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Old 09-24-2009, 02:01 PM   #1
tHe silent H
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Lightbulb [str-scourge]Naxxramus, The city of the Damned


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__________________________________________________
Change log:

21/09/09: Idea formed
23/09/09: Abilities completed
24/09/09: Synergy and Counters added
25/09/09: Posted at midnight!
25/0909: slight nerfs, fixed typos, added sound set.
26/09/09: reworked 2nd/3rd abilities. More active now
27/09/09: changed name of eternal undeath to eternal servants due to rework, added death animation, added cosmetic for fortification. added niche (why this hero should be implemented), story added
03/10/09: adjusted 2nd skill, reworked ultimate somewhat.Added anchors/table of contents


__________________________________________________

INTRODUCTION
Hello, this is my first hero suggestion so be considerate and understand that I don't have all the skills you do. post suggestions
and constructive criticism if you must. some T-ups or downs are allowed but please give me reasons, as lot of thought (and late nights) went into this.

Niche: why this hero is needed in DotA
I believe that this hero skill set(screw dissing the model it's just for aesthetics) is needed as Dota lacks a ranged strength hero for the scourge (minor reasoning), also a new unique summoner/support strength hero is need as none currently exist but the game would profit(not money wise) well from one.

Naxxramus
The City of the Damned
(and no, I don't play/like WOW i just like the name)

And

__________________________________________________

Table of Contents
(due to size of suggestion)

1: Change log
2: Introduction
3: Story and stats
4: Pros and cons
5: Basic skills
6: Ultimate
7: Synergy
8: Last words

__________________________________________________

Background Story:




Summon Naxxramus

The ruined city of Naxxramus was once left deserted and untouched. But as the Lich King's powers was so grand, he decided to give life to the city, from an inanimate object into a living structure of the damned. With its relatively small size, it has been laughed upon by fiends and enemies alike, but only to realize its great power, of resurrected beings that themselves hide through the city for safety. Be careful what you wish for, since the greatest comrades have fought and fallen, trying to break this city apart. (story from to king_james, Thanks for the epic creativity)



Strength - 19 + 2.5 (Main Attribute)
Agility - 14 + 1.2
Intelligence - 16 + 1.4
(numbers can be changed remember)

Learns Bone Wall, Eternal Servants, Fortification and Deaths Gift

Attack Range of 500
Movement Speed of 305
(this speed gets lower as you learn Fortify)
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HERO INFORMATION
Affiliation: Scourge
Gender:N/a
Primary Roles:semi-Tank(through ablalites), pusher/summoner Secondary roles: Support
Theme: Undead Fortress, Bones/skeletons
LvL 1 Starting statistics
Starting Hitpoints: 511
Starting Mana: 182
Starting Damage: 35 - 41
Starting Armor: 1.8
extra statistics:
 
LvL 25 Ending statistics
Max Hitpoints:2205 (including attribute bonus but NOT fortify)
Max Mana:955(including attribute bonus)
max damage:115-121(including attribute bonus, NOT including fortify)
max armor:8.4
Note: None of this includes items, buffs etc.

Extra (unnecessary)information:

Jokename:Necrophilia
Model:Necropolis
Death animation:Obsidian statue death animation.
Sound set: Necromancer


__________________________________________________
Pros and cons of this hero

Pros:
 
+good summon/tank abilities
+Ulti really helps the team(including the creeps)
+ranged and strength(scourge needs one, sentinal has huskar)
+could jungle early
+semi-good 1(8 or 10 with necro)v1
+ abilities should be code-able
Cons:
 
-easily identifiable model/is to be focused fired
-Movespeed slows down with second skill on
-nuke has to be aimed correctly and is somewhat situational
-nuke almost useless late-game, as well as the summons will feed(hence he is a pusher to end game early)
-targets for secondary weapons are random
-low agi gain
-not good 1v2

__________________________________________________

HERO ABILITIES


Bone Wall(Active)
Type:Targeted



The mighty city raises the bones of ancient warriors to come forth and assembles themselves into an impassable wall.Added buff: If there is more then 10/9/8/7 fresh corpses in the vicinity(500 aoe?) the hitpoints and the duration double, length is increased by 1.5x.(is this bit code-able?)
Due to the fact that the wall is made of brittle bones, whenever it is struck some pieces will fly off like shrapnel damaging the attacker(or in aoe?/random direction)
when the wall disintegrates sharp parts will fly off like deadly projectiles causing extreme pain in those who have come too close.


