|
|
#1 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Banned
|
|
![]() Kardel Sharpeye Description: While relatively weak in close ranged combat, the Sniper can be deadly from a distance. With precision accuracy, Kardel frequently lands Headshots, momentarily disrupting and dealing heavier damage. He also can attack from the greatest distance having mastered aiming with his trusty rifle. Combine these two skills with the fact that bullets are unrivaled in projectile velocity, and it doesn't take long to realize his unparalleled last hitting capability. For dealing with large waves and heavier structures, Kardel fires Shrapnel that spreads out dealing damage and slowing in an area. He is renowned for his attack, Assassinating victims from an astounding distance with quite the punch behind it, using a specialized and costly ammunition round.
[indent]Shrapnel - (Active)
![]()
This skill remains the same. It is an awesome skill as it is. The slow is very good in controling key positions and the tower damage helps with the pushing. It is a skill that all pusher snipers will max early. ================================================== ======= ![]() Assasinate - (Active)
![]()
![]() This skill is his old ultimate but with a twist. Right now it deals less damage but the sniper can channel it for a longer time in order to get more damage out of it. The utility part still remains at it will reveal the hero for the duration of the spell and even provide true sight of the enemy for all allies. This skill basically becomes a decent long range nuke, but in order for the damage to become noticeable the Sniper will have to invest into mana items because the cost of the spell can be quite costly. Making this spell more spamable gives Snipers something to cast as a main ganking / nuking tool and opens up new builds for the Sniper. He can thus become a very effective Nuker if he decides to invest into mana items instead of damage. This skill becomes also a very good siege ability. The long range and spamability of the spell make it so that enemies cannot stand in range of it for too long or they will be shot to death by the sniper who has the mana to do it. In a sense, if the sniper gets enough mana this spell is similar to Tinker's Heat Seeking Missiles that can very quickly siege an enemy position and force them to retreat or to come out and fight. It is a skill that Nuker Snipers will max early, and synergise it with mana items. ================================================== ======= Take Aim - (Passive)
![]()
![]() These are his two passives bundled together into one skill with two major changes to the ministuns. The range bonus remains the same but now the minibashes are on a cooldown and proc consistently, very similar to the Germinate Attack Skill of the Weaver. The second change to this skill is that it passively adds a tower destroyer ability because the minibashes now deal extra damage to a tower. The idea is to enhance the pushing power of the sniper that already comes from his Shrapnel and add some more tower damage into his Shots. A sniper left alone with a tower should make quick work of it. The aim for this skill change is two fold: First combining the passives into one gives him more viability. The range is needed for the hero to function and I like making the minibashes more predictible to increase his potency in lane for harrass and last-hit/deny. The tower buster ability comes to include him in most early line-ups and give him a definite role as a pusher carry. ================================================== ======= Master Scout - (Passive / Active)
![]()
![]() First of all, I feel this skill requires more explanations as it is the only new skill brought to the table. It is a skill that gives vision of the map just like Aganim's Scepter on Nightstalker gives flying vision during the nighttime. The downside is that the sniper must remain stationary during the duration. How will this work: the sniper must stand still for a number of seconds, after this period he will gain Shadowmeld (so he will be invisible) and then will instantly gain flying vision of a radius equal to his normal vision. By continuing to stand still the vision range will slowly extend (over 3 seconds) until the maximum vision range. If the sniper attacks or casts a spell he loses invisibility but not the vision. If he moves the vision is lost. Alternatively the sniper can activate the ability to instantly gain the great vision only for a few seconds during which he can move freely. What are my aims for this skill? Utility.
|
|
|
#2 |
Member
Join Date: Feb 2010
Location: Australia
Posts: 813
|
As you know, Shrapnel is my main issue. However after checking your ideas, they're actually really good. Perhaps a little overpowered due to numbers, but that hardly matters. I really like the theme you've come up with and I can definitely see him being incredibly fun, but a couple of things do bother me.
Firstly, he seems like a very obnoxious hero in that he's almost impossible to do anything to in the hands of a good player. He'll see when a gank is coming, when you're roshing, it's almost impossible to blink in on him too. I understand that the vision disappears but still, most good players would just learn to not move nearly as much as normal and abuse that. Second, assassinate seems really strong, even conceptually. The numbers currently are absurd, as you're getting a free Dagon by 7 at 2500 range, making him one of the best gankers, lane controllers, and killstealers in the game at the same time. I get the manacost is high, but he is a high mana hero (2.9 int gain or whatever) so it isn't as big a cost as it should be. Nerfing the damage significantly would make it less appealing to level, however nerfing the cooldown would be appropriate I think. It's a cool idea, just really hard to balance as a normal spell. Lastly, if you're gonna mix his two passives together, it can't be as strong as both of them combined. That right there is probably the best passive in the game. I'm sure you can figure out appropriate nerfs of cd, damage etc. But the effect on towers is definitely cool. Also, with the Shadowmeld part of his ultimate, can it be canceled by forced displacement (Deafening Blast, Vaccuum, Hook) and such? This is more just clarification than a problem. Overall, I love Sniper the way he is, but I actually love this one more. Well done! T-Up.
