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Join Date: Oct 2009
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TUSKARR PATRIARCH Girok
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NEREID ![]() Model will be slightly smaller in-game
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#2 | ||||||
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None?
It's time to fix this nonsence. I have even changed my review teamplate for this hero. --- Quote:
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#3 | |||||||
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![]() Nice to see someone notice it! Quote:
so... it half works like Kunkka's Torrent... After 2 seconds a torrent bursts from the ground with a 200 AoE. Enemies are pushed back if they are in the AoE. However, it also creates a 200 AoE impassable terrain. A bit like Earthshaker's Fissure. So it's Torrent, which leaves a fissure behind. That's how it works mechanic wise. It's a jet of water which blocks an area for 60 seconds. The Geyser Trap, used by Nereids, is similar. It does a bit less damage but it blocks the same area. However it is not cast like Geyser Eruption, it's more like Techies' Stasis Trap. Quote:
An alternative I thought of would be damage amplification. Every 50 units of movement = +10% damage amplification. That would work in a similar way and perhaps be even more powerful because the Patriarch relies on his auto-attack. Quote:
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The main problem though is that he won't be using all 6 Nereids at once... Girok should be using some as Geyser Traps so he won't have 6x the damage. Of course, when people actually play as the hero then they'll probably use him like that and he'll be an ultimate lane controller and turn into some DPS machine (which isn't my intention!). I'll look into it! Quote:
-------------- Thanks a lot for the review, it's been really helpful and I'm glad you enjoy the hero. It's one I've definitely spent the most thought on (before posting), so I kinda hope this becomes my most polished and complete suggestion.
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#4 |
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Okie dokie!
Changed Triton from 'Ravage with no damage' to an armor reducing skill. It synergizes better with Father Figure too! Also halved Nereid damage
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#5 |
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Now this is 3/4way to perfect.
Let us hope that this gets more views now.
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#6 | |
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Any thoughts from the thousands of other people on PlayDota? :P
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#7 |
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I feel like one of those homeless people with the cardboard sign...
"Will review your hero/perform sex acts for reviews" Is he really that boring/perfect/offensive that there is only one guy commenting?! o_O
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#8 |
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Imo 6 of those summons is wayyyy to much, I mean that autocast ability they have can knockback the enemy into a chain reactions of traps O_o. Also they last for a whole 60 seconds, have meld + increased ms, and a borrow that an enemy hero can't see? Thats pretty much global map hack, needs a little tweak.
Otherwise T-Up For concept, model, icons, and creativity. Keep it up man
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#9 | |
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35 knockback is really a very small amount, melee range is 100-128 so it would take 4 Nereid hits to even knock someone back from melee range. Furthermore, you can't use 6 Nereids attacking to effectively pinball a target... you at least need 1 Nereid to have burrowed close by, 2 to be safe (and effectively shut off a narrow pass). You'll never really pinball much with just the Geyser Eruption, you need Geyser Traps. This means you'll only really have 4 Nereids and 140 knockback per attack. RE: Meld and +MS. I like the idea of a Techies who doesn't have to run around placing mines himself, but can use his little minions to sneak around and do it for him. Geyser Traps will have a tiny LOS (just confirming that now in the OP). Therefore the only real problem is melded Nereids... however once again it's another choice the Patriarch has to make. There are 3 roles that the Patriarch can play extremely well... Ganker Use a couple of Nereids to set up a trap, then run in, cast your Geyser Eruption and block their escape path Pusher Use all 6 Nereids to push a lane (although if I reduce the damage to 1-3 then that won't work as well) Competitive Supporter Father Figure would be a very useful addition to any competitive team and the 6 Nereids could be used like free Wards (like Rooftrellen's birds). Effectively making the Patriarch a mix of Crystal Maiden (Brilliance Aura) combined with Treant Protector (Free Wards). The more 'Wards' you use, the less effective you will be at killing and pushing. I think it's a nice tactical choice for the Patriarch to make. Ok I'll reduce the damage of the Nereids to 12-14... that should balance them a bit better in a group of 6 while still allowing them to push slightly... but only if massed. Also, 60 second duration is for the Geyser Terrain Obstacle... not the Nereids, they're permanent. Thanks for the feedback!
