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Old 08-27-2010, 09:02 AM   #1
Cainer
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Default [SCRG-AGI] Zephyr, Wind Rider



Hi,

I would like to ask for help. I already made skills for this hero, but I still needs:
- Better icons
- Remake 3rd skill, at least the sub-skill
- Balancing skills

If you find my hero interesting, I'll be glad if you could help me with mentioned things.

Thanks in advance and enjoy hero


Remake
I am trying to remake his skill to make him less disabler and more DPSer. So far I changed first skill: changed sleep to slow and prolonged duration.

All ideas are welcome.
I'll update skills after whole remake, not one by one.




Background Story

Zephyr a renowned hunter and once the high council of the orcs of Duratar chose the role of captain, leading his horde of wyverns through the lands and destroying everything in his path. Chosen by the higher powers for his hunting skills and his ability to utilize the power of the wind, he was separated from his men and now serves to protect the Throne.

(by Eleazar03)



Statistics


Strength
Agility
Intelligence
20 + [1.9]
25 + [2.5]
19 + [1.8]
Starting HP/MP:480/247
Base Stats:64
Stats Gain:6.2
Primary Role:Ganker, Hunter
Affiliation:Scourge Attack Animation:0.4/0.5
Damage:42-52 Spell Animation:0.3/0.51
Armor:3 Base Attack Time:1.6
Movespeed:305 Missile Speed:1200
Attack Range:450 Sight Range:1800 / 800


Skills




Wind PrisonHotkey : R - (Unit Target)
__________
__________
Zephyr surrounds target unit with strong winds. Every enemy unit around target is pushed away from the center of the cyclone. If target unit is enemy, it is damaged and sleeped for a period of time.


 ManaCooldownCasting rangeAOEDurationEffects
190116003002Deals 80 damage
2100117003002.5Deals 120 damage
3110118003003Deals 160 damage
4120119003003.5Deals 200 damage




Charged PowerHotkey : C - (Active, Self buff)
__________
__________
Zephyr charges his lances with astonishing power, massively increasing his agility. Enemy that takes hit with such a big power can't cast spells for 2 seconds. However, agility comes back to normal one second after first attack.


 ManaCooldownCasting rangeAOEDurationEffects
17035N/AN/A10Adds 30 Agility
27035N/AN/A10Adds 60 Agility
37035N/AN/A10Adds 90 Agility
47035N/AN/A10Adds 120 Agility




Hunter AspectHotkey : T - (Passive, Self buff)
__________
__________
Instints of hunter helps Zephyr to catch every prey trying to escape. Whenever he see enemy hero running away, he gets 20% movement speed bonus and Wyvern Blast.


 ManaCooldownCasting rangeAOEDurationEffects
1N/AN/AN/A900N/AAdds 20% MS bonus and Wyvern Blast (lvl 1)
2N/AN/AN/A900N/AAdds 20% MS bonus and Wyvern Blast (lvl 2)
3N/AN/AN/A900N/AAdds 20% MS bonus and Wyvern Blast (lvl 3)
4N/AN/AN/A900N/AAdds 20% MS bonus and Wyvern Blast (lvl 4)




GrabHotkey : G - (Point Target)
__________
__________
Hunting time! Wyvern flies over 600 range in given direction and grabs random enemy unit in 200 AOE. Unit is dragged up and dropped after next 400 range. When victim falls down, it is damaged and stuns every enemy in 250 AOE for 1.5 second.


 ManaCooldownCasting rangeAOEDurationEffects
1120120600250N/AVictim takes 200 damage and deals 150 damage to every other enemy in AOE
2140100600250N/AVictim takes 350 damage and deals 250 damage to every other enemy in AOE
316080600250N/AVictim takes 500 damage and deals 350 damage to every other enemy in AOE




Synergies




Grab is very efective spell if successfuly used. But it has 1.2 second landing time and grabs random unit from 200 AOE. If you don't want to grab creep, use Wind Prison on target hero.



FAQ

Q: I can't find out how to activate Hunter Aspect.
A: It is described in notes, basicaly it is activated when you see back of enemy. There is patroling Lich on the left side of the testmap. Try it on him.

Q: Wyvern Blast doesn't deal damage and lasts only 2.5 seconds. Why?
A: Only purpose of blast is slowing enemy and decreasing armor while Zephyr uses Charged Power.
However, I feel that if some ability needs change, it is 3rd one ...



Testmap

Created by myself, all spells are made in vJass. That means you need a JNGP to edit them.
Also, spells are MUI and (I hope) leakless.

If you found some bug or any problem that should be fixed, please let me know.

