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Old 06-02-2010, 07:44 AM   #1
chadpiety123
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Default [INT-SENT] Sephael, the Spirit Arbiter





Spirit Arbiter
Sephael

Background Story: Blessed and cursed to never close his eyes, the Spirit Arbiter was given the gift of sight. He is forever burdened with the display of life springing into the world and the sight of suffering plaguing the land, almost driving him to the point of insanity, breakdown and self-seclusion. After years of solitude and reflection, Sephael was finally able to make a decision and form his resolve to purge the land of the punishment that’s in excess. With the help of the arcane blood that flows through his very veins, Sephael is able to control strong forces of magic; that coupled with his ever seeing eyes, anyone unlucky enough to be set under his watchful gaze is subjected to a lifelong torment, even before they know it, thus proving his value as an ally. Sephael guides the Sentinel to their much wanted victory by keeping his watch over the vile Scourge.
None yet.

Strength - 18 + [1.6]
Agility - 20 + [2.4]
Intelligence - 22 + [2.4]




Affiliation:Sentinel
Damage:50-60
Armor:2
Movespeed:290
Starting HP/MP:492/286
Attack Range:500


Glimpse - (Active, Single Target, Supportive)
__________[img]Skill 1 Icon[/img]__________Sephael forces the target hero back to its position a few seconds before. Enemy units take damage depending on how far they were snapped back, or if they haven't moved at all.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
11308500--1.0 seconds, 90 damage
21408500--1.5 seconds, 160 damage
31508500--2.0 seconds, 230 damage
41608500--2.5 seconds, 300 damage

  • Instantly restores position to a few seconds back
  • If the targeted unit has moved less than 130 units, they are heavily damaged
  • Total number of units moved is considered and not distance of final position from reference position
  • Damage type is magical


  • Should I add damage depending on how much was moved?




Spirit Shackles - (Active, Single Target, Disable)
__________[img]Skill 2 Icon[/img]__________Sephael links to the spirit of a targeted hero, stunning that hero if it moves too far from Sephael. Sephael gains a wide vision of the target's location.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
113016500-6Max shackles range is 1400
213014500-6Max shackles range is 1200
313012500-6Max shackles range is 1000
413010500-6Max shackles range is 800

  • Sephael gains vision of the target's position, similar to Strygwyr's thirst. Vision AoE is 1800 normal vision. Does not reveal invisible units.
  • The target is stunned for 2 seconds if it moves past the max shackle range from Sephael


  • Should I return the sight reduction for both heroes?




Motion Sensors - (Passive)
____________________Enemy heroes under Sephael's vision and are near him are penalized whenever they move


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1---1000-2.0% of distance moved is dealt in damage
2---1500-3.5% of distance moved is dealt in damage
3---2000-5.0% of distance moved is dealt in damage
4---2500-6.5% of distance moved is dealt in damage

  • Requires vision of the unit to take effect
  • Damage type is HP removal


  • Units are assumed to be moving continuously without halt
Movement Speed1234
2805.69.814.018.2
3006.010.515.019.5
3507.012.317.522.8
4008.014.020.026.0
4509.015.822.529.3
52210.418.326.133.9


  • Yes, it's a passive AoE Rupture.
  • Mech geniuses, can this be not an aura?




Spirit Sentries - (Active, Location Target, Summon)
____________________Sephael summons a sentry from a part of his soul to guard an area. Sephael can replace the sentries at his whim. Enemies who enter and leave the area are damaged.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
17077005003080 damage
290690050030130 damage
31105110050030180 damage

Subskill - Replace - (Active, Single Target)
____________________Sephael replaces a targeted Spirit Sentry, destroying it in the process.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1508700--Replaces targeted Spirit Sentry
  • Allows the use of subskill Replace
  • Spirit Sentries have a flying vision of 1000/1000
  • Spirit Sentries are invisible and immobile
  • Summoning a Spirit Sentry automatically damages all enemies in that area
  • Units entering the territory are damaged
  • Units leaving the territory are damaged
  • Damage type is magical
  • Sentry HP is 100 and is magic immune


  • Should this passively give Sephael a territory of his own as well?
  • Should the Sentries have more HP?
  • Should I remove the magic immunity?
  • Should I make the Sentry a ward instead?