 
Level 1: 20 returned damage, 50 disintegration damage, two attacks until it is destroyed.
Level 2: 30 returned damage, 100 disintegration damage, three attacks until it is destroyed.
Level 3: 40 returned damage, 150 disintegration damage, four attacks until it is destroyed.
Level 4: 50 returned damage, 200 disintegration damage, five attacks until it is destroyed.

Duration is 5
Casting Range is 700
Casting Time is 0.3

Cooldown: 13s
Mana Cost:90/110/130/150

Additional information:

Is somewhat shorter than base entrance to prevent creep stop abuse
Returned damage is physical disintegration damage is pure/magical
when one piece takes a hit all of the wall does(i.e. pieces are spirit-linked) thus one one piece dies all of it dies.
has the proprieties of a ward (magic immune)
allies and self can attack the wall, but are not damaged in any way
Towers are unaffected but can still attack the wall
Aoe of disintegrate is 200

Pros:
Trap an enemy, thus a pseudo-disable for non-blink melee heroes allows
enemy could be trapped with an ally and you yourself are ranged thus allowing free hits on melee
Semi-Nuke, max of 450 damage (unreduced),reason it is semi-nuke is explained in the cons.
Escaping tool, by blocking/slowing chasers

Cons:
Reason it is semi-nuke as any Physical attacks count such as that by creeps/summons
Return damage is reduced by armour thus less effective as the game goes on.
Limited Aoe for disintegration damage
Blinkers/Teleporters can get out easily
summoners can get minions to tank (unsure what would happen if it killed a necro warrior)
trapping a weak ally(hero) with them or missing your target is not advantageous.

Note: I'm am pretty certain this is code-able as it takes a few things from different abilities(thus it's not coping it research!) and mashes them together in an interesting way.
Uses a skeleton pile as graphical effect.

__________________________________________________

Eternal Servants (Active with a minor unlock-able)
type:Target, AOE



The presence of the citadel is so great that it can re-animated old bones with parts of the souls of a living unit to become as minions to do their masters bidding. Melee units will infuse part of their souls as undead warriors, ranged units will infuse part of their souls as skeletal marksman.
Additionally the city can absorb a minion temporary increasing repair rate and health. doubles the bonus if a general is absorbed.

 
Level 1: 1 undead warrior max, 1 skeletal marksmen. 25 damage upon summoning
level 2: 2 undead warriors max, 1 skeletal marksmen. 50 damage upon summoning
Level 3: 3 undead warriors max, 2 skeletal marksmen.75 damage upon summoning
Level 4: 4 undead warriors max, 3 skeletal marksmen.100 damage upon summoning
OR number of skeletons is set, and they upgrade/level

Mana Cost: 100/115/130/145
CD:15 seconds on all levels

Additional Information:
Summons last indefinitely until destroyed
AOE is 200/250/300/350
Undead warrior stats:
potential model:skeletal warrior
Hp:275 mana:n/a
dmg: 17-21(normal), armour:2(meduim)
AS:same as a normal melee creep MS:305
Range:100(melee) Skills:lesser block (30% chance to block 15 damage)
bounty:18-20


Skeletal marksmen stats:
potential model:skeletal marksman(non-flaming clinkz and smaller)
Hp:250 mana:N/a
dmg: 19-22(pierce), armour:1(unarmoured)
AS:same as a normal ranged creep MS:295
Range:500
Skill:lesser MKB[10% for 25 damage and mini stun]
bounty:23-25


To prevent scouting abuses they can not go beyond 1000 distance from the city(they are destroyed i.e. when the skeletons travel to far away they lose magic that binds them together)

Sub-skill:For the Master



Sacrifices a minion to improve survivability

LvL1: 10 bonus Hp,+0.5 Hp regen/minion
LvL2: 15 bonus Hp,+1.0 Hp regen/minion
LvL3: 20 bonus Hp,+1.5 Hp regen/minion
LvL4: 25 bonus Hp,+2.0 Hp regen/minion

Mana:50
Cd:10
duration:60(extra casts do not refresh duration)
casting range: 300



OLD version(just for comparison):
The presence of the citadel is so great that recently slain life will come back as minions to do their masters bidding. Melee units will come back as undead warriors, ranged units will come back as skeletal marksman. when this skill is mastered it allows a slain heroes corpse to turn into a powerful skeletal general.

