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Nome
08-31-2009, 03:39 AM
UPDATED DREAM VERSION (CLICK) (http://dream.heroesofnewerth.com/hero/Nome/Forgefiend)

FORGEFIEND

http://i31.tinypic.com/5dw8bp.jpg


Welcome! This is a true DPS-tank capable of dealing heavy AoE damage
while eating damage at the same time. Heck, he damages himself!
Take a look, and please comment!

http://www.playdota.com/img/site/hs.gif
http://www.playdota.com/img/site/strength-c.jpg http://www.playdota.com/img/site/agility.jpghttp://www.playdota.com/img/site/intelligence.jpg
24+3.0 | 18+1.4 | 15+1.6

Movement Speed: 300
Attack Range: Melee



http://www.playdota.com/img/site/herointroblue.gif
This is a true DPS-tank. You may hear many people say that there's no such thing as a tank in HoN, because enemies just focus on other heroes. This isn't the case here, as this is a tank that can do some serious AoE damage. Not only that, but he's a gung-ho suicidal maniac that should be the first to go in on a team fight, and stay alive even by the end!
http://www.playdota.com/img/site/bkstory.gif
The Legion Blacksmiths tell of an ancient smeltering oven that eats misbehaving apprentices. But it's just a myth to scare them... right?


__________________________________________________

KABOOM!
http://i31.tinypic.com/2hquee1.jpg


The Forgefiend builds up the flames within his cauldron, resulting in a smeltering pyroclasm that engulfs both himself and nearby enemies.

Skill Mechanics: Slows and deals AoE damage to enemies but also hurts the Forgefiend. Reduces enemy magic armor (stacks).

[1] 5% slow. 100 damage. -1.25 magic armor.
[2] 6% slow. 120 damage. -1.55 magic armor.
[3] 7% slow. 140 damage. -1.85 magic armor.
[4] 8% slow. 160 damage. -2.15 magic armor.

Skill Type: Active, No Target
Damage Type: Magic
AoE: 370
Mana: 80/85/90/95
Cooldown: 3
Duration: 9

[Synergy] Each successive use will remove additional magic armor, causing additional damage each time to your enemies. Will also damage yourself, but synergizes with Infernal Bind to create further damage. The self-damage is also mitigated by Ashes.
Unlike Blacksmith's Flaming Hammer and Hellbringer's Life Void, the magic armor reduction takes a full 9 seconds to stack to its highest point.
[Visual] The Forgefiend shakes a bit before exploding. Sparks and flames fly everywhere!


__________________________________________________

FLICKER
http://i27.tinypic.com/kbzzb4.jpg


The Forgefiend's enemies are but wicks on a candle. The Forgefiend belches living flames that melt his enemies away.

Skill Mechanics: Spew forth bursts of fire onto the ground in the direction you're facing. Enemies that step on the fire take damage and stop health regeneration. The Forgefiend heals while on them. Puddle damage/heal will not stack.

[1] 20 DPS. Belch for 3 seconds.
[2] 25 DPS. Belch for 4 seconds.
[3] 30 DPS. Belch for 5 seconds.
[4] 35 DPS. Belch for 6 seconds.

Skill Type: Active, No Target
Damage Type: Magic
Mana: 80/90/100/110
Cooldown: 10
Fire Puddle Belch Range: 400
Fire Puddle Belch Rate: 2/second
Fire Puddle AoE: 100
Fire Puddle Burn Duration: 2

[Synergy] Stops HP regeneration, which allows the extra damage from Ashes to take full effect. In addition, the heal can help with your Kaboom self-damage.
[Balance] Stopping HP regeneration is a powerful effect, but this only occurs if you're standing in his puddles of flame.
[Visual] The Forgefiend opens his mouth, and shoots out globs of flame that cling to the ground and burn it.


__________________________________________________

ASHES TO ASHES
http://i28.tinypic.com/szxz7o.jpg


The Forgefiend is a creature of fiery impulse--his presense causes enemies to burn for extra damage but heal some of it back, while the opposite occurs for himself.

Skill Mechanics: Enemies within 500 units of you take 10/15/20/25% more damage, but they restore health equal to 3/6/9/12% of all damage received over 5 seconds. You take 10/15/20/25% less damage, but you are damaged for 4/8%/12/16% of all damage you receive over 5 seconds. In addition, if the Forgefiend is killed, his corpse will explode after a 2 second delay.

[1] Enemies: 10/3. Forgefiend: 10/4. 100 damage postmortem explosion.
[2] Enemies: 15/6. Forgefiend: 15/8. 150 damage postmortem explosion.
[3] Enemies: 20/9. Forgefiend: 20/12. 200 damage postmortem explosion.
[4] Enemies: 25/12. Forgefiend: 25/16. 250 damage postmortem explosion.

