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Join Date: Aug 2010
Location: Mystic Falls
Posts: 454
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Background Story: Blast, a demon of the Burning Legion, detests light so much that he lives underground, in the darkest shadows. Years spent experimenting with foul demonic magics enable him to manipulate his body elements at will as well as emit a horrifying and sickly aura which destroys the defense of his victims. With immense hatred manifesting from deep within, those who dare to disturb him from his slumber will lose their vision as a sinister black fog engulfs them entirely. As the light fades, the last thing they hear is a maniacal laughter as a massive fist pummels them to a slow and excruciating death. |
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SKILL 1 - Phantom Mist
Type: Active Targeting: N/A Hotkey: T Emits a thick smoke from his body and render the area covered in fog of war. Any enemy unit that enter the smoke will able to see himself only. The enemy unit also will lose any shared vision, except from the building. The smoke also starts to shrink, making its power became more concentrated.
Mana Cooldown Range AoE Duration Effects 1 105 30 sec Self *500 AOE 5 sec As explained on the description. The smoke will shrink with a speed of 100 AOE/sec. As the fog reached 200 AOE, the unit trapped in it will be slowed for 20%. 2 125 30 sec Self 600 AOE 6 sec As explained on the description. The smoke will shrink with a speed of 100 AOE/sec. As the fog reached 300 AOE, the unit trapped in it will be slowed for 25%. 3 145 30 sec Self 700 AOE 7 sec As explained on the description. The smoke will shrink with a speed of 100 AOE/sec. As the fog reached 400 AOE, the unit trapped in it will be slowed for 30%. 4 165 30 sec Self 800 AOE 8 sec As explained on the description. The smoke will shrink with a speed of 100 AOE/sec. As the fog reached 500 AOE, the unit trapped in it will be slowed for 35%.
- The smoke will follow Blast if he moves.
- Artificial vision provided by wards, spells and so on still provide vision for enemy unit.
- *X AOE representing the starting AOE for the smoke.
- Slow lasts when the fog is already vanished.
SKILL 2 - Sacrifice
Type: Autocast Targeting: Self Hotkey: F While toggling, Blast will have certain % of his STR and INT to be converted into his AGI. The converted STR & INT will be restored back when the toggle is off. While toggled, this spell will also reduce Blast's collision size.
Mana Cooldown Range AoE Duration Effects 1 20 10 sec Self N/A N/A Convert 1% of each of the STR and INT into AGI. Also, Blast will have 0 collision size while this spell is activated. 2 30 10 sec Self N/A N/A Convert 2% of each of the STR and INT into AGI. Also, Blast will have 0 collision size while this spell is activated. 3 40 10 sec Self N/A N/A Convert 3% of each of the STR and INT into AGI. Also, Blast will have 0 collision size while this spell is activated. 4 50 10 sec Self N/A N/A Convert 4% of each of the STR and INT into AGI. Also, Blast will have 0 collision size while this spell is activated.
- Convert both base and additional STR & INT into AGI.
- The converted STR & INT will be instantly restored when the player toggling this spell off.
- This spell will undergo a cooldown when the player toggling this spell off.
- The converting process will not stop even though Blast is being disabled.
- Conversion occur per sec and each sec will cost some mana.
SKILL 3 - Nightmare
Type: Passive Targeting: Enemy Hero Hotkey: E His present intimidates the surrounding enemy unit. If the unit lose vision on Blast, they will receive tremendous penalty.
Mana Cooldown Range AoE Duration Effects 1 N/A 12 sec N/A 600 AOE 3 sec Received 50 damage as penalty if the unit instantly lose sight of Blast. The damage will additively increase for 50% if the unit still lose vision on him on the next 2 sec. 2 N/A 10 sec N/A 700 AOE 3 sec Received 90 damage as penalty if the unit instantly lose sight of Blast. The damage will additively increase for 50% if the unit still lose vision on him on the next 2 sec. 3 N/A 8 sec N/A 800 AOE 3 sec Received 130 damage as penalty if the unit instantly lose sight of Blast. The damage will additively increase for 50% if the unit still lose vision on him on the next 2 sec. 4 N/A 6 sec N/A 900 AOE 3 sec Received 170 damage as penalty if the unit instantly lose sight of Blast. The damage will additively increase for 50% if the unit still lose vision on him on the next 2 sec.
- This spell will instantly place a debuff on the enemy hero if he instantly lose sight of Blast.
- Dame dealt by this spell is magical.
- If the unit manage to gain sight on Blast after the first sec, the debuff will be removed.
ULTIMATE - Cursed Fist
Type: Active/Self-Buff Targeting: Enemy Unit Hotkey: R Blast enchants his fist with mystic energy, reducing his target's sight range for certain duration. Each attack also will deal damage based on the differences between Blast's current sight range and target's current sight range.
Mana Cooldown Range AoE Duration Effects 1 190 50 sec N/A N/A 3 attacks/5 sec Each attack will reduce the unit sight range for 100. Max of 3 attacks. Each attack will deal 0.5x damage based on the difference between your current sight and target's current sight range. Sight range reduction lasts for 3 sec after the last attack. 2 210 50 sec N/A N/A 4 attacks/6 sec Each attack will reduce the unit sight range for 100. Max of 4 attacks. Each attack will deal 1.0x damage based on the difference between your current sight and target's current sight range. Sight range reduction lasts for 3 sec after the last attack. 3 230 50 sec N/A N/A 5 attacks/7 sec Each attack will reduce the unit sight range for 100. Max of 5 attacks. Each attack will deal 1.5x damage based on the difference between your current sight and target's current sight range. Sight range reduction lasts for 3 sec after the last attack.