Additionally the city can absorb a minion temporary increasing repair rate and health.
 
Level 1: 1 undead warrior max, 1 skeletal marksmen.10 bonus Hp,+0.5 Hp regen
Level 2: 2 undead warriors max, 1 skeletal marksmen.15 bonus Hp,+1.0 Hp regen
Level 3: 3 undead warriors max, 2 skeletal marksmen.20 bonus Hp, +1.5 Hp regen
Level 4: 4 undead warriors max, 3 skeletal marksmen, Skeletal general Max.25 bonus HP,+2 Hp regen double bonus when general is absorbed
OR number of skeletons is set, and they upgrade/level

conversion variations: for balancing issues either 100% chance upon a units death with mana cost OR x% chance on death W/o mana cost
Cool-down:5 seconds for active absorption.
Mana Cost:N/a for aura (this could be attached) 50 mana cost for absorbing.
Absorption effect last 60 seconds, doesn't refresh upon a new absorption (refreshing could be done if duration was lowered)

Additional Information:
Summons last indefinitely until destroyed
AOE for aura is 700
Undead warior stats:
potential model:skeletal warrior
Hp:300 mana:n/a
dmg: 17-21(normal), armour:2(meduim/unarmoured?)
AS:same as a normal melee creep MS:305
Range:100(melee) Skills:none/lesser block (30% chance to block 15 damage)
bounty:18-20


Skeletal marksmen stats:
potential model:skeletal marksman(non-flaming clinkz and smaller)
Hp:275 mana:?
dmg: 19-22(pierce), armour:1(light/unarmoured?)
AS:same as a normal ranged creep MS:295
Range:525 Skills:none/fireorb auto/lesser criticalstrike[15% for 1.25 damage][one ore none of these.
bounty:23-25


Skeletal general(for want of a better name) stats:
potential model:large skeletal Orc
Hp:600 mana:???
dmg: 23-27(hero/chaos?), armour:4(hero/heavy?)
AS:same as a normal creep MS:305
Range:120(melee) Skills:need ideas (perhaps command aura that stacks with venges?), could have stun...(hero could use one)
bounty: 65-80 gold
Nerf: could only proc on allied heroes thus if team is winning will not spawn.

Nerf:half damage to heroes/ towers

To prevent scouting abuses maybe they can't go beyond 1000 distance from the city( blinked back or destroyed i.e. when the skeletons travel to far away they lose magic that binds them together)
ability to absorb could be separated into a sub-ability to allow turning this aura on and off(pictured below).
Pros:
affects all units (except own otherwise they could re-spawn instantly)
and the hero could beyond the grave kill if it turns into a general(this can still be done by minions but is more balanced this way.)
summons in an aura effect! how cool
somewhat of a self healing ability (limited, if still too imba WILL be nerfed but numbers are needed as proof)
very likely to be code-able
cons:
give bounty,
weak by themselves
vulnerable to AoE skills
Requires some micro.


__________________________________________________



Fortification(toggleble)



The high council of Naxxramus demands additional fortification to be built increasing durability (health or armour and magic resistance[EHP]) and adding new weapons to it's arsenal but all that extra weight slows the city down. 1 second channeling time between modes

 
Level 1 - 100 extra health (or 2 armour and +5% magic resistance[not sure on actual reductions with armour]) gains an archer tower attack
Level 2 - 200 extra health (or 4 armour and +10% magic Resistance) gains a death pulse attack, archer tower upgraded(+dps and minor slow)
Level 3 - 300 extra health (or 6 armour and +15% magic Resistance) gains a catapult, pulse upgraded(more damage+higher speed)
Level 4 - 500 extra health (or 10 armour and +25% magic Resistance)
[this is due to no extra weapon] catapult upgraded(+damage and increased splash)
Slows movement speed by 3%/6%/9%/12% when on.

