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Member
Join Date: Jan 2010
Location: In a house.
Posts: 317
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Background Story:Its homeland annihilated, its kin butchered. A lone survivor, toxic remnants of the war crept into Marshroom and fused with its deep bitterness and hatred. Appearing as a harmless fungus, Marshroom exploits this naivety with cruelly-devised traps that immobilize its victims. Adamant to make the world feel its pain, Marshroom mercilessly watches them scream in helpless agony as its spores and acidic secretions burn their flesh. Those who stepped into its territory, the Swamp of Sorrows, never make it out alive. With a fearsome reputation, the Lich King now seeks its help to crush the Sentinel once and for all. |
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Toxic Grapple - Active
Type: Active Targeting: Enemies Hotkey: T The Marshroom will latch onto the nearest enemy unit, dealing initial latching damage and burns the target over time. Takes 3/4/5/6 hits to shake off the Marhsoom (or the Marshroom can detach itself from the target). There is a chance of adding spores whenever the target is damaged.
Mana Cooldown Range AoE Duration Effects 1 100 24 180 N/A 15 seconds/Until detached manually or attacked 3 times Does 50 damage and 10 damage per second. 15% chance to add a spore. 2 120 20 180 N/A 15 seconds/Until detached manually or attacked 4 times Does 70 damage and 25 damage per second. 20% chance to add a spore. 3 140 16 180 N/A 15 seconds/Until detached manually or attacked 5 times Does 90 damage and 40 damage per second. 25% chance to add a spore. 4 160 12 180 N/A 15 seconds/Until detached manually or attacked 6 times Does 110 damage and 55 damage per second. 30% chance to add a spore.
- Latches on the target in front of the Marshroom.
- Can’t move or attack during this state.
- All items are muted.
- A cancel button will replace Toxic Grapple’s place during the duration. You can click on it to detach from the target.
- Will detach from the target after 15 seconds.
- HP and MP will be the same from before using the skill (regens are halted during this stage, buffs will stay the same).
- If enemy dispel this skill, you will lose 50% of the HP before using this skill.
- Is magical immune in this stage.
- You will appear anywhere within 150 AoE around the target after detaching.
- Adds one Spore upon attaching.
- Will drop off when target is invisible.
- Doesn't affect magical immune units/ancients
Fungal Traps - Active
Type:Active Targeting:Ground Hotkey:R The Marshroom places a trap on the ground which will deal damage and immobilize all enemy units who step over it. Marshroom can teleport to its victims.
Mana Cooldown Range AoE Duration Effects 1 90 12 150 180 Until destroyed Places a trap on the ground. Deals 30 damage when an enemy steps on it and stuns them for 0.8 seconds. Maximum of 3 traps. 2 100 10 150 180 Until destroyed Places a trap on the ground. Deals 50 damage when an enemy steps on it and stuns them for 1.2 seconds. Maximum of 4 traps. 3 110 8 150 180 Until destroyed Places a trap on the ground. Deals 70 damage when an enemy steps on it and stuns them for 1.6 seconds. Maximum of 5 traps. 4 120 6 150 180 Until destroyed Places a trap on the ground. Deals 90 damage when an enemy steps on it and stuns them for 2 seconds. Maximum of 6 traps.
- Traps are invisible and have 55/70/85/100 HP respectively
- Damage type: Magical
- Trap vision is 200/200
- Adds a spore upon activation.
- There will be a ping on the mini map whenever an enemy activates the trap.
- Doesn't affect magical immune units
Disseminate - Sub-skill
Type:Active Targeting:Instant Hotkey:E The Marshroom is able to teleport to his trapped victims.
Mana Cooldown Range AoE Duration Effects 1 N/A 3 2000 N/A N/A Teleports to the nearest trapped enemy. 0.5 seconds delay. 2 N/A 2 2400 N/A N/A Teleports to the nearest trapped enemy. 0.5 seconds delay. 3 N/A 1 2800 N/A N/A Teleports to the nearest trapped enemy. 0.5 seconds delay. 4 N/A 0 3200 N/A N/A Teleports to the nearest trapped enemy. Adds a spore upon landing.
- This skill is automatically learnt after learning Fungal Traps.
Paralyzing Spores - Passive.
