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Old 09-27-2011, 08:12 PM   #1
risingdemon
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Default [Agility-Scourge] Keith - The Swindler


The Swindler
Keith



Model of hero is here credit go to Taylor_Mouse

Starting

16 + 1,4424 + 2,3216 + 2,0


Skill description


Walking bomb - Instant Death and Camouflage.
Dark Spread.
Hide and Seek.
Ninja Descendant.



Main style The Swindler focuses mostly on the confusion theme - his whole set of skills are related to obtain this goal

Role Supporter, Troll, Ganker

Gameplay Disrupt enemy's teamwork and synergies, making focus on hero become nearly impossible, or cannot be done smoothly.

His main purpose is to annoy the enemy team in many ways, when ever in lane, ganking or team battle.

This hero's playstyle is similar to an intelligent support hero than an agility hero.

Someone will find him somewhat imba, but I added pros and cons for his skill set, and number can be changed


Pros and Cons


His pros:
- Big battle can change the tide with him around. (ultimate)
- Dynamic with 3rd passive skill, running and hunting in jungle is his main role early game. This help counter Enigma, Chen ... but not too powerful because the invisible is not long.
- Can make a moving ward, ward can spot rune (even destroy it if enemy hero is nearby)
- 2nd skill is annoying in team battle, give ally more damage or suffer some disable for ally.
- Can go to carry-support if needed.
- Have escape and buy time mechanic.

His cons:
- Paper HP.
- Countered by Purge and Gem. Medusa is his nature enemy.
- His AoE can be easily evaded when lack of ally.
- Ganker can become the prey...


Changelog
  • 03/10/2011: added Background story - thanks to PuЪLiㄷEиəℳy#1
  • 29/09/2011: remake skill set, add a passive for Keith so he can do more damage. Add a nuke spell.
  • 28/09/2011: add skill icon, change place of Subskill Instant Death, in case Hero buy RO he can convert an additional creep
  • 28/09/2011: change numbers on Living Bomb, make it more reliable.
  • 27/09/2011: used template


Credit
  • added Background story - thanks to PuЪLiㄷEиəℳy#1
  • skill icon's credit goes to The_Silent, 4eNNightmare, Insekt, KelThuzad and a hidden-named artist at thehiveworkshop
  • stinkbug9999 - one of my best friend - helped me a lot in creating ideas
  • Sven2k for supporting me and giving me guide for hero suggestion


Feedback please, my first hero suggestion and I am open minded listening to suggest.
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Last edited by risingdemon; 10-03-2011 at 12:01 PM. Reason: added Background story - thanks to PuЪLiㄷEиəℳy#1
Old 09-27-2011, 10:18 PM   #2
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Default Re: Keith - The Swindler

Please fix your grammar errors, I can't understand a lot of things

Look at other hero suggestions and use them as an example, after you've fixed him up PM me again and I'll revisit him.

BTW to give your hero proper stats check out this little guide: http://www.playdota.com/forums/group...fect+stats%5D/
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Old 09-27-2011, 11:37 PM   #3
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Default Re: Keith - The Swindler

The main problem I see with this hero right now is that while conceptually all the skills tie together, I don't see them fitting together as well in terms of gameplay. I think the whole "confusion by changing appearance" idea is interesting, but having it on all 4 skills is a bit overkill, in my opinion. If it was me I'd maybe keep two skills with that concept, and then create two other skills that synergize with the confusion premise.

Hope I make sense! There's some good potential in this hero suggestion.
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Old 09-28-2011, 01:27 AM   #4
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Default Re: Keith - The Swindler

Ok... I am a little biased towards this hero because I love trolling. however, there are some major fixes that need to be made before anything happens:

1st skill: Deals a maximum of 375 damage in a 400 AoE (assuming you took control of centuar khan with 1500 hp, the opponent has no armor and the default 25% magical resistance) comparatively, this with its huge cd and medium mana cost is probably not going to be worth it. This becomes in effect a movable ward (take lina for example 280 damage AoE with a low cd for both of her nukes. Krobs only has 1 nuke with a low cd, but is quick enough to fulfill her major role of a pusher.) My advice? Lower the cd to at least that of dark ritual so it can be used as a deny/jungling skill. Make it cost 5~10 less mana. Make it deal constant magic damage. Having 2 or 3 keiths running around would be funny.