Cool-down:5
Mana cost:50

Additional information:[spoiler]
can be turned on and off(like rot)
unsure whether Ms reduction should be perment or resets when off
Arrow tower stats:
level1: around 10 dps(pierce), range 250, targets allowed:enemy non-hero units(aka creeps)
Upgraded 15dps, 5%slow, targeting of heroes enabled but prefers creeps
extra Info:
Missile model is a small green arrow
Targets are random for every arrow


Death pulse stats:
level1: 20 pure damage/pulse (1 every 2 seconds) line damage, does not follow(like Power-shot effect) affect heroes only, range 500 missile speed is around the same as elunes arrow
Upgraded: +10dmg,+100 missile speed
extra info:
damage is reduced by 15% for each hero(or any unit) it passes through


Catapult:
level1: damage 25-30(seige), 1 shot every 3 seconds, acts like ladder siege attack (minor splash, does not follow target, less range then a tower(690))
Upgrade:+15 damage,+75 Aoe


pros:
Main attack still works with it on(just for clarification)
extra weapons thus more Dps
small slow at level 2 and extra effectiveness against towers with catapult (hence this hero is a pusher)
level one allows easier farming
Speedy when off(normal speed), tanky when on
is code-able(look at battleships warcraft3 map to see how)
cons:
target is always random
some weapons target only specific units
minor ms slow when on, no extra weapons active when off.
causes focus fire to remove the extra damage
getting too early will push the lane too early(when it's not safe to tower dive)[spoiler]

OLD(for comparison purposes only):

 
Level 1 - 100 extra health (or 2 armour and +5% magic resistance[not sure on actual reductions with armour]) gains an archer tower attack
Level 2 - 200 extra health (or 4 armour and +10% magic Resistance) gains a death pulse attack, extra archers archers in the tower(more attack speed for the arrow attack)
Level 3 - 300 extra health (or 6 armour and +15% magic Resistance) gains a plauge cloud, archer attacks are now dipped in plague substance or something and gain minor slow, pulse gains missile speed.
Level 4 - 400 extra health (or 8 armour and +20% magic Resistance) gains a catapult(ladder meat wagon seige attack) plague cloud now does extra D.o.t., both arrow tower and pulse gain an attack range boost
Slows movement speed by 5 each level

Cool-down:N/a
Mana cost:N/a

Additional information:
Arrow tower stats:
level1: around 10 dps(pierce), range 250, targets allowed:enemy non-hero units(aka creeps)
level2: +5 dps(from extra attack speed)
level3: +5% slow can now target heroes but does reduced damage(50%?) prefers creeps
level4: +50 range
extra Info:
Missile model is a small green arrow
Targets are random for every arrow


Death pulse stats:
level1: 20 pure damage/pulse (1 every 2 seconds) line damage, does not follow(like Power-shot effect) affect heroes only, range 500 missile speed is around the same as elunes arrow
level2: missile speed is increased (harder to dodge)
level3:+50 range
extra info:
damage is reduced by 15% for each hero(or unit) it passes through


Plague cloud:
level one:deals 5dps to units near Naxxramus, Aoe 150
level two: increases the damage done by 2 by adding a residual effect that lasts 60 seconds (like ladder desiese cloud)


Catapult:
level1: damage 25-30(seige), 1 shot every 3 seconds, acts like ladder siege attack (minor splash, does not follow target, less range then a tower(690))


pros:
extra weapons thus more Dps
small slow at level 3 and extra effectiveness against towers with catapult (hence this hero is a pusher)
level one allows easier farming
is code-able(look at battleships warcraft3 map to see how)
cons:
target is always random
some weapons target only specific units
minor ms slow
causes focus fire to remove the extra damage
getting too early will push the lane too early(when it's not safe to tower dive)


__________________________________________________

Deaths gift (ultimate)(Active)



Through countless sacrifices and offerings as well as the study of death it's self, has given the necromancers of Naxxramus great power over the border of life and death. From this they can channel black energies that can revive nearby units back to their former self.


