repulse push enemies away therefore each hit are reduced due to the force being emitted outward. Due to continuous attacking, enemy heroes tend to slow down due to exhaution thus AS is lowered a long with their defense, however due to the force and energy being emitted, Argonis speeds up.
Gyro Smash - (Buff, Passive)
____________________Argonis hardens his steel fists creating a superior offense to match his defense.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1n/an/an/an/an/aGives +1 armor and for every armor point increases Argonis's damage by 1. Cap of 400 damage.
2n/an/an/an/an/aGives +2 armor and for every armor point increases Argonis's damage by 2. Cap of 400 damage.
3n/an/an/an/an/aGives +3 armor and for every armor point increases Argonis's damage by 3. Cap of 400 damage.
4n/an/an/an/an/aGives +4 armor and for every armor point increases Argonis's damage by 4. Cap of 400 damage.

Notes:
  • Simple +armor, +damage skill
Static Charge - (Single-Target)
____________________Argonis channels all his energy in to his next punch to completely annihilate his target and those surrounding the target.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
115090 secondsn/a200Purge lasts 3 secondsDeals 150% damage on the unit being attacked. Those around the attacked unit takes 200% more damage. Cuts speed by a factor of 2
215060 secondsn/a200Purge lasts 3 secondsDeals 175% damage on the unit being attacked. Those around the attacked unit takes 250% more damage. Cuts speed by a factore of 3.
315030 secondsn/a200Purge lasts 3 secondsDeals 200% damage on the unit being attacked. Those around the attacked unit takes 300% more damage. Cuts speed by a factor of 4.

Notes:
  • Damage is physical
  • A reverse cleave where the surrounding units take more damage than the one being hit
  • Similar to Tidebringer, however the player needs to cast this skill to gain the buff so on the next attack, damage will be splashed
  • Stacks with Battlefury

__________________________________________


Quote:
Skill Synergies:


+: Repulse + Gyro Smash: Absolutely beastly combo as it gives Argonis a big offensive edge against those who really want to brawl with him.
+ : Magnetic Orbs + Gyro Smash: More armor means more damage
+ + :Attract + Magnetic Orbs + Gyro Smash: Best used againt those with weak base damage and low armor.
+ : Attract + Static Charge: Reel in nearby enemy units and let them have it!
+ : Gyro Smash + Static Charge: Deals a massive amount of damage on to a single target or a group.

__________________________________________



Quote:
Item Synergies:


-Assault Cuirass: This item=WIN which is obvious due to its massive armor and attack rate giveaway.
-Blademails: Gives added armor for more damage and to those who dare strike him when Attract is active.
-Heart of Terrasque: A must for any Str Hero.
-Sange and Yasha: Strength and attack speed and also a move speed bonus is nice.
-Lothars: Invisibility and allows Argonis to come in close.
-Ring of Basilius/Vladmirs Offering: Mana regeneration and bonus armor is good to start early game for some gyro smashes.
-Mekansm: A healing armor boosting item for early game, works wonders due to his "unlimited" mana supply
-Shiva’s Guard: Great armor and mana bonuses for Repulse to stay active longer. The added attack speed reduction and AoE spell helps too.
-Cranium Basher: Due to the increasing attack rate, this would be good for bashing.
-Armlet of Morrigan: Gives him more damage and of course a small bonus of armor and attack speed.
-Phase Boots: This item helps remedies Argonis's low base damage with mediocre speed and lack of a sure fire disable.
-Power Treads: Why not? More str and attack rate are a definite possibilty.
__________________________________________


Quote:
Hero Skill Synergies:


-Treant Protector: Armor Bonus ftw!
-Vengeful Spirit, Nevermore, Alchemist, any hero that lowers armor will work well, against him or for him.
-Lich: More armor, slows, and with your own slow, could make a pretty deadly combo.
-Shadow Priest: Weave ftw! Argonis can also increase poison touch's damage with his own skills as well
__________________________________________



