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Old 03-19-2012, 10:32 PM   #1
okrane
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Default [Remake] Dwarven Sniper


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.





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.

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]

______________
Affiliation:Sentinel
Damage:36 - 42
Armor:1.94
Movespeed:290
Attack Range:550

[indent]
Shrapnel - (Active)
Type: Active
Targeting: Point
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


 ManaCooldownCast RangeAoEDurationEffects
1120151200350 8s15% Slow / 12 DPS
21201512003508s20% Slow / 24 DPS
31201512003508s25% Slow / 36 DPS
41201512003508s30% 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.
================================================== =======

Assasinate - (Active)
Type: Active
Targeting: Unit
[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.


 ManaCooldownRangeAoEDurationEffects
1100+30 per second of channel141000N/A3Damage increases linearly from 100 to 150
2100+40 per second of channel111500N/A3Damage increases linearly from 150 to 250
3100+50 per second of channel82000N/A3Damage increases linearly from 200 to 350
4100+60 per second of channel52500N/A3Damage 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.
================================================== =======
Take Aim - (Passive)
Type: Passive
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


 ManaCooldownBonus RangeBonus DamageAoEEffects
1N/A6s or after 6 attacks6530 N/A Ministun
2N/A5s or after 5 attacks13040N/AMinistun
3N/A4s or after 4 attacks19550N/AMinistun
4N/A3s or after 3 attacks26060N/AMinistun
  • 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.
================================================== =======

Master Scout - (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.

 ManaDuration to stand stillVision RangeDuration of Activated VisionGains full vision after timeCooldownEffects
11004s20003s3s 120s The effect is lost when moving
21003s22504s3s 90s The effect is lost when moving
31002s25005s3s 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.

Hero Roles.

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.


FAQ

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.

Changelog

19/03/2012 Posted the original Suggestion


Closing Remarks

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.
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Old 04-02-2012, 06:07 PM   #2
Dreamish
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Default Re: [Remake] Dwarven Sniper

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.
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Old 04-02-2012, 06:40 PM   #3
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Default Re: [Remake] Dwarven Sniper

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:
Kardel Sharpeye - Dwarven Sniper


Kardel Sharpeye - Dwarven Sniper
Range: 550 | Move Speed: 290
Primary: AGI
Str: 16 + 1.7 | Agi: 21 + 2.9 | Int: 15 + 2.6
Damage: 36 – 42 | HP: 454 | Mana: 195
HP Regen: 0.73 | Mana Regen: 0.61
Attack Speed: 0.71 | Armor: 2
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.


Shrapnel (C)
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 30% damage to buildings. You are also given True Sight of the affected area.
Level 1 - 15% Slow / 12 DPS / 5 seconds
Level 2 - 20% Slow / 24 DPS / 7 seconds
Level 3 - 25% Slow / 36 DPS / 9 seconds
Level 4 - 30% Slow / 48 DPS / 11 seconds
• Damage type: magical
Casting range: 1000
• Area of Effect: 450
Mana Cost: 120
Cooldown: 15 Seconds


Headshot (O)
A shot to the head deals bonus damage and stuns for a short duration.
Level 1 - 25% chance to deal 30 damage and ministun.
Level 2 - 30% chance to deal 30 damage and ministun.
Level 3 - 35% chance to deal 40 damage and ministun.
Level 4 - 40% chance to deal 50 damage and ministun.
• Works on allied creeps.
• Stun is blocked by magic immunity.
• Duration: 0.01/0.1/0.2/0.2
Mana Cost: N/A
Cooldown: N/A


Take Aim (E)
Kardel uses his dwarf engineering skills to make modifications to his rifle, enhancing the range of his rifle and abilities.
Level 1 - Attack Range +65 / Skill Range +250
Level 2 - Attack Range +130 / Skill Range +500
Level 3 - Attack Range +195. / Skill Range +1000
Level 4 - Attack Range +260. / Skill Range +1500
• Level 3 and 4 of this skill allow Kardel to out-range towers.
Mana Cost: N/A
Cooldown: N/A


Assassinate (T)
Take time to draw a bead, and then deal a large amount of damage to the target at a huge range. This spell can be channeled up to ten second for additional damage.
Level 1 - Deals 300 damage + 30 per second channeled
Level 2 - Deals 420 damage + 42 per second channeled
Level 3 - Deals 540 damage + 54 per second channeled
Mana Cost: 175/275/375
Cooldown: 20/15/10
• Damage type: magical
• Crosshair on target is visible to allies only.
• Invisibility doesn't affect the effect of this skill.
• Interrupts channeling spells.
• Interrupt works on magic immune units.
• Takes 1.7/1.65/1.5 seconds to cast.
• Casting range: 1000
• Assassinate gives Sniper experience even if outside of range.
The idea is that you can gank people without being in their face, but only if they aren't aware of you. Perfect for a jungle Lycan how gets a little too low on health, or that squishy support who's disables won't leave your team alone.

