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Old 06-13-2009, 10:38 AM   #1
Drikam
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Default [INT Scourge] Crulamin - Corrupted Druid


Vote on the idea, not numbers. This is 100% my suggestion template.
I only used graphics from playdota.com and icons from other sites.
Name can be changed too, it's a generated one.


Quote:
Crulamin - Corrupted Druid

Strength

20 + 1.7

Agility

21 + 1.8

Intelligence

24 + 2.7


Affiliation: Scourge
Damage: 50-56
Armor: 3
Movement speed: 300
Attack Range: Melee (128)
Base attack speed: 1.7
Missle speed: Instant
Sight range: 1800/1000






he Corrupted Druid is an caster with an melee attack. This works well for him, because his spells have very short area of effect so he needs to be close to his victim to nuke him. He has an unique passive offensive and defensive passive, which entangles anybody who attacks Crulamin and anybody who is attacked by the Corrupted Druid. He can force nature to attack his enemies, by casting Insect Swarm, which deal severe damage over time to many targets. Crulamin has an last-hitting skill, called Soul Harvest, which heals him whenever the spell kills somebody. His ultimate provides an area of effect disable, which causes enemies to run in fear within an small area, which is same as Crulamin's casting range.

or
Entangling roots
Whenever Crulamin attacks, he has a chance to entangle his target. Additionally, whenever you are attacked within 350 units from Crulamin, you have a half of the chance to be entangle them with roots. Deals 35 damage at all levels. Does not occur if the target is already affected by his entangling roots. Does not stack with other bash effects.
1 - Lasts 0.5 seconds. 15/7.5% chance.
2 - Lasts 1 second. 20/10% chance.
3 - Lasts 1.5 seconds. 25/12.5% chance.
4 - Lasts 2 seconds. 30/15% chance.
  • This is not overpowered compared to cranium basher. It has a 2 second disable, but not stun. The target can still attack. This skill deals more damage, but it is not instant. But it still is better then cranium basher.
  • If a ranged enemy is further than 350 units away from Crulamin, he won't be entangled. But if Crulamin is 350 or less units away, attacking him may trigger this.
  • The roots in the water aren't strong enough to hold another person. It makes Crulamin very bad for middle lane and makes him not as strong early-game. Late-game, when towers are destroyed, river fights won't occur often.
  • If you have suggestions, questions about the skill or mechanics, post it. I will answer it as soon as possible.
  • Based on bash, has a 100% chance to deal 0 bonus damage and stun for 0 seconds.

or or
Insect Swarm
Releases 3 insect swarms, which bite the nearest enemies within 350 units from Crulamin, which is not affected by insect swarm. If the target is killed, the swarm attacks the next nearest enemy from the previous target. After 15 seconds, all insects return to its owner. Swarm will flee from it's target if it goes in water, finding another target if possible. Otherwise, it returns to the caster.
1 - Deals 10 damage per second. 8 second cooldown. 140 mana cost.
2 - Deals 15 damage per second. 8 second cooldown. 170 mana cost.
3 - Deals 20 damage per second. 8 second cooldown. 200 mana cost.
4 - Deals 25 damage per second. 8 second cooldown. 230 mana cost.
  • Deals magic damage.
  • If you cast this spell and no enemies are in the 350 area, this spell won't have any effect, but the swarm can fly away indefinitely, despite the 350 cast range.
  • One target can't be multi-swarmed, to prevent massive damage over time.
  • This debuff can't be purged or disabled. The only way to get rid of it is to run into water to discourage the swarm.
  • If the target dies or runs to water and 15 seconds have not passed, the swarm will search an enemy within 350 units from the last target. If no target is found, the swarm return to the caster.
  • The swarm will blink after the target, still damaging it. Turning invisible won't stop damage either.
  • Gives sight of the targeted unit, so you will still see it when it turns invisible.
  • Great farming ability. Works well with Soul Harvest.
  • If you have suggestions, questions about the skill or mechanics, post it. I will answer it as soon as possible.
  • Icon #2 looks best in my oppinion.