Quote:
Additional Notes:
-Thanks to Neguno for letting me use the icons
-Thanks to those who made the icons
-Comments, criticism, thoughts, help, etc. are welcomed!
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Last edited by kings.empire; 06-29-2010 at 08:32 AM.
Old 08-28-2009, 05:10 PM   #2
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Default Re: [STR-SENTINEL]Argonis the Armored Brawler

good hero...but 1 question...for his 2nd ability...if he loses his armor why would he get +armor? that dosnt make sense
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Old 08-28-2009, 05:44 PM   #3
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Default Re: [STR-SENTINEL]Argonis the Armored Brawler

Quote:
Originally Posted by Dragon240 View Post
good hero...but 1 question...for his 2nd ability...if he loses his armor why would he get +armor? that dosnt make sense
yeah how would this work it didnt make much sense to me seems like it would glitch
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Old 08-28-2009, 06:44 PM   #4
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Default Re: [STR-SENTINEL]Argonis the Armored Brawler

Quote:
Quote:
Originally Posted by Dragon240
good hero...but 1 question...for his 2nd ability...if he loses his armor why would he get +armor? that dosnt make sense
yeah how would this work it didnt make much sense to me seems like it would glitch
My apologies for the explanation for skill 2. So basically this skill just gives +8 bonus armor at the start. From skill 1 or other armor reducing items or skills, he then gains the AS and MS bonus. 8 armor is there so could have a bit more armor so he could increase his damage output and by losing that 8 points of armor, he can gain the bonus of the same skill.

Yeah you know what, I think I'm going to take off that additional armor from this skill and give it to skill 1, tampering with the description that Argonis tends to harden his steel fists even further or something. Thanks for pointing that error out. Problem though as skill 1 might give too many benefits...

Actually I think I'll swap some effects with skill 1 with skill 2...lets see how that turns out.

Thanks for commenting!
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Old 08-28-2009, 09:00 PM   #5
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Default Re: [STR-SENTINEL]Argonis the Armored Brawler

review time

Skill 1 : i like it 60 damage is alot but the minus armor makes up for it gj

Skill 2 : Synergizes with ulti and skill 1 nicely

Skill 3 : Synergizes well with skill 1 nothing more to add to this its good. do you watch one piece?? because thats an ability the one guy uses

Ulti : really like the idea a lion/lina ulti but on a str ive been waiting for this

All in all a great hero concept but he does have his armor flaws so its quite balanced GJ on this

P.S i was going to make a character with this model
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Last edited by DuKKY; 08-28-2009 at 09:06 PM.
Old 08-29-2009, 12:11 AM   #6
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Default Re: [STR-SENTINEL]Argonis the Armored Brawler

Quote:
Originally Posted by DuKKY View Post
review time

Skill 1 : i like it 60 damage is alot but the minus armor makes up for it gj

Skill 2 : Synergizes with ulti and skill 1 nicely

Skill 3 : Synergizes well with skill 1 nothing more to add to this its good. do you watch one piece?? because thats an ability the one guy uses

Ulti : really like the idea a lion/lina ulti but on a str ive been waiting for this

All in all a great hero concept but he does have his armor flaws so its quite balanced GJ on this

P.S i was going to make a character with this model
Thanks for the reivew and although I do read one piece, I kind of just skipped a lot of the chapters and currently reading the onlyine version. So far it's getting pretty interesting.

Anyways it seems the image for skill 2 is invisible now...weird...might need to find a new icon if I can't see anymore.
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Old 08-29-2009, 03:14 PM   #7
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Default Re: [STR-SENTINEL]Argonis the Armored Brawler

Review as per request.

Gyro Smash:
Concept is well thought. Armor lost by attack, but i think the cancelling out by adding armor passively defeats the purpose of a counter for Argonis. Going below 0 is impossible isn't it? Early game = bad, late game = badass. But i guess its balanced, good skill.

Strong Body:
Makes sense that when you lose some pounds (armor) you move faster, other words you've lost weight, woo!!! Roughly synergizes with Skill 1, but i feel its forced too, since when you attack you lose an armor point, just one question, if this skill was active and gyro smash as well, do you lose 2 armor instantly? Feels like a good tank skill, decreased damage, added as. Fine, i guess.

