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Old 10-21-2009, 11:22 PM   #1
Singhilarity
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Default [HERO - AGI Neutral] Quetzal, Harpy Windwitch


Harpy Windwitch


"The harpies are a dangerous group of ariel scavengers who bandit the skies of Kalimdoor. Among their most deadly are the Windwitches, who use their mastery over the flows of air to create devastating windstorms - often tossing confused and hapless travellers directly into their dire clutches."

Role: Battlefield Control, Buff/Debuffer, Support, Hunter

Attributes
STR
: 15 + 2.4
AGI: 23 + 3 (Primary)
INT: 18 + 1.8

Range: 500
Movespeed: 305

Abilities:

Quote:

Vortex Strike

Active: Buff

"Quetzal blesses the strikes of herself or her allies, causing the air nearby to be drawn towards the point of impact."

Level 1 - Adds 10 damage to the buffed hero, and causes units nearby the unit hit to be drawn towards the point of attack in an AoE of 150. Lasts for 1 attack.

Level 2 - Adds 20 damage to the buffed hero, and causes units nearby the unit hit to be drawn towards the point of attack in an AoE of 200. Lasts for 2 attacks.

Level 1 - Adds 30 damage to the buffed hero, and causes units nearby the unit hit to be drawn towards the point of attack in an AoE of 250. Lasts for 3 attacks.

Level 1 - Adds 40 damage to the buffed hero, and causes units nearby the unit hit to be drawn towards the point of attack in an AoE of 300. Lasts for 4 attacks.

Cost: 45/55/65/75
Cooldown: 12 seconds

Framework: Units with the Vortex Strike buff drag units towards them with each strike. The point that is drawn to is the point of impact, so on a ranged hero, wherever the projectile lands is where units get drawn back towards. Any nearby units, of course, are also drawn to this point.
Units buffed with Vortex Strike get improved damage for the number of attacks the buff lasts.

Quote:

Mana Charge

Active: Debuff/Buff

NOT AUTOCASTABLE (Icon is a placeholder)

With a flick of her feathers, Quetzal shifts the density of a targets mana, weighting her foes, while adding some levity to those who share alliegance with her.

Level 1 - Slows enemies by 0.3% for each 1% mana they have. (30% slow at full mana) Speeds up allies by 1 for each 1% mana they have (a bonus 100 speed at full mana)
AoE: 300

Level 2 - Slows enemies by 0.5% for each 1% mana they have. (50% slow at full mana) Speeds up allies by 1.5 for each 1% mana they have (a bonus 150 speed at full mana)
AoE: 400

Level 3 - Slows enemies by 0.7% for each 1% mana they have. (70% slow at full mana) Speeds up allies by 2 for each 1% mana they have (a bonus 200 speed at full mana)
AoE: 500

Level 4 - Slows enemies by 0.9% for each 1% mana they have. (90% slow at full mana) Speeds up allies by 2.5 for each 1% mana they have (a bonus 250 speed at full mana)
AoE: 600


Duration:
4 seconds at all levels
Cooldown: 10/9/8/7 seconds
Cost: 75/80/85/90
Quote:

Gustshot

Active:
Nuke/Debuff

Using her own velocity to charge a gust of wind, Quetzal blasts a sharp blast of wind over a long distance at her foes. The faster she moves, the more powerful the blast. This wind swirls so powerfully that it disorients all those struck by it, causing even basic movements to become incredibly confusing.

Level 1 - Adds 25% of Quetzal's movement speed to damage and increases the range of her next attack by 75% of her movement speed. The projectile moves at maximum speed. Activates on her next attack. Disorientation last 2.5 seconds.

Level 2 - Adds 40% of Quetzal's movement speed to damage and increases the range of her next attack by 100% of her movement speed. The projectile moves at maximum speed. Activates on her next attack. Disorientation last 3 seconds.

Level 3 - Adds 55% of Quetzal's movement speed to damage and increases the range of her next attack by 125% of her movement speed. The projectile moves at maximum speed. Activates on her next attack. Disorientation last 3.5 seconds.

Level 4 - Adds 70% of Quetzal's movement speed to damage and increases the range of her next attack by 150% of her movement speed. The projectile moves at maximum speed. Activates on her next attack. Disorientation last 4 seconds.

Cost: 50/70/90/110 mana
Cooldown: 6 seconds
Damage type: Physical/Magical (Physical from standard attack, Magical from bonus damage)

Framework: This skill is activated, and then fires when Quetzal makes her next attack. It deals her standard attack damage (physical) and additional damage based off of the value of her current movespeed (as magical damage) and fires at a range equal to her current range (500) plus a percentage based off of the value of her current movespeed.
Gustshot fires like a "Shockwave" spell, moving towards it's target in a line, hitting all the units it passes through on its way to its destination. Any enemy heroes hit (either as the target, or as the projectile travels) will suffer the "Disoriented" debuff, which inverts their movement controls, akin to the Tauren Chieftan's spirit.

Note: Is affected by Vortex Strike. Vacuum effect takes place at the targetted location, after projectile dispersal.
Quote:

Ultimate:
Treacherous Crosswinds

AoE Nuke/Disable - Targetted


Quetzal creates an extremely turbulent patch of wind, making targetting nearly impossible, obscuring sound, and fiercly whipping around all those caught in it.

Frameworks: Creates a zone 750 units large which has tornadoes moving across it (like March of the Machines) from both sides. Each tornado deals damage and knockback upon impact. Enemies trapped inside are silenced and have a miss chance.

