|
|
#1 |
Member
Join Date: Jun 2009
Location: Pullman, Wash.
Posts: 1,089
|
|
|
|
| Last edited by NHP54; 05-22-2010 at 09:02 PM. | |
|
|
#2 |
Member
Join Date: Mar 2010
Posts: 2,063
|
i dont see any differences with the previous one...
__________________
I won't take any review request for this month. Busy in real life.
|
|
|
|
#3 |
Member
Join Date: Jun 2009
Location: Pullman, Wash.
Posts: 1,089
|
There are significant differences. For one thing, I simplified a lot of things.
|
|
|
|
#4 |
Member
Join Date: Mar 2010
Posts: 2,063
|
oh i see... here's my short review:
theme and model: hmmm... looks pretty nice. 17/20 skill 1 - good... like greater bash + damage... nothing more to add.. 8/10 skill 2 - maybe you should raise the mana cost a little bit. instant heal plus IMS for 80 mana cost? men, higher... please... 8/10 skill 3 - well done... but what is "in a pinch"? 8.5/10 skill 4 - still good... 9/10 overall: still a great hero suggestion... just tweak numbers and it would be great. 50.5/60
__________________
I won't take any review request for this month. Busy in real life.
|
|
|
|
#5 | |
Member
Join Date: Jun 2009
Location: Pullman, Wash.
Posts: 1,089
|
Quote:
Skill 2 - The mana does scale higher. Skill 3 - In a pinch refers to Goliath or an ally hero who have their HP dropped to 40% or less. Skill 4 - Thanks. |
|
|
|
|
#6 |
Member
Join Date: Jun 2009
Location: Sweden
Posts: 1,717
|
First of all, i would like to state that ultimate is highly uncodeable IIRC, as you can't detect the amount of damage blocked. Then i will give a review:
The first skill seems great, make sure that the ally will not be carried if Disablehelp is on. 600 Distance is abrely nothing, i would higher it, or perhaps scaling it with levels. Hook travels 1000 range, and it deals higher damage. Leap is 840 distance IIRC, so i think maybe either make it 900 at all levels, or 600/700/800/900. Either way, good skill, im unsure about the silence part, and i would like to know if he always charges max range, or to target location. Second skill is to me good, but even unoriginal as it really is an exact opposite of Rocket Flare. Maybe add some cosmetics, and make it realese a chainheal or something? Anyway, gow would it work with the hero itself? He is a tankish support ganker? To many roles. Skill 3 is also this a reversed thirst in a way. I don't feel like this synergies with his concept, and can you give me one reason not to focus him down, he is after all without tanking spells. Synergies with ultimate, but the rest? Ultimate is a good idea, but as i said uncodeable. |
|
|
|
#7 |
Member
|
I like the concept of a str supporting hero.
First skill is nice, quite balanced, excellent for initiating combat or getting out (with a 15 hp friendly Zeus on yout back) :P Second skill, im not convinced, i feel you could easily recue allies on a hurry from anywhere around the map...really dont know whats my feeling with this as number seem to be greatly balanced, but maybe it just works too good..overall i like it I like 3rd skill, but not for these hero...i feel its just too supportive and doesnt offer anything else. I would completely remove it since This+Ulti its just too much spell resistance Nice ulti, excellent for pushing or 5vs5 fights, but i feel damage reduction should be tweaked a bit down Overall, as i said before, its interesting the idea of a supportive hero like this (not seen so much suggs like this), but i think 3rd skill and ulti's synergy is too obvious Greetings!
