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View Full Version : Juvia-Intelligence Ganker(would love feedback and votes!)



Gran`Guard
04-16-2010, 08:49 AM
Juvia Intelligence hero


History:
Through time she has seen the animals suffer, the water corrupt, and the forests decay, now however she has chosen to take up sword and use her conjuring powers over water to try and put a stop to the tide of battle and the growing darkness.

I imagine a female hero, much like Nymphora, but more womanlike, her hair is long and dark blue, she is wearing a long bright blue dress, and has butterfly wings, and when she stands still for a little period of time, she will start an elegant dance circling around herself.

Something like this perhaps. (kinda hard to make better since i only got pain to work with)
http://i963.photobucket.com/albums/ae114/clhan174/Juvia.jpg
when she is moving she will "glide across the field on her wings" but when she stands still her wings are folded on her back, much like Pestilence when he moves with flight active, and how the wings are folded when he stops moving.

Affiliation: Legion.
Role: Ganker/support
Base Stats:
Str - 18 (1,4 str gain pr. Lvl)
Agi - 19 (1,6 agi gain pr. Lvl)
Int - 24 (3,1 int gain pr. Lvl)
Type: ranged
Base dmg: 47-54
Speed: 0,59
Range: 550
Attack mechanic: Juvia conjures a water globe and throws it at the enemy, on touch it explodes dealing dmg.
Movement speed: 310
Base Armor: 2,88
Base Magic Armor: 5,50
Quotes:
Move:
"Take a look at the beautiful nature."
(sings)"Drip, Drip, Drop."
"i?d wish it would rain more often."

Attack:
"Feel the wrath of nature!"
"Leave the forest, creature of darkness!"
"I can?t leave this land corrupted!"

Death:
"The rain..it?s beautiful"(if Enchanted rain is active)
"The cleansing will come...eventually"
"Sol, watch over this forest"
Abilities:

Tidal wave-
Description:
Juvia conjures the water in form of a wave from the surrounding nature extracting the powers of the nature, and sends it crushing towards her opponents in the direction of her choosing.

Mana cost: 110/120/130/140
Cooldown: 18/16/14/12
Range: 650
Radius: 300 (375 when used in river.)

Quote: The waters are mine to control.

First of all the concept of this skill is based on the surroundings, which means it deals a constant amount of damage 135/170/210/240 and pushed back the enemy targets 100/150/200/250 units, but has an added effect depending on where the spell is used (legion side, river or hellbourne side)

The use of this spell is pretty much based on the same concept as Zephyr?s gust, but with an added effect instead of a stun.

Legion side ( the wave has a glowing bright blue color) it leaves a trace of cleansing water periodically healing and removing debuffs from the allies standing in the trace heals for .2/.3/.4/.5% of the heroes maximum hp every second they stand in it.

River (the wave is a dark blue color and the radius is increased by 25%) it leaves the enemy with the debuff "Soaked" which slows the movement speed by 5%/10%/15%/20% and attack speed of the enemy by 10/15/20/25

Hellbourne side (the wave now has a greenish glow to it to symbolize the corruption of the surroundings) it leaves the enemies hit tainted by the corruption, dealing 10/15/20/30 magic dmg every second for 3 seconds and negates health regeneration.

Skill mechanic: Juvia glows for a moment as she gathers the energy and then conjures a wave in the wanted direction; the choice of direction is based on that of "Zephyr?s" gust.

Synergy: let?s you get away from or closer to enemies, also has a quite small radius, but has quite balanced effects depending on the place used. also synergizes well with Torrent Mastery, to make an example, push the heroes into radius of the "Torrent" Spell.
Balance: quite low damage, due to the added effects, a balanced cd so it can?t be used constantly and a fair amount of mana required.



Liquid barrier-
Description:
Juvia conjures an everlasting barrier of water around herself, passively increasing magic armor and decreases the effectiveness of physical attacks made against her, it also makes it possible for Juvia, to faster gather water from her barrier increasing the powers of her other abilities.

Liquid Barrier effects: passively increases magic armor by .5/1/1.5/2 and reduces all physical damage taken by 5%/10%/15%/20%.

Tidal Wave: decreases cooldown by .5/1/1.5/2 seconds

Torrent buff: increases radius range by 25/50/75/100

Torrent Mastery buff: lets Juvia keep the movement speed for 2/3/4/5 seconds after exiting the river.

Enchanted Rain: increases the duration by .5 seconds per lvl.

Skill mechanic: the moment it is picked in the same effect as the "Tidal pull" of Kraken, erupts for a second then vanishes leaving Juvia with a passive bluish glow.