Level 1: 20% chance for a nearby unit to be resurrected after 10 seconds.
Level 2: 30% chance for a nearby unit to be resurrected after 8 seconds
Level 3: 25% chance for a nearby unit to be reserected after 5 seconds

Mana cost:150/200/250
Duration: 7/10/13
Cool-down: 180/160/140

additional Information:[spoiler]
Does NOT affect buildings
unit is restored with full health but only half mana (if applicable)
affects heroes,creeps and your own units
Aoe: 1000
Ahganims could be added if the aura is nerfed to affect heroes/creeps only, thus with scepter affects both.
takes precedence over other re-incarnations

pros:
temporary re-incarnation for everyone
can double the life of you minions
Is code-able (see castle fight, ultimate high-elf building gave me the idea)
cons:
chance to activate (hate chance myself but without it it is too powerful)
can't perma resurrect due to short duration
ultimate (limited leveling)
(may or may not effect magic immune units)
__________________________________________________

Ability synergy


+attack
trap an enemy and whack away


+ (+attack)
more hit on the target

+
more Hp/hpregen to tank


+
more attacks in+ easier for artillery to hit


+
skeletons have a second chance to do more damage

+

more units dying better chance for skeletons

+
makes you a threat thus they target(but this is one of your roles) you but also increases survivability greatly

+
+well placed
+auto attack
this show most abilities working together to net a kill


__________________________________________________

Item synergy:
Heart, phase boots (to go through own wall perhaps) helm of dominator/satanic(lategame) necros, AC(benefits minions greatly negative Armour helps two of three secondary weapons)
mkb (no real ways to stop channeling spells)note on mkb it will NOT affect secondary weapons just like orbs


hero synergy: (only above average as all benefit from Ulti)


Skeleton King:his own reincarnate+ guaranteed stun


Dirge:more summons= better heal/nuke


Prophet and other pushes: with them both able to push heavy, team enemy team can't defend fast enough (perhaps)


Techies:if suicide and aura triggers= 1 happy techies
six-second Aoe stun = gg for anyone.


Bat-Rider:his ulti could pull the enemy into the perfect position for a combo of BW+skeletons attacking+auto attacks of both heroes and fortification weapons if learned to lvl 2 or higher)

__________________________________________________

Counters:


Axe:more summons=more spins, units or secondary weapons might not de-activate battle hunger(unsure)


Doom bringer:turns you into a ranged creep and you are now useless to the team(low dps from low agi gain, no extra weapons no aura, and he can eat your skeletons)


Mortred:You won't notice her among you summons/micro. only aura and random beams may alert you, but in the action that's not very likely. Can kill you fast

__________________________________________________
WANTED: a pro map-maker to make a test map, (would ask zirath except he's a bit over worked )

Last words: All custom icons credit goes to hive workshop, thanks for comments so far, remember this hero is in beta and so is isn't completely finished. Story thanks to king_james.[/QUOTE]
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Check out my hero suggestion:Naxxramus, the city of the damned. It is a nice use of a completely forgotten model that can easily fit in DotA and perhaps even belongs there.

moved to HoN until dota 2 comes out, so no reviews, will still lurk though.

Quote:
Originally Posted by notveryclever View Post
I love backdooring. In every case, its great. Its a strategy. For example, you're in a fight for your life. You can kick him in the balls because you know this will be effective and probably save you. Do you not kick him in the balls and risk your life, or do you swing away and hope he can never have kids?
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Last edited by tHe silent H; 10-03-2009 at 09:56 AM. Reason: adding anchors
Old 09-24-2009, 02:12 PM   #2
†GodKing†
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Default Re: [str-scourge]Naxxramus, The city of the Damned

This is one of the most unique HI i ever saw, a mobile building HI. Nice. Uhmm I do suggest for the eternal death like the Ultimate of DKs in WC3, Raise the dead, i.e when a hero dies and you activate this skill you could make a 60 second duplicate of the dead hero and while despawning will deal an AoE damage futher helping your pushing and farming abilities, this works too on nearby creeps whether enemy or allies. Just my thoughts. Goodluck. Oh yeah btw mind to check my HI, Sindragosa? It's just recently post. Thanks in advance.
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Old 09-24-2009, 02:17 PM   #3
Selwof
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Default Re: [str-scourge]Naxxramus, The city of the Damned

