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dandylion
09-01-2009, 01:20 AM
Prizm, the Lightbender
Dream Link (http://dream.heroesofnewerth.com/hero/dandylion/Prizm)

For all intents and purposes, this character would simply be called "Prizm" in game.

I would like to thank everybody that voted and gave feedback to help Prizm get here.
Without your input and ideas this would have probably found it's way to the archives.


http://img27.imageshack.us/img27/4240/prizm.jpg



Story:
The final masterpiece created by a dying engineer,
Prizm is able to bend light to do his bidding. Agile
and precise, he uses his power to alter light and
shine victory in the days of his allies, and leave
his enemies in darkness.



Role: Initiation and Ganking, later turning to support
Primarily an initiator hero that has a reasonable
amount of nuking potential. Main purpose is to set-up himself
and teammates for AOE encounters, and split
enemy teams apart, making them easy prey.

Affiliation: Legion
Speed: 300
Range: Melee
Armor: 3.4
Base Damage: 50-56
Primary Stat: Int
Str: 19 (+2.3)
Agi: 15 (+1.4)
Int: 21 (+2.4)



Abilities:

Sphere of Light


http://www.guildwars.com/images/professions/skillicons/monk/mending.jpg

Prizm conjures an orb of light begins 1000 units away and fires inward, slowly returning to the point where it was created, searing all foes withing it's range as it passes.




Type: Active, target ground
Cast Range: 1000 units
Cast Time: 0.3 seconds
Damage: 40/60/80/100 damage on initial pass, 45/60/75/90 magic damage per second on return
Mana cost: 105/115/125/135
Cooldown: 16.5/15/13.5/12
Other Notes: Over 1 second, a fast moving ball of light 200 units in diameter fires in a straight line, damaging foes that it moves through. After reaching the cast position, the ball grows larger (300 unit diameter), and moves away, back to the point where it was created over 3 seconds. Anything within 450 units of the center of the ball will have a beam of light hitting them, dealing magic damage over time.
Visual: A yellowish beam of light, sparks upon impacts. Moves very quickly inward, 1000 projectile speed, moves at 333 movement speed on the return path.

For those that know it, the Prince Taldaram fight in Ahn'kahet is where I drew this idea from. I thought it was a unique damaging spell that hasn't been used in this game yet. Sorry if you don't think it's right to use this ability.

http://www.youtube.com/watch?v=YjmCvjKwYCc

Effect at 0:26 for those that aren't familiar with this boss fight.

A fancy little picture to give you a better idea!
http://img265.imageshack.us/img265/4865/prizmsphereoflight.jpg



Use and Synergy: I felt this was a little more unique and still offered just as much function as the old carom did. This is Prizm's main damage dealing spell. It is easily avoided by enemies, but Prizm has tools to try and keep them there. It can also be a mind-game for players: stay in the sphere range and take the damage, or run the hell out of there!


__________________________________________________ ______________



Binding Light



http://img233.imageshack.us/img233/6991/bindinglightedit.jpg



Binding Light:
Prizm channels light into a beam and launches himself across it, causing units he passes through to become illuminated, both friend and foe. These units share damage, foes with foes, and friends with friends.

Type: Active, ground or unit target
Range: 400/500/600/700
Cast Time: 0.2 seconds
Damage share: 4/7/10/13%
Debuff Name: Illumination
Debuff Duration: 5/6/7/8 seconds
Mana cost: 95/105/115/125
Cooldown: 20/18.5/17/15.5 seconds
Other Effects: Stealthed targets are visible while debuffed.
Prizm passively gains illumination debuff upon learning this ability.
The size of Prizm as he moves is 150 aoe.

Visual: Quick moving beam of yellowish light. Illuminated targets have a faint white shimmer about them.

(Note: Very similar to fatal bonds. And I apologize for the incoming wall of text, but it's a complicated ability ;) For clarification on how this ability would work, I'll give some examples.

Enemies that take damage will deal 4/7/10/13% of the damage they take to all other illuminated enemies.

Quick math for those that don't like words, all examples based off of highest rank (13%)...

3 enemies are illuminated by Binding Light
Enemy 1 takes 100 damage from any source.
Enemy 2 takes 13 pure damage from illumination.
Enemy 3 takes 13 pure damage from illumination.

The 13% damage from illumination is NOT SPLIT between all illuminated enemies. Each enemy takes a full 13% of the damage taken by another illuminated hero. This is a change from my original idea because I realized that it would scale pathetically in large fights.

Allies that are illuminated take 4/7/10/13% reduced damage as long as another ally is illuminated. That reduced damage is split between all other illuminated allies.

Again, example...

3 Allies illuminated by Binding Light
Ally 1 is hit for 100 damage, which is reduced to 87 damage from illumination.
Ally 2 takes 6.5 pure damage from illumination. Damage is non-fatal.
Ally 3 takes 6.5 pure damage from illumination. Damage is non-fatal.

In the case of allies, the 13% damage is reduced from the main target and then SPLIT between illuminated allies evenly.

In the combination of both enemy and friendly units being hit, both scenarios apply separately from each other.)

And please, if you feel you do not understand the ability still, I am more than willing to explain it in as many ways possible so that this complicated ability doesn't seem so bulky, because it's really not :)

Use and Synergy: This ability is the main powerhouse of this hero. Not only does it cause bonus damage from not only your attacks, but your teammates attacks (in the form of shared damage), it can help to stop your teammates from being focused, and works as both an initiator and an escape. It's a well rounded ability that helps to set up a lot of the potential, not only with his own other abilities, but the abilities of many of his teammates.
__________________________________________________ ______________




Void

http://img291.imageshack.us/img291/4374/voidedit.jpg



Void:
Prizm drains the light from a single point, causing all nearby matter to fill the gap left in it's place, and damaging them in the process.

Type: Active, ground aoe
Cast Range: 650
AOE: 325/400/475/550
Cast Time: 0.3 seconds
Damage: 60/90/120/150
Mana Cost: 140/150/160/170
Cooldown: 18/17/16/16 seconds
Other notes: Pulls all effected enemies to the center of the aoe. Takes 0.5 seconds of "travel time" for units to reach the center.
Visual: Black particles rushing into the center of the aoe.

Use and Synergy: An all around useful ability. It's a shameless modified port of Vacuum, a solid ability that was useful on so many levels. It synergizes well with all 3 of Prizm's other abilities, and is probably the most useful tool in his arsenal for combo potentials.
__________________________________________________ ______________



Shatter


http://img687.imageshack.us/img687/9710/shattersmall.jpg


[Ult] Shatter:
Being made of crystal and glass, Prizm uses light for a short time to expel any broken materials from his body and sends them to cut and maim his foes, causing them pain and reducing their movement and attack speeds briefly.
(staff of the master effects in yellow)

Type: Active, self
Cast Time: 0.4 seconds
Damage Return: 55(75)/65(85)/75(100)%
AOE: 600
Armor Increase: 5/10/15
Magic Armor Increase: 3/6/9
Self Duration: 5(7)/6(8.5)/7(10) seconds
Debuff: Maim
Debuff Effect: -30% MS and AS reduction
Debuff Duration: 3 seconds, non-stacking
Cooldown: 50(40)/45(35)/40(30)
Mana cost: 130/165/200
Other Notes: Damage is returned as pure damage. All damage is returned (physical, magic, pure, any). When an enemy is damaged via the returned damage, they are effected by the maim debuff, and have their MS and AS slowed by 30%. This effect does not stack, but the duration is refreshed every time they take damage in this fashion.

Visual: Prizm glows a myriad of colors (similar to Shrunken Head effect, but colors change) and each time damage is returned, small pieces of shrapnel fly out from him.

(Explanation: Think of it like a barbed armor effect, but for all damage (physical, magic, pure, whatever). The damage Prizm takes is not reduced or negated, it is just returned 55%/65%/75%, divided evenly among enemy units within the 600 aoe. Obviously this is not a hero that you would typically like to encounter solo, but it gives the opponent the option to not attack.)

Use and Synergy: This is the only ability that really stands out from the rest and may leave you wondering where the synergy is, but it mostly stems from the fact that Prizm is a melee hero. When you pull so many heroes together with Void, and then bind them all together through Binding Light, chances are they're going to want to stop you or retaliate. This is your "don't touch this" ability that allows you to set up your combos, and if someone tries to stop you, you make them pay. Offers just as much support power as both Binding Light and Void, while giving your foes an ultimatum scenario. The slow also helps to keep enemies near each other for setting up more Void and Carom combos.

__________________________________________________ ______________
Please vote and make discussions about IDEAS and not NUMBERS.

__________________________________________________ ________________________________________________
While this was floating around in the ideas pile, I didn't feel the need to changelog it so much, now that it's more complete and balanced, due to input and many suggestions from a lot of helpful folks here on the forums, I'll leave a changelog of the changes I make.

