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Old 06-21-2010, 04:29 PM   #1
doomed2die
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Default Apam Napat the Hydromancer




The Hydromancer
Apam Napat, the Hydromancer

Background Story: Apam Napat is the deity of the river which the war is fought. Saddened by the war which covers her river in blood, she took an avatar: a young murloc shaman. Joining the Sentinel, she aims to stop the war and ease the pain it causes. She is powerful, more so in the river which she can summon at her whim. Water attacks for her, leaving her opponent's bodies to weaken them. She can do a rain dance, healing allies, hurting enemies and summoning more water. Then, when she is at her strongest in the water, she can summon a torrential wave to wipe out her foes.


Why do we want this theme in the game?
Since so many of our themes hold more than 1 particular hero, I thought why not make a mage that uses water? I mean, we have a large expanse of water that we've never taken advantage of, so let's take advantage of it! I understand lots of people have suggested using the river to empower heroes, but hey, it's a theme that's plausible. So, comes my particular suggestion. I mean, water's only seen via naga and the like, so let's bring a hydromancer into play.


Strength - 17 + [2.25]
Agility - 11 + [1.0]
Intelligence - 16 + [3.45]





Affiliation:Sentinel
Damage:38-42
Armor:1.5
Movespeed:310
Starting HP/MP:473/208
Attack Range:600
Attack Animation:0.5/0.4
Casting Animation:0.2/0.4
Base Attack Time:1.7
Missile Speed:900
Sight Range:1800/800

Pros
-Great stat gains (6.7 total!)
-Powerful scaling skill
-Reduces mana and hp
-Powerful ganker
-Powerful AoE
-Possibly one of the best mid laners ^^

Cons
-Terrible base stats
-Needs a lot of extra mana
-Has 1 disable every 95/85/75 seconds
-Disable only prevents movement
-Channeling skill


Roles: Ganker, AoE, Support, Nuker, DoT


NOTE IMPORTANT!!!: All water is pseudo-water! Basically a lingering animation with some coding to make it act like "water." Due to coding issues, this is what I came up with.






River Lord - Passive Buff/Negative Aura
____________________Apam Napat is the master of the rivers, and thus is empowered in water greatly. Also gains subskill River Walk which allows her to bring water wherever she walks. Passively grants 15% bonus MS, 2 mana/sec regeneration, 2 hp/sec regeneration when in water.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1N/AN/AN/A500N/A4% slow and .5% of current hp damage per second to enemies.
2N/AN/AN/A600N/A8% slow and 1% of current hp damage per second to enemies.
3N/AN/AN/A700N/A12% slow and 1.5% of current hp damage per second to enemies.
4N/AN/AN/A800N/A16% slow and 2% of current hp damage per second to enemies.

Notes:
  • Only effects enemies in the water within her area of effect.

Framework: A blue glow around Apam and anyone effected by her aura.






Framework: Big wave form which afterward, there is deep water (i.e. ocean in ladder) with small areas of land. Eventually land rises back up.
Skill Synergies

=Obvious, water for River Lord
=On top of using River lord and osmotic blast damage, you can also use the follow up water to deal MORE of their current hp in damage.
=Once they're stranded, they're screwed.
=Finisher combo, they are hit by osmotic blast and then waved. The quick follow up would be a rain dance to finish off the enemies.

Item Synergies

Good mana regen, mana, some attack speed for finishing the job, and the best part is, silencing a stun for casting and channeling. Or hell, use this while casting or channeling. To top it off, deals great damage boost.


Begin casting, force self in. Preferable to kelen's since Apam can't be the best farmer and it gives mana anyway

PLEASE! HP, MP, and the regen is valued. Also, the whole AoE and support with the ganking thing and the charges? yeah...


Mana mana mana mana and mana for everyone around.


If rain dance isn't enough...


If you can't protect people by slowing everyone around you, maybe this'll help


Mana, health, DoT, Heal....


Everything you need


With Rain Dance, you can do a lot of damage and heal yourself for the stuff you lost when you used this piece of gold. Also augments river lord regen.


Dude, you've got a 10 second channel. It'll probably never ever finish.


Mana, health, regen, AND a way to finish channeling


. . . Who DOESN'T this work on?


If you're unimaginably rich and you wanna another slow...


