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#1 | ||||||||||||||||||||||||||||||
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Join Date: Aug 2009
Location: Република Српскa
Posts: 338
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#3 | |
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Add another simple attack modifier(short cooldown, low mana cost, small damage increase) instead of garrote, it would add combo points(up to 5)
and kidney shot instead of vanish, stun duration based on combo points. Ambush can be automatically triggered when you break stealth from behind cos it aint an ambush if the enemy expects it. way too confusing Quote:
Edit after seeing your third: nvm
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#4 | ||
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??? where you see 7 spells??? U didn't even read it, did you?
One skill give 3 active skills, and 3 skills which are for them self. Quote:
I where thinking about that stile, what is really in WoW, that thing with combo points, but i am not sure that there is possible to make adding combo points in wc3. Even if it is possible to do it, i am not sure that its possible to make skill that have effect based on combo points. And ambush, if i put that he is triggering from behind it will be too similar to riki's backstab, so i can only change name so it don't be "ambush". ambush(backstab), garrote(rupture), kidney shot(cheap shot), poisons, vanish, and stealth. I add only base skill that u use mostly with rogue in WoW. I won't chance anything now When i finish it i will start making changes. And stealth disable, its like dagger.
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#5 |
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Join Date: Dec 2010
Posts: 163
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He's OP...
and make his 1st skill his ulti, then change the ulti, it's useless cause u already have skill2, why have 2 invisible skill?
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#6 | |
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Its still in progress, balance would be done later.
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#7 | |
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Its done, give a comment please
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#8 | ||
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Update:
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#9 |
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Join Date: Sep 2010
Location: Serbia
Posts: 326
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This hero reminds me of mine, they have similar skills, however i didn't steal any, so don't get all angry at me
![]() Anyway, nice hero, heres a short review: 1st skill: Nice, but not really practical for offense, and thats where hero shines. I mean you make gap between yourselves wider, letting enemy escape easier. I guess it was mean to push close enemies away, to get few more shots before they come in, but really thats an escape skill. 2nd skill: Similar to Rexxars owl invis and Lanayas meld, but its cool. 3rd skill: I really like this one! We got str steal (pudge), int steal (nort), and no agi steal . Well slark isn't counted, he doesn't permanently steal...4th skill: Huge range, imba damage from back, and low cooldown. Only spell i dont like here. I mean every 10 seconds, you get an omgwtfggwp spear with Laguna blade damage (when farmed up, and stolen lots of agi), and it has range like Leonidas spear that harmed that Persian guy, forgot his name... Also 1 more thing i don't like it - he was supporsed to be based on stealth, not DPS imho. Overall T-up on hero!
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#11 |
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Join Date: Sep 2009
Location: I live where I live.
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Shield Bash - Seem to synergyze well with Ultimate (Cleaning vision for the target), although I'd say it's a bit too riksy for a ranged character to charge in just to deal some bonus damage, although, if you made it to be a gamble, then ignore this comment.
Sneaky - This is one skill I can't seem to find what is it use in this hero. While it grants invisibility, it costs mobility, which makes it a bad choice on a hero who got to land skill shots (Deadly Throw). Sure the bonus vision is great and so is the "wind walk" effect when you start moving (it helps to set a deadly throw), but in the end you need to be standing still for 1.75 seconds, that's like you've been hit by a magic missile every time you used this skill, and is pretty annoying to do that when you are moving around to land a skillshot on the enemy. Envenom Poison - Ugh, does this skill poison every time the target is hit, or is it only a minor chance? A certain drow ranger would be mad at this. The Agi bonus is pretty huge, and the so is the slow (at level 1 50% movement slow?). I'd say tone it down a bit, enough to make it hard to flee but still possible. Deadly Throw- Seems kinda good, I'll do some mathematic just to check if the damage is groundbreaking or not: Lvl 8 - Max Current Poison and Spear Throw Level 1 Not From Back =126 | Back = 226 Lvl 13 - Max Current Poison and Spear Throw Level 2 Not From Back = 233 | Back = 433 Lvl 18 - Max Current Poison and Spear Throw Level 3 Not From Back = 276 | Back = 576 No items are taken in account. With a Eaglehorn, Agi Treads and 3 Wraith: Lvl 18 - Max Current Poison and Spear Throw Level 3 Not from Back = 436 | Back 736 Seems it scale pretty well if you actually start farming up the agility and agility items, but it would be better if it started stronger and the scalability was lower, currently I'm not sure if it is a good idea add a hard to land skill who deal only 126 damage if you aren't chasing someone at early game levels.
