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Old 06-12-2009, 01:44 PM   #1
Orkimond
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Default Hero ideas, (not full bios)


These are all just hero ideas I've had randomly, I've got more if you like these ones.
NOTE: thes are NOT full hero bios, no icons or models or full descriptions.
Please consider ideas not numbers.

EDIT:
Changed conditions on Wind Attack
Tweaked Vampire Kings stats

Changed wording of skills and nerfed stat growth



Aeromancer

Str 22 1.6
Agi 15 2.3
Int 18 2.3

128 range (melee)

Skill 1: Cyclone

Pushes back units in a cone to the end of the cone.

90 Dmg, Pushes back 150 distance, takes 1.5 seconds
150 Dmg, Pushes back 175 distance, takes 1.75 seconds
210 Dmg, Pushes back 200 distance, takes 2 seconds
270 Dmg, Pushes back 225 distance, takes 2.25 seconds

CD 15
Mana Cost 120/130/140/150

Skill 2: Gale Force

15% chance to gain a shield when attacking or attacked that increases movement speed and blocks damage. Block stacks, ms doesn't.

Mechanic is basicly a Vanguard effect but with a cap.

10% ms, lasts 2 seconds, blocks 20 dmg from enemy attacks until 60 dmg blocked.
12% ms, lasts 2.5 seconds, blocks 25 dmg from enemy attacks until 100 dmg blocked.
14% ms, lasts 3 seconds, blocks 30 dmg from enemy attacks until 150 dmg blocked.
16% ms, lasts 3.5 seconds, blocks 35 dmg from enemy attacks until 210 dmg blocked.

Skill 3: Imbue

Increases a units movement speed for a short time, after that time the wind energies within the unit are expelled, pushing all units back in an area.

20% increase, lasts 3 seconds, 250 area
20% increase, lasts 3.5 seconds, 300 area
20% increase, lasts 4 seconds, 350 area
20% increase, lasts 4.5 seconds, 400 area

CD 20
Mana Cost 140

Skill 4/Ult: Global Haste

Increases all units movement speed for a short time.

25% increase, lasts 5 seconds
30% increase, lasts 7 seconds
35% increase, lasts 9 seconds

CD 120/110/100
Mana Cost 200/275/350

Skill 4/Ult: Global Haste/Aghanims

Increases all units movement speed for a short time, after that time the wind energies within the unit are expelled, pushing all units back in an area based on level of Imbue.

25% increase, lasts 6 seconds
30% increase, lasts 8 seconds
35% increase, lasts 10 seconds

CD 90/80/70
Mana Cost 175/250/325



Ogre King

Str 20 3.6
Agi 15 1.8
Int 14 1.8

128 range (melee)

Skill 1: Ogre Strength

Gives Ogre King an damage bonus and cleave. Gives Guards 10 dmg per level.

5 dmg, 10% cleave
10 dmg, 15% cleave
15 dmg, 20% cleave
20 dmg, 25% cleave

Skill 2: Shockwave

Smashes the ground hurting everyone in a line slowing them 20% for a short time. Gives guards 50 hp and 1 armor per level

80 dmg, 2 seconds
145 dmg, 2.5 seconds
210 dmg, 3 seconds
275 dmg, 3.5 seconds

14 sec cd
150/140/130/120 mana

Skill 3: Command Totem

Creates a totem at a location that gives a command, devotion, attack speed and movement speed aura, lasts 15 seconds. Gives guards 20 movement and 5% attack speed per level.

