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Explanation: The general idea is that a hero has a skill which allows him to attack his allies, but instead of dealing damage to them, this heals them. In the current DotA, heals are usually just casted and don't scale all that well into the late-game. This skill would this, because it scales with the attack damage which is usually better in the lategame. Furthermore, such a heal also puts you in a situation where you have to chose: do you want to deal damage or heal - you can't just do both. Due to its nature, this skill is suited for supportive semi-carry.Further Workout Ideas: 1) This idea forces heroes to make a choice between healing allies and damaging enemies with your normal attack. Therefore, a hero with skills that have both defensive and offensive uses, who has to adapt to the flow of a battle by chosing carefully which aspect he takes, would fit well to such a concept.Examples: [NEUT-AGI] Kur'talos Whisperwing, Balance Druid (by JJE92, winner entry of CtH 9) - Example for further workout idea no. 1 |
Explanation: This would basically be a hero with 3 actives and 1 passive. The passive makes every spellcast give you a shield that protects you from incoming damage. This allows the hero to build up a presence and danger for enemies with his skills that could be of either supportive or damaging nature, and at the same time remain quite tanky with his shields, so that he's far from easy to kill. The natural counter of such a concept are obviously disables that prevent spellcasts.Further Workout Ideas: The shield can be many things. It can be invulnerability for a short time, granting you complete damage immunity (although this would reduce your "aggro", so you don't tank really). It can be a shield with raw numbers like Abaddon's, but also with a percentage of your HP.Examples: [WIP][INT-SENT] Unnamed, the Untitled (by NoThlnG, still incomplete) - Example for workout idea no. 1 |
Explanation: The core idea is to have a skill that allows you to transfer any damage taken by nearby allies to yourself, so that you take the damage instead of your allies. This hero would be the second "true" tank in DotA aside from Axe.Further Workout Ideas: The most important factor in a workout of this concept is that the hero needs to be tanky enough to really use such a skill to its true potential. Nevertheless, he also shouldn't be completely focused on this concept, that would be too one-sided, there should also be something else added.Examples: [STR-SENT] Ballador, the Elite Guard (by NoThlnG) - a toggleable workout of this idea |
Explanation: Similarly to Naix' Infest, this hero would have a skill that makes him completely untargetable by merging with an ally. Doing this grants a support hero two major advantages. First of all, he can buff a carry or another powerful ally and make him even stronger. Secondly, he can cast his skills from a safe position, where he doesn't get focus-fired down right away, which allows the support to be useful and more than cannon fodder for the enemy.Further Workout Ideas: This skill should be worked out carefully, because it can easily become oped or uped. The buffs for the targeted ally should be useful, but not too strong, a nice stat buff, perhaps HP and damage buff would be suitable. They can be dependent on the support hero's stats, which would remain it balanced. Furthermore, the support hero should be restricted while merged, but not idle. He should neither be able to control the actions of his ally nor perform attacks, but he should still be able to cast his skills. To be counterable, he should still be affected by AoE skills and if his ally dies while he is merged, he should have some disadvantage when being seperated.Examples: Jirachi, the Wishmaker (by chadpiety123, winner entry of CtH 5) - Example for further workout idea no. 1 |
Explanation: A hero with such a concept would have skills that make him spin, turn around his enemies and similar connected with turning to be effective. The hero would definitely be a caster, because with such a concept you hardly find the time to attack in between your movement and turning. He needs to be not too easy to kill, because this concept forces him to be relatively close to the enemies, in teamfights perhaps even in the middle of 5 enemies.Further Workout Ideas: asdfExamples: [INT-NEUT] Blazefury, the Lava Spirit (by NoThlnG) |
Explanation: Such a hero is able to modify terrain underfoot so that enemies (and allies) lose control. They cannot "steer" their hero precisely and proceed to slide on the modified terrain. It is also possible that the slippery terrain provides a movement speed increase for allies. This concept mainly does two things. Obviously, it's great for chasing along with your allies. Moreover, it makes AoE teamfight strats really difficult to handle, because the teams get spread by the sliding and have a hard time coordinating their comboes. Furthermore, it allows you and your team a quick positioning, although this could be true as well for your enemies.Further Workout Ideas: There must be a good and well thought out balance of benefits/penalties for being on the slippery terrain, because theoretically, this sliding can be both advantageous and disadvantageous for your enemies. Your allies and yourself having a higher movement speed and turning rate than the enemy team on the slippery terrain would give you an advantage no matter what. Potentially, you could also make your other abilities power up when used on such terrain or be indirectly more powerful in such situations.Example: [Scourge-STR] Slourm, Sludge Wreck (by Mazil) |