Type:Passive Targeting: N/A Hotkey:Z Whenever Marshroom casts a spell or attacks, a paralyzing spore has a chance to be placed on the affected target(s), the spores will accumulate on the target, stunning and dealing minor damage to the target after the amount of spores reaches 4.
Mana Cooldown Range AoE Duration Effects 1 N/A N/A N/A N/A 10 25 damage and 0.5 second stun. 10% chance to land on attack. 2 N/A N/A N/A N/A 14 40 damage and 0.7 second stun. 15% chance to land on attack. 3 N/A N/A N/A N/A 18 55 damage and 0.9 second stun. 20% chance to land on attack. 4 N/A N/A N/A N/A 22 70 damage and 1.1 second stun. 25% chance to land on attack.
- Damage Type: Magical
- Casting spells has 100% chance to land a spore on affected target(s)
- The spore count will reset if a stun is applied
- Does not trigger through item actives.
- An ally-only number will appear above the target’s head showing amount of spores.
- Ulti will give out 1 spore every 2 seconds to all enemies within the AoE.
- Will add a spore count on magical immune units but doesn't deal damage or stun.
Acid Overflow - Active.
Type: Instant Targeting: N/A Hotkey:W The Marshroom overflows the nearest enemy hero with acid from the swamp, Damaging target and slowing him every second. Slow stacks per second, and occasionally the acid will burst, dealing the damage in an AoE around target.
Mana Cooldown Range AoE Duration Effects 1 150 140 (90*) 125 300 6 2(3*)% MS and 4(6*)% AS Slow per second. 80(100) DPS, 20% splash chance 2 180 130 (90*) 125 300 7 3(4*)% MS and 6(8*)% AS Slow per second. 100(120) DPS, 25% splash chance 3 210 120 (90*) 125 300 8 4(5*)% MS and 8(10*)% AS Slow per second. 120(140) DPS, 30% splash chance
- If this skill is activated while latched to a target, this skill will activate on the latched target.
- AoE is the AoE of the ooze.
- Damage type: Magical
- Can be improved by Aghanim’s Scepter (*shows the improved values.)
- The enemies within the AoE will be slowed for 2 seconds the same amount as the effected enemy.
- Any enemy that have been damaged by the ooze will get 2 spores count added on them.
- Doesn't affect magical immune units/ancients
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#2 |
Member
Join Date: Mar 2011
Posts: 247
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First skill sounds a lot like Weaver's spiders.. though I'm a bit confused. Can Marshroom still attack, cast spells, etc. while he's attached to the other hero?
Second skill - too much like Slark's. It does work well with the first skill though. I wouldn't expect jumping mushrooms. Third - I do like this ability, it's concept, and how it incorporates the other skills. Again, kind of like Storm's passive, but I think you could squeak by if the other skills were more original. Fourth - You're gonna hate me.... SK's Epicenter. With a little tweaking I think the first skill could work. Third skill is the best to me and seems to be what this hero revolves around so I would keep those and rethink the others. Sorry if this sounded harsh. You've got some good ideas, just keep at it. |
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#3 | |
Member
Join Date: Jan 2010
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Posts: 317
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Quote:
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#4 |
Member
Join Date: Feb 2010
Posts: 202
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IMO first skill needs tweak and ulti needs a rmk, it is like sk's ulti =/ and first skill would work better if you attacked the enemy instead of DOT for a certain amount of attacks.
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#5 |
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Join Date: Jan 2010
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Posts: 317
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Any suggestions for the ulti then?
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#6 |
Member
Join Date: Jan 2010
Location: In a house.
Posts: 317
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UPDATE: Remade ulti.
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#7 | |
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Well, atleast this hero is not based on model alone.
