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THEMATIC CONCEPT: Somnus is hero that use Sleep, and broader, the Emerald Dream to damage and find his enemies. PRIMARY ATTRIBUTE: INT ATTACK RANGE: 550 ROLE: Ganker, Anti-ganker, Initiator, Anti-initiator GAMEPLAY CONCEPT:He is the pioneer in a gank and the defender that works against a ganker or an initiator. BRIEF DESCRIPTION OF SKILLS: Curse of the Unwaking: A disable that first must disable himself, so that any enemies who attack him or get too close to him will be infected with the disable instead. It is high risk but also high reward. It works as an initiator, a counter-gank, counter-initiating, and also for escaping. Dream Form: Project himself forward in an ethereal form. It is a crucial positioning skill to use other skills. Can be used as a miniature Curse of the Unwaking. Revery: Locate the position of enemy heroes in an AoE around him and deal small damage to close enemies. It is effective to start a gank or to confirm a gank to his team. Delusion: A channeling skill that deal damage based on the HP change the enemies get at the end of the channeling. It can either be used to stop enemies from healing, or deal a significant amount of damage with the help of teammates. |
Background Story: An elven druid who show unnatural affinity toward the imaginary realm created by the Titans - the Emerald Dream, Somnus Freud'ar is even welcomed by Ysera herself, regarded as a special guest and allowed to wander her world as he tries to find the meaning of life and the universe. However, even the tranquil Dream shows turmoils in the wake of the undead army lead by the Lich King, and Somnus feels his responsibility in aiding the Sentinel to preserve Azeroth, which is also bounded to the pristine Dream. Able to bend the boundary between the Emerald Dream and reality, he can make enemies fall into continuing sleeps or sense their enemies' traces. Sensitive soldiers can even feel his dream form manifesting in the real world, but all of them can only cry in despair when they see their worst nightmares turn into reality. |
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CURSE OF THE UNWAKING
Type: Active Targeting: Instant Hotkey: R Puts Curse of the Unwaking on himself, which makes him sleep and dealt damage. If any enemy hero who deal damage to Somnus or get in 170 AoE of Somnus, this debuff will be transferred to him.
Mana Cooldown Range AoE Duration Allowed Target Effects 1 100 15 seconds N/A 170 2 seconds Self Curse of the Unwaking debuff make sleep and deals 40 damage each 0.5s 2 120 15 seconds N/A 170 3 seconds Self Curse of the Unwaking debuff make sleep and deals 40 damage each 0.5s 3 140 15 seconds N/A 170 4 seconds Self Curse of the Unwaking debuff make sleep and deals 40 damage each 0.5s 4 160 15 seconds N/A 170 5 seconds Self Curse of the Unwaking debuff make sleep and deals 40 damage each 0.5s
- Damage type: magical.
- The debuff cannot be purged.
- Somnus can deny himself with this.
- The debuff only transfers from Somnus to enemy, and only once, and duration is reset.
- 0s casting time. It means he can use this to counter a coming attack/spell
- The infected will not be attacked by tower or creeps, is targetable, affected by aura and spells but invulnerable to any dmg, except for the dmg from Somnus(in case of the dmg to wake Somnus, the damage and/or disable is nullified).
- If there is no one in 170 AoE since he casts CotU, the first enemy hero to go inside is infected with the Curse. If there are already more than 1 enemy heroes in AoE in the instant CotU is casted, all will be infected, such as the case of blink/casting.
DREAM FORM
Type: Active Targeting: Instant Hotkey: F Projects his dream form forward, it is still able to interact with the physical world, though mostly through spells only. Dream Form is ethereal. Hero damage to the physical body will wake him up.
Mana Cooldown Range AoE Duration Allowed Target Effects 1 80 18 seconds 800 N/A 18 seconds Self Dream Form has another 5% magical resistance, 410 MS, 0 collision size 2 90 18 seconds 900 N/A 18 seconds Self Dream Form has another 10% magical resistance, 440 MS, 0 collision size 3 100 18 seconds 1000 N/A 18 seconds Self Dream Form has another 15% magical resistance, 470 MS, 0 collision size 4 110 18 seconds 1100 N/A 18 seconds Self Dream Form has another 20% magical resistance, 500 MS, 0 collision size
- Range is the distance Dream Form is projected forward with the speed of 3000 after casting.
- The Dream Form and physical body always have the same HP/MP, Dream Form can get XP.
- The physical body is uncontrollable, immobile.
- Buffs and Debuffs will be transfered to the Dream Form.
- Any hero damage to the physical body instantly wake him up, canceling dream form. This damage and disable works, but the attacker gets Curse of the Unwaking debuff for 1.5s.
- Pressing this skill again will cancel Dream Form prematurely.
REVERY
Type: Active Targeting: Instant Hotkey: E Detect the magical trace of his enemies through the Emerald Dream plane. Position of enemy heroes in AoE will be pinged in the minimap.
