Developer's Blog
Register Low Fi Mark Forums Read

Reply
 
Thread Tools
Old 08-21-2010, 02:01 PM   #1
KyonoRocks
Member
 
KyonoRocks's Avatar
 
Join Date: Oct 2009
Posts: 406
KyonoRocks is offline

Default [AGI-NEUTRAL] Varmint, the Jungle Lurker






Jungle Lurker
Varmint

In the darkest depths of the jungle lies a beast perfectly geared toward hunting all who enter its territory. It is known as Varmint, a despicable beast carrying parasites and vile infections that warp the very perceptions of its victims. Its home has been exploited and stripped of resources by numerous 'heroes'. Now Varmint is hungry and has ventured outside the jungle in order to ensnare his next meal.

Strength - 18 + [1.5]
Agility - 23 + [2.1]
Intelligence - 20 + [2.5]




Affiliation:Neutral
Damage:45-49
Armor:4.6
Movespeed:310
Starting HP/MP:492/260
Attack Range:100 (Melee)



Parasite
- (Single Target, Illusion Spawn)
____________________A jungle parasite attaches itself to an enemy hero, causing them to hallucinate. Grants the Disarray sub-skill.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
15015 sec1000N/AN/A (in Jungle)/5 sec (outside Jungle)Spawns 2 illusions to attack the target.
26015 sec1000N/A N/A (in Jungle)/5 sec (outside Jungle)Spawns 3 illusions to attack the target.
37015 sec1000N/A N/A (in Jungle)/5 sec (outside Jungle)Spawns 4 illusions to attack the target.
48015 sec1000N/A N/A (in Jungle)/5 sec (outside Jungle)Spawns 4 illusions to attack the target. Increased illusion replacement.

Notes:
  • Parasite lasts indefinitely within 325 range of a tree. 5 seconds outside.
  • Illusions spawn around the target.
  • Illusions cannot be controlled.
  • Illusions deal 1 damage and receive 1000% damage amplification. They match Varmint's attack speed.
  • Destroyed illusions are respawned every 3 seconds (1 second at level 4).

Disarray - (Active, Position Switch)
____________________Enemy loses track of Varmint amid their confusion. Switches Varmint with an illusion.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
15012 sec2000N/AN/A Switches positions with the nearest illusion.
2509 sec2000N/AN/A Switches positions with the nearest illusion.
3507 sec2000N/AN/A Switches positions with the nearest illusion.
4505 sec2000N/AN/A Switches positions with the nearest illusion.

Notes:
  • Varmint casts spell and is instantly switched with the nearest illusion to the casting point (similar to Spectre's Haunt casting)
  • There is no animation but possibly a noise

Reasons and thoughts behind this skill:

Parasite is a tool created to infuriate enemy teams and lone targets. On single targets you can use the illusions to quickly build up rapid debuffs and bonus damage through Jungle Fever, crippling them. It acts as a great defensive spell as enemies will never know which illusion to strike. Their only hope is to escape the jungle and hope the parasite is removed.

With multiple targets Parasite causes maximum confusion. 4 images per enemy hero, with the ability to interchange between them within 2000 range. It's a nightmare to kill him without AoE damage.

Illusions also share Feedback from Diffusal Blade, so Varmint can not only reduce enemy MS and AS but can drain away their mana very quickly.


Jungle Fever - (Active, Single-Target, Debuff)
____________________Varmint unleashes a potent infection upon an enemy. Damage causes cramps and reduces the target's ability to function. The infection can spread to nearby enemies.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
110020 sec300400 (Infection spread radius)5 secEvery 8 attacks, enemy AS is slowed by 10% and MS slowed by 5%. 100 bonus damage.
210020 sec300400 (Infection spread radius)5 sec Every 6 attacks, enemy AS is slowed by 10% and MS slowed by 5%. 100 bonus damage.
310020 sec300400 (Infection spread radius)5 sec Every 5 attacks, enemy AS is slowed by 10% and MS slowed by 5%. 100 bonus damage.
410020 sec300400 (Infection spread radius)5 sec Every 4 attacks, enemy AS is slowed by 10% and MS slowed by 5%. 100 bonus damage.

Notes:
  • Stacks up to 10 times.
  • New attacks restart the duration.

