Developer's Blog
Register Low Fi Mark Forums Read

Reply
 
Thread Tools
Old 09-17-2010, 02:53 AM   #1
KyonoRocks
Member
 
KyonoRocks's Avatar
 
Join Date: Oct 2009
Posts: 406
KyonoRocks is offline

Default [INT-SENT] Girok Posendrul, the Tuskarr Patriarch


Need a Test Map!!.


TUSKARR PATRIARCH
Girok

644/299

Strength    -Agility   Intelligence

__________

26 + 2.3    -15 + 1.8    23 + 2.6



 Geyser Eruption The Patriarch summons a geyser to burst through the earth, knocking back nearby enemies, creating an obstacle and summoning 3 Nereids.
 Triton The Patriarch hurls a Harpoon that pierces the first enemy it touches. The victim is then crippled, amplifying damage based on movement.
 Catch The Patriarch is a master fisherman. He casts his line and attaches himself to an ally or enemy, remaining at a constant distance from the target.
 Father Figure The Patriarch's presence inspires his allies and fills them with zeal. Reduces base attack time and grants a chance to restore mana upon attacking.


Affiliation: Sentinel _____ Attack Animation:0.5 / 0.5
Damage:55-62 Casting Animation:0.4/0.51
Armor:5.5 Base Attack Time:1.7
Movespeed:305 Missile Speed:Instant
Attack Range:128 (melee) Sight Range:1800 / 800
The Patriarch is a strong support ganker who uses unorthodox methods to ensnare his prey. Much like Techies or Templar Assassin, the Patriarch's effectiveness relies on his map awareness and the use of the environment as a weapon. Nereids can be used to create traps which knock back enemies and block their path. One moment an enemy is running to safety, the next and they're knocked back into the clutches of the Patriarch. This Tuskarr's style is to constantly keep the enemy bouncing between his geysers, his geyser traps and his Nereids (which have a natural knockback). Perhaps the Patriarch's greatest asset is his ultimate, which reduces the Base Attack Time for all nearby allies while giving them a significant chance to restore their mana through attacking.
The Tuskarr Patriarch requires skill and brains to succeed with. He has to micro manage up to 6 pets, plant his traps across the map and utilize 3 challenging skills to maximize his effectiveness.
Girok Posendrul is the last survivor of his tribe. Away on gathering duty while the Lich King razed his home to the ground, the Tuskarr Patriarch has lived a nomadic existence ever since. During this time he mastered his hunting skills and gained valuable allies in the Makura, who worship him as their God; the one who controls the seas and the fruits of the ocean. They refer to him as Neptune, but these Nereids do not know that he is the Tuskarr Patriarch... and he has a family to avenge. 




 Geyser Eruption_________ The Patriarch summons a geyser to burst through the earth. This knocks back nearby enemies, creating an obstacle, and summons 3 Nereids.
  Ability Type: Active
  Targeting Type: Area
  Ability Hotkey: X


Level 
Mana Cost
 
Cooldown
 
Casting Range
 
Area of Effect
 
Duration
 
Allowed Targets
 
Effects
1
 
75
 
45 secs
 
1000
 
200
 
60 sec*
 
Area
 
Geyser causes 50 damage upon contact and knocks back 100 distance. 3 maximum Nereids.
2
 
100
 
35 secs
 
1000
 
200
 
60 sec*
 
Area
 
Geyser causes 100 damage upon contact and knocks back 200 distance. 3 maximum Nereids.
3
 
125
 
25 secs
 
1000
 
200
 
60 sec*
 
Area
 
Geyser causes 150 damage upon contact and knocks back 300 distance. 6 maximum Nereids.
4
 
150
 
20 secs
 
1000
 
200
 
60 sec*
 
Area
 
Geyser causes 200 damage upon contact and knocks back 400 distance. 6 maximum Nereids.

Notes
  • Has a 1.5 second delay upon casting.
  • A geyser constantly sprays upwards from the area of casting, this blocks terrain (like Earthshaker's Fissure).
  • The geyser continues to cause damage on contact if an enemy touches the obstacle.
  • Damage Type: Physical
  • *duration of Geyser obstacle, Nereids have an infinite duration.
  • Any geysers summoned at the maximum Nereid limit will replace the oldest 3 Nereids.



Geyser Eruption has a number of uses;

Long Range Nuke
Even though it has a long cast delay, good timing can be rewarded with a deadly result. Geyser Eruption's simplest use is as a 1000 range 200 AoE physical damage nuke.

Barrier
The most obvious use of Geyser Eruption is as a barrier. With its long range, Girok can pre-emptively block escape routes if he's chasing. Block ramps, juking paths or runes!

Escape Mechanism
Possibly the hardest use, especially under the pressure of being close to death... use Geyser Eruption's delay to cast it under your feet, if you time it right, the enemy will be pushed back as you run free.

