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Old 01-19-2011, 01:47 AM   #1
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Default [STR-SENT] Balred, the Master Craftsman




Master Craftsman
Balred






Strength
Agility
Intelligence
25 + [2.3]
21 + [1.5]
25 + [2.3]
Starting HP/MP:625/325
Base Stats:71
Stats Gain:6.1
Primary Role:Support/Tank
Affiliation:Neutral Attack Animation[0.440/0.390][0.500/0.500]
Damage:55-65 Casting Animation[0.510/0.300][0.510/0.390]
Armor:2.4 Base Attack Time:1.7
Movespeed:300 Missile Speed:Instant
Attack Range:128 Sight Range:1800/900



Change FormAbility Type: Active
Targeting Type: Instant/Toggle
Ability Hotkey : Q

Balred can transform himself between a crasftman and a swordsman, allowing him to change into a fighting soldier with weapons crafting abilities. Transformation doesn't interrupt current orders (it's based on metamorphosis). Using Change Form changes Balred's skillset into the abilities described below. In Fighter Form Balred's fortitude and combat strengths are increased.


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 ManaCooldownC. RangeAoEDurationEffects
1500 seconds - - - Grants Level 1 Weapons Crafting, Shield Crafting, Defend, +75 Max HP, 1.65 BAT
2500 seconds - - - Grants Level 2 Weapons Crafting, Shield Crafting, Defend, +150 Max Hp, 1.60 BAT
3500 seconds - - - Grants Level 3 Weapons Crafting, Shield Crafting, Defend, +225 Max HP, 1.55 BAT
4500 seconds - - - Grants Level 4 Weapons Crafting, Shield Crafting, Defend, +300 Max HP, 1.50 BAT
5500 seconds - - - Grants Level 5 Weapons Crafting, Shield Crafting, Defend, +375 Max HP, 1.45 BAT

Notes:
  • Transformation takes 0.5 seconds
  • All Weapons Crafting abilities share cooldowns
  • All Shield Crafting abilities share cooldowns
Weapons Crafting [W]

Short SwordAbility Type: Active/Passive
Targeting Type: Instant
Ability Hotkey : Q

This small sword can be wielded with great speed but deals lesser damage. Increases attack speed but reduces damage.


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 ManaCooldownC. RangeAoEDurationEffects
11510 seconds - - - 15% IAS, -10 damage
21510 seconds - - - 25% IAS, -14 damage
31510 seconds - - - 35% IAS, -18 damage
41510 seconds - - - 45% IAS, -22 damage
51510 seconds - - - 55% IAS, -26 damage

Shield Crafting [E]

Mithril ShieldAbility Type: Active/Passive
Targeting Type: Instant
Ability Hotkey : Q

The lightest of metals, it grants Balred a chance to evade an opponent's strike. It's small size allows greater dexterity, increasing movement speed slightly.


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 ManaCooldownC. RangeAoEDurationEffects
11510 seconds - - - 10% evasion, 3% IMS
21510 seconds - - - 15% evasion, 4% IMS
31510 seconds - - - 20% evasion, 5% IMS
41510 seconds - - - 25% evasion, 6% IMS
51510 seconds - - - 30% evasion, 7% IMS

DefendAbility Type: Active
Targeting Type: Toggle
Ability Hotkey : R

Balred is able to use his shield to reduce incoming damage and have a chance to reflect ranged attacks back upon the source. Movement speed is reduced while this is active.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1505 seconds - - - Balred takes 95% damage, has a 16% chance to reflect ranged attacks, movement speed is reduced by 5%
2505 seconds - - - Balred takes 90% damage, has a 17% chance to reflect ranged attacks, movement speed is reduced by 7%
3505 seconds - - - Balred takes 85% damage, has an 18% chance to reflect ranged attacks, movement speed is reduced by 9%
4505 seconds - - - Balred takes 80% damage, has a 19% chance to reflect ranged attacks, movement speed is reduced by 11%
5505 seconds - - - Balred takes 75% damage, has a 20% chance to reflect ranged attacks, movement speed is reduced by 13%

Notes:
  • Cooldown take effect whenever the ability is toggled on or off
  • At level 5, with 400 MS, a 13% slow will give Balred 348 MS
RepairAbility Type: Active
Targeting Type: Toggle
Ability Hotkey : F

Balred is a great craftsman, able to mend and improve all manner of things man, orc or night-elf made. Can be toggled ON or OFF. When toggled OFF Balred can mend and improve allied armour and weapons. When toggled ON he can repair and fortify structures. These repairs will last until a certain amount of damage is inflicted upon the repairs, at which point they give way and return to what they were before. Allies receive bonus armour and damage, structures receive bonus armour and have health replenished. Channelling


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
11% max mana10 seconds*128 - Indefinite5hp restored per second, +0.5 armour and +2 damage per second. Armour and damage are removed after hero/building take 100 damage
21.5% max mana10 seconds128 - Indefinite10hp restored per second, +1 armour and +3 damage per second. Armour and damage are removed after hero/building take 200 damage
32% man mana10 seconds128 - Indefinite15hp restored per second, +1.5 armour and +4 damage per second. Armour and damage are removed after hero/building take 300 damage
42.5% max mana10 seconds128 - Indefinite20hp restored per second, +2 armour and +5 damage per second. Armour and damage are removed after hero/building take 400 damage
53% max mana10 seconds128 - Indefinite25hp restored per second, +2.5 armour and +6 damage per second. Armour and damage are removed after hero/building take 500 damage

