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Nome
08-24-2009, 11:37 PM
Welcome! This isn't a remake of Alchemist... it's just a hero that uses the alchemist theme! Take a look--he's a very active support hero. Oh, and comment please :3


Alchemist



http://i25.tinypic.com/fc796w.jpg



Speed: 300
Range: 450
Affiliation: Legion
Primary Stat: Intelligence

Theme
http://i30.tinypic.com/35n935s.jpghttp://i31.tinypic.com/neu8o1.jpghttp://i25.tinypic.com/2s9twmu.jpghttp://i27.tinypic.com/2jbnmhd.jpg
This is a support nuker, healer, and AoE disabler. Able to both deal out heavy magical damage and fully support the team with heals and disables, this is a versatile hero that plays a similar role as the Demented Shaman, but requiring a bit more skill with aiming, and should overall be a bit more fun to play!

Story
Coming soon!



Visuals
Coming soon!







__________________________________________________

Restoration Wave
http://i30.tinypic.com/35n935s.jpg

The Alchemist releases a torrent of pure energy, healing allies and damaging enemies.


Skill Mechanics: Fires an AoE healing wave at the targeted point. After traveling 700 distance, it explodes, dealing damage equal to half the excess heal in a 250 AoE.


Calculation: If your max heal is 750, and you heal 3 allies in your wave for 100 each, you will have 450 heal excess. The explosion will then do 225 damage.

Each ally may only be healed by Restoration Wave by a maximum of 60/90/120/150 HP.
Wave travels at 650 MS and has a width of 200 units.



(1) 300 HP total heal. 60 HP max per ally.
(2) 450 HP total heal. 90 HP max per ally.
(3) 600 HP total heal. 120 HP max per ally.
(4) 750 HP total heal. 150 HP max per ally.

Skill Type: Active, Ground Target
Damage Type: Magic
Cast Range: 700
Mana Cost: 100/120/140/160
Cooldown: 15


[Visual]


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Mandala
http://i31.tinypic.com/neu8o1.jpg

The Alchemist draws an alchemical circle into the earth that absorbs magical energies before combusting in a cloud of sparks and flame.


Skill Mechanics: Places a mandala at your current position. The mandala absorbs a portion of magic damage dealt to allies standing on it and drains mana from enemies standing on it. For each point of magic damage absorbed, the mandala gains a point of mana. At the end of the duration, the mandala explodes, dealing damage equal to its mana.


The Mandala has 300 HP and 600 max MP.
The Mandala starts with 0 MP.
The Mandala will instantly explode if it reaches 600 before the end of its duration.



(1) Absorbs 15% magic damage. Drains 20 mana/second.
(2) Absorbs 30% magic damage.Drains 30 mana/second.
(3) Absorbs 45% magic damage.Drains 40 mana/second.
(4) Absorbs 60% magic damage. Drains 50 mana/second.

Skill Type: Active, No Target
Damage Type: Magic
Area of Effect: 400
Mana Cost: 120
Cooldown: 22/20/18/16
Duration: 4

[Balance]
[Visual]



__________________________________________________

Caustic Concoction
http://i25.tinypic.com/2s9twmu.jpg

The Alchemist throws a flask of acid at an area, creating an impassible crater.


Skill Mechanics: Places the Caustic Concoction debuff on a group of enemies. Enemies will have a special slow applied and leak mana when moving.


Special Slow: Enemies will be slowed a la Puppetmaster's Puppeteer's Hold in that they will become slower as they move away from the point of debuff placement. However, unlike Puppeteer's Hold, they will not be pulled back towards the origin point.


(1) Leak 1% of max mana per 100 units when moving.
(2) Leak 2% of max mana per 100 units when moving.
(3) Leak 3% of max mana per 100 units when moving.
(4) Leak 4% of max mana per 100 units when moving.

Skill Type: Active, No Target
Damage Type: Magic
Mana Cost: 120
Cooldown: 22/20/18/16


[B][Visual]


__________________________________________________

Transmute
http://i27.tinypic.com/2jbnmhd.jpg

[B]Enemies affected by more than one of the Alchemist's spells at once are temporarily cast into soft, malleable gold.


Skill Mechanics: If enemies are affected by two or more of the Alchemist's spells, they will be turned into gold. Golden enemies are stunned, take additional damage, and give gold when attacked.