Changes:
Reduced duration on Binding Light
Minor change to Binding Light operation
Minor Clarifications and Wording changes to abilities for clarity's sake
Added Harkon's Blade/Runed Axe combo to item synergies. It's as if they were made for him!
Added ministun to first hit of carom.
Increased bounce range on carom from 400 to 500.
Changed thread title from "Lightbender" to "Prizm"
Increased Carom damage significantly, from 30/32/34/36 to 36/39/42/45, to be more in line with other AOE nukes by int characters
Increased cooldown of Carom, and scaled mana cost; previously 7/7/6/6 and 85 at all ranks, changed to 9/8/7/6 and 85/95/105/115
Added SotM effects to ultimate, which are in yellow
Made Shatter have a constant slow of 30% instead of a scaling one
New ability, Sphere of Light, replaced Carom

Old first skill...
Carom


http://img233.imageshack.us/img233/1076/caromedit.jpg


Carom:
Prizm blasts an enemy with a beam of light, so powerful that it bounces between enemies. If it's power cannot continue to move, it explodes in a bright light.

Type: Active, single target that then bounces between enemies like Acidic Cocktail
Cast Range: 650
Cast Time: 0.3 seconds
Number of Bounces: 6/9/12/15
Damage: 36/39/42/45 (totals to 216/351/504/675 max aoe damage)
Mana cost: 85/95/105/115
Cooldown: 9/8/7/6
Other Notes: Initial shot mini-stuns the first target for 0.1 seconds. In order to continue bouncing, units must be within a 500 range of each other. This ability can repeatedly bounce between 2 or more units. If the light cannot continue bouncing, half the remaining damage is instantly dealt to the "end" unit.
Math: 338 to single target at highest rank, 360/315 respectively between 2 targets at highest rank.
Visual: A yellowish beam of light, sparks upon impacts. Moves very quickly, 1600 or so projectile speed.

Use and synergy: It's a somewhat generic nuke that works a lot like Plague Rider's ultimate. It works well with his other abilities, specifically Binding Light. The damage is relatively low in large fights, but it excels most in the small 2v2 and 3v3 skirmishes that frequently happen in the middle of forests and rivers. It can help with last hitting creep waves, or on a single target deal a moderate amount of instant damage for finishing.

Yyuurree
09-01-2009, 01:26 AM
Seems like a very interesting/fun hero to play, my only point of contention would be the duration of his ult, or the % amount that it reflects. 100% Damage reflect during a group aoe fight seems like a little too much, it's like using all the aoe from 2 teams against 1 team. maybe 50-75% would be more reasonable, or an increasing per rank duration so it's harder to use. (8-10-12s) etc.

dandylion
09-01-2009, 01:30 AM
I will agree that all of that bunched into 1 ability does seem a little OP. It's kind of the arachna counter. She wants to put a spider on you? You want to put some glass in her eyes... :)

syphen
09-01-2009, 01:36 AM
Dusa/DS/warlock hybrid eh? Sounds like it would be alot of fun to use, i have a feeling that DS won't get ported into HoN so it would be nice to see vacuum make it over. The Chain lightning spell dealing half damage to single targets seems like a good idea that is fairly balanced. 10s reveal is a nice touch to fatal bonds which was somewhat of an outdated spell to begin with.

As far as the ult, how would it work with BKB or Blade mail? Is the damage pre-modified dealt as spell, physical or Pure?

Battle_Fury
09-01-2009, 01:40 AM
melee here like this are useful and balance isn't as hard to achive. i just hope it won't suck up all my computer power with refraction effects.

dandylion
09-01-2009, 10:01 AM
Dusa/DS/warlock hybrid eh? Sounds like it would be alot of fun to use, i have a feeling that DS won't get ported into HoN so it would be nice to see vacuum make it over. The Chain lightning spell dealing half damage to single targets seems like a good idea that is fairly balanced. 10s reveal is a nice touch to fatal bonds which was somewhat of an outdated spell to begin with.

As far as the ult, how would it work with BKB or Blade mail? Is the damage pre-modified dealt as spell, physical or Pure?

Thanks for the comments, as far as working with blade mail, it would override blade mail, so you can't double dip on the damage returns. With a BKB you're pretty much limiting the amount of damage that could come in to hit you, so you're hindering your own ult by using it. All damage is returned as PURE DAMAGE and damage returned includes spells, physical, aoe, whatever. The damage Prizm takes is NOT REDUCED simply RETURNED and split evenly among enemies (creeps and heroes) inside the aoe area. Think kind of like spectre, except you actually take the damage.

tigolebitty
09-01-2009, 01:40 PM
I really like the synergies between not only his own abilities, but the team functions this hero is able to do. Grab a shiva and some phase boots and there's a lot of slow/grouping power in this hero, without being too overpowered :)

LastViking
09-01-2009, 01:47 PM
I like the story for the hero

sol43306
09-01-2009, 02:26 PM
Overall this seems like a fascinating hero, i particularly like the Carom idea, sounds like it would be alot of fun to use. His other spells are also useful in team battles, and none are overpowered. However, as a scaling int, the fact that none of the higher ranks of his spells reduce in cooldown is a huge disadvantage IMO. I think the Vacuum and the Carom should have some sort of downscaling cooldowns with increased ranks, even if it's just a second per rank.

As for the ult, i would actually think it's probably underpowered in actual use. It's basically a weaker version of barbed armor with a minor slow. I would highly suggest decreasing the cooldown per rank to make it usable each battle, or causing it to increase his speed or giving him some sort of speed increase for it's duration to make it easier to use.

Thumbs up though, with some number tweaking this would be an amazing addition to HoN.

Surreal12
09-01-2009, 03:55 PM
Not only do the abilities and the concept of the hero sound amazing but the hero is replacing ports that probably won't make it into HoN anyway.
Very nice to see what you have done-good pictures well thought moves.
Out of all the hero suggestion threads I've seen so far this has to be my favourite.
Well done.

syphen
09-01-2009, 04:35 PM
I love how the 3 people to vote no have had 0 posts ever, probably the same person with multiple accounts pissed off that the OP voted no on his hero. GG

MagicCake
09-01-2009, 04:54 PM
As for the ult, i would actually think it's probably underpowered in actual use. It's basically a weaker version of barbed armor with a minor slow. I would highly suggest decreasing the cooldown per rank to make it usable each battle, or causing it to increase his speed or giving him some sort of speed increase for it's duration to make it easier to use.


I would agree with this post, Seems like a good hero.

dandylion
09-01-2009, 11:49 PM
Thank you all for the positive feedback and suggestions :) the ult is a very tricky thing if you ask me, because bumping it just a little in certain places could be the balance between overpowered and underpowered. I think a minor speed increase, or maybe no true speed increase, but pathable through creeps like a built in phase boots might be better. It would allow the spell to be used as somewhat of an escape in addition to being a ganking move. I feel that carom might be a little overpowered with a 4-6 second cooldown come level 7 (if you decided to go that route which would only make sense) however vacuum could be scaled down to 12 or so at max rank I think. I'll change some numbers and see what the overall picture looks like. Thanks again :)

Dimose
09-02-2009, 01:18 AM
I really like this hero concept and it seems you have already done quite the bit of editing :)

Kaliuz
09-02-2009, 01:45 AM
The concept is very good, I like it a lot. Thumbs up.
Ultimate seems OP at later levels though. 30 seconds cooldown for 11 seconds active seems way too powerful. More than one third of the time he could have his ulti on. And since he is tank, killing him would be just impossible. But that's just my opinion.
Anyway I liked it very much.

Padiso
09-02-2009, 02:08 AM
this hero is sweeeeeeeet. Id play this char anyday. AWSOMEEEEEEEEEEEE!!!

TasteMyBeast
09-02-2009, 02:08 AM
this hero is epic mang, i would buy hon if they had this hero. Hes the **** and i want him created now!

dandylion
09-02-2009, 02:30 AM
The concept is very good, I like it a lot. Thumbs up.
Ultimate seems OP at later levels though. 30 seconds cooldown for 11 seconds active seems way too powerful. More than one third of the time he could have his ulti on. And since he is tank, killing him would be just impossible. But that's just my opinion.
Anyway I liked it very much.

Think of it this way, spectre's dispersion has a 100% uptime in 1000 aoe with 20% damage reflection. That means 20% is mitigated, and redirected amongst foes.

