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-Akuma uses a 'Unique' method of mana. -Akuma has 100 max mana at all times, no mana regeneration, and 1 intelligence stat. -Items, and effects that can manipulate his intelligence, will not. (This includes additional stats from items) -Items, and effects that can manipulate his mana regeneration, will not. (Includes items and Auras) -Mana regeneration works with all items that allow active regeneration. (Clarity Potion, Bottle, ect.) -Same is true for abilities that can restore mana. (Ezalor's Chakra) |
Akuma as a young child was destined to be a great warrior, and was given praise from others to vanquish evil of his land. Terror swept the land as forseen, and The Chosen One was to take his destiny in hand. After a 3 year long battle, the tired warrior destroyed the last living demon, and collapsed. Awoken months later in the dark forest with a strong passion to cause pain and suffering into others, Akuma has been possessed by the very evil he was destined to destroy. Akuma focusing mainly on one on one combat, and is unmatched when confronted face to face. Able to strike to fast and gracefully, the enemy is left stunned from each attack and slowed while their inner organs reassemble, that is, if he allows it. |
Akuma utilizes every muscle in his body to deal rapid blows to his foe. When activated, Akuma gains +40 bonus damage for the next 1/2/3/4 attacks. If the unit he is attacking is alone, he unleashes all Cobra attacks as fast as he is able. If the Unit is face to face with Akuma, Cobra strike deals a 0.1 ministun. Duration: 9 seconds Manacost: 40 mana Cooldown: 14 seconds |
Akuma strikes with a Shun Goku Satsu, a technique passed down to him. Akuma jumps forward to the target with such speed, he deals 60/80/100/120 + %100 of his Agility stats in damage upon impact with the enemy, forcing them to face Akuma. The impact is so great it slows the enemy by %60 for 4 seconds. Range: 475 units Manacost: 60 mana Cooldown: 22 seconds |
When attacking his enemies, Akuma can be swift enough to strike weaker areas that are between the cracks of normal armor, this is a well practiced technique that Akuma takes pride in performing. Each attack will deal a bonus 10/15/30/45 damage and Akuma will gain 4/8/12/16 mana for each attack that hits. Orb Effect Passive |
Akuma unleashes a series of attacks that place the unwilling target in a stun-lock for the duration of the onslaught. Level 1 - Attacks the target 6 times, lasts 2.4 seconds Level 2 - Attacks the target 6 times with Cobra Strike, lasts 2.4 seconds Level 3 - Attacks the target 6 times with Cobra Strike, finishes off with Dragon Punch, lasts 3 seconds. Channeling Range: 200 units/Melee Manacost: 100 mana Cooldown: 85 seconds |
-I know the cosmetics might suck (Model, Skin, Icons, wording and Background story), but I thought up this idea for a hero and I wanted to see it written out. So if you plan to judge anything that I would take critically; Judge the skills, the synergy, total development and overall usefulness. -Let me know if i am missing something. -If I get enough positive feedback i will make a test map. |
- Should Cobra strike deal more damage per level? - Is the slow too much on Dragon Punch? - Should Tigers Blood be an orb effect? - Are the values balanced for damage and mana gain on Tigers Blood? - Would the synergy work best face to face, or face to back? |
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#2 |
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Join Date: Apr 2011
Posts: 171
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Very interesting mana concept, original.
1st Skill: Values dont seem OP at all, quite balanced but not super original, seems sort of like Ursa's overpower. The ministun is a nice touch. 2nd Skill: Nice, I like skills like this, I think either the duration or amount of the slow need to be nerfed slightly though. 3rd Skill: I don't quite like the current values, I think 6/12/18/24 for damage and 4/8/12/16 for mana would be better. Too much mana steal at current and not enough damage. 4th Skill: Nice, love combo skills. Seems like it would make him a very fun hero, but can't quite rate the balance of it yet...do orb effects and buff placers apply to these attacks? Do bashes or crits? Can he be stunned or disabled to stop him mid-ult? If you put that info in I can rate it better. Would appreciate a review on "http://www.playdota.com/forums/54839...mach-god-wind/" or "http://www.playdota.com/forums/53688...rura-brothers/" if you would. |
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#3 | |
Member
Join Date: Jun 2009
Posts: 1,574
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Good questions.
Fixed the text for his ult so it makes more sense.
you are right about the damage with the passive, i was thinking about editing it with different numbers.
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| Last edited by TheBloodseeker; 10-14-2011 at 06:47 PM. | ||
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#4 |
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Join Date: Oct 2011
Posts: 42
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I'm extremely intrigued by this. Tiger's Blood makes sure you keep your mana up. Same with getting one of the items that could help with that.