Includes any combination of Restoration Wave (wave or explosion), Mandala (mana drain or explosion), Caustic Concoction, and Transmute itself.
Every 50 damage dealt to a golden enemy gives nearby allies gold.
Affects heroes and creeps, but creeps give half the gold.



(1) 1.25
(2) Leak 2% of max mana per 100 units when moving.
(3) Leak 3% of max mana per 100 units when moving.
(4) Leak 4% of max mana per 100 units when moving.

Skill Type: Active, No Target
Damage Type: Magic
Mana Cost: 120
Cooldown: 22/20/18/16


[Visual]




__________________________________________________


Mandala
http://i31.tinypic.com/neu8o1.jpg
The Alchemist draws an alchemical circle into the earth that absorbs magical energies before combusting in a cloud of sparks and flame.
Places a 'ward' with the Mandala aura, which slows enemies. At the end of its duration, it explodes, dealing additional damage equal to the total amount of enemy mana lost in its AoE.
Skill Type: Active
Cast Range: Melee
AoE: 400/450/500/550
Duration: 4
Cooldown: 22/20/18/16
Mana: 120
1. 10% slow.
2. 15% slow.
3. 20% slow.
4. 25% slow.
Usage: Can be used as a snare during ganks. Otherwise, place during large teambattles, especially during AoE disables, and throw down a Caustic Concoction. All damage will also be converted to mana loss, and the Mandala will deal a lot of damage upon exploding.
Visual: A red alchemical circle appears on the ground in front of the Alchemist. When it sucks mana, blue lines go from the target to the circle. Upon the end of the duration, it creates a blue sparkly explosion.

__________________________________________________


Caustic Concoction
http://i25.tinypic.com/2s9twmu.jpg
The Alchemist throws a flask of arcane acid at an opponent, damaging him and nearby opponents, and causing them to leak mana when hit.
Deals damage over time to the target and enemies within a small 200 AoE. Also applies the Caustic Concoction debuff, which causes them to gradually lose HP and also constantly lose mana according to the amount of damage they take.
Cast Range: 600
AoE: 200
Duration: 6
Cooldown: 10
Mana: 100
1. 10 DPS. Mana loss equal to 40% of HP loss.
2. 20 DPS. Mana loss equal to 50% of HP loss.
3. 30 DPS. Mana loss equal to 60% of HP loss.
4. 40 DPS. Mana loss equal to 70% of HP loss.
Usage: This is a single target spell, but affects nearby units, like Blacksmith's Flaming Hammer. Synergizes with Mandala to cause mana loss.
Visual: The Alchemist pulls out a green flash and throws it at an enemy. There's a small green mist explosion and the sound of breaking class and burning acid.

[B]
__________________________________________________


Transmute [Ultimate]
http://i27.tinypic.com/2jbnmhd.jpg
Enemies affected by more than one of Alchemist's spells at once are temporarily cast into soft, malleable gold.
Enemies hit by two or more of the Alchemist's spells will be temporarily transformed into gold. This includes any combination of Restoration Wave (both the wave and the blast), the aura from Mandala, the debuff from Caustic Concoction, and the Transmute itself. While gold, enemies are stunned and take extra damage. Every 50 damage on a golden enemy will cause nearby allies to gain gold (less for creeps than heroes).
Skill Type: Passive
Gold Gain AoE: 700
1. 1.25 seconds. 10% extra damage. 2 gold per 50 damage. 1 for creeps.
2. 1.65 seconds. 12% extra damage. 4 gold per 50 damage. 2 for creeps.
3. 2.05 seconds. 14% extra damage. 6 gold per 50 damage. 3 for creeps.
Usage: When learned, gives the Alchemist strong AoE disables. For example, if you've cast Caustic Concoction, then cast Mandala, the enemy will instantly turn to gold. Likewise, if you've cast Caustic Concoction, and manage to hit him Restoration Wave, then he turns to gold. Or, if you cast Mandala on a hero already frozen by Transmute, it will extend the transmute! Whatever previous buffs and debuffs on the hero will not be removed when he's turned to gold.
Balance: Will not work against Bosses.
Visual: Affected enemies will be animation locked similar to Chronos' Time Freeze, but completely colored in gold. Attacking them will cause a yellow +gold indicator every hit.