Notes:
  • *Toggle cooldown
  • Right clicking a structure, allied hero or siege unit causes Balred to "Repair" it
  • Mana is only drained while repairing
  • Can Repair Generators and Aerocopters
  • Also gives 75 mana per second to Aerocopters
  • Has a cap of 20/30/40/50/60 bonus damage and 5/10/15/20/25 bonus armour
  • If the hero/aerocopter he is repairing moves more than 250 units away, Balred stops repairing it

Fragmentation DeviceAbility Type: Active
Targeting Type: Active
Ability Hotkey : W

Balred hurls a fragmentation explosive device into a targeted area. Upon impact the device will explode, dealing AoE damage and stunning them.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
19025 seconds400350 - Deals 90 damage, 1 second stun
210022 seconds400350 - Deals 170 damage, 1.3 second stun
311019 seconds400350 - Deals 250 damage, 1.6 second stun
412016 seconds400350 - Deals 330 damage, 1.9 second stun
513013 seconds400350 - Deals 410 damage, 2.2 second stun

Notes:
  • Damage type: physical
  • The Device moves with a 0.25 arc and 900 MS

GeneratorAbility Type: Active
Targeting Type: Instant
Ability Hotkey : E

Balred constructs a Generator in front of him. The Generator will last indefinitely or until enemies come within 625 radius of it, at which time it will start attacking enemies with bolts of electricity. Deals damage to all nearby enemies, reduces armour and ministuns. Damage, armour reduction and ministuns occur every second. Once no more enemies are within attacking range of the Generator it will self destruct.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
18045 seconds - 625Varies35 damage, -1 armour per second, 0.15 second ministun
29540 seconds - 625Varies55 damage, -1 armour per second, 0.15 second ministun
311035 seconds - 625Varies75 damage, -1 armour per second, 0.15 second ministun
412530 seconds - 625Varies95 damage, -1 armour per second, 0.15 second ministun
514025 seconds - 625Varies115 damage, -1 armour per second, 0.15 second ministun

Notes:
  • Generator has 700/700 vision
  • Generators have 100/200/300/400/500Hp and 1/2/3/4/5 fortified armour
  • Generators can be moved by Force Staff, the direction it will move is directly away from Balred in front of him
  • Generators can continue to reduce armour until no more enemy units are nearby, there is no cap

AerocopterAbility Type: Active
Targeting Type: Instant
Ability Hotkey : R

The Master Craftsman constructs a mechanical flying contraption which he can pilot himself or allow it to follow his actions. If Balred pilots the Aerocopter himself it gains bonus damage, movement speed and the current level of Fragmentation Device if he is in Craftsman form. If he is in Fighter form, the Aerocopter gains his current levels of whatever passives he is currently using. If he allows the Aerocopter to follow his actions instead of piloting it, it will attack the unit Balred himself is attacking unless ordered to do otherwise. The Aerocopter has flying movement type when unpiloted. If piloted, it loses flying movement type but gained Phased movement. Lasts until destroyed. If the Aerocopter is destroyed with Balred inside he loses 10% of his current health.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
110090 seconds - - - Level 1 Aerocopter, +10 MS, +5 damage
210090 seconds - - - Level 2 Aerocopter, +15 MS, +7 damage
310090 seconds - - - Level 3 Aerocopter, +20 MS, +9 damage
410090 seconds - - - Level 4 Aerocopter, +25 MS, +11 damage
510090 seconds - - - Level 5 Aerocopter, +30 MS, +13 damage


HP/MP400/175 Attack Animation0.200/0.970
Damage:10-15 Casting Animation0.300/0.500
Armor:2 Base Attack Time:0.35
Movespeed:330 Missile Speed:3000
Attack Range:450 Sight Range:1200/1200
 
 
Notes:
  • Aerocopters do not regenerate health or mana
  • The Aerocopter gains all items Balred had in his inventory but does not gain any bonuses from the items except movement speed from boots
  • It can, however, use any active abilities the items have (except for Armlet of Mordiggian)
  • The Aerocopter CAN use Ethereal Blade also, but no damage will be dealt
  • The Aerocopter is a mechanical unit like the Glaive Throwers and Meat Wagons
  • It has fortified armour type and siege damage type
  • Aerocopters benefit from the +damage and +armour from Repair
Carpet BombingAbility Type: Active
Targeting Type: Unit
Ability Hotkey : D

The Aerocopter drops a number of bombs in rapid succession directly beneath it's position, dealing repeated damage in a relatively small area.


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 ManaCooldownC. RangeAoEDurationEffects
1606 seconds - 200 - 20 damage per bomb, 8 bombs
2706 seconds - 200 - 20 damage per bomb, 12 bombs
3806 seconds - 200 - 20 damage per bomb, 16 bombs
4906 seconds - 200 - 20 damage per bomb, 20 bombs
51006 seconds - 200 - 20 damage per bomb, 24 bombs
Notes:
  • Damage type: physical
  • Bombs are dropped every 0.25 seconds
  • The Aerocopter can move about freely while the bombs are being dropped
  • Bombs take 0.15 seconds to reach the ground and detonate

Piercing BulletsAbility Type: Passive
Targeting Type: N/A

The Aerocopter uses armour piercing bullets which penetrate the initial target and also damage the units behind them. Splash damage is dealt in a 100x250 AoE behind the initial target.