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#10 |
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Changed the damage type of Geyser Eruption and Geyser Traps to Physical (to work better with Triton).
Also added some description as to what roles Girok can play and how one would go about killing someone with the Tuskarr.
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#11 |
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Overall this hero look good. Model and iconset are great.
1rst skill: look rly like kunkk geyser (without stun) and nereid it's rly too many. Effect are goods , but change this geyser. 2nd skill: The skill name is rly funny , in my language it's a lizard. effect is great don't touch it, but the range is rly...iiiiimba! 3rd skill: it's so great man! i want use this hero for feel like a fisherman. ultimate: i'm rly disappointing by this passive. u make make a better thing who fit with the theme. just a BAT reduction and a mana(low) restoration. Change it or replace him by a better spell. overall this hero look good but need changes on first(little tweak) and ultimate( so boring...). I rly think this hero can have a great potential. |
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#12 |
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Join Date: Oct 2009
Posts: 406
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Okaaaaaay,
Added strategies for Geyser Eruption, Triton and Catch. Reduced the range of Triton from 5000 to 2000. While I like the long range (you'll never actually be able to hit anyone at 5k), there's no real need for it to be any further than 2000... that's double his Geyser Eruption range. Maybe will increase it to 3000 soon, for some really rare cases with distant Geyser Traps.
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#13 |
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Ok, my second and last ever 'just bumping because I'm desperate'. After this I'll just post updates (still need to add Item/Hero synergy too) and let him drop to the depths of the bottomless DotA Hero Suggestions board.
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#14 | |
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1st skill - Really looks like Kunkka's Torrent but its ok. Nereid's are cool too and with good skills.
2nd skill - Works like Rupture but reduces armor instead. Great skill, really synergize with 1st and 3rd skills. 3rd skill - My favorite skill for this hero. If I understood it correctly it means that you will remain at constant range (melee) with the target hero until your mana depletes or until you cancel this spell? GREAT!Ultimate - not really a fan. But its good. I have not much to say except that the mana restored is quite low. Overall, I like this hero. So T-up!
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#15 |
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I suggest removing the delay on Geyser. It's a knockback, which means it can actually hurt you if you miss and I think people would knock enemies back the wrong direction very often because of the delay. Skill requirement is nice, but with a delay it's kind of out of the Tuskar player's hands. It'd still be a cool skill without the delay (or maybe a very short one, like 0.5 seconds).
Catch is a phenomenal idea. But I don't really understand some parts. You said if your ally is stunned or whatever you (the walrus) can drag him out. I thought only other units could drag the walrus? Clarify on how exactly the dragging works. But the idea is just awesome. However the problem I have with it is that it completely dominates melee damagers. Catch them at only 200 range away and they can't damage you. To alleviate this, maybe the walrus and the unit he is catching should be able to move closer to each other, but once they do, the line "locks" and they can't go back any farther from each other. So they can approach but then the line is shortened to that length. Anyway, being pushed by your fishing line just doesn't make any sense. But still, awesome concept for this skill. The summons, ult, and armor thing honestly just don't interest me very much but Catch was just so cool that I had to comment, and with some changes the geyser could be a really cool thing too (imo the summons should be removed from this skill). Here's a thought. Maybe the geyser spell should be able to be cast in bursts, like Shadowraze. The three-icon set up might not work out, but something like a charge system where you have 3 maximum charges, which act like mana but specifically for this skill, and the skill itself would have no actual cooldown. That way you could really blast people around like a pinball table. Anyway good luck. |
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#16 | |||||
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Join Date: Oct 2009
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Thanks for the review!