__________________________________________________


Usage: There's two stages to the spell. The first stage, which lasts 800 distance, is a healing wave. During this stage, allies are healed by the wave, and enemies take no effect. At the end of the 800 distance, if you haven't healed 400 HP worth of damage, then whatever is left over will explode in a 200 AoE.
Calculation: There's two allies and two enemies in front of you. You use the wave--one ally is healed for 50, the other healed for 100 (random numbers). You've used 150 HP of the heal; now the enemies will take 300 damage each (50% of 600 leftover heal).
Balance: The wave travels slightly faster than maximum unit speed. Due to the relatively small AoE, it should be dodgeable.
Visual: A bright, sparkly wave of energy during the healing phase, and a violent explosion during the blast phase.

Bugglez
08-25-2009, 12:02 AM
First skill- I like it, do your team mates need to be injured in order for the nuke to go off? Or can you nuke for 400 at max lvl?
Second Skill- also a fun idea, is it a ward like pugna's ward however and can be targeted? (No hp yet) or like a glyph sketched in the ground. Also 5 seconds seems a long time for the bomb to go off.
Third skill- also nice, the mana burn per hit seems more useful with more than one person on the target, what were you thinking CD wise? Ulti- would any combo of 2/3 spells work? Seemed that's how you meant it, but for some reason at first I was thinking all 3. All nit picky stuff I know, I'm sure you'll flesh it out. For some reason I can't hit enter and make new paragraphs, I apologize.

Nome
08-25-2009, 02:18 AM
First skill- I like it, do your team mates need to be injured in order for the nuke to go off? Or can you nuke for 400 at max lvl?
Second Skill- also a fun idea, is it a ward like pugna's ward however and can be targeted? (No hp yet) or like a glyph sketched in the ground. Also 5 seconds seems a long time for the bomb to go off.
Third skill- also nice, the mana burn per hit seems more useful with more than one person on the target, what were you thinking CD wise? Ulti- would any combo of 2/3 spells work? Seemed that's how you meant it, but for some reason at first I was thinking all 3. All nit picky stuff I know, I'm sure you'll flesh it out. For some reason I can't hit enter and make new paragraphs, I apologize.

Skill 1: Nope, you can nuke for 400. The range is very much set though, so it balances it out a bit.

Skill 2: It actually did have HP when you posted that, but I've removed it. It's now 3 seconds and invulnerable.

Skill 3: Added CD and the such. Yes, it's definitely a ganking skill, but the DPS is very respectable in itself.

Ult: You're right--it's only 2 skills required. Fixed the explanation.

NinjaPants
08-25-2009, 02:28 AM
Quite an interesting take on the spell combining thing.
Just a question, but can you use the same spell twice to activate the ult?
Also do allies get gold when they hit the transmuted guy too?

I like the concept, as usual. :]

Nome
08-25-2009, 02:30 AM
You can't use the same spell twice unless you have Refresher, since the cooldowns are too long. But if you did Refresh, I don't see why not.

And yes, allies get gold too. It's a good way to make people actually pay attention to a gank, I think. The primary strength is still the AoE disable though.

Pillow_Pants
08-25-2009, 03:47 AM
Innnnnnnnnnteresting...

Let me see if I've got a few things straight here:

Skill 1: Defiler/Pyromancers cone-type nuke that heals allies instead of damages enemies.. and then converts any unused potential into a blast centered on the end of the wave, correct? How fast does this travel and is there a delay before the blast at the end? Or is it just "Reach end of line, x amount of heal is unused, pop instantly"? Could be VERY difficult to avoid once the player works the range out for themselves... could be a NIGHTMARE gank skill too, especially if fired from the side/rear/trees etc. I like it. Does it leave any sort of debuff for your ultimate (even if it is only 2-3 seconds) or is this the second move in any combo involving it?

Skill 2: If I'm reading this right, this ability could be LOADS of fun with a buffed up Magebane/Carry with Geometer's Bane on your team. Does this work on ANY Mana lost/spent? For example, throw this down, team starts spell spamming, enemy hero's throw a spell or two, Ward suddenly goes off for eleventybajillion damage? If that's the case, even with a relatively short 3 second "Charge up" time, this might need to be damage capped... Its pretty easy to synchronize skills in a competitive team and this, with its relatively large AoE, could be another VERY powerful blast in a team fight. Also, does Geometer's Bane/Nullfire Blade(Whatever the Diffusal Blade thing is called)/Magebane's mana burn also effect this?

Tl;dr: Has some absolutely sick damage potential the way its worded. Me likey.

Skill 3: Pretty straightforward. Only question I have is does the mana loss from this work on top of that caused by Geometer's/Nullfire/Magebane.