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 ManaCooldownC. RangeAoEDurationEffects
1 - - - - - 10% of damage is splash
2 - - - - - 15% of damage is splash
3 - - - - - 20% of damage is splash
4 - - - - - 25% of damage is splash
5 - - - - - 30% of damage is splash
Notes:
  • Splash Damage type: pure (this is same as Battle Fury)
  • Splash damage affects all units Battle Fury splash damage affects

Load/UnloadAbility Type: Active
Targeting Type: Unit
Hotkey: D

Allows Balred to board or leave the Aerocopter.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1 - - - - - Loads or Unloads Balred to/from the Aerocopter





Many possibilities are created with this combination, when in Fighter Form and you board the Aerocopter, you can gain many combinations of passives to assist with ganking/chasing/fleeing
Stun the enemy team, then move the Generator into position using a Force Staff, you can wreak havoc for the enemy team in every team fight.
Fast movement speed, massive attack speed, bonus damage and a chance to deal bonus damage. Add in Fragmentation Device and you can be a dangerous ganking machine...literally.
Replenish your Aerocopter's mana and health, give it more armour and more damage. +60 damage with 3 attacks every 1.05 seconds will turn your flying contraption into a damage fountain of epic proportions.



What are the two gaps for in the Fighter form icon set?
Those two spaces are where the Weapon/Defence bonus icons go when you cast them.
For instance, at once time during the game, Balred's icon set while in Fighter form might look like this:



or like this:



I've never seen a Spellbook based ability. How does it work?
When you gain a level in DotA, and you go to choose what ability you want to improve, you've just entered a "Spellbook" type of ability. The Crafting Box, Weapons Crafting and Shield Crafting all work in the same way: the normal icon set disappears and is replaced with a panel of the relevant abilities for the Spellbook you just selected. In the bottom right there is a Cancel button to take you back to the main skill set without casting an ability. When you cast an ability with any of the sub-skills within a Spellbook (for this hero) you will automatically be taken back to the main skill set.
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Last edited by Captain Planet; 05-16-2012 at 07:41 AM.
Old 01-19-2011, 02:04 AM   #3
Captain Planet
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Default Re: [STR-SENT] Balred, the Master Craftsman

Yes, they are for self only. Otherwise he becomes a *bit* too complex and his Fighter Form is meant to be tanky-mode, not caster-y mode.
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Old 01-25-2011, 02:10 AM   #4
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Default Re: [STR-SENT] Balred, the Master Craftsman

I have stopped reviewing but can bump your hero :P
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Old 01-27-2011, 01:21 AM   #5
Captain Planet
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Default Re: [STR-SENT] Balred, the Master Craftsman

Thanks for the bump
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Old 01-27-2011, 05:32 AM   #6
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Default Re: [STR-SENT] Balred, the Master Craftsman

Quote:
Originally Posted by The ][nquisitor View Post
Thanks for the bump
And I know that's another bump as well --
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Old 01-27-2011, 09:09 AM   #7
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Default Re: [STR-SENT] Balred, the Master Craftsman

I almost forgot this hero has no bonus attributes... and I was going to say "IMBA". hahahaha

"Change Form" is a good skill, increases the versatily of the hero and prepars him to big fights.

- Weapon Crafting: Swords are ok and look very effective at different times of the battle, but no one will be able to cast everyone on time.
- Shield Crafting: The concept of Mithril Shield is funny. Because it is so light, the owner starts to evade attacks. xD I just can't compare the shields, anyway, they look fine.
- Defend: A great ingame skill. The projectile reflection does not scale very well, but at the same time, I think the skill is balanced in its own way. With Steel Shield, that would be very funny to see everyone taking damage!

"Repair" - Why the damage takes 10 seconds less than the armour to reach the max. cap? I mean, why can't both bonuses reach the max. cap at the same time?
- Is it possible to lose the bonuses while the hero is still channeling?
- At the last level of this skill, you will take 20 seconds ro reach the max. cap of bonus armour, but it costs 3% max mana per second, which means ~60% max mana lost at the end of the channeling. I know that this will happen only mid-late game, but I thought it was worth mentioning.

"Fragmentation Device" - Powerful AoE damage, with moderately high stun duration. Not to much to comment.

"Generator" - OMG! Nice one. Just one thing: Why the hell the generator explodes, dealing physical damage inside 300 AoE, if it will self-destruct only when there are no enemies inside attack range (625?). If you want it that much, I suggest a long delay. Unless this has something to do with Force Staff.

"Aerocopter" - I think you did too much in Aerocopter. Bonus movement speed and damage along with increased attack range, receiving the same bonuses of Fragmentation Device or Weapon/Shield Crafting is already too much for me.
- The damage of the hero is reduced while inside the Aerocopter? This makes things "fair~~" with that BAT. >_>
- Carpet Bombing: Although I already said that more skills into Aerocopter is too much, the skill by itself is good yet original.
- Piercing Bullets: Your notes seems broken to me - "Considering the Aerocopter attacks 3 times per 1.05 seconds, this adds up". So, every three attacks proc the bonus damage?
- Load/Unload: IMBA. I say remake.


Repair + Generator + Fragmentation Device is an awesome combo!
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Old 01-27-2011, 09:54 AM   #8
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Default Re: [STR-SENT] Balred, the Master Craftsman

Arghh... A hero that looks too complicated..... Am I seeing it right? The repairman boy model have five skills? Really woaww... Too many branches of skills.. If only this hero suggestion is a bit simpler and shorter, i can review this one in no time. But its not, so I can't because there are so many problems i need to face in real life... maybe next time. Sorry.
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Old 01-27-2011, 12:19 PM   #9
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Default Re: [STR-SENT] Balred, the Master Craftsman

isn't this is a winning hero edi?
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Old 01-27-2011, 01:16 PM   #10
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Default Re: [STR-SENT] Balred, the Master Craftsman

Epic hero is epic! T-up
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Old 01-27-2011, 03:08 PM   #11
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Default Re: [STR-SENT] Balred, the Master Craftsman

HRT!