Instant Pincer Attack
The 3 Nereids spawned from Geyser Eruption have low DPS but, combined with Girok's other skills (particularly Triton's armor reduction) and their knockback, they can be a real pain in the opponent's behind (literally). Use this to finish off fleeing enemies, or at least slow their retreat. Combine Catch with your distant Nereids and their advanced movement speed (due to Separation Anxiety) can drag you towards those cowardly enemy heroes





 Triton_________ The Patriarch hurls a Harpoon that pierces the first enemy it touches. The victim is then crippled, amplifying damage if the enemy moves.
  Ability Type: Active
  Targeting Type: Point
  Ability Hotkey: X


Level 
Mana Cost
 
Cooldown
 
Casting Range
 
Area of Effect
 
Duration
 
Allowed Targets
 
Effects
1
 
100
 
35 secs
 
2000
 
115
 
3 secs
 
Area/Enemies
 
Every 100 movement reduces enemy armor by 1.
2
 
100
 
30 secs
 
2000
 
115
 
4 secs
 
Area/Enemies
 
Every 100 movement reduces enemy armor by 1.
3
 
100
 
25 secs
 
2000
 
115
 
5 secs
 
Area/Enemies
 
Every 100 movement reduces enemy armor by 1.
4
 
100
 
20 secs
 
2000
 
115
 
6 secs
 
Area/Enemies
 
Every 100 movement reduces enemy armor by 1.

Notes
  • Works similar to Rupture (but reduces Armor) combined with Elune's Arrow.



Triton is a simple skill but one that's useful with many of your skills. The first important thing to learn when using Triton is how to hit! Elune's Arrow is often a difficult skill to land, and Triton is based on this style of projectile. Furthermore, it's important to use it at the right time. Unlike Rupture, this skill does not cause damage so the Patriarch has to make sure some form of physical DPS is around to take advantage of the armor reductions

Chasing
Similar to Bloodseeker's Rupture, Triton forces the victim to make a choice. Do they stand still and take punishment from your team, or do they run away and risk the increased damage of your attacks? Sometimes the hesitation can be just as fatal as the wrong choice.

Damage amplification
While it would initially seem useless to have such a skill on a melee hero, the Tuskarr Patriarch is perfectly suited to take advantage of it. The knockback from his long range Geysers and his Nereids is forced movement. Each direct geyser hit causes 400 knockback = -4 armor. And each hit from Nereid's Ocean Spray causes .35 armor reduction (and they're pretty fast attackers when under the influence of Father Figure). Coupled with the fact that enemies cannot physically escape this angry Tuskarr, means that Triton will give a large bonus to his damage output.





 Catch_________ The Patriarch is a master fisherman. He casts his line and attaches himself to an ally or enemy, remaining at a constant distance from the target.
  Ability Type: Active
  Targeting Type: Unit
  Ability Hotkey: X


Level 
Mana Cost
 
Cooldown
 
Casting Range
 
Area of Effect
 
Duration
 
Allowed Targets
 
Effects
1
 
25/s
 
10 secs
 
400
 
N/A
 
Infinite/Until Break
 
Enemies/Allies
 
Attaches to the target and maintains current distance.
2
 
25/s
 
10 secs
 
750
 
N/A
 
Infinite/Until Break
 
Enemies/Allies
 
Attaches to the target and maintains current distance.
3
 
25/s
 
10 secs
 
1000
 
N/A
 
Infinite/Until Break
 
Enemies/Allies
 
Attaches to the target and maintains current distance.
4
 
25/s
 
10 secs
 
1500
 
N/A
 
Infinite/Until Break
 
Enemies/Allies
 
Attaches to the target and maintains current distance.

Notes
  • Grants 2 sub-skills; Release which immediately breaks the link and Land
  • Catch causes the target to drag you with them. If the Patriarch uses the sub-skill Land then he will drag them with him.
  • Land has a 15% chance to break each second.
  • Link is maintained until mana is 0, Land breaks or if Release is used.
  • The Patriarch is phased while a link is established (This is mainly to prevent impassable terrain from screwing up the skill!)
  • Teleporting or Blinking breaks the link.
  • Killing the Patriarch or the target will break the link before its expiration.
  • If the Patriarch is disabled, the link will still remain active.



Catch is Girok's most versatile spell. It can help him with almost every aspect of a DotA game.

No escape
The most important use of Catch is to keep the Patriarch in melee range at all times. His spells cause such great knockback that Girok simply has to use Catch to take advantage of the armor reductions from Triton and the reduced BAT of Father Figure. Even if an enemy stuns Girok, they're not escaping. As long as he has mana, his guy will be in an enemy's face.

Remember though, if you're disabled you cannot Release the link... so smart enemies (and stupid Patriarchs) may result in an unfortunate turn of events!