Magnetic Pull:
Pulls the armor to him? Making him more armored. Hmm... how does it get to a 20 armor cap if the duration is only 15 seconds (the buff) and the cooldown of the skill is over 20 seconds, i might need a little clarification. When you attack the enemy while this skill is on, every attack you take gains armor? Is that it?

Mach Punch:
Strong. I like the variable/numbers used to calculate the damage, but movement has nothing to do with it, but Strong Body. Let's say your level 1 (ulti) pairs up with your base MS (310) and you pick up a pair of boots (speed) your speed goes to a whopping 360 damage at a level 1 Mach Punch.... Phew... that is freakin' strong. Needs a nerf. Maybe .75/1/1.5.

Overall, hero seems to be outright. Synergy is lost from Mach Punch to skill 1 and 3, skill 1 and 2 seem to be forced and armor is too much used, but surprisingly unused for the main skill, the ultimate. Hero may need some work, but from my point of view right now, he is playable and may sound fun to play with. Good luck with your hero man, just give me a ring if you had changes or concerns you want to share.
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Old 08-30-2009, 07:12 PM   #8
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Default Re: [STR-SENTINEL]Argonis the Armored Brawler

Quote:
Review as per request.

Gyro Smash:
Concept is well thought. Armor lost by attack, but i think the cancelling out by adding armor passively defeats the purpose of a counter for Argonis. Going below 0 is impossible isn't it? Early game = bad, late game = badass. But i guess its balanced, good skill.
My apologies, this skill DOESN'T prevent Argonis's armor from going below 0 since he's the one attacking and not getting hit.

And actually yes it might be possible for his armor to go below 0 depending on Argonis's attack speed.

Quote:
Strong Body:
Makes sense that when you lose some pounds (armor) you move faster, other words you've lost weight, woo!!! Roughly synergizes with Skill 1, but i feel its forced too, since when you attack you lose an armor point, just one question, if this skill was active and gyro smash as well, do you lose 2 armor instantly? Feels like a good tank skill, decreased damage, added as. Fine, i guess.
Well, technically yes you'll lose 2 armor points instantly if and ONLY IF you attack and the enemy is attacking you. If you don't attack and take the hits, you'll just be losing 1 armor point, likewise if the enemy is fleeing and you're whacking him.

Skill 1 kind force synergy with Strong Body, but having a perma +60 damage is too much without some kind of penalty which in this case is losing an armor point per smack which of course helps with Strong Body.

Technically both of his skills can operate alone, however they work nicely with eachother at a pontentially very dangerous point (a.k.a. zero armor).

Actually Argonis could be a mighty tank without this skill, but who can resist not being a hero killing machine of death mid-late game? 40% AS and 40% MS is unheard of on the same hero (except Night Stalker).

However the extreme downside of this skill is that it's a passive and it will activate from ANYTHING that hits Argonis BESIDES spells (Originally losing 1 armor point from spells reduced that damage by 25%, but I think that's too much buffs). In other words, Argonis loses armor points when hit by neutral creeps and regular creeps. This could either be a good thing or a bad thing since with so much whacks you'll get up to 40% AS & MS in no time at all, yet it might make it hard farming in lanes.

Quote:
Magnetic Pull:
Pulls the armor to him? Making him more armored. Hmm... how does it get to a 20 armor cap if the duration is only 15 seconds (the buff) and the cooldown of the skill is over 20 seconds, i might need a little clarification. When you attack the enemy while this skill is on, every attack you take gains armor? Is that it?
The spell works like Thunder Clap and actually the cooldown is 10 seconds at lvl 4 so you can rip off 4 armor points PER unit which makes capping 20 really no big deal. I guess I should mention this skill also hits creeps as well is how capping 20 is a piece of cake since all you need is 5 creeps. Also since the debuff lasts 15 seconds, if you manage to pull it off again, the enemy units will get -8 armor and if you lost any of the bonus armor, you can regain it right back.

Now that I think about it, the bonus armor from this skill should disappear per hit or smack since regaining the gained armor is pretty dumb. Besides it'll work better with the low cooldown.