For us pubbers


For us clanners

Hero Synergies

These guys are your golden friends, suck em in, stun em, and deal some damage with a cast and channel. They give you the time, force them into your area. They are the special mentions.


No channeling hero minds a little extra aoe stun.


MMMM Brilliance Aura. MMMM Frost Bite MMMM another slow MMMM another aoe spell augmented by your ultimate's forcing them to stay!


He gives you mana, you give him time to channel his shit. You deal damage, he uses blind to push them to you. A match made in heaven.



June 15 2010- Due to much much much request, I have almost completely removed reliance on River Lord and reduced much of the forced synergy based around it. Also tweaked numbers and clarified skill descriptions

June 18 2010- Reduced Casting Range of River Torrent

July 17 2010- MAJOR THANKS TO The_Juggernaut he really helped me out and corrected some mistakes.
-Fixed base HP, buffed int gain a little to compensate for new changes.
-Made Rain Dance scale with current MP.
-Fixed River Walk AoE.
-Nerfed River Torrent's cooldown and manacost

August 1 2010-Totally remade Pneumonia effect.

March 30 2011-Remade Pneumonia, again <_<
-Buffed cooldown for Osmotic Blast
-Nerfed River Walk

June 2 2011 (wow it's been a while)
-Rescaled the AoE of Rain Dance
-Removed water creation of Osmotic Blast
-Added some base damage to Osmotic Blast
-Added bonus effect to Osmotic Blast for being in water


NUMBERS ARE WAYY OFF I KNOW
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Last edited by doomed2die; 06-02-2011 at 08:16 PM.
Old 06-21-2010, 05:00 PM   #2
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Default Re: Apam Napat the Hydromancer



Choose one. Afaik, there is no 'Tiderunner' ingame, just a Tide Warrior and a Cliff Runner.
I will review soon, I have to support caster-murlocs.

But please change the name. She needs to sound murloc'ish, how about Lafoot or Jaloo?
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Old 06-21-2010, 06:16 PM   #3
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Default Re: Apam Napat the Hydromancer

Quote:
Originally Posted by fremdlaender View Post


Choose one. Afaik, there is no 'Tiderunner' ingame, just a Tide Warrior and a Cliff Runner.
I will review soon, I have to support caster-murlocs.

But please change the name. She needs to sound murloc'ish, how about Lafoot or Jaloo?
Thx, and for the name, damn I knew it would be a problem >_> I based it on a river goddess somewhere. I'll need help with that. Until then, thx
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Old 06-21-2010, 07:48 PM   #4
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Default Re: Apam Napat the Hydromancer

sounds fun, would require alot of testing to balance, but solid idea theme and the like T-up
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Old 06-21-2010, 07:53 PM   #5
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Default Re: Apam Napat the Hydromancer

Deals 20% of max hp damage damage and gives pneumonia, reducing mana and hp by 4% of current a second for 6 seconds.
Correct double "damage" word.

Interesting and new hero. Likes water goddess.
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Old 06-21-2010, 08:51 PM   #6
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Default Re: Apam Napat the Hydromancer

Quote:
Originally Posted by alexik View Post
Deals 20% of max hp damage damage and gives pneumonia, reducing mana and hp by 4% of current a second for 6 seconds.
Correct double "damage" word.

Interesting and new hero. Likes water goddess.
Thx for catching the typo

I agree, I know numbers are probably off, but hey it's the concept that makes the hero. Am i right? Might change the story to Murloc being an avatar for the Apam Napat so I don't have to go through the trouble of finding another name.

Thx for positive comments
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Old 06-21-2010, 10:50 PM   #7
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Default Re: Apam Napat the Hydromancer

Now it's time to review.

General Thoughts:
I hate to say this, but BAH this hero is complicated. All the different effects from the spells are really strange and hard to get. Every spell has a normal effect, an additional effect when River Lord is levels and another additional effect when River Lord is maxed. You really should make the hero less dependant on River Lord and less complicated.

River Lord: Well, this is the spell around your hero is build. It greatly strenghtens your own combat abilities and weakens the enemy. The drawback is, that this spell does absolutely nothing when you are either not in river or the subskill is on cooldown, what is about 40% of the time (assuming that you have to move after the spell runs out of duration, because it really has a low AoE). But you have your other spells to provide enough water, that means it's pretty permanent.