Eat my dust!
Enemies can't get away from Girok, but it also works in reverse! If you can get out of an enemy's attack range and use Catch, then there is nothing they can do to close the distance (apart from longer range spells of course). Imagine your pursuer's frustration as they think they almost reach attack range and then realize that there is no way they can ever catch him.

Nereids, ho!
While Nereids are red and fishy smelling, they make great husky dogs. Taking advantage of Separation Anxiety's movement increase, Girok can Catch his own pets and use them to drag him around the map. This works in 3 great ways...
  • A) Even a stunned and disabled Girok can chase enemies at a high movespeed.
  • B) Girok can use the phased status of Catch like an ad-hoc Phase Boots, letting him fly through obstacles to get to his target.
  • C) Need to roam faster? Just grab on and enjoy the ride.

A friend in need is a friend indeed
For teams with advanced teamwork (and good communication), Catch is a phenomenal support tool. Your initiator shot his load and is about to get stunlocked to death? Catch him and use Land to drag him outta there. Slowed and can't escape multiple pursuers? Catch your teammate and get him to pull you out of danger. It works for Nereids so it works for your allies, get Dark Seer to Surge up and then drag the two of you around at max movement speed!





 Father Figure_________ The Patriarch's presence inspires his allies and fills them with zeal. Reduces base attack time and grants a chance to restore mana upon attacking.
  Ability Type: Passive
  Targeting Type: Aura
  Ability Hotkey: N/A


Level 
Mana Cost
 
Cooldown
 
Casting Range
 
Area of Effect
 
Duration
 
Allowed Targets
 
Effects
1
 
N/A
 
N/A
 
N/A
 
1000
 
N/A
 
Allies
 
-0.2 BAT, 15% chance to restore 50 mana.
2
 
N/A
 
N/A
 
N/A
 
1000
 
N/A
 
Allies
 
-0.3 BAT, 18% chance to restore 50 mana.
3
 
N/A
 
N/A
 
N/A
 
1000
 
N/A
 
Allies
 
-0.4 BAT, 20% chance to restore 50 mana.

Notes
  • Mana restore works like Obsidian Destroyer's Essence Aura but for attacking and with a fixed amount.




NEREID



Model will be slightly smaller in-game


500/200


Affiliation: The Tuskar Patriarch _____ Attack Animation:0.5 / 0.5
Damage:15-16 Casting Animation:0.3 / 0.51
Armor:2.7 Base Attack Time:1.7
Movespeed:300 Missile Speed:900
Attack Range:600 Sight Range:1800 / 800


 Ocean Spray_________ The Nereid fires a compressed blast of water at its target, pushing it back a short distance.
  Ability Type: Active
  Targeting Type: Unit
  Ability Hotkey: X


Level 
Mana Cost
 
Cooldown
 
Casting Range
 
Area of Effect
 
Duration
 
Allowed Targets
 
Effects
1
 
25
 
4
 
600
 
N/A
 
N/A
 
Enemy
 
35 knockback.
2
 
25
 
3
 
600
 
N/A
 
N/A
 
Enemy
 
35 knockback.
3
 
25
 
2
 
600
 
N/A
 
N/A
 
Enemy
 
35 knockback.
4
 
25
 
0
 
600
 
N/A
 
N/A
 
Enemy
 
35 knockback.

Notes
  • Auto-castable


 Geyser Trap_________ Nereid burrows underground and bursts forth a geyser when an enemy comes into range.
  Ability Type: Active
  Targeting Type: Area
  Ability Hotkey: X


Level 
Mana Cost
 
Cooldown
 
Casting Range
 
Area of Effect
 
Duration
 
Allowed Targets
 
Effects
1
 
100
 
N/A
 
N/A
 
200
 
60 sec
 
Area
 
Geyser causes 50 damage upon contact and knocks back 100 distance.
2
 
100
 
N/A
 
N/A
 
200
 
60 sec
 
Area
 
Geyser causes 90 damage upon contact and knocks back 200 distance.
3
 
100
 
N/A
 
N/A
 
200
 
60 sec
 
Area
 
Geyser causes 120 damage upon contact and knocks back 300 distance.
4
 
100
 
N/A
 
N/A
 
200
 
60 sec
 
Area
 
Geyser causes 150 damage upon contact and knocks back 400 distance.

Notes
  • Damage Type: Physical
  • Nereid channels for 3 seconds to cast this spell.
  • A geyser constantly sprays upwards from the area of casting, this blocks terrain (like Earthshaker's Fissure).
  • Mechanics: Nereid burrows like Nerubian's Scarabs, then summons a geyser and is killed once an enemy is in range.
  • Burrowed Nereids have a LOS of 100.
  • Geyser Traps do not summon Nereids.
  • Geyser Traps activate at 250 range with a 1 second delay.

