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Old 10-10-2009, 03:55 PM   #1
kings.empire
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Default [REMAKE]Clinkz the Bonefletcher


Hey! This suggestion is for a current contest that is kind of running so I would like some thoughts and balance issues that some of you might see as blindingly too powerful.

Thanks and here is my remake of Clinkz!




Bonefletcher
Clinkz

Background Story: The fire that kindles eternally on the visage of the fallen Elven Archer proves to others that his undeath was a mere genesis. Clinkz seeks perfection in the arts of fletching and never hesitates in sacrificing his own allies for the cause. Still retaining his ability to move with the wind, he is ready to slay the enemy officers with his swiftness and precision in archery. The Fletcher fires arrows that scorch the target with the heat of the Underworld, bringing them closer and closer to their peril. An elvish archer in life, a nightmare in death.

Strength - 15 + 1.6
Agility - 22 + 3
Intelligence - 16 + 1.55




Affiliation:Scourge
Damage:37-43
Armor:2.1
Movespeed:300
Starting HP/MP:435/208
Attack Range:600

Wish Bone - Active, Affects hero only
____________________Clinkz seperates his body parts and send them scattering across the wind. Since they're so small to detect, the bones blow right past enemies, invisible to the eye. Gains sub-skill Reassemble.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
17520 secN/AN/A20 secSeperates Clinkz and his body parts and increase movement speed by 10%. Splits in to one core and 1 bone. The Core holds 300 hp while his bones hold 100 hp.
27520 secN/AN/A25 secSeperates Clinkz and his body parts and increase movement speed by 15%. Splits in to one core and 2 bones. The Core holds 400 hp while his bones hold 150 hp.
37520 secN/AN/A30 secSeperates Clinkz and his body parts and increase movement speed by 20%. Splits in to one core and 3 bones. The Core holds 500 hp while his bones hold 200 hp.
47520 secN/AN/A35 secSeperates Clinkz and his body parts and increase movement speed by 25%. Splits in to one core and 4 bones. The Core holds 600 hp while his bones hold 250 hp.

Reassemble - Active, Affects hero only
____________________Clinkz reassembles himself to whichever bone activated it. If the Core uses Reassemble, there is no casting delay and Clinkz will instantly reappear. If one of his bones uses reassemble, casting delay is 1.5 seconds since it takes time for the Core to go to one of his bones.

Notes:
  • Model for the Core would be the Shade as his bones did fly away.
  • Questionable what model bones would use unless there is solely only a bone model for it.
  • Picture it like Brewmaster's ult where Clinkz just splits up in to a Core and 1/2/3/4 bones.
  • Gives Clinkz huge mobility and map control giving him easy access in checking forests or going in for a gank or checking runes.
  • If the Core dies, Clinkz dies. If all his bones get destroyed, he will take 100 hp worthing in damage. This will not kill Clinkz if he all his bones do get destroyed.
  • The Core gets no casting delay as to keep the main play of Clinkz to just show up and start attacking. Not quite sure it will work out though. As for the bones, they need to have a casting time not only because of the description but as well for balance sake and stratigical use.
  • Once reassembled, all bones disappear.
Hellfire Arrow - Single-target, Slow, DoT
____________________Clinkz focuses all his energy in to a single arrow. Due to the energy needed to concote such a fiery arrow, it saps Clinkz's life energy instead. This arrow upon release burns the target extremely, causing that target to be slowed tremendously for every attack Clinkz lands.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
175 Hit Points10 sec800N/A4 secondsLaunches a blazing arrow at the target. Upon hit, the target is slowed by 25%. For every hit that Clinkz lands on this target, the target is slowed by 2% per shot.
270 Hit Points11 sec800N/A5 secondsLaunches a blazing arrow at the target. Upon hit, the target is slowed by 25%. For every hit that Clinkz lands on this target, the target is slowed by 4% per shot.
365 Hit Points12 sec800N/A6 secondsLaunches a blazing arrow at the target. Upon hit, the target is slowed by 25%. For every hit that Clinkz lands on this target, the target is slowed by 6% per shot.
460 Hit Points13 sec800N/A7 secondsLaunches a blazing arrow at the target. Upon hit, the target is slowed by 25%. For every hit that Clinkz lands on this target, the target is slowed by 8% per shot.