or or or
Soul Harvest
All units within 350 units from Crulamin have their soul instantly ripped. Any unit which dies of this spell, gives its soul to the caster, healing him. The less damaged the unit was, the more it heals.
1 - Deals 60 damage. Max 120 heal. 10 seconds cooldown. 115 mana cost.
2 - Deals 120 damage. Max 240 heal. 10 seconds cooldown. 130 mana cost.
3 - Deals 180 damage. Max 360 heal. 10 seconds cooldown. 145 mana cost.
4 - Deals 240 damage. Max 480 heal. 10 seconds cooldown. 160 mana cost.
  • If a unit gets killed by this ability, a dummy unit launches a healing bolt towards the caster, healing exactly the damage caused. The bolt will chase the caster even if he turns invisible. The healing bolt can be based on Death Coil.
  • For example, if you hit 4 units with a level 1 spell, which had 20 health, 50 health, 60 health, 120 health, this spell will kill 3 units and heal you by 120 (20+50+50=130, but 120 is max).
  • Even if this spell doesn't kill a unit, it still deals damage. Don't hesitate to use it in battles.
  • If you have suggestions, questions about the skill or mechanics, post it. I will answer it as soon as possible.
  • Icon #3 looks best in my oppinion.

or
Feared to the bone
All enemies within 600 units from Crulamin are scared to the bone, causing then to randomly move within an 350 area with 522 speed for a short time.

1 - Lasts 3 seconds. 120 seconds cooldown. 200 mana cost.
2 - Lasts 4 seconds. 100 seconds cooldown. 300 mana cost.
3 - Lasts 5 seconds. 80 seconds cooldown. 400 mana cost.
  • Compared to Void's ultimate, this skill lasts as long, has shorter cooldown, doesn't hurt allies and has a bigger area of effect, but can't be improved by Aghanim's Scepter, costs more mana and causes units to move, which makes it harder to cast area of effect spells.
  • All units move in an area of 350 from its starting position at maximum speed.
  • This is the longest range spell for Crulamin, which gives him time to reach the victim and cast other spells on it.
  • If you have suggestions, questions about the skill or mechanics, post it. I will answer it as soon as possible.
  • Icon #2 looks best in my oppinion.
Quote:

Entangling roots with Insect Swarm

Two damage over time spells work really well. You can watch how your victims health goes down. Insect Swarm is countered by going to water, so a disable is important. Entangling roots definitely help it. You have a disable for 2 seconds, which deals damage, Insect swarm, which deals even more damage and an running enemy. Each time you entangle your target, you deal 120 damage over 2 seconds. Perfect.
Quote:

Entangling roots with Soul Harvest

This is not a good combo, because Entangling Roots is for hero killing and Soul Harvest is a area of effect healing nuke for last hitting. You can still deal lots of damage with both and Soul Harvest lets you stay longer in lane. You can't farm well with this combo, so I advice not to take it at start.
Quote:

Insect Swarm with Soul Harvest

Crulamin is a melee caster, with low health (530 at beginning) so he needs to heal. Soul Harvest is perfect for both last hitting and healing.. With Insect Swarm and Soul Harvest you can clear a creep wave quite fast. At hero level 9, if you have maxed both these skills, you can deal 615 damage to a few units with a small cooldown!
Quote:

Entangling roots with Insect Swarm with Soul Harvest

Crulamin is melee caster, with low health (530 at beginning) so he needs to heal. Soul Harvest is perfect for both last hitting and healing.. With Insect Swarm and Soul Harvest you can clear a creep wave quite fast. At hero level 9, if you have maxed both these skills, you can deal 615 damage to a few units with a small cooldown!
Quote:

Using Feared to the bone

Crulamin's ultimate is an area of effect disable, which causes them to wander around for a small period of time. Units under this effect aren't able to do anything and can't attack, which means you they won't Entangle themselves. However, you can still entangle a unit if you attack it. Fear will let Insect Swarm continue biting the units, dealing up to 75/100/125 damage. Using Soul Harvest might be problem during this ultimate, because they may run away from you very fast and you may miss with it (unless you are standing directly on the unit). The ultimate has a long range (600), which means that you can catch up an enemy hero if he is running away. This spell has a short cooldown for it's power, but it costs lots of mana. In conclusion, this spell will let you run away from ganks, gank with your team or chase an enemy hero.
Quote:
Pros and cons
  • Great starting damage.
  • Great farming abilities.
  • Can heal himself and last-hit with Soul Harvest.
  • Has a unique bash-like ability.
  • Has an area of effect disable.
  • Best damage over time spells.
  • Melee INT hero.
  • Low starting health.
  • Must be hit to make a good use of entangling roots, but he has low health.
  • His damage over time are powerful, but long and can be countered by going to water.
Quote:

Crulamin is not a tanker, but forcing others to attack him will trigger Entangling Roots more often. He also has low health and is a melee INT hero so the bonus health and regeneration is a must. Magic resistance items are optional, depends on your enemies hero set.

Best items from Protectorate: Heart of Tarrasque, Shiva's Guard, Vanguard.
Quote:

Items giving a bonus to INT and damage are great for Crulamin. Disable lets him reach his enemy or stop him from running. Necronomicon works well during his ultimate and gives strength and intelligence, but is not core. Force staff is a great item, gives you dot's more time to work.

