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The Lord of the Clans Thrall
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Attribute Bonus Lucid Dream Windfury Rally of the Warchief![]() Thrall, Lord of the Clans is an elementalist that was implemented into the current game as the Disruptor and Shadow Demon. Amplify Damage and Purge stun was reborn within Shadow Demon, and the thematic concept and the overall collaboration by the community brought forth an amazing Lightning Archon that has amplifying magic. ![]() The visionary young leader of the Shamanistic Horde, Thrall a cunning Farseer calls upon the very elements to aid him in battle. Controlling the spirits around him to create a blast of elemental warding, Thrall can negate or amplify damage by melting the armor of all who dare stand to oppose him. Equipped with the mighty Doomhammer, passed on by generations of warchiefs, he is eager to defend the world tree from the Demonic taint that haunts his people's dark history. WindfuryAbility Type: Active Targeting Type: Instant Ability Hotkey :R
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#2 |
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Join Date: Jul 2009
Location: Vancouver
Posts: 7
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ha, pretty cool idea.
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#3 |
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Cool. I just don't understand the first skill for now, since its under construction.
Warchief's Command is a good skill. Although it will be overpowered late game. Doom Hammer seems nice, just tighten it up with some more effects. Also, i suggest you take out the (Quote)(/Quote), it makes the presentation look ugly. |
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#4 |
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Join Date: Jun 2009
Posts: 430
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I love this hero. T-up for the implement.
I assume Warchief's Command affects their base attribute and does not include bonuses? |
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#5 |
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Join Date: Jun 2009
Posts: 2,851
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No need to remove auras and debuffs.
Aura removing seems impossible. Just give a 10000% speed self aura.
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#6 |
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#7 | |
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Quote:
To Clarify, the Movement speed buff negates anything that SLOWS. Its designed for Thrall to keep running at his own natural pace, so movement speed increasing items like BoT is def T-Up on him. |
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| Last edited by AmplifyDamage; 07-07-2009 at 12:56 AM. | ||
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#8 |
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Support this hero, looks nice..
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#9 | |
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Join Date: Jul 2009
Posts: 14
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#10 |
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Don't let the numbers fool you, everything is still just a concept.
I nerfed the armor value by half (down to 10). This will be the bread for your butter (which is Warchief's Command) |
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#11 | ||||
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Quote:
Reduce the duration. This will deal 500 damage which is too powerful. Or, reduce the damage value. Quote:
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#12 | |
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to start off i'm gonna say Banehallow doesnt have invisibility. i dont really know why you're harshly comparing one's ult to a starter spell. Frost wolf's main use is to let Thrall keep juking and healing without being shut down by melee opposition in your face. Once it's activated, he cannot be slowed until the end of the duration. he is immune to movement speed imparing effects. Same cannot be said for Banehallow. Thrall's ms is just below Chaos Knight's, placing him as second fastest base ms hero. The raw movement speed and the active skill will create synergy on it's own. I definitely need to balance Molten Armor, since the values are still concept. Warchief's Command's value is definitely too strong with 20%, i'm contemplating if i should reduce it to 10% and reduce cooldown to 10 seconds. (numbers can always change) Let me explain Doom Hammer to you: It's nothing like Rexxar's roar, simply because one is click and instagg. where as Doom Hammer, is along the lines of Flamebreak. the initial 2second channel and the fast moving projectile hammer's FIRST initial target gets stunned. (similar to Flamebreak/Elune's arrow) the distance the hammer can travel is roughly the same as hook. the AoE of the Thunderclap animation isn't that big, and the purge that takes place inside that AoE is hardly game breaking. |
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| Last edited by AmplifyDamage; 07-07-2009 at 05:35 AM. | ||
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#13 | |
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Quote:
Also sorry for the ulti. I misunderstood it ^^. Nice ulti now I see....
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#14 |
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Location: Malaysia
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Make him strength in sentinel side. i'm already excited because he is my favorite model of warcraft lore. Btw nice ultimate but I think projectile speed should be a little faster than Elune's Arrow.