This ult is ~38% uptime (if you always used it when up) with 75% damage return (not reduced at all). It works out to roughly the same amount of effectiveness (in the damage return portion). The only difference is the fact that this slows in addition, and as an ult, I think it should be somewhat more powerful than the other skills. Again, numbers are numbers for now :)

dandylion
09-02-2009, 10:29 AM
Edit: Added in synergies/weaknesses/possible items

penborough
09-02-2009, 01:42 PM
I said it in the other post, I guess you needed to remake. I really like the way the skills synergize not only with themselves, but with so many other hero combinations. It would be a lot of fun to play as this hero, and brings in some semi-ported moves I don't think will be fully ported in on their respective dota counterparts.

freche1
09-02-2009, 01:57 PM
What about ulti and activated Insanitarius ?

dandylion
09-02-2009, 02:18 PM
Hmm... Hadn't thought about that. The self damage being returned seems fairly negligible, but would help to proc the slow off his ult. Are you asking if it would seem overpowered, or clever use of the item? The self damage, and the fact that the ult only lasts for a short amount of time cause the slow to be not terribly overpowered. If in practice, it did turn out to be somewhat overpowered, it could be changed to not include self damage.

vvulf
09-02-2009, 03:18 PM
Seems sweet, but i think the cd on "shatter" should be longer :)

dandylion
09-03-2009, 12:36 AM
I feel that the cooldown on the ult is at a decent cooldown rate. It's similar to that of barbed armor, and as an ultimate, it should be decently strong and situational. Madman's ult is on a short cooldown because he needs it to be available to him at every situation at which it is needed, and the duration dwarfs that of Shatter. I'll agree that there is a fine line to walk with balance as far as numbers are concerned, and until actually tested in a wide degree if situations, and suffering many tweaks, the numbers are generalities and nothing absolutely concrete. I tend to think that many of the values are at least within the ballpark of where they should be for balance reason. Thanks for the feedback :)

syphen
09-03-2009, 03:40 PM
I don't think the loss of health from insanitarius would count as damage, and the 35 magic damage per second would be split between all heroes AND creeps. It would hardly do any dps and in a relatively small radius. The ult actually seems pretty weak to me now. It's like a worse version of barbed armor with a somewhat useless MS and IAS slow. It's an int hero, so unless it has insane strength scaling it's not going to be able to last very long w/o just flat out dying anyways. The ult is much weaker than it sounds the first time you read it.

Isador1
09-03-2009, 04:32 PM
A giant walking glass golem shooting light beams from space and sometimes bursting out shards..
well, that's definetely a cool idea.
though I can't really imagine it in newerth - but meh, we have mages and golems and fantasy already, so why not.

Skill 1: Ok, but I'd also like to see lich ported.
Skill 2: Very similar to dota warlock's fatal bonds, right? you should look at them and balance it. it can be a HUGE damage amplifier..
either implement it like warlock's (much lower percentage, max 5 units, either hero or creep) or make it totally different.
also, will it affect both friends and foes? (though that's nothing good aiming couldn't fix)
AND, describe it more.
Skill 3: 400 range is a lot, but since you also lowered the damage.. this creates a lot of synergy with any other AoE guy, even more than dark seer had. nice skill!
Ultimate: I love it. Unique, creates interesting playing style (a bit like axe) and fits perfectly with the theme.

Struckd
09-04-2009, 08:09 AM
very nice hero, wood ne annoyin to find tb and this hero with carom on the same team XD.

longer cds wood be nice but brilliant hero, story and skills match him perfectly, really like skills 2+3 very creative:)

dandylion
09-04-2009, 09:53 AM
I don't think the loss of health from insanitarius would count as damage, and the 35 magic damage per second would be split between all heroes AND creeps. It would hardly do any dps and in a relatively small radius. The ult actually seems pretty weak to me now. It's like a worse version of barbed armor with a somewhat useless MS and IAS slow. It's an int hero, so unless it has insane strength scaling it's not going to be able to last very long w/o just flat out dying anyways. The ult is much weaker than it sounds the first time you read it.

I've been kind of seeing the flaws in that. Without farming out a TON of health, and a TON of mitigation, or at least something to escape with (assassin's shroud or portal key) the ult leaves him pretty vulnerable as it mitigates nothing. I'm thinking of changing it so that the damage reflection is only to heroes as it stills fits with the idea that Prizm is intentionally expelling the shards of material, and has the power to redirect them. I think also some brief reflection mechanic (30/40/50% or so respectively) during the duration, or a decent armor increase, would allow him to be a stronger tank than he previously is, giving him more reason to move in, or at least have some mitigation as he has no true escape.

Other idea I've been tossing around, which I feel would synergize with his ult/void better and help him to reach melee range to actually get some damage besides carom/void in would be to change binding light to cause Prizm to be shot forward with it, somewhat similar to zephyr's leap or dark lady's ability. This would cause no damage, but all units passed through would gain the binding light debuff. Obviously the range would need to be reduced as 1000 max range blink is WAY too huge. Ideas? Thoughts?

dandylion
09-04-2009, 10:15 AM
Also, for those voting it down, as none of you that have voted it down have said ANYTHING, it would be great to know why. If you just simply hated the idea, it would be great for you to say even that. If you have the time to vote against it, please take the time to state why, otherwise your vote means very little.

dandylion
09-04-2009, 01:25 PM
Very significant changes to Binding Light (now works as a blink/leap ability with other clarifications as to it's use and effectiveness) and changes to Shatter, increasing effectiveness and giving him more built in tank function. Took out pathing through units of ult, modified durations and cooldowns.

dandylion
09-05-2009, 09:04 AM
Bump

PenguinBud
09-05-2009, 11:55 AM
A very interesting hero with well done abilities and a good theme. Binding light, though very interesting, might benefit from being simplified.

dandylion
09-06-2009, 11:56 PM
I find I have a hard time trying to simplify it. It seems to lose a lot of functionality if you dumb it down. It works almost identically the way that fatal bonds does, I really just like to repeat myself enough times that there's virtually no way that anyone could misinterpret how the ability works.

Rentaromon
09-07-2009, 08:06 AM
theme: light, not that amazing but it could be good.

1st: i like this power, it would be very annyoing if you had 2 heroes in a area and it just cept bouncing off eachother.

2nd: very hard to understand, and very complicated. i get it but you might want to think about simplifying it some.

3rd: ok like it but consider this: Prizm sucks in the light in a area, healing for the light he eats, and any enemy hero in that area will get pulled inwards.

ulti: meh. for a light based hero not havinga light based ulti is a little lame. also returning that much damage that long is way to powerfull. consider changing it.

dandylion
09-07-2009, 10:03 AM
It's not returned only to the hero that dealt it, it's split to every other hero around. It's a "don't nuke me or bad things will happen" situation, similar to accursed's ult. The damage is also mitigated before it's returned, while the ult is popped, it reduces the amount of damage coming in, which also reduces the damage going out.

dandylion
09-08-2009, 12:33 AM
Bump

dandylion
09-09-2009, 09:40 AM
Edit: A few changes to binding light.

penborough
09-10-2009, 02:40 AM
I really like this hero. It looks like a lot of thought and effort went into making this an interesting hero with a lot of useful abilities.

I think using lich's ult as an everyday nuke is a really valuable tool that we haven't seen in a scaled down form like that for simple damage.

Binding Light, it seems so complicated but I really like it. I think it might be just a little too much put into one spell though.

I have a lot of doubt that dark seer will actually make it over to HoN via port, so having this ability around, which was easily my favorite part about dark seer, is a great addition and it works with the theme and synergy.

I feel like the ult was a bit of a stretch for theme... but I think it's a fairly unique ability that would work well on most teams. It's the perfect group battle breakup. I think it might be a little overpowered with the cooldown being so low and duration being so high, but I can see some valuable reasons as to why it is that way.

Good concept and design :) very well thought out

+1

Killroy
09-10-2009, 04:41 AM
I love the concept and the story. The skills need some toning but all in all I will T-up the suggestion. This hero will play simple. Use second skills to port in and increase the damage taken by everybody. Hit vacuum and first skill and activate your ulti. That is an incredible amount of damage everybody will take in a very short time. A barbed armor for 10 secs reflected into a 400 AoE however is over the top especially with 125% damage return. If you vacuum in and have two behemoths hearts all you have to do is stand still and let them kill themselves. In 10 secs that teamfight will be decided. You have to think this over a bit more.

dandylion
09-10-2009, 10:30 AM
I love the concept and the story. The skills need some toning but all in all I will T-up the suggestion. This hero will play simple. Use second skills to port in and increase the damage taken by everybody. Hit vacuum and first skill and activate your ulti. That is an incredible amount of damage everybody will take in a very short time. A barbed armor for 10 secs reflected into a 400 AoE however is over the top especially with 125% damage return. If you vacuum in and have two behemoths hearts all you have to do is stand still and let them kill themselves. In 10 secs that teamfight will be decided. You have to think this over a bit more.

The ult I think just needs some number balancing. I think the aoe could stand to be increased, the slow amount reduced as a concession to that. The whole idea of the ult is it's a "focus me, and you pay for it" kind of situation. It's like beating on accursed while his ult is up. I will go back and tweak some numbers so it's a little more balanced I think. Thanks for the feedback though :)

dandylion
09-10-2009, 03:01 PM
Changed a lot of numbers on the ult for it to feel a lot more balanced. It's still very situational imo.

