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Old 12-04-2011, 04:44 PM   #1
sirky004
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Default Bloodnut the Scrounger V.2



the Scrounger
Bloodnut

Description: The seconds version of my previous idea, with the same name and title and the same hunter concept. This time the Bloodnut is well synergize with its pet, the hellhound. This makes Bloodnut an effective ganker and ambusher.

Background Story:< coming soon>
Strength - 18 + [2.3]
Agility - 21 + [3.5]
Intelligence - 16 + [1.6]

______________
Affiliation:Scourge
Damage:44-54
Armor:4
Movespeed:300
Starting HP/MP:492/208
Attack Range:128


Summon Hellhound - (Active)
Type: Active
Targeting: No target
Hotkey: H
Summon a hellhound to assist bloodnut in his hunt.


 ManaCooldownRangeAoEDurationEffects
175120 seconds--Until it DiesSummon a strong hellhound with 1200 hit points
27590 seconds--Until it DiesSummon a very strong hellhound with 1600 hit points
37560 seconds--Until it DiesSummon a deadly hellhound with 2000 hit points
47530 seconds--Until it DiesSummon 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.


 ManaCooldownRangeAoEDurationEffects
1153 seconds128-13 secondsDeals 55 bonus damage and increase by 5 seconds for every successive strikes.
2152 seconds128-15 secondsDeals 60 bonus damage and increase by 6 seconds for every successive strikes.
3151 second128-17 secondsDeals 75 bonus damage and increase by 7 seconds for every successive strikes.
4150 second128-19 secondsDeals 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.


 ManaCooldownRangeAoEDurationEffects
18525 seconds--15 secondsIncrease attacks by 70%/70%/60%/50%/30%/10%/10%/10% decreasing one step per attack.
29025 seconds--15 secondsIncrease attacks by 80%/80%/70%/60%/40%/20%/15%/15% decreasing one step per attack.
310525 seconds--15 secondsIncrease attacks by 90%/90%/80%/70%/60%/30%/20%/20% decreasing one step per attack.
411025 seconds--15 secondsIncrease 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.


 ManaCooldownRangeAoEDurationEffects
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.
==========================================

Hellhound
Helllhound
Armour4
Armour TypeMedium
Movement speed360
Bounty100-120
Damage TypeNormal
Damage ( @ lvl 1)44-74
Damage ( @ lvl 2)47-78
Damage ( @ lvl 3)52-84
Damage ( @ lvl 4)59-92
Sight1800/1800

Jungle Stalking - (Active)
Type: Active
Targeting: No Target
Hotkey: Z
The hellhound stalks the marked prey and wait to strike. Turns the hellhound invisible, transparent and become phased.


 ManaCooldownRangeAoEDurationEffects
1-10 seconds--30 secondsCan stalk with a maximum distance of 550 units near the target. Turns invisible and transparent.
2-10 seconds--30 secondsCan stalk with a maximum distance of 500 units near the target. Turns invisible and transparent.
3-10 seconds--30 secondsCan stalk with a maximum distance of 450 units near the target. Turns invisible and transparent.
4-10 seconds--30 secondsCan stalk with a maximum distance of 400 units near the target. Turns invisible and transparent.
  • If there's no marked target, the hellhound will still become invisible, but not transparent.
  • The transparency will not break even with true sight.
  • Breaking the maximum stalking distance would completely reveal the hellhound.
  • Has 80% transparency.
  • This skill gains the hellhound zero-collision with trees and units.


Killer Instincts - (Passive)
Type: Passive
Targeting: No Target
Hotkey: -
Hellhound's attacks has a chance to maim the target and deals damage according to the missing HP of the target.


 ManaCooldownRangeAoEDurationEffects
1----4 seconds10% chance to maim and deals 10% of target's missing HP as bonus damage.
2----4 seconds14% chance to maim and deals 11% of target's missing HP as bonus damage.
3----4 seconds18% chance to maim and deals 12% of target's missing HP as bonus damage.
4----4 seconds22% chance to maim and deals 13% of target's missing HP as bonus damage.
  • Damage Type: Physical
  • Maim slows both attack and movement speed for 25%


Kill Command: Acknowledge - (Passive)
Type: Passive
Targeting: No Target
Hotkey: -
Once the hellhound receive the kill command from bloodnut, the hellhound deliberately attack the marked target. Improves the hellhounds skills.


 ManaCooldownRangeAoEDurationEffects
1-----Jungle stalking gains a sub-ability Hellhound Leap and increase the chance of Killer Instinct by 3%.
2-----Jungle stalking gains a sub-ability Hellhound Leap and increase the chance of Killer Instinct by 4%.
3-----Jungle stalking gains a sub-ability Hellhound Leap and increase the chance of Killer Instinct by 5%.
4-----Jungle stalking gains a sub-ability Hellhound Leap and increase the chance of Killer Instinct by 6%.
  • If there's no marked target, the increase chance of killer instinct is still in effect
  • Leveling this skill gains a sub-ability.

Hellhound Leap - (Active)
Type: Active
Targeting: No Target
Hotkey: X
The hellhound leaps into the marked target. Deals minor damage and stuns the target.

 ManaCooldownRangeAoEDurationEffects
1-2 seconds-3002 secondsDeals 80 damage and stun
2-2 seconds-3002.75 secondsDeals 95 damage and stun
3-2 seconds-3003 secondsDeals 100 damage and stun
4-2 seconds-3003.75 secondsDeals 115 damage and stun
  • Damage type: Physical
  • This will not effect if there's no marked target.
  • The maximum leap distance depends on the maximum stalking distance.
Resistant Skin - (Passive)
Type: Passive
Targeting: No Target
Hotkey: -
Increases the hellhounds magic resistance


 ManaCooldownRangeAoEDurationEffects
1-----30% magic resistance
2-----33% magic resistance
3-----36% magic resistance
4-----39% magic resistance

Official PlayDota Advanced template.
Hero created with Saguine's Hero Maker.
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Last edited by sirky004; 12-04-2011 at 05:03 PM.
Old 12-05-2011, 12:08 PM   #2
LysanderXonora
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Default Re: Bloodnut the Scrounger V.2

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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Old 12-10-2011, 01:09 PM   #3
sirky004
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Default Re: Bloodnut the Scrounger V.2

Quote:
Originally Posted by LysanderXonora View Post
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.
Yup, you're right. This is hero is ganker, and yup I enforce this to have a force synergy with the main hero. For the icons, i just use the WoW icons. For the "OP version of fury swipes" you just state, I think its not a rip-off from that skill. Mine has a chance and does not added a solid bonus damage. I know it's somewhat OP, but its not a total rip-off from fury swipes.

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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Old 12-10-2011, 06:02 PM   #4
kittyjoker
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Default Re: Bloodnut the Scrounger V.2

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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Old 12-11-2011, 05:28 AM   #5
personjerry
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Default Re: Bloodnut the Scrounger V.2

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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