Credits


Pink.Lotus for testing hero, finding icons, reviewing, giving ideas ...
manafusion for "grab ally too" idea
eleazar03 for background story
flame13 for review and idea of damaging victim more
mikiok for logical idea of ms reduction


Changelog

- 27. 8. 10 - Published
- 29. 8. 10 - Changed few things
. Decreased base movement speed
. Decreased casting range of Wind Prison
. Tossed unit takes more damage than others
. Can grab allies now
. Test-map reuploaded

Attached Files
File Type: w3x Wind_rider.w3x (151.9 KB, 360 views)
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Zephyr the Wind Rider
Abilities: Wind Prison, Charged Power, Hunter Aspect, Grab

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Last edited by Cainer; 09-07-2010 at 12:33 PM. Reason: --insert reason here--
Old 08-27-2010, 09:17 AM   #2
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Default Re: [SCRG-AGI] Zephyr, Wind Rider

Your hero is very interesting
I like the concept on skill 1 and ulti, that would be fun to try

I'll be back for more detailed review after try the test-map
Leaning on T-up for creativity

off-topic: who made the test-map?? If possible I want to request a testmap too for my hero suggestion. Thanks
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Old 08-27-2010, 09:19 AM   #3
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Default Re: [SCRG-AGI] Zephyr, Wind Rider

Who? Me of course
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Abilities: Wind Prison, Charged Power, Hunter Aspect, Grab

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Old 08-27-2010, 10:43 AM   #4
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Default Re: [SCRG-AGI] Zephyr, Wind Rider

so, ulti makes hero move 600 units in front, grab a random enemy around 200 aoe and he is dropped after the player controls the hero's direction of flight for another extra 400 units. did i get this wrong?

ok, now the question is, if it is an enemy/ally unit that we grabbed, shouldnt it be more painful that those who suddenly gt hit by landing hero (can put this to use for ally saving if you coded it for ally hero/units too)
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Old 08-27-2010, 10:53 AM   #5
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Default Re: [SCRG-AGI] Zephyr, Wind Rider

Quote:
After landing it grabs random enemy unit from 200 AOE.
Can't grab allied unit. Also grabbed unit damages and stuns every enemy unit in AOE, including itself.

Try testmap, it is a little bit difficult to describe this spell.
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Old 08-27-2010, 11:07 AM   #6
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Default Re: [SCRG-AGI] Zephyr, Wind Rider

yes, that i saw from the vid. actually, i kinda see grab as a pretty unique way of ganking.

imagine this, a group of enemy creeps are about to reach your tower, together with an enemy hero. pudge, your best friend decides to offer himself to fly with you to start a gank (since he IS in the same lane as you). so, you grab pudge and drops him down onto the enemy creeps and hero, stunning and dealing damage. this lets pudge have more time in dealing damage via rot and normal atk, followed by using his ulti just after enemy loses stun and if need to, use his hook to further continue damage dealing.
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Old 08-27-2010, 12:23 PM   #7
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Default Re: [SCRG-AGI] Zephyr, Wind Rider

Quote:
Originally Posted by manafusion View Post
imagine this, a group of enemy creeps are about to reach your tower, together with an enemy hero. pudge, your best friend decides to offer himself to fly with you to start a gank (since he IS in the same lane as you). so, you grab pudge and drops him down onto the enemy creeps and hero, stunning and dealing damage. this lets pudge have more time in dealing damage via rot and normal atk, followed by using his ulti just after enemy loses stun and if need to, use his hook to further continue damage dealing.
Yes, I believe it could be useful to grab ally. Let's wait for more opinions.
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Old 08-27-2010, 12:33 PM   #8
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Default Re: [SCRG-AGI] Zephyr, Wind Rider

NICE....T-UP! This is the most interesting idea, which i fully support for IceFrog to implement it in DotA....woohoo...also, i dunno whether these icons suit the skill or not. if you dont like it, ignore it k...



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Last edited by Lotus V Eater; 08-27-2010 at 01:08 PM.
Old 08-27-2010, 04:07 PM   #9
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Default Re: [SCRG-AGI] Zephyr, Wind Rider

I've tried your test map and come back to do detailed review

Stats: no problem with stats

Skill 1: I found this skill very very interesting, when I try it on test map, this skill is very unique. T-Up for this

Skill 2: Nuke with silence...decent but it's OK. nice work

Skill 3: I test it and don't know how to use it anyway the concept is still good

Skill 4: Very interesting and unique. I support manafusion idea by taking allies to fly and gank, will be very interesting to implement. But maybe you may change the mechanism. Maybe you can make it targets unit, grab it and drop it after 400 distance, if ally, it will not stunned. Or you can charge the way you heading, grab 1st enemy units in your way and drop it 400 distance in front. Don't know what's best but for now it's very difficult aim. Anyway the concept is VERY GOOD

Overall: very interesting and unique concept, and also theme
Definitely T-Up and IMO this hero have a big potential that must be highly considered to implement. You can work more on skill 2 and 3 because both still not enough yet.
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Old 08-27-2010, 04:11 PM   #10
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Default Re: [SCRG-AGI] Zephyr, Wind Rider

First three skills are pretty awesome, have a lot of potential and synergy.