- This spell dealt magical damage.
- Duration for the sight reduction doesn't stack with each other.
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#2 |
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Skill 3 is pretty much a damage amplification aura and a strong one at that. Kind of a new mechanism but it doesn't honestly work with the hero, seeing as he doesn't dish out much damage himself. I'd assume he's more of a supporter with his slows and vision disables.
Ultimate: I think you should phrase it a bit differently. Blast enchants his fist with mystic energy, dealing massive amount of damage on the first attack. Every successive attack loses some of the power, until all of the extra damage is gone. Also, I feel the ultimate is a bit weak considering it's cooldown and it disappears in 5 seconds. 1 stun will have it half wasted, not to mention chasing. Increase duration to something like 8/10/12 and decrease the damage reduction per level to 50/40/30 with an initial of 250/320/390. The second skill is rather like Traxex: Give her weak stats and make up for it with addition. This stat manipulation doesn't really make sense IMO. About the third skill, here's an idea you can add: Make it a large range aura which deals damage every 20/15/10/5 [btw, make this more like 11/9/7/5 because it's uncontrolled and hence annoying to miss the interval] if the enemy can't see Blast. Synergy with first. After all, it's a Nightmare. |
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#3 | ||||
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#4 |
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I was thinking 1200~1400.
That way if you try to juke him run away, you'll take damage. Also, how about making the third a semitoggle, simply because you can't control the 3 seconds damage is amplified for and that makes for bad gameplay. |
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#5 |
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Join Date: Nov 2010
Posts: 5,147
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About Sacrifce, you must keep in going so it won't stop and return all the transfered Attributes?
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#6 | |
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@GoD:
isn't one hero cannot have 2 toggle abilities? how is the semitoggle one? Quote:
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#7 |
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The collision reduction for skill 2 is uncodable. Change it with another effect, imo...
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#8 |
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Location: Mystic Falls
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but it is codeable when i make the spell grant Blast 0 collision size at all level right?
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#9 |
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Yeah...but that would turn into a 'Phase' skill, instead.
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#10 |
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Join Date: Aug 2010
Location: Mystic Falls
Posts: 454
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that is intended...no worries. but, IF Blast have Phase Boots, which phase is superior then if both is activated at the same time?
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#11 |
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Both would work since PB is based on WW and your phase is based on metamorphosis.
One hero can have two toggle abilities, Ench used to have it. Anyway, by toggle I mean like TW's fist skill. Or Leshrac's ulti, or Immolation or Mana Shield. Make your second skill that type of toggle and you can use Metamorphosis for phasing instead of WW. |
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#12 |
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Don't swear. And you'll make those 8 year old kids know how to swear as well!!
T-up on concept, t-null on numbers and other stuff. I'd like to see the first skill in game =D |
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#13 | ||
Member
Join Date: Aug 2010
Location: Mystic Falls
Posts: 454
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#14 |
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Jeez, dude, by toggle, I don't mean like Impetus or Dark Ritual [even though Enchantress DID have 2 toggles... you can't have 2 toggleable attack modifiers in one hero].
Anyway I'm not even suggesting that kind of toggle. |
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#15 | |
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Location: Mystic Falls
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i'm just saying about the "fact" that i've read somewhere years ago...at that time, i thought all toggle ability is kinda the same....and i have realized that the "fact" is totally wrong, when reading your comment...
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#16 |
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Join Date: Aug 2010
Location: Over there.....you see it? NO! OVER THERE! OGMOGGMOGM CAN'T YOU SEE IT?!?
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First skill is like a mini fog of war no? And it moves wherever the hero moves? As the fog reached 200 AOE, the unit trapped in it will be slowed for 10%.: What does this mean?
Second skill doesn't make much sense, but you have to buff the % converted. Does this work like Morph STR/AGI? Like over time? Third skill is just an MoM aura w/o the +AS and MS. It's strong, but I don't think it fits your hero, since this hero IMO relies on physical damage, not magical. Ultimate is a 100% chance to Vendetta every attack. A new mechanism, I like, but in order to have a tad more synergy with the third skill, all the damage should be magic, extra damage or not.
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#17 | ||||
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250 -> 200 -> 150 -> 100 -> 50 = 750 extra magical damage. the magical damage doesn't applied on the first attack only, but all the attacks he made until the extra damage is gone. |
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#18 |
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First skill is nice, I like it. I made a similar skill for a hero of mine once.
2nd skill is original! Although the icon is wrong. For a togglable skill it should be a button. 3rd skill is pretty nice. Athough I somehow feel all the skills combined kind of make you an OP slark. Ulti is solid. It's nothing to blow your mind but it's useful within this skillset. You have my T-up. |
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#19 |
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Here's a thought. In order to help with that magic thing on the third skill, why not give your hero a secondary magic attack like Pugna? And perhaps even give it a lower BAT, like 1.5 or 1.4.
After that, whenever ulti is activated, primary attack is turned off and secondary is turned on, meaning his punches will deal fully magical damage. After ulti, secondary is turned off. |
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#20 |
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