Osmotic Blast: If I understand that spell right it deals 24% of current Hp to the main target and 8% of the target's current HP to everyone else. Really not that few damage. Especially when you target someone with really high Hp. We should not that everything of this spell (damage, manasap, slow) scales into lategame when people have more mana and hp. Bascially, the strongest nuke I have ever seen.

Rain Dance: Chanelling Death Pulse. Not that strong but not weak, especially paired with AoE disables. I actually like this spell the most, because it's simple and effective.

River Torrent: The concept is great. Robinson Cruso spell. But again, there are so many side-effects when you have levelled River Lord... This spell would roughly deal 40% of max hp in damage (assuming all enemies have full HP and not regarding magic resistance). That's A LOT.

Suggestions:
I have two major points and one lesser one I want to suggest.
First, as stated above symplify your hero and his skills. His spells have so much side effects in addition to the effects that the spells already has on its own. Just take a look at the second skill. It saps Hp and Mana from the main target. This Hp and Mana damages every enemy around. Afterwards the spell creates some water. Then, when River Lord is leveled up, you also damage the mana of the enemies hit. And finally, when River Lord is maxed, it slows them. And 4 of those 5 effects scale, that means they use some weird calculations. I really can't support such complexity. You can give your spells one additional effect when you have River Lord leveled (or if the enemies stand in water, what would be a way better solution), but two are to much.
The second is, everyone of your spells scale. Most of them are based on current HP. That means, your murloc will really suck early game and own everything lategame. If you want your hero to be like this, it's ok, but I think it's pretty strange.

and now the lesser one, change the name of your hero. :P Find one here.
Also, you should change the name of the first skill to 'River Mistress', if you really want your hero to be famale. ^^


Nevertheless, your concept is great. It needs some fixing, but the basic idea is really good. Also, I think that Murlocs really should be casters and not strange agility heroes.
Keep on working with your hero.
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Old 06-21-2010, 11:12 PM   #8
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Default Re: Apam Napat the Hydromancer

Quote:
Originally Posted by fremdlaender View Post
Now it's time to review.

General Thoughts:
I hate to say this, but BAH this hero is complicated. All the different effects from the spells are really strange and hard to get. Every spell has a normal effect, an additional effect when River Lord is levels and another additional effect when River Lord is maxed. You really should make the hero less dependant on River Lord and less complicated.

River Lord: Well, this is the spell around your hero is build. It greatly strenghtens your own combat abilities and weakens the enemy. The drawback is, that this spell does absolutely nothing when you are either not in river or the subskill is on cooldown, what is about 40% of the time (assuming that you have to move after the spell runs out of duration, because it really has a low AoE). But you have your other spells to provide enough water, that means it's pretty permanent.

Osmotic Blast: If I understand that spell right it deals 24% of current Hp to the main target and 8% of the target's current HP to everyone else. Really not that few damage. Especially when you target someone with really high Hp. We should not that everything of this spell (damage, manasap, slow) scales into lategame when people have more mana and hp. Bascially, the strongest nuke I have ever seen.

EDIT: If you read the numbers section, a character well into mid game with 1000/500 (hp and mana) would deal only 280, 120 being in an aoe... So it sort of warrants the side effects and is more balanced than it sounds. And remember, of CURRENT hp.

Rain Dance: Chanelling Death Pulse. Not that strong but not weak, especially paired with AoE disables. I actually like this spell the most, because it's simple and effective.

River Torrent: The concept is great. Robinson Cruso spell. But again, there are so many side-effects when you have levelled River Lord... This spell would roughly deal 40% of max hp in damage (assuming all enemies have full HP and not regarding magic resistance). That's A LOT.