Skill Type: Passive
Damage Type: Pure
AoE: 500
Duration: 5

[Synergy] Ashes is extremely powerful when coupled with allied burst damage, while it makes the Forgefiend able to tank enemy burst damage.
[Balance] A simple passive that increases his staying power in team fights.
[Visual] A buff/debuff icon shows damage/heal.


__________________________________________________

INFERNAL BIND [Ultimate]
http://i28.tinypic.com/zit6i1.jpg


The Forgefiend wraps an enemy in smoldering chains, causing him to share his pain.

Skill Mechanics: Learns Infernal Bind and subskill Constrict. Attaches fiery chains to an enemy, tethering yourself to him and causing him to receive a portion of your incoming damage. You may use Constrict to shorten the chains, decreasing the tether distance.

Enemy has free movement within the current tether distance.
Tether always starts out at max distance, even if you cast it at submaximal range.
At max range, movement is controlled by whoever moves faster. For example, if you move at 350 MS, but your opponent is moving 400 MS in the opposite direction, you will be dragged 50MS towards him.
When activated, skill is replaced by Constrict.
When Constrict is used, tether distance is decreased. At this point, if the target moves away from the Forgefiend, the tether distance increases. However, this comes at the cost of HP.

[1] 550 range/distance tether, 31% damage transfer. 40 DPS if extending tether.
[2] 700 range/distance tether, 38% damage transfer. 60 DPS if extending tether.
[3] 850 range/distance tether, 45% damage transfer. 80 DPS if extending tether.

Skill Type: Active
Damage Type: Magic
Mana: 150/175/200
Cooldown: 60
Duration: 8
[B]CONSTRICT [Subskill]
http://i28.tinypic.com/zit6i1.jpg

The Forgefiend tightens his grip, pulling his opponent closer.

Skill Mechanics: Pulls the target towards the Forgefiend, tightens the tether distance.


Pull occurs over 0.8 seconds. Cast time for the spell is the same.

[1] Shortens the tether by 300 distance.
[2] Shortens the tether by 400 distance.
[3] Shortens the tether by 500 distance.

Skill Type: Active
Cooldown: 3[Synergy] Allows the Forgefiend to gank. Once activated, the target CANNOT LEAVE THE MAX TETHER DISTANCE from the Forgefiend. Constrict allows him to pull the target closer.
[Balance] Nullfire Blade removes it. Shrunken Head prevents the damage but will not remove the tether.
[Visual] When Infernal Bind is used, the Forgefiend will throw two fiery chains out from his mouth. When Constrict is used, the Forgefiend will stand still and yank the chains towards himself. The target will be dragged to him.

__________________________________________________

PoopyDesires
08-31-2009, 03:44 AM
God damn it Nome, I know I said I wanted the standards of this community to be higher but you're making me look biased!

Jainay
08-31-2009, 03:45 AM
He actually sounds kinda cool, and since i suck at balancing and all that, all i can say is:

YEAH!!!!!

ToxicHobo
08-31-2009, 03:45 AM
Attaches fiery chains to all nearby enemies, causing them to be tethered to the Forgefiend and take damage according to how much damage heis taking

omfg typo. t-down!@12

seriously though, interesting concept. I need to think some more about it before voting but its like 4am now and I are tired

Isador1
08-31-2009, 06:02 AM
HoN needs giant walking ovens that explode.
I'm serious, the concept is great!

I guess you'll post his stats later.

1. skill: should be lots of fun with the right animations..
but 160 damage and reduced resist every 3 seconds? you should compare it with armadons spine burst.
lane the guy with a nuker.

2. skill: lane control

3. skill: complicated, you should explain more. does this mean he will be incredibly effective with a team of burst damage dealers? (kill the enemies before they can enjoy their increased regen)

4. skill: difficult to balance, but 5 seconds seem to be too long, especially considering the low CD of 40..

overall, nice skills and hero.

Nome
08-31-2009, 07:39 AM
Hero completed.

@Isador:
Cooldown is now 60. 5 seconds shouldn't be too bad, as Puck's was 5 seconds too, and was ranged.

noodle0117
08-31-2009, 08:08 AM
ultimate is a bit like legionnaire's taunt, except that it lasts longer, and that enemies aren't silenced and can "try" to run, but fail, and that they take damage as well. Recommend that you nerf the ultimate just a bit, like 4 seconds, but love the idea. ;)

KorbenDallas
08-31-2009, 09:06 AM
Really good idea Nome dude, love the picture and concept, abilities have great flavour =D Keep it up!

Comis1
08-31-2009, 10:43 AM
Does the damage enemies take from the ult increase with Ashes to Ashes or is it a straight mirror of damage?

fmsmoothie
08-31-2009, 11:14 AM
Very cool idea just one thing needs to be clarified or fixed. His third ability doesnt seem to have much synergy with his first unless his first subverts it.

Sadhe
08-31-2009, 11:51 AM
The concept is nice and all, but I wonder: How is this a tank?