Reasons and thoughts behind this skill:

Jungle Fever is Varmint's most scaleable skill and makes him a threat throughout the entire battle. With multiple attackers, this skill has the ability to completely cripple any target... even the strongest carries. Combined with his images, every strike causes bonus damage and debuffs. Imagine what a whole team's focus fire will do.

This skill also helps Varmint restrict his enemies to the jungle. After multiple attacks, and Mark Territory's movement speed buff, it will be nigh on impossible to get outside of Varmint's territory. Enemies must ensure they're not caught alone in the jungle.

Finally this skill gives him a strong chasing ability. He can use Parasite to blink next to enemies and then proceed to slow them the longer they are within range.


Mark Territory - (Area, Self, Buff)
____________________Varmint marks his territory, designating an area as Jungle. Passively provides bonuses when Jungle Lurker is near the trees.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
15090 sec6005005 secDesignates an area as Jungle. +20% MS, bonus damage near trees (225-X)
27570 sec60050010 secDesignates an area as Jungle. +30% MS, bonus damage near trees (250-X)
310050 sec60050015 secDesignates an area as Jungle. +40% MS, bonus damage near trees. (275-X)
412530 sec60050020 secDesignates an area as Jungle. +50% MS, bonus damage near trees. (325-X)

Notes:
  • X = Varmint's distance from a tree
  • Active ability classes a whole area as trees (0 distance from tree).
  • Ability has an activation time of 1 second.
  • Passively activates within 325 range of a tree.
  • Does not negatively impact his damage, bonus damage limit is 0

Reasons and thoughts behind this skill:

Mark Territory is what makes Varmint 'the Jungle Lurker'. This skill turns Varmint into a powerhouse in the jungle. The closer Varmint is to a tree, the more damage he causes to enemies. Combined with all his skills at level 16, Jungle Lurker is capable of the following...
  • Persistent Manta Style-esque confusion through permanent Parasites
  • +50% movement speed
  • -10% AS and -5% MS debuff per attack (due to Parasite illusions).
  • +325 bonus damage on attack from Mark Territory (although standing ON a tree will be rare).
  • +100 bonus damage on attack from Jungle Fever (due to Parasite illusions).

Outside the jungle, Varmint would be quite weak. Parasite only lasts 5 seconds and he receives no bonus damage or movement speed from Mark Territory. To combat this, Varmint can use the active part of this skill to designate an area as Jungle. This is where he marks the territory. This allows him to turn into beast mode at will. It also works as a movement speed boost (for chasing).



Snatch - (Single Target, disable and blink)
____________________Varmint grabs a nearby enemy or allied hero and leaps into the distance, carrying them with him. The impact stuns nearby foes.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
120080 sec100*/11004002 secStuns for 2 seconds.
220070 sec100*/11004002 secStuns for 3 seconds.
320060 sec100*/11004002 secStuns for 4 seconds.

Notes:
  • *Grab range
  • Works like Tiny's Toss combined with Moon Rider's leap
  • Can cross terrain
  • Aghanim's Scepter Effect: To be confirmed.

Reasons and thoughts behind this skill:

Snatch is an extremely versatile skill that fulfils a number of roles...

Ganking
Carry enemies back into the jungle (where you're most strong) or isolate them from their allies. Also great for chasing and attacking targets behind enemy lines.

Initiating
Use it as a generic AoE stun or find an ally who rules with Blink Dagger and give them similar functionality with a brief period of safety for them to cast skills (Invoker would be a great fit for example).

Support
Save your low HP ally's life by carrying them to safety.

Snatch also synergizes with your other skills to drive your enemies crazy.


If your target is close to discovering the real you, stun them and give yourself a fresh set of illusions to mask your true position. Also great for keeping enemies inside the jungle.


Spread the infection. Carry an infected target into a crowd and effectively turn Jungle Fever into a multi-target spell.


Carry enemies into your territory or force them to remain in the area.