2nd skill: Good... but people might start wondering why creeps are running around in the jungle... or why certain creeps in lane are not attacking like they are supposed to. I don't think gem can reveal this thing anyways... unless you specifically hardcode it in. Instead, you can make your team 100% transparent (think of old mortred's blur). This would of course be dispelled on attack/spell casting. It would fit the theme of camouflage, any decent player with health bars on would be able to spot them, however it would help in juking and ganks as it's much easier to spot a hero than a floating green bar (and some pubbers are idiots who can't turn on health bars and autoattack creeps all day). For added effect, make it so that you can target any friendly unit, not just heroes. (you can target your illusions too for the mindgames.)

3rd skill: Meh... it's completely pointless as the enemy can easily figure out where keith is going... Instead, for more troll and a bit of fun, an idea I had a long time ago was to create 4 boxes that pops up in a 600 AoE and (after 2 seconds) having keith pop up from a random box (all the boxes explode, dealing 100 magical damage, illusions will pop up in the other boxes). Illusions take 200% damage and deal 50% damage. Illusions spawned will run in a random direction, keith will be automatically reselected (think eredar's disruption, just with four boxes in a 600 AoE)

Ulti: Kinda fun, and would be interesting to play with. A good way to start a teamfight. But it might need to be tweaked later...
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Old 09-28-2011, 10:45 AM   #5
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Default Re: Keith - The Swindler

@Strutter: if you look at it carefully, you'll see:
Skill purpose:

- 1st skill: a moving bomb (AoE spell), a fast moving observer ward, can be used to jungle, do mix damage means BKB makes no difference (that's why I make it 30%HP only)
- 2nd skill: this skill come from a different idea, but I won't deny the fact that this is an another Naix's ultimate: your friend pretends a melee creep at early game, walk in lane like nothing happens, pretends to approach the enemy's range creep, and suddenly attack the enemy ranged hero.
- 3rd skill: this is his escape skill, 3 seconds moving without slowing and "ignore" tree means more than 1000 range away, when there are 4 of them (at level 4, it's >1500 range away). It is not too strong because you can't chose which direction you will run to, but it is dependable enough when there are more than 3 enemies heroes ganking you. They run by opposite random direction so only big fast nuker AoE can detect right away, or Black Hole of Enigma, or Puck's Ultimate. It has counter and can counter, if you think it is weak, I can think about make illusions explode and do minor damage + slow enemy, if you think it is too strong I can nerf numbers.
- The ultimate is good in team fight. If you have Scepter, your team is the most annoying team IMO, especially when illusions heroes are in your team. Imagine a Zeus can make illusions, mana burn melee attack and can sing (Naga), lol.


Synergies between skill

Synergies between skill exist, it's just that I am not able making a test right now so it's be a little hard imagining it.
Use 1st skill on creep, creep look like you, then use 2nd skill on it, make your friend look like you. Now you are 3 and you are a nuisance, lol
The combo above go along well if after that you are ganked, enemy hero look at "you"s running all the place and 2 other "you" standing in lane.
The 3rd skill is a bonus on a paper-HP, low Amor and always running around in forest like him, so it synergy with the theme and the play style.
Use 2nd skill then continue with ultimate, then tell me if you can recognize the hero.
Use 2nd skill on any ally hero, ally hero go to lane, tell me what do you think when you see a Centaur Khan standing there and gain EXP? You know it is a hero but don't know which one is it. This is a antigank mind game method.


And thanks for your review, I'll think about adding something in the skill, like when the effect of Camouflage wear off something will happens. You are right about his playstyle is a little easy to guess.

@PIELIKEI
Quote:
1st skill: Deals a maximum of 375 damage in a 400 AoE (assuming you took control of centuar khan with 1500 hp, the opponent has no armor and the default 25% magical resistance) comparatively, this with its huge cd and medium mana cost is probably not going to be worth it. This becomes in effect a movable ward (take lina for example 280 damage AoE with a low cd for both of her nukes. Krobs only has 1 nuke with a low cd, but is quick enough to fulfill her major role of a pusher.) My advice? Lower the cd to at least that of dark ritual so it can be used as a deny/jungling skill. Make it cost 5~10 less mana. Make it deal constant magic damage. Having 2 or 3 keiths running around would be funny.