Even with Infernal Bind you can escape Kaboom!s range, which is his main threat and if he is able to keep you in the range of Kaboom!, with the help of his team, you would probably be dead anyway.

The best course of action would be to disable him and then pick weaker targets off, if you can't stay out of his range. Heroes like Blood Hunter would just make him useless.

Some information is also missing. You did not specify what kind of damage spells deal (physical, magic and such) and the range for Ashes to Ashes is missing. Also, stats.

Overall I would say that he is too similar to Devourer (Decay = Kaboom!, Gutting Hook = Infernal Bind, Ashes to Ashes = Cadaver Armor), although the concept, especially visually, is nice and the synergy between the skills great, but they would probably be overpowered with the current numbers.

SEEEZZRR
08-31-2009, 12:25 PM
i personally really REALLY enjoy this hero,

but i agree that there is still a lot of missing information

DerTick
08-31-2009, 12:29 PM
let's see if i get this hero right: he is supposed to get a lot of life, he is supposed to heal and dmg at the same time, he will debuff the enemies buff himself at the same time and he is able to redirect 40-60% incoming dmg as an aoe effect to his surroundings + he can bind heros for 5 sec at the same location?

sounds fun :D but hard to tell how well your balancemeasurement (the range of his spells) will work out. just by reading it i can imagine him to be overpowered, although the range of his spells makes it possible to dodge... i guess the only way to know would be a fieldtest so i vote yes :)

SmokeShow
08-31-2009, 12:35 PM
Seems like he'd be way to damned annoying! But I really like that picture you have of him... that looks f'n sweet!

Sabre
08-31-2009, 01:46 PM
As I mentioned before with caustic concoction on alchemist, every skill in HoN so far that has had to calculate damage done to someone, and then do something, has done it in bursts - Cursed Ground (though this always worked this way), Hellflower, Ophelia's Slow. I think in this case again it would be more visually impressive and interesting if it happened at the end of the duration, since it would encourage your team to pile on disables (which typically also do damage) to the hero to have him heal you in a favourable location.

Not only that, but it would seem that Ashes to Ashes might fall under the same category of dealing raw bonus damage that they have done away with in favour of counting damage dealt over a time and then dealing it in a burst. I think the skill is currently a little messy as it is.

Why not instead- have-

Ashes to Ashes:
Heroes dealt damage by Forgefiend are covered in ash.
Duration 5 seconds.
Heroes under the effects of 'Ash' deal less damage to Forgefiend. At the end of the duration, they take damage equal to % of damage dealt to them during the duration of Ash. Every time an enemy hero is covered in ash so to is the Forgefiend covered in Ash, reducing damage dealt to him by %. At the end of this duration, Forgefiend takes damage per equal to % of damage prevented from Ashes to Ashes.
Reapplication does not reset duration nor damage count.

I know this sounds messier, and doesn't have the dot/hot effect in there for flicker, but I think it fits better with the other abilities currently in the game, and how their mechanics work.

Ult- I think this should slow Forgefiend for each hero attached to him, preventing speedy builds from using this as an AoE version of Batrider's ult. Also it should break on teleport or blink to prevent that sort of abuse as well. Would it drag heroes like Magebane and Wretched Hag back if they used their teleport skills while chained, or would the effect end like Entangle or Roots?

Mittsies
08-31-2009, 02:08 PM
Make it so blink/movement abilities are disabled with the one exception of Chronos's Time Leap, which will allow him to escape the shackles since he moves through time and space -- it shouldn't be treated like a normal movement. This means Magebane's Blink, Valkyrie's Courageous Leap, Zephyr's Leap, Portal Key, etc. are all disabled while Shackled.

In general this is a really cool concept -- I'd love to see him implemented. T-UP

Medieve
08-31-2009, 02:30 PM
Yay spammy spells! This guy does some serious damage....

I tend to think that his ultimate damage return percentage should be reduced though, the aoe puppet master disable is already quite devastating in combination of him doing aoe-damage, being a tank, being an initiator, and him being able to drag them all over the place for 5 seconds.

At the very least, his ult needs to be scaled better. A level 1 ult is just as effective as level 3, the slow is mostly negligible because you can't really get away from him anyway. I can see him not even attacking during his ult, just capturing them and then dragging the enemy team away from tower/allies while doing 280 escalating damage every 3 seconds.

Nome
08-31-2009, 02:33 PM
Does the damage enemies take from the ult increase with Ashes to Ashes or is it a straight mirror of damage?

Right now, Ashes to Ashes does not affect his ult. You take X less damage, but enemies take X more, so the net change is the same.


Very cool idea just one thing needs to be clarified or fixed. His third ability doesnt seem to have much synergy with his first unless his first subverts it.

Not sure what you mean by subvert. His passive just makes him able to eat more burst damage, including those from Kaboom.


The concept is nice and all, but I wonder: How is this a tank?

