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Old 12-01-2010, 11:36 PM   #341
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Default Complete the Hero XIV


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Originally Posted by Beary View Post
Change Form - Isn't their an easier way to go about utilizing the alternate form for the peasant? Having this mess of changing attack style and defense style is complicated. Also you remove the other abilities for this hero. Which I think are more fun to play with. It's like that because he's both a support and a tank/DPS. I like being able to swap between a support and DPS tank.
Repair - Restoration is a very powerful ability. Seeing that it interacts with the theme of the hero, I will let it slide for now. Actually it's weaker than Rooftrellen's Armour when you look at all the aspects of it.
Fragmentation Device - Nice use of an instant ability. The flash-bang concept is very interesting. Thankyou =)
Generator - I can see where this would get very annoying. Invulnerable to damage... I was hoping that this could be repaired :/ Well it only lasts up to 6 seconds so I didn't see the point of making it repairable
Guardhouse - No Scout Tower icon? For some reason I like this idea of blowing up (essentially an IED) this building better than the throwing of a bomb. Not this time. I much prefer the Pocket Factory model and icon to the Scout Tower
Torch - OH NO! RUN AWAY FROM THE BURNING BUILDING!
First ability is overly complicated and I do not like that I have to rip the text apart to see your hero.
Thanks for the review. I don't know what I can suggest for the fighter form but I really like the idea of being able to change roles like that. It's not a complicated concept: open the Weapons Crafting and choose your sword. Open the Shield Crafting and choose your shield. It makes him really flexible in combat and also allows him to adapt to different situations. I would like the make the the passives more interesting however. Any suggestions as to how to improve the Weapon and Shield Crafting bonuses would be great.
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Old 12-01-2010, 11:39 PM   #342
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Default Re: Complete the Hero XIV

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Originally Posted by The ][nquisitor View Post


Thanks for the review. I don't know what I can suggest for the fighter form but I really like the idea of being able to change roles like that. It's not a complicated concept: open the Weapons Crafting and choose your sword. Open the Shield Crafting and choose your shield. It makes him really flexible in combat and also allows him to adapt to different situations. I would like the make the the passives more interesting however. Any suggestions as to how to improve the Weapon and Shield Crafting bonuses would be great.
Honestly, the concept is not complicated. The way it is presented on your hero is complicated. EX: Troll Warlord's capability to change between ranged and melee.
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Old 12-02-2010, 12:16 AM   #343
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Default Re: Complete the Hero XIV

http://www.playdota.com/forums/35954...v/#post1882343

Hi Beary.
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Old 12-02-2010, 12:54 AM   #344
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Default Re: Complete the Hero XIV




Ice Crown Overlord
Glacies Icetouch

Background Story: Once a warrior instructed to clear Northrend of the Nerubians, his name was well remembered until he fell in battle, betrayed by his comrades, who were jealous of his power. When he fell his name was forever forgotten, forsaken in the Ice Crown. His physical being was destroyed, but his soul managed to find a way to cope with the extreme cold of the region. Over hundreds of years he built up the power to create his own form, to survive. Believed to be the first mercenary hired by the Lich King because of his proximity to him, he promises to destroy all that goes against the Scourge and its minions. He can summon his fellow Northrend minions to destroy his enemies. His powers can manipulate giant pieces of ice to push enemies back. Some say that he can create gigantic icebergs that fall from the sky. Extending his power, he can make rise humongous icicles from the earth to blow his enemies back. Trapping his enemies with the ice in his hands, this creature is a formidable opponent. Everything and all will fall to Glacies Icetouch's wake.

Strength - 14 + 2.0
Agility - 15 + 1.6
Intelligence - 31 + 2.8




Affiliation:Scourge
Damage:32-49
Armor:1
Movespeed:290
Starting HP/MP:416/403
Attack Range:450

Icy Minions - (Instant summoning skill)
____________________Glacies comes to battle with his fellow minions and is free with to summon them into the battlefield. Minions have Slow Attack.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
17575N/AN/A15 secsSummons 1 icy minion to attack for you. They have 15-25 damage.
210075N/AN/A30 secsSummons 2 icy minions to attack for you. They have 35-45 damage.
312575N/AN/A45 secsSummons 3 icy minions to attack for you. They have 55-65 damage.

Notes:
  • Minions have 350/450/550 HP.
  • Minions have Slow Attack: Attacks slow by 10%. Does not stack.
  • Minions have 350 MS.
  • Attack speed is .89
  • Damage type is normal.
  • They have 2/4/6 armor.
  • Armor type is heavy.
  • Attack range is 300.
  • Bounty is 56-77 at all levels.
  • 1 hp regen.

