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#1 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| 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 |

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.
__ ____. ________. _______. ___. _______. __________________________. Mana Cooldown C. Range AoE Duration Effects 1 N/A N/A N/A 500 N/A 4% slow and .5% of current hp damage per second to enemies. 2 N/A N/A N/A 600 N/A 8% slow and 1% of current hp damage per second to enemies. 3 N/A N/A N/A 700 N/A 12% slow and 1.5% of current hp damage per second to enemies. 4 N/A N/A N/A 800 N/A 16% 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.
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#2 |
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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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#3 | |
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#4 |
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sounds fun, would require alot of testing to balance, but solid idea theme and the like T-up
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#5 |
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Join Date: Aug 2009
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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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#6 | |
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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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#7 |
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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: 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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#8 | |
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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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#9 |
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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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#10 | |
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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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#11 |
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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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#12 | |
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#13 |
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Bump, dota needs rain :O
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#14 |
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-weather rain!
xD |
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#15 |
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#16 | |
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yeahh. nice
t-up
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#17 |
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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 | |
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#18 |
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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 ![]() 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. 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 this hero ![]() Btw: Don't triple post...it looks bad. |
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#19 |
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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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