I will say that the Haymaker Ultimate is great. All 6 attacks, or 7 at the end happen very quickly, which would create great imagery. Original as far as I know. Maybe change the mini stun on Cobra Strike to when the enemy is not looking at Akuma as well, that way it would hinder their escape. And make more sense. If the enemy is watching the blow come in, they'd take it better than if their back was turned. Although doing so decreases the synergy between it and the second skill that I like. Of course you could change the effect to turn the enemy away, and then it would be interesting to use the ultimate followed by Cobra Strike again and finish them off with Dragon puch if they still need it... Overall I like it. |
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#5 |
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Join Date: Apr 2011
Posts: 171
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Hmmm with those questions answered I'm not quite sure how I would balance it, cuz it's rather OP to get in 6 free shots, especially with cobra strike and a dragon punch and disable them for 3 seconds. If you had a BKB so people couldnt stop you this is basically a more damaging version of jugs ult which is guaranteed to focus down 1 person, its pretty much an insta-kill on anyone with less than 2k health with crits and stuff taken into account.
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#6 |
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Join Date: Oct 2011
Posts: 27
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Too much Street Fighter dude
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#7 | |
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Join Date: Nov 2010
Posts: 3,626
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Quote:
this pretty much. are you making a "monk" in dota?
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#8 |
Member
Join Date: Aug 2009
Location: Finland
Posts: 2,504
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Unique energy resources?
Not in Dota.
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#9 |
Member
Join Date: Jun 2009
Posts: 1,574
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The only reason i chose to do it as 100 mana is because it is currently not possible to program using wc3 a hero that uses a % of his max mana to cast a spell. Well, you can do it, but it would be a flawed program. Regardless, if he had intellegence it wouldn't impact his total use of the mana. for example; Lets say he has 480 mana, and you cast Dragon Punch. Dragon punch is 60 / 100 mana, thus %60 of his max mana. It would cost 480*.6 mana to cast dragon punch (288). The whole reason for this mana manipulation is to make it important for him to actually attack to gain the mana back, its part of his synergy. This works well with 'rage' in WoW and a hero in LoL, i don't see how it can be faultered in DotA. REGARDLESS. if this hero was implemented, the dota version would have to deal with the 100 mana, whereas the dota2 version can utilize the % of max mana, or even go off mana entirely.
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#10 |
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1 Int
Sanity eclipse LOLWAT Overall i can see the combo between 2nd->1st->3rd skill and such, but the mana system simply ruins it all, bunring away any flexibility. Ulti's forced synergy with the rest of the skills makes it even worse. Besides the hero is barely fun to play. All his skills are about normal attacks, and your item choice is limited to passive ones (buy a mana-needing active and your combo is ruined). That's some nice reasoning for you. I actually wanted to rage at this hero ms paint-style, but i realize who i'm dealing with and how futile my efforts will be
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Vot1_bear's
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#11 |
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First off, I enjoy your rage paints.
I have always wanted to make a hero that was basically un-reliant of the mana system. However, heroes like Antimage and OD will have a huge advantage over heroes like these. But if you really want to keep the system as is, here are my tips. I recommend giving the hero a base mana regeneration so players can do something without a point in Tiger's Blood; I feel you can get locked down in a strong harass lane with no mana left, which will leave you helpless to farm. I can't really tell how strong this hero would be because of his system, but I think he doesn't seem incredibly overpowered. Again mana burns will seriously hurt this hero, and he seems very reliant on getting his ult on an enemy in order to function well for the rest of a big team fight. |
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#12 |
Member
Join Date: Jun 2009
Posts: 1,574
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I spent a lot of time designing this hero
lets get a bump for more opinions
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#13 |
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I saw this ages ago but I didn't feel like replying. However I will properly review this in 3 days since I have exams now. Right now it looks alright, however, the whole Rage concept seems slightly out of place. I'll take a deeper look into it later.
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#14 |
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Mana concept is totally lame. One Diffusal and Akuma is fucked in the nethers.
Overall, the hero seems boring simply because 3 of his skills are based on punching people senseless. |
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#15 |
Member
Join Date: Jan 2011
Location: Poland
Posts: 21
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t-up
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#16 |
Member
Join Date: Apr 2010
Location: Wessssssst.
Posts: 187
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How about rename the Ulti as Black Out? 8D lolololol This SO reminded me of Street Fighters.
Edit: T-Up.
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![]() This way to KFC, said Xin. |
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#17 |
Member
Join Date: Jun 2009
Posts: 1,574
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perfect, that was exactly what i was going for!
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