  • 10.06.05 - Heavily nerfed stat growth, starting damage and armor
  • 10.06.05 - Removed the damage if there was movement of Glimpse
  • 10.06.05 - Removed the sight reduction on both heroes of Spirit Shackles
  • 10.06.05 - Nerfed AoE of Motion Sensors
  • 10.06.02 - Gave the sentries 100HP and made them magic immune.
  • 10.06.02 - Changed damage type of Motion Sensors from magical to HP removal
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Last edited by chadpiety123; 06-05-2010 at 02:10 PM.
Old 06-02-2010, 08:25 AM   #2
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Default Re: [INT-SENT] Sephael, the Spirit Arbiter

Skill 1: X Marks the Spot with a nasty twist. I like it. That said it's rather different because it moves the unit instantly. The variable damage is also good. Moving around too far with this hero nearby isn't such a good idea.

Skill 2: Good for countering juking. Clever and interesting. Not bad =) If an enemy has just raced in from the fog, cast this then skill 1 to damage them and then know where they are for a duration. Nuke + no juking = gank opporunity.

Skill 3: If the damage is calculated and applied in the same way as Rupture, I think the only coding difference would be that the damage is calculated from when an enemy enters the aura, as opposed to from when a skill is cast on them. The skill itself would be an extreme annoyance to enemies, having their HoT/Dagger constantly disabled. Also effective for preventing use of consumables.

Ultimate: Wow, I've got no idea where this idea came from Nicely done, clearly explained and fairly well balanced, although at level 3 if you have enough mana spamming in a lane will mean enemy creeps won't be able to get past because of all the damage. I wouldn't have thought this was ulti worthy but here it works well.
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Old 06-02-2010, 08:40 AM   #3
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Default Re: [INT-SENT] Sephael, the Spirit Arbiter

@Jugg
With regards the moving around part, that's the main purpose of this her IMO. Sephael basically impedes movement of units near him or else, it will be detrimental to them. Very ganker-ish, and support-ish in my opinion.

Thanks for pointing out the HoT and Dagger. I'm going to change the damage type now so that there won't be any abuses.

My problem with the third ability actually is that I don't want it to be an aura. It will make Sephael detectable, and that won't be good when ganking.

Creeps respawn every 30 seconds. Before they even arrive, a Spirit Sentry left there won't really stop them because once they arrived the Sentry is already gone. And this basically requires two Sentries to kill a wave (so you need 5 seconds to kill a wave, very average IMO).

Thanks again for the HoT thing, and thanks for the review.

I just need cosmetic stuff now~
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Old 06-02-2010, 08:44 AM   #4
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Default Re: [INT-SENT] Sephael, the Spirit Arbiter

I actually think the disabling of HoT/Dagger was a GOOD thing, since the only way to counter Dagger + AoE initiate is to prevent the blink in the first place. As for HoT, if enough skills are implemented that easily disable it, perhaps IceFrog will get the message that it's been unnecessarily overnerfed.
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Old 06-02-2010, 09:44 AM   #5
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Default Re: [INT-SENT] Sephael, the Spirit Arbiter

Let's see what others has to say about it. I'm really careful with this Dagger/HoT disabling as it might make the ability too strong.
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Old 06-02-2010, 09:47 AM   #6
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Default Re: [INT-SENT] Sephael, the Spirit Arbiter

!) X marks the spot
2) Dream Coil
3) Passive AoE Rupture
4) AoE flat damage ward

No model, no story.

What is the core purpose/role of this suggestion??
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Old 06-02-2010, 10:08 AM   #7
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Default Re: [INT-SENT] Sephael, the Spirit Arbiter

1st Skill : 'Should I remove one of the damage events?'. IMO, yes you should... Also, I think it's better to have constant move back time but variable damage per distance. For the skill itself sounds ok. I can already see Kunkka + this hero combo. X-Mark => Torrent => Glimpse.... Nice skill anyway

2nd Skill : Hmm... Kinda inversed Cold Feet to me. I don't really like the sight reducing concept. But that's just personal opinion. Also, you should consider increase the stun duration instead. Since, IMO, only few people will lvl it until lvl 4 since it has constant 2 seconds stun

3rd Skill : AoE is too big. Or did you put one more 0 accidentally? Seriously, about 1000 AoE is big enough IMO... Also what does this mean? 'can this be not an aura?'. If it's not an aura, what else could be it?

Ultimate : Hmm... I see so this is a spammable Nuke + Blink. Isn't it? I need several clarification here.

First, can same unit get damage more than once?

Second, can we have more than one Spirit Sentries? If they share some common area, what will happen?

Third, Spirit Sentries are neither magic immune nor have resistant skin? So then they should have HP since they get damage from AoE magics. Or, is it invul or ward type?