Suggestions:
I have two major points and one lesser one I want to suggest.
First, as stated above symplify your hero and his skills. His spells have so much side effects in addition to the effects that the spells already has on its own. Just take a look at the second skill. It saps Hp and Mana from the main target. This Hp and Mana damages every enemy around. Afterwards the spell creates some water. Then, when River Lord is leveled up, you also damage the mana of the enemies hit. And finally, when River Lord is maxed, it slows them. And 4 of those 5 effects scale, that means they use some weird calculations. I really can't support such complexity. You can give your spells one additional effect when you have River Lord leveled (or if the enemies stand in water, what would be a way better solution), but two are to much.
The second is, everyone of your spells scale. Most of them are based on current HP. That means, your murloc will really suck early game and own everything lategame. If you want your hero to be like this, it's ok, but I think it's pretty strange.

and now the lesser one, change the name of your hero. :P Find one here.
Also, you should change the name of the first skill to 'River Mistress', if you really want your hero to be famale. ^^


Nevertheless, your concept is great. It needs some fixing, but the basic idea is really good. Also, I think that Murlocs really should be casters and not strange agility heroes.
Keep on working with your hero.
Thank you, thank you so much xD And well, hydromancer just sounds find >:O lol. Stupid cosmetics, I never was good with that shit >_>

Overall: I do dislike the idea of RELIANCE on river lord but it is the central skill and you usually don't need the boost to it.

First skill: yep, it's that. River walk has a 1 sec cd post duration of watever at level 4. That makes it less useless.

Second skill:I really hate the complexity and at the same time I love it. It gives an angle of this character that others would never really think about normally. Who would aim for the highest hp hero? On top of that, it's not immensely strong (look at numbers haha) and it has a fairly small aoe of damage. Yep, the effects are pretty good and it's overly complex at times but also it has the good ol' simple damage+slow formula with a little mana burn and water left over. I mean, there's so many skills in dota now that originality tends to come from complexity now. Overall, it's sort of a staple for a nuker and I made it unique, if a bit complex. It's usage is fairly simple though and damage is rarely fully calculated.

Third Skill: I'm glad you like it, I based it on simplicity and ladder tranquility since the rest of the hero was so damn overloaded with side effects

Ultimate: To deal 40% of max hp, the targets would have to have 100% of hp the entire time @_@ which would make it redundant anyway. Pneumonia deals damage based on CURRENT. Again sorry for the complexity but we're way past skeleton king and sven in dota nowadays >_>

I'm glad you like it, I'll think to simplify the hero somehow without ruining its credibility and unique power. But somehow I don't think it'll work out. No hero doesn't need tweaks, especially in version 1 ^^ so thanks for the review.

EDIT: In response to your suggestions: Simplification is terribly difficult @_@ lol. I'll think of what I can do. And he wont' suck early game ._. Have you seen river lord+rain dance? Or hey 12% of current hp can equate to 12% of max hp. He's a powerful laner as well if at mid. Riverwalk around a bit and pretty much you extend the river. He ganks mostly, his solo capabilities suck ass (current hp damage can't kill now can it? haha) and not ALL of his abilities scale @_@ Rain dance! :O
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Old 06-22-2010, 12:37 AM   #9
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Default Re: Apam Napat the Hydromancer

Review for Hydromancer
Kinda weird for a river god to be called a mere hydromancer. xD
Anyway, there are some problems with your suggestions.

In world editor, editing terrain into water lowers all surrounding terrains by 1 level. This would totally screw up the lanes (lowering terrain by 1 has the potential to instantly destroy all buildings who lie on the lowered area).

Ramps are instantly removed, so lets say you use it somewhere ahead of the river, near the scourge tower 1, the water you create would link to the original river, removing the ramp in between. When your river returns, the ramp won't, thus the scourge creeps can never reach your base anymore.

Concept wise, interesting and unique. You might want to change turning terrain deep water and shallow water to just animations of water around her. (like slardar's crush, but alot more, or perhaps some splash animation..)

Skills:

Riverlord: I'm ignoring the numbers. they are slightly insane. Anyway, concept, the hero gains stuff and enemies lose stuff as long as in water... and considering that you're creating rivers everywhere you go.. powerful, but not too OP as long as numbers are okay. The damage based on % may be a bit off.

Osmotic Blast: Watch the numbers!!! The damage done (through% again) os incredible. Imagine, late game, you target centaur with this. the damage done to aoe is ... Okay, quite low, but the damage to the hero is relatively high. Make it non-spammable, and it would be more balanced.

Rain Dance: I love this ability. Well, everyone would love it till someone stuns/ministuns you, and you get eaten alive. =D

Ulti: no comments, sounds good.

Only problem I have now is codeability. The current Dota Map is built using level 3 as normal ground, and the river is using shallow water tools, along with ramps. Thus, going around creating water would drastically destroy the terrain. It would be feasible if the entire map is remade to be deep water, and the solid ground is using the raise ground tool, which would make your hero codeable. Currently... not so...