Skill 1: Feels boring and not needed for a peasant to transform when he already has quite a bit of nifty other gadgets he can use. Although you say tank/support, this skill makes him a carry late game where +60 damage -25% attack speed isn't that costly and +15 armor is omfg imba!

Skill 2: Most imba thing I've ever seen. You can literally do this to all allied heroes easily since the duration is indefinite. Stand in fountain, have whole team wait, repair them, ???, omfg epic profit with everyone running around with +25 armor, +60 damage. Then you can repair a tower to full health with +60 damage and +25 armor. Combine that with Living armor and we get omfg why won't this tower die! DO NOT underestimate 500 damage when something is magic immune and now has like 50 fortified armor. Only way to take that beast down is if the opposing side does a massive push. Also when used on a full health tower or nearly full health tower, after 500 hp is dealt making it from 1500/1500 to 1000/1500, will it go back to 1500/1500 since that was its current hp when this was casted?

I suggest you make it based on how many HITS it can take before it wears off like 2/3/4/5/6 hits or something. Then it might be balanced though really hard to tell since +60 damage and +25 armor for whole team is a bit much.

Skill 3: Decent enough. Damage is a tad bit too high and with a stun for what it can do. I suggest lowering the AoE to 250, the equivalent of Shadow Fiend's.

Skill 4: Neato skill, however self-destructing when no enemy is near is pretty dumb since there is well...no enemies around it. I say make it an active so you can atleast deny it or a passive that upon destroying it, it will deal damage.

Skill 5: I had this whole paragraph of how broken this was, but then when I read only actives and boots affect the gyrocoptor, I deleted it. So when Balred is in the coptor, does the base damage change to Balred's or is it the set base damage? Won't matter too much since he can get +120 damage and +40 armor for survival and damage. Strong early-mid game, but weak late game.

Overall: He can also be played like a carry since claymore gives a free relic and that -25% attack speed wouldn't be too costly since he can farm pretty nicely with Generator and Fragmentation Device. Repair atm feels a bit overpowering and its mechanics are a bit questionable. Worthy of 3rd place finish.

Hope this review helps!
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Last edited by kings.empire; 01-27-2011 at 06:35 PM.
Old 01-28-2011, 03:24 AM   #12
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Default Re: [STR-SENT] Balred, the Master Craftsman

Quote:
Originally Posted by Ryugo View Post
I almost forgot this hero has no bonus attributes... and I was going to say "IMBA". hahahaha

"Change Form" is a good skill, increases the versatily of the hero and prepars him to big fights.

- Weapon Crafting: Swords are ok and look very effective at different times of the battle, but no one will be able to cast everyone on time.
- Shield Crafting: The concept of Mithril Shield is funny. Because it is so light, the owner starts to evade attacks. xD I just can't compare the shields, anyway, they look fine.
- Defend: A great ingame skill. The projectile reflection does not scale very well, but at the same time, I think the skill is balanced in its own way. With Steel Shield, that would be very funny to see everyone taking damage!
Thanks for the positive feedback on this ability
"Repair" - Why the damage takes 10 seconds less than the armour to reach the max. cap? I mean, why can't both bonuses reach the max. cap at the same time? I'll see what I can about that
- Is it possible to lose the bonuses while the hero is still channeling? No. Whatever bonuses are applied during channelling remain until they are removed by taking damage.
- At the last level of this skill, you will take 20 seconds ro reach the max. cap of bonus armour, but it costs 3% max mana per second, which means ~60% max mana lost at the end of the channeling. I know that this will happen only mid-late game, but I thought it was worth mentioning. I know it's a lot, but since people are totally unable to separate the thoughts "Repair" and "imba", I felt I had to over balance it before people accepted it. I'll rebalance the mana cost.

"Fragmentation Device" - Powerful AoE damage, with moderately high stun duration. Not to much to comment.

"Generator" - OMG! Nice one. Just one thing: Why the hell the generator explodes, dealing physical damage inside 300 AoE, if it will self-destruct only when there are no enemies inside attack range (625?). If you want it that much, I suggest a long delay. Unless this has something to do with Force Staff. Good point. I'll remove it. Thanks for the feedback again.

"Aerocopter" - I think you did too much in Aerocopter. Bonus movement speed and damage along with increased attack range, receiving the same bonuses of Fragmentation Device or Weapon/Shield Crafting is already too much for me.
- The damage of the hero is reduced while inside the Aerocopter? This makes things "fair~~" with that BAT. >_> Yes. Damage is reduced to the fixed figures in the Aerocopter's advanced stats.
- Carpet Bombing: Although I already said that more skills into Aerocopter is too much, the skill by itself is good yet original. Thanks
- Piercing Bullets: Your notes seems broken to me - "Considering the Aerocopter attacks 3 times per 1.05 seconds, this adds up". So, every three attacks proc the bonus damage? No. It's a 10% chance to proc, I'm just saying that because it attacks 3 times per second, 10% is going to proc more than a few times.
- Load/Unload: IMBA. I say remake.


Repair + Generator + Fragmentation Device is an awesome combo!
Thank you very much for the review!
Quote:
Originally Posted by kings.empire View Post
HRT!