 Separation Anxiety_________ Nereids become anxious when far from the Patriarch. Increases their movement speed and grants them a meld.
  Ability Type: Passive
  Targeting Type: N/A
  Ability Hotkey: N/A


Level 
Mana Cost
 
Cooldown
 
Casting Range
 
Area of Effect
 
Duration
 
Allowed Targets
 
Effects
1
 
N/A
 
N/A
 
N/A
 
2000*
 
Infinite
 
Self
 
+50 MS, 3 second fade time.
2
 
N/A
 
N/A
 
N/A
 
1600*
 
Infinite
 
Self
 
+100 MS, 2.5 second fade time.
3
 
N/A
 
N/A
 
N/A
 
1200*
 
Infinite
 
Self
 
+150 MS, 2 second fade time.
4
 
N/A
 
N/A
 
N/A
 
800*
 
Infinite
 
Self
 
+200 MS, 1.5 second fade time.

Notes
  • *Deactivation range
  • Only activates when 2000/1600/1200/800 or greater distance from the Patriarch.
  • Meld is broken by any action other than staying in position.





SYNERGY


Force enemies to move after hitting them with your harpoon. 400 knockback = -4 Armor.


Use your Nereid's pushback on a harpooned enemy. Each knockback = increased damage.


Time your harpoon so it strikes just before the enemy walks into a Geyser Trap.


Use your Geyser Eruption to push enemies into your Geyser Traps. Combine with a harpooned enemy and they'll be pinballed with increasing damage.


As a melee fighter who knocks back, things can get tough for the Patriarch. Use Catch when in melee range and you'll always be within striking distance as the enemy is pushed around the battlefield.


Father Figure's mana restoration helps combat the 25 mana per second cost of Catch. If you're attacking, it's likely that you'll never lose your link.

+ NEREID
Link with your Nereid and use their superior movement speed (if 800 distance away) to chase enemies, escape while stunned (if you've pre-cast it) and quickly traverse the map. They can save your life or end an enemy's.


Make sure your Nereids are in range of Father Figure. The reduced BAT will result in more frequent knockback and the Nereid will be able to shoot more Ocean Spray with mana restoration.


If you're skillful enough, you can keep your Nereids between 800-1000 distance from the Patriarch. In doing so, they gain the benefits of Father Figure in addition to increased movement speed and their meld!




ITEMS

The Patriarch's items are similar to those of the Alchemist. His almost unique ability to reduce his BAT means that on-hit items are very powerful in his hands. Coupled with Catch and they're going to get hit like a truck. Here are some items that would work great with Girok...


Super fast attack speed with an on-hit nuke and a nice deterrent from counter-attack in Static Field. If you're planning to play Girok as a semi-carry, this is the item you'll want to have in your inventory.


Great on almost anyone but Girok is always in the thick of the action with Catch applied. BKB will prevent enemies from stunning you and dragging you to danger, as well as providing protection from focus fire.


Like BKB, this is great for preventing smart enemies from exploiting Catch. The stats are much more useful than BKB, and the mana regen is perfect for helping offset the cost of Catch and all your spells.


You're melee intelligence so strength and intelligence is the perfect match for the Patriarch. In addition, once you've hooked your prey then it's the perfect time to put some micro attention into your Necronomicon Minions. They hit hard, especially with the armor reductions of Triton, and they'll have plenty of time to deal damage if you manage to get your pinball effect going.


Force Staff is a perfect item for Girok. Push enemies closer to get a melee Catch. Push them into your Geyser Traps. Push them into your activated Geysers. The stats are pretty nice too, helping everything Girok needs.


The stats on this could not be better, granting massive mana regeneration as well as attack speed, damage and mana. Furthermore, the damage amplification will cause some major hurt coupled with Triton. If you need to destroy a single target then Orchid Malevolence is your item of choice.


AC is great for when you want to carry your way to victory. What makes it especially good on the Tuskarr Patriarch is it's 900 range attack speed and armor aura. If you're a Girok pro then you'll already have your Nereids at between 800-1000 range. If you can keep them within 800-900 range then you're a Girok master, and will be rewarded with insane attack speed and knockback on your Nereids. A Patriarch with this in his build is likely to use all his Nereids for killing or pushing.


Blink Dagger is great for many, many heroes. Its functionality with Girok is different because Blink will break his Catch tether. However, with the long range of Geyser Eruption, an offensive blink can catch even the fastest fleeing heroes. Blink towards them, push them back with a Geyser Eruption and then drag them back with Catch.

As you can see, there are lots of possibilities for Girok and his item build should either support Semi-Carry or Support strategies.




PLAYING AS THE PATRIARCH


The Patriarch can take a number of roles during a battle, which makes him into a very flexible hero.

Ganker
His most obvious role is ganking. Girok's ability to block off areas of the map and stay at constant melee range means enemies are going to find it almost impossible to escape him or his allies. He naturally counters escape mechanisms, so he's the perfect support ganker.