15% command aura, 2 Armor Devotion aura, 10% attack speed aura, 4% movement speed aura, 450 AoE, 300 health
20% command aura, 3 Armor Devotion aura, 13% attack speed aura, 5% movement speed aura, 500 AoE, 450 health
25% command aura, 4 Armor Devotion aura, 16% attack speed aura, 6% movement speed aura, 550 AoE, 600 health
30% command aura, 5 Armor Devotion aura, 19% attack speed aura, 7% movement speed aura, 600 AoE, 750 health

150/160/170/180 Mana
30 second cd

Skill 4/Ult: Summon Body Guards

Summons body guards that take a portion of damage dealt to you. Lasts 60 seconds. Made stronger by your other skills

2 Ogre Guard, 20% damage given to guard
3 Ogre Guard, 30% damage given to guard
4 Ogre Guard, 40% damage given to guard

150/200/250 mana
120/90/60 sec cd



Chronomancer

Str 19 2.5
Agi 14 2.3
Int 18 2.5

Ranged: 500 range

Skill 1: Slow Time

Slows an enemy every attack, stacks 8 times, the energy that this skill takes reduces the effectiveness of the attack.

Reduces damage by 20%, last 5 seconds, slows movement by 5% per attack, slows attack speed by 5% per atttack
Reduces damage by 15%, last 6 seconds, slows movement by 6% per atttack, slows attack speed by 5% per atttack
Reduces damage by 10%, last 7 seconds, slows movement by 7% per atttack, slows attack speed by 5% per atttack
Reduces damage by 5%, last 8 seconds, slows movement by 8% per attack, slows attack speed by 5% per atttack

0 cd, 20 mana

Skill 2: Time Bolt

Sends a unit slightly towards its imminent death, the unit takes more damage the higher health it has. Stuns for 1 second.

Mechanic:
200 dmg + 2 times % of max health at full lvl

50-100 dmg
100-200 dmg
150-300 dmg
200-400 dmg

120 mana
18 cd

Skill 3: Chronosplint

Moves parts of enemies forward in time while leaving some as is, after a short period the time lines will reassemble themselves. After a while moves all units hit by Chronosplint back to the position they were when it was cast, dealing damage and slowing them 20% for 2 seconds. 450 AoE.

After 0.3 seconds does 75 dmg
After 0.5 seconds does 130 dmg
After 0.7 seconds does 185 dmg
After 0.9 seconds does 240 dmg

150 mana
20 sec cd

Skill 4/Ult: Time Master

Increases the usefulness of all spells. Also gives a Spacial Shift Skill.

Slow Time mana cost reduced by 5 per level
Time Bolt stun time increased by .25 per level and cd reduced by 2 per level
Chronosplint time before splint increased by 0.2 per level and slow increased by 5% per level.

Skill 4/Ult: Time Spacial Shift

The Chronomaster shifts to an explored point on the map. He Shifts over time, damage received equal to how shifted he is on each side.
Ex. On level 1 after 1 second he will take 40% damage at the spot he is shifting too and 60% damage on the side he came from.

If he is stunned on either side then he appears on that side, if he is silenced then he appears on the side he is most shifted and is stunned by .5 seconds.

This mechanic is a bitch to try and explain... Basicly the tp has no cast time, but you slowly change from being in you original spot to your new one...

2.5 second shift
2 second shift
1.5 second shift.

Cd 60/50/40
Mana Cost 150/175/200

Skill 4/Ult: Time Spacial Shift/Aghanims

The Chronomaster shifts to an explored point on the map. He Shifts over time, damage received equal to how shifted he is on each side.
Ex. On level 1 after 1 second he will take 50% damage at the spot he is shifting to and 50% damage on the side he came from.

If he is stunned on either side then he appears on that side, if he is silenced then he appears on the side he is most shifted.

2 second shift
1.5 second shift
1 second shift.

Cd 50/40/30
Mana Cost 125/150/175



Vampire King

Str 14 2.5
Agi 18 2.5
Int 17 2.0

128 range (melee)

Skill 1: Bleed

Each hit makes the enemy bleed, so more hits will heal Vampire King. Each hit makes the next few hit life drain, each hit resets length, stacks 5 times, lasts 3/3.5/4/4.5 seconds after last hit.