Skill 1: Feels boring and not needed for a peasant to transform when he already has quite a bit of nifty other gadgets he can use. Although you say tank/support, this skill makes him a carry late game where +60 damage -25% attack speed isn't that costly and +15 armor is omfg imba! The numbers can be tweaked. I know this concept isn't going to be for everyone, so I just guess you're one of the ones who doesn't like it, just as Ryugo is one of the ones who does

Skill 2: Most imba thing I've ever seen. You can literally do this to all allied heroes easily since the duration is indefinite. Stand in fountain, have whole team wait, repair them, ???, omfg epic profit with everyone running around with +25 armor, +60 damage. Then you can repair a tower to full health with +60 damage and +25 armor. Combine that with Living armor and we get omfg why won't this tower die! DO NOT underestimate 500 damage when something is magic immune and now has like 50 fortified armor. Only way to take that beast down is if the opposing side does a massive push. Also when used on a full health tower or nearly full health tower, after 500 hp is dealt making it from 1500/1500 to 1000/1500, will it go back to 1500/1500 since that was its current hp when this was casted? You seem to have totally misread the ability. Firstly, it takes a while to get a hero to the maximum bonuses. Secondly, it costs you 60% of your total mana pool in order to do it. And taking 500 damage undoes the bonuses. And no, HP is exempt from the reversion of the bonuses. HP stays as it is.

I suggest you make it based on how many HITS it can take before it wears off like 2/3/4/5/6 hits or something. Then it might be balanced though really hard to tell since +60 damage and +25 armor for whole team is a bit much. Making it based on the number of hits makes it totally and utterly useless.

Skill 3: Decent enough. Damage is a tad bit too high and with a stun for what it can do. I suggest lowering the AoE to 250, the equivalent of Shadow Fiend's. Dude...it deals physical damage. Late game it's going to be close to useless. It will only be powerful in combination with Generator. But I will lower the AoE. Thanks for the heads up

Skill 4: Neato skill, however self-destructing when no enemy is near is pretty dumb since there is well...no enemies around it. I say make it an active so you can atleast deny it or a passive that upon destroying it, it will deal damage. It already deals damage when it blows up. But what's the point in it dealing damage if there is no-one around? I'm removing the damage on death

Skill 5: I had this whole paragraph of how broken this was, but then when I read only actives and boots affect the gyrocoptor, I deleted it. So when Balred is in the coptor, does the base damage change to Balred's or is it the set base damage? It's the set base damage Won't matter too much since he can get +120 damage and +40 armor for survival and damage. Strong early-mid game, but weak late game. The HP will be a significant factor late game but yes, the +damage late game will make the Aerocopter a damage fountain.

Overall: He can also be played like a carry since claymore gives a free relic and that -25% attack speed wouldn't be too costly since he can farm pretty nicely with Generator and Fragmentation Device. Repair atm feels a bit overpowering and its mechanics are a bit questionable. Worthy of 3rd place finish. Why thankyou. I'll make some of the necessary rebalances when I get the time

Hope this review helps!
It did help! Thanks for the feedback, dude
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Old 01-28-2011, 10:26 AM   #13
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Default Re: [STR-SENT] Balred, the Master Craftsman

Quote:
Inky's Master Craftsman
Aesthetics - UGH. asfjaskhgaj;skgfas...THE PASSIVE ICONS ARE HORRIBLE. WHERE DID U GET THOSE, A DISCOUNT SALE AT WALLMART?? *ahem* Here....just take these, consider them an early Christmas present or something >_>

Those are just the really horrible ones, if you want some others fixed just post a message on my wall or something. Jeez.

Standard Background story, dynamite Icon doesn't blend well with other icons, and I dislike the same icon for both shield and weapon crafting, but whatever. Moving on...

Change Form - Gah. Spell book frenzy. Okay, the skills look pretty standard, and I seriously don't wanna read through them all, so I'm going to trust you and say that they're balanced. Defend - Yay something simple! Lol I don't know about you but, increasing movement speed reduction is not exactly popular. I know this was put in as a form of balance, but I think movement speed reduction should remain at a constant, the MS reduction somewhat overshadows the skill, and players will hestitate to even attempt to use defend in combat.

Repair - Pretty standard, and I like it on this particular hero. A suggestion though: Make the scaling 1/1.5/2/2.5/3%, mana per sec, otherwise people will just abuse the fact the level 4 has a better overall value, and would just not skill level 5 of it. Nothing much else to say ...

Fragmentation Device - Lol a C-Raze with bonus damage and a stun. I like the fact that it takes some skill to use, but personally I would expect something more creative from a person like you. Um, No suggestion, looks balanaced.

Generator - Now this skill, is my personal fav. I'm debating whether or not to say 115 damage/0.3 sec ministuns/armor reduction is imba at lvl 9, but I guess early game is this hero's forte. You forgot how much bounty it gives... and also does it blow up if you just place it in the middle of no where? If thats so, it will get pretty frustrating when the enemy heroes just walk out of the AoE and the Generator just blows. I think its balanced enough to give it 5~ ish seconds to start living without enemy units in the AoE.

Roflcopter V2.0 - Lol. Well, theres too many factors for me to look at to judge the balance. So, again, I'm just going to trust that it already is. 1 Thing though, show the iconset when the Copter is piloted, by both forms to be reveiws friendly.

Synergy - Change form is the only skill that I feel that is out of place. I feel that Weapon/Sheild crafting is wasted when the Aerocopter is in play; The Aerocopter will fufill most protective needs, and your hero lacks DPS potential, even though his +str stats are quite high. Lots of Dynamic synergy, which is nice, but lacks some basic skill-to-skill synergy (repair + generator/aerocopter was the only noticable one), remember this isn't CTH13 anymoar.