Explanation: This hero would have many skills that force enemies directly or indirectly to change their direction, turn and rotate. By doing this, you already gain a huge advantage over your enemies. They have to walk longer ways, go somewhere they don't want to go and especially melees will have a hard time to keep attacking you and your allies constantly. But rangeds will also have a hard time keeping their range advantage. But this hero not only changes his enemies' direction, but could also use each of these direction changes to create more havoc.Further Workout Ideas: There are many ways to force an enemy to change their direction:Examples: [INT-SCOURGE]Darkshade the Realmwalker (by R.B.Economy (formerly Eturn), winner entry of CtH 3) - the perfect example for such a concept |
Explanation: This concept forces the hero to give up his movement capabilities in order to gain other advantages. The disadvantages of being stationary are obvious, you can't chase or flee, you need long ranges to be able to attack. These disadvantages would need to be countered by the benefits.Further Workout Ideas: There are various further workout ideas supporting this concept.Examples: Radiantbark, the Treant Nightwatcher (by Nozumu, winner entry of CtH 16) - the perfect example for workout idea no. 1 |
Explanation: A hero with such a concept is preferably a support or even a roamer, because these are heroes that naturally remain underleveled. To control his experience and level gain, this hero should have a skill - preferrably an innate skill that has not to be leveled - that prevents any experience gain. This has some advantages in laning, because you can help your farmers and be a presence without leaching any experience. Although you shouldn't be too underleveled, it's still not as much of a problem if you have a lower level than your enemies, because your skills are more powerful against enemies of a higher level.Further Workout Ideas: To compensate being underleveled, this hero should have high base stats, but relatively low stat-gains. In order to protect yourself against heroes with a higher level, who are usually more dangerous, this hero could also have a skill that reduces incoming damage by heroes with a higher level. This support hero shouldn't focus on killing enemies obviously, because he already makes his allies more dangerous by increasing their experience, but what he exactly does - be it disabling or buffing, depends heavily on the workout.Examples: No well enough worked out example yet. |
Explanation: The idea is simple: From level 1 onwards, this hero would carry an untargetable and invulnerable orb with him. With your skills, you are able to control the movement of this orb and all of your skills' effects are somewhat connected to the orb (happen in an area around the orb, in a line between you and the orb, etc.). This concept alone allows for a unique gameplay. The enemies don't have to look out so much for you, but for your orb, because he's the source of your effectiveness. You can stay far behind and control your orb, so that you can safely perform actions.Further Workout Ideas: There are many possible ways you could control the orb's movement:Examples: Unfortunately, I haven't found such a hero idea yet and I'm too lazy to make one by myself. |
Explanation: This would be a perfect concept for a carry. You might think that it's the supports' job to keep their carry alive - yes, but that's in the early-game. In the late-game, the carries can't be focused down easily anymore, so usually, supports and other squishies are being focused. As powerful as a carry can get in the late-game, he still can't win fights single-handedly against five enemies, he needs his allies to some extent. If your allies die and you're the only one alive against a whole enemy team, then you usually won't survive, even if you are fully farmed. This concept puts your enemies in a precarious situation. They can't focus you when you're farmed with your whole team next to you, but they can't simply get rid of your allies either. Depending on the workout, this skill can have great utility before the late stages already.Further Workout Ideas: Okay, I'll lay out my favourite workout idea that I came up with when thinking about a CtH entry by Beary:Examples: Alastor, the Lonely Crusader (by Beary) - It's not a perfect example for this, because there are other issues with the hero, and it also resurrects units and enemy heroes, but it's the only example I have so far and this concept is based on Beary's hero idea |