Pusher
Being able to summon up to 6 permanent pets mean that Girok is more than capable of pushing, even when not in the lane (if his aura is needed elsewhere for example). If he really needs to wipe out lanes fast then he can use a Geyser Eruption.

Harasser/Lane Partner
Girok's pets and his ultimate aura make him a strong lane partner, especially when coupled with low mana heroes.

General Support
With strong communication, Girok is one of the best support heroes in the game. His aura alone is extremely powerful when combined with carries, but his ability to block off areas and manipulate the position of enemies is also very useful (especially with hard to aim spells like Elune's Arrow and Sunstrike). Like Crystal Maiden, his mana regeneration aura is invaluable. However, if the Patriarch is used as pure support, his Nereid pets give him 6 free wards... with high movement speed and a meld. While this does considerably reduce his individual power, 6 free moveable wards is a godsend for any competitive team.


Killing with the Tuskarr Patriarch

A typical 1v1 attack would go as follows...
  • Take advantage of your Nereid's Separation Anxiety to sneak them round the back of your target. Position them so that their Geyser Traps will combine to block a considerable area, 2 should do the trick.

  • Get into melee range. You need to be right on top of your target to take advantage of your superior attack speed (Father Figure).

  • Use Catch to latch onto your target. Once you get into melee range, there's no escaping the Patriarch.

  • With your active Nereids and auto-attack, you'll quickly give the enemy a reason to get the hell out of there. This is exactly what you want.

  • As the enemy starts fleeing, launch Triton at them. The more they run, the more damage your attack (and your Nereids' attacks) will deal.

  • Finally your target runs back towards your Geyser Traps. They activate, blocking the area and pushing them back.

  • This is when you use your Geyser Eruption, causing amplified damage and pushing the enemy back into your Geyser Traps. Hopefully this will pinball the enemy, with both geysers pushing them into each other.



THANKS FOR READING.
PLEASE GIVE A REVIEW OR FEEDBACK!





Reviewed by:
  Reply With Quote
Last edited by KyonoRocks; 07-25-2011 at 09:42 AM. Reason: Added an Item section
Old 09-17-2010, 12:03 PM   #2
1337_n00b
Member
 
1337_n00b's Avatar
 
Join Date: Jun 2009
Location: One Foot in the Grave.
Posts: 1,090
Blog Entries: 3
Send a message via ICQ to 1337_n00b
1337_n00b is offline
Default Re: [INT-SENT] Girok Posendrul, the Tuskarr Patria

None?
It's time to fix this nonsence. I have even changed my review teamplate for this hero.
---
Quote:
Model, Icon, Name and Backstory

Model
The best Tuskarr model out there. It was a shame that no Tuskarrs made it into DotA, and this one is the shit. 10/10

Icon
As good as it is, it has a problem - i forgot whether it's an ingame icon, or is it imported... 9/10

Name
Sounds a bit too complicated for a tuskarr. What about just Posendrul? 9/10

Backstory
Not that big, yet informative. It has potential to get bigger over time imo. And i say that if he's Posendrul, they may actually call him Poseidon. 8/10

An overall of: 36/40
Quote:
Stats
I have to say that i'm not the best stats analyser, but though i like the heroes who have stats like that(Alchie, for instance), there's too much STR for him earlygame. Nerfnow. Convert it to some agility.

An overall of: 7/10
Quote:
Playstyle
This hero looks great at first glance - micro required, summons have knockback, great gank possibilities - but he has a problem a lot of heroes have.
There's not a real chanse he'll be picked in competitive games. However, they all have 20-30 heroes in, so it's not the worst part...

An overall of: 9/10
Quote:
Skills
My favorite part. Let us start.
1: Geyser Eruption - a rather tricky spell that i can hardly get. So, as far as i get it, upon being summoned, it damages nearby enemies, knocks them back depending on the place they were at as it has been summoned, and summons three makruras who can burst towards the geyser later?
So the enemies can actually see the geyser - unlike Kunkka's torrent(they are almost sharing an icon) - with a use of wards or dust? How many geysers can be there at one time?
CD is too big btw, and too short later. Make it a constant 30.
And yeah, the summons' attack damage is far too big for level 1.
8/10 from me.

2: Triton - a rather strange and boring skill. I see that it has a synergy, but meh. What about giving a buff for the enemy so your makruras would deal bonus damage upon attacking him?
7/10

3: Catch - an epic skill that fits the theme, the hero, fits my likes, but has problems coding. What if Patriarch would face an unpassable obstacle on his way, or would be knocked back - for instance, by an evil Clockwerk using his power cogs?
It still gets a 10/10 though.

4: Father Figure - ultimate passives, long time no see. Not much to say about this one - it's the only reason Girok may get a place in competitives, because increasing attack speed in such a way is something only Alchie could do, and it worked.
10/10

An overall of: 35/40
Quote:
Summons
A part of the hero that instantly makes him special, nereids look amazing, but yet they have a big problem.