Quote: Don?t you think water is refreshing?

Synergy: seeing as Juvia is quite a ?squishy hero? due to low strength gain, this passive ability kinda makes up for it without making her invincible, it buffs her other abilities aswell, but without making them overpowered.

Balance: buffs her surviving/nuking capabilities but without making her the superior ganker.



Torrent Mastery-
Description:
Juvia?s powers of the tide helps her move with increased speed in the water, and teaches her to conjure a torrent of water at the targeted location dealing damage and stunning the enemies hit.

Torrent mastery effect: passively increases the movement speed of Juvia by 4%/8%/12%/15% when moving in the river

Torrent effects: creates a small puddle at the targeted location, after .5 seconds the puddle bursts out a mighty torrent throwing the enemies in the air for .7 seconds damaging for 90/150/210/280 magic damage and stunning them upon landing for .7 seconds.

Range: 700
Radius: 200
Mana cost: 110/125/140/155
Cooldown: 10 seconds

Torrent Skill mechanic: Juvia lifts her arms and a puddle forms at the targeted location and a mighty torrent burst up from the puddle.
Torrent Mastery Mechanic: when Juvia moves in the river a constant small torrent is formed under her. (a good example of this is the same mechanic as Kraken?s Tidal pull.)

Quote: See? It IS possible to drown in a puddle.

Synergy: this ability is good for initiating, and nuking, but must be placed right in order to work, the radius is quite small and it takes .5 seconds for it to activate.

Balance: the mana cost is quite high, and damage is balanced, it is easy to learn but hard to master.


Ultimate-
Enchanted rain-
Description:
Juvia channels forth a gigantic rain cloud covering the entire battlefield, as Juvia draws on the powers of the falling rain, she is invigorated, improving her own combat capabilities, as well as weakening the powers of the enemies. (thanks to Ajhacket for the idea.)

Duration of this spell is 10/12seconds at all lvls, (but is increased to 12/14seconds with four points in Liquid barrier)
Range: 999999
Radius: 999999
Mana cost: 175/150/250/225/300/275
Cooldown: 140/120/120/100/100/80seconds.

Enchanted Rain effects: gives Juvia the "Torrent Mastery" buff for the duration, and converts Juvia?s attacks to magic damage. Every 3 second all allied heroes are cleansed of debuffs, all allies receive a liquid barrier increasing their magic armor by .5/1/1/1.5/1.5/2 and increasing their resists to slow effects by 15%/20%/20%/25%/25%/30%

Corrupted Rain effects: (enemies) during the duration of the rain the enemy heroes gets diseased by the corrupted powers of the hellbourne, this spell places a damage over time effect dealing 10/15/15/20/20/25 magic dmg every second and a debuff giving them 2/3/4 negative magic armor.

Skill Mechanic: after a 4 second channel where she dances around performing a "rain dance", it will start raining over the entire map, all allied heroes will gain the "enchanted rain" effect and will glow a vast bright blue, while enemy heroes gain the "corrupted rain" effect and will glow vastly green.

Quote: Drip, drip, drop.
Note: this ability consists through death, for the entire duration.

Synergy: great spell for killing escaping enemies (like TB?s ult) and good for supporting heroes in team battles and heroes in combat who is out of reach.
Balance: this spell is very mana consuming and is mostly a support spell as it lowers the enemies base dmg, and deals low dmg over time, it also increases the allies survivability with increased hp and mana regen, and resist to slow effects. However the long channel time makes it easy to interrupt and it is easily spotted due to it beginning to rain.
? = Staff of the Master effects

FiskOgHon
04-16-2010, 09:19 AM
You should really use the posted format in the Hero contest Announcement thread. All those colors hurt my eyes :) Especially dark blue is not good on a black background.

I didn't find the will to read this because of layout.

Gran`Guard
04-16-2010, 09:21 AM
thanks man, but got some problems and can?t open the file, pisses me off really but i?ve changed the colors, and i?d like more contributions of replies.
by the way, just realised i wrote "contest" in the poll, i meant "Concept", sorry for the mistake:P

Ajhacket
04-16-2010, 12:37 PM
Ok ramble coming and questions/comments but before I say any of that I would like to note that I like the skillset and general concept.

Skill 1 - I feel like this is very potent and also there are so many effects in play maybe it would be better to retain a damage portion + effect portion to each location the spell is cast that way it would be less cluttering. There is so much going on in this spell that it would be a nusiance to implement and not user friendly, the concept of locational effects is awesome btw and I love it.