__________________
Kill EVERYBODY // 4x4=12
|
|
|
|
#8 |
Member
Join Date: Mar 2010
Location: Ethereal Plane
Posts: 919
|
ok as i promised....i am a critique so dont be mad... you asked for it, i dont cticize others if im not on the mood but since we have an agreement then here is it.....
skill 1- good on saving enemies because of the knock back, nothing much... weak late game because its physical damage... i rank it 6/10 skill 2- global saving skill.... if the ally is far away, a high chance of miss is unto the skill......bad late game. 4/10 skill 3- promotes supportive abilities, gives armor, magic resistance this is great! it fits the role but bit imba because of the magic resistance. 8/10 ulti- very powerful, but not codeable if it is codeable rating would be this "8/10" since its not its 0/10 overall: i see your hero as a good support but some skills does not fit and needs more practicing in order to hit your ally(i hate mirana and pudge). ulti is good, but as the one states above, not codeable, sorry... one of its bad factors is he is item dependant your overall ranking is 20/40 if the skill is codeable 29/40..... its an interesting hero, but needs to fix some efects and numbers, especially ulti.... on my view the hero is, T-DOWN due to the fact of uncodeability of the ulti
__________________
![]() (PM me for reviews, I warn you that i am a critic, you might not like what is my opinion) |
|
|
| Last edited by invul_nerable; 05-05-2010 at 10:59 PM. | |
|
|
#9 |
Member
Join Date: Mar 2010
Location: Ethereal Plane
Posts: 919
|
its lagging and now creating a double posts
replace ulti with more like adding his hp or armor, it does not really need for you to always help youre allies.... i can help you on some skills if you want to...
__________________
![]() (PM me for reviews, I warn you that i am a critic, you might not like what is my opinion) |
|
|
|
#10 |
Member
Join Date: Sep 2009
Posts: 65
|
Ok review incomming
Skill one - like the unique grabbing of an ally. I would say it may be better suited for an exit skill then an initiator. Skill two - Maybe buff the amount it heals a little bit. Might be too weak at higher levels. Skill three - I would say devo + spell redirect to himself after a certain %. Would make better sense as he is a "Protector" Skill Four - Maybe to make it easier to code you could just turn into the fountain without the huge fireball stream. This would allow heroes to heal in team battles and you could make it an opposite effect for the other team. That's my $0.02
__________________
http://www.playdota.com/forums/22109...rismatic-ring/
Check out the ring. You might like it. http://www.playdota.com/forums/22744...night-farahan/ My hero Idea. The Knight Farahan: |
|
|
|
#11 |
Member
Join Date: Sep 2009
Posts: 358
|
Hey! I'll let my review here!
Cosmetic/Concept = The Golem cannot fit better in a tank role... Skill 1 - If there allies in the path, what will happen with them ? You will take with u the nearest allied unit and let then at the end of the path ? If yes, it is awesome the synergy with channeling and initiators heroes! Skill 2 - It's a cure thing... Global... i don't think that it fits with a tank hero... Maybe something like gathering iron around and boosting his armor... etc... It's my opinion... It's your call to keep it! Skill 3 - Finnaly protection aura with a twist! Many games use in a pinch! =D Ultimate - The best synergy with the rest... But isn't 2100 to much ? 2 laguna blades won't end this thing O.O |
|
|
|
#12 |
Member
Join Date: Jun 2009
Location: Pullman, Wash.
Posts: 1,089
|
I have made some drastic changes due to the original Sanctuary Stone being impossible to code.
|
|
|
|
#13 |
Member
Join Date: Sep 2009
Location: I live where I live.
Posts: 491
|
Hero - Good History, fitting concept. Everything OK.