Notes:
  • Works similarly to Stifling dagger, it takes time to hit the target allowing Clinkz to possibly go in to ww mode, toggle his Strafe, and start attacking like crazy. By doing so, the target will be slowed so much that Clinkz will be able to pick them off at a safe distance away.

    Clinkz cannot kill himself with this skill.
Strafe - Active, Toggle On/Off, Buff
____________________Clinkz focues all his energies in to his bones, causing him to attack faster and deal damage at the cost of his limbs. Fortunately he can regenerate these limbs no problem, however it does sap away life energy if he stays in this state. Since his bones are enchanted by a portion of his soul, each bone that he fires will sap hp from the enemy to restore his own hp due to his everlasting desire to live.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
110 hp/sec5 secondsN/AN/AUntil toggled offGives Clinkz +20% attack rate and saps 15 hp from his enemy per hit.
215 hp/sec5 secondsN/AN/AUntil toggled offGives Clinkz +40% attack rate and saps 20 hp from his enemy per hit.
320 hp/sec5 secondsN/AN/AUntil toggled offGives Clinkz +60% attack rate and saps 25 hp from his enemy per hit.
425 hp/sec5 secondsN/AN/AUntil toggled offGives Clinkz +80% attack rate and saps 30 hp from his enemy per hit.

Notes:
  • Combining Strafe with Searing Arrow...kinda.

    Damage of life sap is pure 30 hp sap which will in turn restore 30 hp for Clinkz.

    This gives Clinkz an orb effect when toggled on, however when toggled off, Clinkz is free to use whatever orb effect he wants. This should only happen if Strafe is no longer needed (might happen, but unlikely as it is 30 pure hp sapping damage).

    Although it seems very powerful for orb, Clinkz will have a hard time orb walking as this is a toggle on/off skill which for him to toggle off requires him to be in this state for 5 seconds.

    Clinkz can not kill himself with this skill
Death Pact - Active, Buff
____________________Clinkz explodes his target with one of his arrows dealing severe damage. Doing so the target's blood splatters all over Clinkz, healing him. If Clinkz doesn't use all the blood for his restoration, he uses the remaining blood to harden his arrows thus increasing the damage he deals.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
19025 sec400N/AAttack boost lasts 15 secKills a unit and restores 300 Hp for Clinkz. For every 5 hp not used, Clinkz gets +1 point in damage. Can only cast on Allied/Enemy/Neutral Creeps.
212025 sec400N/AAttack boost lasts 15 secKills a unit and restores 500 Hp for Clinkz. For every 5 hp not used, Clinkz gets +1 point in damage. Can only cast on Allied/Enemy/Neutral Creeps.
315025 sec400N/AAttack boost last 15 secKills a unit and restores 700 Hp for Clinkz. For every 5 hp not used, Clinkz gets +1 point in damage. Can only cast on Allied/Enemy/Neutral Creeps.

Notes:
  • Kind of complicated spell...but basically if Clinkz has 1000/1100 hp and uses this skill when its level 1, he will heal 100 hp since his max is 1100, however the remaining heal of 200 hp will be transferred to his attack damage. For every 5 hp unused, Clinkz will gain +1 damage, therefore 200/5=+40 bous damage. So at level 3, if he were to cast this at full health, it will be 700/5=+140 bonus damage. With a cooldown of 25 seconds, he should be able to spam it pretty easy since his only other mana costing spell is Wind Walk.

    So this spell gives a little versatile on what Clinkz whats to do whether going all out with attack power or healing a portion to gain some bonuses.