Overpowered.

Nerfnow.

Nerf everything but manapool. Seriously, an army of nereids can shut down an ambushing riki around level 10.

An overall of: 9/10
Quote:
: Total: 4.5/5 with a Thumbs-Up.
Can't DL the testmap btw.
__________________
That's not a problem. Probably.


Thanks to TellYourFriends
  Reply With Quote
Old 09-17-2010, 01:32 PM   #3
KyonoRocks
Member
 
KyonoRocks's Avatar
 
Join Date: Oct 2009
Posts: 406
KyonoRocks is offline
Default Re: [INT-SENT] Girok Posendrul, the Tuskarr Patria

Quote:
Name
Sounds a bit too complicated for a tuskarr. What about just Posendrul? 9/10

Backstory
Not that big, yet informative. It has potential to get bigger over time imo. And i say that if he's Posendrul, they may actually call him Poseidon. 8/10
I went on a Warcraft wiki thing for a history of Tuskarr to get the name. The first name is directly taken, the second is designed around the theme but I wanted to give a link to Poseidon or Neptune.. therefore added the Posen part

Nice to see someone notice it!

Quote:
1: Geyser Eruption - a rather tricky spell that i can hardly get. So, as far as i get it, upon being summoned, it damages nearby enemies, knocks them back depending on the place they were at as it has been summoned, and summons three makruras who can burst towards the geyser later?
So the enemies can actually see the geyser - unlike Kunkka's torrent(they are almost sharing an icon) - with a use of wards or dust? How many geysers can be there at one time?
CD is too big btw, and too short later. Make it a constant 30.
And yeah, the summons' attack damage is far too big for level 1.
8/10 from me.
OK a bit of a misunderstanding here. I was always sure that this could occur so I've had time to prepare an explanation of the skill.

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:
Triton - a rather strange and boring skill. I see that it has a synergy, but meh. What about giving a buff for the enemy so your makruras would deal bonus damage upon attacking him?
7/10
That's kinda what it does. I see what you mean... I included it purely for synergy reasons (although the skill based aiming is something I intended for the hero). Since the Makura have knockback, it does cause bonus damage when they attack. I agree it's not very interesting, but it does a good job in the grand scheme of the hero.

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:
Catch - an epic skill that fits the theme, the hero, fits my likes, but has problems coding. What if Patriarch would face an unpassable obstacle on his way, or would be knocked back - for instance, by an evil Clockwerk using his power cogs?
It still gets a 10/10 though.
That's a great point.. didn't think of it at all. Perhaps I'll make him phased while casting... would make him a better chaser and work as a better escape mechanism. Wouldn't be too great thematically though. Thanks for the heads-up... as a hero that can summon impassable terrain, this is an even bigger problem than it would be for anyone else.

Quote:
Father Figure - ultimate passives, long time no see. Not much to say about this one - it's the only reason Girok may get a place in competitives, because increasing attack speed in such a way is something only Alchie could do, and it worked.
10/10
This is exactly what I thought. Initially it was not his ultimate. I came up with Geyser Eruption, Triton and Father Figure but couldn't think of an ultimate skill. Then I realized how important Brilliance Aura is to Crystal Maiden, and how important Rage's BAT reduction is to Alchie. So I combined them. Mana regen is always a great way to make a hero competitive, and BAT reductions are not even in the game (except for Alchie... and it's not for allies). I was hoping that this skill alone would make Girok competitive.

Quote:
Summons
A part of the hero that instantly makes him special, nereids look amazing, but yet they have a big problem.

Overpowered.

Nerfnow.

Nerf everything but manapool. Seriously, an army of nereids can shut down an ambushing riki around level 10.
Right now this is more of a concept than a set in stone hero idea. I've never made a pet hero before so I'm unsure of how to balance them. I used the mid-point damage of Invoker's Forge Spirits as my basis... but I do agree they could be a bit too powerful (especially since Invoker only gets 2). I'll reduce the damage when I get a bit of free time.

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:
Can't DL the testmap btw.
Haha sorry! It's just part of the template! I'll change that now, to avoid any further disappointment.

--------------

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.
  Reply With Quote
Old 09-18-2010, 04:09 AM   #4
KyonoRocks
Member
 
KyonoRocks's Avatar
 
Join Date: Oct 2009
Posts: 406
KyonoRocks is offline
Default Re: [INT-SENT] Girok Posendrul, the Tuskarr Patria

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
  Reply With Quote
Old 09-18-2010, 12:57 PM   #5
1337_n00b
Member
 
1337_n00b's Avatar
 
Join Date: Jun 2009
Location: One Foot in the Grave.
Posts: 1,090
Blog Entries: 3
Send a message via ICQ to 1337_n00b
1337_n00b is offline
Default Re: [INT-SENT] Girok Posendrul, the Tuskarr Patria

Now this is 3/4way to perfect.

