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| Affiliation: | Scourge |
| Theme: | Death Knight |
| Role: | Ganker/ Pusher |
| Damage: | 52 - 56 |
| Armor: | 3.29 |
| Movespeed: | 295 |
| Starting HP/MP: | 587 /286 |
| Attack Range: | 128 (melee) |

| Rivendare sends forth a sphere made of unholy energy to a target point, stunning the first hero it hits. The stun duration increases based on how many units it passed through before it reaches an enemy hero. |

| Mana | Cooldown | Range | AoE | Duration | Effects | |
| 1 | 120 | 23 sec | 1500 | 180 | 0.5 - 4 sec | 80 damage, stuns based on units hit |
| 2 | 120 | 22 sec | 1500 | 180 | 0.5 - 4 sec | 160 damage, stuns based on units hit |
| 3 | 120 | 21 sec | 1500 | 180 | 0.5 - 4 sec | 240 damage, stuns based on units hit |
| 4 | 120 | 20 sec | 1500 | 180 | 0.5 - 4 sec | 320 damage, stuns based on units hit |
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#2 |
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Not a single comment?
I'm somehow disappointed.
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#3 |
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Join Date: Sep 2009
Posts: 307
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Is Death Gate visible to enemies? (If not, is it visible when getting summoned?)
I don't really get his synergy. If he uses Deathgate+Teleport to damage an enemy hero, then Sphere won't stun for a long time, because the enemy is almost within melee range so it does not hit enough units. For Manslayer he does not have enough Agi+gain to get enough attack speed and have it proc often. (Maybe on his Teleport he could also get some AS, or an ensured proc.) Anti-Magic Shell (typo in name?) is very powerful, maybe even stronger than Doom (lower CD, does not silence but punishes casting spells hard).
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#4 |
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Join Date: Oct 2009
Location: At Interstellar 5555
Posts: 1,488
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1st skill needs movespeed, its ok.
2nd skill remind of Fire Remnant 3rd skill I love it Why not make it an orb effect?ulti skil I like it Kinda makes caster think twice before they can cast a spell.overall I like the 3rd and the ulti. |
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#5 | |
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His synergy is more of a spell combo, like Mirana. You fire the sphere from further away at the enemy, hitting as many creeps as possible. While it's in the air you can jump next to your enemy with Death Gate, dealing some damage and start bashing him. With Anti-Magic Shell (fixing the typo) you can prevent him from casting spells or punish him for doing so. It's his choice what he wants to do, that's why I don't think it's stronger than Doom, what just does not let you cast anything. The Manslayer procs help you keeping the target in place and maybe also strenghtens your Sphere before it hits. The +AS is actually a nice idea, but the spell could get too strong and too similar with Mortred's Phantom Strike.
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#6 |
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the death knight theme is isn't popular now and past but with exceptional spells and workout, i believe, another one could make it like Abaddon did. first of all, when i saw your hero spells, the theme is very random you know, with like reincarnation and mobility alike. it does not mean bad, but sometime, when the theme is too random the hero could be quite bad (no offense).
1st spell - this spell is actually good. since the uses can be from initiation to last hit, the spell itself is a versatile one. the thing is, i don't see any justification making the stun duration increment when it passed an allied hero to 1 sec. just make it the same as 0.5 sec would be better, since it would be easier to code and there is very slim chance for your hero to standing in a straight position, specially during ganking. 2nd spell - i don't have any problem with teleportation kind of spell since i think it is unique. does his allied hero able to use this gate also? how about enemies? i think you should clarify that part a bit and i think by having his allied hero able to teleport with it as well, gonna make this hero quite a good positioner. 3rd spell - i see the synergy with his 1st spell, but does it really needed here? i don't think so. i mean the spell itself is a great concept, but with current dota hero, there is a lot of allied you can choose to be paired with you already in order to maximize the stun duration for the 1st spell (such as Furion, Chen, Eredar, Beastmaster and so on). i think this spell need a partial rework. maybe incorporate something even more unique like distance traveled as damage? since both his 1st spell and 2nd spell edi revolving towards the same area. ultimate - kinda like an ion shell but with a twist. i don't see it as an interesting spell but kudos for a new kind of silencing the enemies part there. if it is me, i would do something different with his ultimate. maybe a kind of dark magic that gathers unit in a straight line maybe(think of Tauren Chieftan's ulti and maybe you can think of something there)? or something that would be connected to positioning stuffs like that. i mean, that would be great for your 1st spell and your teleportation stuff. overall: he is good but needs something to make him even better. like i sad earlier, synergy is there but thematically, he still need something cooler, something that would make him even a better initiator and overall as a ganker.
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#7 |
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Join Date: Jul 2011
Posts: 440
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I like these images:
and |
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#8 |
Member
Join Date: Apr 2010
Location: Wessssssst.
Posts: 215
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What's the use of Wisp when we have a guy that doesn't need a Tether Relocate combo? I hate the Death Gate skill. Too useful. ._.
His Ultimate is kinda imba, in a way. I mean, if people so fragile like Lina and other balanced ones such as SF cast a spell while under the effects of the Ultimate, they'd die soon enough from the slow, from the beatdown of Rivendare's allies, and not being able to fight back effectively against other heroes. Please tweak a bit.
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#9 | ||
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Quote:
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Thank you for your replies. I guess, if I want to support this suggestion further, I will have to remake/ change some skills. I really like some parts about this hero that I don't want to change but some things you mentioned are true. He needs a better defined playstyle. This hero was created in a hour of boredom and, as you basically said, it doesn't have the finesse of other suggestions I made nor was the effort of other suggestions used (I don't say no effort, just not at the same level as others ).Gotta think about it and decide afterwards.
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#10 |
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Join Date: Mar 2011
Posts: 248
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Nice! I've got a few issues, but there's some real gems in here that I'm loving.
1- Unholy Sphere - This is too messy. Gaining damage from allied units is weird (yeah i see the synergy from Manslayer, and I'll get to that) unless it's affecting them in some way like Tusk's Snowball. I'd like to see it harm normal enemies it touches as well. 2- Death Gate - Love it. A nice unique type of blink. Just be wary of it's proximity to Ember's Fire Remnant. To that end I'd reduce the damage, make the Gate targetable/destroyable and have a shorter CD. The MS bonus is interesting though not sure if he needs it. Maybe 2 secs at all levels? You could also make it so when the gate is destroyed/dies it damages/slows/stuns/vaccums or some other effect in the AoE. Perhaps it self-destructs after 3 uses and change the Teleport CD to 3 seconds or so. Just some ideas to toss around. 3 Manslayer - Too messy again. It's just so random and I have trouble buying the the effects. I'd honestly get rid of this altogether. 4- AM Shell - Now THIS is awesome. Very creative and deserving of an ultimate status. I would just to scale the duration better and balance the damage - it's pretty high. 5/7/9 seconds for 60 DPS is fair to me. Alternatively, I'd make it 4/6/8 seconds 50 DPS and whenever the target cast a spell OR has a spell cast targeting it (from foes or allies), the AoE effects triggers. If you use what I say that leaves Unholy Sphere to get overhauled and an empty ability slot for the passive. I'd find a way to incorporate a vacuum/reverse polarity skill somewhere because this guy relies on enemies being clumped together. He could also use a little more farm and some sort of attack boost. Lastly, change the name of Death Knight and Anti-Magic Shell. Within Warcraft these are very different things than what you're proposing. |
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