    It also remedies the new Strafe allowing him to still be a pretty effective tower pusher.
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Last edited by kings.empire; 01-30-2010 at 03:06 AM.
Old 10-11-2009, 02:14 AM   #2
cookies4you
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Default Re: [REMAKE]Clinkz the Bonefletcher

... Hmmm... sounds good but still too close to original. I like the fire though.
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Old 10-11-2009, 01:30 PM   #3
Shatterman
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Default Re: [REMAKE]Clinkz the Bonefletcher

ultimate is overcomplicated though
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Old 10-11-2009, 06:25 PM   #4
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Default Re: [REMAKE]Clinkz the Bonefletcher

You guys realize that if all 10 arrows hit (Very likely in a team fight) it'll do 250 dps and end up doing around 1000 damage. 1000 damage is ult worthy, forget having it as a skill. You also have every arrow stunning for 0.5 seconds which is hilarious. I don't think you can fix numbers for that skill; its broken conceptually. You're firing Clockwerk assault batteries at the speed of light. Clockwerks already a top pick/ban.

Your ult is way to complicated, I still don't understand it.

Also. Free MKB as a skill sounds pretty fucking broken to me. Especially when your attacking at 200 IAS at around lv 16 with that turned on. (Assuming you have a total of 120 IAS from base agility, and items) (Which you goddamn should on an agility hero)
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Old 10-11-2009, 06:40 PM   #5
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Default Re: [REMAKE]Clinkz the Bonefletcher

searing arrows is more clinkz?
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Old 10-11-2009, 06:53 PM   #6
Dynes
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Default Re: [REMAKE]Clinkz the Bonefletcher

^No but somebody wants to have it used.

Here's a build for that:
MKB
Basher
Scythe of the Vyse
Manta
Whatever 1
Whatever 2

Suggestions: Desolator/Cuirass/Buriza/Butterfly/Divine/etc

And just forget about the shoes, its gonna be full of stun anyway...
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Old 10-11-2009, 06:54 PM   #7
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Default Re: [REMAKE]Clinkz the Bonefletcher

@DaemonLasher

you do realise that its a huge "IF", right?
why dont you complain about Invoker's Meteor then? and you didn't count the natural 25% magic reduction.

1000-250=750 Magic Damage
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Old 10-11-2009, 07:08 PM   #8
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Default Re: [REMAKE]Clinkz the Bonefletcher

based from the ulti suggested by OP... what if it works like this.. You cast death pact to any ally and if one of you dies, they/him will heal you for 50% hp or vice versa..

lvl 1 - 1 death pact
lvl 2 - 2 death pact
lvl 3 - 3 death pact
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Old 10-11-2009, 07:16 PM   #9
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Default Re: [REMAKE]Clinkz the Bonefletcher

Quote:
Originally Posted by AbyssPetra View Post
@DaemonLasher

you do realise that its a huge "IF", right?
why dont you complain about Invoker's Meteor then? and you didn't count the natural 25% magic reduction.

1000-250=750 Magic Damage
Because Invokers meteor is Slow and its over a longer period of time for damage. Who said Invoker was balanced anyways? Fact being that as of now, in most games the picks you see are all AoE stuns and slows. Your firing off an epicenter in less time, and it mini stuns.
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Old 10-12-2009, 01:05 AM   #10
kings.empire
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Default Re: [REMAKE]Clinkz the Bonefletcher

Wow, thanks everyone for commenting on my attempt of a remake!

Quote:
... Hmmm... sounds good but still too close to original. I like the fire though.
Thanks! Though I think the fire might need to be tested as a potential 1k damage over time might be too powerful as a later post suggested.

Quote:
ultimate is overcomplicated though
Basically, Clinkz casts Death Pact on an enemy hero. If that enemy hero dies, Clinkz gets healed. However if Clinkz dies, enemy hero will get dealt 50% of his Clinkz's maximum hp. If Clinkz casts this on an allied hero and that allied hero dies, Clinkz restores hp based on that allied max hp however Clinkz can restore that ally's hp if Clinkz dies, thus helping the team since he is very fragile.