First of all, in hero making you need to determine the role first. Choose between gank/Carry/Support, then determine a more-specific role (Nuker, Area damager, 1v1, Babysitter, etc). Second, to help create synergies, choose an anchor skill. Usually anchor skills are one of your standard skills, used as the base of all your combos. in this case, the anchor skill is the Toxic Grapple. As such, if you want to develop a hero from toxic grapple, create synergies from it. Think about what it will need; A skill to help approaching melee range, and a skill that will keep damaging enemies without needing you to attack/cast spells. 2nd skill should be your approach mechanism. But simple pounce and + damage is kinda boring. Add some juice Example: 3rd skill is a unique concept, as i've told you. But it needs to be simpler. From what i've learned from ability-making, it's important to keep the table simple. Of course, it's WAY too weak currently. needs more juice, bigger stun and damage, or less spores needed to activate. With your current spells it's freaking hard to get 8 spores. And finally ulti should be more 1v1-ish. A total area DPS is boring and unsynergistic. If you want AoE damage, then make it target a single enemy and affects nearby enemies. Good luck in developing this hero. Some of the skills are unique and this hero can always be better. PS: Sorry for wall of text. Please read it though, it will be useful if you decide to create more heroes later
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Vot1_bear's
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#8 |
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Posts: 317
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I have used your format and remade the 3rd skill, also reduced the spore count. I will remake the second and ulti during the coming days. I might remake the second skill to something similar to what you suggested.
Thank you for the review. |
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#9 |
Member
Join Date: Jan 2010
Location: In a house.
Posts: 317
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UPDATE: Remade Ulti and Second skill.
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#10 |
Member
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Your skill names are somehow very cool imo. Nothing like other skill names. Not so simple, but not so complex that it became meaningless. gj on that
![]() Anyway, the synergy here is actually awesome.Plant traps, and wait until enemies come Enemies got hit teleport cast ulti grapple Seems simple, but it isn't A few secs stun at first gives ulti some time to initiate. After the 2s stun, there's a huge chance 4 spores has been collected, stunning them. After those stuns, the slow from ulti comes in and target has been slowed equal to 3s stack. A few things worth noting here... 2nd skill, 10 traps is kinda too many... 2/3/4/5 traps are imo fine since you can teleport to them anyway. Damage imo is too big. It's already a stun and initiate, no need for more. even 100 at level 4 is already too much imo. the subskill is kinda disturbing. Teleporting instantly to a triggered trap? what if you're not ready? what if there's lotsa enemies? How to deal with it: -nerf it a little, note the things i've noted above -When enemies get caught, you are pinged in the minimap (that ! mark and circle on the map) -Subskill can now be activated, at your will. -Insta-teleport is also too good to be true. Add cast range, make it big if you want. Just not global. 2500 imo is fine at level 4. -Ulti is too strong. 200 DPS and 15 duration, doom cries in shame. Options: reduce duration hard. something around 6/7/8 will be nice. Reduce DPS. imo 100 DPS is the limit at level 3, it's too long already. Make it nerf attack speed hard, maybe double the ms slow. This allows greater survival as it makes attacking you not an option And finally i want to help in making ulti simpler ![]() I've given examples on the duration and damage nerfs. Feel free to change it if you have another opinion ![]() This hero has a great potential. GL on further updates!
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Vot1_bear's
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#11 |
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Posts: 317
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Yes, the sub skill is activated at your will.
Changed the description so it's less misleading. Lowered the trap counts and damage and casting time on the subskill. Changed the ulti too. Thank you for all your help. Also, I need an Icon for this hero. If anyone have found an icon that relates to the hero theme, please let me know. |
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| Last edited by Teh_Heartless; 03-20-2011 at 11:04 AM. | |
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#12 |
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I really rofled at the hero. XD
But frankly speaking, alot of the concepts here are pretty original. Im not sure I like the ulti though. Could've been more epic XD
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#13 |
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Glad you liked it
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#14 |
Member
Join Date: Nov 2010
Posts: 2,474
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All his skill deal damages :S Concept is ok but some of them don't need the damage o.o For example, you can remove the damage from ulti and make it minus armor instead o.o
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#15 |
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^The ulti is the main damage dealer imo. It's necessary.
2nd skill might hold -armor, but damage is better since the traps can be used to annoy enemies.
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#16 | |
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Quote:
The damages aren't that significant to be honest and it's also pretty easy to avoid being damaged by his skills. Negative armour would be a bad addition to him because IMO he doesn't deal a lot of physical damage in the first place. |
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#17 |
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Join Date: Mar 2010
Posts: 1,130
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#18 |
Member
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One
Toxic grapple needs to add more spores as it deals dps, or else it's pointless to grapple since you can attack normally anyway. You're an AGI hero. getting Damage and ASPD is easy. Why not give DPS chance to land spores?
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Vot1_bear's
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#19 |
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UPDATE: Added chance do add a spore during the latch time.
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#20 |
Member
Join Date: Jan 2010
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Posts: 317
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Bump.
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