PDA

View Full Version : Hero suggestion - Pinchy, Chiprel ringleader



Netukka
07-03-2009, 08:14 AM
Time for me to make a half hero port and suggestion to one of my favourite from DotA, Meepo the Geomancer! I won't be bothering with the lore/background because well, its just a bunch of...squirrels...But anyways, its base idea is Meepo slightly tweaked.

Pinchy, the Chiprel Ringleader and his Chiprel Trio (Aka Chiprel Quartet)

Stats
Primary stat: Agility
Strength: 23 + 1,5 (up +0.2)
Agility: 23 + 1,8 (down -0.1)
Intelligence 20 + 1.6
Attack Range: 100 (melee)
Movement Speed: 300

Lvl 1 starting stats:
Health: 587
Mana: 260
Armor: 5
Damage: 37-43 (up +3)

Skills

Rain of Spikes

Shoots forth a shower of spikes forward, pinning down the enemy in an area and interrupting channeling spells for all enemies in the area.

Mana cost: 100 mana
AoE: 200 radius (down -25, things look like they have a much bigger area of effect in HoN)
Duration: 2 seconds.
Stun: 0.1 seconds at all levels

Rank 1: 500 cast range, 20 sec cooldown
Rank 2: 750 cast range, 16 sec cooldown
Rank 3: 1000 cast range, 12 sec cooldown
Rank 4: 1250 cast range, 8 sec cooldown

(Earthbind from Meepo, slightly changed radius and added a ministun instead of simply an interrupt. Goes through magic immunity and reveals invi as long as the target is debuffed.)

Burrowing

The chiprel dives face first in to the ground, only to instantly appear beside the closest targeted other chiprel, causing the ground to shake in both departure and arrival locations, dealing AoE damage to both.

Channeling time: 1.5 seconds (Time from jump until the chiprel hits the ground)
Damage AoE radius: 400

Level 1: 50 damage, 140 mana cost, 16 sec cooldown
Level 2: 80 damage, 120 mana cost, 14 sec cooldown
Level 3: 115 damage, 100 mana cost, 12 sec cooldown
Level 4: 150 damage, 80 mana cost, 10 sec cooldown

(Poof from Meepo, but with an animation that absolutely can not be nothing but adored. If you target the area around yourself, you will teleport to yourself and deal both arrival/departure damage in the same position. If you target a chiprel on the other side of the map, you will teleport there. And oh yeah, damage went slightly up for ranks 3/4, should allow him to farm a bit better again.)

Sharpened Teeth

Years of eating nothing but nuts have hardened the chiprels teeth to armor tearing levels! Each attack reduces the targets armor and slightly slows movement speed, stacks with other Chiprels.

Level 1: 0.20 -armor per attack, 2% slow
Level 2: 0.40 -armor per attack, 4% slow
Level 3: 0.60 -armor per attack, 6% slow
Level 4: 0.80 -armor per attack, 8% slow

(First real change from Meepo, removing Geostrike and adding in armor removing attacks. I never thought that the massive slow from Geostrike was needed if you microed well enough with Earthbind but a slight slow is needed for lower level ganking when you cant have endless net yet. I am REALLY worried about the numbers here, because the -armor can stack very, VERY fast if you are freely allowed to hit your target but on the flipside, if you run out of mana or stop microing, your enemy can actually run away from you, which wasnt possible with Geostrike.)

Strength in Numbers (<- Needs a better name)

The magnificenfy of Pinchy has been acknowledged by his tribe! A fully controllable chiprel is given to your control, which shares your experience, gold and abilities and can also earn them by themselves. The chiprel can only wear the boots Pinchy wears and can not carry items, but gain 25% of extra stats Pinchy has. If one chiprel dies, Pinchy loses 75% of his max health/mana (can be fatal). If a chiprel has been killed, Pinchy can activate the ability, resummoning all dead chiprels back.

Cost of activation: 75% of max health and mana (Can not be used to kill self)
Cooldown on activation: 60 seconds

Rank 1: One chiprel
Rank 2: Two Chiprels
Rank 3: Three Chiprels

(Divided we stand, but slightly more forgiving. If one copy get absolutely steamrolled, you just MIGHT have a chance of surviving to the fountain and recover instead of dying but really its still the same, if you get focused on, you are going to get killed very, VERY fast.)

Additional gibberish

Role in the game: Pinchy is a hardcore ganker. He is extremely weak and vulnerable (even with his high base stats) in early game with no chiprels to help him, but his power goes through the roof once he reaches level 6 and 11. At 11, he should be doing nothing else but gank, gank and gank some more. Burrowing is a great nuke if you can properly keep your enemy in place and catching your enemies shouldnt be a problem. In the end game, Pinchy loses power due to his copies being very vulnerable to being instagibbed and falls down to hardcore support with Rain of Spikes and the occasional damage when the situation allows it. He just cant get in the melee or he dies in about 2 seconds.