Now the big issue I'm having with this skill is what if Clinkz Death Pacts a couple Allied heroes and Enemy heroes? If an Allied hero dies, does the enemy get their hp restored as well or what about if an enemy hero dies, would other enemies involved restore hp as well?

Overall this skill although cool, will need to be remade or tweaked which I am currently having a slight problem with.

Quote:
You guys realize that if all 10 arrows hit (Very likely in a team fight) it'll do 250 dps and end up doing around 1000 damage. 1000 damage is ult worthy, forget having it as a skill. You also have every arrow stunning for 0.5 seconds which is hilarious. I don't think you can fix numbers for that skill; its broken conceptually. You're firing Clockwerk assault batteries at the speed of light. Clockwerks already a top pick/ban.

Your ult is way to complicated, I still don't understand it.

Also. Free MKB as a skill sounds pretty fucking broken to me. Especially when your attacking at 200 IAS at around lv 16 with that turned on. (Assuming you have a total of 120 IAS from base agility, and items) (Which you goddamn should on an agility hero)
Hmm...sry I misjudged how long 0.5 second mini-stun was...I just wanted it to deal a real minor stun, I'll reduce it to 0.3 second or something as apparently 0.5 seconds is longer than I expected. Also as for the arrows, they randomly land in a 450 AoE and each arrow AoE is currently at 275 which is retarded for a thin piece wood...just didn't want to make it completely useless as it does cost HP instead of mana, will reduce to 200AoE. Be aware that he is forced to channel this skill for 2.5 seconds to get full effects of random chance and luck.

Basically Clinkz Death Pacts heroes or units, they'll have a status saying "This unit is Death Pact" to know they've been Death Pact'd. If anyone who dies with Death Pact on, it will restore HP to others who also have the Death Pact status.

That is the main concept, however problem arises when an enemy with Death Pact status on him kills an ally with Death Pact status on him. Would the enemy also restore hp or will it just be Clinkz and possibly any other allies he Death Pact'd?

So currently, all I have is that if Clinkz dies himself, he'll deal 50% of his max hp in damage to Death Pact'd enemies and heal 100% of his max hp to Death Pact'd allies. Since he died, Death Pact status is immediately eliminated since the Pactmaker died.

As for his new Strafe, it comes at a deadly cost of 25 hp/sec. With him being extremely fragile and low hp, I thought I should give him a huge bonus. So yeah, if the mini-stun effect is too much, I'll just take it off then. Also, its only a 25% chance to deal +45 bonus damage and a mini-stun. Yes he is attacking at 80% with already +48 damage, but again, he is losing 25 hp/sec and this is his only real source of how he can damage heroes severely since his base damage starts off really crappy at the start. So IMO I think the added MKB effect should stay.

Quote:
searing arrows is more clinkz?
Hmm...kind of wanted to combine it with strafe but...I really don't like his orb-effect which is why it is just +48 damage. Flame Barrafe provides for your fire arrow needs though...kind of.

Quote:
^No but somebody wants to have it used.

Here's a build for that:
MKB
Basher
Scythe of the Vyse
Manta
Whatever 1
Whatever 2

Suggestions: Desolator/Cuirass/Buriza/Butterfly/Divine/etc

And just forget about the shoes, its gonna be full of stun anyway...
Er...are you talking about Searing Arrows? Could add Lifesteal to that list as well which is what he'll probably should be getting to negate that nasty 25 hp/sec cost for strafe...

Quote:
@DaemonLasher

you do realise that its a huge "IF", right?
why dont you complain about Invoker's Meteor then? and you didn't count the natural 25% magic reduction.

1000-250=750 Magic Damage
Actually the damage can exceed 750 dmg as the timer does reset per arrow. So if an enemy gets hit by the last arrow, Clinkz will have enough time to launch another Barrage and further extend the DoT to huge amounts! Hmm, I think I might need to reduce the duration to 2 seconds or something...then again this skill costs 140 HP which is NOT good for Clinkz...

