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Old 09-26-2009, 01:49 AM   #1
Cobra_Kane
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Default [Int - Sentinel] Karuko. The Thunder Lizard


Hi!. This is my 3rd Hero. Even if i didint got any review or reply on the last 2 heros, i´ll not give up >_<!




__________________________________________________ ___
CHANGELOG



Quote:
9/26/09
-Thunder Gemini:
*Changed Launch Times
*Energy Charges Add 1 extra second stun (also adds the extra dmg)

- Static Bash:
* Static Bash is now Orb Effect

- Energy Charge
* Add a new "Discharge" ability
* Increase number of charges and reduce Channeling Time

-OverLoad
* Reduced Channeling time to 5
* Reduced Dmg to 600/750/900
* Now Deals Extra Dmg to nearby enemies instead of giving certain amount of Static Bashes
* Reduced Mana Cost And Cooldown
* Each Charge of "Energy Charge" Reduces 1 Sec to the Cast Time
* Changed name to Electric Blast
* Modify Effects of energy Charge on the other Skills (See Skill Notes)




__________________________________________________ ___


INTRODUCTION




Summon Karuko

Skin Model :

Story: The Lands of Azeroth were once deserted, but when time passed and the Scourge reached out to the plains of the beloved Thunder Lizards, Karuko, the mighty thunder chieftain of his tribe, migrated away to the southern reaches. Deprived from their convenience of water and food, Karuko sought out help from the Sentinel in exchange for their aid of necessities. As the grand battle drums roar, Karuko brings his thunderous roars and waves of incapacitating lightning jolts, and overloading expulsions of electricity by the side of the Sentinel at their time of need. This mighty lizard is not one to be underestimated, as this great chieftain is hungry to take back what he owns.
(Thx King_James for the Story )


Strength: 21 (1.9)
Agility: 13 (1.5)
Inteligence: 20 (2.8)

Learns Thunder Gemini, Static Bash,Energy Charge and Electric Blast


__________________________________________________ ___
HERO INFORMATION



Affiliation: Sentinel
Starting HP: 530
Starting MP: 280
Damage: 42 - 54
Armor: 2.3
Attack Range: 400
Mov Speed: 290

__________________________________________________ ___
HERO ABILITIES






Thunder Gemini


Launches 2 Energy Bombs in a Small Area, one bomb at a time. Each one deals dmg and enemies that recieve both of them will suffer and extra damage and 2 secs Stun.

lvl 1: Slow(2.5 second delay) Launch, 25 per Bomb , 50 extra dmg and 2 Secs stun if Both hits.
lvl 2: Slow-Med(2.0 second delay) Launch, 75 per Bomb, 100 extra dmg and 2 Secs stun if Both hits.
lvl 3: Med-Fast(1.5 second delay) Launch, 100 per bomb, 100 extra dmg and 2 Secs stun if Both hits.
lvl 4: Fast (1 second delay) Launch, 125 per Bomb, 150 extra dmg and 2 Secs stun if Both hits.


Cost: 100/125/150/200
Cooldown: 50/40/30/20



__________________________________________________ ___





Static Bash



Adds a certain % of cast Static Bash on an enemy with each attack.Static Bash Removes all buffs and slows mov speed of the target by a great amount for 2 secs. Also the massive static force deals some dmg.

lvl 1: 7% chances of Bash, 25 dmg
lvl 2: 9% chances of Bash, 25 dmg
lvl 3: 11% chances of bash, 50 dmg
lvl 4: 13% chances of Bash, 50 dmg

Orb Effect
Cooldown: Passive



__________________________________________________ ___



Energy Charge



Charges electrical power for 2 seconds to use your skills even better.Grants you the ability to use "Discharge" and whenever the Thunder Lizard cast a Skill he´ll lose some charges depending on the Skill. Lvl Increase maximun number of charges.
CHANNELING


lvl 1:Gives you 1 Charge. 2 Charges Max.
lvl 2:Gives you 1 Charge. 3 Charges Max.
lvl 3:Gives you 2 Charges. 5 Charges Max.
lvl 4:Gives you 3 Charges. 6 Charges Max.


Cost: 50
Cooldown: 60

Quote:




Discharge

Realeases all Charged Energy on a 900 AoE dealing Static Bashes to those nearby. Dmg is "25 * (Number of Charges)".