Rampart Rush- Uh... As much as I liked the concept as saving people using charge, I think this will be more used as a initiation, for instance, I already see people charging through someone low HP, accidentally bringing them into the enemy team, but as Sgt already mentioned, Disablehelp should solve it. I don't know why you added the silence tho. As a fleeing skill, it will definetly be useful(mainly saving from death a person with Ignite+Poison Nova+Double Maledict). Rampart Rush- I like it! It have a low mana cost early game and allow you to help and babysit a little everyone in the game, the bonus speed also make it a good for fleeing skill for a ally who suffered a gank. I really like when someone add a support skill that requires brain to use, most DotA support skills are one-click-aim skills, having some strategic requirement really makes it more interesting. Something that bugs me is the revealing part, that's one of the best use of Rocket Flare, so it should stay only with RF. Lower the cooldown a bit, so it won't be the end of the world if you miss one, it will also make you more focused in a team battle, as someone spamming heal need to be taken down. Vigilance- Although I liked the old vigilance as well, I think this one is also good, remembers me of Sven Toughness Aura. The effect other than the +armor is pretty "eh", the +ATK is pretty weak and it giving half damage to creeps is a bit lame too, you see, when anything(hero or creep) is lower than 40% HP, it will probably going to flee rather than attack (Unless you are a creep, which would mean you have only 200<~ HP and not really going to live any longer). Sanctuary Stone- I like this one as I liked the old one, even with different effects, it is still the same on the core. Is the damage reducement like Howl of Terror or it reduce the whole damage? Overall- Very good for a support/tank hero. Rampart Rush and Life Force certainly attracts my attention, as it makes supporting need skill and toughts as well. Sanctuary Stone simply fits for the hero, as it helps his Support and Tank role. Vigilance needs something like it had back on version A, IMO, it would be better as a "You're low HP but you may survive with this" rather than "You're low HP, you're now a mini huskar, go go". I'd say to lower his agility gain but raise the intelligence gain as he doesn't need melee attacks to be effective, as for armor, he already have Vigilance that solves that problem. TL;DR: °Remove Silence from Rampart. °Lower the CD of Life Force + Remove the sight bonus. °Make vigilance more defensive/survival based, if you need offensivity add it to ulti or rampart. ° Lower AGI gain, raise INT gain.
__________________
![]() |
|
|
|
#14 |
Member
Join Date: Jun 2009
Location: Pullman, Wash.
Posts: 1,089
|
Please keep in mind that the "tank" I am going for is the one who draws fire from opponents because they have to, not necessarily because Goliath has the most HP.
|
|
|
|
#15 |
Member
Join Date: Sep 2009
Posts: 65
|
I like the changes to the ultamate. Should help with the coding quite a bit.
Overall I would problably play this hero a few times, and placing the stone in the woods would ruin days, esp on a nutral camp :P
__________________
http://www.playdota.com/forums/22109...rismatic-ring/
Check out the ring. You might like it. http://www.playdota.com/forums/22744...night-farahan/ My hero Idea. The Knight Farahan: |
|
|
|
#16 |
Member
Join Date: Sep 2009
Posts: 358
|
The new ultimate is much better now... But I still think that the second skill, could fit better with the other skills.
|
|
|
|
#17 |
Member
Join Date: Jan 2010
Posts: 101
|
I think that this hero needs other skills which will attract enemy team to him. Right now the only harmful skill of this hero is ultimate, which is spawning immobile rock that will be instantly focused, and destroyed (especially in mid-late game), or enemies will simply leave the AoE, and waste the 160 sec long cooldown - only good team lineup, or offensive situation would give any chance to make use of Goliath`s skills.
Verdict: T-null for now: This hero needs a few buffs - he is good at tanking, and supporting, but you need to give his enemies a reason to remain under effect of his spells. (like noobs) |
|
|
|
#18 |
Member
Join Date: Apr 2010
Location: I got stuck at Vermilion by that fucking Snorlax, LOL
Posts: 636
Blog Entries: 1
|
Hi, here's my short review:
1. Nice BGS, about model, rly i dunno what to say, we have alrdy the Dirge's flesh golem in the game, if u find another model with the same idea, this would be great, but at last, its fine, acceptable. 2. 1st skill is gud, i like it, the numbers and scales are balanced, and it would be a bit hard to perform, i mean, doing a good supportive move carrying the allied hero. I dunno why Goliat must take the damage from enemy spells that are no cast on him, the descript says that the ally becomes invincible, but not invulnerable, so it could be targeted by spells normally (is just that i understood, if im wrong, dont care about this part of the comment). 3. skill 2: numbers should be tweaked, IMO u got a cheap Hands of god-like spell for 120 mana at lvl 4 and it can be semi-spameable with 18 secs cd and 9 duration, i think that cd would be always 30 secs, and 10 secs duration in all lvls, or simply: re-scale mana values increasing mana cost just a bit. 4.skill 3. too many hp regen skills, i recommend to u just change it for another tanky skill (the goliat's role is tank -___________________________-! ). Basically, the skill concept its good, but no for a tank hero, take out the armor gain and put it into the ulti (sure, always balancing values and manacosts). 5.skill 4. Immediately i tell u that, if this spells is uncodeable or it's too much hard to code, remake it. Apart from this argument, IMO i think that the AOE should be 450, and if u add armor to this skill, the manacosts: 150/175/200. After all, its a nice hero idea, i wont give a vote now cuz i know that u can do some changes on it. GL and keep up the good work.