I think I'll just reduce the duration to 3 seconds...

Quote:
based from the ulti suggested by OP... what if it works like this.. You cast death pact to any ally and if one of you dies, they/him will heal you for 50% hp or vice versa..

lvl 1 - 1 death pact
lvl 2 - 2 death pact
lvl 3 - 3 death pact
Hmm...this can be quite a nerf as Clinkz won't be able to target creeps and heal off of them which is what my skillset direly needs.

I thought of casting Death Pact on a single units and if that Death Pact'd unit dies, it will restore hp in like a 1000 AoE or something...Same goes for Clinkz if he ever dies as well. But sadly, this works way too similar to Bloodstone...so I got to keep thinking about it. Thanks for the suggestion though.


Quote:
Quote:
Originally Posted by AbyssPetra
@DaemonLasher

you do realise that its a huge "IF", right?
why dont you complain about Invoker's Meteor then? and you didn't count the natural 25% magic reduction.

1000-750=750 Magic Damage
Because Invokers meteor is Slow and its over a longer period of time for damage. Who said Invoker was balanced anyways? Fact being that as of now, in most games the picks you see are all AoE stuns and slows. Your firing off an epicenter in less time, and it mini stuns.
Mini-stun reduce to 0.3 seconds, AoE of arrow reduced to 200, and duration lasts 3 seconds now.

And yeah, since AoE dominates DotA, the only real way for Clinkz to see any light in main competition is to have one himself.


Again thanks for replying guys!
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Old 10-12-2009, 01:16 AM   #11
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Default Re: [REMAKE]Clinkz the Bonefletcher

Im going to disagree with the only way Clinkz will see gameplay is by having some retarded dumbed down epicenter as his second skill. Look at Nerubian Assassin and Viper. Currently at the top of the pick/ban list because of how completely mind raping gankers they are; They dont need AoE (NA's impale helps tho)

My suggestion is remove the ministun on Barrage, Nerf down numbers abit or put a cap to how much damage you can take from Barrage (IE:A buff placed on an opponent, after they've taken 5 hits from Barrage they can't take any more for 10 seconds). I can live with the strafe but we'll have to see a test map or something.
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Old 10-12-2009, 02:31 AM   #12
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Default Re: [REMAKE]Clinkz the Bonefletcher

Quote:
Er...are you talking about Searing Arrows? Could add Lifesteal to that list as well which is what he'll probably should be getting to negate that nasty 25 hp/sec cost for strafe...
I'm talking about a plausible stun-retarded build from your proposed skillset, with extra damage through illusions, Armor Redux, Critical, Brute Damage, etc.
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Old 10-12-2009, 04:17 AM   #13
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Default Re: [REMAKE]Clinkz the Bonefletcher

Quote:
Im going to disagree with the only way Clinkz will see gameplay is by having some retarded dumbed down epicenter as his second skill. Look at Nerubian Assassin and Viper. Currently at the top of the pick/ban list because of how completely mind raping gankers they are; They dont need AoE (NA's impale helps tho)

My suggestion is remove the ministun on Barrage, Nerf down numbers abit or put a cap to how much damage you can take from Barrage (IE:A buff placed on an opponent, after they've taken 5 hits from Barrage they can't take any more for 10 seconds). I can live with the strafe but we'll have to see a test map or something.
Might as well make the cooldown 10 seconds if you put it that way. Totally forgot how much rape Viper is. Got to stop playing OMG mode I suppose. Will remove the mini-stun, but I question if this skill will stand without it as I see a possible minor 25 dmg per second scenario for a cost of 140 hp...I mean players won't honestly run around in the area of the falling arrows will they? Course in team battles might be a different story as Clinkz will ultimately be in the way back when he casts this...

