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#1 |
Member
Join Date: Jun 2009
Location: Sweden
Posts: 1,717
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| Last edited by Sgt Failure; 06-28-2010 at 04:56 PM. | |
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#2 |
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Join Date: Sep 2009
Posts: 27
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Yay, first reply!
![]() Um.. Where is the test map??? Description reminds me of Priest in the WoW
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#3 |
Banned
Join Date: Sep 2009
Posts: 5,837
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Well, I simply think the theme is perfect. Love is a rare thing to see in suggestions, and is usually not applied well enough to fit into a combat orientated game. This, however, has been very well thought out, using the ideas of love as a curse and focusing on the negative sides of the emotion. Very, very well done there.
Asthetically, I'm not too sure. You'll have to find some better icons for a start, the current ones simply don't fit in with DotA, but that's a fairly minor issue. A more pressing issue is the model; I feel it's too clean and unfitting to represent a love-cursing hag. Perhaps look into a custom model or even just a reskin of the one you're using right now? Sound might also be a small problem; the only one I can think of as suitable is Krob's =/ Skillwise, I like it. Very subtle, very innocent seeming because of how little damage is applied to the spells themselves, but I can imagine them becoming very dangerous when used properly. Again, suits the theme perfectly. First skill, I like the idea of "pseudo-stasis", by disabling a hero and making them difficult to damage. However, I also like the hidden vulnerability they gain, and it could make it far more than a disable if used as part of a team which can throw out alot of expendable damage before a big finish. The second skill, what can I say? It's an unusual, perfectly suited spell for ganking. I can imagine how unsettling it would be to see your teamate dissappear, and be dead by the time the duration wears off, or even worse, being the one isolated and knowing you're likely to die. Third skill, good enough and fitting in with the "dark love" theme. Not a huge amount to say about it though tbh. The ultimate seems a little meh, if I'm being honest. Mind control is something that appears fairly regularly, and isn't often done in any outstanding way. For a start, the mana cost is huge. I think 700 is the largest single mana cost in the game, actually? Especially for that cost, it doesn't seem to do much. It would be easy enough for the other team to simply ignore him until the duration's over, especially because of how much you've reduced their damage output. 60% damage with no passives or skills working is fairly weak. Perhaps consider simply making the hero neutral, and having him autoattack at full damage potential as if he was simply a jungle creep? It makes it slightly double edged, if you used it while they were amonst your team you risk them attacking you instead of your opponents. However, if you gave it a large cast range, you could apply it to an enemy while they're amidst they allies, which would make it ultimate worthy. Perhaps consider changing the "break" mechanic slightly too. If you want to force your enemies to turn on each other, maybe give it 1% to break the control for every 2/3.5/5 damage they take? That means if they want to snap their ally out of it, they need to risk inflicting up to 200/350/500 damage to them. Keep the additional unbreakability from Curse too. If you manage to apply that while they're attacking their team mate, they could easily cause more damage without realising it can't be broken. |
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#4 | |
Member
Join Date: Jun 2009
Location: Sweden
Posts: 1,717
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Quote:
I will think of changing ultimate, and model, but i don't like imported ones -.- Thanks for the replies. |
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#5 |
Banned
Join Date: Sep 2009
Posts: 5,837
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Eh, not every imported model is bad. Just choose carefully, and don't make it something insane like AA. Look for Dark_Mizuki's Shelkai suggestion, it's a perfect example of how good a custom model can be.
And I don't think there would be much anti-synergy with her Curse if you made it break on damage, because urse itself is an unusual spell that's antisynergic with itself. |
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#6 |
Member
Join Date: Jan 2010
Posts: 1,779
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Unique theme which seems unfitting to DotA. Great work for thinking a bit out of the box.
![]() How does this hero kill enemy heroes ?
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#7 |
Banned
Join Date: Sep 2009
Posts: 5,837
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The theme's very fitting, actually. It takes the darker, more negative aspect of love, one which in the hands of a cursing witch could easily cause dismay amongst the opposition. It's far more fitting than other love themes for a battlefield role.
And she's not meant to kill on her own. This isn't too much of a problem, some heroes simply can't do it effectively such as Ezalor. |
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#8 |
Member
Join Date: Jun 2009
Location: Sweden
Posts: 1,717
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Tanks for the replies, im still unsure about model, but made some minor changes on skill 3, and completely remade ultimate.
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#9 |
Member
Join Date: Jun 2009
Posts: 2,616
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Dramour's Curse - interesting. So the damage reduction is reduced first depending on the incoming damage before that damage is dealt, correct? Nice ganking ability, I must say. It can potentially increase the potency of most nukes in a different way.
Blind Love - I can't understand this ability much. So does this make the target enemy technically Neutral in affiliation? And does the break damage happen after the duration (1.75/2.5/3.25/4)? And does the amplification only happen after the break? Can you explain this better? I think this is a decent ability and what's holding it back is its complicated mechanics. I don't fancy Adoreable that much. To me it seems more like a targeted Berserker's Call. If you'd ask me, I like the mechanics of the real Taunt in WC3 (you could cancel it by giving a command). In DotA, a similar ability, with a very low CD can be very irritating. Enchanted Apple seems like a decent initiation spell. So all units inside will gain additional damage while attacking everybody else in the AoE? Does this affect allies as well? I have too many questions. XD Overall, some abilities are very interesting in concept, but the last 2 abilities come a bit lackluster to me. With regards synergy, I do think that there's enough for a defined game play.
