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Old 09-10-2009, 06:25 AM   #1
uo111
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Default [Int-Neutral] Air/Poseidon the Water Tank


__________________________________________________

CHANGE LOG

July 5, 2008
• Posted Hero in Heroes In Progress
• Lowered damage on Jet Propulsion

July 6, 2008
• New icons added
• Added all synergy
• Added Cd's, and filled in some blanks
• Added Credits

July 7, 2008
• Changed Ultimate refilling numbers
• Changed water gun icon
• Added ending stats
• Changed fountain mist cd
• Edited Fountain Mist Description
• Posted in Heroes With Wc3 Models

July 8, 2008
• Edited Fountain Mist duration, and charges gained
• Added slight damage to Water Gun

July 17, 2008
• Increased charge cost of water gun at level 4

July 19, 2008
• Decrease charge cost of water gun at level 4 lol

July 21, 2008
• Added Bonus ms on storage tank

August 13, 2008
• Changed the way bottle refill works

August 19, 2008
• Reworked storage tank as a semi-active

March 28, 2009
• Completely remade the way storage tank interacts with skills

September 09, 2009
• Posted at PD
• Changed affiliation to Neutral

September 09, 2009
• Gave alternative name option
• Remade Storage Tank to give an effect on activation

September 09, 2009
• Removed slow from Jet Propulsion
• Reduced base damage by 5

July 1, 2010
• Reduced duration of ms bonus on Storage Tank to 4 seconds


__________________________________________________

INTRODUCTION




Summon Air/Poseidon (Air means water in Indonesian)

A war machine created by request of a murloc king, or so the legend told. No one knows for sure how this piece of machinery managed to come into being. Many believe that it is powered by a water spirit that feeds off of the energy of water, and utilizes its force to destroy any threat to itself. Others believe the machine was developed by a murloc king, but has developed a mind of its own, and fights for personal gain. Only one thing is for certain; its enemies have more to worry about then staying out in the rain when this tank roams the lands.

Strength - 27 + 3.3
Agility - 25 + 2.3
Intelligence - 8 + .8

Learns Storage tank, Water gun, Jet Propulsion and Fountain Mist

Attack range of 120 (melee)
Movement speed of 290

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HERO INFORMATION

Affiliation: Neutral
Role: Initiator/Tank/Support
Theme: Water Tank


Air/Poseidon, The Water Tank

Starting Hitpoints: 663
Starting Mana: 104
Starting Damage: 68-75
Starting Armor: 4.1

Ending Hitpoints: 2445.2
Ending Mana: 613.6
Ending Damage: 107.2-114.2
Ending Armor: 13.6
*stat bonuses only

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HERO ABILITIES



Storage Tank

Allows Air to store water from the river or fountain. The charges allow air to cast his spells, without spending mana, and improve their effect. Also, Air can release water onto his Threads, reducing friction and allowing for faster movement for 4 seconds.

Level 1 - Allows Air to hold 3 charges. 10 more ms on activation. (Stacks)
Level 2 - Allows Air to hold 6 charges. 20 more ms on activation. (Stacks)
Level 3 - Allows Air to hold 9 charges. 30 more ms on activation. (Stacks)
Level 4 - Allows Air to hold 12 charges. 40 more ms on activation. (Stacks)

Whenever you go in river, or get near fountain you recharge your charges, for better spell casting. You recharge instantly to max at the fountain, and one charge every 10 seconds in the river. Basically, all of Air’s other spells, are increased in power if you have enough charges, and cost no mana, allowing air to get non-int items. In addition, activating the skill will give a slight ms bonus at the cost of one charge.

Duration is 4 seconds (non-refreshing)

Cooldown: 1 seconds
Charge Cost: 1

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Water Gun

Uses Air's cannon to shoot out a stream of water, pushing enemies away from air; Damaging and drenching them. Drenched units have their movement speed lowered by 25%. Pushes farther, and does more damage if you cast with enough tank charges.

Level 1 - Pushes enemies back 200/300, damaging for 40/80 and drenching them for .75 seconds
Level 2 - Pushes enemies back 300/400, damaging for 80/120 and drenching them for 1.5 seconds
Level 3 - Pushes enemies back 400/500, damaging for 120/160 and drenching them for 2.25 seconds
Level 4 - Pushes enemies back 500/600, damaging for 160/200 and drenching them for 3 seconds

Pushes a group of enemies away like invokers blast, but with sonic waves old animation. Then slows after wards. Pushes 300 units every second.