Tobias21
09-10-2009, 04:12 PM
I think this is an excellent idea for a hero. Looks like it would be alot of fun to play, with nice skills that go together really well with some heroes (pebbles/magmus would own with that void too). Hoping to see this guy in-game!

dandylion
09-11-2009, 01:07 AM
Thanks for the feedback again :) My aim was for a lot of fun-factor in this hero, a lot of chaining abilities for maximum effect. It was something I always enjoyed on heroes like Puck or Windrunner and I was trying to keep that style of play in this hero while maintaining not only balance, but synergy not only with his own skills, but skills that may pop up in his team regardless of who they are.

dandylion
09-11-2009, 01:46 PM
To the top with you!

dandylion
09-12-2009, 08:49 AM
Bump for more support and ideas!

Blitzl0l
09-12-2009, 08:58 PM
Very well made guide imo. You'd have to play him to mess with the numbers but he seems great. People are always saying things might be OP. If you theorycraft half of the competitive heroes in dota it seems insane too though.

dandylion
09-13-2009, 12:49 AM
Yeah, I stumbled around on some math for Lich, and the hypothetical damage some heroes can deal is INSANE. It really takes playing it in all sorts of environments to really balance a lot of the numbers. I'm trying my best to feel them out, but obviously testing needs to be done to get it completely right.

ShredderIV
09-13-2009, 02:25 AM
i like the idea, dont really have many change suggestions though...

alos, where's you get the pic of him that u used, it's freakin awesome.

Talikkovaari
09-13-2009, 11:40 AM
I like the idea too, currently the Newerth lore is not really showing itself, to have few more "advanced" things walking around would work well IMHO.

dandylion
09-13-2009, 12:01 PM
ShredderIV: The picture is a card from MTG, the card name is glassdust hulk.

Thanks for the votes and feedback, keep em coiming :)

docterj208
09-13-2009, 12:18 PM
T-Up :)

YunaSummoner
09-13-2009, 12:34 PM
You got my t-up simply because I love the guy! His skills synergies well and he seems to have a lot of potentional to become a great hero in HoN.

valiance
09-13-2009, 12:52 PM
I like him. Nice synergies and will be useful in teambattles.

dandylion
09-14-2009, 09:26 AM
Bump!

dandylion
09-14-2009, 03:44 PM
More discussion! Go go! More Votes!

shinyseeker
09-15-2009, 12:18 AM
I really like this hero! A lot of synergy between skills and lots of team play capabilities! T-Up

dandylion
09-15-2009, 09:16 AM
Thanks Shiny :) I always viewed this hero as a really well rounded hero with many uses, regardless of the situation, be it large scale battle, to small ganks, to standing a chance against a gank on him.

jintenshi
09-15-2009, 09:29 AM
Amen to interesting hero. Nothing to say on this one, it's good.

Skyve
09-15-2009, 09:31 AM
I like how all his skills work so great together :)

dandylion
09-15-2009, 10:32 AM
Thanks for the feedback :) As always it's appreciated

Sabre
09-15-2009, 02:57 PM
I think you need to steamline and simplify your 'walls of text' skills. Some of the complexity they have seems unnecessary.

dandylion
09-16-2009, 03:35 AM
Bump

Yyuurree
09-17-2009, 11:04 PM
I think you need to steamline and simplify your 'walls of text' skills. Some of the complexity they have seems unnecessary.

IDK, i think details are an important component for a realistic suggestion. Numbers, even spell range and cast animation point, needs to be specified for it to be viable.

Isin
09-17-2009, 11:06 PM
Carom does hardly any damage, maybe make it True damage, or increase the damage at level 3 to 45-60?

sol43306
09-17-2009, 11:12 PM
Carom does hardly any damage, maybe make it True damage, or increase the damage at level 3 to 45-60?

I would be more inclined to decrease the cooldown slightly per rank. Maybe something like 8,7,6,5 to allow for better scaling. Even at a 5s CD it's not anywhere as good as zeus's abilities because it does less damage per hit with a maximum of 200 something on single/double targets.

Isin
09-17-2009, 11:30 PM
If it was True damage it would work a lot better. Maybe add some additional effect as well? How about a 0.1 second ministun? That would be amazing imo.

Anyways, as far as item builds go, I would say Insanitarius. You might say to me: What the ****? This guy's not a carry! But then I'll tell you this: Combined with the ulti, it's like a free radiance. Something like 22 true damage per second to enemies in radius, and when you deactivate it, that's about 250 true damage. Woot.

Haasth
09-18-2009, 05:51 AM
This is definitely my favourite hero idea I have seen so far. Please add!

Puchi
09-18-2009, 06:05 AM
one of the best hero idés i've read very nice combo of skills and still not overpowered.

and also had an idea when reading this, prizm bend light right by using his body i presume since he's a machine wouldn't it make sence that his magics deals physical damage? I know light isn't somthing you can touch but i guess very rpgishly speaking that he uses the light to burn hi's victims, or is it blinding and therefore damaging?

dandylion
09-18-2009, 08:48 AM
I'm currently in Seattle, will be until Sunday and have a somewhat limited use of the internet out here. I'll briefly address some things I've been thinking. Either raising the cooldown on Carom or the damage is looking like something I'll need to do to make his nuke scale better to the end game.

Self-produced damage ie. insanitarius does NOT proc the slow or damage redirection, I believe that's somewhere in the post for the ability. "self caused damage does not proc the effect".

Anyways, I'll make some changes when I get back, and feel free to check out my other hero suggestion and leave feedback there too :)

Yyuurree
09-18-2009, 07:12 PM
The whole concept reminds me of the prism tank from C&C Red Alert 2: Yuri's Revenge if anyone else remembers that game.

dandylion
09-20-2009, 06:13 PM
Bump for more suggestions.

Upped Carom damage by 5 per rank, reduced cooldown by 1 second at all ranks.

dandylion
09-21-2009, 12:52 PM
Bump! 24 more votes! Come on folks!

dandylion
09-21-2009, 06:05 PM
Slightly increased AOE of void to be more useful, as the aoe ranges before were dismally small when I looked at it. I think I may have made it a little too large, but that's something that can always be tweaked.

Reworking math on damage output potentials.

lasercatz
09-21-2009, 10:07 PM
I really like this hero. The moves synergize really well, while still being viable on their own. The ult is something unique that we haven't really seen too. It's like the opposite of accursed. Very nice!

dandylion
09-21-2009, 11:35 PM
More votes! Keep em coming! Feedback is always appreciated :)

dandylion
09-22-2009, 12:18 PM
Only 21 more votes to go! Come on and help make this fantastic hero to popular suggestions :)

dandylion
09-22-2009, 11:52 PM
Bump

cacophany123
09-23-2009, 01:11 AM
I like this hero idea a lot. It seems really useful with so many other heroes, and would be a lot of fun to play. +1

dandylion
09-23-2009, 09:21 AM
Thanks! I was going for a hero that would be able to stand out from a lot of the other ints in the game already, and be able to be useful in many situations with many heroes. Thanks for the feedback, keep the votes coming :)

VenomKing
09-23-2009, 10:22 AM
First spell: Awesome and innovative, I like it.

Second spell: Looks great too and synergizes with first spell.

Third Spell: Aoe, synergizes well, nothing to say.

ULT: Ult looks quite interesting too to escape and stuff.

But the hero overall is awesome, T-UP from me.

I would LOVE to play him.

totsuki
09-23-2009, 01:03 PM
Hero's abilities sound like alot of fun both to play with and see. I can just imagine all the refracted light beams bouncing between targets. Awesome :D

Microchaton
09-23-2009, 02:12 PM
Vacuum <3.

Interesting skills too. To be used smartly. Great hero !

dandylion
09-23-2009, 02:35 PM
Thanks for all the feedback :) Keep the votes coming! Only 15 more to popular!