  Reply With Quote
Last edited by KyonoRocks; 09-04-2010 at 03:01 AM.
Old 08-21-2010, 03:22 PM   #2
eyezscream
Member
 
eyezscream's Avatar
 
Join Date: Aug 2010
Location: Philippines
Posts: 80
eyezscream is offline
Default Re: Varmint, the Jungle Lurker

3rd Skill - Mud Throw

Slows Enemies
__________________
  Reply With Quote
Old 08-21-2010, 08:11 PM   #3
Averrios
Member
 
Averrios's Avatar
 
Join Date: Apr 2010
Location: @ Home
Posts: 1,733
Blog Entries: 2
Send a message via Skype™ to Averrios
Averrios is offline
Default Re: Varmint, the Jungle Lurker

Pls use this to make the icons look better:

Icon Maker
__________________
A mystery:
What does not fit in this line?
tank | support | summoner | melee | intelligence | pusher


Visit my Ezalor in PubGames Guide. Just click → here
  Reply With Quote
Old 08-21-2010, 11:42 PM   #4
manafusion
Member
 
manafusion's Avatar
 
Join Date: Sep 2009
Posts: 608
manafusion is offline
Default Re: Varmint, the Jungle Lurker

err... third skill:

Jungle Lurker(?)
Since he grows up in the jungle during infancy, Varmint gains bonus move speed and damage when in the jungle (must be within 375 range of a tree to start this effect that activates after 0.3s)

Level 1 - +0% MS and 20 damage
Level 2 - +5% MS and 40 damage
Level 3 - +10% MS and 60 damage
Level 4 - +15% MS and 80 damage

reasoning to suggest this:

good for running from one neu camp to another whilst having bonus damage, allows you to get more kick when snatching people into jungles and you pack a whallop when raping their arse in that said jungle.
  Reply With Quote
Old 08-22-2010, 12:31 AM   #5
Sven2k
Member
 
Sven2k's Avatar
 
Join Date: Jun 2010
Location: \/arna - |3ulgaria
Posts: 10,703
Blog Entries: 3
Send a message via Skype™ to Sven2k
Sven2k is offline
Default Re: Varmint, the Jungle Lurker

t-null
1st skill is like (well kind of) spectre's ulti
2nd skill is interesting I like it
3rd skill - missing ?
4th skill is like old storm's ulti but with stun
  Reply With Quote
Last edited by Sven2k; 08-22-2010 at 12:52 PM.
Old 08-22-2010, 12:59 AM   #6
sweetxPopcorn
Member
 
sweetxPopcorn's Avatar
 
Join Date: Aug 2010
Location: Mystic Falls
Posts: 335
sweetxPopcorn is offline
Default Re: Varmint, the Jungle Lurker

when cast inside the jungle, image have unlimited duration, but when cast outside the jungle, image will lasts for 5 sec only?
  Reply With Quote
Old 08-22-2010, 05:37 AM   #7
KyonoRocks
Member
 
KyonoRocks's Avatar
 
Join Date: Oct 2009
Posts: 406
KyonoRocks is offline
Default Re: Varmint, the Jungle Lurker

Quote:
Originally Posted by manafusion View Post
Jungle Lurker(?)
Since he grows up in the jungle during infancy, Varmint gains bonus move speed and damage when in the jungle (must be within 375 range of a tree to start this effect that activates after 0.3s)

Level 1 - +0% MS and 20 damage
Level 2 - +5% MS and 40 damage
Level 3 - +10% MS and 60 damage
Level 4 - +15% MS and 80 damage
Was thinking something like this but it needs to NOT activate in the lane as much as possible. Would 375 range be ok for that? Or would it kinda class him as being in the jungle when fighting in the middle lane?

I wonder if you can code it so that each jungle is self contained, so that once you enter the 'Jungle area' then it activates. Any coders out there who can answer that?

---------- Post added at 05:37 AM ---------- Previous post was at 05:36 AM ----------

Quote:
Originally Posted by sweetxPopcorn View Post
when cast inside the jungle, image have unlimited duration, but when cast outside the jungle, image will lasts for 5 sec only?
Yeah, it's a thematic thing and also rewards keeping the fight in the jungle (which is his goal).

