Disclaimer: The numbers in this suggestion are not final and can be easily changed. Please comment on the idea of the hero itself. If you believe the numbers are too high state your reasoning and I will adjust them.
This is my take at remaking the Dwarven Sniper and giving him an unique role and good utility in the game of DotA. First of all I believe the Sniper is a special kind of carry and right now he is underplayed because of his shortcomings. In my perception we could describe the sniper's roles as:
- Decent at Pushing
- Positioning Dependant
- Lane Controler with the increased range and ultimate.
Taking these into account my remake is aimed at enhancing these qualities and providing him with a gameplay that fits his stereotype. My aim is to bring him into the following roles for the team:
- Tower destroyer (I will try to enhance this aspect)
- Positioning Dependant
- Antiganker and Good Base Defender
- Great Siege Specialist
I would like for the hero to remain a carry but detach him from the hard-carry role and give him a better early game presence.
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.
Background Story:Kardel Sharpeye is a testament to his name and race. Using only his finely honed skills of marksmanship and his trusty rifle, he systematically destroys his opponents from afar. Taking great care to aim for the most vulnerable of areas, he is capable of severely injuring an opponent, and with a little extra time, has been known to simply dispose of an enemy in a single shot. His rifle is equipped with a secondary barrel, capable of launching a short burst of shrapnel at close range, causing massive damage.
|Strength - 16 + [1.7]|
|Agility -21 + [2.9]|
|Intelligence - 20 + [2.9]|
|Damage:||36 - 42 |
Fires a ball full of shrapnel into the air which promptly explodes, showering the target area in explosive pellets. Enemy units that walk in this area get damaged and slowed. Deals 1/3 damage to buildings. Lasts for 8 seconds
| ||Mana||Cooldown||Cast Range||AoE||Duration||Effects|
|1||120||15||1200||350 ||8s||15% Slow / 12 DPS|
|2||120||15||1200||350||8s||20% Slow / 24 DPS|
|3||120||15||1200||350||8s||25% Slow / 36 DPS|
|4||120||15||1200||350||8s||30% Slow / 48 DPS|
- Damage type: magical
- Damage will be dealt 9 times, first time at spell effect and then every second.
- Effect is delayed 0.8 seconds.
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.
|[SIZE="1"]||The sniper takes aim at an enemy hero at distance and prepares his shot. Channeling the spell will increase the damage and mana cost of the shot. |
|1||100+30 per second of channel||14||1000||N/A||3||Damage increases linearly from 100 to 150|
|2||100+40 per second of channel||11||1500||N/A||3||Damage increases linearly from 150 to 250|
|3||100+50 per second of channel||8||2000||N/A||3||Damage increases linearly from 200 to 350|
|4||100+60 per second of channel||5||2500||N/A||3||Damage increases linearly from 250 to 450|
- Invisibility doesn't affect the effect of this skill, reveals invisible units for the duration of the channel.
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.
|Targeting: N/A ||Kardel uses his dwarf engineering skills to make modifications to his rifle, enhancing the range of his rifle. Periodically he will fire perfectly accurate shots dealing extra damage and ministunning the enemy. The extra damage will also affect towers |
| ||Mana||Cooldown||Bonus Range||Bonus Damage||AoE||Effects|
|1||N/A||6s or after 6 attacks||65||30 ||N/A|| Ministun|
|2||N/A||5s or after 5 attacks||130||40||N/A||Ministun|
|3||N/A||4s or after 4 attacks||195||50||N/A||Ministun|
|4||N/A||3s or after 3 attacks||260||60||N/A||Ministun|
- Damage type: hero physical, Works on allied creeps.
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.
- (Passive / Active)
|Type: Passive / Active (special)|
|Targeting: Instant||Years of training in the arts of scouting and assassinating from a distance have given the sniper the ability of blending it with its surroundings and using vantage points to gain an advantage upon his enemies. When standing still for a number of seconds, the sniper becomes invisible while gaining unobstructed vision which rapidly extends. The sniper can activate the ability to instantly gain this vision for a short amount of time. |
| ||Mana||Duration to stand still||Vision Range||Duration of Activated Vision||Gains full vision after time||Cooldown||Effects|
|1||100||4s||2000||3s||3s|| 120s || The effect is lost when moving |
|2||100||3s||2250||4s||3s|| 90s ||The effect is lost when moving |
|3||100||2s||2500||5s||3s|| 60s ||The effect is lost when moving |
- Hero needs to stand still for 4 / 3 / 2 s to gain flight vision
- After this moment the vision will extend outwards and gain the max vision after a total of 3 seconds
- Alternatively the sniper can activate the spell to instantly gain the full vision for a short time. The sniper will retain his vision by moving in this case.