Arlith
09-23-2009, 03:37 PM
This guy looks like a blast to play. I could see myself playing him as a damaging character, admittedly - I don't like to play sitting duck int chars. I'm not bad at support, so Void looks like a match made in heaven for me. :)

dandylion
09-24-2009, 12:27 AM
I've always had the idea of a really high "fun factor" on this hero, so it's no accident :)

Rogna
09-24-2009, 12:52 AM
First off, thanks for reviewing my hero, now I'm getting yours!
Skill 1: A chain spell. Cool idea, especially with the remainder damage. Good for farming, or just nailing 1/2 heroes that are running away.
Skill 2: Scares and confuses me. Is a targeted spell? or is it the first unit that gets passed through determines whether or not it affects enemies or friendlies? A fatal bonds that can also be used helpfully if I understand correctly. Also can be used to chase. Cool idea I think. Try and slim down the text a bit to not scare away so many people.
Skill 3: Vacuum. Fantastic synergies, simple enough to use. Good call on reintroducing it. Maybe make the mana costs get bigger, because used in conjunction with several other ults, it's a genocide spell for 120 mana.
Ultimate: A barbed armor with an AoE. First is this a channel or just a spell and then he can run around. Second would Slithers Ult or pyro's totally explode everyone in a radius. Say he got hit by a level 5 codex, would it deal the 800 damage (not counting reductions) to everyone within range, or would it split the damage evenly? Can this be purged from him. Lots of questions, althought to be fair I'm pretty tired and could very easily have missed key info.
Overall sweet hero, rather complex, but I like that as it requires skill to use him and be successful. very well done sir

Rokman
09-24-2009, 12:52 AM
Concept - A giant glass man that shoots rainbows? Are you ****ing kidding me, this is my new GOD.

Spell 1 - Totally confused on the bouncing around thing. Why not simplify it to be like Moon Queen's? And an extra cool idea, the inital Light beam can be white, and after it hits a guy it turns red, next guy orange, down the colors of the rainbow. Red, organge, yellow, green, blue, purple. :)

Spell 2 - After reading your 'note' I'm not going to try to understand this. So like numbers and % and porting ok. So whatever, I trust you on this one, haha.

Spell 3 - So this is like a weak Tempest Void? Alright that's cool

Spell 4 - Again, this is so complicated, I don't even know whats going on.

overall - Let's simplify all these skills so it's easier to just skim through and understand it all...

Rogna
09-24-2009, 12:53 AM
PS i was the 80th vote, GO TO POPULAR SUGGESTIONS MOFO

dandylion
09-24-2009, 01:14 AM
First off, thanks for reviewing my hero, now I'm getting yours!
Skill 1: A chain spell. Cool idea, especially with the remainder damage. Good for farming, or just nailing 1/2 heroes that are running away.

I thought it would be useful and synergize well with his other abilities, or just plain old nuking power :)


Skill 2: Scares and confuses me. Is a targeted spell? or is it the first unit that gets passed through determines whether or not it affects enemies or friendlies? A fatal bonds that can also be used helpfully if I understand correctly. Also can be used to chase. Cool idea I think. Try and slim down the text a bit to not scare away so many people.

I've tried to do as much slimming as I could to make it still make sense >.<

Try thinking of it this way. You Magmus charge through everybody but it doesn't stun. Both enemies and allies get the debuff, up to 5 of each. Enemies share damage, allies share damage, but they are handled a little differently, hence the long explanations >.< That's all that you really need to know to understand it! Hope that helps!



Skill 3: Vacuum. Fantastic synergies, simple enough to use. Good call on reintroducing it. Maybe make the mana costs get bigger, because used in conjunction with several other ults, it's a genocide spell for 120 mana.

I can definately see the the increasing mana cost being something to balance it. The damage itself is lower than Vacuum was, but because it synergizes so well with so many heroes, I think increasing the mana cost is probably a good direction to go.



Ultimate: A barbed armor with an AoE. First is this a channel or just a spell and then he can run around. Second would Slithers Ult or pyro's totally explode everyone in a radius. Say he got hit by a level 5 codex, would it deal the 800 damage (not counting reductions) to everyone within range, or would it split the damage evenly? Can this be purged from him. Lots of questions, althought to be fair I'm pretty tired and could very easily have missed key info.
Overall sweet hero, rather complex, but I like that as it requires skill to use him and be successful. very well done sir

I try to think of it less like barbed armor, and more like Spectre's dispersion, but stronger with only a temporary duration. While activated, damage you take is spread out into the 600 aoe, splitting between all enemies that can take it. Everyone that takes damage like that is slowed. It's not channeled, just a buff that you put on yourself. And yes, Pyro's ult, or a flat nuking from Thunder could force them into self obliteration. It will of course be a very obvious effect, similar to Accursed's ult. Thanks for the feedback as well :)

dandylion
09-24-2009, 01:18 AM
Concept - A giant glass man that shoots rainbows? Are you ****ing kidding me, this is my new GOD.

Spell 1 - Totally confused on the bouncing around thing. Why not simplify it to be like Moon Queen's? And an extra cool idea, the inital Light beam can be white, and after it hits a guy it turns red, next guy orange, down the colors of the rainbow. Red, organge, yellow, green, blue, purple. :)

Spell 2 - After reading your 'note' I'm not going to try to understand this. So like numbers and % and porting ok. So whatever, I trust you on this one, haha.

Spell 3 - So this is like a weak Tempest Void? Alright that's cool

Spell 4 - Again, this is so complicated, I don't even know whats going on.

overall - Let's simplify all these skills so it's easier to just skim through and understand it all...

I think if you read my response to Rogna's post just below it'll make a little more sense. I'll try to do some simplifying. I have a habit of wall-of-texting and repeating myself a lot >.<

PhoenixICE
09-24-2009, 04:02 AM
Sorry reading 5 pages of notes isn't exactly what i plan to do so i'll write what i think of your hero without reading the above, so if you have already addressed certain issues, i'm sorry.

First spell, my instant problem with this spell is the insanely low mana cost and cooldown, you could continuely spam this at one person, for almost no mana and dealing about your average nuke (thats assuming their on their own of course), still think mana cost has to increase.

Imaginary Situation:

Game just started - 4 creeps + 1 hero / 2 heroes, kill off 2-3 creeps then spam this between waves. first wave can't get you to level 3, so you spam level 1 of this, 6 x 30 = 180 / 2 = 90 damage each. next wave will most likely get you to level 3 = 9 x 32 = 288 / 2 = 144 damage each, and remember this is costing him absolutely no mana, regernerating 85 mana per wave shouldn't be hard, due to mana gained as you level.

Second move, 10 second reveal invisible...hmm sorry doesn't work for me, thats too over powered, without using a ward. Also i don't understand your maths, 100 damage at level 1 = 4 pure damage, 100 damage at level 2 = 7 pure damage, when does it ever become 6.5?

Not much comment on the 3rd skill, due to its a dirge dota skill.

Ult: wait does this affect spells? or only attacks? Secondly, this effect is dispersion based, so i'm guessing it divides all damage evenly against all units, or is it only heroes, in your description you say damages enemies in a 600 range and slowing their attack and move speed, are all units slowed or only the attacking unit?

Spaztastik
09-24-2009, 08:07 AM
Looks pretty darn fun to play, however, the 2nd skill confuses me a bit

dandylion
09-24-2009, 09:36 AM
Sorry reading 5 pages of notes isn't exactly what i plan to do so i'll write what i think of your hero without reading the above, so if you have already addressed certain issues, i'm sorry.

First spell, my instant problem with this spell is the insanely low mana cost and cooldown, you could continuely spam this at one person, for almost no mana and dealing about your average nuke (thats assuming their on their own of course), still think mana cost has to increase.

Imaginary Situation:

Game just started - 4 creeps + 1 hero / 2 heroes, kill off 2-3 creeps then spam this between waves. first wave can't get you to level 3, so you spam level 1 of this, 6 x 30 = 180 / 2 = 90 damage each. next wave will most likely get you to level 3 = 9 x 32 = 288 / 2 = 144 damage each, and remember this is costing him absolutely no mana, regernerating 85 mana per wave shouldn't be hard, due to mana gained as you level.

Think of it this way. It's less damage than Thunderbringer's chain lightning. And it's less damage than Thunderbringer's single target nuke. On Thunderbringer's single target nuke cooldown.

TB chain lightning on a creep wave deals a whopping 1950 damage to a creep wave assuming every hit goes off. The max amount of damage at highest rank here deals a dismal 540 damage to a creep wave of that size.

I can see increasing the mana cost slightly per level as a balance. Out of all the comments, yours is the first to say the mana cost was too low on this spell though.


Second move, 10 second reveal invisible...hmm sorry doesn't work for me, thats too over powered, without using a ward. Also i don't understand your maths, 100 damage at level 1 = 4 pure damage, 100 damage at level 2 = 7 pure damage, when does it ever become 6.5?

In order to even reveal them, you need to jet through them with the ability. It's 6.5 because the 13% at max rank is SPLIT between them.
2-way split 3-way split
13%-----------13%
/--- \ ------ / - | - \
6.5 6.5 ---- 4.3 4.3 4.3


Not much comment on the 3rd skill, due to its a dark seer dota skill.

Ult: wait does this affect spells? or only attacks? Secondly, this effect is dispersion based, so i'm guessing it divides all damage evenly against all units, or is it only heroes, in your description you say damages enemies in a 600 range and slowing their attack and move speed, are all units slowed or only the attacking unit?