Best items from Arcane Sanctum: Guinsoo's Scythe of Vyse, Force Staff, Orchid Malevorence.
Quote:

Crulamin should gank, but support items aren't what he focus on. You can still get a Arcane Ring and Mekansm if nobody does.

Best items from Supportive Vestments: Mekansm, Arcane Ring, Ring of Basilius.
Quote:

Crulamin isn't best at melee damage dealing, but some items from the Weponary may still work on him. Radiance gives a great boots to his damage over time spells and it's definitely the best item from this shop. Manta style is worthless because Entangling Roots won't trigger for them. If you want to be a hybrid, Battlefury will let you have damage with health and mana regeneration, but at a cost of 4350 gold. Lothar's Edge will let you sneak to your enemy and nuke him (better buy phase boots).

Best items from Ancient Weaponry: Radiance, Battlefury, Lothar's Edge.
Quote:

I didn't mention about any orb effect yet - Eye of Skadi is the best! If gives a massive boost to stats, slow, health and mana! Perfect, at a cost of 6150. You can also lifesteal, but it won't give you great hp, since you have Soul Harvest for healing. Mjollnir or Maelstorm will further increase your aoe damage, thanks to Chain Lightning. Diffusal Blade is mroe a defensive item, which gives small INT boots, armor thanks to agility, mana burn and purge.

Best items from Enchanted Artifacts: Eye of Skadi, Mjollnir, Diffusal Blade.
Quote:

Which shoes for Crulamin? Boots of travel are a bad choice. Phase boots will let you sneak up to your enemy and you won't have to buy Lothar's Edge. Phase also give more speed then treads, give 16 damage and 5 armor and cost less! Phase are the best for Crulamin. If you are planning to buy Orchid Malevorence, buy Oblivion Staves. If you are planning to buy bloodstone, buy a Perseverance. I would take Magic Wand instead of nulls, because it gives you mana to cast Soul Harvest for heal and farming.

Best items from Gateway Relics: Phase Boots, Oblivion Staff, Magic Wand.
Quote:
  • Gem is not for a Corrupted Druid! You will be ganked and killed if your enemy spots it in your hands.
  • Don't buy healing items, you should have Magic Wand and Soul Harvest
  • Scrolls of Town Portal are a must though, because you won't be buying boots of travel.
Quote:
Change log:
  • 02.08.09 - Lowered Soul's Harvest mana cost, should be spamable at early game to stay in lane.
  • 02.08.09 - Skill1 has been buffed. Entangling roots no longer have cooldown. Entangling roots works in water.
  • 29.06.09 - Added skill-set graphics.
  • 28.06.09 - Increased cooldown of Insect Swarm (4 -> 8)
  • Lowered damage by 4. Lowered speed by 10 (he already has a chasing skill, doesn't need high movement). Increased Soul Harvest mana cost by 10 at all levels.
  • 14.06.09 - Once rooted, same unit can't be rooted for a while. This prevents perma-rooting a lot. Attack speed increased to 1.7 again.
  • 14.06.09 - Lowered attack speed (1.7 -> 1.8).
  • 14.06.09 - Entangling roots balanced. If they attack you, they don't have the same chance to be entangled, but 50% lower (15% instead of 30% on level 4). It never was planned to stack with cranium basher, but I didn't write about it. Increased cooldown of Feared to the bone spell (120/90/60 -> 120/100/80). Balance.
  • 13.06.09 - Increased range (150 to 325) but lowered damage (54-60 to 44-48). This fits the model more and lets you cast spells from a distance. I still have a copy of the melee version, just in case. Imba.
  • 13.06.09 - Model - Druid of the Talon (Bigger than creep and could be slightly darker) - Adding models makes map load longer and nobody likes that. And "Corrupted Druid" seems well, because he once was good, on Sentinel. Now he is bad, on Scourge!
  • 13.06.09 - Added suggestion - no model yet.
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Last edited by Drikam; 03-03-2010 at 02:27 PM.
Old 06-13-2009, 12:40 PM   #2
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Original, t-up
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Old 06-13-2009, 02:10 PM   #3
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Quote:
13.06.09 - Model - Druid of the Talon (Bigger than creep and could be slightly darker) - Adding models makes map load longer and nobody likes that. And "Corrupted Druid" seems well, because he once was good, on Sentinel. Now he is bad, on Scourge!
What do you think about this? Don't want to import another model. And this model fits his history.
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Old 06-13-2009, 03:23 PM   #4
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Bump.
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Old 06-13-2009, 03:39 PM   #5
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Just another random idea. Does not really fit to the game. Tell me, what's the point of this hero? Just what do you want with his ultimate? Oh yeh? It's fun, so what! Beside fix the CD number on the skills before you want anyone to agree with u. As right now, those numbers are way too imba to be complimented.