Synergy : The problem is this. All your skills have optimized damaged when enemy moves. But the only skill that could actually make enemy move is 1st skill while others, they couldn't.

Hmm... what about this?

As you said, let's give a passive on ulti that have same effect (damages when enter) and as subskill, let's make the unit around the Sephael and the Spirit Sentry switch places (include the Sephael and Spirit Sentry. Spirit Sentry may destroyed on process)4

In this way, you'll have 2 skills that forces enemies to move.

Maybe you should increase the cooldown for balances...
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Old 06-02-2010, 10:10 AM   #8
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Default Re: [INT-SENT] Sephael, the Spirit Arbiter

and what if the enemy refuses to move, and instead just focus fires and kills you? what do you do then?
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Old 06-02-2010, 11:26 AM   #9
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Default Re: [INT-SENT] Sephael, the Spirit Arbiter

Replies are in red. Thanks!

Quote:
Originally Posted by NoThlnG View Post
1st Skill : 'Should I remove one of the damage events?'. IMO, yes you should... Also, I think it's better to have constant move back time but variable damage per distance. For the skill itself sounds ok. I can already see Kunkka + this hero combo. X-Mark => Torrent => Glimpse.... Nice skill anyway Which would you prefer to stay? And why do you want the other one removed? Thanks. I really need specific feedback. Umm, so you like the skill? Whew.

2nd Skill : Hmm... Kinda inversed Cold Feet to me. I don't really like the sight reducing concept. But that's just personal opinion. Also, you should consider increase the stun duration instead. Since, IMO, only few people will lvl it until lvl 4 since it has constant 2 seconds stun Well, for one, Cold Feet refers to the distance from the original position, while this one refers to the distance from Sephael. But I see where you're coming from. Okay, I'll wait for more comments though before changing anything.

3rd Skill : AoE is too big. Or did you put one more 0 accidentally? Seriously, about 1000 AoE is big enough IMO... Also what does this mean? 'can this be not an aura?'. If it's not an aura, what else could be it? It was intended. At first, I wanted it to be global, but it's too strong that way, that's why I reduced its AoE. (I was thinking of Strygwyr's Thirst's AoE. I want it to not be an Aura so you cannot be detected when you want to help in ganks, since Nevermore's aura basically does that, and now, with that big AoE, ganking becomes difficult if you are exposed even if you are still 3000 units away~ And also the vision requirement kind of balances it out as well.

Ultimate : Hmm... I see so this is a spammable Nuke + Blink. Isn't it? I need several clarification here.

First, can same unit get damage more than once? Yes.

Second, can we have more than one Spirit Sentries? If they share some common area, what will happen? Yes.

Third, Spirit Sentries are neither magic immune nor have resistant skin? So then they should have HP since they get damage from AoE magics. Or, is it invul or ward type? Ah, yeah! Thanks for reminding me about this one. I will add Sentry HP and stats asap. It can be affected by AoE. And it is not magic immune. Or should I make it like that?

Synergy : The problem is this. All your skills have optimized damaged when enemy moves. But the only skill that could actually make enemy move is 1st skill while others, they couldn't. Yeah that's true, but IMO, moving is one of the more essential parts of DotA. With the duration and cooldown of this hero's abilities, that won't be a problem.

Hmm... what about this?

As you said, let's give a passive on ulti that have same effect (damages when enter) and as subskill, let's make the unit around the Sephael and the Spirit Sentry switch places (include the Sephael and Spirit Sentry. Spirit Sentry may destroyed on process)4 Umm, sorry I didn't quite get this. Can you explain again?

In this way, you'll have 2 skills that forces enemies to move.

Maybe you should increase the cooldown for balances... Ah, yes. I was worried about this as well
Quote:
Originally Posted by AmplifyDamage View Post
and what if the enemy refuses to move, and instead just focus fires and kills you? what do you do then? You run!
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Old 06-02-2010, 01:37 PM   #10
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Default Re: [INT-SENT] Sephael, the Spirit Arbiter

1st skill : I prefer remove the damage when they haven't move at all. They aren't that needed; they just make the skill become more complicated

3rd skill : Still, such large AoE can easily caused imbalancedness. Especially when it comes to damage

Ulti : The main idea of my ulti suggestion is, making units in 2 areas (one near the hero and one near the Spirit Sentry) to swap each other. Others are optional...
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Old 06-02-2010, 01:39 PM   #11
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Default Re: [INT-SENT] Sephael, the Spirit Arbiter

Quote:
Originally Posted by AmplifyDamage View Post
O_o ? -->!) X marks the spot
2) Dream Coil
3) Passive AoE Rupture
4) AoE flat damage ward

No model, no story.