I make its cooldown a little big, because you can do so much thing with it. If you can spam it like never before, I don't know if I call it a new playstyle or gamebreaking. A moving Techies's land mine is somewhat fearsome. But I appreciate your feedback, I'll reduce the CD time (I think the same too, so much fun having Keiths running around, but the balance issue always in my head )


Quote:
2nd skill: Good... but people might start wondering why creeps are running around in the jungle... or why certain creeps in lane are not attacking like they are supposed to. I don't think gem can reveal this thing anyways... unless you specifically hardcode it in. Instead, you can make your team 100% transparent (think of old mortred's blur). This would of course be dispelled on attack/spell casting. It would fit the theme of camouflage, any decent player with health bars on would be able to spot them, however it would help in juking and ganks as it's much easier to spot a hero than a floating green bar (and some pubbers are idiots who can't turn on health bars and autoattack creeps all day). For added effect, make it so that you can target any friendly unit, not just heroes. (you can target your illusions too for the mindgames.)

The idea is like what I said in the reply with Strutter.
Gem won't reveal the hero, only see an arrow in the "creep" forehead. This is to counter something like this, which eventually WILL happen



Quote:
3rd skill: Meh... it's completely pointless as the enemy can easily figure out where keith is going... Instead, for more troll and a bit of fun, an idea I had a long time ago was to create 4 boxes that pops up in a 600 AoE and (after 2 seconds) having keith pop up from a random box (all the boxes explode, dealing 100 magical damage, illusions will pop up in the other boxes). Illusions take 200% damage and deal 50% damage. Illusions spawned will run in a random direction, keith will be automatically reselected (think eredar's disruption, just with four boxes in a 600 AoE)

Please read the reply to Strutter before reading this, sorry for the inconvenience.
As you can see, just like you become Naga in 1 seconds, then gain the ability of Lycan for 3 seconds afterward, at the cost of lose control of yourself.
Lvl 1: they run to 2 opposite directions <--- O --->
Lvl 2: they run to 3 directions, like in the icon (I don't know how to describe it with laptop character, lol)
Lvl 3+4: they run to 4 directions, like a Cross.

Now tell me, if there are 1-3 heroes, what will you do? Enigma's Black Hole? Magnataur's ulti? Puck's ulti? Great, your team mate in 160/100 seconds won't suffer the BH/Reverse Polarity. Great, in 1,5 seconds they have to find out which illusions which are about 500 range from each other is the real one.
The real counter is Earth Shaker or Centaur or someone, but every hero has counter, Keith is the same.


Quote:
Ulti: Kinda fun, and would be interesting to play with. A good way to start a teamfight. But it might need to be tweaked later...

This is a skill kinda counter pubber who don't pay attention on opponents you know, because color are the same ... Blue with Pudge will remain Blue even if he wear Shadow Fiend's face.


Thank you for your reply, I'll change some cooldown and duration as well as mana cost to make him more reliable but not imba. Your share of though helped me, hope my terrible Eng makes sense.
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Last edited by risingdemon; 09-28-2011 at 05:18 PM. Reason: add spoiler to prevent long post
Old 09-28-2011, 05:57 PM   #6
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Default Re: Keith - The Swindler

I'm not really sure about 1st skill's codability. The creep taking the image of a hero and then reverting is possible but.. I don't think the sub skill Instant death is possible. The only way I can see this skill made is via an illusion and illusions can't use skills.
What you can do is like swap your position with the position of the creep/illusion.

2nd skill is the same like the 1st skill but with the opposite effect. It's rather boring better replace it with a different skill or remake 1st skill instead.

3rd ok skill but.. so far you don't have no offensive abilities, the hero is just for deceiving which yea it's what you're trying to make him but such a hero in dota is not needed. He needs to be able to deal some dmg

4th skill.. another changing appearance ability.. no just no..
Also what's up with every lv having some different effect? I don't understand it.
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Old 09-28-2011, 06:34 PM   #7
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Default Re: Keith - The Swindler

Quote:
I'm not really sure about 1st skill's codability. The creep taking the image of a hero and then reverting is possible but.. I don't think the sub skill Instant death is possible. The only way I can see this skill made is via an illusion and illusions can't use skills.
What you can do is like swap your position with the position of the creep/illusion.

When turn a creep to Living Bomb, replace it with an another unit with Keith's appearance. Creep is counted as dead (denied) and give no experience.
Now, code it so the Living Bomb is Keith's summon unit which do not have the ability of attack, have only 1 active ability which is suicide (Suicide Squad, if you ask me) and one passive ability which make it take more damage than normal. I believe this is codable.