For Example:
River = MS/AS + Damage/pushback, Legion = Healing + Damage/pushback and Hellbourne = DOT + Damage/Pushback.

Too potent: 0k 0.8% of hp is regenerated every second for five seconds, late game strength heroes will push the 2000 mark. MATH - 2000 x 0.08 = 180 hp per second or 800 hp over the 5 second duration. (This is also alot stronger than the effect from your ulti)

Skill 2 - Ok passive increase of magic armor and some tweaks to the rest of the skills pretty straight forward. One thing to keep in mind is the fact that increasing magic armor is going to make this hero alot harder to kill when you add the damage reduction from the third skill, too strong? - maybe!
Question: "Torrent buff: increases range by 25/50/75/100"
Are you talking about the aoe affect or talking about the cast range?

Skill 3 - Good nuke, like the passive MS increase for being in the river good for escaping and getting to the gank position.

Ulti - Like the idea of dual effects to both friends and foes again this spell has alot of things going on and maybe it would be better to simplfy it (adding more effects doesnt always make something unique)
Potency: No SoTM max lvl ulti 16 hp/mana x 12 seconds = 192 mp/hp is this enough to make a big difference no, however with the combined effects you might help tip the battle a little but it makes the ulti seem underpowered and kind of boring its a great support skill and I like the idea of rusted weapons for the damage reduction (it goes with the theme) but as a ganker I would be tempted to go a different route you have survivabilty and healing based on your first skill you have two nukes which is great but maybe something the synergizes with those abilities.

Suggestion: Enchanted Rain (Say hello to a Nighstalker like ulti)
"Summons a rainstorm that blankets the map, as Juiva draws on the power of water around her she is inviogorated and her attacks are imbued with the rush of water"

Possible
1. Conversion to magic damage for auto attack and MS speed buff make you nice and hasty so you can catch anyone running.
2. Frostwolf skull type auto attack for duration of Ultimate + MS speed buff.

Just thoughts, hell you could even through a lightning component into the rain debuff/buff.

Well thats my two cents for now.

[Vote: Its good, and needs some changes] - Reason, well themed good choice of spell idea's some great orginality would be fun to play.

Please take a moment to comment/vote on my hero suggestion too, link is in my sig!

Gran`Guard
04-16-2010, 01:34 PM
thanks alot for the comments man, i?ll be sure to change some of the things and i see your points, great idea on remake of ult, and i think your right so im gonna remake it! glad you like it:D btw, skill 1 is as you wrote, think you misunderstood maybe, but it has a constant knockback and dmg, and then depending on the location i wrote the added effects.:)

Ajhacket
04-16-2010, 01:55 PM
What can I say I like ideas that think outside the box and the locational affect is awesome plus I ponder the reason why someone else hasnt noticed it before, the terrains are very much different.

To clarify on my point above about the first skill:
I think the MS increase by charges that stack complicates it too much and you should just remove it. Its a great skill without it and including the movement speed makes for more programing etc and pushes it further towards being unbalanced.

Look forward to seeing what you do with the ulti. Something that can help is working out your spell numbers on a spreadsheet program like MSExcel, I did it on my suggestion and it really helped me to figure out some balance. Even though numbers arent super important they still get you points for thinking things through.

Keep up the good work!

Gran`Guard
04-16-2010, 02:31 PM
ahh okay, thanks for clarifying:)
btw, removed the hp and mana regen, and added the "torrent mastery" effect to it, as to symbolize the water on the ground becoming the same as the "river" movement speed effect:)

Gran`Guard
04-21-2010, 02:38 AM
bump for feedback!

Gran`Guard
05-02-2010, 07:51 AM
bump for feedback

MADD411
05-02-2010, 02:42 PM
T-up simply for location dependence. Hon needs more Ideas like this.

Gran`Guard
05-06-2010, 02:35 AM
bump for feedback!

Gran`Guard
05-11-2010, 03:02 AM
Bump for Feedback!:D

Koiuy
05-11-2010, 03:28 AM
this spell places a damage over time effect dealing 10/15/15/20/20/25 magic dmg every second
Well, since you changed the ulti - attacks done by hero will be converted to magic damage, maybe instead of magic damage per second, what about reduces magic armor*?
Think about it, you're spells are all nukes + magic damage done by you - it would add more, AND support the team.
T-UP anyway, good work

EDIT: Oh no!, i voted no cause i thought it was on the top :/, yes should always be in the top lol =( sorry

Gran`Guard
05-11-2010, 03:43 AM
thanks for the idea, i?ll consider it:)

Gran`Guard
05-12-2010, 10:52 AM
Bump for feedback:D