__________________
|
|
|
|
#19 |
Member
Join Date: Apr 2010
Posts: 23
|
I love the model, and the role works really well. Comparing to your other suggestion of the Guardian Golem, this one is much more simple and "noob" friendly, which is pretty good.
Skill 1 has no complaints, after all it works well with a Str hero and the knockback is alright. Skill 2 can be powerful, but it has a decent cooldown and it makes him a unique healer, supporter, and potentially end-game hero. This is supported by skill 3, which is a regen aura added with defense and a last ditch effect. My recommendation would be to rid of the regen, simply because it is too powerful due to having a healing skill and probably lot of health. I love the last ditch effect, making is extremely effective to push lanes, and complements heroes such as Huskar. Might want to decrease the amount of bonus damage though, as +50 at 40% hp can be a controversy. The ultimate skill makes you the tank. Extremely powerful considering it hurts enemy DPS and makes spellcasters weaker. Really good for a gank or a final hard push. Overall - Hero looks good. Incredible strength makes him a late game when given the right items. I would T-up and play it just because of skill 3 and 4, especially.
__________________
I do hero reviews... if you want me to.
But I like simple, effective, and nice. |
|
|
|
#20 |
Member
Join Date: Dec 2009
Posts: 429
|
I think Rampart Rush would be a great initiation spell (much like Labyrinth Suite said) but would also be great for saving. The knockback and damage would be helpful during ganks. Overall, very nice skill.
Life Force's heal makes him a good laner and a great assest to the team. Not much else to add except that the +ms effect helps (once again) in ganks. Vigilance has too many effects for an aura (to me, at least). +Armor, +Regen, +Damage. (when having "low" life) I think removing the +Regen effect and buffing up the armor abit would be more helpful considering the minor regen bonus is almost negligible later, while the armor would be great late game. (In addition to the fact that it is unlikely you'd want to level this skill up early-mid unless you want to Rambo through the whole game) Sanctury Stone has a great effect, but once again, too many effects on a single spell. I like the spell resistance part and the "Gravekeeper's Cloak" (old one) bit on the stone. I personally don't.... really like (ok, its just a feeling that it seems out of place or something) but yea, +Armor has a similar effect, -IAS has a similar effect. All in all, its done in some form or another in many heros. (Lich's Frost Armor, RK's Warcry, CM's Crystal Nova and so on) Also add in that you already have a +Armor spell, the -DMG aura would be pretty much overkill. Overall, a hero who can gank, can support well in teamfights. I like the hero. Skills: 9/10 (Some spells have too many effects, otherwise, nicely done) Role: 10/10 (Solid role in teamfights, Can Gank, Can Support, Can Lane, Can Push, Item Independant. Role = Support) Personal Preference: 7/10 (I feel that the hero is somewhat like Warlock, except more defensive in teamfights and more offensive in lanes. I also see a slight similarity to LOA. [Frostmorune's MS/IAS boost, Death Coil's Heal, Apathic Shield's Debuff] However, they are different (I know) and this is just my personal preference) |
|