Quote:
2nd skill is the same like the 1st skill but with the opposite effect. It's rather boring better replace it with a different skill or remake 1st skill instead.

It's not like that, the effect seems the same but the usability is totaly different. With Living Bomb, you can Ward, you can confuse, you can do damage. With Camouflage, Centaur Warchief can approach his victim, Earth Shaker can stand right next to his prey. This fake skill cannot be detected directly by any Gem/Ward, all you have to do is have a partner good at acting in game.
But I'll rethink about what you offer, a remake can be made.


Quote:
3rd ok skill but.. so far you don't have no offensive abilities, the hero is just for deceiving which yea it's what you're trying to make him but such a hero in dota is not needed. He needs to be able to deal some dmg

Considering this part, I assume that 3rd skill is ok, not Imba or weak. I'll remake on other skill for Keith having more damage/nuke/disable.

Quote:
4th skill.. another changing appearance ability.. no just no..
Also what's up with every lv having some different effect? I don't understand it.

As I'm trying to describe, they share the same theme and purpose but the usability is not the same. The 1st one play the role of Nuker/Ward support/Harass, the 2nd helps with Ganking (Centaur+1 nuke=GG), because note that Attack/Cast Spell will make ally lose the effect.

The ultimate skill make him noticeable and become a rid you must kill, or your team won't be able to focus on the Carry/The Disabler of opponent team. Attack and cast spell won't lose the effect, this is the main point make the Ultimate different to other one.

About the effect, I'll rephrase it so you can understand.
Lvl1: all your team is in the AoE, after the casting smoke, all hero have Keith's appearance. => 5 Keiths running around.
Lvl2: all your team is in the AoE, after the casting smoke, all hero have a random hero's appearance. => 5 Pudges running around.
Lvl3: all your team is in the AoE, after the casting smoke, all hero change appearance to a random mate. => Pudges is Lina, Lina is Keith, Keith is Earth Shaker, Earth Shaker is Viper, Viper is Pudge.
Lvl4: Same as above, plus: hero nearby swap position to each other randomly (nearby = 600 range)
So, Pudge at Top Lane, he changes to Lina, remain his position.
Viper, Lina is at Mid Lane, Viper changes to Pudge, Lina changes to Keith, distance Viper-Lina is 700 ranges, they remain their position.
Keith, ES is at Bot Lane, Keith=>ES, ES=>Viper, distance Keith-ES is 500 range, they swap position (just like Venge's ulti)
What enemy see at bottom lane: Keith and ES run to fog of war, then ES + Viper appear few second after. They don't know that's Keith ultimate or Viper has teleported to Bottom Lane defending, so they don't know if they should focus their ultimate on "Viper".

I add the effect with Aghanim somewhat strong I know, but as you can see, he is a supporter and Ganker, farming Scepter is luxury for him, so I give him a bonus. If you think it is unneeded, I can rework it.


Thank you for your review, I'll remake 1st or 2nd skill so that Keith can deal more damage. About the Ultimate, if you still think it is bad after my explanation, leave a message and I'll rework the effect.
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Old 09-28-2011, 10:46 PM   #8
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Default Re: Keith - The Swindler

Bump, remake skill set and add new skill, rebalanced numbers.
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Old 09-29-2011, 02:10 AM   #9
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Default Re: [Agility-Scourge] Keith - The Swindler

reading the hero description... i am going to concentrate on some general advice. You are supposed to destroy teamwork among opponents. What does good teamwork in dota fights mean?

1. Map awareness... there are reasons people buy wards. Disrupt map awareness and you have won half the game

2. Positioning... a team with it's casters up front, its carries behind it's casters and it's tanks farming in another lane is going to have a hard time winning teamfights.

3. Diversity... a team of all agi carries or purely pushers or entirely gankers will not get as far as a team with 1 carry, 1 semicarry/ganker/tank, 2 support caster/initiator/ganker, 1 pusher/babysitter

4. Counters... a team of heavy nukers are going to lose against an anti-mage. carries are targetted early game due to their low survivability, supports get nuked or silenced and then taken out at will, gankers are warded or dusted. Every hero has a counter (most of the time it's lucifer) and would try and stay away from that counter as long as possible

5. Timing... you start with an initiator. why? their job is to fling hell at the enemy before the battle starts; lich, darkseer and sandking do this by disrupting position, but heroes like tidehunter, enigma and silencer do this by disrupting timing.