It affects all incoming damage. And yes, it divides between all units, creeps and heroes alike, even neutrals if you were close enough. All heroes and creeps that take the damage in this dispersion fashion recieve the slow.

dandylion
09-24-2009, 12:29 PM
C-c-c-combo bumper

Rokman
09-24-2009, 12:31 PM
I think if you read my response to Rogna's post just below it'll make a little more sense. I'll try to do some simplifying. I have a habit of wall-of-texting and repeating myself a lot >.<

MMM, ok I think I get it. It's still pretty wordy and makes me scratch my head.

Anyway, I voted yes. If you could check out my guy, link in sig, it would be greatly appreciated! :)

dandylion
09-24-2009, 02:11 PM
If it helps, just look at the examples section. I think that takes away alot of the confusion.

NinjaPants
09-24-2009, 03:52 PM
Hmm...I'm not sure I like the first skill because of how similar it is to chain lightning.

Very interesting however.
I particularly think the 2nd spell would have a neat visual effect.

argondey
09-24-2009, 04:12 PM
excellent hero, will definitely take skill into account when playing, anyone who totally rapes a team with this char deserves to, u might power up his 1st skill a little, 270 max damage isnt much.
edit: actually im not quite sure exactly how the 1st skill works, what is the max damage it can do by bouncing as many times as possible?

girls
09-24-2009, 08:33 PM
Nice hero. I was actually thinking of doing a pseudo Dark Seer port but you may have beat me to the punch, and topped my idea as well!

Carom: Really like it, damage seems fair and the idea is great as well.

Binding Light: Had to read this one twice, should have paid more attention to where you said it is similar to Fatal Bonds, hah. Seems good, and has that extra bonus of being an escape/initiator due to the little boost you get going forward.

Void: Well as you said, Vacuum 2.0 and since that move was awesome, this one is too.

Shatter: So this ability is similar to Accursed's ult right, just instead of nullifying/healing, it 'reflects'? If I am understanding that right, seems like a good ability that could save yourself on many occasions, or just cause some serious damage to someone killing you so your allies can reap the rewards. Like the concept.

dandylion
09-25-2009, 12:22 AM
Hmm...I'm not sure I like the first skill because of how similar it is to chain lightning.

Very interesting however.
I particularly think the 2nd spell would have a neat visual effect.

It's really a lot more like Lich/Plague Rider's ult, just moves a whole lot faster, and hits like a wet noodle. Of course getting hit by a wet noodle many many times repeatedly can sting after a while =P

In addition, while it really does seem a lot like say chain lightning, the way it works with his other abilities is miles away from anything you see TB doing with his abilities. The situations in which it is powerful is different, and it's not just another nuke in the bag of nukes. In order to maximize it's damaging potential it requires much more careful timing and set-up that you just don't see with TB.


excellent hero, will definitely take skill into account when playing, anyone who totally rapes a team with this char deserves to, u might power up his 1st skill a little, 270 max damage isnt much.
edit: actually im not quite sure exactly how the 1st skill works, what is the max damage it can do by bouncing as many times as possible?

It's definitely a hero that could be a solid choice on any competitive team, while still being a blast to play for anyone in pubs. In order to completely maximize his usefulness, it does take a precise hand, and a good deal of know-how. I think he stands out as one of the heroes that is "easy to learn, difficult to master".

The first skill bounces, much like Voodoo Jester's Acidic Cocktail or Plague Rider's ultimate ability. It can bounce as many as 6/9/12/15 times, and can hit the same target more than once, just not twice in a row.

dandylion
09-25-2009, 12:30 AM
Nice hero. I was actually thinking of doing a pseudo Dark Seer port but you may have beat me to the punch, and topped my idea as well!

Carom: Really like it, damage seems fair and the idea is great as well.

Binding Light: Had to read this one twice, should have paid more attention to where you said it is similar to Fatal Bonds, hah. Seems good, and has that extra bonus of being an escape/initiator due to the little boost you get going forward.

Void: Well as you said, Vacuum 2.0 and since that move was awesome, this one is too.

Shatter: So this ability is similar to Accursed's ult right, just instead of nullifying/healing, it 'reflects'? If I am understanding that right, seems like a good ability that could save yourself on many occasions, or just cause some serious damage to someone killing you so your allies can reap the rewards. Like the concept.

As far as shatter is concerned, I guess the best way to think of it as barbed armor. You take all the damage as you normally would. The damage you take is then RETURNED not REFLECTED as reflecting implies that you do not take the damage. This returned damage is split into the aoe and all enemies that take that damage get a fairly hefty slow. It's the "aoe nuke me and my team and you'll pay for it" kind of mentality.

Tanlash
09-25-2009, 12:35 AM
Good concept of a hero, I am a big fan of Synergy and the actual 'looks' of a hero. Personally I feel that the looks of a hero determine the atmosphere you play in and how much you are enjoying your time whilst playing that hero.

Keep it up :D

Tan

09-25-2009, 06:48 AM
Thumbs up. Everything sounds so cool lol. Nicely done.

dandylion
09-30-2009, 07:18 PM
A few minor changes, lots of clarifications in the spells themselves, heavily modified layout. Things and stuff.

Llama
10-04-2009, 08:05 PM
I have to state why? xD

Good idea, nice synergies, and numbers seem ok. Well done :)

dandylion
10-04-2009, 11:03 PM
Thanks :) Feedback is always appreciated :)

dandylion
10-09-2009, 12:50 PM
Minor changes

Haasth
10-12-2009, 09:50 AM
Still love this one. Just waiting on them to implement him. :p

Prahl
10-12-2009, 04:43 PM
This hero is absolutely awesome! I loved vacuum and i'm happy to see it's reappearance. I like the shared damage buff/debuff (brings back memories of spirit link). I think his bouncing nuke is pretty cool too. His ultimate is less fun than his other skills, but it's very necessary for his effectiveness so props on that one aswell. Overall, great internal and external synergies. This is one hero i would absolutely love to see get put in the game and anyone who wouldn't is selling something.

NICE JOB!

dandylion
10-13-2009, 01:41 AM
Thanks for the feedback :) It'a always appreciated

ShadowExile
10-13-2009, 05:11 AM
I like this hero, but I think his skills could use a little more work. They are not bad but I think a lot more thought and usefulness could be put into them to make him a much better hero and to make him more balanced. Could I maybe suggest another skill which alters the fog of war?

For example... maybe...

Refraction:
Prizm refracts the light around his enemies, allowing them to only see within a 100 radius. All allies on the map absorb the outer reflected light and their fog vision is increased by 10%. Enemies on the map are also immobilised for 0.5 seconds as their eyes adjust to the light. When the spell ends, they are subject to another 0.5 seconds of Immobilization.

Mana Cost: 140/120/95/70
Cooldown: 100/80/70/60


Effects of Refraction:
Perplexed
Immobilised
(More to suggest? I don't know I thought of this skill in like a minute lol :D)


I think this ability could be useful because the ability to be able to see your range of vision (especially when away from creep vision and wards) is very vital information in a game of HoN. Your allies can also see in a wider range (10% or 20%, I haven't really thought about this skill too much yet, but I think it's a good skill to develop further and consider upon) and could be useful to the team. Perhaps even a -10% movement speed slow to the enemies as an effect of "Blindness" or something which causes them to move blindly in the fog :)

dandylion
10-14-2009, 12:09 PM
The ult is the way it is for synergestic reasons. Prizm is a melee hero, meaning he will be put into the fray to deal more than just his magic damage, and help to initiate for his team. The ult is the way it is to give him a brief moment of "nuke me while my team jumps in on you". He initiates with binding light, causing the enemy heroes to share damage, pulls them all together with void, and then ults/nukes while his teammates move in for the stun and kill.

I like the ability, and it goes along with the theme, but I feel the synergy with his other moves just makes it a little less useful than what I"ve got up already.

Feedback is always appreciated though :)

SmokeShow
10-14-2009, 12:15 PM
Well i like the character idea and I like his name a lot I thought it was going to be very promising but to be honest it seems pretty boring...

He has the light bounce thing that is almost exactly like zues' he has the Fatal Bonds that is almost identical to hellbringer. Then we have darks seers vacuum...

Then shatter seems like a weak idea...


Essentially he is just another AOE spam bot with nothing really interesting about his skills at all

dandylion
10-14-2009, 01:05 PM
Well first off, thanks for the response. And I understand where you're coming from. Here's where I'll break it down.

Carom - Seems a lot like Zeus' Chain Lightning, however I think you're missing the idea. It's a bouncing attack, virtually like Acidic Cocktail. Chain Lightning will only hit a target once, whereas Carom will bounce repeatedly between targets. On paper it seems the same, but in practice it's very different.

Binding Light - It takes the idea of fatal bonds, (not on Hellbringer in HoN but Warlock in DotA). It's application virtually is the same, spread damage amongst enemies. However, it also gives you a "pseudo-blink" for initiation purposes. I agree with you that this is practically the same as fatal bonds, but as Warlock was ported over without Fatal Bonds, it's missing in THIS game and certainly not already on a hero that is HERE.