(Comment on my hero pls. =P, its in CTH9, click my name on the first post in there.)
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Old 06-22-2010, 01:06 AM   #10
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Default Re: Apam Napat the Hydromancer

Quote:
Originally Posted by Nightlynx View Post
Review for Hydromancer
Kinda weird for a river god to be called a mere hydromancer. xD
Anyway, there are some problems with your suggestions.

In world editor, editing terrain into water lowers all surrounding terrains by 1 level. This would totally screw up the lanes (lowering terrain by 1 has the potential to instantly destroy all buildings who lie on the lowered area).

Ramps are instantly removed, so lets say you use it somewhere ahead of the river, near the scourge tower 1, the water you create would link to the original river, removing the ramp in between. When your river returns, the ramp won't, thus the scourge creeps can never reach your base anymore.

Concept wise, interesting and unique. You might want to change turning terrain deep water and shallow water to just animations of water around her. (like slardar's crush, but alot more, or perhaps some splash animation..)

Skills:

Riverlord: I'm ignoring the numbers. they are slightly insane. Anyway, concept, the hero gains stuff and enemies lose stuff as long as in water... and considering that you're creating rivers everywhere you go.. powerful, but not too OP as long as numbers are okay. The damage based on % may be a bit off.

Osmotic Blast: Watch the numbers!!! The damage done (through% again) os incredible. Imagine, late game, you target centaur with this. the damage done to aoe is ... Okay, quite low, but the damage to the hero is relatively high. Make it non-spammable, and it would be more balanced.

Rain Dance: I love this ability. Well, everyone would love it till someone stuns/ministuns you, and you get eaten alive. =D

Ulti: no comments, sounds good.

Only problem I have now is codeability. The current Dota Map is built using level 3 as normal ground, and the river is using shallow water tools, along with ramps. Thus, going around creating water would drastically destroy the terrain. It would be feasible if the entire map is remade to be deep water, and the solid ground is using the raise ground tool, which would make your hero codeable. Currently... not so...

(Comment on my hero pls. =P, its in CTH9, click my name on the first post in there.)
Thx for liking my hero xD

Damn codability! Okay then how bout this: we just code it to seem like that. Like animation and remaining aoe animation and code the impassable
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Old 06-22-2010, 01:10 AM   #11
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Default Re: Apam Napat the Hydromancer

I'll give some feedback.

First skill: Numbers on HP degen seems a little bit OP but that can be easily changed.

Passive: Like Nightlynx said, it's uncodeable because of terrain and stuff. Icefrog could do what he did with Slardar's with the blue wave thing.

Second skill: Seems pretty good. Could do with a little work through the %'s but all in all seems like a good skill.

Third skill: Good skill. But easily counterable with a targetted range stun.

Ultimate: No comment. It's good.

All in all a little rework on the numbers and it should be a good hero.
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Old 06-22-2010, 01:56 AM   #12
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Default Re: Apam Napat the Hydromancer

Quote:
Originally Posted by The_Reaping View Post
I'll give some feedback.

First skill: Numbers on HP degen seems a little bit OP but that can be easily changed.

Passive: Like Nightlynx said, it's uncodeable because of terrain and stuff. Icefrog could do what he did with Slardar's with the blue wave thing.

Second skill: Seems pretty good. Could do with a little work through the %'s but all in all seems like a good skill.

Third skill: Good skill. But easily counterable with a targetted range stun.

Ultimate: No comment. It's good.

All in all a little rework on the numbers and it should be a good hero.
Thx, much appreciated. I know numbers are off but until I get some decent amount of sleep I'm not even going to try.
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Old 06-22-2010, 04:52 PM   #13
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Default Re: Apam Napat the Hydromancer

Bump, dota needs rain :O
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Old 06-23-2010, 12:04 AM   #14
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Default Re: Apam Napat the Hydromancer

-weather rain!

xD
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Old 06-23-2010, 03:47 AM   #15
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Default Re: Apam Napat the Hydromancer

Quote:
Originally Posted by Nightlynx View Post
-weather rain!

xD
Okay I had that coming lol
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Old 06-23-2010, 05:27 AM   #16
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Default Re: Apam Napat the Hydromancer

yeahh. nice t-up
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Old 06-23-2010, 06:32 AM   #17
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Default

Quote:
Originally Posted by DuskRaven View Post
yeahh. nice t-up
Love the in depth analysis and commentary xD Thx for review

Fear the fierce fury of the forest fawn!