Cost: 80
Cooldown: 20


__________________________________________________ ___





Electric Blast


Channels a Massive amount of electricity for some time and then releases an extremely powerful electrical Blast at one direction . The Blast will not stop until it crashes into some enemy or structure dealing extreme damage to the one who recieves it and extra Dmg to every enemy in 900 AoE of the explosion. This skills only deals 25% dmg to buildings
CHANNELING

lvl 1:600 dmg. 150 To each Enemy
lvl 2:750 dmg. 200 To each Enemy
lvl 3:900 dmg. 250 To each Enemy

Cost: 250/275/300
Cooldown: 180/160/120
Cast Time: 5 Secs



__________________________________________________ ___

SKILLS NOTES





-Electric Blast can be Stoped by neutral creeps
-Electric Blast will Stop if hits an Invulnerable Structure, ancient creep or Roshan but these will NOT recieve Damage.
-Even if Electric Blast does not damage the one who stop it, it will still deal Damage to those nearby.
-Static Bash does NOT affect Structures.
-Static Bash Mov Speed Rreduction is 45%
- Energy Charge Consume and effects are the follows:
*Thunder Gemini. Consumes 1 Charge. If Both Bombs hits a target, it adds +75 Dmg and an extra 1 sec stun (3 Secs total). The Charge is consumed even if bonus Dmg is not dealt.
* Static Bash. Consumes 1 Charge. Adds a +0.5 Secs of Static Duration and increase Dmg by 75
* Discharge. Consumes 2 Charges. Dmg= 25 * (Number of Charges) + (Number of Charges*2 - 2) * 10 + Static Bash Dmg
* Electric Blast. Consumes ALL charges. adds + 25 Dmg to the Blast (100 Max), -1 sec Cast Time (-4 Secs Max) and +10 Area Dmg (+40 Max) per Charge.


__________________________________________________ ___



Well... I Hope Someone reply this one, and im Still Waiting replys and reviews of the other 2 heros u.u.

Sry for the Misspelling XD

Good Luck to everyone
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Last edited by Cobra_Kane; 09-26-2009 at 02:08 PM.
Old 09-26-2009, 03:14 AM   #2
tHe silent H
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Default Re: [Int - Sentinel] Karuko. The Thunder Lizard

since you want a review i shall give you one. If you want more PM the main reviewers(such as JJE(something can't remember rest) or dead vigilante)

Concept: A thunder lizard with lightning abilities, not original but suits the model. so far so good with theme, what role is he meant to have anyway?

1st ability: basic nuke stun. consider scaling the stuns as 4 second stun at lvl 3 is nasty, and swapping the initial damage with the bonus damage. deals min 25 damage max 400. one question what is the damage type(one would assume magic). also scale the speeds slightly better (slow(2.5 second delay), slow-med(2.0 second delay),med-fast(1.5 second delay),fast (1 second delay)( so that way with scaled stun can stun at most 3 seconds(scale stun so max is 2.5 or something)

2nd ability: so it's a chance to cast purge? like the lightning orb in ladder+damage. not overly original but not in DotA. needs to be an orb effect. buff duration and damage of purge with charges rather than 100% chance(or mix these + damage and +20% chance whe activated otherwis charges would disappear too quickly for other skills to make use.

3rd skill buffs other skill but nothing else, highly unoriginal and forced synergy, other similar abilities are better and they are passive(witch craft). Add in unique bonus for learning this skill or a way to use the orbs directly or both! also how many charges do you get per use ( Isuggest 1/1/2/2). also I've seen this ability in rabbits Vs sheep.

Ultimate: massive dodgeble nuke, what is the move speed of the blast like KOTL illuminate but you can't cancel early and it does some aoe.what is the maxiumum range? recommendation: reduce channeling time, reduce damage, add in aoe of PROJECTILE(not aoe of static bash) state max range and missile speed.currently is only useful against a multi-stunned/stunned then ruptured target, in which case you would be KILL STEALING and it would be like using a maxed FoD on a 200 heath hero.

synergy: 3rd skill:forced synergy with all others 1st and ulty would work well together the channeling time wasn't so damn long. forced synergy between ulty and static bash(level of SB effects ulti SB). need to be improved drastically (n.b. forced synergy is genrally the bad kind, passive is good and self(non-forced) is best.

