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#1 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Join Date: Jun 2009
Posts: 2,616
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| Affiliation: | Sentinel |
| Damage: | 50-60 |
| Armor: | 2 |
| Movespeed: | 290 |
| Starting HP/MP: | 492/286 |
| Attack Range: | 500 |

| __________[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. |

| __ | ____. | ________. | _______. | ___. | _______. | __________________________. |
| Mana | Cooldown | C. Range | AoE | Duration | Effects | |
| 1 | 130 | 8 | 500 | - | - | 1.0 seconds, 90 damage |
| 2 | 140 | 8 | 500 | - | - | 1.5 seconds, 160 damage |
| 3 | 150 | 8 | 500 | - | - | 2.0 seconds, 230 damage |
| 4 | 160 | 8 | 500 | - | - | 2.5 seconds, 300 damage |
| __________[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. |

| __ | ____. | ________. | _______. | ___. | _______. | __________________________. |
| Mana | Cooldown | C. Range | AoE | Duration | Effects | |
| 1 | 130 | 16 | 500 | - | 6 | Max shackles range is 1400 |
| 2 | 130 | 14 | 500 | - | 6 | Max shackles range is 1200 |
| 3 | 130 | 12 | 500 | - | 6 | Max shackles range is 1000 |
| 4 | 130 | 10 | 500 | - | 6 | Max shackles range is 800 |
| __________ | Enemy heroes under Sephael's vision and are near him are penalized whenever they move |

| __ | ____. | ________. | _______. | ___. | _______. | __________________________. |
| Mana | Cooldown | C. Range | AoE | Duration | Effects | |
| 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 |
| __________ | 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. |

| __ | ____. | ________. | _______. | ___. | _______. | __________________________. |
| Mana | Cooldown | C. Range | AoE | Duration | Effects | |
| 1 | 70 | 7 | 700 | 500 | 30 | 80 damage |
| 2 | 90 | 6 | 900 | 500 | 30 | 130 damage |
| 3 | 110 | 5 | 1100 | 500 | 30 | 180 damage |
Subskill - Replace - (Active, Single Target)
__________ __________
Sephael replaces a targeted Spirit Sentry, destroying it in the process.
__ ____. ________. _______. ___. _______. __________________________. Mana Cooldown C. Range AoE Duration Effects 1 50 8 700 - - Replaces targeted Spirit Sentry
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#2 |
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Join Date: Jul 2009
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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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#3 |
Member
Join Date: Jun 2009
Posts: 2,616
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@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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#4 |
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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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#5 |
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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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#6 |
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!) 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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#7 |
Forum Staff
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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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#8 |
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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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#9 | |
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Replies are in red. Thanks!
Quote:
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#10 |
Forum Staff
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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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#11 | |
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Quote:
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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#12 |
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@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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#13 |
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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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#14 | |
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Quote:
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#15 |
Forum Staff
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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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#16 | |
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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:
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. king_james |
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#17 | |
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Quote:
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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#18 |
Member
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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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#19 | ||||
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Some changes before anything else:
I'll be adding in cosmetics later today to early tomorrow. Replies are in red: Quote:
Quote:
Quote:
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| Last edited by chadpiety123; 06-05-2010 at 01:54 PM. | |||||
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#20 |
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Location: Vancouver
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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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