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Join Date: Sep 2009
Location: Somewhere only we know
Posts: 897
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| Affiliation: | Sentinel |
| Damage: | 49 - 51 |
| Armor: | 0.6 |
| Movespeed: | 285 |
| Attack Range: | 128 (melee) |

Sand Remnant - (Active -Target location - Affects enemy units)__________________________________________________ _______________
__________ __________
Koudo summons a Sand Remnant at a target location that deals damage in a small area around it over time for a duration
__ ____. ________. _______. ___. _______. __________________________. Mana Cooldown C. Range AoE Duration Effects 1 90 10 800 300 10s Does 20 magic damage per second 2 90 8 800 300 15s Does 30 magic damage per second 3 90 6 800 300 20s Does 40 magic damage per second 4 90 4 800 300 25s Does 50 magic damage per second
Notes:Trample - (Active - AoE around self - Affects enemy units)
- Mini Sandstorm! This skill is a harassment skill. Putting this in lane againsts a melee hero will deal a good amount of damage. This skill also interacts with the ultimate (see below). The damage however does not stack
__________ __________
Koudo uses his earth powers to strengthen his steps, trampling the area around him for 4 seconds before doing a greater stomp which stuns nearby enemies
__ ____. ________. _______. ___. _______. __________________________. Mana Cooldown C. Range AoE Duration Effects 1 130 20 N/A 400 4 Tramples area around self for 3 seconds, dealing 20 magic damage for each second. On the 4th seconds, stuns enemy units for 1.5 second and does 40 physical damage 2 130 20 N/A 400 4 Tramples area around self for 3 seconds, dealing 40 magic damage for each second. On the 4th seconds, stuns enemy units for 1.5 second and does 60 physical damage 3 130 20 N/A 400 4 Tramples area around self for 3 seconds, dealing 60 magic damage for each second. On the 4th seconds, stuns enemy units for 1.5 second and does 80 physical damage 4 130 20 N/A 400 4 Tramples area around self for 3 seconds, dealing 80 magic damage for each second. On the 4th seconds, stuns enemy units for 1.5 second and does 100 physical damage
Notes:Earth Power - (Passive - Self buff)
- Basically this works like SandKing's Ulti, jz a smaller radius and no slow. At the fourth instance (wave) , instead of a slow, it will be a stun with damage
- Does mix damage (magical + physical)
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Koudo and Earth are one, thus he is able to sense onto oncoming enemy heroes. Everytime an enemy hero is near Koudo, he has increased movement speed and resistances
__ ____. ________. _______. ___. _______. __________________________. Mana Cooldown C. Range AoE Duration Effects 1 N/A N/A N/A 900 N/A Increases M/S by 1% and 2% physical and magical resistance per enemy hero 2 N/A N/A N/A 900 N/A Increases M/S by 2% and 4% physical and magical resistance per enemy hero 3 N/A N/A N/A 900 N/A Increases M/S by 3% and 6% physical and magical resistance per enemy hero 4 N/A N/A N/A 900 N/A Increases M/S by 4% and 8% physical and magical resistance per enemy hero
Notes:Earthbound - (Active - AoE around self - Affects enemy units)
- This passive self buff does not reveal the hero, but it will indicate you that there is a hero nearby when u get this buff. This makes Koudo a deadly chaser and initiator as he can rush in and trample while his team sets up the gank
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Koudo leaps onto an area dealing damage. If there is any Sand Remnant in the area, enemy units will be slowed
__ ____. ________. _______. ___. _______. __________________________. Mana Cooldown C. Range AoE Duration Effects 1 120 12s 600 400 1s airtime Leaps into a targeted area , dealing 100 physical damage. If there are any Sand Remnant in the area, enemy units will be slowed by 30% (STACKS) 2 140 10s 700 400 1s airtime Leaps into a targeted area , dealing 200 physical damage. If there are any Sand Remnant in the area, enemy units will be slowed by 30% (STACKS) 3 160 8s 800 400 1s airtime Leaps into a targeted area , dealing 300 physical damage. If there are any Sand Remnant in the area, enemy units will be slowed by 30% (STACKS)
Notes:
- Koudo's ultimate has great synergy with Trample. After activating trample, you can instantly leap to the area, dealing damage and make sure the enemies are in AoE of trample, confirming the stun. It also has great synergy with Sand Remnant since it has a not so bad casting range along with Earthbound can cause major slow to the opponents. Also note that this skill has a low cooldown due to it being a good counterpart ultimate alongside his spirit brethrens. It has a HUGE mana cost making it hard to spam.