6. Acting together... every get annoyed when noobs decide to solo 5 enemy heroes at once? Pudge, batrider and venge excel at separating heroes from their teammates

7. Escape route... Contrary to popular belief most games are not won by teamfights, but by the ensuring routs. A team that has lost a teamfight can still turn the tables if they mastered the art of escaping. Fleeing to the fountain and coming back quickly, then can finish off the opposing half-hp heroes. A good team would work to corner enemies and ensure kills and then follow up by pushing a lane, roshing or just plain farming. A game in which most heroes die in a teamfight is either badly managed or late enough in the game that the outcome is already decided: the key is to coordinate the chase.

Somethings that teamwork that cannot be disrupted:
Communication - Ventrillo
Trust/Skill - People who played together a lot will inevitably know how they will react and can usually predict their partners moves
Latency/Connection – lag does disrupt teamwork, if only the timing and mentality

The 7 things above: map awareness, positioning, diversity, counters, timing, acting together and escape routes can all be countered by a skillset. Therefore I disagree that all heroes must have a damaging move. A hero with a silence/disarm, double ladder invisibility (meaning that you can either be near an enemy tower, attack or cast a spell without being seen... this can be demonstrated if mirana uses her ulti when slark uses his ulti. Slark can break 1 part of the invisibility but still be unseen because the second invis covers it up), repositioning and stunning skills and chasing skills can help a team immensely. For example, Dark Seer has 1 pushing skill, 1 relocation skill, 1 chasing skill and 1 pure chaos skill, he has nothing that severely boosts dps (like ursa, clinkz, phantom lancer or luna) but can still be a huge team presence (ok... ion shell is decent dps early game, but most enemy heroes are not stupid enough to stand next to a glowing creep and still can last hit while suffering minor harassment from shell... its not spammable enough to be a massive harassing move like shadow demons poison or huskars spears). Base your character on disruption. Reduce or cut off sight, give invisibility to teammates, buy your teammates time and relocate your enemies. You can create a hero that can cause terror without doing any heavy damage.
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Old 09-29-2011, 12:41 PM   #10
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Default Re: [Agility-Scourge] Keith - The Swindler

@PIEKILEI:
Thank you for your long post and your time for giving advice.
About disrupting teamwork:
1. Map awareness: This hero has a moving ward. He is a supporter/ganker so he has to counter ward. Killing ward at rune spot require range attack, but he is not alone when Ganking so this is not that big of a problem.
2. How many heroes have disposition skill? IIRC, Venge, Pudge, Dark Seer, Chaos Knight, Magnataur, Tiny, Bat, Enigma can count as one, and you have Force Staff. One more hero with this ability either make it imba or not original or gamebreaking.
Enemy hero do not united? This won't help because this scenario depends by them.
3. 4. Again, this is not disrupting teamfight IMO, this is the enemy problem (Captain problem, Pub problem, Pick problem, etc) If disrupting team fight comes from inside the team itself, no skill will be needed.
5. I agree with you that an Initiator is needed, but I do not think that is "disrupting team fight". A good ES, SK, Tide, .... will make enemy suffer everything without having chance of doing anything (or almost anything). That is the proof your team fight well, your combo chain is place excellent. IMO, "disrupting" means you make opponent team's plan goes to waste or do not success, for example, Silencer's presence will disrupt any combo without BKB/Linken, there fore disrupt enemy team fight.
6. Dispositioning enemy go to point 2.
Noob in your team? That's your team's problem. I am extremely believe that Skill put noob on enemy team did not/do not/shall not/will not exist.
7. I agree, but my hero disrupt enemy by point 8.

8. Disrupt enemy strategy in big battle (his ultimate). Enemies cannot focus on the hero they intended (killing a viper by mass stun, hex, slow and realize that is Teachies, for example). Enemy has difficult positioning hero when your team cast spell (for example, Demon Witch stun cast, enemy know it so they stay out of DM range or stay far from team mate. Now, you look at enemy team and do not know which one is Demon Witch)

Making chaos and confusion like above will make enemy team fight disrupted. I assure it.


About damage dealer, well Sven2k did have a point, because before the remake, my hero has only 1 skill which deal damage (375 Mix damage at max every 65 seconds)
If you compare him with Dark Seer (Shell + eventually get Radi), it is somewhat a joke
Venge has only 1 stun but in low cooldown, and she has damage aura + -damage skill.