Quote:
Mach Punch:
Strong. I like the variable/numbers used to calculate the damage, but movement has nothing to do with it, but Strong Body. Let's say your level 1 (ulti) pairs up with your base MS (310) and you pick up a pair of boots (speed) your speed goes to a whopping 360 damage at a level 1 Mach Punch.... Phew... that is freakin' strong. Needs a nerf. Maybe .75/1/1.5.
I could nerf the movespeed and also the damage dealt is PHYSICAL which means it works well with skill 1's +60 damage boost and Magnetic Pull's armor debuff.

IMO as late game comes, Enemy hero's armor would be high enough to negate most of the damage. I mean techies suicide squad deals like 1650 physical damage yet enemy heroes still survive the blast more often than not late game.

However this guy does come with a skill that gives +60 damage and another skill that reduces armor...so hmmm....

Quote:
Overall, hero seems to be outright. Synergy is lost from Mach Punch to skill 1 and 3, skill 1 and 2 seem to be forced and armor is too much used, but surprisingly unused for the main skill, the ultimate. Hero may need some work, but from my point of view right now, he is playable and may sound fun to play with. Good luck with your hero man, just give me a ring if you had changes or concerns you want to share.
Thanks a lot for the review and I hope I clarified somethings in this response.
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Last edited by kings.empire; 08-31-2009 at 03:18 PM.
Old 08-31-2009, 10:30 PM   #9
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Default Re: [STR-SENTINEL]Argonis the Armored Brawler

~Review as requested~

Just as a side note, generally you want to list yours skills in the order of actives, then passives, then ult. Its how they organize them in the game. Just a fyi

Skill 1:
Its a very decent passive that synergizes well with his other skills. However, the damage might be a bit high for being just a passive. might want to nerf it a bit. (7/10)

Skill 2:
Im not exactly sure why you want this hero to lose additional armor even after he loses it from his attacks? seems very suicidal personally. However, with his active he can regain it back along with his passive armor bonus, but still. -1 armor per damage taken is quite significant along with attacking. This skill would be better if you just took out the part of being hit subtracts damage.

You also have to factor in the possibility for someone targeting you with desolator, or any other skills that subtract armor like acid spray, howl of terror, etc. If you are hit and lose armor you will just take more damage then you can handle even after reductions. (6/10)

Skill 3:
Nothing really to say, its a decent AoE nuke that synergizes well with his skills and seems balanced.

Ult:
I have to say i was expecting something that deals damage or has to do with his armor, not movespeed. Also, you dont realize how hard it would be for this hero to gain max move speed under his effects. Even at gaining 4% move speed per armor lost is still going to take awhile even to get over 450 ms. I just dont feel your mechanics are right for this hero who isnt going to be able to gain max ms as easily as you think. Id suggest a remake of this skill.

However, it is a decent way of being a big last hit ult at melee range. I do like that aspect. Just not the move speed being a factor in the equation. (6/10)

Overall, he is decent, but i feel he is going to have SK syndrom of being kinda boring with 2 passives and only a standard Sladar-like nuke. However, his ult may be the breaking point. I feel he isnt quite ready yet though. Still needs some tweaks to his ult and a possible change to skill 2. Other then that i dont have any problems.

Mind checking out Eldritch possibly? he could use some reviews since ive changed him last.
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Old 08-31-2009, 10:49 PM   #10
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Default Re: [STR-SENTINEL]Argonis the Armored Brawler

Gyro Smash
- I like it. Nuff said.
*numbers could use a tiny nerf though but that's just my opinion.

Strong Body
- Synergises well with the whole DPS concept and that is fine. I like this ability as well but the damage reduction is too big IMO.

Magnetic Pull
- Another non complex spell. I like it

Mach Punch
- Simple, effective, useful.