) with some tweaks to the ultimate.
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#2 |
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Join Date: Sep 2009
Location: Somewhere only we know
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Added random backstory
reviews pl0x!
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#3 |
Member
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i got this feeling that this hero's playstyle kinda similar with rattletrap...
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#4 |
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^You might be correct.
After a brief look at this, this hero is an initiator. but there are some problems. [nqb] 1st skill- I do not actually see anything wrong with it late game, but it might need a better scaling. Give better AoE scaling, and maybe 45/60/75/90 damage instead of 60/70/80/90. 60 pure damage every 3s with 25 manacost and mediocre-hi range at level 1 is IMBA. Maybe either increase or make manacost constant. 2nd skill- So, you have a delayed stun, only to get 300 damage (usual) and 1s stun (weak)? and it has 16 cooldown, which is pretty long. I think this skill is harshly underpowered. The 3s load time is also barely useful. it slows 10% per second at level 4. not really appealing imo. a direct hoof stomp is more useful than this skill, even though it takes 4s before it takes effect. Buff it. either the stun, the slow/s or the damage. But tbh, what you might wanna buff is cooldown; make yourself a constant threat 3rd skill- Tank and chase mechanism for 2nd skill. good enough Ulti- Scaling bro, SCALING. by leveling up your ulti, you get 10 less cooldown and 4% max hp more damage at the cost of 50 manacost. Is. it. worth. it? Other than that, it's pretty much an excellent initiating skill, though imo an ulti deserves more juice. The path block won't be the main reason to use the skill, it's the HP drain. Some sugg that you might want to consider: Overall- imo this hero is a great tank/initiator. It has a constant-threat skill, Significant AoE presence (2nd skill), a tanking skill, and a pretty devastating initiation ulti One thing though, it might be too similar to Tide. Single target damage (Gush/boulder), AoE damage around you (Anchor/trample), a tank skill and an initiation ulti.
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#5 | |
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Quote:
![]() I shall scale the first skill according to your suggestion, more suitable. The reason the AoE is smaller is because this skill requires timing to use it correctly As for the 2nd skill, perhaps I should scale the damage output into every instance/wave and prolong the stun duration. The passive shall remain the same ![]() As for the ulti, I guess I should scale the cooldown to be 15-20 seconds shorter per level and add an effect whenever someone destroys a rock. To be honest this may seem abit like a Clockwerk/Tide hybrid but it requires teamwork and communication to excel this hero to its full potential |
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#6 |
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Join Date: Sep 2009
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Posts: 897
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Rescaled first and second skill, and added effect for ultimate
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#7 |
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Join Date: Sep 2009
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BUmp! cz im pretty proud of this one
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#8 |
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Join Date: Sep 2009
Location: Somewhere only we know
Posts: 897
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bump for quadruple post!
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#9 |
Member
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Lol, free bump from me then
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#10 |
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Join Date: Sep 2009
Location: Somewhere only we know
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Thx for free bumping so I dont have to quintuple bump
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#11 |
Member
Join Date: Sep 2009
Location: Somewhere only we know
Posts: 897
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bump!
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#12 |
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Join Date: Sep 2009
Location: Somewhere only we know
Posts: 897
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so much bump :O
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#15 |
Member
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This reminds me of a gladiator suggestion on dota-allstars Which I supported that suggestion so I support this one. Same hero different theme. Only difference is spell resistence
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#16 |
Member
Join Date: Nov 2009
Location: Philippines
Posts: 40
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Do you have a Test Map??? I really like to have at least an Earth Panda or Fire Panda in DotA!!! BTW T-Up for me...