hero synergy: not sure atm, add some as well as item synergy

Overall: Needs a lot more work, numbers are numbers luckily and are just for show atm, and the concepts are somewhat good,although stolen (but that isn't necessarily true look at QoP and Leoric). Also display the role of the hero(ganker, caster/nuker, supporter, carry whatever suits)

n.b. won't review others until later, can only do so many review in one day.
__________________
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; 09-26-2009 at 03:15 AM. Reason: 4got sumthing
Old 09-26-2009, 03:30 AM   #3
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Default Re: [Int - Sentinel] Karuko. The Thunder Lizard

Well then, let me give you a comment. Nice effort but can you change the 3rd skill and ultimate? They're totally useless, why not put some other active abilites like a unique chain lightning that damages and knock backs enemy units and while knock back they gain more damage from your Static Bash. Other example is rampaging lizards just like Rexxar's ultimate if you have played his campaign then you should know about it.

The names given to your abilites also sound quite overused such as overload, why not give a more devastating name like Monsoon etc. The icons too are on the low quality side. Hope you update it soon. T-up for the effort.
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Old 09-26-2009, 03:35 AM   #4
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Default Re: [Int - Sentinel] Karuko. The Thunder Lizard

I think there are some interesting ideas presented here, though a bit of work needing to be done.

Regarding Thunder Gemini - I actually quite like the concept of a staggered nuke. If I interpret you correctly, he fires one ball, it travels, then he fires the next, the first explodes, and then the next explodes?

It's novel. If they traveled different distances, one farther than the other, say, it could make for a nice field effect with an area of overlap that causes extra effect.

To be honest, this is a really cool idea.

Static Bash: Blah. There are plenty of ideas that mimic this. It needs more pizzaz.
IMO, something more along the lines of Mjollner's ability would be more interesting, and versatile - essential, as DotA is a *team* game.

Energy Charge: Another interesting idea, in my mind. I don't quite like the current execution - especially considering the skillset - but something that allows him to channel - briefly (3 seconds is an atrocity. If you're stunned, it's toast, I assume), and then the rest of his abilities benefit is pretty neat. Charges and a timer should be in place. There should be some other benefit to him, beyond skill increase, too, I think.

It *is* forced synergy, but it's done in a novel way, and I can appreciate it. *IF* the rest of his skills are made more novel.

Overload: 10 seconds channeling is just silly. I'll say that first, it's obvious that the numbers need tweaking, but that's not really the main issue.
The main issue, in my mind, is that there are already a host of abilities that cause a big line of nuke, many of them ultimates. Something as easily dodged as this, whether or not it does a thousand damage, just isn't worthy of implimentation.

Obviously your focus here is as a lumbering damage output.
I think that he can do more than that - especially with an active skill that boosts the effectiveness of other skills.

My 2 cents.
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Old 09-26-2009, 03:36 AM   #5
Cobra_Kane
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Default Re: [Int - Sentinel] Karuko. The Thunder Lizard

Quote:
Originally Posted by tHe silent H View Post
Concept: A thunder lizard with lightning abilities, not original but suits the model. so far so good with theme, what role is he meant to have anyway?

1st ability: basic nuke stun. consider scaling the stuns as 4 second stun at lvl 3 is nasty, and swapping the initial damage with the bonus damage. deals min 25 damage max 400. one question what is the damage type(one would assume magic). also scale the speeds slightly better (slow(2.5 second delay), slow-med(2.0 second delay),med-fast(1.5 second delay),fast (1 second delay)( so that way with scaled stun can stun at most 3 seconds(scale stun so max is 2.5 or something)
-No, The Stun of thunder gemini ONLY works if Both bombs hits a target, and if both hits it will stun the target for 2 seconds
-Yes, Thunder gemini´s damage type is magic.
- I rly liked the "Scale Speed" idea but i´ll reduce the times since i already told that the stun is only for 2 secs , thx anyways ill fix it ^^

Quote:
Originally Posted by tHe silent H View Post
2nd ability: so it's a chance to cast purge? like the lightning orb in ladder+damage. not overly original but not in DotA. needs to be an orb effect. buff duration and damage of purge with charges rather than 100% chance(or mix these + damage and +20% chance whe activated otherwis charges would disappear too quickly for other skills to make use.
- I didint know how to name the skill from the Difussal Blade so i call it like the normal W3. and yes you are right i forgot to make it an Orb Effect.