Ultimate: Is this chainable? Say, at level 16, I hit an enemy (Or an enemy team :3) with Caustic Concoction and throw down Mandala a second or two later. Obviously, this "Goldifies" every enemy with both debuffs on them within range. Now, say.. 2 or 3 seconds after that, right as Mandala and the first "goldification" wears off, but Caustic Concoction is still active, I hit 'em all with a Restoration Wave blast. Are they AGAIN golded for 3 seconds?

Nifty support style (and I really like the disable possibilities against enemy teams) earns a t-up from me, regardless of clarification. The concept is sound and the numbers, as always, are easy to work.

Nome
08-25-2009, 04:32 AM
Thanks for the in-depth comments :3
Skill 1: It travels a bit slower than Wretched Hag's ultimate, and there is no delay before the blast. I will reduce the damage a bit--400 is too much. I also changed it so that while it doesn't leave a debuff, both the wave and the blast will trigger for Transmute.

Skill 2: It does work on any amount of mana spent--I will add a damage cap. I really wanted it to be uncapped for t3h awesome damage, but I suppose that's just too imbalanced in the end. Coupled with a potential 400 damage nuke in Skill 1, it's just too much I suppose.

Skill 3: Yep, stacks on top of other mana burns.

Ult: Wasn't chainable before, but chaining it is a great idea. Added!

Nome
08-25-2009, 04:42 PM
Giving my baby a probump!

ScatterSpasm
08-25-2009, 06:05 PM
The only thing I found that I really disliked about this hero is the bonus gold of the ulti. 9 gold per hit isn't all that much (and therefore wont make any big difference anyhow), and it honestly feels more like a gimmick added to provide (unneeded) originality or to go along with the gold-fanatic theme of the dota alchemist.

Other things that caught my eye:

Caustic Concoction is a spell that stands well on its own, and also has great synergy with mandala. I'm a bit worried that the damage cap on mandala will be reached so quickly that you won't ever need to use Caustic to achieve it. Perhaps any excess mana beyond the 360 damage cap could provide a small mana boost to allies, or perhaps the ward should only gain 0.5 mana for each point of mana spent in its aoe. Just something to think about.

I'm going to T-up it though, the inherent synergy is great, and all the skills are unique and works both as standalone abilities and in combination with the others. Good work.''

One thing though, the possibility of a 400 nuke straight out as an ordinary skill (should be possible fairly often; in water and forest and etc.) seems a bit much. Perhaps the spell should always heal self for atleast 75? (at lvl 4). Oh, and if it will work on creeps too, maybe add a slightly smaller cap to the amount healed to creeps? Would be annoying as hell if all the creeps stole the heal meant for allied heroes.

TheXenocide
08-25-2009, 06:47 PM
I really like the idea, however I think that Restoration Wave could use a change, and the ultimate.

Restoration Wave
The main problem I see with RW is that during team battles, this will very rarely be a nuke (as 400 dmg spread over heroes/creeps isn't very much). One could argue that this is just the nature of the spell, and that it wasn't intended to damage during team battles, however if this is the case, it makes your ulti much less useful, as that relies on your spells affecting opponents. A cool way to fix this issue is to have the spell alternate allied(heal)/enemy(damage) or enemy(damage)/allied(heal) depending on which was actually targeted when the spell was cast. With no target would be affected more than once (damage, damage cap, etc. to be determined).

One cool side effect is that sometimes it makes a difference to target the enemy or ally first depending on the number of each of them. For example 1 enemy, 2 allies, 0 creeps, targeting the enemy first wouldn't be optimal since it would damage, then heal, then no leagal target for damage, but if you target an ally first, then it will heal, damage, heal.

Edit: A cool variation would be to have it burn mana (dealing damage for burn) and give mana (and life?).
A way to deal with the numbers: 500 heal/dmg combined maximum, each target is only able to be healed/damaged for up to 50% of the remaing pool. Example 2 heroes, 1 enemy, 1 ally, target the enemy (500 in pool), enemy takes 50% of pool (250 damage, 250 remaining in pool), ally heals for 50% of pool (125 hp, 125 remaining in pool), the rest of the pool goes to waste since there are no more valid targets. Cap the number of bounces to 6.

Ultimate
I agree with the above poster that the gold gained from attacking is (almost) trivial. Especially since as an int hero, you will not have much atk speed. Maybe when an enemy dies while gold, all heroes in an AOE get a gold bonus? Or heros get a % of the damage dealt back as gold?