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Hi, I'm new here. Hope people could help me out start a new suggestion!
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#10 |
Banned
Join Date: Sep 2009
Posts: 5,837
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Holy shit you've done well with remaking your ultimate ._.
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#11 | |
Member
Join Date: Jun 2009
Location: Sweden
Posts: 1,717
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Quote:
Thanks alot ^^ |
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#12 |
Banned
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Late review
![]() First of all I liked the theme! unique, altough I find it a bit not Dota'ish, but thats cool anyway. The skills are all very nice, synergy is good, however the 3rd skill and ultimate kind of cause similar effects, only ultimate is a sort of AOE taunt. IMO 3rd skill can be replaced with something else, perhaps a passive/Toggled attack? even an INT hero needs it sometimes! An idea! perhaps a passive that slowly removes armor near her as long as she isnt attacked? it would work quite well when you cast ultimate and people are fighting each other :O |
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#13 |
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Join Date: Jun 2009
Location: Pullman, Wash.
Posts: 1,089
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First off, the hero concept is very unique. A hero focused completely around with a love theme is truly something new that could be brought to the table. Anyway, on with the review.
Skill 1 - The concept is very, very cool. The thing is the description is kind of misleading at first. You should be careful about the flavor text overlapping with the actual skill description. Secondly, I think the duration is a bit too short. I think about two more seconds would give a more realistic window to peel off the damage reduction and actually do some damage. Skill 2 - It's a cool concept, though I am confused about the damage that follows after the heart breaks. That seems unnecessary. Skill 3 - I think you should let the taunt affect channeling. There is no real reason why it shouldn't. Secondly, what do you mean by heroes having a chance to resist it? Please clarify. Do you mean the actual targeting of the spell, the taunting effect or both? Skill 4 - This is a very good concept, though I think the mana cost is too high at the later levels. Overall, you have a pretty interesting hero concept here. There are just some minor gripes here and there, but the overall hero is well-designed. Nice work. |
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#14 |
Banned
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Sorry for the late review, but here it is!
Hero Review Time! Skill 1: Confusing in purpose. So the affected target receives phase, 0 magic resistance and 0 armor, similar to TC’s Aura except single target correct? Also descript says targeted unit follows her so is it like a ranged berserker’s call? Another thing, despite having armor lowered, the targeted unit gets 100% damage reduction or is it Dramour? What do you mean by shrugging off? Why would Dramour want to give 100% damage reduction in the first place? Guessing it’s a different way to get negative armor considering the targeted unit gets the armor lowered to 0…a very late game skill where spells can still be of some use I suppose though a bit restricting since Dramour can’t attack and physical attacks are kind of useless at the start since 100% damage reduction=1 damage per strike. Indeed spells can lower the damage reduction in a flash, but if there are no spells able to be used, it’s like giving the enemy a temporary invincibility. In my opinion, Darmour should be able to strike, doesn’t make sense why she wouldn’t strike a foolish enemy under her curse I mean, why make a curse if she herself won’t be able to strike? Interesting concept but relying totally on allied heroes is too restricting. Lastly, is it castable on allied heroes? The bonuses it gives for an allied hero would really be beneficial given this skill also allows phasing. Hell can Dramour cast the curse on herself? It would give her a possible escape mech and make physical damage dealers like PA or Troll useless for a bit however scales a bit poorly for allies since at level 1 it takes 40 damage to begin removing 100% damage reduc and at level 4, it takes only 5 damage. Maybe scale it 40/30/20/10 damage so it’ll take 10 hits for a PA or Troll or other physical attacker to start chipping away. Besides, this skill only lasts 4 seconds anyways. Skill 2: So for 6.5 seconds (at maxed level) that unit will receive additional damage? Kind of crappy considering skill 1 prevents Dramour from striking though however I guess the point of this hero is to promote teamplay. As for break damage, how about making it pure like 125/150/175/200 damage? Relatively similar damage, however isn’t countered against Hood atleast. Nice touch of enemy losing vision btw. Skill 3: 100% chance to resist at level 1? This makes it unusable at the first level up which just sounds dumb. Also for what it does, I don’t see why there should be a chance to resist…unless you’re saying that if casted on enemy hero, allied creeps will go attack the enemy hero. If so, then there should be a duration since creeps can do quite a bit at start and in combination of skill 1, can easily block someone’s path. Same as above poster, clarify what you mean by resistance. Ultimate: Chaotic spell that really benefits carries late game as for 6 seconds, autoattacking will ensue making it a pseudo-silence. Not bad, works great with skill 3 but only in lanes. As a 1v1 skill, it’s very lethal and can really ruin the farm for carries when caught alone. Overall: A hero that really relies on her teammates which is perfect since her role is being a supporter. Concepts are undoubtedly interesting, though could be fixed up and improved. |
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#15 |
Member
Join Date: Jun 2009
Location: Sweden
Posts: 1,717
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Thanks, any more thoughts??
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#16 |
Member
Join Date: Mar 2010
Posts: 234
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T-Up for complete originality & great hero xD
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#17 |
Member
Join Date: Jun 2009
Location: Sweden
Posts: 1,717
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Bump
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#18 |
Member
Join Date: Jun 2009
Location: Sweden
Posts: 1,717
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Bump, inspiration to my CTH hero
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