Mana Cooldown Range AoE Duration Allowed Target Effects 1 150 60 seconds N/A 1000 N/A Enemy Heroes Ping and deal 50 damage if the enemy hero is in 500 AoE 2 165 60 seconds N/A 1200 N/A Enemy Heroes Ping and deal 100 damage if the enemy hero is in 500 AoE 3 170 60 seconds N/A 1400 N/A Enemy Heroes Ping and deal 150 damage if the enemy hero is in 500 AoE 4 185 60 seconds N/A 1600 N/A Enemy Heroes Ping and deal 200 damage if the enemy hero is in 500 AoE
- Damage type: Magical.
- Ping the positions of even Invisible heroes, but doesn't reveal.
- There is a special sound or visual to notify allies.
- Affect Meepo's clones but not illusions or hidden heroes.
DELUSION
Type: Active Targeting: Area Hotkey: D Breaks the boundary between the Dream and the real world, weaken enemies and turn their nightmares into reality. Channeling. 1 second after channeling is disrupted, deal damage to enemies equal the HP difference since the start of the buff.
Mana Cooldown Range AoE Duration Allowed Target Effects 1 225 140 seconds 350 250 3 seconds Enemy heroes Damage equal HP difference 2 350 120 seconds 350 250 3.75 seconds Enemy heroes Damage equal HP difference 3 500 100 seconds 350 250 4.5 seconds Enemy heroes Damage equal HP difference
- Damage type: magical.
- Delusion debuff can be purged.
- Visual effects can only be seen by allies.
- If the duration of Dream Form ends in the channeling time, the physical body will continue channeling and the spell is continued like normal.
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#2 |
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Join Date: Jul 2009
Location: Hammerspace
Posts: 477
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Ethereal damage bonus is a gameplay constant, and thus cannot be changed. You'll have to use +40% extra magical damage for every level.
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#3 |
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^I will check and fix it.
no reviews?
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| Last edited by fan.god; 04-10-2011 at 08:33 AM. | |
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#4 |
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Review time
![]() 1st skill is nice. But the risks are not worth the results. Increase damage or lower cooldown or both. 2nd skill: Can you use this if 1st backfires? that would be interesting. Anyway, it's an awesome spell. It's really useful and you can cast your spells freely in the middle of the fight. Awesome concept. 3rd skill: Mmmm... Don't get the damage for heroes that are sleeping that much. Anyway, not so original and IMO should be tweaked hard or changed. 4th skill: A little too complicated and I don't see the synergy with other skills as you have a spammable skill... I don't get his role. Overall... I don't know what to think of this hero. I'll read it more thoroughly later. That's my oppinion for now
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#5 |
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Join Date: Mar 2011
Posts: 247
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I like the ult, but it needs some serious nerfs. If I'm understanding it right, you're essentially granting your whole team invulnerability for 8 seconds. They'll take damage, but it's reversed as soon as the spell ends.
I would prefer to see this affect a larger AoE, and as soon as allies exit the region, that hero's HP resets as if the spell ended. Make it 4-5 seconds (8 is way too much) and scale the AoE from 400 to 800 or so. Also what happens if an ally dies before the duration is up? I'll be honest, the other skills confuse the hell out of me at first glance. Please try and simplify them and explain how they should be used. |
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#6 |
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U r duin it wrong.
One tip at ability-making: keep the effect bar simple, put all info about the skill at skill description instead. Example: your 1st skill Current: The description is too short and vague. The effects are too long, and the notes are amazing. you can make it like this instead: Basically your skills are too complicated. Try simplifying stuff, the skill is understandable but the 12389214981 notes are a pain. That 1.75 sec buff/invulnerability/magic immune stuff is simply unneeded. the 20/25/30/etc damage is also unnecessary Please refrain for making it complex for the sake of being complex. Simplicity is better than complex effects, so if the 1st skill's concept is curse transfer then please keep the damage/buff simple.
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Vot1_bear's
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| Last edited by Vot1_Bear; 04-10-2011 at 04:18 AM. | |
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#7 |
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^Thanks for your comments. that's true it is quite complex in the 1st time. I am trying to cover all the cases and possibilities. actually the idea is not that complex. 1.75 second feature is to cast Kick effectively.
^^ I nerf it. restriction in the AoE make it impossible for the combo hallucination/blink. and it also has offensive side when used with Kick, so the AoE must be small.
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#8 |
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Completing review
I see you buffed 1st a little Nice.2nd is great as I said. I understand 3rd skill better now. It's your nuke Though it needs to have good timing (to deal full damage) and your ulti channeling doesn't help in that. There's really some kind of anti-synergy between this and ulti. Correct me if I'm wrong plz ![]() Ulti: Good thing you made it last shorter as it was too powerful. The "Hallucinating debuff" is not fully explained. What does it do? As I see in some descriptions, it kind of doubles the damage from allied skills or something... I don't know. Please include in notes what the hallucinating debuff really does, as there's no hint to it.
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#9 |
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Skills are not bad, don't have many comments now, maybe later.
Oh change his primary atribute to INT because currently AGI is marked orange...
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#10 |
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@rafiiki: I explain ulti again in uses and synergy. I did think that the idea is simple.... maybe just for the creator.