Overall, great hero with an high fun factor, can turtle like a beast, and a contender for best gameplay.
Copypasta, kthxbai

Well, tbh, If you haven't changed your hero from the old CTHXIV thread, my comments should remain the same (apart from the Icons and Walmart thing). Soooooooooooooooo thats all I can really do. Sowwy.
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Old 02-02-2011, 02:26 AM   #14
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Default Re: [STR-SENT] Balred, the Master Craftsman

The hero HAS changed since you gave that review so much of what you said isn't actually relevant any more xD But anywho thanks for the comments
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Old 03-16-2011, 07:14 AM   #15
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Default Re: [STR-SENT] Balred, the Master Craftsman

Sorry about the delay in the review you asked.

But better late then never...

One thing, I don't really care about numbers, just concept. So, it may not help much!

Anyway, let's go for it!

Quote:
Concept: The fighter and builder concept are the ones I like the most, I just don't think the go well at the same time. The "role change" is cool, but it is too much wide. With the fact that he gains thrre skill levels by leveling one.

I always like to consider like this, you may be good at a lot of things. But you will be awesome at just one. The one you rain the most. That's why I belive a hero should be focused at something.

I know, I know, Invoker have a lot of spells to choose from. But it is spells only, and you usually use some of them and change them jut to chage the way you attack or defend.

My point is, too much different stuff for one hero to do.

Skills: I liked all. XD
They are cool, nice to use. Synergyse preaty well with each other, and allow to do a lot of combos. And that makes him too much all around hero.

Change form: The only skill I don' really like. Skill tha chages the play style are cool, but a hero change, is just giving a chance to take your bad side away to save your self.

You are blowing stuff, than out of nowere comes a gank, you change o tank and force your enemies to change their srategy completly cause now they have o deal with a tank. You run back o tower, they give you, you change back and continue doing what you were doing. If they come again, all you have o do is repeat the process.

Kinda unfair I think...

Weapons Crafing and Shield Crafting: The skills I loved the most. I just think you could make it more interesting by using it as an upgrade. Like, you upgrade yours and your allies weapons and arour instead of making new ones. By concept, would make it more concept detailed. Like it faster to make an upgrade than to make something new. Another thing, is that it could be channeling for a few seconds instead of a cooldown with a duration (even the sharpest sword or the most resistent armor can worn out after some hits). It would turn into a battle preparation instead of a simple buff. Would make the concept richier and mero interesting. Also, the amount of possible buffs would need some strategic thinking on witch buff apply to each ally! Making it one of the best supporters in the game!!!

Defend: I liked this skill in a Tanker, since the tanking role gets harder against ranged enemies, this would make life way easyer. And fits preatty well with the Footman Skin, considering It would look like awesome with the raising shield animation. I just may have one problem with the reflect demage, you need some concept about why that happends, since a shield only resists damage unless its magical. So, just some more concept working and this should be great.

Repair: Good skill, but would unbalance the game. Since you can keep holding the tower safer for longer time. I loved it!!! This would make the regular gameplay of every game this hero is picked. It would demand some better strategy from the other team. I just think you could make this work like your weapons and shields crafting. You can make the tower more resilent by adding armor and HP, or make it more self defencive, adding damage and AS. This would make it not so unbalanced and would fit well in the concept of the hero.

Fragmantation Device: Well, I liked the idea. Pretty basic and fun. But you could add more concept in it. First thing, throwing in the direction he is facing is kinda dumb. You can backthrow, sidethrow. Why only throw forward??? Second thing, I don't know about your idea, but with you Icon, you could add the time challange instead of the aiming challange in this skill. Add a timer like Alchemist and a effect like Kunka's skill and you have a crazy bomb!!! Make it a ground targeting showing the AoE, like Tiny's stun and its perfect. I would love to throw bombs around.

Think of the scene: Here comes the enemy, I lit the thing up. 3 seconds to blow. O Sh** he is running away and I have this thing about to explode on my hand! Then you throw it anyware it is worth it...
Could even add some damage to buildings like Techies Mines. But reduced damage. Great pushing skill than!

The only bad thing, is that is kinda off the concept with the other skills. The first skills makes him look like a blacksmith, using his abillities to improove weapons and armors in the battle field. This bomb just gets out of that concept.

Generator: Again a very cool skill, but like before, out of concept. By now he is a Warrior, a Blacksmith, a Alchemist and a Engineer??? Anyway, I liked the idea but would go against his tanking role.
This would make enemies run away from you or your allies. Or later game, just add some damage to the battle, since most heroes would two hit KO this thing. Anyway, you could just change the effects a little, to fit more in the eletric damage thing.

At first you get paralised by it, then slowly recovers from it in case of a strong shock. Or, in a case of a weaker shock, you keep getting more deadened as much as you keep getting shocked. Anfter some time you loose control of movements. So, you could make effects of the damage one of these. Both would be great. A Stun followed ba a slow that recovers little by little. Or a Slow that increases little by little until it stun the enemies. Bouth would amek a great ganking tool.

Aerocopter: Serious mode off: Whaaaaaa??? Now he is a Pilot too???
Serious mode on: Ok, is a nice tool, but a escapes even more from the concept from the beggining. He build a flying machine that pilots itself, and can be piloted. Don't know, its a cool skill, but I would sugest something that would go better if you like the other sugestions.