T-down
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Old 06-13-2009, 03:56 PM   #6
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Which skill seems imba to you?

Mayby I could higher the swarm cooldown to 10 seconds or so.
But Soul Harvest is very mana draining and deals ~24 damage per second (240 isntant each 10 seconds).
Swarm can be countered easily by running into water..
But once again, this counter can be countered eg. by playing in down lane (Scourge) or top lane (Sentinel) so your enemy has a long way to water.

And numbers can be nerfed. Everybody tells to vote for the IDEA not NUMBERS.
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Old 06-13-2009, 04:12 PM   #7
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Quote:
Originally Posted by Monkey D Luffy View Post
Just another random idea. Does not really fit to the game. Tell me, what's the point of this hero? Just what do you want with his ultimate? Oh yeh? It's fun, so what! Beside fix the CD number on the skills before you want anyone to agree with u. As right now, those numbers are way too imba to be complimented.

T-down
...And you just T-D'ed some Hero Suggestion just because of numbers? Oh wait, it can't be changed, you're right.


Anyways; T-UP, original and good concept. I like it.
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Old 06-13-2009, 04:18 PM   #8
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Quote:
Increased range (150 to 325) but lowered damage (54-60 to 44-48). This fits the model more and lets you cast spells from a distance. I still have a copy of the melee version, just in case.
Any suggestions about this change?


BTW - Thanks, Diabolic. Sadly, many people vote on the numbers. On paper everything looks different (anybody who has experience in map-making or game-making should know this).
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Old 06-13-2009, 05:24 PM   #9
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Yah this is a superb concept. T-UP for sure.
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Old 06-13-2009, 05:50 PM   #10
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Now he is imba againts melee units, because he has a 30% to disable his enemy for 2 seconds. This is more then any bash ability for ranged. He has only 325 range, but melee still won't be able to attack him.

He must be melee (Range: 325 -> 150; Damage: 44-48 -> 54-60).
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Old 06-13-2009, 06:40 PM   #11
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T-up

Nice idea. Quite original since it actually utilizes the river. Ultimate kinda funny but nonetheless may prove to be a great initiating spell for team battles. Would be fun to see people running to the river due to evil bees of doom and running around like a bunch of rats lol.

Anyway just a question...doesn't morphling totally counter this hero ??!

(Don't flame me now...just a joke)
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Old 06-13-2009, 06:55 PM   #12
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Good idea, good model, I like his spells, but numbers are weird. Do some tweaking to stats, armor, and damage for balance, and then move speed if you have too. T-Up.
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Old 06-13-2009, 07:00 PM   #13
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Quote:

This is considered as an BLINK+AOE, it's very strong and you can be chased fast or Morph can run to water fast. Blink and fast movement quite counter this hero. But remember, you have Entangling roots, which is great is you are escaping and it's great because Morph can't wave out of roots! Ofc, if morph is fast enough to wave out or use shift thing, he can wave as soon as the roots vanish - and you cant refresh roots - so there will always be a small period to wave out.

Basicly: Every counter has it counter. Insect Swar can be escaped by fast blinking into water, but blink can be countered with stun/roots, but stun and roots can be countered if you are fast enough to click when it ends.
Quote:

Morph usually goes massive damage, which makes him weak in hp, so you can nuke him. Adaptive strike will deal damage to you, but it wont really stun you too long. No fear man! You can cast fear and escape if you must! :P
Quote:
[
This thing makes Morph strong against you. When you cast damage over time on him, he can increase his hp and LAUGH IN YOUR FACE. Yes, this counters your spells.
Quote:

I'm not sure about this. You can always fear your illusion, but morph can move the illusion to water and swap with it at any time. Morph can also attack you with the illusion, gaining advantage. You are not designed to deal massive damage, but Morph+50%of you against you=Shit.
Overall, you may be right. Every hero has its counter. Some say: Dota is a team game, never play 1v1! Mayby they are right. Well, they ARE right.


Quote:
Originally Posted by TheDarkChief View Post
Good idea, good model, I like his spells, but numbers are weird. Do some tweaking to stats, armor, and damage for balance, and then move speed if you have too. T-Up.
What to you mean my TWEAK? Im not a native speaker and its quite wierd for me. I should add or lower armor/stats/speed? Or just simply, balance? :P
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Old 06-13-2009, 07:05 PM   #14
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Where has the poll gone FFS? O.o

It went for a walk or what? :F

EDIT: Everybody has lost polls, hope the statistics are still somewhere in the database and its a temporary issue.
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Last edited by Drikam; 06-13-2009 at 07:07 PM.
Old 06-13-2009, 11:30 PM   #15
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Whats to stop ur hero from getting basher, and with entangling roots just destroy solo melee heroes?
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Old 06-14-2009, 04:53 AM   #16
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Dota is a team game.