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.
- It synergizes well with his Assassinate giving him the vision needed to use the nuke
- It allows him to spot ganks from a long range and react accordingly
- It allows him to bolster the defensive capabilities of his team when defending against a siege
- It allows him to bolster the offensive capabilities of his team when asaulting a fixed position (like a tower or enemy raxes)
The Sniper should use this skill by finding a good position on the map near the objective wanted, give good vision for his team. It allows him to fire his nuke as his mana allows it giving him a good way to put pressure on the enemy position and forcing them to retreat to heal up or to attack.
Now that I have laid out my suggestion here are more detailed explanations.
I believe this change will shift the Sniper from the hard carry role to a more push / support / ganker role. He will still be able to carry for his team, because he remains an agility hero with good range, however more builds are open to him.
The Pusher Sniper
Will max Shrapnel and Take Aim, while getting attack speed items. This hero will be a good semi-carry that will work pretty good in any pushing line-up because of his ability to snipe towers, control his lane, as well as give the sight advantage over the enemies defending the towers.
The Nuker/Ganker Sniper
This hero will max Assasinate really fast and couple it with mana items while forgoing agility in order to maximize his nuke. This hero can deliver a good amount of damage from long range while giving very good map control to his allies. The true sight of his assasinate can make him a good pick against invisible heroes.
The Hero Strategy and Gameplay.
If the hero is a pusher it usually means he will go for attack damage and speed items (Treads, MKB, Manta), he will basically play out very similarly to the current dwarven sniper. However the added utiliy lies in his superior lane control and tower pressure because of the improved passive.
In a pushing line-up the Pusher Sniper can take the role of a carry as well as a tower buster (somewhere like Rhasta, Leshrac). He will combo well with ganking heroes that will allow him to capitalize on his ability to kill towers really fast and push back the enemy team. The presence of a Sniper in a pushing line-up is also a big advantage in teamfights near towers / fixed locations. His new ultimate will allow him to effectively give vision of enemies if positioned correctly, this will allow for better initiation for Sniper's team.
If the hero is played as a nuker he will need mana items, thus forgoing agility and attack damage in order to get mana and mana regen. Orchid Seems like a very good item on this new Sniper as it allows him to gain the attack speed needed to push towers as well. A Nuker Sniper can very easily go solo mid and heavily harrass the opponent. He can function very well as a counter ganker and counter pusher by standing still near a tower, detecting enemies incoming and damaging them with Assassinate before the battle has even started.
The Nuker Sniper can transition into the mid-late game into an exceptional siege weapon (rival to tinker's seeker missiles) and great defender of towers and other fixed positions.
How to Counter
Well, I have presented this new hero as the most awesome thing in the world of DotA and some might thing that this will be horribly broken. In fact I believe it is can be easily balanced. NS with Aganim already has this kind of utility and it's on a hero which is much more mobile and stronger than the puny sniper.
Tinker has the seeker missiles dealing huge amounts of damage at a great range, as well as the ability to farm said mana items needed to spam the ability. So nothing is new.
The counters will be just like before with the Sniper, abusing his mobility, using very mobile heroes to bring him down fast and gank him in the early levels where he is most fragile.
OMG This is IMBA!
It probably is. I have chosen number just to illustrate my point, it is really hard to balance a hero without having access to the map in order to test it out so this is why I believe the only one capable of correctly balancing heroes is Icefrog. However I think the concept is good and with good tweaking it can be a proper remake to an old favorite hero of everyone.
19/03/2012 Posted the original Suggestion
I hope you like it. Post any ideas, remarks, suggestions about how I might improve my remake of this hero and I will gladly answer and try to include them in my post.