Even with Infernal Bind you can escape Kaboom!s range, which is his main threat and if he is able to keep you in the range of Kaboom!, with the help of his team, you would probably be dead anyway.

The best course of action would be to disable him and then pick weaker targets off, if you can't stay out of his range. Heroes like Blood Hunter would just make him useless.

Some information is also missing. You did not specify what kind of damage spells deal (physical, magic and such) and the range for Ashes to Ashes is missing. Also, stats.

Overall I would say that he is too similar to Devourer (Decay = Kaboom!, Gutting Hook = Infernal Bind, Ashes to Ashes = Cadaver Armor), although the concept, especially visually, is nice and the synergy between the skills great, but they would probably be overpowered with the current numbers.

Information added. Portal Key would probably be a good item to get on this guy. I changed the ult so that it also has a somewhat minor slow effect. Technically, you can disable anyone and render them useless though =P The difference between him and another tank (say, tree) is that you can't just ignore him during teambattles (tree you can ignore because his ult is largely inevitable, and once he uses it he's worthless).


let's see if i get this hero right: he is supposed to get a lot of life, he is supposed to heal and dmg at the same time, he will debuff the enemies buff himself at the same time and he is able to redirect 40-60% incoming dmg as an aoe effect to his surroundings + he can bind heros for 5 sec at the same location?

sounds fun :D but hard to tell how well your balancemeasurement (the range of his spells) will work out. just by reading it i can imagine him to be overpowered, although the range of his spells makes it possible to dodge... i guess the only way to know would be a fieldtest so i vote yes :)

Yeah, I'll be tweaking numbers and skills as time passes by. This happens with all my suggestions--numbers always go way down =P


As I mentioned before with caustic concoction on alchemist, every skill in HoN so far that has had to calculate damage done to someone, and then do something, has done it in bursts - Cursed Ground (though this always worked this way), Hellflower, Ophelia's Slow. I think in this case again it would be more visually impressive and interesting if it happened at the end of the duration, since it would encourage your team to pile on disables (which typically also do damage) to the hero to have him heal you in a favourable location.

Not only that, but it would seem that Ashes to Ashes might fall under the same category of dealing raw bonus damage that they have done away with in favour of counting damage dealt over a time and then dealing it in a burst. I think the skill is currently a little messy as it is.

Why not instead- have-

Ashes to Ashes:
Heroes dealt damage by Forgefiend are covered in ash.
Duration 5 seconds.
Heroes under the effects of 'Ash' deal less damage to Forgefiend. At the end of the duration, they take damage equal to % of damage dealt to them during the duration of Ash. Every time an enemy hero is covered in ash so to is the Forgefiend covered in Ash, reducing damage dealt to him by %. At the end of this duration, Forgefiend takes damage per equal to % of damage prevented from Ashes to Ashes.
Reapplication does not reset duration nor damage count.

I know this sounds messier, and doesn't have the dot/hot effect in there for flicker, but I think it fits better with the other abilities currently in the game, and how their mechanics work.

Ult- I think this should slow Forgefiend for each hero attached to him, preventing speedy builds from using this as an AoE version of Batrider's ult. Also it should break on teleport or blink to prevent that sort of abuse as well. Would it drag heroes like Magebane and Wretched Hag back if they used their teleport skills while chained, or would the effect end like Entangle or Roots?

I'm pretty sure Ophelia's slow does instant damage--it did in DotA, anyway. Hellflower's damage amp does do it at the end, but that's because it did so in DotA (not really sure why it did, probably to make it more balanced). Cursed Ground doesn't do it in full bursts, because it's also constantly doing DPS damage. For the ult, I agree it would be somewhat more visually impressive, so I'll just make it calculate every second as opposed to instantly. It's also supposed to work similar to Puppetmaster's Hold, so enemy blinks will jump right out. I'll add a clause saying that if you blink out, you'll break the hold yourself and everyone will be freed. I don't really want to give the Forgefiend any slow on himself though, because that would make it very difficult to maneuver in for Kaboom. In addition, if you try to drag a bunch of opponents, chances are they'll just move towards the opposite side, meaning you won't be able to damage them.


Make it so blink/movement abilities are disabled with the one exception of Chronos's Time Leap, which will allow him to escape the shackles since he moves through time and space -- it shouldn't be treated like a normal movement. This means Magebane's Blink, Valkyrie's Courageous Leap, Zephyr's Leap, Portal Key, etc. are all disabled while Shackled.

In general this is a really cool concept -- I'd love to see him implemented. T-UP
Nope! They're all enabled. That's just one of the ways to balance it out. In addition, debuffers will also break free. So Shrunken Head, Protective Charm, Stoneskin, Harden Carapace will all break free as well.

Sufferr
08-31-2009, 02:39 PM
Yes, go.