Quote:
Originally Posted by Sven2k View Post
t-null
1st skill is like (well kind of) spectre's ulti
2nd skill is interesting I like it
3rd skill - ?
4th skill is like old storm's ulti but with stun
1. Yeah it's a bit like Spectre's ulti but with no damage, the goal is purely to cause confusion (although it synergizes with skill 2 to cause damage through that). It also facilitates crazy fast movement through the jungle, since it works like Venge's swap but the images don't disappear. He can cast Parasite on multiple heroes in the jungle and then teleport around as he wishes

2. Thanks

3. Read the disclaimer

4. I never played DotA back in the day, what was Storm's old Ult like?
  Reply With Quote
Old 08-22-2010, 12:47 PM   #8
Sven2k
Member
 
Sven2k's Avatar
 
Join Date: Jun 2010
Location: \/arna - |3ulgaria
Posts: 10,703
Blog Entries: 3
Send a message via Skype™ to Sven2k
Sven2k is offline
Default Re: Varmint, the Jungle Lurker

Quote:
Originally Posted by KyonoRocks
4. I never played DotA back in the day, what was Storm's old Ult like?
well it was simmilar to his current ulti
the spell looked like his current 2nd skill (the difference is that he was pulling himself to that location )

well he chooses a area where to land and all friendly and enemy units near him(quite small aoe) will be transported as well (units are dissabled and immune to all dmg while traveling)

old storm was a very cheap hero IMO the only items he needed were PT deso or PT Mjollnir
''cheap'' not because of his ulti
  Reply With Quote
Last edited by Sven2k; 09-04-2010 at 09:57 PM.
Old 08-23-2010, 06:07 PM   #9
manafusion
Member
 
manafusion's Avatar
 
Join Date: Sep 2009
Posts: 608
manafusion is offline
Default Re: Varmint, the Jungle Lurker

Quote:
Originally Posted by KyonoRocks View Post
Was thinking something like this but it needs to NOT activate in the lane as much as possible. Would 375 range be ok for that? Or would it kinda class him as being in the jungle when fighting in the middle lane?
but then you must understand, lanes are just the "outskirts of the jungle, which means that its pretty hard to say that the game is a non-jungle game, unless ice remakes the map to make jungle spots at some points of the map but that would be gay... in regards to range, im not really sure... maybe around 325 actually?


also, imagine snatching the enemy whilst in top lane to the trees to the left of the area. you will get stuck there... unless it is done as that you cant land in any area that has trees blocking the landing or that the trees surrounding that area you stun will be destroyed.
  Reply With Quote
Old 08-25-2010, 09:24 AM   #10
KyonoRocks
Member
 
KyonoRocks's Avatar
 
Join Date: Oct 2009
Posts: 406
KyonoRocks is offline
Default Re: Varmint, the Jungle Lurker

Ok added a preliminary skill 3 'Deadwood'

Thoughts?

It's like Nightcrawler's ultimate (passive with active component) combined with Broodmother's Spin Web (area which provides bonuses).

I'm thinking the damage is a bit too high but the conceptual mechanics are there, fight near a tree and get torn to shreds. The speed bonus lets him traverse the jungle rapidly also.
  Reply With Quote
Old 08-25-2010, 04:17 PM   #11
manafusion
Member
 
manafusion's Avatar
 
Join Date: Sep 2009
Posts: 608
manafusion is offline
Default Re: Varmint, the Jungle Lurker

Name sounds bad for a mr. i love jungle...

how abt Territory? i mean, all animals have their own territory right?


and rather than writing 325-x-100 and so on... do damage increment like making it 225-x, 275-x and so on. looks nicer and better than your one.
  Reply With Quote
Old 08-26-2010, 08:04 AM   #12
KyonoRocks
Member
 
KyonoRocks's Avatar
 
Join Date: Oct 2009
Posts: 406
KyonoRocks is offline
Default Re: Varmint, the Jungle Lurker

Thanks for the feedback manafusion. I'll call it Mark Territory, I like Deadwood (because you're dead near the wood :P) but I guess it doesn't fit as well haha.

Dunno why I didn't think of that numbering. I'm rusty at life right now!
  Reply With Quote
Old 08-26-2010, 11:19 AM   #13
manafusion
Member
 
manafusion's Avatar
 
Join Date: Sep 2009
Posts: 608
manafusion is offline
Default Re: Varmint, the Jungle Lurker

your Mark Territory's skill 3 number still has the -50 there.
  Reply With Quote
Old 09-01-2010, 05:36 AM   #14
KyonoRocks
Member
 
KyonoRocks's Avatar
 
Join Date: Oct 2009
Posts: 406
KyonoRocks is offline
Default Re: [AGI-NEUTRAL] Varmint, the Jungle Lurker

Ok I think he's pretty much done. Any feedback would be much appreciated.

