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What happens when an unstoppable force meets an immovable wall? If you want to find out, meet Gregory, he IS the immovable wall. The ultimate tank, he actually gives your enemies a reason to attack him, a reason to shut him down. Fortunately for you, Deathbane is an expert in taking damage! This is the hero axe, centaur, and bristleback wish they were. check him out!!! |
![]() Paladin Gregory Deathbane Strength - 26 + [2.2] Agility - 15 + [1.5] Intelligence - 20 + [1.5] ![]()
![]() Holy Smite - (Active, target, aoe heal) |
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#2 |
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Join Date: Jun 2011
Posts: 7
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Nice idea, but I think the first skill kinda is like Dazzle's heal, and Divine Interventions Percentage is a little high, personally I don't think it shouldn't be higher than 25%.
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#3 |
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how is it even close to dazzles heal? thats a low cd chain heal that doesnt heal over time
the % chance needs to be high because if its low like you suggest, then it will always be avoided it also has a 4 second cd
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#4 |
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Join Date: Jun 2011
Posts: 7
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My bad I didn't see the cd, The concept is the same, ie. Chain heal kinda ish
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#5 |
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its not chain, its a shockwave-like skill. it damages/heals in a line
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#6 |
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Join Date: Jun 2009
Posts: 148
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The main issue I see here is that this is another passive hero. While his ult may be a hindrance that forces you to attack him, if it's not being used he doesn't pose much of a threat. All in all it makes him a fairly undesirable pick.
Also, hes really similar to phoenix...dmg over time ult that makes you attack, aoe heal/dmg, self healing ability I know the self-heal works with the other skills, but what he really needs is something that makes him more of a threat and actually worth attacking - i'd rethink divine intervention |
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#7 |
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i definitely see your point, my friend; his first skill probably needs to fit his theme in more ways than just thematically (an angel) (not to mention, in its current form, it encourages people to attack his allies instead of him), and his ult may or may not need to be remade. however, major tweaks to his two passives are highly undesirable as they are pretty much the core of my concept.
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#8 |
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Join Date: Jun 2009
Posts: 148
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what if you changed fury of the gods to be added damage when you're not being attacked, added per second with a cap until you're hit 1/2/3/4 times by a hero. It could also include the current version of the skill, but in a lesser form like 25% of the damage taken in the last 2 seconds. Abilities that add damage to attacks aren't particularly powerful anyway, so I don't think it'd be overpowered.
The first skill really does need a change, maybe a simple short stun that then places a short high % blind. It's nice to keep things simple sometimes and make spells that are actually useful on their own, instead of having to rely on using them all together. |
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#9 |
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completely remade his first ability into something more useful and original
also changed his second skill up a bit. let me know what you think
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| Last edited by Lord_Talron; 06-28-2011 at 06:49 AM. | |
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#10 |
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Join Date: Jun 2009
Posts: 148
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i like it much more. now at least he has a pretty reliable nuke+heal with a good cd that will make him more of a threat. Obviously i like the secondary effect of fury.
Now he'd make a great early game ganker/tower diver if you first grab fury + smite. Good damage in team fights with his ult + heal and because he has a self-heal passive he can focus on getting some big damage. One issue I see is the scaling of his ult to late game, though with farm and his passives hes already a great late game carry. |
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#11 |
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Join Date: Sep 2009
Posts: 1,835
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Skill 1: I just posted something like this for CTH
I like it, it's simple and clean but I'd kind of like to see a lower cooldown and a bit less damage. Like 7 sec cd and 260 damage or something. It just fits more with the whole healing concept since as of now, it's not a very strong heal but a little more spam would help it.Skill 2: Part of my problem with this is that it's a DPS skill on a support hero. My other problem is that it's a very cluttered skill with many many side effects. The whole "hit me or die" concept though, I can approve of. Not sure about the final effect though. It's unnecessary and really just punishes them for targetting you; not really that necessary... It's just so cluttered! @_@ Anyways, I do like the skill but I'm not sure if it does a little too much or not. Skill 3: I don't quite understand this. Is it like I take 200 damage, I have a chance to be healed for 400? If so, backtrack cries and the proc rate is tooooo high. However, I'm going to assume you didn't make something that OP and just withold judgement here. Skill 4: I like it. An indirect beserker's call Not much to say, but wow. You did a good job with this
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#12 | |
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my comments are in blue
Quote:
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#13 |
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Join Date: Sep 2009
Posts: 1,835
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I think the cooldown should be raised and the chance should cap at 40% then. Otherwise, good skill. I like this hero
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Please check out my suggestions; especially if I checked yours
![]() Originality: What is it? Why do I need it? How do I make something original? BB Codes: The guide |
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#14 |
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made some small changes
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#15 |
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Great hero!
1st skill - decent skill. kind of boring, but okay. 2nd skill - love the first part of the skill. I think the second part makes things just a little cluttered, but its not too bad 3rd skill - interesting idea, I think I get it with your explanation. Overall, a pretty unique passive and heal 4th skill - a great way to force enemies to attack you. brilliant idea. Okay, there's an obvious focus of "hey i'm the tank, attack me or pay!!" here, which I like. I tried a similar hero with my dwarven battlerager hero suggestion. I think what the hero is lacking is something that synergizes well when they do attack you (think Axe's counterhelix or Centaur's return). I guess the heal works in that sense, but it kind of just makes him a damage sponge, in essence--and yeah, that's a point of a tank I guess. I don't know, I guess I feel like the 2nd and 4th skills are awesome, and keeping one of the heals and changing the other would just really give the hero a "wow" factor. Anyways, love the concept. Keep working on him! |
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#16 |
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Join Date: Jun 2009
Posts: 148
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this hero is a tank/carry, not necessarily a support. The 2nd part of the 2nd skill is the synergy with the ult and what makes him carry-ish. the first part of the second skill works with the 3rd skill because you then pay for attacking him. The 1st skill is simple and always useful.
Also, the heal allows him to buy damage which makes it necessary to attack him - which causes him to be healed and gain more damage; therefore it essentially works with itself. |
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#17 | |
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So... a summary
1st skill is reversed purification (slightly weaker) 2nd skill is bonus damage and dmg return 3rd skill is semi-borrowed time. Ulti is the ultimate tanking skill. So...
This hero is simple, and not that bad. But not necessarily best. Still needs some work imo.
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#18 |
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Join Date: Jun 2009
Posts: 148
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the 2nd skill is there so that he's still worth attacking when his ult is on cd. Heroes that rely solely on their ult are just...not interesting.
Also, the 2nd skill has no damage return like blademail and has practically nothing to do with attack speed. If it triggers, you gain +dmg equal to 25% of the damage you took in the last 2 seconds. You take 400 damage, you get +100 for a single attack. This works because he'll most likely be buying items like crys, buriz, curiass, deso and it's just a good damage boost. I think people are forgetting that heroes aren't supposed to have 4 epic/strong spells, this hero fits much better into dota than most heroes suggested. |
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#19 |
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ill increase the damage per 4 seconds on the second skill. i really want both effects if i can in one way or another, they really help the hero be effective.
i think ill increase the distributed heal on skill one to more than 100% also made skill 2 more readable.
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| Last edited by Lord_Talron; 07-01-2011 at 04:45 AM. | |