What is the core purpose/role of this suggestion??
Well, well, well, what a surprise. Criticism with no suggstions. What's new?

About Motion Sensors: you could make it so that the aura doesn't have a buff, like Radiance doesn't (remove the visual effect and you have no indication that you are being damaged other than your health going down).
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Old 06-03-2010, 12:36 AM   #12
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Default Re: [INT-SENT] Sephael, the Spirit Arbiter

@Nothing
okay. I'll take those into consideration. I'll wait for more reviews first. Thanks!

@Jugg
I wasn't sure if I could do that~ Thanks!
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Old 06-03-2010, 01:32 AM   #13
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Default Re: [INT-SENT] Sephael, the Spirit Arbiter

Well you kinda placed too much spoilers. And this:

Author's Notes: Must read.

And you placed it in spoilers so that there is a less chance for people to read it?

OK, the review:

Glimpse:
Wow, nice anti-escape.
Like X MARKS DAH FUGGING SPOT AHHAHAHA.
Ok.
I bet force staff synegizes with this.

Shackles:
Puck's ultimate and BS thirst. What else can I say?

Motion sensors:
Kinda imbalance. So this skill owns any teamfights when your team can escape and run whenever they like as long as the enemies has high ms (mostly the case). Maybe reduce the damage or change the style the damage run.

Sentry:
Can't help to think that this is a rip-off from the Spirit Guardian collab.

Item synergy would be damn powerful.
Forcestaff owns all, I guess.
Team forcestaff owns much more.
But most teams won't do that.

Need a story?
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Old 06-03-2010, 01:41 AM   #14
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Default Re: [INT-SENT] Sephael, the Spirit Arbiter

Quote:
Originally Posted by screamdarren- View Post
Well you kinda placed too much spoilers. And this:

Author's Notes: Must read.

And you placed it in spoilers so that there is a less chance for people to read it? I'm sorry about that... I'll fix the layout in a little while

OK, the review:

Glimpse:
Wow, nice anti-escape.
Like X MARKS DAH FUGGING SPOT AHHAHAHA.
Ok.
I bet force staff synegizes with this.
Umm, is this a positive feedback?

Shackles:
Puck's ultimate and BS thirst. What else can I say?
Puck's Ultimate ties you down to a stationary location. This ties you down to the casting hero, and the break range of this is too high to be even comparable. Hmm, and why Strygwyr's Thirst? XD

Motion sensors:
Kinda imbalance. So this skill owns any teamfights when your team can escape and run whenever they like as long as the enemies has high ms (mostly the case). Maybe reduce the damage or change the style the damage run. I'll look into this. Have you seen the mathcraft section? Many have expressed their thoughts that this might be imbalanced. I'm going to focus on this for a while. Thanks!


Sentry:
Can't help to think that this is a rip-off from the Spirit Guardian collab. Yes. It's from the Spirit Guardian Collab. I asked permission to used it (they allowed me) and I was the one who suggested it there anyways, so I doubt if there's any problem with that.

Item synergy would be damn powerful.
Forcestaff owns all, I guess.
Team forcestaff owns much more.
But most teams won't do that.
I never really realized this until you mentioned it. XD

Need a story? Yes, Kind of
Wow thanks for the review. I hope we could continue discussion. Replies are in red. ^^
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Old 06-03-2010, 10:27 AM   #15
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Default Re: [INT-SENT] Sephael, the Spirit Arbiter

BTW, for model what kind of model do you want to use?

The first thing I thought when I saw name was Wisp model... Don't know why... xD
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Old 06-03-2010, 06:15 PM   #16
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Default Re: [INT-SENT] Sephael, the Spirit Arbiter

This is going to be rushed, I'm sorry. I'll get more in-depth later.

Skill 1 - I disagree with AD's statement that its X marks the spot, it feels more of a Burrowed Time sorta. Not that special, but may be fun to use, I dunno, but chances are, you'll screw over your allies from their initial point of cast (considering that they have already casted their ability, you cast this and the enemy indirectly evades a spell [usually AoE]). Okieee okiee ability, nothing special.

Skill 2 -
Quote:
Sephael and the targeted hero loses vision of themselves, but Sephael gains a wide vision of the target's location.
Does this mean you see some black, unseen area (the target hero) in the wide vision? You won't see the target hero but you'll see around it? Is that it? And I shall agree on the similarity on Puck's SS, I'll tell you that. Good skill, nothing flashy, all technical and needs a bit of clarification.