Casting Range is 500
Area of Effect is 300


Cooldown: 12 seconds
Charge Cost: 1/1/2/2
Mana Cost: 90/120/150/180

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Jet Propulsion

Release of heavy stream of water behind Air, propelling it forward at high speeds. Any units caught in his path will be trampled. Deals more damage if used with enough charges.

Level 1 - Goes forward 400 units, dealing 70/140 dmg, stunning for .5 seconds.
Level 2 - Goes forward 550 units, dealing 140/210 dmg, stunning for 1 second.
Level 3 - Goes forward 700 units, dealing 210/280 dmg, stunning for 1.5 seconds.
Level 4 - Goes forward 850 units, dealing 280/350 dmg, stunning for 2 seconds.

You go forward at 522ms leaving behind a wave morph. Think of potm's leap, except it does different things as you pass over enemy units, and doesn't move as fast. It does damage and stun when you hit them, then drenches when wave hits them. It's very hard to aim, and uses a lot of charges, but if it hits its effects are worth the effort.

Cooldown: 15 seconds
Charge Cost: 2/2/3/3
Mana Cost: 90/120/150/180

__________________________________________________



Fountain Mist

Air releases a mist of the fountains magic water, turning itself into a movable fountain for a short time, (figuratively). Last longer if you have the required amount of charges.

Level 1 - Gives you fountain heal effect for 3/5 seconds, restore all bottles in aoe to full once, and refills 5 charges.
Level 2 - Gives you fountain heal effect for 4/6 seconds, restore all bottles in aoe to full once, and refills 6 charges.
Level 3 - Gives you fountain heal effect for 5/7 seconds, restore all bottles in aoe to full once, and refills 7 charges.

Gives you the fountains heal effects, same aoe, same healing, and even a single bottle refill. This DOES NOT turn you into an actual fountain, and in no way changes your attack, range, dmg, model, or anything but the heal effect, and the one time charge refill. Fountain heal effect is, 4%hp/mp per second, and 7 mp per second.

Cooldown: 55 seconds
Charge Cost: 3/3/3
Mana Cost: 150/200/250

__________________________________________________

SKILL SYNERGY


Storage Tank
Allows you to cast your spells without getting intelligence items and makes them stronger. This way, you can get other items, which compliment your hero better. Note that if you decided to skip storage tank(why would you do that?) you would have considerable mana problems, due to very low intelligence, and very high spell cost.


Water Gun
Allows you to push the enemy team towards your team after you charge, or push the enemy away while you heal.


Jet Propulsion
Lets you dive into the enemy, and separate several heroes with water gun, while absorbing damage with fountain mist


Fountain Mist
Lets you use more of your spells, while also healing yourself and allies when you charge in, because you will probably take a lot of damage. Also, when you use this and water gun, it's almost like resetting your teams life, while stopping the other team in their tracks. Also if you drain all your charges using this will give you more.

__________________________________________________

Credits

• DarkKenshi for design template
• TraVeIIeR for Icons
• Thrall729 for Hero Icon
• Everyone who suggested that his spells should cost mana, and that storage tank shouldn't have to be the first skill taken.

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Last edited by uo111; 10-31-2010 at 09:27 PM.
Old 09-10-2009, 08:03 AM   #2
R.B.Economy
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Default Re: [Int-Neutral] Air the Water Tank

The skills are very nice, and I like unique disablers, but I don't know about a Mechanical model in dota. I know Air means water in Indonesian, but it really doesn't sound nice as a hero's name. Something like Aquabeat the Water Tank sounds better imo. I like how you create a special water-based charge to replace mana for casting spells, and I've an old idea that works like it. It creates a new type of gameplay. The hero is also strong enough given 2 AOE nuke+gank skills and 1 team heal. T-up.
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Old 09-10-2009, 08:12 AM   #3
Siraraz
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Default Re: [Int-Neutral] Air the Water Tank

LOL. Very unique concept.

By the way, why are you crediting TraVeIIeR for the icon.

Storage Tank: World of Warcraft
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Old 09-14-2009, 12:31 AM   #4
KenpachiSlardar
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Default Re: [Int-Neutral] Air the Water Tank

A really UNIQUE idea you got there.

Love it!!
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Old 09-14-2009, 12:52 AM   #5
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Default Re: [Int-Neutral] Air the Water Tank

Great concept, and its very unique too.