Let us hope that this gets more views now.
__________________
That's not a problem. Probably.


Thanks to TellYourFriends
  Reply With Quote
Old 09-19-2010, 02:29 AM   #6
KyonoRocks
Member
 
KyonoRocks's Avatar
 
Join Date: Oct 2009
Posts: 406
KyonoRocks is offline
Default Re: [INT-SENT] Girok Posendrul, the Tuskarr Patria

Quote:
Originally Posted by 1337_n00b View Post
Now this is 3/4way to perfect.

Let us hope that this gets more views now.
Thanks! I'll wait for a bit more feedback on the stats, they work quite well for Dark Seer (the only other melee intelligence hero) so I thought they might be ok for my hero.

Any thoughts from the thousands of other people on PlayDota? :P
  Reply With Quote
Old 09-20-2010, 03:57 PM   #7
KyonoRocks
Member
 
KyonoRocks's Avatar
 
Join Date: Oct 2009
Posts: 406
KyonoRocks is offline
Default Re: [INT-SENT] Girok Posendrul, the Tuskarr Patria

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
  Reply With Quote
Old 09-20-2010, 04:53 PM   #8
Unan1mous
Member
 
Unan1mous's Avatar
 
Join Date: Jun 2010
Location: All Glory to the SM Project.
Posts: 1,732
Blog Entries: 4
Unan1mous is offline
Default Re: [INT-SENT] Girok Posendrul, the Tuskarr Patria

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
  Reply With Quote
Old 09-21-2010, 02:08 AM   #9
KyonoRocks
Member
 
KyonoRocks's Avatar
 
Join Date: Oct 2009
Posts: 406
KyonoRocks is offline
Default Re: [INT-SENT] Girok Posendrul, the Tuskarr Patria

Quote:
Originally Posted by Unan1mous View Post
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
The problem I'm having is that Nereids are like Techies' mines... which can walk and attack or become mines. So he needs quite a few Nereids to effectively trap an area (or multiple places on the map). Unfortunately, using all 6 Nereids to attack is a valid tactic for some killer DPS... I might actually reduce their damage to 1-3 (so their only damage is through Triton knockback). You see my problem? He needs lots of traps but their second function may be a bit too powerful because of the first requirement.

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!
  Reply With Quote
Old 09-23-2010, 12:03 PM   #10
KyonoRocks
Member
 
KyonoRocks's Avatar
 
Join Date: Oct 2009
Posts: 406
KyonoRocks is offline
Default Re: [INT-SENT] Girok Posendrul, the Tuskarr Patria

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.
  Reply With Quote
Old 09-23-2010, 03:34 PM   #11
Cpt Bogdan
Member
 
Cpt Bogdan's Avatar
 
Join Date: Feb 2010
Location: On my zepplin, crap he sink...
Posts: 1,534
Blog Entries: 1
Send a message via Skype™ to Cpt Bogdan
Cpt Bogdan is offline
Default Re: [INT-SENT] Girok Posendrul, the Tuskarr Patria

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.
__________________

  Reply With Quote
Old 09-25-2010, 02:06 PM   #12
KyonoRocks
Member
 
KyonoRocks's Avatar
 
Join Date: Oct 2009
Posts: 406
KyonoRocks is offline
Default Re: [INT-SENT] Girok Posendrul, the Tuskarr Patria

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.
  Reply With Quote
Old 09-27-2010, 04:05 PM   #13
KyonoRocks
Member
 
KyonoRocks's Avatar
 
Join Date: Oct 2009
Posts: 406
KyonoRocks is offline
Default Re: [INT-SENT] Girok Posendrul, the Tuskarr Patria

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.
  Reply With Quote
Old 09-27-2010, 04:31 PM   #14
blazefreeze
Member
 
blazefreeze's Avatar
 
Join Date: Jun 2010
Location: Philippines
Posts: 141
blazefreeze is offline
Default Re: [INT-SENT] Girok Posendrul, the Tuskarr Patria

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!
__________________
Quote:
Originally Posted by IceFrog
Fake!
  Reply With Quote
Old 09-28-2010, 03:54 AM   #15
kitchen
Member
 
kitchen's Avatar
 
Join Date: Jun 2009
Posts: 2,537
Blog Entries: 1
kitchen is offline
Default Re: [INT-SENT] Girok Posendrul, the Tuskarr Patria

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.
  Reply With Quote
Old 09-28-2010, 01:40 PM   #16
KyonoRocks
Member
 
KyonoRocks's Avatar
 
Join Date: Oct 2009
Posts: 406
KyonoRocks is offline
Default Re: [INT-SENT] Girok Posendrul, the Tuskarr Patria

Quote:
Originally Posted by blazefreeze View Post
Overall, I like this hero. So T-up!
Thanks for the review!