Berg Crash - (Far AoE stun)
____________________Glacies summons giant icebergs from the heavens in front of him to stun, damage, and slow enemies.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
112512 secs450450Slow lasts 3 secs after stunCrashes an iceberg, causing 100 damage. Stuns enemies within the AoE for 1 second, slows by 10% afterwards.
215012 secs450450Slow lasts 3 secs after stunCrashes an iceberg, causing 150 damage. Stuns enemies within the AoE for 1.5 seconds, slows by 10% afterwards.
317512 secs450450Slow lasts 3 secs after stunCrashes an iceberg, causing 200 damage. Stuns enemies within the AoE for 2 seconds, slows by 10% afterwards.

Notes:
  • The iceberg will crash 450 units in front of you(the way you're facing).
  • Damage type: Pure
Icicle Bloom - (Far impassable terrain skill)
____________________Glacies summons icicles in front of him to stop his enemies from escaping. Enemies that touch the icicles get slowed.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
112512 secs700500Slow lasts 3 seconds after being driven back, stun lasts .5 seconds. Icicles last 7 seconds.Summons icicles in front of you to push enemies back 250 range. Stuns enemies that are directly above the icicles when summoned and deals 100 damage to them and slow enemies that touch the icicles by 10%.
215012 secs700500Slow lasts 3 seconds after being driven back, stun lasts .75 seconds. Icicles last 7 seconds.Summons icicles in front of you to push enemies back 250 range. Stuns enemies that are directly above the icicles when summoned and deals 150 damage to them and slow enemies that touch the icicles by 10%.
317512 secs700500Slow lasts 3 seconds after being driven back, stun lasts 1 second. Icicles last 7 seconds.Summons icicles in front of you to push enemies back 250 range. Stuns enemies that are directly above the icicles and when summoned and deals 200 damage to them and slow enemies that touch the icicles by 10%.

Notes:
  • The icicles are vertical and are 500 units long. (More at the end)
  • Synergy with other spells: Keeps enemies from escaping and as you can see, drives them back 250 range to be in range with your spells.
  • Enemy units that are directly above the icicles when summoned will be stunned and driven back.
  • Being driven back doesn't cause damage to enemy units.
  • The stun procs after being driven back.
  • Icicles are IMPASSABLE!
  • Damage type: Magical
Glacial Thrust - (Knockback spell)
____________________Glacies, weirdly, is claustrophobic. He can use his icy powers summon a glacier to drive enemies back. Because of the force of the glacier, enemies are slowed and take damage.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
112530 secs15005 secPushes enemies back 450 AoE, slows by 10%, 50 damage.
215030 secs15005 secPushes enemies back 450 AoE, slows by 10%, 75 damage.
317530 secs15005 secPushes enemies back 450 AoE, slows by 10%, 100 damage.

Notes:
  • Glacier is 500 units long.
  • Damage type: Pure
Field Ice Trap - (Instant Trap skill)
____________________Glacies summons ice so frozen that it becomes impassable. Enemies that are directly above the ice when summoned will be slowed. There is only one way out of the trap. Escaping the trap will cause enemy units to be stunned.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
112575 secs450500Ice Field lasts 3 seconds, slow lasts 3 seconds.Summons an circular ice field that is impassable, and have only one way out. Units that are directly above the ice field when summoned will be slowed by 10% and will be driven back in the trap. If a unit escapes the trap, they will be stunned for 1 second.
215075 secs450500Ice Field lasts 5 seconds, slow lasts 3 seconds.Summons an circular ice field that is impassable, and have only one way out. Units that are directly above the ice field when summoned will be slowed by 10% and will be driven back in the trap. If a unit escapes the trap, they will be stunned for 1.5 seconds.
317575 secs450500Ice Field lasts 7 seconds, slow lasts 3 seconds.Summons an circular ice field that is impassable, and have only one way out. Units that are directly above the ice field when summoned will be slowed by 10% and will be driven back in the trap. If a unit escapes the trap, they will be stunned for 2 seconds.
Notes:
  • There is only one way out. More later!
  • Touching the ice will not slow, as it is impassable.