Skill 3 - A never ending Rupture. That's 20 damage max per distance moved (scaled at level 4 for someone who walks as slow as my grandma). The skill feels innovative and meets to synergy in between the other abilities as well, that's good. I like the ability.

Ultimate - Aegolias? Good idea to add to the skill-set. It actually brings some mobility and map-control for a hero that would have a hard time (IMO) initiating. Dunno, I don't have much to say right now.

Synergy - Its here. Great use of abilities that seem harmless alone, but dangerous all together. The ultimate though may have its ups and downs as re-positioning a foe in/out of the AoE with the other skills are challenging. Regardless, if you put the amount of work you put on Verus, this Spirit Arbiter has a chance.

Overall - I think this guy is still raw as a 1 minute-grilled steak. There isn't much to him as of now, but over the course of the weeks or whatever time period, I think he can develop to be a potential suggestion. Icons, models and visuals would be the best thing to do first (LOL, obviously).

I had a few minutes to take a break from my work and rushed to comment. I'll try to drop by again later on.

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Old 06-04-2010, 07:29 AM   #17
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Default Re: [INT-SENT] Sephael, the Spirit Arbiter

Quote:
Originally Posted by chadpiety123 View Post
Wow thanks for the review. I hope we could continue discussion. Replies are in red. ^^
It's a positive review.

Well, for the mathcrafts thing, a team combo with Dark Seer will fug everything up combined with Force staffs.

Maybe i shud had used other words instead of 'rip-off' kinda harsh i guess.

Heres the story if you still need it:

Said to be from the future, Sephael is one that has no physical form, though it seems that it needs none. Should any of its foes dares to advance or retreat, Sephael punishes them with a forever-surging pain. Should these enemies still survive these punishments which not many had endured, the Spirit Arbiter throws them back into time to repeat the pain they once suffered. Sephael joins the Sentinal, with a resolve to ensure the state of the future, it is capable of turning the tides of the battle swiftly and painfully. The undeath Scourge who do not believe this, will soon realise the folly of their actions as the spiritual eyes in the battlefield spots their upcoming, and soon, the regret in their eyes.
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Old 06-05-2010, 11:56 AM   #18
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Default Re: [INT-SENT] Sephael, the Spirit Arbiter

Quick review, i'll pick up on this tomorrow.

First off, your base damage needs to come way down. Its on par with melee heroes with a quelling blade and you've got 500 range. That's better then Batrider when he first came out! Stat-gain is at 7.2, also extremely high which i don't know if you intended. Base (i mean base + gain from AGI factoured in) armour needs to come down as well given how high your AGI gain is. 2 or 3 max and keep the current gain OR keep the current base of 4 and and reduce AGI gain by a lot.

Glimpse: Interesting mechanic, reminds of a targeted Time Lapse. It'd be an extremely annoying anti-gank skill and otherwise promotes skillful use over just launching it mindlessly. Cooldown is rather-short but anyway.

Leaving it at here for now, gonna go have a rest XD I'll pick it up tomorrow morning. Hope you decide on a hero model and icons soon, it makes it much more entertaining to read!
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Old 06-05-2010, 12:21 PM   #19
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Default Re: [INT-SENT] Sephael, the Spirit Arbiter

Some changes before anything else:
  • 10.06.05 - Heavily nerfed stat growth, starting damage and armor
  • 10.06.05 - Removed the damage if there was movement of Glimpse
  • 10.06.05 - Removed the sight reduction on both heroes of Spirit Shackles
  • 10.06.05 - Nerfed AoE of Motion Sensors


I'll be adding in cosmetics later today to early tomorrow.

Replies are in red:
Quote:
Originally Posted by king_james View Post
This is going to be rushed, I'm sorry. I'll get more in-depth later.

Skill 1 - I disagree with AD's statement that its X marks the spot, it feels more of a Burrowed Time sorta. Not that special, but may be fun to use, I dunno, but chances are, you'll screw over your allies from their initial point of cast (considering that they have already casted their ability, you cast this and the enemy indirectly evades a spell [usually AoE]). Okieee okiee ability, nothing special. Aww, I'm disappointed that you didn't like this ability much. XD Personally I really like it a lot because it involves a lot of mind games and such. It's the most versatile ability among the set IMO.