5%
6%
7%
8%

Skill 2: Bite

Bites an enemy unit, dealing damage and healing Vampire King based on the enemies level of bleed. If you bite a marked enemy then they will lose 20% attack and movement speed. Heals health for 1.5 times what you would on an attack.

100 dmg, decreased as/ms lasts 2 seconds
150 dmg, decreased as/ms lasts 2.5 seconds
200 dmg, decreased as/ms lasts 3 seconds
250 dmg, decreased as/ms lasts 3.5 seconds

100/120/140/160 mana
16 second cd

Skill 3: Mark

Marks an enemy unit, increasing you attack and movement speed while near them and granting vision of the unit. Lasts 5 seconds plus 1 second per level of bleed the enemy is on.

6% ms and as bonus when within 500 area.
10% ms and as bonus when within 600 area.
14% ms and as bonus when within 700 area.
18% ms and as bonus when within 800 area.

10 sec cd
Mana Cost 75

Skill 4/Ult: Swarm

Transforms into a swarm of bats that tear through enemies until ariving at a location. Increases as and ms by 5% if the enemy was marked plus 2% per level of mark, lasts 5 seconds. Heals Vampire King when passing through bleeding units as if they had been attacked.

200 dmg, 500 distance.
300 dmg, 550 distance.
400 dmg, 600 distance.

CD 60/45/30
Mana Cost 200/225/250
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Last edited by Orkimond; 06-15-2009 at 07:04 AM.
Old 06-12-2009, 04:48 PM   #2
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mancer and king mania?
heroes not bad,but disbanalce...
20% ms and as bonus - 900 area? and 10 sek cd? OMFG!!!
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Old 06-13-2009, 12:31 AM   #3
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lol, yer I never was good at names
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Old 06-13-2009, 12:40 AM   #4
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Quote:
Skill 4/Ult: Global Haste/Agharims
You meant Aghanims?
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Old 06-13-2009, 04:40 AM   #5
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lol, indeed i did
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Old 06-14-2009, 01:28 PM   #6
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lol
Since you asked me to give some suggestion.... Suggestions you will get.

Aeromancer

His stat growth is too good. He has a total stat growth of 7.2 and the usual total stat growth is between 5.7-6.8 so it would be best to nerf it a bit.

1st Skill - Adopting the 1st Skill of the 'God of Wind'? No problem for the moment.

2nd Skill - Name Suggestion: Gale Force. Has 100% damage block? can you clarify the mechanics a bit.

3rd Skill - Seems good but only 4.5 Sec.? Might want to increase that a bit.

Ultimate - MS counter part of 'Battle Trance'? Seems to lose a bit of originality there.

Ogre King

Again total stat growth is too good.

All-in-All I see the foundation of this hero is in his guards. Before I comment I need to know the base stats of the guards.

Chronomancer

Like I said 'EPIC' stat growth.

1st Skill - Melee form of Frost Arrows? Hmmm, looks good on paper though.

2nd Skill - Adopting the percentage style range of damage depending on the percentage of health?

3rd Skill - Seems simple enough.

Ultimate - Interesting 'Shift'. But can you clarify it a bit more?

Vampire King

This guy's stat growth seems fine since he has crappy base stats to begin with.

1st Skill - Lifesteal which grows more powerful with each hit? That's new.

2nd Skill - Nuke with Lifesteal. Meh.

3rd Skill - Track FTW? Although I might be wrong on that notion.

Ultimate - Wave form?

Well that's it sorry though for the half-baked comments.
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Old 06-15-2009, 07:09 AM   #7
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Thx for the comment


Aeromancer

Taken the suggestions, lol, i know the ulti seems unoriginal now but i cam up with the idea back in 6.59


Ogre King

I didn't put in guard numbers because i figured they would be very open to nerfs/buffs, probs similar to maulers


Chronomancer

Hes ranged, not CC
Clarified in descriptions


Vampire King

I actually only made this character because i thought that a growing LS could be interesting.
Kinda track but they need to be near and no gold bonus, may need to nerf numbers...
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