Will add a synergy section some time soon
  Reply With Quote
Old 09-01-2010, 08:57 PM   #15
manafusion
Member
 
manafusion's Avatar
 
Join Date: Sep 2009
Posts: 608
manafusion is offline
Default Re: [AGI-NEUTRAL] Varmint, the Jungle Lurker

oh yeah, somehow... i kinda feel you need to give a note that the bonus damage is limited to 0.

225-325=-100 damage

just for a quick note.
  Reply With Quote
Old 09-04-2010, 03:02 AM   #16
KyonoRocks
Member
 
KyonoRocks's Avatar
 
Join Date: Oct 2009
Posts: 406
KyonoRocks is offline
Default Re: [AGI-NEUTRAL] Varmint, the Jungle Lurker

Done! Thanks for the heads up.

Come on guyyyyys need some feedback!
  Reply With Quote
Old 09-12-2010, 05:49 AM   #17
KyonoRocks
Member
 
KyonoRocks's Avatar
 
Join Date: Oct 2009
Posts: 406
KyonoRocks is offline
Default Re: [AGI-NEUTRAL] Varmint, the Jungle Lurker

Some reviews would be really helpful, anyone got some free time to have a proper look?
  Reply With Quote
Old 09-12-2010, 07:26 AM   #18
Shempi
Member
 
Join Date: Jun 2010
Posts: 127
Shempi is offline
Default Re: [AGI-NEUTRAL] Varmint, the Jungle Lurker

T-up
  Reply With Quote
Old 09-13-2010, 01:04 AM   #19
fremdlaender
Member
 
fremdlaender's Avatar
 
Join Date: Jul 2009
Location: Bavaria, Germany
Posts: 893
Guide Writer Award 
fremdlaender is offline
Default Re: [AGI-NEUTRAL] Varmint, the Jungle Lurker

Let's see...

Overall Impression: If I sum my impressions up, ganker/ semi-carry type hero. The stat gain is strange, I don't quite see why he needs that much Intelligence. Even if he has 4 active spells. But I think, you have your reasons for this.
I also dare to say, that I don't like his theme. Jungle is really good and all right, but that 'Fever' and 'Parasite' stuff does not really fit to a fierce looking model like the Jungle Stalker. Maybe exchanging it with something like 'Fear', 'Threat' and 'Indimidation' would be nice, as it complies to the other jungle skills. Make him a shouting and scary beast, that's cool.

Parasite: The base spell itself has pretty little use by itself, but it becomes a good ability with the subskill. But, as I really dislike spells that only exist for synergy proposes, maybe you want to give the illusions a small percentage of Varmint's damage (10 maybe?) instead of doing only 1 damage. This would also save some work while coding.

Jungle Fever: I like it. I really like the main idea and concept behind the spell. What I don't like are the numbers and the 'spreading' component. Imo, a bit too few MS slow and too much AS slow, but numbers can always be tweaked. The spreading is imo not needed, as the Parasites spell and this one have pretty similar cooldown (could be even more similar, for combo purposes).

Mark Territory: It's a pretty temporary boost to his fighting power if you don't catch someone in the jungle. Fine in concept, but I think you heavily overtuned it. Make it smoother. Same (long) duration at all levels, but lower the bonuses significantly.
Just imagine, 225 bonus damage at level 1, that's two-shotting an enemy if you have a disabler.

Snatch: Flaming Lasso on steroids. At first, I thought this ability is too strong, but considering his low STR gain and that it is an ultimate, it's fine. Maybe lower the castrange a bit, that could be a bit over the top.
Besides that, a great ability witch can be used in different ways, good job.

Suggestions (summary):
General: Tweak the theme a bit.
Parasite: Make the illusions deal minor damage.
Jungle Fever: Some number changes and get rid of the spreading.
Mark Territory: Soften the bonuses. It's too strong early game. Longer duration, WAY less bonus damage.