Explanation: This concept focuses on killing an enemy hero and resurrecting him under your control. This mainly allows you to turn a 5vs5 teamfight quickly into a 6vs4 teamfight if you focus the correct target and kill him off quickly. Furthermore, this concept could allow you to single-handedly kill multiple enemy, because if you already killed one, you can turn a 1vs2 into a 2vs1.Further Workout Ideas: The question of the workout mainly centres on how you gain the resurrection effect.Examples: Unfortunately, I haven't found a hero with such a concept yet. |
Explanation: This hero's sole purpose would be to stop enemies from comboing your allies and working together. This hero would be able to ruin early-game ganks that rely on spell comboes of multiple heroes, he would make it hard for enemies to get off a combo to kill one of your allies. They would even have a hard time supporting each other.Further Workout Ideas: There are a variety of skills that could fit into this concept:Examples: Radamanthos, the Arcane Guardian (by Kanashimi) - This supports further workout idea skill a) |
Explanation: This hero is capable of seperating an enemy hero from his allies, allowing him to initiate on far away heroes and taking them with you to your allies, or reposition an enemy away during a teamfight, so that he has to come back first. Obviously, this effect is very powerful, because it can easily create a 5vs3 teamfight scenario in your favour, so for it to be counterable, it has to depend on timing and quick reactions. The effect needs to remain blockable by BKB or Linken's Sphere.Further Workout Ideas: 1) The first workout idea of this concept is a hero that can devour an enemy for a short time and thus move him with you. To be able to initiate or removing the enemy from the teamfight, he has an ultimate that allows him to move back and forth once between his current position and a targeted location within a relatively long range.Examples: [STR-SCR] Gargantuous, the Purple Worm (by The][nquisitoR ) - The perfect example for workout idea no. 1 |
Explanation: There are many heroes in DotA already that counter carries by ruining their early-game. A hero with this concept would be different, he would counter carries by ruining their late-game. What makes carries stronger than any other type of hero at that stage is mainly their item advantage. No other hero role can make so much use of items than carries do. A hero with this concept could copy their items, remove some of their items or make use of their farm in some other way.Further Workout Ideas: I've found two possible workout ideas so far:Examples: [Neutral-Str]: Ardalos, the Blacksmith (by Gazar-) - the perfect example for further workout idea no.1 |
Explanation: This concept allows for an unusual rogue. Unlike Murloc, where you know exactly where he is but simply can't target him, this hero will try to stay in the fog, unseen, confuse enemies and try to kill them as soon as possible before they catch him.Further Workout Ideas: 1) This hero should attack from a range, so that he isn't revealed asap. With the help of vision reducers for enemies and sight-giving skills for himself, he can kill his enemies without being seen. In order for them not to find him, he can create confusion, change their movement, and even if they try to flee, he will just attack from a further increasing range without being seen. And if he should be found, he can still hinder his enemies and deal massive damage to them.Examples: [AGI-SCRG] Rakkel Blindeye, the Shadow Rogue (by king_james) - no hero idea on this forum plays as much with a vision advantage as this one, trying to keep the vision advantage, creating a range advantage, even disabling any of his own sight except for the sight granted through his skills, but still being capable of finishing enemies off from a relatively long range. The most unusual and arguably the most original rogue on this forum. |
Explanation: This hero has one specialty: He has a skill that allows him to cast all of his skills without CDs for a short time. This makes him incredibly strong and powered up for a short time and do things that he usually couldn't do with his skills. The MC of the skills and the casting animation still limits the possibilities.Further Workout Ideas: There are different workout options for the skill:Examples: [AGI-SENT] Hoang, the Divine Monk (by carlvic) - he uses a modified version of further workout idea a). |
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#2 |
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Join Date: May 2011
Posts: 813
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Healing: I have thought of it, but dismissed the idea as it creates too much disruption in your own team, and coding would be problematic. On to the tanking specs, all I want to add is to the second one, Kryad Orines, the Guardian, by DamnedKinght uses this concept.
Currently almost all concepts and themes are overused, and creating new ones is difficult. This list, if it prospers, would be of great help. |
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#3 | |
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An all passive hero could be interesting.