However, I think that he is overpowered because of the combination of low cd, you moving, enemies moving, stunning, slowing, but Ice DOES make all new heroes OP (don't know if he really intends them to be that way though).

GJ!
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Old 09-14-2009, 01:01 AM   #6
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Default Re: [Int-Neutral] Air the Water Tank

LOL at thread title.

Air sounds bad, people may think as air in english

Some submarine or ships name sounds good to me like poseidon....

I'll give full review later but I saw one problem.

All skill needs charge, and charge needs first skill. That's forced...

How about make first skill as default skill (learned by default) and it's storing capacities increase as you level up skills?
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Old 09-14-2009, 01:49 AM   #7
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Default Re: [Int-Neutral] Air the Water Tank

cast without mana is too... imba

i suggest cast with half mana.

t-up btw
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Old 09-14-2009, 05:54 AM   #8
uo111
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Default Re: [Int-Neutral] Air the Water Tank

Quote:
Originally Posted by NoThlnG View Post
Air sounds bad, people may think as air in english
Supposed to be ironic Isn't anyworse then Mangina.

Actually, You can cast one skill without storage tank, and without items. However, it would be very hard to keep it up unless you get quite a few mana items.

Generally you would want one level of a skill, then one level of storage tank, then 3 levels divided between your other skills. However, it is somewhat forced in that not getting storage tank gives you major mana issues. Though it is quite possible.

@APL

Traveller edited it. I don't usually credit WoW simply for the fact that it's obvious. But storage tank and Healing Mist are both edited from wow. And I don't know where the other two came from.

I don't know just how imba he would be. It would be silly to think casting without mana is too imba before trying it out. He might actually be too weak with the current amount of charges. (outside of middle lane that is)
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Old 09-14-2009, 09:16 AM   #9
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Default Re: [Int-Neutral] Air the Water Tank

Wow..thats unique
i would add some extra effect one water storage. if you just level it up for charges its useful in early but sucks in late then imo. Maybe..add a "drenching oil" active which releases all the water behind "Air" (dont like the name ;D) to slow enemies for some amount of their ms..nice for escaping then =)
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Old 09-15-2009, 12:56 AM   #10
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Default Re: [Int-Neutral] Air the Water Tank

Quote:
Originally Posted by Wh1sper View Post
Wow..thats unique
i would add some extra effect one water storage. if you just level it up for charges its useful in early but sucks in late then imo. Maybe..add a "drenching oil" active which releases all the water behind "Air" (dont like the name ;D) to slow enemies for some amount of their ms..nice for escaping then =)
I don't think he really needs another slow, but a speed boost might actually work nicely.

I'll try it out.

Also, I love the name. HOWEVER, an alternate name is fine I suppose. I do like the name Poseidon as well.
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Old 09-15-2009, 05:52 AM   #11
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Default Re: [Int-Neutral] Air/Poseidon the Water Tank

Name would work if only it didn't mean a completely different thing in English.

And being a tank, I think it's more suitable that it has either a very grand name like what people like to name battleships, or a model number.

That aside, looks very interesting, but you'll be hard-pressed to get this into a balanced state. Theres just too many effects that would be useless if they were made weaker, and imo he is definitely too strong at the moment.
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Last edited by stealthfire; 09-15-2009 at 05:55 AM.
Old 09-15-2009, 06:09 AM   #12
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Default Re: [Int-Neutral] Air/Poseidon the Water Tank

^That's precisely why it works in English. It's ironic and unexpected. But Poseidon is a very grand name.

I am interested though, what in your opinion is too strong.
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Old 09-15-2009, 06:29 AM   #13
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Default Re: [Int-Neutral] Air/Poseidon the Water Tank

Well, virtually inexhaustible mana between bottle, storing charges, magic wand and an ultimate that further replenishes bottle and charges, and we've not even touched on the fountain effect yet, he(it?) has two stunning nukes(which are on the high end of strong nukes imo) to make use of inexhaustible mana/charges, he(it?) will definitely be played as a ganker, further replenishing even more charges, as he(it?) sits in the river for runes, and max MS on demand for when things go wrong.

In addition to everything else, he(it?) has some very nice starting stats, making earlygame even more of a breeze.