Hey

looks good, it seems to have a few too many passives, kinda makes mana pointless.

how about making the fort skill a spell to fire what its carrying while still having the passive?
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Old 09-24-2009, 04:08 PM   #4
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Default Re: [str-scourge]Naxxramus, The city of the Damned

Great Unique Idea, on a side note, the scourge str tavern is full :O
But still a nice idea, needs some tweaking tho
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Old 09-24-2009, 05:19 PM   #5
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Default Re: [str-scourge]Naxxramus, The city of the Damned

first time seeing a building which cant move as a hero
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Old 09-24-2009, 10:24 PM   #6
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Default Re: [str-scourge]Naxxramus, The city of the Damned

i could not see how this hero could even work...for one i dont see why anyone would want to play as a building...his ultimate seems rigged(expecially with summon minnions [if they dont rez with ult just use summon minions to bring them back] and he just seems useless
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Old 09-24-2009, 10:36 PM   #7
tHe silent H
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Default Re: [str-scourge]Naxxramus, The city of the Damned

@†Reichführer†:

Quote:
...Ultimate of DKs in WC3, Raise the dead, i.e when a hero dies and you activate this skill you could make a 60 second duplicate of the dead hero and while despawning will deal an AoE damage further helping your pushing and farming abilities, this works too on nearby creeps whether enemy or allies.
theirs a reason why animate dead was removed from Dota(it was on old pudge), firstly only a fey skills give 'true' invulnerability and that's siren's sleep, all the rest last for less then a second otherwise the game would be imbalanced, any way, imo my ulty fit's synergy better with eternal undeath then animate dead+ hreoes leave no corpse behind to animate in the first place so it would be hard to code, but good idea regardless.

@ Malfurion

Quote:
...the scourge str tavern is full :O
Yes, the scourge taven is full, but that doesn't mean alligences can't change. could be made into a neutral if necessary, thanks for pointing that out

@AbyssPetra

Quote:
...a building which cant move as a hero...
Actually it can move, it's does float after all and I've seen it done(in WoW:re-animated) and it looks damn cool.

@Dragon240 FYI Rooftrellen IS A BUILDING(his model just like mine), he has great support and tanking abilities and yes i know this hero could use more but it's still in beta, I think should he be implemented he would be second pick/ban because of his ultimate, remember it's the concept that count not numbers at the moment.
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Check out my hero suggestion:Naxxramus, the city of the damned. It is a nice use of a completely forgotten model that can easily fit in DotA and perhaps even belongs there.

moved to HoN until dota 2 comes out, so no reviews, will still lurk though.

Quote:
Originally Posted by notveryclever View Post
I love backdooring. In every case, its great. Its a strategy. For example, you're in a fight for your life. You can kick him in the balls because you know this will be effective and probably save you. Do you not kick him in the balls and risk your life, or do you swing away and hope he can never have kids?
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Last edited by tHe silent H; 09-24-2009 at 10:40 PM. Reason: new post came in as i was typing
Old 09-25-2009, 12:18 AM   #8
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Default Re: [str-scourge]Naxxramus, The city of the Damned

I remember what this looks like. The Necron Monolith from Dawn of War. Aaahh. I'd say this is a good concept for a HI. Skills look good so far, but you might want to remove the skeletal general. It might be a little too much, especially since you have Fortify/Fortification making you one hell of a destroyer.
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Old 09-25-2009, 02:19 AM   #9
tHe silent H
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Default Re: [str-scourge]Naxxramus, The city of the Damned

did some slight editing/nerfing... fixed some typos
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Check out my hero suggestion:Naxxramus, the city of the damned. It is a nice use of a completely forgotten model that can easily fit in DotA and perhaps even belongs there.

moved to HoN until dota 2 comes out, so no reviews, will still lurk though.