But true, roots shouldn't stack with basher. And they won't!

Quote:
14.06.09 - Entangling roots balanced. If they attack you, they don't have the same chance to be entangled, but 50% lower (15% instead of 30% on level 4). It never was planned to stack with cranium basher, but I didn't write about it.
Remember, that he is also melee. So he can't back off and deal damage while enemy is rooted.
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Old 06-14-2009, 04:54 AM   #17
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hello drikam. first, thanks for the effort into this hero, it seems like you put some serious thought into coming up with some unique and interesting abilities. i really like the originality.

the only major complaint i have is that it seems that you neglected that items will heavily alter the moves of Corrupted Druid.

just for 1 example, take entangling roots:

Quote:
Whenever you are attacked within 350 units from Crulamin, you have a chance to be entangled by roots. Additionally, whenever Crulamin attacks, he has the same chance to entangle his target. Deals 35 damage at all levels. Does not occur if the target of this spell is in water or is already affected by his entangling roots.
1 - Lasts 0.5 seconds. 15% chance.
2 - Lasts 1 second. 20% chance.
3 - Lasts 1.5 seconds. 25% chance.
4 - Lasts 2 seconds. 30% chance.
now add some serious attack speed, and you have pretty much guaranteed perma root on you target..

just my 2c.. but thus far i really like the concepts, just needs more polishing based on item builds.
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Old 06-14-2009, 05:50 AM   #18
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I updated the skill a few seconds before you posted yours.
But the perma-root thing may still happen.

Remember:
You can go to water and you won't be rooted!
If you are entangled, you can't be entangled once again, which means that you always have some time to run away!

But IAS is good for 1v1, true.
I don't want to get rid of this funny skill.

I checked out other bash abitilies:
Cranium basher, has a cooldown. We know that.
Tiny has a 24% chance to stun for 1.2 seconds and deal 55 damage - to anybody, who is near him and attacks him!
Void has 25% chance to stun for 2 (1 on heroes) seconds, dealing 70 damage.

Now, its a mix of those two. (I didnt know Tiny has the skill, I though it was a normal bash!! O.o). But anyway, its a mix.
Crulamin has 15% chance to be entangled when he attacks you. Dealing more damage then Tiny, but same as Void - but he deals it OVER 2 SECONDS, which means its not instant.
And he has a 30% chance to root for 2 seconds (more then anybody), dealing 70 damage over 2 seconds. Void has 25% chance to stun for 1 second and deal 70 damage (instant).
Hmm, may seem a bit imbalanced - but remember, Void is an AGI hero and has more attack speed.
Even if you get AS items, you still will suck in damage. But on Void, he gets damage and stun.
Anyway, you are right. It's a bit OPed. I'll have to lower chance or damage or both or add a cooldown (adding cooldown will break this too much though).


What about 'Can't occur on one target more then once per DURATION+1 seconds?
1 - Same unit can't be rooted again for 1.5 seconds.
2 - Same unit can't be rooted again for 2 seconds.
3 - Same unit can't be rooted again for 2.5 seconds.
4 - Same unit can't be rooted again for 3 seconds.



Quote:
He can instantly strike any man in a legion of soldiers, but nobody sees him move.
Faceless Void Background Story
It's about chronosphere, not perma-stun.
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Last edited by Drikam; 06-14-2009 at 05:56 AM.
Old 06-14-2009, 07:55 AM   #19
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Quote:
14.06.09 - Once rooted, same unit can't be rooted for a while. This prevents perma-rooting a lot. Attack speed increased to 1.7 again.
Now it's fine. I didnt't want to have cooldown on this skill. Why?
Because it's sweet for farming. You run into creeps and they just get rooted (chance isn't high though, 15% when attacked and creeps have bad attack speed).

If it had a cooldown, it would be very bad, because a creep could attack you while you are hunting an enemy hero. And you wouldn't be able to root him!.

Overall, this is not imba now.



+Bump, won't let this topic fall.
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Old 06-14-2009, 08:01 AM   #20
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Bad idea, seen before, unecessary, boring, lame, imba and finally: gay, those are the words that come to my mind when seeing this.

A huge t-down.
edit-> for once im not gonna blame a forced synergy.
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