If its your ultimate, make it like a Veicle, like a Tank or something. So, you build it, and enters it. Now you have a very good MS to go around. Witch would make it pretty good to travel around helping allies.
Also, you may choose a certain number of your skills. Each skill would add one charge of that skill. So, you may use those skills with shorter CDs. If you choose Weapons and Shields Crafting, you could buff allies faster during combat and be protected by the tank armor. If you choose Fragmentation Device, you may shoot them with the Tank's Cannon, giving him a AoE attack with a limited number of shots with a CD, Or droping more than one generator like mines!!! Or choosing Repair, would buff the tank, by giving armor and HP regen to it. The time it takes to build depends on two factors, how fast you choose skills, and how many. It has a basic channeling time, if you are too slow to choose from skill, would take a long time to pic all you can, so you ave a maximuns number os skill you can pick, but you can also pick less skills than that. So you may have 8 skill charged, but you pick four to build faster. For every skill charge you don't use, reduce the channeling to build the tank. Also, to make it not so OP, you may add some rules, like: Can't pick the same skill more than X times. And make some minor changes in the skills effects. Make them weaker or something.

A exemple would be he generator: You could use both sugestions in the effect a metioned. The generator itself would have the second effect I metioned (Slow little by little, and stuns if the target is affected too much by it). But if used in the tank, have the second effect with less damage (Stuns, and after it slows. The slow recovers little by little after some time).

The tank itself would geve protection and MS only, having no attack, but with skills choosen, he could do a lot of mess in the battlefield supporting or pushing, depending on the choises while you build it. And would not be compared to Gyrocopter...
Anyway, I think that covers all. Hope something was worth it.

You hero is cool. I just think you could make him way more interesting by adding some more concept to him, and focus the concept instead of making a wide one.

Good luck taking him to dota!!!
T-Up for now, T-Awesome if you work more on his concept!!!
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Old 03-16-2011, 07:18 AM   #16
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Default Re: [STR-SENT] Balred, the Master Craftsman

Ok, in short, this hero holds promise conceptually.

But I cannot envision him suited for dota. His skills are more for an rpg. Not dota. Its way too complex and impractical.
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Old 04-03-2011, 09:25 AM   #17
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Default Re: [STR-SENT] Balred, the Master Craftsman

I personally think that it's about time new heroes were "outside the box", kinda like Invoker and Meepo are very different heroes. I think new and interesting concepts are vital in keeping DotA interesting and fresh.
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Old 04-03-2011, 09:52 AM   #18
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Default Re: [STR-SENT] Balred, the Master Craftsman

wait, "repair" duration is indefinite?
Kinda too imba (25 armor ftw). The cap is kinda too big imo, nerf it OR nerf the amount of damage taken to remove buff
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Old 04-03-2011, 10:56 AM   #19
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Default Re: [STR-SENT] Balred, the Master Craftsman

You seem to be forgetting the channel time and mana cost, dude. Factor those in first and you might see it different
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Old 04-03-2011, 01:38 PM   #20
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Default Re: [STR-SENT] Balred, the Master Craftsman

I remember this :tongue:
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Old 04-03-2011, 10:14 PM   #21
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Default Re: [STR-SENT] Balred, the Master Craftsman

T-up nice job man
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Old 04-04-2011, 03:39 PM   #22
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Default Re: [STR-SENT] Balred, the Master Craftsman

well, T-up!
It's not an easy hero at all.
Anyway, could someone tell me how can I make the skill and item synergy?
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Old 04-06-2011, 08:27 AM   #23
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Default Re: [STR-SENT] Balred, the Master Craftsman

Thanks for the support guys. Much appreciated

Does anyone else have any concept/numbers feedback?
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Old 04-06-2011, 09:05 AM   #24
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Default Re: [STR-SENT] Balred, the Master Craftsman

OmGosh..
Never thought the Militia model could ever make a good hero LoL
This is AWESOME, not going to comment on individual skills, nothing bad to say.
If ever Icefrog wants to create a hero using Militia/Footman model, then this should be his first (and possibly his only) stop!!
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Old 04-09-2011, 01:10 AM   #25
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Default Re: [STR-SENT] Balred, the Master Craftsman

Thanks for the support
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Old 04-09-2011, 01:25 AM   #26
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Default Re: [STR-SENT] Balred, the Master Craftsman

If CTH XVI was about unique gameplay, then you should've entered this.

Anyways T-up for the unique concept!
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Old 04-11-2011, 04:48 AM   #27
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Default Re: [STR-SENT] Balred, the Master Craftsman

Unfortunately, I'd already entered this in another CTH xD I entered this hero in CTH 14, and he came 3rd overall, coming 2nd for best gameplay award =D

But thanks for the positive support!
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Old 08-19-2011, 09:54 AM   #28
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Default Re: [STR-SENT] Balred, the Master Craftsman

T-d!
Really interesting hero. But not with 5 imba skills! 410 dgm + 2.2 stun per 13 secs. Is there any analogue within the dota? Leoric has 280 + 2 sec stun, Lion has 300 + 2 sec stun!
The damage return shield is just like the BM worked before change. IMBA! And in synergy with BM it will fail even satanic! And that in no cost!
Generator that just humiliates enemies! 115 dmg -1 armor and 200 aoe destroing it! It sounds like 500 dmg aoe ulti. And there can be more than 1 generators.

I think that rebalancing weapon\shield crafts, removing copters and that fragmentation bullshit and making generators to be ulti with cap of 2 with aghs will make this hero an interesting suggestion.
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Old 08-19-2011, 10:07 AM   #29
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Default Re: [STR-SENT] Balred, the Master Craftsman

I'll break it down for you:

1) 410 PHYSICAL damage. Late game it will be dealing closer to 150-200 damage thanks to the often very high levels of armour that heroes have. Physical damage works well early game, very poorly late game. This hero's nukes are early-mid game nukes, they are rather useless late game. You should've taken than into account >_>

2) It's a % chance to return a % of damage. Sure, it's a passive with no cost, but with 3 other shields competing for it's attention, it won't be in use all the time and that's the big balancing factor; there are 3 other equally good (equally situational) choices to pick from. You forgot that as well.