Brad1
08-31-2009, 02:42 PM
I like how all the spells work together. Cast Flicker on some putz, throw down Infernal Bind, detonate on him a few times and with Ashes to Ashes along with the magic armor reduction they'll be taking MASSIVE amounts of damage.

You'll basically be forced to get intelligence items since your intelligence gain and base intelligence are low with such high casting costs. Nothing an Arcane Ring can't fix though.

I'm giving this a yes for sure.

Nome
08-31-2009, 07:10 PM
I like how all the spells work together. Cast Flicker on some putz, throw down Infernal Bind, detonate on him a few times and with Ashes to Ashes along with the magic armor reduction they'll be taking MASSIVE amounts of damage.

You'll basically be forced to get intelligence items since your intelligence gain and base intelligence are low with such high casting costs. Nothing an Arcane Ring can't fix though.

I'm giving this a yes for sure.

Basically, yeah. The main conundrum with him will be making up for your quick mana loss as well as the fact that you're constantly doing damage to yourself.

yourstruly
08-31-2009, 11:03 PM
this is proably the hero i like most in the suggestions section so far, also the balance seems to be quite good atm, maaayyybe a bit on the strong side, but overall it seems sexy.

EDIT: Fark arcane ring, go for bloodstone m8.

Nihility
09-01-2009, 01:38 AM
GIEF!!!!!!!!!!!!!!!!!

Freaking awesome hero nome (like always :) )

AndrewReily
09-01-2009, 01:41 AM
I love anyone who has an idea to add a new initiator. Period :D.

Nome
09-01-2009, 03:49 PM
Bumping ;3

Surreal12
09-01-2009, 04:12 PM
I love the idea but I'm not sure where the synergy comes into play in the HoN lineup...
It looks like an attempt to re-vamp puck...I like old puck ;(
Thumbs up though- good work and well thought out.

Nome
09-01-2009, 04:31 PM
I love the idea but I'm not sure where the synergy comes into play in the HoN lineup...
It looks like an attempt to re-vamp puck...I like old puck ;(
Thumbs up though- good work and well thought out.

The only skill that has any similarity to Puck is the ultimate, though :p
At this point I wouldn't be too certain that Puck is being ported in its entirety, as Maliken will likely share Puck's signature skill.

Sadhe
09-01-2009, 05:18 PM
The difference between him and another tank (say, tree)…

Eek! Keeper of the Forest is not a tank. After he used his ult he poses so little threat that you can ignore him (as you said). A tank has to be able to take a beating while constantly posing a large threat to the enemy, this does not have to be damage or debuffing, just something "If that guy stays alive we are going to lose this fight!".

Your changes definitely made him a high threat, but the threat is his debuff mainly, an alternative way to deal with it would be magic immunity or disabling enemy casters. Either way, it's an improvement.

I only consider Armadon a tank, his survivability is top, his Spine Burst deals more damage the longer the fight goes on, his Snot Storm amplifies damage and prevents escapes and while spamming all this he gets only stronger.

Mock of Brilliance like effects (like Kaboom! and Spine Burst) are what create a pseudo or small tank. The Forgefiend can be considered a tank now.

I'd suggest lowering Flickers damage and increasing it's duration and making Ashes to Ashes a simpler effect (or improving the description). For exmaple, if enemies take 25% more damage, but heal 12.5% of the damage received, then they heal for 15.6%, something similar happens with the other effect, so I'd change the wording like this:

"Enemies within 500 units of you take 10/15/20/25% more damage, but they restore health equal to 3/6/9/12% of all damage received over 5 seconds. You take 10/15/20/25% less damage, but you are damaged for 4/8%/12/16% of all damage you receive over 5 seconds."

What's this change in the end? Enemies take (1+a) burst damage and (1+a)*(1-b) total damage, where a is 10/15/20/25% and b is 3/6/9/12%. I'd consider this simpler. The same goes for the effect on yourself.

– (1-a) burst.
– (1-a)*(1+b) total.

Overall it changes the numbers though, the total to 110% to enemies and 87% to self, as I didn't want to use non-linear scaling.

I hope I got my points across…

Nome
09-01-2009, 06:20 PM
Much better wording than mine. Thanks, I will use >.>

Flat_Head
09-02-2009, 04:01 AM
I like the skills/style, but don't we already have a fire-themed tank/support character? I didn't vote because I didn't want to vote for another fire-themed hero, but ups nonetheless for a good idea.

Nome
09-02-2009, 04:41 AM
I like the skills/style, but don't we already have a fire-themed tank/support character? I didn't vote because I didn't want to vote for another fire-themed hero, but ups nonetheless for a good idea.

Theme is completely up to S2 to decide. Vote on concept.

Flat_Head
09-02-2009, 04:48 AM
voted then. good luck!