Man, this review is so short. I really couldn't point out any flaws
Sorry for making it this short, but I honestly did not know what else I could review. I like the hero, that's really all I can say.
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Old 09-01-2009, 12:16 AM   #11
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Default Re: [STR-SENTINEL]Argonis the Armored Brawler

First skill does synergize with second skill, but the second skill doesnt synergize with the third, in fact its counter-synergy as you gain the armor you lose the MS bonus. Also its weird to me that while you lose armor you have 25% reduced damage, isnt it extremely ridiculous that you have 1 armor, and on the next hit you have 25% reduction? You cant have all at once Something has got to give.
Anyway the whole concept and idea is great I love it, But I also think the ultimate shouldeve been working with armor or something, just seems to me that 2 skills benefit from armor and 2 skills benefit from not having armor kinda weird.
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Old 09-01-2009, 01:08 AM   #12
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Default Re: [STR-SENTINEL]Argonis the Armored Brawler

To: Repeats, Dead Vigilante, and dixing

After reading all your reviews, I came to the conclusion that 3 out of 3 people after my post to james told me 1) Nerf Attack damage and 2) Take off armor reducing skill from skill skill 2.

2/3 say to change Ultimate to something Armored base (james stated it needed a nerf). In other words it must be changed as well...

Overall I knid of see your points and I will make changes to it, however skill 2 really will be forced synergize with skill 1 as in other cases, it's just situational (I mean, some of the heroes you'd have to fight to make use of this skill any other way besides skill 1 are the heroes Repeats stated.

Anyways I thought up an idea for the ultimate so let's hope you'll it better...
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Old 09-01-2009, 02:45 PM   #13
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Default Re: [STR-SENTINEL]Argonis the Armored Brawler

Re-review as requested

Skill 1:
Active left unchanged. its still good.

Skill 2:
Seems more balanced now. Its decent now.

Skill 3:
I actually seem some potential in this skill to be Adaptation-like from morph. One subskill to gain armor and one to lose armor depending on what you need (aka AS + MS or Ult damage + survivability) with the new changes.

Ult:
Ult is much more like what i expected, but i a bit too high on the numbers lol. at level 3, every 10 armor will give it 750 damage which is nothing late game for this armor stacking beast.

Probably want to change the multiplier to armor(20/30/40) + attack damage. Which btw this will probably have to be an orb effect for the single hit b/c from what i understand the game cant just add your attack damage to a skill, but it can through an orb effect attack.

Also, i made a new hero last night lol. Mind checking him out? Nihlathak.
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Old 09-01-2009, 06:44 PM   #14
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Default Re: [STR-SENTINEL]Argonis the Armored Brawler

Do you mean that now the current armor is multiplied by 75 at level 3 ulti and is added to the attack damage?
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Old 09-02-2009, 04:46 AM   #15
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Default Re: [STR-SENTINEL]Argonis the Armored Brawler

I think you should balance Magnetic Pull according to VS' Wave of Terror because it has so much more benefits when both is compared.

What's the cast range for Bullet Punch? It's important for balance issues. The damage amplifier is too high and could use some nerfs.

Other than those mentioned, concept is nice, model is nice and abilities are nice.
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Old 09-02-2009, 10:35 PM   #16
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Default Re: [STR-SENTINEL]Argonis the Armored Brawler

Quote:
Re-review as requested

Skill 1:
Active left unchanged. its still good.

Skill 2:
Seems more balanced now. Its decent now.

Skill 3:
I actually seem some potential in this skill to be Adaptation-like from morph. One subskill to gain armor and one to lose armor depending on what you need (aka AS + MS or Ult damage + survivability) with the new changes.

Ult:
Ult is much more like what i expected, but i a bit too high on the numbers lol. at level 3, every 10 armor will give it 750 damage which is nothing late game for this armor stacking beast.

Probably want to change the multiplier to armor(20/30/40) + attack damage. Which btw this will probably have to be an orb effect for the single hit b/c from what i understand the game cant just add your attack damage to a skill, but it can through an orb effect attack.

Also, i made a new hero last night lol. Mind checking him out? Nihlathak.
Interesting thought for Strong Body...losing armor passively to gain the MS and AS or gain armor by doing something else...however it wouldn't work too well with the new ultimate as he loses 10 armor points to give Strong Body the boost anyways.

But yeah, I got to think of some kind of effect for this passive and with your suggestion, it opens some possibilities I might come up with...