Quote:
Originally Posted by tHe silent H View Post
3rd skill buffs other skill but nothing else, highly unoriginal and forced synergy, other similar abilities are better and they are passive(witch craft). Add in unique bonus for learning this skill or a way to use the orbs directly or both! also how many charges do you get per use ( Isuggest 1/1/2/2).
-Mmm... Ill see what i can do with that one.

Quote:
Originally Posted by tHe silent H View Post
Ultimate: massive dodgeble nuke, what is the move speed of the blast like KOTL illuminate but you can't cancel early and it does some aoe.what is the maxiumum range? recommendation: reduce channeling time, reduce damage, add in aoe of PROJECTILE(not aoe of static bash) state max range and missile speed.currently is only useful against a multi-stunned/stunned then ruptured target, in which case you would be KILL STEALING and it would be like using a maxed FoD on a 200 heath hero.
The Skill doesnñt have a max range, it moves until it crashes into something. but i must add the option of "cancel" the channeling.

Quote:
Originally Posted by tHe silent H View Post
synergy: 3rd skill:forced synergy with all others 1st and ulty would work well together the channeling time wasn't so damn long. forced synergy between ulty and static bash(level of SB effects ulti SB). need to be improved drastically (n.b. forced synergy is genrally the bad kind, passive is good and self(non-forced) is best.

hero synergy: not sure atm, add some as well as item synergy

Overall: Needs a lot more work, numbers are numbers luckily and are just for show atm, and the concepts are somewhat good,although stolen (but that isn't necessarily true look at QoP and Leoric). Also display the role of the hero(ganker, caster/nuker, supporter, carry whatever suits)

n.b. won't review others until later, can only do so many review in one day.
I´ll try to fix all of this af soon as posible.
Thx for the review. U help me a lot with it ^^.
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Old 09-26-2009, 04:29 AM   #6
Cobra_Kane
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Default Re: [Int - Sentinel] Karuko. The Thunder Lizard

Quote:
Originally Posted by †Reichführer† View Post
The names given to your abilites also sound quite overused such as overload, why not give a more devastating name like Monsoon etc. The icons too are on the low quality side. Hope you update it soon. T-up for the effort.
Icons and Names Are easy to change, the problem are the abilities. But anyways , i accept any ideas so if you have some cool names/icons just PM me ^^.



Quote:
Originally Posted by Singhilarity View Post
I think there are some interesting ideas presented here, though a bit of work needing to be done.

Regarding Thunder Gemini - I actually quite like the concept of a staggered nuke. If I interpret you correctly, he fires one ball, it travels, then he fires the next, the first explodes, and then the next explodes?
Yeah but he send both bombs at only 1 area with some delay between them that decreases when the skill lvl increases. And all the enemies that recieve the damage of both of them will recieve 2 second stun and extra damage


Quote:
Originally Posted by Singhilarity View Post
It's novel. If they traveled different distances, one farther than the other, say, it could make for a nice field effect with an area of overlap that causes extra effect.

To be honest, this is a really cool idea.

Static Bash: Blah. There are plenty of ideas that mimic this. It needs more pizzaz.
IMO, something more along the lines of Mjollner's ability would be more interesting, and versatile - essential, as DotA is a *team* game.

Energy Charge: Another interesting idea, in my mind. I don't quite like the current execution - especially considering the skillset - but something that allows him to channel - briefly (3 seconds is an atrocity. If you're stunned, it's toast, I assume), and then the rest of his abilities benefit is pretty neat. Charges and a timer should be in place. There should be some other benefit to him, beyond skill increase, too, I think.

It *is* forced synergy, but it's done in a novel way, and I can appreciate it. *IF* the rest of his skills are made more novel.

Overload: 10 seconds channeling is just silly. I'll say that first, it's obvious that the numbers need tweaking, but that's not really the main issue.
The main issue, in my mind, is that there are already a host of abilities that cause a big line of nuke, many of them ultimates. Something as easily dodged as this, whether or not it does a thousand damage, just isn't worthy of implimentation.

Obviously your focus here is as a lumbering damage output.
I think that he can do more than that - especially with an active skill that boosts the effectiveness of other skills.