Void - It really is essentially vacuum. As dark seer is not here, and I would say that DS will be one of the LAST heroes to be ported if at all, some sort of spammable aoe "pull" should be put into this game. It synergized well with the other abilities I had thought up, so I felt it was a natural fit.

Shatter - This really looks weak, but I think you're missing the big picture. Melee int initiation hero. He zooms in, pulls together, and nukes. Naturally when an initiation hero comes in, they're going to get nuked. This forces your enemy to nuke you at their own risk. It slows them, and returns damage. If they decide to take you out, it puts them in a far worse position. It adds survivability in the meantime, for your teammates to jump in and turn things over.

In the way of nuking, the damage on his abilities is fairly minimal, his role is primarily support and initiation. The small amount of nuke that is there is simply for 1v1 capability when put into that situation. It's definitely not a role he excels in.

I respect your opinion, and I thank you for the feedback, it always gives me a reason to keep thinking up ideas and ways I can tweak what I have to improve it. :)

Galneryus
10-15-2009, 01:33 PM
I think this hero have potenticial. Lucky for you XD

blah900
10-15-2009, 07:06 PM
First of all I really like the hero. It seems like a fun hero to play, especially since I love playing support heroes.

I don't get why everyone thinks Shatter is such a weak spell. The first thought I had was wow that skills seems slightly OP until I reasoned myself into thinking that it is balanced. And it is indeed balanced.

I mean think about it, +15 armor, +9 magic defense, you return 75% of all damage, spell, physical, and whatnot, so nuking him is like asking for a death sentence. Not to mention they are slowed for both AS and MS.

But I really like it! Thumbs up!

Kalamadorel
10-16-2009, 03:14 AM
I'm loving the melee int character, it's a really under used type. I think the skills are awesome and at first I was wondering about his survivability but after rereading through it I think his ulti would solve most of those problems.

dandylion
10-16-2009, 10:33 AM
Considering that there is only ONE melee int hero in this game, I felt it was a severely underrepresented class of hero.

Generally, melee into heroes need the tools to move around freely and manipulate their opponents (be it stun or movement) to be effective to a team. I took many of those ideas to create a fun and useful hero that had those factors freely used to allow for tanking moments, escaping moments, and placement manipulation.

In HoN there is only one melee int hero, and in DotA only two.
Blacksmith (Ogre Magi) has a MS/AS boost buff (mobility), an aoe slow, and a stun. He also has incredible strength gain to compensate for his lack of true tanking abilities. (a whopping 3.2 per level)
Dark Seer in dota, has a fairly spammable MS increase, hero placement manipulation, and his ult to create a barrier of bodies or mass confusion. Strength gain was also fairly decent to compensate for melee. (2.3 per level)

I built the ult around the idea of being an initiator, and trust me, has been tweaked number-wise countless times. I feel it's at a fairly balanced place right now, and offers the survivability that allows him to either deter his opponents completely, or survive the initial brunt of the retaliation that happens to any initiating hero.

Peder4444
10-17-2009, 01:12 PM
Even tho it feels like he's a combine of several old dota heroes it's nice to see that you've made these combines into a sweet hero.

Altho in my mind all Lightbenders skills seems alittle bit overpowered endgame atm I wish you luck hope they take him into the game :)

dandylion
10-19-2009, 10:55 AM
I'm not entirely sure how they seem overpowered. The damage they deal is minimal, the only true utility he has sits in his Void ability, which has a moderately lengthy cooldown. The only ability that scales with this hero at all is Binding Light and to a small degree, his ult.

Epicz
10-21-2009, 11:12 AM
great, the different existing skills have awesome synergy. before i cast my yes vote however i might number crunch a bit.

As i see it binding light + his aoe's has the ability to be a pseudo-behe ult with an internal portal key. Say you initiate a fight in a lane. you cast binding light as the enemies march down and you snag 5 creeps and 3 heroes (unlikely but work with me here :D)

Okay lets use the damage from a lvl 4 void. 150 damage to all targets, plus the 13% transferal damage from the other 7 targets. 13% of 150 = 19.5 x 7 = 136 + 150 = 286. aoe dmg in 0.3 seconds

by now you should have popped your ult and any extra damage from that is free damage, if the enemy is stupid enough to engage you. if not you have free reign to pump out more aoe:

let's add in frostfield plates damage. 200. 13% of 200 = 26 x 7 = 182 + 200 = 382

so in about a second you've dished out 382 + 286 = 668 aoe magic damage, not including your ults or carom's added damage.

this is a best-case-scenario though which seems pretty reasonable to me. Thumbs up.

a_newbie
10-21-2009, 12:21 PM
not sure if it was said but i see a possible lethal counter to this heroes ult. Voodoo Puppet, lets say it gets hit by a 400 damage hit/nuke the puppet takes 840 damage while still being alive you counter that damage by 75% so u take 1470 pure damage which seems like it would straight out kill u or at least redline u in a hurry.

dandylion
10-21-2009, 01:16 PM
great, the different existing skills have awesome synergy. before i cast my yes vote however i might number crunch a bit.

As i see it binding light + his aoe's has the ability to be a pseudo-behe ult with an internal portal key. Say you initiate a fight in a lane. you cast binding light as the enemies march down and you snag 5 creeps and 3 heroes (unlikely but work with me here :D)

Okay lets use the damage from a lvl 4 void. 150 damage to all targets, plus the 13% transferal damage from the other 7 targets. 13% of 150 = 19.5 x 7 = 136 + 150 = 286. aoe dmg in 0.3 seconds

by now you should have popped your ult and any extra damage from that is free damage, if the enemy is stupid enough to engage you. if not you have free reign to pump out more aoe:

let's add in frostfield plates damage. 200. 13% of 200 = 26 x 7 = 182 + 200 = 382

so in about a second you've dished out 382 + 286 = 668 aoe magic damage, not including your ults or carom's added damage.

this is a best-case-scenario though which seems pretty reasonable to me. Thumbs up.

The only problem with the math is that Binding Light can effect a maximum of 5 enemies at a time.

So best case scenario, 5 targets. I'll do Void/Carom/Frostfield each on their own, and then alltogether.

Calculations for Carom based off 5 units, 15 bounces, averaging 3 bounces per unit at 36 damage each bounce.

150 Damage + (4)(150)(0.13) = 228 damage (each) Void alone
200 Damage + (4)(200)(0.13) = 304 damage (each) Frostfield Alone
108 Damage + (4)(108)(0.13) = 164 damage (each) Carom Alone
228 + 304 + 164 = 696 total damage to each enemy

Of course this is a PERFECT scenario with none of those fussy little creeps getting in the way =P

The whole "max enemies" clause is put in to prevent outrageous scaling and potential instagibbing. Imagine a creep wave 20 large with a Madman farming it. Void alone we're talking:

150 + (20)(150)(0.13) = 540 damage to every creep and madman, and that's with only void. You'd be putting out roughly 12k damage to that creep wave with an ability that's intent isn't really to be used as a nuke.

dandylion
10-21-2009, 01:18 PM
not sure if it was said but i see a possible lethal counter to this heroes ult. Voodoo Puppet, lets say it gets hit by a 400 damage hit/nuke the puppet takes 840 damage while still being alive you counter that damage by 75% so u take 1470 pure damage which seems like it would straight out kill u or at least redline u in a hurry.

The same thing happens with Sand Wraith + Voodoo Puppet right now.

It's not lethal, though it will deal all the possibly damage to you that it can.

Either this will get fixed from feedback loops that are already in the game, or it would just be a really hard counter. Gotta think of it this way too though, even if that happened, Prizm's ult would send all that damage back out into the aoe, so puppet would be hurting himself or his team just as much by doing it.

Delcoa
10-21-2009, 06:54 PM
Wow! Great concept!

Sadly... I have no suggestions.... Love the idea, want to see it in game.

Epicz
10-21-2009, 11:33 PM
The only problem with the math is that Binding Light can effect a maximum of 5 enemies at a time.

So best case scenario, 5 targets. I'll do Void/Carom/Frostfield each on their own, and then alltogether.

Calculations for Carom based off 5 units, 15 bounces, averaging 3 bounces per unit at 36 damage each bounce.

150 Damage + (4)(150)(0.13) = 228 damage (each) Void alone
200 Damage + (4)(200)(0.13) = 304 damage (each) Frostfield Alone
108 Damage + (4)(108)(0.13) = 164 damage (each) Carom Alone
228 + 304 + 164 = 696 total damage to each enemy

Of course this is a PERFECT scenario with none of those fussy little creeps getting in the way =P

The whole "max enemies" clause is put in to prevent outrageous scaling and potential instagibbing. Imagine a creep wave 20 large with a Madman farming it. Void alone we're talking:

150 + (20)(150)(0.13) = 540 damage to every creep and madman, and that's with only void. You'd be putting out roughly 12k damage to that creep wave with an ability that's intent isn't really to be used as a nuke.

ah i must have missed the 5 max. limit.