Items: Anything with auras in it. Abyssal skull, astrolabe are both essential for survivability, daemonic breastplate can be seen as luxury. Steamboots provide all chiprels with greatly increased survivability, but Post Haste allows for even more presence over the map (Tele to a creep, Burrow all chiprels to Pinchy). Shieldbreaker can increase the damage dealt by all chiprels, while Codex/Assassin's Shroud can set up for some nasty ganks. Totem of Kuldra can also be one of the late game bombs for added support factor.

Questions about mechanics? Probably a ton of them if you haven't played DotA before, but do ask and you shall be explained to.

Rippsy
07-03-2009, 08:21 AM
One of my favourite heroes too, interesting rework to Geostrike; you say regarding sharpened teeth that if you run out of mana they can get away - how so if it has no mana cost and still has a slow effect on it? or do you just mean the Rain of Spikes

I like the additional armour debuff instead of the dmg-dot it had, although it might push the balance even more infavour of geo and he was already a strong ganking hero.

I think the ministun on Rain of Spikes on the centre target might be a little powerful as well; but then I always saw geo as a very strong hero and giving him buffs seems dangerous.

DotA/HoN issue: Net's in DotA used a a mechanic that induced a micro-stun thus breaking channeling, this was more a limitation of the game engine then anything else and possibly removing this effect would go a long way to balancing geomancer if he was introduced into HoN?

Netukka
07-03-2009, 08:28 AM
I actually didn't have a slow on Sharpened Teeth in the beginning at all, but then I thought about the effect it might have on the levels he is supposed to be the strongest (11-16) and how the enemy could run away at those levels if you ran out of nets and which is why I added the very small snare to it. And the mana part was about not having enough mana for Rain of Spikes.

I always found Meepo to be a pub stomp hero which had no place in higher levels of play. He is very, VERY easy to counter early game, he absolutely needs a babysit to do anything and even if he does, he doesn't grow to be a carry to be feared of, only a ganker at mid game. Also, you have to be ahead of your opponent in terms of levels/items or he will just stand there and nuke the %=()#/()= out of your copies.

I dunno about the removal of channeling interruption. It made it actually possible to gank heroes like pugna and WD without killing yourself. Maybe you could remove the ministun in the center of Rain of Spikes and add in 0.1 sec stun at all levels to the whole radius of the Rain.

Bwaah, I dont care, I just want meepo in game. And chiprels!

Rippsy
07-03-2009, 08:40 AM
Netukka I totally agree, I want chiprels :P Also agree on the point about remove the ministun and do a microstun to interupt channeling; going against a Jester with Geomancer is a lesson in failure with out an interupt. I also agree about him being a pub-stomper with out much use in high-end competitive play; he's still very fun though! :)

Netukka
07-03-2009, 08:47 AM
Went with the change to a ministun instead of channel interruption. Same thing really, just resets attack/cast animation now.

fugo
07-05-2009, 08:50 AM
meepo was strong, but this one is even stronger (-armor/ulti nondying/poofbuff)... would nerf somethings
Ultiname -> maybe hivish support/backup or sth. like this.

Netukka
07-05-2009, 09:05 AM
Meepo is strong on a b.net easy mode pub where people have no idea how to counter him and attempt to run away while they cant even move. Anyone team with half a brain cell will make meepo only useful for throwing nets.

And the poof isnt really "Buffed", since it used to be 40/80/120/160 damage, then nerfed to 60/80/100/120 and once again buffed to 50/80/110/140. Still bad because he cant clear a creep wave in 2 poofs, but with 150 you can. At least he could farm now.

fugo
07-05-2009, 12:21 PM
thats bullshit... meepo was one incredible hero before he was nerfed. watch chu[po] or even kuroky. as long as there was no more than one or two hard nuker he ganked everything. and as soon as he got his mekka even them were not that much of a problem. in 6,60b the new pipe will also increase his survivability. with your ulti it is possible to ambush someone without your main hero, let them die while he stays out of danger. in addition - armor is REALLY hard.

Netukka
07-05-2009, 01:22 PM
Except that with my version of ulti, assuming the main hero just sit in base, if you kill 2 copies the main hero dies as well and if it has taken even one nuke, one copy dying is enough. And who on earth would play the hero by just using one copy, suiciding it and then respawning it every 60 seconds? I dont see that as very useful -_-

And yes -armor hurts. And stacks fast...Assuming you are at least lvl 16 and can keep on bashing the target, which if happens, the target would die even with the old geostrike.

Nole
08-13-2009, 10:18 PM
I'd like to see meepo back again.
However I dont want some dirty Squirrel in his place.
However having a couple of dirty circus mexicans would be leet <3.