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![]() AETHERSPINNER T’nalak
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#2 |
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Whoa, this is one hell of a spammer.
At first glance i thought his extremely low stats (especially int gain) would make up for his epic spammability. Until i saw his 3rd skill, that is. 1st skill- It's conceptually decent, but imbalanced. Basically at level 7 it could deal AoE 150 magic damage, 60 pure damage and 60 mana burn. That, combined with 2s cooldown AND 800 cast range, is imbalanced. Not only that, based on the notes it seems that continuous casts prolong the duration (e.g. casting twice means it will burn 20 mana/s for full 6s). Is this true? If it is, then it is even more imba. Lastly we also need to note the AoE pure damage. With correct usage (or with a well-placed vacuum) this skill could deal massive AoE Pure dps plus manaburn. Needs nerfs. a lot of them. It does have huge manacost for a hero with such crappy INT gain, but his 3rd skill easily takes care of that 2nd skill. First of all, please specify the meaning of "drain mana". Does it mean target will lose mana too? Does it work on non-mana units? please clarify that in the notes. Next, the imbalance. It gives you a grand 14 seconds to easily refill your mana, PLUS a decent damage boost as well. You do realize that the damage boost is equal to obsidian's orb right? At the mere cost of non-pure damage type, you can cast it to allies, it lasts 14 seconds, no manacost per strike (hell, it even RESTORES mana), low cooldown (7) and it's non-orb effect. Again, nerf it. hard. The damage boost tbh is boring and overkill imo. It's used by obsidian and is simply too good for a secondary effect on a spammable skill. 3rd skill. The pinnacle of all imbaness. Not only that you DON'T LOSE MANA FOR A FULL 10 SECONDS, it also has 10 SECONDS COOLDOWN (almost infinite mana), cast-able on ALLIES, and HEALS YOU for 120% MANACOST. If that is not imba, then nothing is. PS: i don't get it. why shouldn't it be cast-able on units with full mana? Ulti. Another imbalanced skill. Not only that this provides a 25-second mana-draining machinery over up to 1500 range, it also slows every time you cast a spell and with subskill, you could practically link your entire team and give them infinite mana. Not as imbalanced as others tbh, and the concept of subskill is decent. But it simply has something lacking, as it just doesn't have that awesome feel when you visualize it. Overall (pardon my opinion) i don't really like him. You do have unique concepts and great theme, but you have several major problems: -Balance problems. There's just too many of them. -3rd skill. Your ONLY method of balancing him is by giving him massive manacosts and low INT gain. but hey, this skill basically gives you infinite mana AND healing. It lasts 10 secs (Lol imba duration) and has 10s cooldown (seriously, WAT). As long as you have the manacost to cast this skill, you are pretty much immortal. -Overused theme. All of your skills are based on gaining, losing, or simply related to mana. Repeating a single concept is not a bad thing, but currently the continuous re-usage of mana manipulation makes the whole hero boring. Needs a lot of tweaks (esp. on 3rd skill), but it really does have potential with the unique concepts. I'm seriously looking forward to further developments.
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#3 | ||||||||
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Is it broken as a concept or is it just numbers though? I actually don't think it's that strong. I could decrease the duration and increase the cooldown, though I don't want to. Hahaha. --------------------- Quote:
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--------------------- Edit to add: made preliminary balances/changes to hero
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| Last edited by frangipani; 01-27-2012 at 08:15 AM. | |||||||||
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#4 |
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Join Date: Nov 2010
Posts: 5,147
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1st skill: not seeing the new thing in it
2nd skill: good idea 3rd skill: i saw a suggestion a WHIIIIIIIIIIIIIIIIIILE ago with the same concept Ultimate: kinda reminds me of tether, but he should also give the ally a part of the mana he used when he casted a spell , and to steal a part of mana when an enemy casts a spell
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#5 |
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1st skill; Nortroms skill but with a huge tweak, this means that if you cast a skill like laguna/finger/black hole/ dragonus ulti the person will either die instantly or have 90% of their hp gone, plus it is seriously spammable at 2s cd.
2nd skill: 3rd skill: i don't know about this skill, there's an edge of imbalance in the tone of it but lets say dragonus casts his ulti he would get like 900~ health gain? 4th skill: ok synergizes with third skill, sort of like tether with a different buff, honestly i don't think the subskill is necessary. |
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#6 |
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1st skill is nice since the pure dmg is capped at 300 dmg and the aoe is kinda small. Increase the mana loss by the skill itself, increase the aoe a bit and make the pure dmg depend only on that mana loss and that of the ulti. Also, different stacks of it deal damage depending each on its own mana loss.
2nd skill is nice, although i'd increase the mana drain a bit. +80 dmg at lvl 4 for a unit with full mana is ok. 3rd skill is IMBA. Period. So, you cast any of your spells, then this. GZ! Now you have unlimited mana AND health, since you will never be at full mana because of the skill itself and the duration equals the cooldown. Either decrease the 1st to 5 sec or increase the second to something like 30s and it will be OK. If not, imagine casting it on a Dragonus, an OD or a Lion/Lina. Drag will get 1.1k HP from using ult, in addition to not losing the 900 mana it costs. same story with Lion and Lina. OD will gain 120HP per attack. The ulti is meh. Imo the subskill should get another side-effect like making warpweft chase enemy heroes if cast on them or smth like that. Overall nice concept, but numbers are off.