Snackwrap
09-02-2009, 06:15 AM
I really like the concept of a suicidal tank. Pudge 2.0 in some ways, im not so sure about the ult though. them being dragged as you run back to towers and allies is one awesome ability, not to mention attacking you would only cause them damage... possible tone down?

im still voting yes, I would like to see a balanced version of thsi in HoN

Nome
09-02-2009, 08:11 AM
I really like the concept of a suicidal tank. Pudge 2.0 in some ways, im not so sure about the ult though. them being dragged as you run back to towers and allies is one awesome ability, not to mention attacking you would only cause them damage... possible tone down?

im still voting yes, I would like to see a balanced version of thsi in HoN

Shouldn't be bad. They can still fight back and disable you. The old Storm Panda had Lightning Grapple, which was an instant version of this spell (sorta), and it was considered "OK".

Snackwrap
09-02-2009, 08:18 AM
Shouldn't be bad. They can still fight back and disable you. The old Storm Panda had Lightning Grapple, which was an instant version of this spell (sorta), and it was considered "OK".

This is true, I can see this hero requiring a super health oriented item build lol, probably no room for the linkens to help make the ult even more awesome. You still have my vote.

Nome
09-02-2009, 02:14 PM
Yeah, I'd imagine him to go for Sacrificial Heart, or Behemoth's Heart with some mana regen item.

There's really very little chance he'll be able to pull anyone into a tower early on, since the AoE stomp initiation of the spell is very short range, and your opponent is likely to just run in the opposite direction, which has a 500 max range anyway. There's also no rubberband effect like with Puppetmaster.

Nome
09-03-2009, 02:00 AM
Bump for great justice!

09-03-2009, 03:45 PM
I love your ideas. Really creative.

Microchaton
09-03-2009, 05:13 PM
Well, yes, he's cool and his skills are nice, maybe a little too good.... :o Another kelen's-insane-combo-hero.
Imba passive

Sufferr
09-03-2009, 08:19 PM
I love how it is right now, would really get addicted to this hero as (if) he comes out!

Nome
09-04-2009, 05:36 AM
Thanks for the comments everyone :3

Sordak
09-04-2009, 05:51 AM
seems to be a pretty damn fun heroe!

nuff said hand it to s2 O.o

Nome
09-06-2009, 05:05 PM
Giving it a bump!

Rentaromon
09-06-2009, 09:01 PM
Theme: KICK ASS!!!!!

1st:Great skill but consider this: He opens his culdron, dealing damage to units in front of him and lowering there magic armor as they burn. Also he takes no damage from it. since he isnt takeing damage from it and he is lowering armor every second he stays he would be higher priority.

2nd: good but consider this: Smoke Belows: He couses a cloud of smoke around him, the cloud makes it hard to breath and attach. It stops regeneration around you and lowers chance to hit, this increases his armor and makes him a higher priority as he is makeing it harder to attack and stoping regeneration.

3rd: Consider this: ashes to ashes: His blades become infused with white hot fire, cousing the enemys armor to become weaker also it hits multiple people for duration. It could be a damage buffer, and with every swing he lowers armor. again he would becoe target number 1.

ulti: its kind of weak. Consider this: Feed the forge: a percentage of damage is reduced and turned into mana, so as he is being attacked he would have more mana for all the DPS powers so he can keep going longer.

THIS IS ONLY SOME IDEAS. you dont even have to consider them im just throwing a ulternative for him. personally i think having all thows DPS powers activated in a big fight would make him priority 1, thus a good tank.

Nome
09-11-2009, 04:54 AM
bamp 4 fattie

Giraffe
09-11-2009, 11:22 PM
bump,

off topic:

I don't want a giant support S2 Games advertisement under my name, who do I ***** too

Isin
09-11-2009, 11:27 PM
This suggestion is brilliant.

Nome
09-12-2009, 09:11 PM
Huruhuruhurupop.

Moonstorm
09-13-2009, 06:21 AM
You know, I've been lurking on these forums awhile, but its the first time that a hero suggestion has made me want to post! Great job and the fiery oven is far too amazing...T-UP

DarkAce
09-15-2009, 05:20 AM
Its a must have imo!

ILLBEBACH
09-17-2009, 02:34 PM
WIN!

Fiesta
09-17-2009, 06:16 PM
I feel like he shouldn't be doing such MASSIVE damage, I feel that he should Debuff, to an extreme extent. That way, he cant just run into a group of guys without any support from his team. Right now, he seems like a very ''Selfish'' Character. Take tempest for example, His ult and meteor have synergy like nobodys business, add in a decent team, and thats the fight. So far, S2 hasnt exactly put out a character whose skill synergise to this extreme extent. So, I think that one of his skills should be less damage oriented, and more debuff oriented. Because of the massive debuff, they still need o take him our first, and he doesnt lose any of his tanking mantra.

AsteriK
09-20-2009, 05:43 PM
very nice idea!

Tripwyr
09-21-2009, 11:15 PM
Isn't this supposed to be locked in here? =O

Nome
09-21-2009, 11:19 PM
No, thought about it for a bit, and there's no reason why people shouldn't be able to comment.