Ultimate: Remember it's physical damage being dealt here! However I guess the three second stun makes up for it. I'll change it to your suggested multiplier of 20/30/40. Sounds more reasonable now after a lot of thought lol. No idea what I was thinking with 750 damage...guess I really like Laguna Blade huh?

Quote:
Do you mean that now the current armor is multiplied by 75 at level 3 ulti and is added to the attack damage?
Nooooo that would make it too powerful! What I meant was that the max amount of armor Agonis can lose is 10 to deal the damage. Thus activating Strong Body at full potential for some massive bashing.

This is also to prevent Argonis from losing too much armor while at the same time semi-preventing him from exceeding the limit of armor he has. For example, if he has 27 armor, he will use 10 armor points (75) which makes 750 damage. Due to the output of this damage though, the multiplier will be lowered to max of 10(40) which makes 400 damage + Argoni's own attack damage.

Quote:
I think you should balance Magnetic Pull according to VS' Wave of Terror because it has so much more benefits when both is compared.

What's the cast range for Bullet Punch? It's important for balance issues. The damage amplifier is too high and could use some nerfs.

Other than those mentioned, concept is nice, model is nice and abilities are nice.
Well I took a look at VS's Howl of Terror and I must say my skill is reasonably balanced.

Here's some comparisons I made:

Quote:
VS's Howl of Terror

Pros:
-Cost 40 mana
-Casting Range 1400
-Deals 100 damage
-Lowers Attack damage by 20%
-Lowers Defense by 5
-300 AoE
-20 seconds Duration
-15 seconds Cooldown

Cons:
-Doesn't slow/stun/disable an enemy
Quote:
Armored Brawler's Magnetic Pull

Pros:
-Deals 200 damage
-Slows by 20%
-Gathers 4 armor points per unit
-Reduces enemies' armor points by 4, possibly 8
-250 AoE
-15 seconds Duration
-10 seconds Cooldown

Cons:
-Units need to stand near Argonis to be affected
-Costs 175 mana to use which is more that 4x the amount of howl
-Due to Argonis's low total mana pool of 829.4 mana without items also hinders him from truly abusing it a lot.
So IMO I think it is kind of balances out a bit because at level 25 is when his mana will be 829.4 or more...

His Ultimate is melee range, but since it deals a crap load of damage and due to both his bulkiness and his ability to chase and kill made me realize that I need to nerf it. Not sure if I should also nerf the mana cost since he does deal a 3 second stun too...



Thank you for your responses guys!
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Old 09-03-2009, 07:28 AM   #17
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Default Re: [STR-SENTINEL]Argonis the Armored Brawler

Seldom do I see "armor" based heroes so T-up for that.

Skill 1 - It might be doing too much don't you think? In addition, it being similar to Thunderclap doesn't help. I'd personally say that this ability needs a lot of improving/remaking.

Skill 2 - It's a nice ability in my opinion, but needs a bit more spicing up. Really now, 45 damage? You must be kidding me. Overall, ability is great, just needs a tweak or improvement.

Skill 3 - An ability that prevents armor to go below zero? This is great! Just a warning though, this is going to fuck most armor reduction dependent heroes like Dazzle and Slardar.

Ultimate - This is a bit unclear on my part. So, how much damage do you really deal?

First of all, this hero will most probably act as carry or tank. The problem with being tank though is that you will more or less be just ignored because you don't really pose a big threat to enemies. If you're going to remake the first one, I suggest you keep these roles in mind (carry and tank) OR since you seem to be suggesting that he is a tanker, I suggest you recreate skill 1 into something more "ganker" in nature.

Feel free to counter any of my arguments if you feel that there's anything I've said wrong.
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Old 09-05-2009, 03:07 PM   #18
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Default Re: [STR-SENTINEL]Argonis the Armored Brawler

Quote:
Originally Posted by chadpiety123 View Post
Seldom do I see "armor" based heroes so T-up for that.