And once more, to prevent missunderstandings, I have to say that this is my opinion, don't feel offended if I complied too much. ^^
Also, I would be glad if you could review one of my suggestions if you have some free time.
__________________

  Reply With Quote
Old 09-13-2010, 02:23 AM   #20
KyonoRocks
Member
 
KyonoRocks's Avatar
 
Join Date: Oct 2009
Posts: 406
KyonoRocks is offline
Default Re: [AGI-NEUTRAL] Varmint, the Jungle Lurker

Quote:
Originally Posted by fremdlaender View Post
Overall Impression: If I sum my impressions up, ganker/ semi-carry type hero. The stat gain is strange, I don't quite see why he needs that much Intelligence. Even if he has 4 active spells. But I think, you have your reasons for this.
Yeah it costs 380 mana for his full combo (not including a Disarray switch). I want him blinking all over the place, so after his combo he's still got to have 150-200 more mana for a few blinks.

Quote:
Originally Posted by fremdlaender View Post
I also dare to say, that I don't like his theme. Jungle is really good and all right, but that 'Fever' and 'Parasite' stuff does not really fit to a fierce looking model like the Jungle Stalker. Maybe exchanging it with something like 'Fear', 'Threat' and 'Indimidation' would be nice, as it complies to the other jungle skills. Make him a shouting and scary beast, that's cool.
The disease and parasites is more of his theme than the model. I think calling it 'Fear' and stuff like that isn't explanatory enough. It's a disgusting jungle parasite that latches onto your spine and injects you with crazy juice! Maybe I'll make the model a smaller version than the original... like Rikimaru. That would make him harder to target which would improve the Illusions too... thanks! Think I'll add that in the next change.

Quote:
Originally Posted by fremdlaender View Post
Parasite: The base spell itself has pretty little use by itself, but it becomes a good ability with the subskill. But, as I really dislike spells that only exist for synergy proposes, maybe you want to give the illusions a small percentage of Varmint's damage (10 maybe?) instead of doing only 1 damage. This would also save some work while coding.
When I first thought of the hero, this was the first skill I wanted. I really like the idea of the confusion it would cause. However, I needed some form of damage so I added Jungle Fever to synergize with it. Not the other way around! It could be percentage based I guess, but that will make him similar to all the other illusion heroes and I don't really want the same theme with him. Illusion heroes are often carries, I wanted this illusion hero to be a ganker and general confusing guy. Adding more damage means that the skill will be used for damage and not the true effect I wanted (confusion and evasion). Not sure about upping the damage for this one.

Feedback from Diffusal Blade adds a bit of damage if you really want it.

Quote:
Originally Posted by fremdlaender View Post
Jungle Fever: I like it. I really like the main idea and concept behind the spell. What I don't like are the numbers and the 'spreading' component. Imo, a bit too few MS slow and too much AS slow, but numbers can always be tweaked. The spreading is imo not needed, as the Parasites spell and this one have pretty similar cooldown (could be even more similar, for combo purposes).
Was a bit wary of making the MS numbers too high because in a team fight you'll have 9 sources of damage if you focus fire... so almost every attack will result in 2 stacks of Jungle Fever. It could very rapidly become massive in a short space of time. Maybe I will up the MS numbers a bit... I'll wait for a bit more feedback.

I like the spreading because it works well with Snatch. Maybe if I made the cooldown longer there would be more need for it. Maybe 30 seconds?

Quote:
Originally Posted by fremdlaender View Post
Mark Territory: It's a pretty temporary boost to his fighting power if you don't catch someone in the jungle. Fine in concept, but I think you heavily overtuned it. Make it smoother. Same (long) duration at all levels, but lower the bonuses significantly.
Just imagine, 225 bonus damage at level 1, that's two-shotting an enemy if you have a disabler.
Don't know why I didn't think about Level 1 haha. Ok I'll change it to a percentage based damage increase. Like +100% damage at 0 range from a tree... which goes down by 5% every X distance from the tree.

Quote:
Originally Posted by fremdlaender View Post
Also, I would be glad if you could review one of my suggestions if you have some free time.
Any one in particular?

Thanks for the feedback, really helpful!
  Reply With Quote
Reply
  Defense of the Ancients Suggestions Hero Ideas


Forum Jump

Thread Tools