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Member
Join Date: Jan 2010
Posts: 103
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![]() BloodAssassin Serkan
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#2 | |
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Skill 1: Interesting way to go about the melee nuke, probably the best. Solid skill, 7/10
Skill 2: Either buff the cooldown down to ~12 seconds or boost the damage. A melee nuke is generally hard to hit on the guy you want, so make it rewarding. Still, good concept, numbers are easy. 7/10 Skill 3: This skill is boring. Do something more, like: Serkan uses two weapons, allowing him to use multiple enchantments. Allows another orb to be used. Then when it's active you'd use 2 orbs at the same time with reduced effectiveness. 4/10 Skill 4:Numbers are OP and it's another blink strike. However, it's good synergy. Come up with an interesting effect or find an alternative to Blink Strike. 5/10
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I'm looking for a casual team/clan to take me on so I can learn. Quote:
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#3 |
Member
Join Date: Jan 2010
Posts: 765
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First skill is the only one I like. Then you have a melee-range stun, a passive damage increase, and a glorified Blink Strike.
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#4 |
Member
Join Date: Jun 2010
Posts: 649
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This is me returning the favor.
Firstly, sweet model. I am definitely using that for my future hero submissions. Now on the the review. First skill is kinda boring. You mark a hero, and should you hit tha hero, you deal bonus damage. I guess the biggest issue I have with this skill is that it's the only way for you to get any sort of Shadow Stacks, which means if you don't place at least 1 point in this, your ultimate's useless. You might want to make your other skills incorporate the shadow stack factor as well. Secondly, rather than increase the damage for one strike, why not make it so that each Blood Mark will make your next attack on a target with it auto-critical? And when it triggers, it debuffs them (for example, losing a lot of blood). Simply adding damage? It is a meh. Here's my suggestion. Firstly, convert this skill into an AoE instead of single target. All units hit by this AoE are considered 'marked'. Marked units can be teleported to by your ultimate (maybe make it random?). Attacking marked units will trigger a critical strike on each hit, and the marks will fade away when you strike them (marked units) or they time out. Second skill. More forced synergy? Well, at any rate, you should make it so that it will 'mark' the target hit by Blood Strike as well as add another Shadow Stack per use. To ensure a large supply of shadow stacks, you should lower the damage and stun time, as well as the cooldown, so it can be spammed. Third skill. A passive? Rework this. It's weak and boring. Using a second blade should let him either attack faster, or more often (and thus deal more damage). Alternatively, you could make it so that the second blade is a 'marker', and every second hit on a unit will mark it, giving you one 'Shadow Stack'. Ultimate. Basically, a low cooldown teleport. Firstly, casting range should be removed, and its numbers placed in AoE, since this skill triggers instantly. Secondly, you need to scale the cooldown more. I recommend a 9/6/3 second cooldown or an 8/5/2 cooldown. You should keep the amount you healed constant (100 ~ 150) since you'll be able to play a lot more stacks as time goes by (assuming you follow the above suggestions). Lastly, you reduce the mana cost of the skill instead of keeping it constant. i recoomend a cost of 80/60/40 mana each. You might also want to think about synergizing the ultimate with the other skills; it does nothing for them. Anyways, overall it's a good hero, though I'm not sure what niche it fills. |
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#5 |
Member
Join Date: Jan 2010
Posts: 103
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Thanks for all the input. I'll probably edit it some time later.
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