SEEEZZRR
09-22-2009, 02:12 AM
amazing hero,

but i think is much worse with the major nerf of heart

i would still love to see him though,

great job once again nome

Rentaromon
09-23-2009, 10:11 AM
wow i like how you changed him. his is real cool idea. makes the heroes in game look so simple and weak.

Mastion
09-23-2009, 11:46 PM
Bump.

Nome
09-24-2009, 02:08 AM
Bump.

No need for bumps here :P

Vaenas
09-24-2009, 05:36 AM
Can I eat blacksmith?!? :) Loves the theme and skills, minor tuning are needed. But as always lets consider the concept T-up!

upm
09-25-2009, 03:37 AM
i like it..... alot.
great hero concept and reminds me of devourer that takes damage with his rot but also taking damage to himself.

love it.

jimster1
09-27-2009, 04:07 PM
What an awesome hero

venomqo
09-27-2009, 07:33 PM
i like the concept, and the flicker spell looks like fun.

ComMcNeil
09-28-2009, 05:11 AM
concept looks great, but as you may guess, I am not sure about the balancing aspect here
I think he will need much iteration until he fits in the current game (which is AoE heavy)

tw0str0ke
09-28-2009, 01:30 PM
Very nice concept, I would definitely like to see this character in HoN.

_Archangel_
10-01-2009, 01:39 AM
I'm concerned about the ultimate being overpowered. It seems to be a self-centered version of Puck's ultimate, but the fact that they simply can't break the chains for the whole 5 second duration, and the fact that they are dragged along with him when he moves might be too strong (Imagine if he uses this with a haste rune).

That's a simple balance concern though, the concept of the hero is awesome. T-UP

Portal Key + Frostfield Plate on this hero = gg :D

Ragnarok17
10-03-2009, 06:59 PM
Yet another good concept, Nome. Keep it up :D.

Nice original hero, good concepts, good visuals. First skill is similar to Devourer's Rot: Chase, slow, and damage yourself too. Not saying this is a bad thing, but rather a good thing; I really like this kind of skill :).

I think I'll really like this hero. I hope he gets implemented!

Very good story, too!

I think his movement speed should be a little lower though, like 295 or lower, simply because of his ability to get an early kill with good teamwork and his first skill.

Edit: Actually that I now have reread this hero's skills, he seems to be solo viable too, like Devouerer.

Lvl 1/2 in first skill and Lvl 1/2 in second skill can kill the enemy early on if they don't play safe, especially in publics. Don't want to use another 10 minutes calculating to see which skill to level to level 2 first XD.

I really hope this hero will get implemented soon... I really love heros that have this kind of style :).

Keburon
10-17-2009, 09:45 PM
Read all 3 pages of "popular" thread. This is my favorite!!!!

Kalamadorel
10-17-2009, 10:01 PM
I really like the idea but I have some worries about how well the character will scale over the game, I can see him getting ignored in fights because his damage isn't high enough to warrant being attacked, especially when he pops his ultimate and the 1st skill seems to hit fairly lightly but I guess the mana cost and cool down make up for that.

I'm not sure I like ashes to ashes recovering afterward if they didn't die or get their health regeneration stopped, I don't know if it would be more effective to just reduce the damage boost by the damage healed when it's done as I can see the enemies recovering health after running away being very annoying.

Other than this it seems like a really cool idea and it would be awesome to see this hero in game.

Magaa
11-12-2009, 06:40 AM
love the concept...ulti is imba due to the fact you cant walk away fo 5 s and you get draged with him ? lolz

Xtrykr
11-12-2009, 09:19 AM
T-Up! I like this concept a lot!

TGR1
11-20-2009, 07:52 AM
l0l
He is so fat :)

Gringos
11-20-2009, 08:16 AM
You know Legionnare's terrify? It's nothing against flicker. Oo You can't even get rid of it. That's in total 280 damage, ~90 area of effect heal and the health regeneration stopped (which once Atropos could do. Obviously S2 thought it was imbalanced and did not provide Succubus with it.) Adjust this skill pls.

Everrain
01-30-2010, 03:03 AM
Nome, I hope it is Forgefiend: http://forums.heroesofnewerth.com/showpost.php?p=981357&postcount=1

Paradigm_
01-30-2010, 04:05 AM
Looks like we're gonna be able to play this amazing hero!

Weedbean
01-30-2010, 06:11 AM
This is a great concept. Would like to see it in-game. :D

ReD`EyeD
01-30-2010, 07:09 AM
DPS-tank capable of dealing heavy AoE damage while eating damage at the same time?

:devo:

CrazyBabble
01-30-2010, 02:55 PM
T-Up! Love the first skill, the 2nd skill (a lot) and the ult. 3rd skill is good synergy wise but i do not like. Ah well

DeygB1
01-30-2010, 09:25 PM
I admit I haven't completely read it, but 3sec cd 160dmg + -magicarmor + 35dps/300aoeheal with 10sec cd?