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This is one of those things that begs for a test map, to try out different delay times and get the skill to feel right.Quote:
![]() Allowing the target to drag the Patriarch is very much desirable though. It adds risk (from enemy dragging) and really cool functions through ally drag and Nereid drag. I'll think about this some more! Quote:
While fishing is the theme, I don't want it to really look like a fishing line. The pushing would look very silly with an actual rod, but it adds an awesome escape mechanism. I don't think it would be overpowered against melee, it's just like a physical immunity to only 1 target. It's not even a reliable escape mechanism because (despite the above) I plan for enemies to be able to drag Girok. Quote:
I always knew the ulti would be hit and miss. I may have said before, I came up with 3 skills first; Geysers, Triton and Father Figure... then realized I couldn't think of a skill that would be better than any of them! So I thought there aren't many passive Ults these days, and it's comparable to Alchemist's rage and a little bit of Brilliance Aura (which is the main reason CM is picked). Thought it would make a very powerful aura to make Girok a competitive pick. Quote:
Thanks! and thanks for the review. Very helpful, especially with Catch mechanics!
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#17 |
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Location: In 5th dimension
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Finally, i was able to squeeze time for ur hero, since i had just finished judging two contests!
Anyhow, i had just short look and I am not in mood full review now! Yet a short review! 1st skill : Nice skill! But it's mechanism is similar to Kunkka's Torrent so better replace same kinda skill! Nerieds : Imo, use Mammoth model for Nerieds. 2nd skill : Rather a Nice skill, since knockback from Nerieds add spice to it making it a main part of Kill Combo! I will suggest to Spice this skill more to pure amplification i.e. Magical+physcial to making it an all use skill! 3rd skill : Most flexblible skill of ur hero! Mine fav. Skill! To best Neried's knonckback to enemy + this skill means u can escape stun duration! Imo, just add an active subskill, like if u stop moving enemy also stops moving! Activate it and stop moving thus it becomes a great disable also! Ulti : Great! Perfect! No more changes required! NERIED's Skills: 1st skill : Imo, this skill has Great combo with app. all ur skills! 2nd skill : More or less similar to Techies Landmines, so better change 3rd Skill : Perfect and Great for scouting or Instant Surprise! I see great combo of it with ur ulti! Overall : Nice Hero! I suggested on some parts, so consider about it! I see that this suggestion has got something Great in it so, Keep Working! Imo, it is on 83% to 85%! Best of Luck!
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#18 |
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I love this hero! It's one of those heroes I'd love to see get implemented
Proper review time! Girok Posendrul, the Tuskarr Patriarch Stats - 5/10 Jesus, this guy has massive stat gain as well as initial stats. It's comparable to OD not to mention he's pretty damn sturdy early game. Sorry bout that. Geyser Eruption - 4/5 Useful and synergetic, but the effects are a bit too much for it's cost Nereids - 5/5 These guys are extremely useful and incredibly powerful when put into the right hands. Micro-ers would love these guys Triton - 9/10 I love skills that require proper skill (even though i have none XD). It's synergistic with the entire skill set too! Catch - 7/10 I would give this a 9-10 but then i saw the level 4 cast range. This guy has massive str so I think the massive range would make him OP. But it's an awesome idea. Father Figure - 5/10 Two things:
All in all - 35/50
No dice ... ... ... That doesn't even fit with my initial comment. Was I too harsh? (CRAAAAPPP...)
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#19 | |
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Also, his ulti is an aura making Nerieds more powerful if u keep them in 800-1000 range of urs thus making Nerieds gaining Nice amount of M.S. and Invi with some great attack speed and nice amount of mana regen!
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#20 | ||||
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Nereids are makura because they come out of the ground from like an underground cave, a mammoth would be difficult to explain and it couldn't shoot projectiles. Quote:
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Thanks a lot for the positive review! Big help!
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