I foresee solo mid Poseidon doing imba lasthitting with 80 damage, getting some levels, then ganking the other lanes to oblivion all because they didn't ban him(it?).
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Last edited by stealthfire; 09-15-2009 at 06:35 AM.
Old 09-15-2009, 06:43 AM   #14
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Default Re: [Int-Neutral] Air/Poseidon the Water Tank

i really like ulti.. if this was implemented i think it would be a big ban/pick in meta game fuk meka when every1 gets a bottle and this guy
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Old 09-15-2009, 07:57 AM   #15
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Default Re: [Int-Neutral] Air/Poseidon the Water Tank

I hold my stand. I like it before, and I still like it now.

There's still to improve of course but overall it's already a good hero.

A concern I have though is that 10 seconds might be too long.
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Old 09-15-2009, 01:50 PM   #16
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Default Re: [Int-Neutral] Air/Poseidon the Water Tank

very old classic DA suggestion. was popular there too. never know if the "utilize river" mechanic is favored by icefrog or not tho.
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Old 09-15-2009, 11:27 PM   #17
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Default Re: [Int-Neutral] Air/Poseidon the Water Tank

Quote:
Originally Posted by bababoom View Post
very old classic DA suggestion. was popular there too. never know if the "utilize river" mechanic is favored by icefrog or not tho.
Oh, thats kinda flattering tbh.

@Stealth fire

I don't know about bottle and magic stick. Infinite mana might be a bit much, it does take 20-30 seconds to get enough charges from the river. And neither item would heal a full skill. (well bottle would after 9 seconds) Infinite mana might be a bit over stating it, at least especially after your skills get past level 2. He would be a good spammer, though quite a few int heroes are, like Necrolyte, and lion, and kotl or anyone paired with kotl.

Also, he is a pretty good ganker but I wouldn't call him imba. He has to be within 850 range to have a chance at hitting a hard to aim skill, that is also very slow moving. Of course water gun would help immensely, but it still would not be hard to disable him before he cast or dodge his skills.

I honestly see him as being okay/good at almost everything, but not really great at any one thing. Honestly, except for mana problems at least, tiny would beat him out as a ganker imo.

Also, this happened before at DA, people somewhat over estimate the fountain effect. Being percent based it only heals 28-36% at level 16, over 7 seconds that's not the greatest, though its not bad. The bottle effect might be too much, but the charge effect is really necessary for the hero to still keep his mana capabilities and pushing power late game.

The new active on storage tank might actually be too strong of a skill though. But it's hard to tell without actually trying out the hero.

It's a very malleable hero.

Also, thanks to all those who commented.
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Old 09-16-2009, 01:52 AM   #18
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Default Re: [Int-Neutral] Air/Poseidon the Water Tank

I don't know bout' you, but I do precise mathcraft just by looking at the figures. Either way, doesn't seem as if I convinced you, just remember I said it first when people start echoing my opinions :P
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Old 09-17-2009, 12:30 AM   #19
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Default Re: [Int-Neutral] Air/Poseidon the Water Tank

I'm sure people will find him imba.

As for math craft, I do too. That's why I know infinite mana is a bit exaggerated without kotl or the such as an ally, and that his ganking powers are greatly reduced by the speed of his skills.

I'm just not sure what you think is imba, because you didn't state anything directly, except for his mana, which is hardly imba considering quite a few heroes can reach such a state, with much lower cd skill. (necrolyte with blood stone can easily.) And even though he would be strong, he is far from having a 2k range 5 second disable, or being able to slow 90% and do 330 damage per second.(6.60 TC and Bat Rider)
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Old 09-17-2009, 01:31 AM   #20
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Default Re: [Int-Neutral] Air/Poseidon the Water Tank

Ok, it's a full review time now :

1st Skill : Perfectly original. Numbers are quite balanced I think.

2nd Skill : Water Gun sounds bad to me something like Hydro Cannon sounds much cooler. Doesn't it? Also, I think you should either reduce the mana cost or increase the charge since charge should be proportional to mana cost... (compare to 3rd skill). I think mana cost reduction is better...

3rd skill : The tank will move like force staff doesn't it? Then followed by wave. Nice skill and concept. But it should move faster than 522 (force staff speed is enough) and it should deal less damage (200/250 is enough since it has stun + slow)

Ulti : What does refill charges mean? Give charges like 1st skill? If is it so, the charge needed should increase per lvl too about 2/3/4 charges.

Gameplay : Interesting... Only that ^^

Synergies : First skill goes perfect synergies of course. 2nd and 3rd skill doesn't synergize that well. How about making 3rd skill to deal more damage further the enemies are? Ulti is healing while other skills doesn't related at all. Makes ulti doesn't synergize well with other skills. How about making ulti also deals damage with same rate with healing?
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