Overall I think I might lower the Health Cost or just implement the usual Mana Cost for this skill. That and I'll take out the mini-stun and hope Clinkz's team will be well supported with stuns and tanks (as he should...).

As for Strafe, yeah, testmap is definitely needed to prove if it's balance or not, however I unfortunately have no skills in test making...so the best we can do atm is point out possible situations and ponder if it's balanced or not...like the next post I'm going to respond to.

Quote:
Quote:
Quote:
Er...are you talking about Searing Arrows? Could add Lifesteal to that list as well which is what he'll probably should be getting to negate that nasty 25 hp/sec cost for strafe...
I'm talking about a plausible stun-retarded build from your proposed skillset, with extra damage through illusions, Armor Redux, Critical, Brute Damage, etc.
?! Are you saying the % for mini-stun can be carried over? If so...does that mean manta works for the likes of sniper, void, slardar and such? Or does toggle skills work differently? Sorry, I'm not as informed as most users on this board of what works and what doesn't...

But basically, you're saying 25 hp/sec isn't enough of a hinder for Clinkz to worry about then correct? Understandably so...if maxes this at level 4 when he's lvl 7...he can kill a a lot of heroes making him a great overpowered pubstomper since he should be able to kill easily in 5 seconds at max and probably less if he gets lucky with the mini-stuns. Also against quite a bit of heroes...he can quite possibly pwn them with ease. Nukers are still his weakness however and if an enemy hero out tanks his insane DPS, Clinkz himself might die due to the 25 hp/sec degen + damage from enemy hero + any nukes.

That 25% is starting to look a bit too strong now...guess 48 damage is enough then right?

Sadly I noticed this doesn't change his gameplay much...so I'm probably going to have to rethink strafe then...


Oh, as for Death Pact...how about just keep it as is and just add an AoE for the heal to it? Would make pushes great...and would synergize with other heroes with summons and a nice way to heal the team...or Clinkz can now get a Helm of Dominator and dominate a creep for it to be used and sacrificed...but damn that's just too unoriginal for my tastes.

Back to the drawing board!
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Last edited by kings.empire; 10-12-2009 at 04:20 AM.
Old 10-14-2009, 08:38 PM   #14
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Default Re: [REMAKE]Clinkz the Bonefletcher

They have ministuns, fake ones though (you can still move), just for the art...

But I mean that while the illusions hit the enemy, you cast that multiple mini-stun, then hex, then wait for cd, then...

And its because it has lots of ministuns, maybe only Davion can stun him, because it has no casting animation.
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Last edited by Dynes; 10-14-2009 at 08:41 PM.
Old 11-02-2009, 10:24 PM   #15
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Default Re: [REMAKE]Clinkz the Bonefletcher

^ Don't have to worry about mini-stuns anymore. Remade my remake, this time his role doesn't exactly stray too far with the new changes I made.

New opinions on this please.
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Old 11-03-2009, 05:15 AM   #16
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Default Re: [REMAKE]Clinkz the Bonefletcher

Errr... the Hellfire Arrow... it can burn 140 mana with 1 hit at level 4... which can be stacked (reductively), but at the same time it takes 105 hp to fire, and your STR gain is 15+1.6.... The mana burn is too much on initial hit, and the HP cost is too much for a paper hero. It is totally anti-synergetic with the hero.

His Strafe does an extra 30 damage in addition to its increased attack speed... which heals you. Your Ulti can boost your damage by 140 for 15 seconds... has a cooldown of 25 seconds, and takes 125 mana only. These 2 are just overpowered, the Ulti doesn't even try to balance itself out, and Strafe's 25hp/second penalty is moot when you are draining 30 hp per second and will be firing 80% faster than usual.
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Old 11-03-2009, 03:30 PM   #17
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Default Re: [REMAKE]Clinkz the Bonefletcher

Quote:
Errr... the Hellfire Arrow... it can burn 140 mana with 1 hit at level 4... which can be stacked (reductively), but at the same time it takes 105 hp to fire, and your STR gain is 15+1.6.... The mana burn is too much on initial hit, and the HP cost is too much for a paper hero. It is totally anti-synergetic with the hero.
Not a mana burn but a mana drain type spell like KotL's Mana Leak and Lion's Mana Drain. At lvl 4 he can indeed drain 140 mana and slow, but that is all it does if he just fires it and do not attack. 105 hp is required since this spell is powerful and to provide some synergy with his ultimate that heals him. Since the ultimate only has a short cooldown of 25 seconds, he can easily spam it.