Reminder: ALL SLOWS STACK! (up to 50% only)



Glacial Thrust explanation:



AND THEN *cast Glacial Thrust*




Icicle Bloom explanation:




Trap explanation

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Last edited by SECXIIKILLA; 12-20-2010 at 06:29 PM.
Old 12-02-2010, 01:27 AM   #345
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Default Re: Complete the Hero XIV

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Originally Posted by NoThlnG View Post
Yes.

EDIT : Pls confirm if the name and title of your hero + link is right. Also, pls check if your entry is already added on list of contestants. (19 contestants already lol)
Confirmed, thanks!

Quote:
Originally Posted by Beary View Post
Honestly, the concept is not complicated. The way it is presented on your hero is complicated. EX: Troll Warlord's capability to change between ranged and melee.
Beary hate me. He not gief me revvew
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Old 12-02-2010, 01:32 AM   #346
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Default Re: Complete the Hero XIV

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Originally Posted by Nozumu View Post
Finish your hero first -_-

---------- Post added at 08:32 PM ---------- Previous post was at 08:31 PM ----------

Quote:
Originally Posted by God of Death View Post
Beary hate me. He not gief me revvew
Nub
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Old 12-02-2010, 01:32 AM   #347
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Default Re: Complete the Hero XIV

How is it unfinished? D=

E: Omgwtf ninja

I just have to add that a certain skill can be leveled up at 1/4/7/10/13 [Godsent]
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Old 12-02-2010, 01:33 AM   #348
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Default Re: Complete the Hero XIV

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Originally Posted by God of Death View Post
How is it unfinished? D=

E: Omgwtf ninja

I just have to add that a certain skill can be leveled up at 1/4/7/10/13 [Godsent]
I will review your hero in a bit.
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Old 12-02-2010, 01:36 AM   #349
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Default Re: Complete the Hero XIV

I've reformatted the Change Form section so hopefully it's easier to read/understand.

http://www.playdota.com/forums/35954...v/#post1880404
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Old 12-02-2010, 01:37 AM   #350
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Default Re: Complete the Hero XIV

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Originally Posted by Beary View Post
I will review your hero in a bit.
<3
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Old 12-02-2010, 01:41 AM   #351
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Default Re: Complete the Hero XIV

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Originally Posted by God of Death View Post
<3
^_^
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Old 12-02-2010, 02:06 AM   #352
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Default Re: Complete the Hero XIV

Review for God of Death - Melvis Cain, The Last

Godsent - The forced synergy for this ability is interesting. The critical strike on command is nothing new, but to stack additional critical strike damage is interesting.
Resonant Edge - 32% is a high number, but the concept is easy to understand. The weapon absorbs a portion of damage. If Godsent is activated, that stored damage that was absorbed is unleashed upon attack. Very nice.
Hallowed Shield - The only problem with this ability is that the gain is much much better than the lose. Losing base armor is not very detrimental if the player knows how to play the hero. So for them to take advantage of this ability is very easy to see. The percentages bother me.
Insolence - Please clarify that the duration on the skills table is the duration of the buff placed. The forced synergy with Godsent does not seem to fit too well.
Blood Feud - If I had to pick an ultimate for this hero it would be this ability. One of my favorite ability-styles. Gladiator!!! Forced-synergy with Godsent grants 100% lifesteal on a critical strike! That is too much -_-

Overall - This hero is very powerful, it really is a GoD!!! I can honestly say, that there is so much forced-synergy with that one ability, but the abilities themselves are just as strong by themselves. Which brings the question, "Is the forced-synergy really needed?" It does tie in very well with the hero. The numbers themselves need to be tweaked and possibly reduced. Terrifying concept.
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Old 12-02-2010, 02:21 AM   #353
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Default Re: Complete the Hero XIV

More reviews please.
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Old 12-02-2010, 02:43 AM   #354
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Default Re: Complete the Hero XIV

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Originally Posted by KingMurdoc View Post
More reviews please.
These things take too long :/ Give me a reason to review!
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Old 12-02-2010, 02:57 AM   #355
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Default Re: Complete the Hero XIV

^Because he said "please"?
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Old 12-02-2010, 03:15 AM   #356
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Default Re: Complete the Hero XIV

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Originally Posted by The ][nquisitor View Post
^Because he said "please"?
I need a better reason. Anyone can add please to a sentence.
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Old 12-02-2010, 04:05 AM   #357
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Default Re: Complete the Hero XIV

Quote:
Originally Posted by Beary View Post
Review for God of Death - Melvis Cain, The Last

Godsent - The forced synergy for this ability is interesting. The critical strike on command is nothing new, but to stack additional critical strike damage is interesting.
Resonant Edge - 32% is a high number, but the concept is easy to understand. The weapon absorbs a portion of damage. If Godsent is activated, that stored damage that was absorbed is unleashed upon attack. Very nice.
Hallowed Shield - The only problem with this ability is that the gain is much much better than the lose. Losing base armor is not very detrimental if the player knows how to play the hero. So for them to take advantage of this ability is very easy to see. The percentages bother me.