Nome
08-25-2009, 06:57 PM
Feedback taken.

1. Restoration Wave: 600 HP max heal. Damage is now 50% of whatever was left. Both the wave and the blast portion trigger Transmute.
2. Mandala: cap increased to 400 to make up for Restoration Wave damage nerf. I want to avoid any sort of mana-giving effect however because of the potential imbalance it could give during teambattles.
3. Caustic Concoction: No changes.
4. Transmute: Slight bonus damage added, and ALL allies get bonus damage when a golden enemy is attacked.

Also, regarding the gold theme with Transmute, this is actually a spell I had on a hero 4 years ago, before Alchemist was introduced into DotA =P
Although, Alchemist's gold skill is actually from the old Dragon Knight...

TheXenocide
08-25-2009, 07:27 PM
Oh and I don't think that we need to worry too much about the Restoration Wave being OP (your version or mine) because they are both weaker versions/variations on Dazzle's heal.

PoopyDesires
08-25-2009, 07:48 PM
Nice hero but Caustic Concoction drains almost not mana. It takes 10 hits to drain juts 90 mana, less than the average spell, and by then they'd probably be dead. With magebane passively draining 48 per hit I'd say that number needs to be increased a LOT.

Microchaton
08-25-2009, 08:37 PM
Seriously how can you come up with so many freakinamazin' ideas :o

Thumbs high up

Nome
08-25-2009, 08:52 PM
Thanks for the comment guys.
I agree that Caustic Concoction drains almost no mana--this was a consideration for me from the start, but I wasn't sure how to fix it.

But I got it!
Mandala is now uncapped, but only works with enemy mana. Meanwhile, Caustic Concoction now causes %mana loss according to the damage they take.

Samsam1
08-25-2009, 09:25 PM
Great Job as always Nome. Good inner synergy with his spells. Love the ult :P

And also, where do you get all of those icon for your spells!? I've search through the list you gave in the sticky to create heros, but yours are all different and very cool and always represent exactly the spell, whatever it is :P

Anyway, keep up the good work, we love it!

Nome
08-25-2009, 10:35 PM
They're from the World of Warcraft icons list here:
http://www.wowwiki.com/WoWWiki:WoW_Icons
I posted the wrong link in the guide, sorry. Updated it to the correct link.
I usually just black out the Warcraft-style border and then add a 1-pixel outline to the icon for good measure.

Rentaromon
08-25-2009, 11:22 PM
1st: good i like it

2nd: is it just a slow? i dont think i get it.

3rd: good i like it

ulti: its ok but i would like it better if it simply targeted a hero and he became gold and gives like twice the gold.

Kynth
08-26-2009, 12:42 AM
I think a 3 sec passive stun as an ult is a little excessive. 9 second stun is obscene, in a gank that is G_G. Correct me if I'm wrong. And maybe they can be just slowed, idk I just find stuns too much.

Centaur's and Pest's stun just last about 2.5 and that's enough to totally engulf someone in a gank.

You also have the chain capability with his ult, start with concoction, wait for the right time just throw a quick wave, another 3 secs, slap down a ward in 3. Now all you need is someone to fill the gap of 1 second for your concoction to come back up.

Besides that I love this hero. :D
+1

Nome
08-26-2009, 01:34 AM
I think a 3 sec passive stun as an ult is a little excessive. 9 second stun is obscene, in a gank that is G_G. Correct me if I'm wrong. And maybe they can be just slowed, idk I just find stuns too much.

Centaur's and Pest's stun just last about 2.5 and that's enough to totally engulf someone in a gank.

You also have the chain capability with his ult, start with concoction, wait for the right time just throw a quick wave, another 3 secs, slap down a ward in 3. Now all you need is someone to fill the gap of 1 second for your concoction to come back up.

Besides that I love this hero. :D
+1

I'll admit I didn't bother doing the calculations with cooldowns.
I reduced it to 2.25 seconds; hopefully it'll help. I may tweak the spell cooldowns later too.

Nome
08-26-2009, 06:11 AM
Bumpy bump!

Bobnintendo
08-26-2009, 06:17 AM
I love it, but you forgot to mention how much time you have in between the 2 spells for the ultimate.

T-Up

Sabre
08-26-2009, 09:11 AM
You should put in the restriction that Transmute does not work on creeps, or else taking on Kongor with this guy would be overpowered quickly.