__________________
I'm going to be starting up the Walking Artillery Platform (my replays of Invoker) series again for DotA 2 if enough people are interested. Send me a message if you are!
|
|
|
|
#3 | |
Member
Join Date: Mar 2012
Posts: 87
|
This seems like a bit much. I think sniper should just be remade into being less farm dependent, and be more Ganker then dps.
I like the idea of a channeled assassinate, though. My idea- Quote:
Edit: Of course, the problem with my build is that the player has to decide carefully what they wish to level. Do you want keep an area under control with shrapnel, or be ready to gank cross-map with assassinate at level 6? And if you don't level headshot, you are kind useless in a team fight. It gives a lot of viability to different builds, but maybe so much so you cripple yourself if you don't have a focus early game. |
|
|
||
| Last edited by TraderRager; 04-03-2012 at 04:50 PM. | ||
|
|
#4 |
Member
Join Date: Feb 2010
Location: Australia
Posts: 813
|
It's considered good etiquette to not hijack someone's suggestion thread with your own considerably worse suggestion.
__________________
I'm going to be starting up the Walking Artillery Platform (my replays of Invoker) series again for DotA 2 if enough people are interested. Send me a message if you are!
|
|
|
|
#5 |
Member
|
I suggest you buff him a little more.
Give the ulti a change of name, call it something that makes sense, and add these features: Shows Invis when casted.. Gives Invis when casted. Allow full range shots(Sniper can attack up to 2.5k range at level 3) when casted. Everything else is fine. T-up
__________________
|
|
|
|
#6 | |
Member
Join Date: Mar 2012
Posts: 87
|
Quote:
I must visit the wrong part internet, because everywhere else this would be EXACTLY the place to talk about this. |
|
|
|
|
#7 | ||
Banned
|
Quote:
![]() Interesting suggestions for the skill. I will add them. Quote:
As for the rest of your ideas, I agree right now the suggestion is a bit strong on the numbers side, but without the ability to code the hero inside the game and see his interaction with the game, I am having difficulties coming up with proper numbers, which is why I am just posting the concept for now. |
||
|
|||
| Last edited by okrane; 04-07-2012 at 05:21 PM. | |||
|
|
#8 |
Member
Join Date: Apr 2012
Posts: 7
|
Very creative. Thumbs up! Seems nice!
__________________
|
|
|
|
#9 |
Member
Join Date: Jan 2012
Location: In front of my computer
Posts: 329
|
Like the current one...
__________________
My English was good enough to post everything in PlayDotA
, but I lack of Grammar...
|
|
|
|
#11 | |
Member
Join Date: Mar 2011
Posts: 5,319
|
Quote:
at what really sniper excels is pushing, while doing it safely tnx to his range, then IF he is doing well he can start getting dps items by mid game(items that still help pushing-Mjolnir, Desolator and Manta Style being some of the obvious ones), but he cannot carry, he's only real scaling skill is Headshot, wich alone pretty much sux, that's it |
|
|
|
|
#12 |
Member
Join Date: Mar 2012
Location: the Netherlands
Posts: 464
|
T-up all the way
|
|
|
|
#13 | |
Banned
|
Quote:
|
|
|
|
|
#14 |
Member
Join Date: Jun 2010
Location: On my Girlfriends underwear
Posts: 624
|
Good idea for remaking his skills.. but the original sniper is fine for me... I just want ASU on him will be fine..
__________________
|
|
|
|
#15 |
Banned
|
|
|
|
|
#16 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Member
Join Date: Sep 2009
Location: Castle of Tornarus
Posts: 561
|
It's one of the most interesting Sniper remakes I've ever seen, that I have to say.