However for what it does, the spell might need to last at a solid 4-5 seconds instead of 7 since 4-5 seconds is quite long now that I think about it.

Quote:
His Strafe does an extra 30 damage in addition to its increased attack speed... which heals you. Your Ulti can boost your damage by 140 for 15 seconds... has a cooldown of 25 seconds, and takes 125 mana only. These 2 are just overpowered, the Ulti doesn't even try to balance itself out, and Strafe's 25hp/second penalty is moot when you are draining 30 hp per second and will be firing 80% faster than usual.
The crappy thing about this strafe is that when you get stunned, that hp drain is going to hurt you massively if you max level it at 7 unless you go in to ww. And thats the benefit and penalty of this spell, he needs to absolutely attack or be in ww to negate the penalty. If he doesn't, he will lose 25 hp/sec. This means he will need to toggle it on then go in to ww, wait 5 seconds and then proceed to gang up on enemy hero so if his gank fails, he won't have to worry of taking the unneccessary hp loss since it does have a 5 second cooldown.

Since I can't exactly test it, I wanted to be fore sure Clinkz will be able to heal himself more than he hurts himself. So just a minor 5 hp sap difference was created to insure this. However if 30 seems to be too much, should I nerf it to scale 10/15/20/25?

The reason that attack bonus lasts so long for Death Pact is that you need a creep to sacrifice first. It's not like Clinkz can get instant damage in the palm of his hand like Broodmother or Sven. Not to mention he is still paper with skills that cost from his own hp which is why that 25 second cooldown is absolutely needed. Also those very skills prevent him from being at max hp so getting the full bonus may not happen quite as often.

It's like his skills are freakin powerful, but it also nerfs him at the same time.

Changes that will be made though:
-Reduce duration of HellFire Arrow to 4 seconds at all levels
-Reduce Cooldown of HellFire Arrow to 10 seconds at all levels
-Increase Mana Cost of Death Pact to scale 90/120/150
-Reduce Casting Range of Death Pact to 400
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Old 11-03-2009, 09:25 PM   #18
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Default Re: [REMAKE]Clinkz the Bonefletcher

I'd like to see this Clinx T-Up.
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Old 11-03-2009, 10:03 PM   #19
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Default Re: [REMAKE]Clinkz the Bonefletcher

The aim of reducing the enemy mana to 0 is...
...is just a crying shame for the target, maybe a low mana depletion rate for the more accessible damage at 75% target mana, 75% is just for example.

And yes, this is now a siege hero in addition of being an anti-unit.
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Old 11-04-2009, 12:34 AM   #20
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Default Re: [REMAKE]Clinkz the Bonefletcher

Thanks for considering my comment, I need to point out that your Hellfire Arrow has a cooldown of 10 seconds and a duration of 4 seconds, so it isn't possible to stack anymore. Maybe increase the duration to 16 seconds but lower the mana drain rate to be the same... like 5 per second. So you still drain 80 mana, and have a 6-second window to stack the next Hellfire Arrow.
Although this would still be anti-synergetic with the fact that Clinkz is supposed to stack hits fast... so maybe
a) you reduce the cooldown, mana-drain and hp-cost to a point where you can auto-cast it, like Huskar's Burning Spear...
b) or just remove the stacking portion and rebuff it to be worthy of a 10 second cooldown skill.

I must say though that I'm not really in support of another Huskar type hero(HP manipulation), but I'll try to stick around and point out other things you might miss.
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