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#1 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Member
Join Date: Oct 2009
Location: At Interstellar 5555
Posts: 1,527
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Background Story:< coming soon> |
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Summon Hellhound - (Active)
Type: Active Targeting: No target Hotkey: H Summon a hellhound to assist bloodnut in his hunt.
Mana Cooldown Range AoE Duration Effects 1 75 120 seconds - - Until it Dies Summon a strong hellhound with 1200 hit points 2 75 90 seconds - - Until it Dies Summon a very strong hellhound with 1600 hit points 3 75 60 seconds - - Until it Dies Summon a deadly hellhound with 2000 hit points 4 75 30 seconds - - Until it Dies Summon a killer hellhound with 2400 hit points
- Level of this skill is the level of Hellhound's skill.
- If Bloodnut dies, the hellhound dies as well.
- Can attack up to 2000 units away from Bloodnut.
Marking Strike - (Autocast)
Type: Autocast Targeting: Unit Hotkey: M Bloodnut slashes his prey and leaves a mark on its body. Everytime Bloodnut strikes the target it deals bonus damage and the duration of the mark increases.
Mana Cooldown Range AoE Duration Effects 1 15 3 seconds 128 - 13 seconds Deals 55 bonus damage and increase by 5 seconds for every successive strikes. 2 15 2 seconds 128 - 15 seconds Deals 60 bonus damage and increase by 6 seconds for every successive strikes. 3 15 1 second 128 - 17 seconds Deals 75 bonus damage and increase by 7 seconds for every successive strikes. 4 15 0 second 128 - 19 seconds Deals 80 bonus damage and increase by 8 seconds for every successive strikes.
- Orb effect does not stack.
- Damage type: Physical
- Will not reveal invisible units, but will reveal in the minimap.
- An icon will reveal above the head of the target unit.
- Only allied can see the icon.
Kill Command - (Active)
Type: Active Targeting: No target Hotkey: K Increase attack speed of Bloodnut and his hellhound for 8 attacks.
Mana Cooldown Range AoE Duration Effects 1 85 25 seconds - - 15 seconds Increase attacks by 70%/70%/60%/50%/30%/10%/10%/10% decreasing one step per attack. 2 90 25 seconds - - 15 seconds Increase attacks by 80%/80%/70%/60%/40%/20%/15%/15% decreasing one step per attack. 3 105 25 seconds - - 15 seconds Increase attacks by 90%/90%/80%/70%/60%/30%/20%/20% decreasing one step per attack. 4 110 25 seconds - - 15 seconds Increase attacks by 100%/100%/90%/80%/50%/40%/25%/25% decreasing one step per attack.
Still-Hunting - (Passive)
Type: Passive Targeting: No target Hotkey: G Bloodnut is the master of still-hunting. It stalks its prey very silently and attacks at the right time. Enables Bloodnut to instantly teleport beside his hellhound after initiating the Kill Command. Bloodnut will also leaps after his hellhound leaps that prolonged the stun and deals bleeding damage.
Mana Cooldown Range AoE Duration Effects 1 - - - - - Prolonged the stun by 1 second and deals 60 bleeding damage per second. 2 - - - - - Prolonged the stun by 1.5 second and deals70 bleeding damage per second. 3 - - - - - Prolonged the stun by 2 seconds and deals 80 bleeding damager per second.
- Damage type: Pure
- Bloodnut will leap 0.75 seconds after the hellhound leaps.
- Will automatically teleport Bloodnut to his hellhound
- Bloodnut will also become invisible and transparent once he teleport.
- The marked target is the only one that has bleeding damage.
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#2 |
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Thematic Concept: Good model, native to warcraft. Horrible iconset, terrible theme.
Skills 1) Over-fking-powered. A summon with so many abilities is just plain overpowered because of the versatility it offers. Plus, apart from the stalking concept, the skills of the hound are pretty unoriginal. 2) As far as I'm concerned, this is an overpowered version of fury swipes. -.- 3) This is forced synergy and really boring. 4) More overpowered-ness. Instant teleportation for ganks with potential stun and pure nuking. Yupp really fair. Synergy and Gameplay: Forced synergy. Gameplay would be gank/carry as far as I'm concerned. Balance: I will have to mark you down for OP-ness. Really, your hero's combos are insanely OP. Cosmetics: Your icons suck. They do not fit any theme and are just downright ugly. Your descriptions can get confusing as well. Conclusion Overall, this hero is a serious ripoff of ursa, syllabear, specter and sange. It's insanely overpowered and unoriginal. The only part I can agree on is having a felhound that stalks. But you need a way better skill set to combo it properly. T-DOWN.
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#3 | |
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Join Date: Oct 2009
Location: At Interstellar 5555
Posts: 1,527
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Quote:
And about this "serious rip-off from ursa, syllabear, spectre and sange (What? Sange? Gondar wants to have a word with you)" Its not at total rip-off. I only use phase for the stalking to be efficient. The main idea is to have a summon just like syllabear, but the summon and the hero is in synergy with each other. Not like lone druid. Just summon bear and let the bear kill them. Thanks anyway for reviewing.
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#4 |
Member
Join Date: May 2010
Posts: 565
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It's just a combination of Syllabear and Ursa with Chaos Knight's model. Try to base off existing abilities less.
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#5 |
Member
Join Date: Dec 2009
Posts: 63
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Skill 1: Looks like syllabear's bear. If you're trying to fluff things up with extra passives and skills, you're honestly trying to do too much. Why not just incorporate it in the hero instead? For example have the ultimate change Bloodnut into an alternate form with those abilities.
Skill 2: Rewards you for attacking longer. This is just ursa's fury swipes with a manacost, but on crack. Skill 3: WAY too similar to Ursa's overpower Ultimate: Again, don't incorporate THAT MANY effects into another unit... You realize you have 2 actives and 3 passives on your felhound? That is more skills than most heroes.
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I review heroes on request. But I'm REALLY harsh.
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