Quote:
Originally Posted by notveryclever View Post
I love backdooring. In every case, its great. Its a strategy. For example, you're in a fight for your life. You can kick him in the balls because you know this will be effective and probably save you. Do you not kick him in the balls and risk your life, or do you swing away and hope he can never have kids?
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Old 09-25-2009, 02:35 AM   #10
DemonicTrashcan
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Default Re: [str-scourge]Naxxramus, The city of the Damned

Really unique idea, but instead of him being a giant boring walking tower with 3 passives, I'd change him to main attribute Int and make him a tank/caster. Give him active summoning/supportive/defensive abilities, make him a walking giant siege wagon who supports/fucks with his enemies. He has a lot of potential, but not a passive thing, too boring.
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Old 09-26-2009, 02:05 AM   #11
tHe silent H
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Default Re: [str-scourge]Naxxramus, The city of the Damned

Reworked second and third abilities. Now they are more active skills
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Check out my hero suggestion:Naxxramus, the city of the damned. It is a nice use of a completely forgotten model that can easily fit in DotA and perhaps even belongs there.

moved to HoN until dota 2 comes out, so no reviews, will still lurk though.

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Originally Posted by notveryclever View Post
I love backdooring. In every case, its great. Its a strategy. For example, you're in a fight for your life. You can kick him in the balls because you know this will be effective and probably save you. Do you not kick him in the balls and risk your life, or do you swing away and hope he can never have kids?
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Old 09-26-2009, 11:11 AM   #12
king_james
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Default Re: [str-scourge]Naxxramus, The city of the Damned

king_james review:

Bone Wall:
- Seems like a return/blademail type of skill, not exactly unique and new, but does it well theme-wise, I have no complaints about this skill .

Eternal Undeath:
- Not really a fan of summons... ever. But theme-wise its still fits, but takes out the general balance of the hero. I mean the skeleton general has a 800+HP , that would hurt some low STR heroes in terms of HP-wise. This skill also doesn't bring a lot of strategic factors to the hero, that's why I'm not a fan of summons, you don't get a lot of strategy points with them.

Fortification:
- The extra attack (archer) is very unique, but adding health and such is quite boring. Not much to say, its not exactly my type.

Deaths gift:
- A support skill/pusher helping ability to help you further when in need of a comrade for the tower to hit, haha. I don't like the idea that you can resurrect your allies (hero allies). I mean I know the 300 second cd compensates for this, but Its still imba.

Overall:
- I laughed at the model, no offense, it was quite funny, I mean you probably know that this model will be very unlikely used, but at least this "hero" brings some unique factors to DotA. Pretty much, the "city" is a support-based pusher that is great help for existing babysitters.

On the story; I'll post it after your post. I'm still trying to find out a good story for a... building.
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Old 09-26-2009, 01:48 PM   #13
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Default Re: [str-scourge]Naxxramus, The city of the Damned

I like the model! Very much.... Its like a tower that became a monster and destroys everything.....
I think the last skill needs tweaking on the "Hero Reincarnation" thing.... maybe 40% is a little big..... maybe 5%,10% or 15%.

P.S. I HOPE FOR THE MODEL TO BE USED!
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Last edited by scrut; 09-26-2009 at 01:51 PM.
Old 09-26-2009, 02:01 PM   #14
TribunXIII
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Default Re: [str-scourge]Naxxramus, The city of the Damned

i lol'd @ fortification

played demigod lately?...

maybe gonna review it lateron... but now i get to go...
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Old 09-26-2009, 03:33 PM   #15
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Default Re: [str-scourge]Naxxramus, The city of the Damned

It's something new I see. Great concept, really interesting hero model - a flying bulding.
What is the size of the model? I'd change it to a smaller one. (Maybe Physical size too)
He (or it, I dont really know))) Is a good target for hooks, arrows or Aoe Spells.

For a first look it is a balanced hero, with interesting skills.
but how Str and building could be together? I'd changed to Int with high Str/Str gain
-About skills

-2 skill looks nice. A scourge army? pfff... I'll build my own army with blackjack and hookers!!! Something like Chen-style with own minions)))

-1 skill is good, but for greater concept I'd suggested:
You can raise a bone wall everywhere where you want, but if there are some corpses of killed units, it gets bigger and stronger. This skill reminds me both Earthshaker's fissure and Invoker's wall of ice. Good concept anyway.

-3rd skill the most inconsistent skill of this hero.
Actually I dont fully understand the idea, but as i understand, you get some bonus HP and Second/Alternative attack. Can you use your normal attack? Do you get all of weapons? Do they fire automatically?