Ultimate seems fun.
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Old 08-27-2010, 04:13 PM   #11
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Default Re: [SCRG-AGI] Zephyr, Wind Rider

Quote:
Originally Posted by Kira` View Post
Skill 3: I test it and don't know how to use it anyway the concept is still good
skill 3 only works at the back of the enemy. its like bristleback skill except that the enemy's back causes the skill to activate.
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Old 08-27-2010, 04:18 PM   #12
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Default Re: [SCRG-AGI] Zephyr, Wind Rider

i think this is the most awesome hero...the ulti is so original, and it is kinda have big potential to be implemented.
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Old 08-27-2010, 04:37 PM   #13
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Default Re: [SCRG-AGI] Zephyr, Wind Rider

Quote:
Originally Posted by manafusion View Post
skill 3 only works at the back of the enemy. its like bristleback skill except that the enemy's back causes the skill to activate.
Correct. Activation conditions are described in notes.
There is patroling Lich at the left of the testmap (like in videos). Passive can be tested on him.
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Abilities: Wind Prison, Charged Power, Hunter Aspect, Grab

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Old 08-28-2010, 01:14 PM   #14
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Default Re: [SCRG-AGI] Zephyr, Wind Rider

Bump. Need more comments.
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Abilities: Wind Prison, Charged Power, Hunter Aspect, Grab

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Old 08-28-2010, 02:15 PM   #15
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Default Re: [SCRG-AGI] Zephyr, Wind Rider

well, this hero should get critical review though....
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Old 08-28-2010, 06:20 PM   #16
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Default Re: [SCRG-AGI] Zephyr, Wind Rider

Wow , i rly like it! the ultimate is nice. I want him in dota!!
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Old 08-28-2010, 09:15 PM   #17
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Default Re: [SCRG-AGI] Zephyr, Wind Rider

Wow very cool test map who made it? It is very cool...

Yeah the ultimate is epic!!!
Very good and original spells esspecially the Charged Power...

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Last edited by Flame13; 08-29-2010 at 09:29 AM.
Old 08-28-2010, 09:32 PM   #18
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Default Re: [SCRG-AGI] Zephyr, Wind Rider

Again, test-map is made by myself.

And I also need a critical review, to know what to change or fix etc.
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Old 08-29-2010, 12:26 AM   #19
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Default Re: [SCRG-AGI] Zephyr, Wind Rider

1st skill- its a good skill and helps in getting away. i think it should have damage to enemies that get near though, either just on the 1st contact or DPS.

2nd skill- maybe increase duration after 1st attack to 2s so there's a chance to get a second attack at higher lvls when he has enough ASPD.

3rd skill- slow and armor reduction only last for 2.5s, and skill requirement is hard to get, maybe a little damage to wyvern blast.

4th skill- its a bit hard to control but thats not a bad thing, most heroes need sometime to master.

All in all the hero is good enough as it is, and when it comes to its improvement we all have suggestions. whats commonly said should probably be the one to implement.

icon suggestions:
Charge Power

Wyvern Blast
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Last edited by eleazar03; 08-29-2010 at 12:40 AM.
Old 08-29-2010, 09:26 AM   #20
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Default Re: [SCRG-AGI] Zephyr, Wind Rider

okay Lets see it...

First Skill:Well it is weird because it has AoE pointer but it is an single target spell...also you should increase its duration or just the duration it increases per level.There are slow spells that last much longer and deal higher damage too...

Second Skill:This skill well it adds agility for an strike no? That is an intresting new concept well it does increase your damage and attack speed of your attack but it is also an defensive spell as agility gives armor bonus...very good concept.

Third Skill:I don't understand the 20% movement speed, does it increase only when there are heroes near you? Anyway the wyvern blast needs a bit change for me...as it is another slow skill there should be a motive why to use this or why to use that well for this I would give the Wyvern Blast an 800/900/1000/1100 or so on range and remove the armor reduction.Why would this be good? You would have an close range slow to keep striking and the synergy would be better as if target manages to escape you can still slow him at high range and chase him with your passive skill!
Increase duration to 2/3/4/5 seconds reduce slow to 14/18/22/26 and make it cost 50 mana.Cooldown should be 10 seconds if change...

Ulti:Ulti is an great concept congrats...but you should give higher damage and maybe the falling guy should take a bit more damage than others...makes it more realistic if that is possible...

Edit:Well first skill shouldn't be the long ranged as that is not just simple slow but knockback and damage too, it should have lesser range higher duration and the wyvern blast be the long range lesser duration...
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Last edited by Flame13; 08-29-2010 at 12:49 PM.
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