Bump, tranquility to dota!!! Q_Q
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Last edited by NoThlnG; 08-03-2010 at 07:50 AM. Reason: Use Multi-Quote and Edit
Old 06-25-2010, 01:29 AM   #18
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Default Re: Apam Napat the Hydromancer

HRI!

Ok, here we go

Stats: Your hero has a stat gain of 7.55 This is far too high. You need to reduce is quite heavily. Try 2.25 + 1.4 + 3.2 or there abouts, to start off with.

Skill 1: Very nice and original IMO. Using the river is not a new idea in the forums but I really like what you'e done here. Bonus MS and hp/mp regen without going over the top The slow and damage to enemies is also a good addition IMO.

River Walk: Beautiful Although I think the dynamic terrain alterations may be a little tricky to code, but whatever, it's perfectly doable. I like this. Very clever

Skill 2: So. Let me get this straight because you haven't explained the mechanics well enough in the notes IMO. When cast, this steal 4/8/12/16% of current health and 4/8/12/16% of current mana from a single target enemy and gives it to Apam...then it deals damage equal to half of both of those combined...? AND if River Lord is maxed then it slows by (HP+MP/5?

Good god man this skill, I'm sorry to say, simply does TOO MUCH. Leave it at the absorb and AoE damage. Drop the slow because you already have the slow from River Lord and River Walk (15% bonus MS for you combined with 16% slow for them is an effective 31% slow vs this hero)

I like this ability but remove the slow because it just makes the skill bloated and clunky IMO.

Skill 3: "Apam Napat creates a rainstorm in a massive area, covering the whole place with water which heals allies and damages enemies. every second. This also covers the area in water If in water, based on River Lord's level, The water healsing and damages every .9/.8/.7/.6 seconds.

Channeling"

I think that's more clear to read and understand. Also, I dislike forced synergy and so make the healing independent of River Lord, instead make it so that the BONUSES from River Lord can occur in the water from this skill. That's much better synergy and it means it's not forced Other than that I like this skill.

Ultimate: Again with the forced synergy. YOU DON'T NEED IT You can make this hero move on water simply by making their movement type "amphibious". Remove the walk-on-water-condition of having leveled River Lord please. It ruins this ultimate. The concept of creating deep and therefore impassable water is original and clever. The area is a little large but that's not a problem. It would allow for almost guaranteed escapes on your part, that's for sure. You should state that the effects in the table are the effects of Pneumonia, because it's not clear that they are...That aside I think this is another awesome skill. I especially love the "leaving them stranded" bit

Synergies: Currently there is far too much forced synergy that you simply do not need. River Lord without the forced synergy works with both skills 3 and 4 (since the deeps water is still water, and you therefore get the 15% bonus MS ). Remove the forced conditions regarding River Lord being required to have been maxed and then damage being dealt based on level of River Lord, because they are both too restrictive.

That aside, the synergy is clear and strong, and will be better IMO without the forced conditions.

Overall: This is the kind of hero that after a game you will sit down and rofl about what happened There are no two ways about this, this is a rofl-game kind of hero, that could create whacky and hilarious situations, especially with the ultimate. Moar Murlocs plz IceForg I this hero

Btw: Don't triple post...it looks bad.
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Old 06-25-2010, 05:25 AM   #19
doomed2die
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Default Re: Apam Napat the Hydromancer

Thx for review and I won't triple post again, I'll just PM someone else XD

You're right, I clarified skill descriptions (FYI osmotic blast DOES NOT drain hp/mp, that would be straight up imba ) and I took out reliance on river lord. Leave forced synergy to Sylla and Krob I guess. Yep, I'm glad you like the concept though. IF this does get implemented (as if lol) I'd love it. Anyway, thanks.
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Old 06-25-2010, 08:01 AM   #20
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Default Re: Apam Napat the Hydromancer

Np Happy to help. After all, what kind of retard has 2000 posts in the Suggestions forum and then doesn't review any heroes lol
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