I would reccomend changing how Restoration Wave scales with levels, as a 150 dmg long range nuke at level 1 is a bit strong, and only 300 damage seems insufficient if you want it to be a truly rewarding skill to use. Perhaps try 200/350/500/750 instead of 300/400/500/600.

Also, based on how they seem to do the bonus damage skills in HoN (i.e. Ophelia's snare and Hellflower) I think you might need to rework Concoction, seeing as it would likely end up removing the mana at the end of its duration, rather that during.

I would have Mandala's AoE increase with level, as currently I would see very little reason to level it beyond 1 unless my team sorely lacked snares or disables.

Nome
08-26-2009, 02:09 PM
I love it, but you forgot to mention how much time you have in between the 2 spells for the ultimate.

T-Up

You have no time!
Skill 1: instant cast.
Skill 2: 4 second aura.
Skill 3: 6 second debuff.
Skill 4: 2.25 second debuff.

As you can see, there's plenty of time between your four effects to trigger the ult =P


You should put in the restriction that Transmute does not work on creeps, or else taking on Kongor with this guy would be overpowered quickly.

I would reccomend changing how Restoration Wave scales with levels, as a 150 dmg long range nuke at level 1 is a bit strong, and only 300 damage seems insufficient if you want it to be a truly rewarding skill to use. Perhaps try 200/350/500/750 instead of 300/400/500/600.

Also, based on how they seem to do the bonus damage skills in HoN (i.e. Ophelia's snare and Hellflower) I think you might need to rework Concoction, seeing as it would likely end up removing the mana at the end of its duration, rather that during.

I would have Mandala's AoE increase with level, as currently I would see very little reason to level it beyond 1 unless my team sorely lacked snares or disables.

Good point on Restoration Wave. Increased to 750. I want to keep Concoction as it is--it should be fine, since HoN is a new engine and all :p

Mandala's AoE now increases with level :3

NinjaPants
08-26-2009, 06:12 PM
hmm... do you think that the ult may be too much forced synergy?

or does the ult work with like dagon and stuff too?

Nome
08-26-2009, 08:12 PM
hmm... do you think that the ult may be too much forced synergy?

or does the ult work with like dagon and stuff too?

Doesn't work with items. Then I'd have to balance the cooldowns out for items, which would make the spells severly nerfed without them.

It's not too forced IMO, because this is a hero that's not truly viable without getting at least one point in all three skills.

NinjaPants
08-27-2009, 12:11 AM
Oh I see, I guess that makes sense then..

HugoStiglitz
08-27-2009, 12:36 AM
Maybe instead of a outright damage cap on the Mandala, you could have it scale down based on how much mana is used. Start at 1 damage/mana and as more mana is used/burned it scales down towards 0 damage/mana.

SunshinePony
08-27-2009, 05:25 PM
Concept - Original (Like usual)
Skills - Sexy (Like usual)
Theme - Well Thought Out (Like usual)
Ult - Ewwww. I like it but at the same time it would make this character picked in every single game. Just for the ult. I could see a lot of people just item whoring with the extra cash instead of playing well. Yes you have to set up the gank for transmute to become active, and its only 6 gold per hit. But if your team has all attack speed based characters and you get their tank transmuted that's alot of money coming in.

I still voted yes because your to damn good at making characters I would love to play. I'm just worried about that ult.

Nome
08-27-2009, 09:50 PM
Concept - Original (Like usual)
Skills - Sexy (Like usual)
Theme - Well Thought Out (Like usual)
Ult - Ewwww. I like it but at the same time it would make this character picked in every single game. Just for the ult. I could see a lot of people just item whoring with the extra cash instead of playing well. Yes you have to set up the gank for transmute to become active, and its only 6 gold per hit. But if your team has all attack speed based characters and you get their tank transmuted that's alot of money coming in.

I still voted yes because your to damn good at making characters I would love to play. I'm just worried about that ult.

This may be a problem at lower level games, but I think most players will eventually be sensible and realize that hey, it's just a stun--nuke away!

Sabre
08-29-2009, 12:30 AM
Concept - Original (Like usual)
Skills - Sexy (Like usual)
Theme - Well Thought Out (Like usual)
Ult - Ewwww. I like it but at the same time it would make this character picked in every single game. Just for the ult. I could see a lot of people just item whoring with the extra cash instead of playing well. Yes you have to set up the gank for transmute to become active, and its only 6 gold per hit. But if your team has all attack speed based characters and you get their tank transmuted that's alot of money coming in.