So I remake the skill so that he can deal damage more often. I don't intent making him a nuke or damage dealer, because there are so much hero out there can do it better than him. And because his ultimate is somewhat strong, I make his other skill useful but not much AoE damage. I want to give teamfight battle more mind breaking, annoying and fun to watch so I made this hero.


His pros:
- Big battle can change the tide with him around. (ultimate)
- Dynamic with 3rd passive skill, running and hunting in jungle is his main role early game. This help counter Enigma, Chen ... but not too powerful because the invisible is not long.
- Can make a moving ward, ward can spot rune (even destroy it if enemy hero is nearby)
- 2nd skill is annoying in team battle, give ally more damage or suffer some disable for ally.
- Can go to carry-support if needed.
- Have escape and buy time mechanic.

His cons:
- Paper HP.
- Countered by Purge and Gem. Medusa is his nature enemy.
- His AoE can be easily evaded when lack of ally.
- Ganker can become the prey...


I think I explain pretty clear this time, thank you for your advice.
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Old 09-29-2011, 01:11 PM   #11
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Default Re: [Agility-Scourge] Keith - The Swindler

I think you misunderstood me. Disrupting a team does not mean disrupting a teamfight. I meant at any time, those things can disrupt a team.
As for a nice positioning trick, you can target an AoE and all enemy heroes within that range are swapped with a random enemy hero within that AoE. Diversity can be swapped by for example bloodseeker's bloodrage which silences and increases dps, it takes a caster and turns it into a hero that relies on attacking. As for acting together, a spell like es ulti or lich ulti has that mindgame potential to keep heroes separate. If you think disrupting is just making your opponent's plan go to waste by disrupting comboes then you are wrong. skills like twin headed dragon ulti and od ulti can end a battle before a single spell is cast.


Also uping the 3rd skill increases cd and lowers AoE and increases mana? for 50 more magic damage? (as the other keith explosion does not stack)
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Old 09-29-2011, 01:50 PM   #12
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Default Re: [Agility-Scourge] Keith - The Swindler

In my sig:
Quote:
Sorry for my bad ENG, my biggest and probably my only problem in PD forum
Sorry for the misunderstood between Team and Team Fight. But nearly 1/3 of what you listed come from enemy team (counter/pick/noob/...) so I got confused.

Quote:
If you think disrupting is just making your opponent's plan go to waste by disrupting comboes then you are wrong.
Sorry if my post is difficult to understand, that is only an example to the term "disrupting". I mean making your opponent's plan go to waste
by any means, except cheat and hack. And I don't think that's the only way, the point 8. I posted above is the way this hero is developed.

And the disposition you stated are based on Stun/Fearsome AoE/Big disposition. I am agree that scenarios is epic and wonderful, but like I said before, there are more than 20 heroes out there who can do that, and they do it good.

I'm making a new style hero, a hero which is worth picking, and in a new way. Disposition enemy randomly is a good idea which I though of while making the ultimate for this hero, but it was countered pretty easy by targeting AoE spell/AoE stun. It is different with Dark Seer or Magnataur skill because it makes both 2 team having difficult: your team - difficult in focusing a certain hero (because its randomness position) and enemy having difficult accepting their new position.

That's why I made it reverse. Not disposition but change appearance (in the fog) and go to team ballte (for example push a Tower).
In a battle, anyone must:
- evade as much damage as they can (except Tank)
- do as much damage as they can, from the top-must-focus hero to the less
- disable right hero with right timing.
- chase if win and run if lose.

Now you know all the "target" are fake, your position is confused, your attack landing is confused, your disable is random, your team's damage dealer is focused by enemy but you don't know which hero you must focus first. Things will still work is big AoE stun (ES, Cen, Black Hole, Tide, ...), AoE nuke (ES, Blast, DProphet, Furion, ... ), AoE purge (Medusa), AoE disposition follow by a stun (Dark Seer + Sven, Magnataur)

As you can see, I make his ultimate annoying but have counter, and there's reason behind it.

Edit:
Sorry I was in a hurry so I couldn't answer this part right away

Quote:
Also uping the 3rd skill increases cd and lowers AoE and increases mana? for 50 more magic damage? (as the other keith explosion does not stack)
Do you mean 2nd skill? I made a mistake pressing "cancel" after the tweak number so the number you saw was not my intention. Sorry about it, just edited.
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Last edited by risingdemon; 09-29-2011 at 04:09 PM.
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  Defense of the Ancients Suggestions Hero Ideas


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