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#7 | |||
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#8 |
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What I meant about warpweft chasing target was to make the AoE move, instead of being static, so enemies wouldnt just move 300 units to be safe. it could move at some 250-300 ms. This effect would only be active with the ulti ON, ofc...
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#9 | |
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Join Date: Jul 2009
Posts: 301
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#10 |
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#11 |
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Join Date: Dec 2010
Location: Manila, Philippines
Posts: 16
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hope you reply...
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#12 |
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Join Date: Jul 2009
Posts: 301
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Shamelessly bumping my hero! Made some hefty changes to the skills. In response to the slow on Aetherthreads being boring, maybe I could make it into a pull effect akin to Force Staff. Thoughts?
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#13 |
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Join Date: Dec 2011
Posts: 45
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He's very spam-oriented for me. His base stats and stat gains are incredibly low and it seems like he's going to have major problems with mana considering he has 4 active spells, all of which cost 100+ mana and are on very short cooldowns.
Warpweft: There needs to be a damage cap on the debuff portion because it will be incredibly weak or incredibly strong depending on the target. Also, the stacking thing makes it even harder to balance so I would remove the stacking portion, or reduce the base amount so it can stack without going too much out of control. Otherwise, the concept is fairly unique. Ravel: The (imo) best skill in this hero. Original concept and one of the few steroids I've seen that is non-generic. Good job on this one. Aetherthreads: This is where things get a bit... messy. It seems like you tried to cram 10 different effects into one spell. For me the Aetherspindle kind of overloaded the spell if you get what I mean. Possibly make it so that the spell can affect 2-3 units at once at rank 4, and remove Aetherspindle? Unknot: I like this. It's simple yet effective. The only hero I can see this spell being imba in conjunction with is ironically the T'nalak himself in his current state. If he has no manacosts with this kit, he's going to steamroll all over the enemy team. However, if you make the changes I suggested it should be fine. Good support skill though, I must say. Overall, it seems like there's too much going on. Tone the stuff down a little bit, especially Aetherthreads/spindle. Otherwise, it looks like he's headed in the right direction. |
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#14 | ||||||
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Posts: 301
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It's all just adjustable numbers to me, though I do get your concern. I'll think about the mana costs.Quote:
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#15 |
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Join Date: Jan 2012
Posts: 40
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Well, brief check-over:
Stats/etc.... Look fine. 5.6 and 56... Meant to be offensive and well-rounded, hm? Skill 1: A portable Pugna-Ward? A neat concept, but potentially screws people over in a very big way. I'd say the numbers are a bit high, especially when you factor in stacking (105%? Ow). I like the concept, though.... perhaps with smaller numbers, or not on such a spammable skill? Skill 2: The Mana "Drain" regenerates mana to the attacker, right? A neat ability, but I'd reduce the bonus damage; a freebie chance to max out your ally's mana during a creepwave (unless it doesn't regenerate mana if it doesn't remove a target's mana, from not having any or being out, but even then it's often easy enough to harass the ranged creep or enemy heroes), atop of potentially 80 bonus damage per attack (Naix loves you, and heroes like PA and Sniper would, too). Perhaps too much in one skill (i.e. Possibly consider improving the mana drain and removing the bonus damage, or improve the damage and remove the mana drain), but it's a neat concept. Skill 3: You typo'd the Level 4 effects of the skill, by the looks. And it's a little confusing... enemies around you/the area when it is casted suffer from a little slow from a virtually-invisible source, while when they cast, allies gain mana? Is the mana split, or just given to all allies (ex. I cast a 100 Mana spell, and 3 of you are around the Level 4 skill. Do you each gain 30 Mana, or is it 10 Mana each)? If you combo it with the first skill, I see it being devastating to anyone who casts anything, or anyone who uses a nuke, and given that it's only visible when someone casts, it could really screw your advantage. Powerful for a non-ult... perhaps too much, but that's simply a numbers-game. I'd ask for a little more explanation on the skill before I make a call. Ultimate: Alright, at first glance I thought I'd hate it. Then I really liked it. Good concept, and synergizes well. Perhaps a little on the strong side, but, again, it's a numbers fix, and a relatively minor one I'd say. Edit: Ah, I see you defined Drain mana later on. Perhaps put that in the original post?
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#16 | |||||
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Thanks for the reply!
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#17 |
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Join Date: Oct 2009
Location: York, UK
Posts: 368
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Impressive, the background story is fabulous. I fell in love with this hero once I finished reading the story. (too bad that now all elves in Quel'Lithien have become wretched
)It appears that the skillset has been reworked many times, and currently it looks both thematic and well-rounded. Spotted some conflicts of numbers in your notes for the ultimate though, other than that, can't add anything for the time being, but great work!
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Feel free to check out my suggestions, and please do leave a comment so that I can further improve them, thank you very much!
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#18 |
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Join Date: Jul 2012
Posts: 508
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Warpweft: quite similar to Nether Ward (the mana loss is dealt as damage) The two differences are that this spell deals initial damage and you can target AoE (well maybe the fact that ward reduces mana regen). Add another interesting effect, maybe.
Ravel: if it is active, increase the amount of mana stolen. Aetherwhatever: Hmmm... don't have too many comments about it. Nice and original, i think. u/lti: again, nice |
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