I still voted yes because your to damn good at making characters I would love to play. I'm just worried about that ult.

And this is how the Nome fan club starts....

Nome
08-29-2009, 06:42 AM
Bump ;;

Tinithor
08-30-2009, 02:51 AM
The ulti sounds awesometastic, i really hope they implement this hero or something similar

Nome
08-30-2009, 06:41 PM
Changed the gold gain to work as a function of how much damage the enemy takes.

SunshinePony
08-31-2009, 05:56 PM
Changed the gold gain to work as a function of how much damage the enemy takes.

Oooooo I like.

*inconspicuous bump*

Nome
09-01-2009, 05:57 AM
No love for the Alchemist!

truckdriver1
09-01-2009, 07:45 AM
this hero is a stretch

Nome
09-01-2009, 06:24 PM
this hero is a stretch
Agreed! Quitting suggestions now!

Collin
09-01-2009, 07:15 PM
uh 300 dmg nuke at level 1 nice try but thats over 3 times the standard damage of level 1 nukes...

just sayin...

Nome
09-01-2009, 07:27 PM
uh 300 dmg nuke at level 1 nice try but thats over 3 times the standard damage of level 1 nukes...

just sayin...

The max damage you can do at LVL 1 is 150, which is 50% of 300. You read it wrong.

Bloomie
09-02-2009, 11:39 AM
bump for Nome

Lombar
09-02-2009, 11:56 AM
Not much to comment here, since all my thoughs were already adressed.
It seems a pretty strong disable (4.5 secs if used correctly).

A good way to tune it down would be if it worked in a similar fashion of glacius's imprisionent or tree's ult, without muting them.

Nome
09-02-2009, 08:14 PM
Meh, nerfed down to 2.05 :p
This is really hard to balance in terms of numbers >.>

Nome
09-03-2009, 07:28 AM
Bump for comments!

DerTick
09-03-2009, 10:00 AM
a little bit weird, but i think i like it...

Isador1
09-03-2009, 10:51 AM
again, nice and creative. most has been said already.
about the ultimate..

won't it be just damn easy to farm, farm farm neutrals and creeps, while for heroes, it's mostly about the damage amplification?
attacking heroes is a lot more risky. to encourage offensive gameplay, you could make heroes give a bit more gold, and creeps a bit less than now.

Nome
09-03-2009, 05:34 PM
again, nice and creative. most has been said already.
about the ultimate..

won't it be just damn easy to farm, farm farm neutrals and creeps, while for heroes, it's mostly about the damage amplification?
attacking heroes is a lot more risky. to encourage offensive gameplay, you could make heroes give a bit more gold, and creeps a bit less than now.

This is a great point. I'll change it.

Nome
09-04-2009, 03:07 PM
Bump :3

MixLab
09-10-2009, 04:27 AM
Wow, this seems like my type of hero.
Im much more of a support than a carry. So i will Pawn with him.
TY, for a great idea!!!

m4c4n999
09-10-2009, 05:34 AM
didnt read all the comments, but is ultimate activated via mock of briliance (it does magic dmg) and frost plate (shivas)?

CaralhodeAsa
09-16-2009, 08:15 PM
Lovely !

Some adjustments, and, *boom* ready to HoN !

Nome
09-16-2009, 09:19 PM
didnt read all the comments, but is ultimate activated via mock of briliance (it does magic dmg) and frost plate (shivas)?

No, only your three activated spells will work.

Nome
09-19-2009, 03:25 PM
Uhuruuhurhuhurhu.

Shen
09-20-2009, 01:19 PM
It's a sweet original suggestion to be honest. But I have to personally say (Yes, I did look at everything and I would like it for the game, however..) I do not agree with calling it alchemist, sadly, because I read a few alchemy books (Yes, call me nerd xD) and these spells really do not fit one in my personal opinion.

AsteriK
09-20-2009, 05:42 PM
NICE!!!!!

Kantorek
09-28-2009, 08:31 AM
I like this idea. Not much else to say.

dezi
09-28-2009, 08:43 AM
I like the style but dunno if it would be implemented with this setting ^^

`NoD
10-01-2009, 07:06 AM
All good feedback I want to say has been taken

so I just T-UP


Wanna check my hero?

Kserijaro
04-24-2010, 01:01 PM
Wow! Interesting alchemist concept.I had a take on this concept too...Mine came other way a bit different then yours. So t-up cus I love alchemists :D