My 2 cents.
The idea of quite long channeling time for energy charge is to not use it on battles, u must charge before the battle starts, if you run out of charges then the thunder lizard will not be so powerful.



Thx for all of this coments and reviews i already modify karuko to suits your petitions and my ideas xP.


Continue with the comments and reviews and not forget to review my other heroes. (Links by clicking the icons on my Signature )






Again Thx and Good Luck
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Old 09-26-2009, 05:35 AM   #7
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Default Re: [Int - Sentinel] Karuko. The Thunder Lizard

Can you explain deeper how Overload works? (there's already a skill named overload btw, by storm spirit) The damage is WOW! But there is a good reason for that probably.

Let me make you a story:

The Lands of Azeroth were once deserted, but when time passed and the Scourge reached out to the plains of the beloved Thunder Lizards, Karuko, the mighty thunder chieftain of his tribe, migrated away to the southern reaches. Deprived from their convenience of water and food, Karuko sought out help from the Sentinel in exchange for their aid of necessities. As the grand battle drums roar, Karuko brings his thunderous roars and waves of incapacitating lightning jolts, and overloading expulsions of electricity by the side of the Sentinel at their time of need. This mighty lizard is not one to be underestimated, as this great chieftain is hungry to take back what he owns.

Story less than 5 minutes . Hope you like it.

EDIT: BTW, I love the Thunder Lizard model.
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Last edited by king_james; 09-26-2009 at 06:30 AM.
Old 09-26-2009, 06:23 AM   #8
Cobra_Kane
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Default Re: [Int - Sentinel] Karuko. The Thunder Lizard

Quote:
Originally Posted by king_james View Post
Can you explain deeper how Overload works? (there's already a skill named overload btw, by storm spirit) The damage is WOW! But there is a good reason for that probably.
Ill tell you the basic pro/cons of this skills:

Pros
-Huge Damage
-Unlimited Range
-Energy Charges decreases Cast Time (Chenneling)

Cons
-Can be Stoped by everyone (heroes, creeps, neutrals, structures, Even Allied units but of course it doesnt damage them)
-Not so Fast Movement of the Blast (lets say 300)
-it consumes all your charges with a single use

So basically the blast its powerfull, but even a simple creep can stop it. so you must be really carefull when you aim at your target. Having 4 Charges makes your Ultimate only have 1 sec Cast but cost you all the charges and considering that you can charge only 3 charges per minute (at lvl 4) it will be a hard desition to make beacause discharge is a great AoE Skill for cancel enemy buffs.
And Btw, I changed the name of OverLoad to Electric Blast


Quote:
Originally Posted by king_james View Post

Let me make you a story:

The Lands of Azeroth were once deserted, but when time passed and the Scourge reached out to the plains of the beloved Thunder Lizards, Karuko, the mighty thunder chieftain of his tribe, migrated away to the southern reaches. Deprived from their convenience of water and food, Karuko sought out help from the Sentinel in exchange for their aid of necessities. As the grand battle drums roar, Karuko brings his thunderous roars and waves of incapacitating lightning jolts, and overloading expulsions of electricity by the side of the Sentinel at their time of need. This mighty lizard is not one to be underestimated, as this great chieftain is hungry to take back what he owns.

Story less than minutes . Hope you like it.
Nah i didint Like it...... I love it xD. Great story, Ill add it to the Post .


Well hope i answered your question and thanks for the story ^^
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Last edited by Cobra_Kane; 09-26-2009 at 01:41 PM.
Old 09-26-2009, 06:27 AM   #9
tHe silent H
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Default Re: [Int - Sentinel] Karuko. The Thunder Lizard

@do you think you could wright a story for my Hero suggestion king_james

@Cobra_Kane good to see you implemented the changes (notice when I posted a lot of other people posted hehehe)
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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 02-19-2010, 10:18 AM   #10
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Default Re: [Int - Sentinel] Karuko. The Thunder Lizard

IIRC, Storm Lizards are native to Kalimdor, not Azeroth...

But it's a great model so maybe just change the story to fit...
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Old 02-21-2010, 05:59 AM   #11
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Default Re: [Int - Sentinel] Karuko. The Thunder Lizard

yeah azeroth is an icy desert and no lizards live in azeroth try the outskirts of ogrimmar if you played the wc3 campaign where drak thal the far seer asks you to get thunderweed or some thing like that
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