I see it's supposed to be balanced via manacost (or something, lol) but seriously, that seems pretty damn freaking OP.

Bacn
01-31-2010, 07:34 PM
It's probably the 61st hero. Look at the artwork.

So obvious.

Grats OP

Diffusion
01-31-2010, 08:00 PM
Forgeee ahead!

Obie
02-01-2010, 07:50 AM
S2 already made the visuals so gogo (http://i46.tinypic.com/29f2zkj.jpg)

About the hero, this is goddamn amazing, really what this game needs, another form for "taunt" (the ult is kind of a taunt).

Can already see myself rushing a :Portalkey: on this guy!

:Portalkey: :ShamansHeaddress: :BehemothsHeart: :Nullstone: :PlatedGreaves: :DaemonicBreastplate

Wallachia
02-02-2010, 07:32 PM
Voted no. He seems pretty overpowered, not to mention his skills are basically just better versions of other hero's skills.

HatTruck
02-03-2010, 11:36 AM
I like the visual, but the hero mechanics.

Fuga
02-03-2010, 12:59 PM
holy balls this is op

BoNGSmurFen1
02-12-2010, 07:03 AM
barbed would be nice on him :)

imposteroak
02-12-2010, 08:29 PM
This heroes reminds me of the new hero concept.

ShammySham
03-28-2010, 05:41 PM
Yes, Yes, Yes.

Garinoth
04-03-2010, 11:28 AM
items for him: barrier idol + barbed armor + 4 portal keys xDDD

really interesting hero!, i'd like to see how it works in game, cause he always need to be near enemys.

Nomy
04-04-2010, 11:58 AM
one more Ring of sorccry/Portal Key rush <3 T-Up for this one

Katash
04-06-2010, 06:24 PM
Considering his large body and those extremely small feets he should be slower than 300 ms in my opinion.
Like 290 or so (I'd even prefer him getting less, but meh, start at 290 and see where it gets)

PUB5TAR
04-06-2010, 11:03 PM
Could use a nerf of some sort. Particularly if your first skill stacks magic armor debuff. Suggest reducing said debuff and movement speed, but otherwise solid. I'm a fan.

Thumbs up.

Yuri_the_Axe
04-07-2010, 08:56 AM
I think the slow is a bit much, but otherwise it sounds like to could be a great hero. Sounds like a few heroes got taken apart and put into him.

Eirem
04-07-2010, 10:35 AM
as soon as I saw the hero concept art, thumbs up. Hilarious, I would love playing this guy. I'm sure the skills are great too, but I'm not editing this to reflect that after I read it :p

Nome
04-08-2010, 08:12 PM
Completely reworked the hero's ultimate. It's now a single-target bind, and has a sort of cowboy lassoing a pig feel.

Much better hero now IMO :)

Passthechips
04-08-2010, 11:27 PM
It really is a much better skill, T-Up the hero.


Though I am still iffy with Ashes to Ashes.

Pineapple
04-09-2010, 01:05 AM
Awesome ulti. but i dont see how it sunnergies with any of his other spells..

first and second spell are ok and has good synnergy to each other.
i can see the synnergy between second and third spell but the third spell needs a better discription or maybe even to be reworked cause atm i dislike it.

an idea would be to give him batriders ulti cause it would synnergy well with second spell.

no vote yet

EDIT: as some ppl already mentioned the hero is a bit OP. however numbers can be tweaked.

Nome
04-09-2010, 02:04 AM
Awesome ulti. but i dont see how it sunnergies with any of his other spells..

first and second spell are ok and has good synnergy to each other.
i can see the synnergy between second and third spell but the third spell needs a better discription or maybe even to be reworked cause atm i dislike it.

an idea would be to give him batriders ulti cause it would synnergy well with second spell.

no vote yet

EDIT: as some ppl already mentioned the hero is a bit OP. however numbers can be tweaked.

The ult synergizes in that it forces enemies to be next to you for skill 1. In addition, skill 1 damages yourself--but you will transfer a portion of that damage to your enemy if your ult is active. It works quite well in theory!

FuzioN
04-14-2010, 03:23 PM
amazing hero well balanced but! id like to se him in another model tbh :P

HeroMuute
04-14-2010, 04:54 PM
Beautiful......

Why not have his deal aoe damage when he dies while his ulti is attached to someone, kind of like pulling them in to kill both.

Senetarium
04-21-2010, 03:56 AM
I say one thing, make ashes to ashes "explode on death damage" higher 8D like, suicide run in blast out a lot of damage ---> Die, Blast off even more 8D make it like 1: 100
2: 250
3: 400
4: 550

Nome
05-20-2010, 07:50 PM
This hero is now on Dream: http://dream.heroesofnewerth.com/hero/Nome/Forgefiend