Quote:
Originally Posted by kitchen View Post
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).
I'll think about it 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:
Originally Posted by kitchen View Post
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.
Actually I planned for it to work both ways but I see your point. Working out the exact mechanics will take a bit more thought. I didn't really think about it that deeply. I want there to be a sort of struggle between the 2 participants (like when fishing), but how the game will determine who gets to pull in which direction is the difficult part. I'd say Movement Speed would be a good variable, i.e. Whoever has the highest movespeed does the dragging. But the hero doesn't have any movespeed increasers so it wouldn't really fit him very well. Determining the power of each opposing force, calculating its amount and then deciding who is 'winning' (and gets the right to pull) would probably be uncodeable. Really need a code guy to come in here to have a discussion

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:
Originally Posted by kitchen View Post
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 line locking is a good idea. I think that would make coding simpler too (as it could just be like Slark's Pounce). If I need to makeover the skill due to coding, then I'll probably use this idea.

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:
Originally Posted by kitchen View Post
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).
How come? The summons are my favourite part! The idea of running around your little guerilla strike force, setting traps and then combining them with your hero's skills is pretty exciting! It's like playing as Techies and Invoker (with a few Deafening Blasts) at the same time.

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:
Originally Posted by kitchen View Post
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.
Hmmm. That's kinda my intention with the Nereid Geyser Traps+Eruption combo. Although instead of casting 3 spells, you need to lure people into your traps. Together with Catch, getting the pinball effect between Traps and Eruptions is his ultimate combo... thought it would be interesting and challenging to make it a difficult skill to pull off (requiring strategic gameplay rather than just aiming like Shadowraze). Thanks for the suggestion though.

Quote:
Originally Posted by kitchen View Post
Anyway good luck.
Thanks! and thanks for the review. Very helpful, especially with Catch mechanics!
  Reply With Quote
Old 09-30-2010, 06:44 PM   #17
Punj,Love Hater
Member
 
Punj,Love Hater's Avatar
 
Join Date: Apr 2010
Location: In 5th dimension
Posts: 1,744
Punj,Love Hater is offline
Default Re: [INT-SENT] Girok Posendrul, the Tuskarr Patria

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!
  Reply With Quote
Old 10-01-2010, 01:15 AM   #18
Straight Flush
Member
 
Straight Flush's Avatar
 
Join Date: Oct 2009
Location: Australia
Posts: 2,063
Blog Entries: 5
Straight Flush is offline
Default Re: [INT-SENT] Girok Posendrul, the Tuskarr Patria

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:
  • Reducing BAT is uncodable (I think) unless you transform every unit.
  • It doesn't fit in too well with the skill set. This skill makes it more rewarding for point-and-click heroes and I don't like that.

All in all - 35/50
No dice
...
...
...
That doesn't even fit with my initial comment.
Was I too harsh? (CRAAAAPPP...)
  Reply With Quote
Old 10-01-2010, 06:39 AM   #19
Punj,Love Hater
Member
 
Punj,Love Hater's Avatar
 
Join Date: Apr 2010
Location: In 5th dimension
Posts: 1,744
Punj,Love Hater is offline
Default Re: [INT-SENT] Girok Posendrul, the Tuskarr Patria

Quote:
Originally Posted by ShadowKnight172 View Post
Father Figure - 5/10
Two things:
  • Reducing BAT is uncodable (I think) unless you transform every unit.
Ehm... It is Base attack time not Attack animation so, it is more or less codable!
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!
  Reply With Quote
Old 10-02-2010, 08:02 AM   #20
KyonoRocks
Member
 
KyonoRocks's Avatar
 
Join Date: Oct 2009
Posts: 406
KyonoRocks is offline
Default Re: [INT-SENT] Girok Posendrul, the Tuskarr Patria

Quote:
Originally Posted by Punj,Love Hater View Post
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.
Yeah it is but its actual use is completely different to Torrent. It just shares an icon and a visual style (although it would have to be animated differently).

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:
Originally Posted by Punj,Love Hater View Post
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!
Hmm, that could work. Perhaps I'll add it. All of Girok's skills are physical damage (he's a bit like Shadow Priest in that respect) so it wouldn't make much different to him

Quote:
Originally Posted by Punj,Love Hater View Post
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!
Yep that's kinda one of the uses already. Currently you can't stand still (since you'll get dragged) but if you run in the opposite direction then you'll effectively have the same effect. I need to clarify a few things with Catch, spoke to LEM0NS (the code guy) on PM and I'm thinking of a better way to really explain exactly how this skill will work.

Quote:
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!
Yeah skill 2 is like landmines in some respects (it triggers with proximity) but I don't think there's an over abundance of trap style attacks so I don't think it's a huge problem.

Quote:
Originally Posted by Punj,Love Hater View Post
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!
Thanks a lot for the positive review! Big help!
  Reply With Quote
Reply
  Defense of the Ancients Suggestions Hero Ideas


Forum Jump

Thread Tools