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Join Date: Oct 2009
Posts: 406
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| 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.
__ ____. ________. _______. ___. _______. __________________________. Mana Cooldown C. Range AoE Duration Effects 1 50 15 sec 1000 N/A N/A (in Jungle)/5 sec (outside Jungle) Spawns 2 illusions to attack the target. 2 60 15 sec 1000 N/A N/A (in Jungle)/5 sec (outside Jungle) Spawns 3 illusions to attack the target. 3 70 15 sec 1000 N/A N/A (in Jungle)/5 sec (outside Jungle) Spawns 4 illusions to attack the target. 4 80 15 sec 1000 N/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.
__ ____. ________. _______. ___. _______. __________________________. Mana Cooldown C. Range AoE Duration Effects 1 50 12 sec 2000 N/A N/A Switches positions with the nearest illusion. 2 50 9 sec 2000 N/A N/A Switches positions with the nearest illusion. 3 50 7 sec 2000 N/A N/A Switches positions with the nearest illusion. 4 50 5 sec 2000 N/A N/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:
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.
__ ____. ________. _______. ___. _______. __________________________. Mana Cooldown C. Range AoE Duration Effects 1 100 20 sec 300 400 (Infection spread radius) 5 sec Every 8 attacks, enemy AS is slowed by 10% and MS slowed by 5%. 100 bonus damage. 2 100 20 sec 300 400 (Infection spread radius) 5 sec Every 6 attacks, enemy AS is slowed by 10% and MS slowed by 5%. 100 bonus damage. 3 100 20 sec 300 400 (Infection spread radius) 5 sec Every 5 attacks, enemy AS is slowed by 10% and MS slowed by 5%. 100 bonus damage. 4 100 20 sec 300 400 (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:
Mark Territory - (Area, Self, Buff)
__________ __________
Varmint marks his territory, designating an area as Jungle. Passively provides bonuses when Jungle Lurker is near the trees.
__ ____. ________. _______. ___. _______. __________________________. Mana Cooldown C. Range AoE Duration Effects 1 50 90 sec 600 500 5 sec Designates an area as Jungle. +20% MS, bonus damage near trees (225-X) 2 75 70 sec 600 500 10 sec Designates an area as Jungle. +30% MS, bonus damage near trees (250-X) 3 100 50 sec 600 500 15 sec Designates an area as Jungle. +40% MS, bonus damage near trees. (275-X) 4 125 30 sec 600 500 20 sec Designates 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:
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.
__ ____. ________. _______. ___. _______. __________________________. Mana Cooldown C. Range AoE Duration Effects 1 200 80 sec 100*/1100 400 2 sec Stuns for 2 seconds. 2 200 70 sec 100*/1100 400 2 sec Stuns for 3 seconds. 3 200 60 sec 100*/1100 400 2 sec Stuns 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:
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#2 |
Member
Join Date: Aug 2010
Location: Philippines
Posts: 80
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3rd Skill - Mud Throw
Slows Enemies
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![]() [AGi-NEUT] Caesaor - The Centaur Hunter [STR] Hers'en - The Human Shielder |
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#4 |
Member
Join Date: Sep 2009
Posts: 608
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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. |
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#5 |
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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
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| Last edited by Sven2k; 08-22-2010 at 12:52 PM. | |
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#6 |
Member
Join Date: Aug 2010
Location: Mystic Falls
Posts: 335
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when cast inside the jungle, image have unlimited duration, but when cast outside the jungle, image will lasts for 5 sec only?
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#7 | |||
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Join Date: Oct 2009
Posts: 406
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Quote:
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:
Quote:
2. Thanks 3. Read the disclaimer ![]() 4. I never played DotA back in the day, what was Storm's old Ult like?
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#8 | |
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Quote:
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
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| Last edited by Sven2k; 09-04-2010 at 09:57 PM. | ||
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#9 | |
Member
Join Date: Sep 2009
Posts: 608
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Quote:
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. |
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#10 |
Member
Join Date: Oct 2009
Posts: 406
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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.
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#11 |
Member
Join Date: Sep 2009
Posts: 608
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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. |
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#12 |
Member
Join Date: Oct 2009
Posts: 406
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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!
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#13 |
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Join Date: Sep 2009
Posts: 608
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your Mark Territory's skill 3 number still has the -50 there.
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#14 |
Member
Join Date: Oct 2009
Posts: 406
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Ok I think he's pretty much done. Any feedback would be much appreciated.
Will add a synergy section some time soon
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#15 |
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Join Date: Sep 2009
Posts: 608
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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. |
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#16 |
Member
Join Date: Oct 2009
Posts: 406
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Done! Thanks for the heads up.
Come on guyyyyys need some feedback!
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#17 |
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Join Date: Oct 2009
Posts: 406
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Some reviews would be really helpful, anyone got some free time to have a proper look?
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#18 |
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Join Date: Jun 2010
Posts: 127
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T-up
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#19 |
Member
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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): 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.
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#20 | ||||||
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Join Date: Oct 2009
Posts: 406
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Quote:
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Feedback from Diffusal Blade adds a bit of damage if you really want it. Quote:
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:
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Thanks for the feedback, really helpful!
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