However, concerning balance, it's all way too strong. I know Sniper is currently underpowered, but these numbers you suggested would make him fly high imba. I realize numbers are not as important and I totally love the concept too. To support this suggestion and (possibly) improve it, I created some tweaks to your great concept (mainly numbers, but I also added more synergy to his spells, which is always awesome). Here we go (please, prepare yourself for big amount of text, the amount of effort I put in perfectly expresses how much I like your suggestion). Stats Changes First of all, you buffed his stats so now he got total stat growth of 7.5, which is kind of insanely high in comparison to every other ranged hero. I am not sure entirely (and I don't have much time to check now) but I believe that there are only 2 ranged heroes who have total stat growth over 7, OD and Sylla, which is reasonable, because Sylla is half-time melee and OD got only mediocre range. Your Sniper has 7,5 and up to 810 range, which can be an issue. I suggest nerfing his AGI and INT growth just a little (I would nerf INT more and lower his manacosts, gonna talk about it more). For example like this:
Shrapnel I always considered Shrapnel fine and balanced spell, let's leave it like that. Assasination Way too powerful nuke with brutal range and spammable cooldown. Imagine your sniper on level 3, having around 360 mana (with some basic mana items and stuff). He has possibility to cast a very powerful (basically can't be dodged, very high damage, long range) nuke and use more than half of his mana (if he channels it to full potential). If he has mana to spam it, it's absolutely brutal, and getting enough mana isn't that big of a deal. And everybody will get it, because we are talking about Lina's rank 1 ultimate with four times bigger range and freaking 5 seconds CD (who cares for 3 seconds channel with this range). For same manacost. Oh shit. You are dead. And again. You can deal 900 damage (675 after reductions) on level 7 just with Arc. Boots to hero 2500 range (you can't outrun this range so soon) in 10 seconds. That's overkill. AND it reveals invisible units, another very strong ability on spammable skill. Don't forget about KotL + Sniper lane, oh my God! It's a bit too expensive, yes, however the power level is just insane. What I am basically trying to say that this is both mana overpriced and also potentially immensely overpowered. It forces every Sniper player to become a heavy caster with Arcanes and stuff, because it's so strong. (I like the idea of Sniper having a possibility to become caster, with these Assassination, it's a must, not a possibility). I suggest rescaling it like this: ![]() Assasinate - (Active)
![]()
![]() As you can see, I made the spell cheaper a lot (I would lower his base INT by 2 and his int growth by 0.2) and also decreased it basic damage. Now it's a bit more spammable (changed manacost from 100-190/220/250/280 to 30/40/50/60-105/130/155/180), I slightly nerfed CD on last level and improved it on early levels and what is important, I made it scale with Sniper's damage. Now its not as brutal on level 7 Sniper, overall more balanced and also it scales into mid-late game very well with that attack damage bonus. If you have decent farm, you can have it deal around 500 damage for 160 mana each 6 seconds with huge range, and that's no joke. I still think its way too strong and would get nerfed, however as you claimed, numbers can change. Note the possibility it would benefit from Take Aim -getting bonus damage and ministun, not the range buff. In that case, I think further nerf would be needed, on the other hand it's synergistic and overall awesome. Take Aim Again, it's a bit too strong. (I assume ministun is 0.1 stun). You basically merged both his old passives (without anyhow nerfing them) and changed it to Jinada/Geminate Attack passive instead of proc chance. I like it, however it needs some small nerf IMO. It's really strong laning tool (guaranteed lasthit every 3 seconds or very strong harass spell) for ranged hero. The factor of reliability is huge here. Nevertheless, it's not too strong to be nerfed heavily, so I would suggest only nerfing the CD. Symmetry makes no sense sometimes, and this is the case. Attack proc would remain unchanged, time CD could look like this: 10/8/6/4. You have to take in account that it already is better than the original Headshot and Take Aim combined, because (it's combined, takes half the skillpoints apparently) you can rely on every 3rd attack to proc. And yes, I make review this skill with my suggestion of Assasination in mind (it would trigger CD/count like an attack). It's just cool synergy. Finally, the ability to deal bonus damage to towers is really big. Again, I think small number nerf is probably needed, for example: Deals half damage to buildings (and no ministun of course). Master Scout I honestly love it. However, I have problem with word "unobstructed" here. 2500 flying vision is just breathtakingly awesome. It grants his whole team so much vision that his opponents can't even think of juking/fogging. It is awesome pushing tool because it easily reveals huge piece of enemy base. It makes decent Sniper ungankable without Smoke. However, I believe its strength depends on skill of your team, which is a good thing. I really, really like it, yet again, here is my small nerf idea. Make the difference between passive vision bonus and activated one bigger, so it will be worth of using. This is connected with weakening the passive part. For example: Master Scout - (Passive / Active)
![]()
![]() What have I done here? I made the passive part a lot weaker, based on Sniper's basic vision. So now it changes based on daytime, in day its 1800/1900/2000 and in night its 1200/1400/1600 which is still strong despite the nerf. On the other hand, I buffed the active part so now's its REALLY FUCKING BRUTAL, which is right, because its one per 120/90/60 and cost's some mana too. Also, to make a little bit more friendly, allow Sniper to move in circle of 100 AoE without cancelling it (it should lower the vision to the initial - the one after 4/3/2 seconds). To clarify, it means that when he moves a little bit, the vision is not lost completely, but it's restarted (he doesn't have to wait 4/3/2 seconds, just 3 seconds to widen it). This allows Sniper to have a tiny bit of mobility even in scouting form. Wow, I spent 2 hours on just a tweak of your suggestion. I hope you don't mind, I don't wish to anyhow steal it from you, I just wanted to improve this already great concept. Excuse the length of this post, I just believe that changes needs reasoning and so I wrote a lot. Also please excuse any grammar mistakes, English is not my first language and I was too lazy to check the text properly. TL;DR: There ain't one, read it, because suggesting and balancing shouldn't be rushed.
__________________
Expect the unexpected. I am a beacon of knowledge blazing out across a black sea of ignorance.
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|
#18 |
Member
Join Date: Mar 2010
Posts: 2
|
It's an awesome sugestion. I suggest to add some casting action (maybe 2s) and gain additional time for full vision by 2s or 3s.
|
|