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#11 |
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Join Date: Jul 2009
Location: Planet Earth, taking pollution down to zero
Posts: 15,680
Blog Entries: 10
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Skill 1: Either I don't understand this skill properly or it's not very useful
This is the kind of skill I'd put on a tank, tbh ("attack me and you'll take damage"), but w/e, I'll see if that's because the other skills work well with it ![]() Skill 2: Ok. I've seen this before on another hero suggestion. Have you seen Verus Consilium? He's got a very similar skill. So long as you've not pilfered the skill, I LOVE IT!! It would be even better if attacking the Dream Form applies Curse of the Unwaking, because then it would be realyl useful synergy I think Provided attacking Dream Form applies the full force of skill 1, this skill + skill 1 = sweet early game combo! Otherwise, make it so it does ![]() Skill 3: I'm not sure I fully understand this, but it looks like a nuke with damage conditions, as well as the pull disable. How long does the pull take to complete, btw? From what I can understand about this skill, though, is that it's a pretty solid damage dealer under the right circumstances ![]() Ultimate: A good, solid defensive team fight ability that allows you to keep allies alive for (possibly) a considerably longer period of time =D I'm sorry I don't have much more to say but I don't *fully* understand everything and thus have said what I'm able to
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#12 |
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^I guess you also dont understand everything in my hero :sigh:
1st is a disable with the risk of disable himself. This should not be used out of no where, but when you are very close to enemies, or when you see an upcoming attack/spell. Suppose you see ES is the process of stunning you from afar, you use this. Win. But because it is high reward, it is also high risk. Players will skill can cancel the spell -> pro-oriented. 2nd is what I take from the White Sage suggestion. (I PM'ed him, but no reply, though - check it on Credits). It has 512 MS and a pseudo-1100 range blink -> what it takes to get close to enemies and use Curse of the Unwaking 3 is nuke, not only with Curse, but also with Hallucination. you miss the whole offensive side of ulti. pls read the Uses and Synergy.
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#13 |
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Join Date: Jul 2009
Location: Planet Earth, taking pollution down to zero
Posts: 15,680
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I did...after I posted lol. After reading that I realise this is a much better hero than I first thought. But it's a lil' bit difficult to understand I think. But once people read the synergy section they can see how good it is
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#14 |
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^thank you
![]() I need more reviews though
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#15 |
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BUMP! I did a remake on this.
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#16 |
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I enjoy the synergy of the first two skills, that is, the hero must be attacked to break dream form, but the Curse prevents that from happening. I also enjoy the orginality of the ultimate, a new-take on a malefict if you will.
The third skill feels out of place. The ping signals don't synergize with any other aspect of your hero, and the damage part of the spell seems like it was thrown in to synergize with the ultimate. He's pretty much a semi-walking ultimate in my point of view.
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#17 | |
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Join Date: Jan 2010
Location: Europe
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When I first entered this thread, there were overwritten descriptions with hundreds of notes. Now, it's readable.
1. CosU Quote:
2. Dream Form I would make it target the point to avoid getting stacked in forest/cliff and for perfect positioning. Eventually, remove the collision from Dream Form. 3. Revery It seems like this idea is as old as DotA. Nothing is wrong with this skill concept. Although the usefulness of damage part could be discussable. 4. Ultimate Some kind of maledict with magic resistance reduction. Not bad. AoE is quite low, it would affect 1-2 enemy. Cpt. Obvious is whispering to me that 100% damage amplification as magic damage is quite useful. I would reduce cooldown, because this skill has a high chance of failure and is useful only with teammates. 5. Overall I think this hero is unique enough (Revery and Dream Form can bring something new to DotA). Gameplay would be interesting for some people (reflecting damage + sleeping enemy or perfect casted Revery). Concept is not broken. Numbers and execution could be better, but don't care. |
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#18 | ||
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Quote:
Quote:
I'll add zero collision to Dream Form, but I want to keep the direction-profect part. I think it will call for skills, and it will be fun. And I want to make a breakthrough with the normal nightmare, so...
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#19 |
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Join Date: May 2010
Location: malaysia
Posts: 983
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COTU - nice skill , but if he does not transfer this buff , he will receive 400 damage ...he take risk to use this skill.
Dream form - Awesome skill..i like it...^^ But the dream form only fit the synergy with 1st skill and 3rd skill( only the damage in the right circumstance and the damage is only 150) , not for ulti right ... And isit the dream form can walk where he want or only just push forward 1100 unit away and can he cast any spell on what the physical body have?? Before T-up on this skill i need to understand this skill well... Revery- huge aoe so that can know where enemy heroes are... it nerf i think... And this skill not fit his synergy well... Ulti - Wow ...a new type of malefict ....original and nice !! dealt a lot of damage in the right circumstance !! Overall - It is a nice hero but the only downside to this suggestion is the balance of skills.
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#20 | |
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Quote:
Dream Form: You can move, do anything.... but remember it's in ethereal form, so you can't attack. and the positioning is important to every spell, including ulti. If you look at Ulti's notes, you see a very fun synergy: starting ulti while Dream Form's duration is about to elapse. Revery: look at the cooldown...
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