3) The Generator: that thing is gonna get FF'd in about 2 seconds every team fight unless your team has strong initiation co-ordination (which isn't the case in, like, 90% of pubs). So it's not that strong. The damage is, once again, physical, so late game all it will be good for is possibly interrupting some channelling. And not reliably since the stun won't be going through BKB.

4) This hero is meant to be different. I certainly won't be changing him to a 4 skill hero (there are 107 of those already in the game). The abilities are pretty well balanced if you look past the raw numbers and extrapolate all the factors worked into the hero. But I do appreciate your opinion, because it means that I seem to have not clarified the balancing features.
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Old 08-20-2011, 12:01 AM   #30
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Default Re: [STR-SENT] Balred, the Master Craftsman

Really confusing use of template but this hero is epic, T-up.
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Old 08-20-2011, 03:14 AM   #31
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Default Re: [STR-SENT] Balred, the Master Craftsman

I love the concept.
I'd suggest you to swap the icons of Dragonscale Shield and Steel Shield though.
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Old 08-25-2011, 11:44 AM   #32
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Default Re: [STR-SENT] Balred, the Master Craftsman

Thumbs up!You have great imagination. This is a good hero.All you need now is a test map.
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Old 08-27-2011, 12:31 AM   #33
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Default Re: [STR-SENT] Balred, the Master Craftsman

Quote:
Originally Posted by 5teccky View Post
Thumbs up!You have a crazy mind. This is a hell out of a hero.All you need now is to test it on a map.
Did i misready anything?
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Old 09-03-2011, 05:03 AM   #34
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Default Re: [STR-SENT] Balred, the Master Craftsman

Quote:
Originally Posted by Ya_DaUrsa_Kami7 View Post
Really confusing use of template but this hero is epic, T-up.
Thanks!
Quote:
Originally Posted by ensnare View Post
I love the concept.
I'd suggest you to swap the icons of Dragonscale Shield and Steel Shield though.
Done.
Quote:
Originally Posted by 5teccky View Post
Thumbs up!You have great imagination. This is a good hero.All you need now is a test map.
Thanks
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Originally Posted by SHTO View Post
Did i misready anything?
He misstyped "out" instead of "of", that's all.
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Old 12-15-2011, 06:11 PM   #35
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Default Re: [STR-SENT] Balred, the Master Craftsman

cool
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Old 12-17-2011, 05:49 AM   #36
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Default Re: [STR-SENT] Balred, the Master Craftsman

interesting hero!...I like it

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Old 12-23-2011, 04:56 PM   #37
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Default Re: [STR-SENT] Balred, the Master Craftsman

!like
i would like to see this hero on DotA XD
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Old 05-14-2012, 05:58 PM   #38
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Default Re: [STR-SENT] Balred, the Master Craftsman

i want just to clear something......you defand a masive push where your tower was almost detroyed and while your teammates are pushing you repair the tower restoring it health and give it bonus damage and armor and put a generator(or two) aside with it just in case..... YOU JUST RUINED AN ENTIRE CLASH!
it is to IMBA.........
but i really like everything else, T-Null for now :/
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Old 05-15-2012, 02:06 AM   #39
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Default Re: [STR-SENT] Balred, the Master Craftsman

I was about to post it but nevermore already beat me to it. This hero has unique abilities, but they are unique because they shouldn't really be in the game in the first place.

Dealing damage to a turret can sometimes be extremely important to winning a match, it is like playing Starcraft 2 and if the protoss race had the ability to reconstruct mineral patches in there base. The ability to repair would prolong games and also be hugely imbalanced in engagements to, the amount of damage/armor gain, you have to physically attack a turret to take it down, so to deal 500 damage to something with lets say... 50 armor? What is the point because it will be defended otherwise. Your team thus will always have a defenders advantage that can't be pushed down. This will prolong the games, make turtle farming the norm, and be more boring to watch. It would turn into, "who has the more carries and this guy"

Fragment device is basically a much stronger then Lina's sun array ability, I mean yes its okay to have abilities that overlap other hero's, everyone does it to some degree. This ability serves a really good purpose in helping defend, but once again it only prolongs games. Its aoe is huge if you compare it to linas. Higher damage, higher aoe radius.

Generators will be a ridiculous scouting ability, plant it anywhere to notify if someones coming by, block the river. Rediculously damage them if they try running by it. The self destruct ability doesn't make much sense since it self destructs once no one is around to be attacked. The fact that generators last indefinitely also promote you to turtle even more with the repair ability.

I don't really like how the swordsman thing works, because your spending 1 point to gain your entire array of combat choices, meaning you will be maxed out in fighting capability at level 7. So he can both turtle and also have rediculous mid game fighting capability.

This is me not even talking about the ulti, which is a flying ability that grants 1,200 health -10% of his max health upon dying and extra stunning from it... So its like, superrr turtly, super defending, and also really good at engaging?....

anyways overall, this hero is unique. But what he provides isn't really implement worthy

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Last edited by Loomdun; 05-15-2012 at 02:26 AM.
Old 05-15-2012, 12:46 PM   #40
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Default Re: [STR-SENT] Balred, the Master Craftsman

yup. he is unique indeed, but not playable (or to be more precise, too wide to fill a niche)

i'd say take the craftsman side for a hero, it has good concept and pretty funny for turtling and annoying enemies at wars, just like techies.

it's just my two cents tho.
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