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.
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Last edited by TraderRager; 04-03-2012 at 04:50 PM.
Old 04-03-2012, 12:36 AM   #4
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Default Re: [Remake] Dwarven Sniper

It's considered good etiquette to not hijack someone's suggestion thread with your own considerably worse suggestion.
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Old 04-03-2012, 08:46 AM   #5
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Default Re: [Remake] Dwarven Sniper

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
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Old 04-03-2012, 04:49 PM   #6
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Default Re: [Remake] Dwarven Sniper

Quote:
Originally Posted by Dreamish View Post
It's considered good etiquette to not hijack someone's suggestion thread with your own considerably worse suggestion.
"Good ediquete" to make another thread, with the same title, for a similar idea?

I must visit the wrong part internet, because everywhere else this would be EXACTLY the place to talk about this.
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Old 04-07-2012, 05:09 PM   #7
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Default Re: [Remake] Dwarven Sniper

Quote:
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.
Any suggestion for a good name is welcome

Interesting suggestions for the skill. I will add them.


Quote:
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 believe the shadowmeld should be cancel-able, just like Sand Storm.
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.
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Last edited by okrane; 04-07-2012 at 05:21 PM.
Old 04-25-2012, 08:05 PM   #8
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Default Re: [Remake] Dwarven Sniper

Very creative. Thumbs up! Seems nice!
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Old 04-26-2012, 01:12 PM   #9
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Default Re: [Remake] Dwarven Sniper

Like the current one...
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Old 04-28-2012, 08:50 PM   #10
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Default Re: [Remake] Dwarven Sniper

Quote:
Originally Posted by takitodoari View Post
Very creative. Thumbs up! Seems nice!
why thank you
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Old 04-28-2012, 10:40 PM   #11
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Default Re: [Remake] Dwarven Sniper

Quote:
Originally Posted by okrane View Post
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.
that's because he is underplayed, he's not a carry, he's a dpser at max no more, because such misunderstandings in roles people suсk with some heroes-Trax, Clinkz, Sniper, Nortrom, Bristleback, Yurnero and much more others

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
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Old 04-29-2012, 06:29 PM   #12
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Default Re: [Remake] Dwarven Sniper

T-up all the way
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Old 05-01-2012, 01:01 PM   #13
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Default Re: [Remake] Dwarven Sniper

Quote:
Originally Posted by jyzzy View Post
that's because he is underplayed, he's not a carry, he's a dpser at max no more, because such misunderstandings in roles people suсk with some heroes-Trax, Clinkz, Sniper, Nortrom, Bristleback, Yurnero and much more others

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
I agree, therefore the remake I suggest is a good step in this direction to turn the hero into a more midgame power.
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Old 05-07-2012, 08:14 AM   #14
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Default Re: [Remake] Dwarven Sniper

Good idea for remaking his skills.. but the original sniper is fine for me... I just want ASU on him will be fine..
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Old 05-12-2012, 08:41 AM   #15
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Default Re: [Remake] Dwarven Sniper

Quote:
Originally Posted by majenta View Post
Good idea for remaking his skills.. but the original sniper is fine for me... I just want ASU on him will be fine..
Not sure if Aganim will solve any of Sniper's issues
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Old 05-12-2012, 02:02 PM   #16
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Default Re: [Remake] Dwarven Sniper

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:
Strength - 16 + [1.7]
Agility -21 + [2.8]
Intelligence - 18 + [2.6]

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)
Type: Active
Targeting: Unit
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.



 ManaCooldownRangeAoEDurationEffects
130+25 per second of channel121000N/A3Damage increases linearly from 50 to 125
240+30 per second of channel101500N/A3Damage increases linearly from 75 to 180
350+35 per second of channel82000N/A3Damage increases linearly from 100 to 235
460+40 per second of channel62500N/A3Damage increases linearly from 125 to 285
  • Invisibility doesn't affect the effect of this skill, reveals invisible units for the duration of the channel.
  • Damage type: Magical (base) + Physical (Sniper's attack damage).
  • Sniper's attack damage is added to damage done.
  • Benefits from Take Aim. (optional, maybe too strong)

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)
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.

 ManaDuration to stand stillVision RangeDuration of Activated VisionGains full vision after timeCooldownEffects
11004s+0/+200 passive and 2000 active3s3s 120s The passive effect is lost if Sniper moves more than 100 range in 5 seconds
21003s+100/+400 passive and 2500 active4s3s 90s The passive effect is lost if Sniper moves more than 100 range in 5 seconds
31002s+200/+600 passive and 3000 active5s3s 60s The passive effect is lost if Sniper moves more than 100 range in 5 seconds
  • 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
  • Passive unobstructed vision is added to Sniper's basic vision (1800/1000), during day/during night
  • 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.


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.
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Old 05-12-2012, 05:11 PM   #17
okrane
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Default Re: [Remake] Dwarven Sniper

wow nice. Thanks for taking the time and writing this nice input about the suggestion.
I appreciate it, and I believe it is a good way to balance the remake.
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Old 05-16-2012, 03:06 PM   #18
Jackster21
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Default Re: [Remake] Dwarven Sniper

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.
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Old 05-16-2012, 05:22 PM   #19
KuroNeko
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Default Re: [Remake] Dwarven Sniper

Free bump because I like what you've presented.

I don't know about numbers. Just here to say that I like the concepts.
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Old 05-22-2012, 04:36 PM   #20
okrane
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Default Re: [Remake] Dwarven Sniper

thanks man
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