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Stampede Kalantar's kodo charges towards a target area, dealing heavy damage from the distance traveled to enemies in a target location. Kalantar moves at the maximum speed available (522). Units that are passed by prior to the area of target are dealt with 50% of initial damage.
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Banner Bond Kalantar implants a flag on a target enemy, bonding their faiths, through every distance Kalantar walks. Every distance Kalantar walks deals damage respectively to his already implanted foe, there is a max cap. Removes debuff when cap damage has already been dealt on target Lasts 10 seconds. Will stack upon each other if casted again with previous cast.
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Fault Zone Kalantar manipulates the geological factor of the ground and creates a tremendous fault. The slip and slide of rocks cause all enemies in an area around him to be knocked-back to him, the fault becomes an unpathable terrain, units cannot walk out. Fault lasts for 3 seconds.
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War Drums![]() Kalantar goes into a frenzy playing his well-tuned drums at full blast, creating sound waves that blasts all throughout an area of effect, pushing all enemies out to a 325, 425, 525 AOE. The knockback, stun and slow will not occur until all sound waves have finished hitting their targets.Each wave will occur every .5 seconds. and will have respectively .5 sec ministuns each.
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Synergy Stampeding towards your enemies + trapping them gives you a kind of 1v1 mode. Catch in an ally with you and its a great handicap mode for a full 3 seconds. + Charging is the initiating skill, then once you've charged through, pull them in with Fault Line, now activate your War Drums. Once they've been pushed out, instantly cast Banner Bond to further give your enemy some more punishment. Its possible to deal full potential, use stampede wisely since it has a max 522 MS speed and this will make using Banner Bond so much easier. |
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#2 |
Forum Staff
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Reduce the number plizzz... it will give allies upto 60% ms which means maximum movespeed with only a boots...
Also the second skill, it's like a divine to have 200 bonus damage...about 80 is ok I think BTW, nice idea for now..
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#3 |
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Thanks for the comment, I'm reducing the numbers and finishing up the hero. Its still in a bit of progress.
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#4 |
Member
Join Date: Jul 2009
Posts: 430
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not bad, not bad. I like the ult.
Strategic placing skills are always fun.
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1) Another pointless suggestion. 2) Cool story, bro. 3) Obvious troll is... well you know. |
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#5 |
Member
Join Date: Jun 2009
Posts: 430
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This is really well thought-out. I love the first skill, it's great for chasing. The second skill is great because, when you're chasing enemies, you get the creeps to hit the hero, building up the extra damage, and then you smack the enemy you're chasing for the extra damage boost. The ultimate is like a better version of charge? It's alright.
Anyways, what I'm worried about is the 3rd skill. How does this synergize at all with his chaser role?
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#6 |
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Thank you 1nvok3r. Skill #3, Tremble puts enemies in a straight line ahead of Kalantar. This allows you to use your last skill to ram the enemy. This gives you an assurance that the enemy hero will be hit first.
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#7 |
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Good hero suggestion, but don't forget his rider, the little goblin in his back playing drums.
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#8 | |
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Join Date: Jun 2009
Posts: 430
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#9 |
Member
Join Date: Jul 2009
Location: Vancouver
Posts: 1,614
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thumbs up for good model choice, strategic skills, and overall badass points for using an orc, dota needs more badass mo fo Orcs
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#10 | |
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Join Date: Jun 2009
Posts: 91
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edit: oh yeah, T-up. Nice balance of skills. One question though: does the damage return skill calculate damage post or pre-reduction? Would be nice if it were coded to calculate damage pre-reduction, to make him a better tank. |
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| Last edited by pnoize; 07-11-2009 at 04:39 AM. | ||
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#11 |
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Okay, it is a Gremlin.
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#12 | ||
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#13 |
Member
Join Date: Jun 2009
Posts: 2,577
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I was already reading this suggestion when you replied on my topic. Haha, thanks btw!
Sorry but I won't be giving scores atm (and I don't think I'm in my right objective mind yet) since it will be a bit unfair on your part since as you've said, it's not really all that complete yet. Ability 1 - A very nice and supportive ability. Though I'm not really digging the whole 50 units thing. That's way way too short, BUT the fact that it synergizes with your Ultimate that way, makes it kind of hard to fix. The number of stacks IMO should not scale with level so that the ability will be at its simplest. *I just received your PM now* *wink* *wink* Ability 2 - A bide-ish ability. I thought it was spammable? 35 seconds isn't spammable, might be a mistype on your part. I've seen better bide type abilities but this one can hold itself on its own. A lot of what I've seen is mainly an area bide, but I guess the fact that this skill is supposed to be spammable, then that's justifiable. Like it (just fix the cooldown though). Ability 3 - The tooltip may seem a bit confusing. I'm quite neutral on the ability but maybe if there was a little tweak on the condition, then it'd be better. Making it work on enemies around you sounds a bit wrong. Maybe making it work on heroes in front of you in a 45-60 degree arc with a 400-500 distance from you works better. Just my two cents though, its still your call. Ability 4 - I like the ability, it works. But maybe 50 units is a bit short, in fact its pretty negligible. I think it would also be beter if MAYBE you could also make the collision effects be applied to an area (again, 45-60 degree arc, all targets 150 units in front of you). I think it works that way. A question though, what if you collide with an enemy but you haven't reached your targetted location, what will happen? Will the ability continue? Will it charge up again until you reach another target? Overall: I like your hero. It's not bad for a Kodo beast, might need some fixes with the number of units but concept wise, I understand and see where your coming from. Question again btw, how does 2nd skill synergize with your whole skill set?
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#14 | |
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If you collide with an enemy but haven't reached the target location, you will stop 150 units after you have hit a unit, and hit the other units from that 150 stop. The skill will completely stop, that's what gives this hero limitations. Skill 2 synergizes because when you are running towards the enemy, you are barraged with attacks from towers, creeps and other things that cause you damage. Allowing Outburst to be filled up. Giving you a +200 damage skill that can deal a lot of damage. |
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#15 |
Member
Join Date: Jun 2009
Posts: 2,577
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and have I mentioned I rofled on your sig?
Might do the same thing -> IT DOES ATTRACT ATTENTION oops sorry about this post... I thought I would be updating my other post. Sorry again
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| Last edited by chadpiety123; 07-11-2009 at 07:08 AM. | |
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#16 |
Member
Join Date: Jun 2009
Posts: 2,577
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Oh, so if you stupidly cast your Ulti, at some point far from civilization, then tendency is you won't reach the target because you have already collided with a target. That's a bit sad, maybe you could make it charge up again until you reach the location, but that might be iMBA.. oh well.
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#17 | ||
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Quote:
.Quote:
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#18 |
Member
Join Date: Jun 2009
Posts: 2,577
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I was thinking charge up again, since it's an Ulti, but man that might be IMBA.. but then again, a proper player would not actually charge to oblivion but only up to beside a target so as to get the kill, right?
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#19 | |
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EDIT:Never mind, i just made the next charge 50% reduced damage in the next charge to avoid abuse and imba-ness. The stun will also be cut in half the next time around. |
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| Last edited by king_james; 07-11-2009 at 08:16 AM. | ||
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#20 |
Member
Join Date: Jun 2009
Posts: 2,577
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For a maximum of?
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