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#17 |
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Join Date: Jul 2010
Posts: 54
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Some skills are very similar to other heros, need a remake or re-concept
about 1st skill ![]() I think can be better if make a physical damage (because if a rock hit my head it dont make me pure damage, i can have a "helm" and receive lesser damage) and more damage on traveled distance ( like enchantress ulti, but AoE, physical and ministun). Increase ministun time i think 0.75 Increase cooldown, because no matter where you are with that casting range u will be so OP against channeling skills. ( 2 secs cd, pure dmg, and ministun is like a Bistrleback 1+2 skill, i mean slowing and dmg). add casting animation, i'm not sure about this. This skill will be very good to chasing enemy heros with a rock in their *** about 2nd skill ![]() cd 12, 300 dmg lvl 4, good AoE... It's a perfect farming skill (like starfall, carrion, nether blast, etc...) you will kill all ranged creeps, and at least half mele creeps. slow + stun + dmg. its a perfect ganker, chasing, flying skill. So OP. If you slow while you walk because your steps hit the earth. make it a kind of chaneling skill. if you get stunned u can't walk -> you can't stomp. if you get silenced u can walk -> you can stomp the earth if you get slowed u can walk too -> you can stomp too. if you get ensnared u can't walk but you can stomp if you attack u stop your feets to hit with your hands or with your items -> u stop stomp. (is my apreciation, please consider it) reduce finish dmg or stun time at all ( slow is enough) about 3rd skill Reduce AoE because every team clash o gank over u, make u a complete tank or runner like hell mean 36% resistance +20 % ms i think 400-550 AoE. (give a chance to ranged heros don't be counted here) about ULTI this skill remind me about a "LOL" skill. i dont know what to say just dont like anough this skill. |
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#18 | |
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Quote:
First skill was meant to be a chase skill that constantly chases the enemy while dealing damage to it, but i know see the problems it can cause for the channeling casters like enigma, etc. Thus i've reworked it to be a single target spell that deals physical damage and slows instead. The mana cost and cooldown is relatively high thus balances it. As for the second, it might seem imba at hand, but to think about it, there are more realiable stunners ingame like tiny, slardar, cent which can do an instant stun. The delay is the backfire here, although it can slow, this hero has low MS, thus early game if you do not add the 3rd skill, you might not be able to catch alot of heroes. 300 damage is normal as he has not much farming potential. I nerfed the third skill so he can no longer avoid most potential ganks. 900 at all levels is ok for a passive self buff. This skill is here as an initiation + ganking skill. Trample and run into battle while trying to stun enemies. Note that it is not always you get to get all 5 heroes in a 900 AoE. Also , he has VERY low armor. As for the ulti, a total reworked. It is now a better initiation skill as it is more instant. The catch here is to Trample > Ulti. This can assure you for a stun. Thanks for feedback! |
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#19 |
Member
Join Date: Sep 2009
Location: Somewhere only we know
Posts: 897
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Nerf and reworked some skills! Pls do give feedback as it is much appreciated
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#20 |
Member
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Hey! Sorry my review is late had to do a very big and important project that will make my marks much higher in school. Anyways.....
Boulder Toss - Simple yet effective. It's kind of original but IMO it's cast range is imbalanced. Nerf the cast range please. Fix the mana cost scaling too because it does not make sense. BTW, it's not a 2s slow but a 1.5 slow, yes? or does it stun first then the slow will occur? Trample - The skill is way too imbalanced because of the large area of effect and the short cool down. I prefer SK's ultimate than this. The effects seems pretty appealing, just nerf the cool down and area of effect. Earth Power - I like this passive very much, it's not that original but I really like it. Very nice skill for a tank hero actually. Earthbound - I like this skill if: cast range is a bit nerfed and the area of effect is nerfed really hard. It also needs some damage balancing. Your other two skills already deal so much damage if combined. Here's something for ya cast range is 400 or 500, area of effect is 300 or 350 and damage is let's say 325/350/375. Overall - he is a good initiator and can possibly a tank hero. He needs some heavy nerfing on the numbers too. He is really fun too, but his icon set seems to lack balanced would you like me to recolor your first and third skill to fit your icon set? The third skill icon really doesn't fit the color theme so I'll recolor it for ya! Edit: Here you go!______ |
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| Last edited by cluGAmERsy; 11-11-2011 at 09:27 PM. | |