|
|
#1 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Banned
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 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.
__ ____. ________. _______. ___. _______. __________________________. Mana Cooldown C. Range AoE Duration Effects 1 75 20 sec N/A N/A 20 sec Seperates 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. 2 75 20 sec N/A N/A 25 sec Seperates 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. 3 75 20 sec N/A N/A 30 sec Seperates 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. 4 75 20 sec N/A N/A 35 sec Seperates 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:Hellfire Arrow - Single-target, Slow, DoT
- 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.
__________ __________
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.
__ ____. ________. _______. ___. _______. __________________________. Mana Cooldown C. Range AoE Duration Effects 1 75 Hit Points 10 sec 800 N/A 4 seconds Launches 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. 2 70 Hit Points 11 sec 800 N/A 5 seconds Launches 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. 3 65 Hit Points 12 sec 800 N/A 6 seconds Launches 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. 4 60 Hit Points 13 sec 800 N/A 7 seconds Launches 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:Strafe - Active, Toggle On/Off, Buff
- 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.
__________ __________
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.
__ ____. ________. _______. ___. _______. __________________________. Mana Cooldown C. Range AoE Duration Effects 1 10 hp/sec 5 seconds N/A N/A Until toggled off Gives Clinkz +20% attack rate and saps 15 hp from his enemy per hit. 2 15 hp/sec 5 seconds N/A N/A Until toggled off Gives Clinkz +40% attack rate and saps 20 hp from his enemy per hit. 3 20 hp/sec 5 seconds N/A N/A Until toggled off Gives Clinkz +60% attack rate and saps 25 hp from his enemy per hit. 4 25 hp/sec 5 seconds N/A N/A Until toggled off Gives Clinkz +80% attack rate and saps 30 hp from his enemy per hit.
Notes:Death Pact - Active, Buff
- 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
__________ __________
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.
__ ____. ________. _______. ___. _______. __________________________. Mana Cooldown C. Range AoE Duration Effects 1 90 25 sec 400 N/A Attack boost lasts 15 sec Kills 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. 2 120 25 sec 400 N/A Attack boost lasts 15 sec Kills 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. 3 150 25 sec 400 N/A Attack boost last 15 sec Kills 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.
|
|
#2 |
Member
Join Date: Oct 2009
Posts: 27
|
... Hmmm... sounds good but still too close to original. I like the fire though.
|
|
|
|
#3 |
Banned
Join Date: Jun 2009
Location: Germany
Posts: 4,212
|
ultimate is overcomplicated though
|
|
|
|
#4 |
Member
Join Date: Aug 2009
Posts: 895
|
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) |
|
|
|
#6 |
Member
|
^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... |
|
|
|
#7 |
Member
|
@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
__________________
|
|
|
|
#8 |
Member
Join Date: Jun 2009
Posts: 714
|
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 |
|
|
|
#9 |
Member
Join Date: Aug 2009
Posts: 895
|
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.
|
|
|
|
#10 | |||||||||
Banned
|
Wow, thanks everyone for commenting on my attempt of a remake!
Quote:
Quote:
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:
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:
Quote:
Quote:
I think I'll just reduce the duration to 3 seconds... Quote:
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:
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! |
|||||||||
|
|
|
#11 |
Member
Join Date: Aug 2009
Posts: 895
|
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. |
|
|
|
#12 | |
Member
|
Quote:
__________________
Dynes: I don't believe you. /care
I'll hand it over to DotA 2... for now. |
|
|
|
|
#13 | |||
Banned
|
Quote:
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:
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! |
|||
|
||||
| Last edited by kings.empire; 10-12-2009 at 04:20 AM. | ||||
|
|
#14 |
Member
|
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.
__________________
Dynes: I don't believe you. /care
I'll hand it over to DotA 2... for now. |
|
|
| Last edited by Dynes; 10-14-2009 at 08:41 PM. | |
|
|
#15 |
Banned
|
^ 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.
|
|
|
|
#16 |
Member
Join Date: Oct 2009
Location: location, location!
Posts: 2,833
|
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. |
|
|
|
#17 | ||
Banned
|
Quote:
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:
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 |
||
|
|
|
#18 |
Member
|
I'd like to see this Clinx T-Up.
__________________
85th out of 719461
----------------------------------------------- Turkish Gaming Center @www.gamehonor.com |
|
|
|
#19 |
Member
|
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.
__________________
Dynes: I don't believe you. /care
I'll hand it over to DotA 2... for now. |
|
|
|
#20 |
Member
Join Date: Oct 2009
Location: location, location!
Posts: 2,833
|
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. |
|