Skill 2 - Does this mean you see some black, unseen area (the target hero) in the wide vision? You won't see the target hero but you'll see around it? Is that it? And I shall agree on the similarity on Puck's SS, I'll tell you that. Good skill, nothing flashy, all technical and needs a bit of clarification. It's like Strygwyr's thirst. It reveals the location of the target but if it were invisible, it's not seen, but still marked.

Skill 3 - A never ending Rupture. That's 20 damage max per distance moved (scaled at level 4 for someone who walks as slow as my grandma). The skill feels innovative and meets to synergy in between the other abilities as well, that's good. I like the ability. Wow, the first one who did! Thanks

Ultimate - Aegolias? Good idea to add to the skill-set. It actually brings some mobility and map-control for a hero that would have a hard time (IMO) initiating. Dunno, I don't have much to say right now. Okay.

Synergy - Its here. Great use of abilities that seem harmless alone, but dangerous all together. The ultimate though may have its ups and downs as re-positioning a foe in/out of the AoE with the other skills are challenging. Regardless, if you put the amount of work you put on Verus, this Spirit Arbiter has a chance. Okay thanks.

Overall - I think this guy is still raw as a 1 minute-grilled steak. There isn't much to him as of now, but over the course of the weeks or whatever time period, I think he can develop to be a potential suggestion. Icons, models and visuals would be the best thing to do first (LOL, obviously). Aigoo, makes me sad because you think the hero is raw. I personally thought of making him as simple stupid as possible. Then made everything revolve around impeding movement. That's this heroes role. Thanks for the review!

I had a few minutes to take a break from my work and rushed to comment. I'll try to drop by again later on. I hope you don't forget

king_james
Quote:
Originally Posted by screamdarren- View Post
It's a positive review.

Well, for the mathcrafts thing, a team combo with Dark Seer will fug everything up combined with Force staffs.

Maybe i shud had used other words instead of 'rip-off' kinda harsh i guess.

Heres the story if you still need it:

Said to be from the future, Sephael is one that has no physical form, though it seems that it needs none. Should any of its foes dares to advance or retreat, Sephael punishes them with a forever-surging pain. Should these enemies still survive these punishments which not many had endured, the Spirit Arbiter throws them back into time to repeat the pain they once suffered. Sephael joins the Sentinal, with a resolve to ensure the state of the future, it is capable of turning the tides of the battle swiftly and painfully. The undeath Scourge who do not believe this, will soon realise the folly of their actions as the spiritual eyes in the battlefield spots their upcoming, and soon, the regret in their eyes.

Thanks I'll use this for now.
Quote:
Originally Posted by eddehhh View Post
Quick review, i'll pick up on this tomorrow.

First off, your base damage needs to come way down. Its on par with melee heroes with a quelling blade and you've got 500 range. That's better then Batrider when he first came out! Stat-gain is at 7.2, also extremely high which i don't know if you intended. Base (i mean base + gain from AGI factoured in) armour needs to come down as well given how high your AGI gain is. 2 or 3 max and keep the current gain OR keep the current base of 4 and and reduce AGI gain by a lot. I wanted to give the hero some semi-carrying capacity outside of his cast frenzy nature. But I guess I overdone it a bit. I changed a few things after reading your reply.

Glimpse: Interesting mechanic, reminds of a targeted Time Lapse. It'd be an extremely annoying anti-gank skill and otherwise promotes skillful use over just launching it mindlessly. Cooldown is rather-short but anyway. YES! At last. Someone said it. Everybody keeps spouting X marks the spot. I see what they mean, I really do. But a targeted Time Lapse was what was on my mind. Cooldown was short because I thought that it kind of compared to a single target stun or a generic nuke, and most of them had a cooldown of 8 seconds or lower.

Leaving it at here for now, gonna go have a rest XD I'll pick it up tomorrow morning. Hope you decide on a hero model and icons soon, it makes it much more entertaining to read! Thanks for the review. I appreciate it. And I'm going to wait for the continuation.
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Last edited by chadpiety123; 06-05-2010 at 01:54 PM.
Old 06-06-2010, 03:56 AM   #20
AmplifyDamage
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Default Re: [INT-SENT] Sephael, the Spirit Arbiter

nope its still X marks the spot.

X marks the spot triggers on it's own after a certain time after cast.

Timelapse is instant cast for the caster and HEALS the hero.



If you want to make it feel more like you have control, simply just add in a subskill to instantly displace said unit.
You can even increase the normal counter so when said hero walks a long distance from the original cast, it will automatically snap them back (like X) for lots of damage.


You can also add a friendly ally version with no damage but you can incorporate it for risky and innovative rush attacks.
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