![]() Kidding aside, I think "Experience/Level: Remaining underleveled and profitting of it" is a rather risky/dangerous premise to play with because it actively demands the player to not get experience. It puts us at the scenario where a player will actively avoid leveling-up for the sake of keeping his advantage. I think this concept should NOT actively encourage a hero to be under-leveled but rather shield him for the cons of being under-leveled, thus encouraging/empowering roaming. Also, Permanent Structures/Builder Hero.
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| Last edited by menage0a0trois; 09-07-2011 at 02:32 PM. | ||
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#4 |
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Frankly speaking, didn't thought that Blazefury and Ballador will make it in here though I expected the shield one (personally I prefer the concept I used in here and here instead of two of them.
Also, some of the ideas I really love : - http://www.playdota.com/forums/35678...er-chosen-one/ I really like the concept of Expelliarmus skill. Kinda hard to describe though. - http://www.playdota.com/forums/35954.../#post1882014/ It had a really nice concept of Earth/Water/Nature. Too bad he made the skill too complicated - http://www.playdota.com/forums/35954.../#post1883552/ Very nice concept via light and dark power. - http://www.playdota.com/forums/40033.../#post2073398/ Though it was too complicated, I still like that concept lol - http://www.playdota.com/forums/24507.../#post1229582/ The first skill concept was brilliant. I'm sure I have more other hero suggestions with great concept but I have limit in my memory lol
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#5 | ||
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Join Date: Apr 2011
Posts: 204
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On the Transferring damage from allies, this hero fits that perfectly.
I don't know where it goes, but this hero is also very unique. I like this thread though =D It should help present some interesting ideas and concept for future suggestions.
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| Last edited by Master Chief; 09-08-2011 at 09:28 AM. | |||
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#6 |
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Also, here's few concepts that I had thought but didn't posted as hero suggestion yet
- Puppet Master : Will have one default skill (learnt at lvl 1) to create a puppet. While controlling the puppet, the hero will be unable to be controlled totally. The puppet will share the experience etc with the hero. Puppet will have skills, stats, etc which is exactly same with the hero. In short, it is a hero that maximizes the Syllabear's gameplay with more risks. - Combo Player : Have several skills that will cause another skills when used one after another. Think like sth in Tekken or other fighting games where pressing one button after another will cause more varied move.
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#7 | ||||||||
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About the healing: Yes, coding wouldn't be easy, but it's feasible and definitely with DotA 2. It creates disruption in your team? What do you mean by it? If you made the animation different than your usual attack animation, then this would make it more easy to detect what is going on already. __________________________________________________ _____ If I find an interesting one with a unique playstyle resolving around his attacks, one that actually needs strategical thinking and not just auto-attacking, then I would even add this concept ![]() Unfortunately, I haven't found anything like this yet ^^ Quote:
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Actually, I wanted to participate in CtH 14 with a relatively similar idea, but forfeited because I couldn't make it ^^ The first problem I actually encountered while trying this, was that the most feasible workout of such a concept is already in-game to some extent. Veno's wards might not be permanent, but they have a similar idea. You plant them, they stay at this place and function like a building, except for that you can control their attack. And if you look at Venomancer, yes, he can stop pushes, but with such a skill you can also push a lot faster and more efficient, which accelerates the game. The second problem is that it acts similar to summons like Broodmother's Spiderlings, just a bit worse perhaps. You can leave the lane, do whatever you want, but still push the lane and lasthit. Or you can stay in a lane, pushing it constantly while being close to impossible to kill in a 1vs1 due to your turrents and take considerable effort to kill, which is again similar to Broodmother. In League of Legends, there actually is one hero who can build permanent immobile turrets and he functions basically very similar to what I've just mentioned about Broodmother (Heimerdinger the Revered Inventor - League of Legends Wiki - Champions, Items, Strategies, and many more!). __________________________________________________ _____ Quote:
Added Apollyon into my collection, but about Sapphiron I'm not so sure. What's his unique gameplay, I mean, we already have Crystal Maiden that slows and freezes, Glaciate is now taken by Thrall. Many heroes can keep multiple enemies in a place, Warlock's Upheaval can also do that. Quote:
The Selected: Adapting to the environment certainly is an interesting idea, added this into my list. This concept could lead to a new support/roamer/jungler that has advantages he can make use of depending on his surroundings Light/Darkness: I'll add this to my point "dynamic charge system" Cardmaster: You'd need a simplified version of this, I mean it's more complicated than Invoker lol ![]() About my last one: it's already in the OP, "Healing allies by attacking them with your normal attack" __________________________________________________ _____ Quote:
I don't really know where to add Aeolid so far either :/ __________________________________________________ _____ Quote:
Combo Player: Yes, that has been suggested pretty often. I'm still actually looking for a version, where not only the idea of the comboes is unique, but the hero also fills a unique role and niche in DotA that is different from other fighters. |
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#8 |
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Oh, and about merging, I actually had a suggestion where you merge with your "own" units that I got idea from WC3's Hippogryph Rider (link if you want to know though it was kinda meh suggestion)
And for Sapphiron, his main concept is not simply slowing enemies, but utilize the slow to damage enemies via 3rd skill (which is the core skill that defines his gameplay)
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#9 |
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Oh, and about merging, I actually had a suggestion where you merge with your "own" units that I got idea from WC3's Hippogryph Rider (link if you want to know though it was kinda meh suggestion)
And for Sapphiron, his main concept is not simply slowing enemies, but utilize the slow to damage enemies via 3rd skill (which is the core skill that defines his gameplay)
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#10 |
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Join Date: Jun 2009
Location: Philippines
Posts: 2,796
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Is codability A must?? cuz dota2 is coming anyways..
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#11 |
Forum Staff
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1. If you can make a codeable hero, why go for uncodeable one.
2. Dota will still be developed after Dota 2 released.
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#12 |
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Join Date: Sep 2009
Posts: 30
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Healing/Support
============ Transfer HP/Mana to allies + while moving[old TB skill]. When used on foe, slows them down by -X MS% for every missing X% of max mana/hp. |
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#13 |
Member
Join Date: Nov 2010
Posts: 5,147
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For:
-Chaser -Old Hero -Contains an Old Hero's Skill ( old spectre's 2nd skill, haunt as ultimate) http://www.playdota.com/forums/481911/sent-agirider/
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#14 |
Member
Join Date: Jun 2009
Location: Philippines
Posts: 2,796
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How about a hero based on soul linker from Ragnarok online. Which can can merge with other heroes (not wisp) and buff them.
this hero will be like a living aghanim's scepter.. The hero is basically useless unless merged with other heroes. each hero will be buffed differently (unlike wisp) When merged, the hero will be invulnerable and hidden but a visual on that hero will apear when he''s on it. It will die when his host dies and he wont be able to eject from his host when it has taken damage for the last 3 seconds. |
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#16 |
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Damage by degree of angle turned.
Stun by melee contact. Illusion mimicks spells casted simultaneously. Regen adds bonus damage. Killed unit is reanimated under control. Teleport to corpses. Damage based on number of buffs/debuffs. Stealing good buffs/transferring debuffs. |
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#17 |
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Awe-some.
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#19 | |||||
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I HAZ MY NU LAPTOP!1!!!11!!!
![]() OT: Quote:
Sapphiron: Actually I could repeat what I just said about merging. It's definitely a cool idea, but you usually deal more damage to slowed people, because you're able to attack them more often. This idea doesn't lead to a unique gameplay by itself. __________________________________________________ ___ I guess it isn't as much of a must as it was previously, but it shouldn't be something outrageous. __________________________________________________ ___ Quote:
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2 and 4- I've already added our Timothy Knightingale to my list ^^ 3- The general similarity towards multicast (although the activation depends on illusions not on chance) could be problematic. 5- Depends on the unit. If it's allied heroes, then I've added this already into my list. If it's creeps, it depends. In terms of gameplay, it could become very similar to Broodmother's Spiderlings. If properly worked out, it could also become a pretty unique pushing skill, though. If it resurrects enemy units under your control, it might be overpowered conceptually. 6- Hard to say. The idea is interesting in general, but I'm not sure how this could lead to a new way of playing dota. Besides it could be relatively hard to balance. 7 and 8- By itself, 7 wouldn't necessarily result in a unique gameplay, because there are already some concepts in dota that resolve around debuffing the enemy and then dealing damage (specifically Batrider), but in conjunction with 8 it could work out. Definitely added 8 to my list, perhaps I'll try to combine them somehow. |
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