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| Last edited by Whitefang; 07-07-2009 at 04:25 AM. | |
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#15 | |
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Quote:
The reason why I picked [INT] to be his main attribute is simple, to have better synergy with his spellcasting, since earlygame he is nothing but a support/buffer. If he was to be strength, getting mana regen would seem almost like a chore, and not only that, he would be encroaching on Huskar's territory. (they have same range) Don't forget he's a Farseer
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#16 | |
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Join Date: Jun 2009
Location: Malaysia
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Quote:
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| Last edited by Whitefang; 07-07-2009 at 04:57 AM. | ||
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#17 |
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-I gave his Frost Wolf skill raw ms bonus. (still concept)
-I think it relieves me knowing that theres a ingame skin for a white wolf now. lol |
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#18 |
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Join Date: Jun 2009
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OMG great hero i liked this one
![]() But since the ultimate is a lightning hammer, why it travel as the speed of Elune's Arrow and not as Windrunner's Arrow? Change the lightning thing or make it faster. And aghanis lower cooldown to half? Ok... i got to confess, medusa should receive one too D: The stats aura should be 4/8/12/16% and making it cost no mana and in level 4 the duration is longer than the cooldown is kind of stupid, isn't? Duration of anti-slow aura should be like 10 seconds or any other number, but 15 seconds like the cooldown is too much. The molten armor ability is great, since it's 100 mana cost. This hero as a lot of potential really really liked it. |
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#19 | |
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Let's compare this regular ability to Lycanthrope's ULTIMATE. Shapeshift Shapeshift (F) A Full Moon curdles the blood of the Lycanthropy. He transforms into a Wolf with extra hit points, 30% to deal a 1.5x critical strike, and increased attack speed (BAT from 1.7 to 1.4). This gives him and his units the ability to move at a constant maximum speed and not be slowed. Level 1 - 100 bonus hit points, lasts 14 seconds. Level 2 - 200 bonus hit points, lasts 15 seconds. Level 3 - 300 bonus hit points, lasts 16 seconds. Mana Cost: 100 Cooldown: 100/70/40 I give a giant t-down to this Frost Wolf ability. It has the most important portion of Banehollow's ultimate -- UNABLE TO BE SLOWED -- with the same duration and a SIGNIFICANTLY lower cooldown. Thrall wouldn't gain the same chasing ability that Lycan gets with his maximum MS buff, but with the 60/50/30/15 cooldown, Thrall could feasibly go an entire game COMPLETELY unaffected by slowing auras and abilities. Invoker's Ice Wall, Naix's Open Wounds, Omniknight's Degen Aura, ALL made USELESS with the click of a button. And worse, this button is on a 15 second cooldown at level 4..... WITH A DURATION IS 15 SECONDS. FULL IMMUNITY TO SLOWS? SERIOUS T-DOWN. |
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| Last edited by bimjowen; 07-07-2009 at 05:18 AM. | ||
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#20 | ||
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The reason why i designed the duration longer than the cooldown is to encourage spell spam, and if micro'd at the right timing the 10%bonus stacks 3 times. If you manage to land a spell into your rotation without buffs falling off, then you succeed in having Warchief's Command active 24-7 lategame. I've added info stating Thrall's vision being 1800/1800 The Farseer can still see far even at night :P ---------- Post added at 10:33 PM ---------- Previous post was at 10:15 PM ---------- Quote:
definitely numbers are still looking rough, but i dont know what you're getting worked up about. the durations and cooldown #'s can easily be changed in seconds. hahaha I reduced duration down to 10 seconds. everything you described about lycan's ult, proves how scary his ult is. It's nearly impossible to code immunity to auras, so expect Omniknight to catch up to him. I think you fail to realise Thrall isn't Lycanthropy, hes a squishy caster unit, where as Lycan is a scary fast attacking dps carry. definitely numbers can change in the future, but there's a new wolf in town. :P |
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| Last edited by AmplifyDamage; 07-08-2009 at 12:46 AM. | |||