And the ultimate. YES!!! Reincornation for everyone! I am sharing, I am not greedy Leoric!!
In two words: unique skill. I like it.
But what I'd changed:
Reduce the numbers, but change the skill rules. Every killed unit by you increase the chance for next ressurected unit for 1%/2%/3%.
It fits the idea of damned city. You steal souls of your enemys, storing them and giving part of them to killed unit. Allso I'd add sub-ability Sacrifice, that kills all your minions(units from second skill or possessed with helm of dominator), adding huge amount of percents to ultimate, also synergies with my idea of upgrading wall of bones with corpses.

Great support hero, big army of units makes him powerful hero-killer, but its hard to control him and his army.

- items
Helm of dominator, Mekansm, Necronomican(for more fun) (maybe Vladimir), Assault cuirass, Tarrasque or Armlet of Mordiggian, (maybe Blade mail), some boots and Blood Stone i think.


Fair playable hero with many styles of play.
Not newbie-friendly, but in right hands deadly hero.

T-up for dota but with some tweaks and changes
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Old 09-27-2009, 05:08 AM   #16
tHe silent H
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Default Re: [str-scourge]Naxxramus, The city of the Damned

some very nice ideas, i shall think about them( and it gives me an interesting idea merging absorb with your subskill. should i remove the general as it is a bit imbalanced at the moment and if the skeletons are slightly remade he won't be needed as well as saving the model for another hero. in regards to the size, yes this will be reduced (the model is quite large) and i have a slight cosmetic change to fortify (so you know when it's active) basically it swaps the necropolis model with the black citadel model. think it's a good idea any-one?
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Check out my hero suggestion:Naxxramus, the city of the damned. It is a nice use of a completely forgotten model that can easily fit in DotA and perhaps even belongs there.

moved to HoN until dota 2 comes out, so no reviews, will still lurk though.

Quote:
Originally Posted by notveryclever View Post
I love backdooring. In every case, its great. Its a strategy. For example, you're in a fight for your life. You can kick him in the balls because you know this will be effective and probably save you. Do you not kick him in the balls and risk your life, or do you swing away and hope he can never have kids?
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Old 09-27-2009, 09:07 AM   #17
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Default Re: [str-scourge]Naxxramus, The city of the Damned

The ruined city of Naxxramus was once left deserted and untouched. But as the Lich King's powers was so grand, he decided to give life to the city, from an inanimate object into a living structure of the damned. With its relatively small size, it has been laughed upon by fiends and enemies alike, but only to realize its great power, of resurrected beings that themselves hide through the city for safety. Be careful what you wish for, since the greatest comrades have fought and fallen, trying to break this city apart.

Its not the best story, but its really hard to create a story for an inanimate model and very unlikely candidate for a hero idea. Hope that satisfied you... haha
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Old 09-27-2009, 09:38 AM   #18
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Default Re: [str-scourge]Naxxramus, The city of the Damned

Skills are nice but I don't think a "flying" building will comes to DotA
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Old 09-27-2009, 09:55 AM   #19
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Default Re: [str-scourge]Naxxramus, The city of the Damned

A building for a hero? Outrageous and out of the box.
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Old 09-27-2009, 10:18 AM   #20
tHe silent H
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Default Re: [str-scourge]Naxxramus, The city of the Damned

Hell, the model could be a flying sheep for all I care. i just want to see this skill set in game. FYI as i pointed out before there is in fact a hero building in DotA, he is called ROOFTRELLEN.(one of my favorite support heroes BTW). Just so you know. what i want coments on is the skills and their synergy with them selves, items and other heroes.

@ king james: well that's a better story then i could come up with
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Check out my hero suggestion:Naxxramus, the city of the damned. It is a nice use of a completely forgotten model that can easily fit in DotA and perhaps even belongs there.

moved to HoN until dota 2 comes out, so no reviews, will still lurk though.

Quote:
Originally Posted by notveryclever View Post
I love backdooring. In every case, its great. Its a strategy. For example, you're in a fight for your life. You can kick him in the balls because you know this will be effective and probably save you. Do you not kick him in the balls and risk your life, or do you swing away and hope he can never have kids?
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Last edited by tHe silent H; 09-27-2009 at 10:20 AM.
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