Skill 1 - It might be doing too much don't you think? In addition, it being similar to Thunderclap doesn't help. I'd personally say that this ability needs a lot of improving/remaking.
Well others quite like the simplicity of this spell despite being similar to thunderclap as the difference between earthshock and thunderclap is the damage output, mana cost, and slow Magnetic Pull causes which is all very poor when Magnetic Pull is compared to those spells, but it makes up for it by gaining atleast +20 armor and reducing armor to those around Argonis at the same time.

With the slow, it makes pounding things easier and with each attack, Argonis also becomes faster which can make him a threat in group fights as the not only does Magnetic Pull slow, but it rips off armor as well!

Since it's magnetic, I could make it an AoE castable area making it one of the rare AoE castable slows...(besides Sniper's Sharpnel and Warlock's Upheaval...they suck really [Ogre Magi Ignite doesn't count since its not AoE castable but rather a single-target AoE spell] <_<)

Quote:
Skill 2 - It's a nice ability in my opinion, but needs a bit more spicing up. Really now, 45 damage? You must be kidding me. Overall, ability is great, just needs a tweak or improvement.
Well he loses that 45 damage by losing all armor if his opponents are equipped with like cuirass and desolater...which usually belongs to heroes like Slardar and Dazzle.

Also I was comparing it to other damage based skills like Desolate and Searing Arrow, however Desolate is really situational and Searing Arrow deaals only like 38 damage due to hero spell reduction. So the penalty for having +45 bonus damage is that he loses 1 armor per hit which can be pretty risky early game as Argonis doesn't exactly have a lot of armor to work with.

But since he also gains armor from this skill...I guess I'll further nerf the damage to grow 10/20/30/40 then.

Quote:
Skill 3 - An ability that prevents armor to go below zero? This is great! Just a warning though, this is going to fuck most armor reduction dependent heroes like Dazzle and Slardar.
Yeah well, in return Dazzle and Slardar fucks Argonis's Gyro Smash AND his Ultimate damage output if they were to reduce his armor first. Magnetic Pull kind of remedies this, but it's pretty situational since Argonis would require not only just Slardar but 4 other units and in a 1v1 fight, that's not going to happen any time soon (unless Argonis is getting ganked in a 1v5 which in that scenario, he should be dead 10x over...or simply run since his 40% movespeed is crazy insane [only lasts 7 seconds since he regains that point of armor for the 7 seconds it was mssing, but under debuffs like fairie fire...maybe not] and only if the enemy lacks stuns which would mean the player is probably playing in a pub :P).

Quote:
Ultimate - This is a bit unclear on my part. So, how much damage do you really deal?
The Ultimate deals 400 PHYSICAL damage + Argonis's damage making it to be more powerful than it seems, however I think I'll just make it 400 MAGICAL damage as the 3 second stun and the full benefits of Stong Body makes up for the damage output of this Ultimate (and the low cooldown as well).

Quote:
First of all, this hero will most probably act as carry or tank. The problem with being tank though is that you will more or less be just ignored because you don't really pose a big threat to enemies. If you're going to remake the first one, I suggest you keep these roles in mind (carry and tank) OR since you seem to be suggesting that he is a tanker, I suggest you recreate skill 1 into something more "ganker" in nature.
The heck? How is a hero having 40% attack rate increase, who has a 3 second stun, who can slow and reduce armor, who can dish out a lot of damage with his +40 damage, and can hold up to 28 armor with just skills alone NOT be a threat? Also he is kind of a ganker in nature since skill 1 is a slow and reducing armor ability and his Ultimate is an omgwtf 3 second stun.

Quote:
Feel free to counter any of my arguments if you feel that there's anything I've said wrong.
Only counters is skill 1 (but really only a semi-counter), maybe skill 3, and the summary of my hero. >.>

Thanks for the review mate!
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Old 10-07-2009, 11:18 PM   #19
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Thumbs up Re: [STR-SENTINEL]Argonis, the Armored Brawler

he should be agility cause he has crazy attack speed + lots of armor which is agility, and he has no strength skills or bonuses but only agility, you should make him agility seriously
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Old 10-08-2009, 11:06 AM   #20
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Default Re: [STR-SENTINEL]Argonis, the Armored Brawler

i personally like this t-up
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