Level 1 - Each tornado does 45 (55) damage and knocks back units 30 units. 15% (20%) miss chance. 4 second duration.

Level 2 - Each tornado does 65 (75) damage and knocks back units 60 units. 30% (35%) miss chance. 5 second duration.

Level 1 - Each tornado does 85 (95) damage and knocks back units 90 units. 45% (50%) miss chance. 6 second duration.

Aghanims: Numbers in Brackets

Cost: 175/225/300
Cooldown: 75 seconds
Damage Type: Magical

Creates about 3/4s as many Tornadoes as March of the Machines creates Goblins. Tornadoes have a collision AoE of 75, increased to 85 with Aghanims, and move at a speed of 400

PLEASE FOCUS MORE ON THE MECHANICS AND IDEAS PRESENTED MORE THAN SPECIFIC NUMBERS, ALTHOUGH COMMENTARY ON SPECIFICS IS WELCOME, DO NOT JUDGE BY IT

A LOT IS STILL UP IN THE AIR (pardon the pun) WITH QUETZAL (mechanics, names, etc.) PLEASE FEEL FREE TO CONTRIBUTE IDEAS.
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Last edited by Singhilarity; 10-23-2009 at 01:04 AM.
Old 10-22-2009, 01:54 PM   #2
Infiriel
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Default Re: [HERO - AGI Neutral] Quetzal, Harpy Windwitch

First Skill:
Nice orb - I can`t say anything bad about it
Second Skill:

A bit weird spell - one way it`s IMBA slow for tankers, but other way it`s just useless on INT heroes (hope enemies hasn`t got CM in team), or allies, because i`d rather take Dark Seer for speed up, than this one.

Third Skill:
You need to explain it deeper...
I think that this nuke got a nice syngery with second, but it doesn`t seem very useful, because you`d have to cast it most often at low levels to be effective, but you need to upgrade two skills to do some real harm to enemies.

Ulti:
You should say how many tornados spawn, set thier movespeed, etc.
With the number of tornados equal to numbe of goblins in MoM it`s pure IMBA skill - perfect nuke/disable with 60 sec CD - it just need a better explainations.
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Old 10-22-2009, 04:50 PM   #3
king_james
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Default Re: [HERO - AGI Neutral] Quetzal, Harpy Windwitch

Love the name. I was actually creating a "notepad" hero with the name Quetzalcoatl, a.k.a Flying Serpent using the coatl model. The name is good. Love it.

Disorient is great. Reversed movement on chance per attack. Great skill, Love it. Simple, yet innovative and very situational.

Mana Charge is good. But I think its not meant for an auto-cast ability type. The concept is lovely and creates a good synergy/anti-synergy to high MP holding heroes.

The third skill is interesting, but I don't understand completely. Can you explain further for my sake to avoid the embarrassment on my part?

Ultimate = Exactly how many tornadoes will appear? Since every tornado will deal 45/65/85 damage, it should be relatively balanced to its quantity. Same goes for it effect, stating its similar to March of the Machines, I don't think its fair for the foes to be instantly sucked in from both sides, the counter balance effect is lost. Although great skill. And when you mean both sides, just your trajectory side and the opposite right?

This isn't the full review yet, let me get back on that until the clarifications.
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Old 10-22-2009, 09:30 PM   #4
Singhilarity
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Default Re: [HERO - AGI Neutral] Quetzal, Harpy Windwitch

Thanks dudes.
I'm thinking I'm actually going to combine Gustshot and Disorient into a single skill - a shockwave style projectile that triggers on your next attack after having activated the skill.

The damage is based on your normal damage, plus a percentage of your total movement speed. The range of the attack is based on your own range, plus a percentage of your total movement speed. Then I'll just remove the AoE splash at the end of the projectile as it is currently.

The shockwave will still move towards and hit the target (the unit targetted can't escape, those in the path can) and it will disorient (and damage) all heroes who get struck by it.

The idea is therefor an extremely long range, though not particularly powerful, nuke/disable.


Mana Charge (which name I despise, but am unable to find an effective nomenclature that signifies that it makes both heavy and light, depending on the unit targetted) is not an autocast ability, however the icon I've got here is.
I'll specify that thoroughly in the post. James.

The ultimate is tricky to determine the number of Tornadoes, but I'll see if I can sort it out.

It works like this:



----------> @_____________________@<------------
----->@____-------->@________@<-----------------
---------->@______________@<---------------------
------------------------->@ _______@<-------------
----->@ ---------->@_____@<---------- @<---------


Sorta thing, where @ = tornadoes, moving inwards towards the center from both sides.
____ = ground, and ------>/ <-------- = directions of tornadoes.

Each unit struck by a tornado is pushed in the direction it's moving.
If one is lucky, it should lock heroes in the center, to make a single Gustshot hit *all* of them.

Incidentally, pay special attention to the fact that there's a silence in the Treacherous Crosswinds. As a result, heroes will be unable to cast the spells necessary to speed them up from being hit by Mana Charge.

In place of the Orb Effect, what I'm going to do is put a buff that can be cast on self or allies (even creeps) which adds a miniature Vaccuum effect upon each strike, for a number of strikes, drawing nearby enemies towards the point of contact, and damaging them.

Thanks again dudes.

Changes done. Hopefully it's coherent.
I'd love to hear some feedback.
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Last edited by Singhilarity; 10-23-2009 at 12:59 AM.
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