Well, the way I see it, this is kind of like an active Bristleback. Bristle takes 40% reduced damage from his back, and that's equivalent to 66% EHP [100/60 = 1.66] from the back. 33% EHP from the sides. This ability only gives you 40% EHP [as compared to 66%] and for a very limited duration. Also, you're taking 33% more damage from spells than you would have without this ability activated [100/75 = 1.33]. So basically, the only major use of this skill is tanking and returning more damage via the first skill [you see, removing resistance allows you to collect more energy in the weapon]. Note also that skills can be leveled at 1/4/7/10/13 so it takes a while to get effective. Perhaps I should change it to 32% bonus HP for 4/5/6/7/8 seconds, or 20/24/28/32/36 percent bonus for 6/6/7/7/8 seconds?

Insolence - Please clarify that the duration on the skills table is the duration of the buff placed. The forced synergy with Godsent does not seem to fit too well.

Alright, I'll add the clarification. The synergy with Godsent is supposed to be his major tank skill forcing people to attack him, but I suppose it does not fit. I really need an idea for this skill.

Blood Feud - If I had to pick an ultimate for this hero it would be this ability. One of my favorite ability-styles. Gladiator!!! Forced-synergy with Godsent grants 100% lifesteal on a critical strike! That is too much -_-

My bad, I'll reduce the critical lifesteal. It was originally a pure damage in the forum version of the hero. I'd say 50% works?

Overall - This hero is very powerful, it really is a GoD!!! I can honestly say, that there is so much forced-synergy with that one ability, but the abilities themselves are just as strong by themselves. Which brings the question, "Is the forced-synergy really needed?" It does tie in very well with the hero. The numbers themselves need to be tweaked and possibly reduced. Terrifying concept.

Perhaps I need to nerf a few numbers? The dynamic synergy actually arises from the fact that the original version of this hero had Godsent as a built-in skill instead of as a leveled skill. I know it looks a bit strange to have forced synergy with only one skill, but I think with the tweaking of certain aspects, this should be fine. For example, perhaps Godsent should be leveled differently? Like, 1/3/5/7/9 unlike the others which go 1/4/7/10/13? Or 1/6/11/16/21 unlike the others, which makes this a lategame ability?
Thanks a lot for the review, I'll work on the numbers and flaws.
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Old 12-02-2010, 06:24 AM   #358
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Default Re: Complete the Hero XIV

guys guys, I just finished my entry

mind to review anyone?? I'll give review as return

here's my link: Herib'dag, Chaos Marauder
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Old 12-02-2010, 07:38 AM   #359
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Default Re: Complete the Hero XIV

1. Herib'dag Chaos Marauder
Stats - Well, I forgot that some spells have life cost instead mana cost, but he can't still use Rage at level one without items.

Cutthroat - targeting unit, casting range N/A. It is rather instant. AoE is too big (how he can swing his blade so far?)

Bite - is charging forward gives additional ms?. It is 4s movement disable at level 1.

Torch - Compared to other Skills it is not worthy levelling. Reduced CD, but mana cost is constant 45, +10as and 5 movement speed per level. Ofc it is giving him pushing and farming powers. It is ok.

Lust - Is it 140 damage, 10 seconds pseudo-track? Scalling is even worse than Torch's one. -5 health cost, +25 casting range, +10 damage.
Quote:
Lust will make your target bleeding, so you can use the blood trail to semi-warding in this case.
Semi-warding?

RAGE - lvl 2 Bite-Rage combo seems nice. Is it possible to suicide? The Vengeance buff seems epic (the wave of fire)

It seems like you are forcing players to level up Bite, Cutthroat and Rage. Bite is enough to make a successful gank, Cutthroat is useful in teamfights, Torch will destroy every tower, Rage as a source of damage and fun, again Bite for positioning. Everything seems nice expect Lust, it is only creating bloodpath with no vision, has no more side-effects. Maybe add "disable" hp regeneration?
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Old 12-02-2010, 10:09 AM   #360
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Default Re: Complete the Hero XIV

NoThlnG, i am joining but ill post my entry after dec 17.
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