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#12 | |||
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Quote:
but Deadly Throw not so imba, its not direct spell, its thrown in direction of Shadowboxer. So anyway it can hit a creep on its way, BTW Shield Bash is there to help about aiming with ultimate. Who told you that he was supposed to be based on stealth? U maybe read this when it was still in progress when it had 2 invisibility skills. I think this is better there is a lot heroes based on stealth. I like name. If you don't u shall suggest new one and i will think to maybe change it. Quote:
Shield bash- maybe u didn't notice but he knock back self also, so he isn't near enemies. Sneaky- at start Deadly throw had a cast time, and i decided to remove it, cuz its to similar to Sniper's ult. But its mostly to help you with aiming or when you go to gank sm1 (stay in wood till you get invisibility then go on) There where also ideas about: *unstoppable vision instead of bonus vision. If you think that unstoppable vision is better than bonus vision pls say it... Envenom - Chance is 30/40/50/60 but i will listen you and remove it on 17% on all levels and increase duration from 3 sec on all levels to 3/4/5/6 sec Deadly throw - (envenom lvl 4) U didn't count agility that he get per level (2.9 agility per level) so: lvl8: 73 agility - 146 damage ˇ/ 246 from back with agi treads and 2x wraith band : 93 agility - 186 damage / 286 from back lvl11: 82 agility - 246 damage / 446 from back with agi treads and 2x wraith band and lets says yasha 118 agility - 354 damage / 554 from back lvl16: 96 agility - 384 damage / 684 from back with agi treads 2x WB yasha and lets says eaglehorn 147 agility - 588 damage / 888 from back seems balanced but still with this much low cooldown its pretty imba i will increase cooldown, and put rescal 2/3/4x to 3/3.5/4x the agility. THANK YOU MAN ON THIS COMMENT U OPENED MY EYES
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#13 | ||
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#14 | ||||
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Quote:
Quote:
Although I'm not saying it is impossible to implement it without being too game breaking, there gotta be a point where it is useful and not strong, but my only issue with this skill is the fact you gotta stand still to make it work, I'm sure the problem is regarding Rikimaru ultimate who would be weak if you didn't add the fade, but you could make the bad effect something else instead. Standing still on a hero with skillshot and with such short range is hard. Quote:
6 second 50% slow is extremely strong too, it basically makes him able to kite even a Thristy Strygwyr. You should definetly tone it down, the chance you add on the skill to trigger shouldn't make it extremely powerful when it lands and useless when it doesn't, that just end in people stacking attackspeed (Like MoM Baratrums/Faceless Voids) instead of the real role of the hero (who seems to be pinpointing, poisoning then throwing spears at a specified target). You should make it a higher chance, but small duration, reasonable slow (25~40%, and just for reference, Gondar's Jinada is 25% slow while Drow's Arrow is 40%), keep some minor bonus agility with some agility gain, but not enough to make some other character ultimate seem stupid (he got a pretty big Agility growth already). Quote:
Actually I was thinking the cooldown was fine and all it needed was a better scaling. The problem is that you are balancing it along the idea that every throw will be a hit, but since this is a "aim and shoot" skill, there are gonna be quite a small number of hits (probably next to the amount of good PotM arrows, unless you forgot to tell it doesn't hit creeps) and even lower amount of hits from behind. For me the problem it had was regarding the initial damage (which was too low) but you fixed it now. I'm not with the head to do mathcrafting now but IIRC all heroes have a inert 25% Resistance to spelldamage, so you have to consider that in the values of the nuke. (Now noticing, Making Ethereal Blade on him would make nuking enemies a easy trick since most people try to run back when afflicted by with Ethereal, it makes target take higher spell damage and slow it considerably)
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#15 | |
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^
Sneaky: Yea, i agree with your comment about it. I also don't like to much this skill, but IMO this hero need some type of wind walk, but i don't want to be to similar to already existing invisibilities. So if you have idea, i am here to listen you.... Envenom poison: 3 sec duration on all levels; chance 10/15/20/25% slow 30% agility 5/10/15/20 (Trax agility bonus is 15, but its passive so i think passive 15 agility is better than this) Do you agree with this? is it balanced?
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#16 | ||
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Quote:
This is only a suggestion I'm making, if this doesn't go the same way you want the hero to be played as, just try to think of something who would support that gameplay the same way you want it to be. Quote:
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#17 |
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Join Date: May 2010
Posts: 1,588
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his third skill is way too strong 30 bonus agi at level 7? are u on crack?
his ult is also pretty imba strong... unless you make it physical damage then it might scale well. |
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#18 | ||
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#19 | ||
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Quote:
and BTW we where counting ult's damage, its not that much imba strong... and also its hard to hit enemy cuz it can hit creep, and targeting type is instant like targeting at shadowraze...
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#20 | ||
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