Prizms other skills seem really well tweaked, and he punishes fools which is always a good thing.

dandylion
10-22-2009, 10:45 AM
ah i must have missed the 5 max. limit.

Prizms other skills seem really well tweaked, and he punishes fools which is always a good thing.

I'm always about punishin' some fools :)

Merc117
10-23-2009, 10:19 AM
Great hero.

dandylion
10-25-2009, 08:40 AM
Thank you :) Simple but I can always take a compliment =P

Volt
10-25-2009, 10:36 AM
To be honest, this hero doesn't really fit in the game. Also, his pull is like tempest's ult ... on a super low CD. Does this strike anyone else as imba?

dandylion
10-25-2009, 11:36 PM
To be honest, this hero doesn't really fit in the game. Also, his pull is like tempest's ult ... on a super low CD. Does this strike anyone else as imba?

Apparently someone has not played DotA. The move is a modified port of an ability called "Vacuum" by the Hero character Dark Seer. As it has no "disable" effect to it, simply a reposition (taking 0.5 seconds) at that, it has absolutely no comparison to Tempest's Ult. In addition, the AOE is significantly smaller, the damage negligible, and can be cast a decent range away from the target as opposed to melee range as Tempest has it. It was never really considered imbalanced in DotA and as it deals even less damage here than it did there, I could hardly see it called anything of the sort.

Detailed list of why Dark Seer's Vacuum is better in just about every way... and a link (http://www.playdota.com/heroes/dark-seer#skill355) to the DotA skill itself...

_________|--Void---|-Vacuum--
Manacost-|-150 max-|-190 max-
Cooldown--|-15 sec--|-16 sec--
Castrange-|---650---|---800---
AOE-------|---575---|---600---
Damage---|---150---|---240---

As the ability is not nearly as effective as Vacuum in Damage, AOE and casting range, I reduced the mana cost and cooldown. Dark seer also has better int scaling, and would have a larger mana pool and therefore better regen, balancing those little tidbits out in the long run.

Believe me, I have thoroughly thought through the combinations of skills this hero possesses, and have balanced and rebalanced everything accordingly to not make him a "one man army". I wanted to make a hero possessing the skills necessary to perform a function that is currently not being filled by any character currently in the game, while fitting within the "Newerth Realm of Lore" and being a blast to play.

dandylion
10-26-2009, 07:14 PM
Increased AOE of Void, cooldown, and mana cost.

Jaycoob
10-27-2009, 10:16 PM
I gave this a t-up, cause I'm fond of INT heroes, and besides, I like the skills, but in Skill2, Friends are also damaged? but I Like the idea though! ^^

dandylion
10-27-2009, 10:55 PM
I gave this a t-up, cause I'm fond of INT heroes, and besides, I like the skills, but in Skill2, Friends are also damaged? but I Like the idea though! ^^

Friends aren't damaged by attacking enemies. It diverts damage from a single friendly source and spreads it amongst friends.

To go into detail, I'll break out the example pack...

3 allies illuminated
ally 1 takes 100 damage (which gets reduced to 87 at max rank from illumination spread)
ally 2 takes 6.5 damage
ally 3 takes 6.5 damage

The damage gets spread amongst allies, making it harder for a single target to get nuked, and also helps to proc the slow from Prizm's ult.

Jaycoob
10-27-2009, 11:18 PM
Oh, I see now, s it reduced when spread.

dandylion
10-28-2009, 09:50 AM
Oh, I see now, s it reduced when spread.

Exactly :) Hope that cleared it all up.

dandylion
10-29-2009, 10:54 AM
Love coming home to "no" votes without criticism =P

Kock
10-29-2009, 12:21 PM
I really like this one, great work!

MrPretyHands
10-29-2009, 07:15 PM
I want tp play this hero in HoN -_-
hes seems fun and very synergetic. The synergies betweens spells are countless,

I like the idea of Voiding them then using binding light then Carob, the damage on two targets would be close tp ~700 :D

but great concept and nice original idea.

dandylion
10-29-2009, 08:25 PM
Always appreciate the feedback :)

dandylion
11-02-2009, 12:15 AM
Huzzah! Finally got the name changed for the thread

dandylion
11-03-2009, 10:55 PM
Woot 200 yes votes :)

roxroth
11-06-2009, 05:05 PM
nice hero :-)

dandylion
11-08-2009, 08:54 AM
Comments are always appreciated :)

deadpunk
11-10-2009, 08:43 AM
bump

i like this hero. 200+ votes and he's not in game still? what the heck? :D

dandylion
11-10-2009, 01:26 PM
I know right?! lol.

dandylion
11-13-2009, 10:05 AM
Increased Carom damage from 30/32/34/36 to 36/39/42/45 to be more comparable to other aoe int nukes.

Damage
11-18-2009, 09:28 AM
The first skill looks a bit strong. It's 45 damage with 15 bounces and half the remaining damage to the last target. That's a lot of aoe damage for having a 6 second CD imo.

dandylion
11-18-2009, 10:09 AM
The first skill looks a bit strong. It's 45 damage with 15 bounces and half the remaining damage to the last target. That's a lot of aoe damage for having a 6 second CD imo.

Compared to other aoe in the game, the effects are pretty minimal. It's strongest point is when used as a single target nuke, but then you lose the synergy with the other skills, namely binding light. I've done a lot of calculating and comparison to other abilities in the game, and I only recently buffed it to 45 damage at max rank from a previous 36 max. I felt that this was necessary to keep the scaling factor up.

In 18 seconds Prizm could deal 2700 aoe damage with Carom. (0-6-12-18 sec marks)

In the same timeframe...
...Defiler can deal 4500 aoe damage with Wave of Death (0-9-18 sec marks)
...Pyromancer can deal 4200 aoe damage with Phoenix Wave (0-9-18 sec marks)
...Thunderbringer can deal 5200 aoe damage to 5 units with Chain Lightning (0-2.5-5-7.5-10-12.5-15-17.5 sec marks)
...Soul Reaper can deal 5500 aoe damage to 5 units with Judgement (0-5-10-15 sec marks)
...Torturer can deal 5300 aoe damage to 5 units with Agonizing Bonds (0-6-12-18 sec marks)
...Wretched Hag can deal 4500 aoe damage to 5 units with Sonar Scream (0-7-14 sec marks)
...Demented Shaman can deal 2800 aoe damage to 5 units with Healing Wave (and that's only hitting each unit once!) (0-6-12-18 sec marks)
...Vindicator can deal 4000 aoe damage (and burn mana) with Sage's Lore (0-14 sec marks)
...Glacius can deal 2300 aoe damage to 5 units with Tundra Blast (0-15 sec marks)
...Nymphora can deal 3600 aoe damage to 5 units with Volatile Pod (0 cast, damage at 2.5, 15 cast, damage at 17.5 sec marks)
...Pollywog Priest can deal 3000 aoe damage to 5 units with Electric Jolt (0-10 sec marks)

I don't think it's anywhere out of line, nor does it seem outlandish or anything like that. When you compare it to other aoe's, it actually looks really weak. The proof is in the pudding. Or the math.

Preacher
11-18-2009, 07:23 PM
Armadon is also a terrible enemy because he can slow you through your ult, and because he is not doing any damage, he does not get slowed in return. Great idea. I love it.

dandylion
11-19-2009, 08:33 AM
Armadon is also a terrible enemy because he can slow you through your ult, and because he is not doing any damage, he does not get slowed in return. Great idea. I love it.

Thanks :) The only way Armadon would get slowed is if he quilled you, and even then it would last for a very brief time, and you're still in way more trouble than he is =P

CallofDuty5
11-21-2009, 03:12 AM
yeah its pretty good, not sure that the damage return should be the ult but thats just being picky
voted yes

dandylion
11-23-2009, 12:02 AM
It's more than just a damage return, it's kind of the situational game-breaking thing that would turn an team v. team fight in your favor and lead to the genocide that wins you the game. Tank + Damage return + aoe slow = a very strong turn-of-events spell in my books. Thank you for the comment and the vote though :) always appreciated

dandylion
11-27-2009, 11:23 PM
Aw, one vote from 250! Come on!

DarkBullet
12-04-2009, 01:00 AM
SWEET HERO!
Instantly voted yes.

dandylion
12-05-2009, 12:39 AM
Thanks :) Always appreciated

dandylion
12-10-2009, 04:08 PM
Hmmm....

dandylion
12-17-2009, 11:18 AM
Grammar fixes, changes to item list to correspond with new items and name modifications.

volcan33
12-30-2009, 12:28 PM
wooohowww, awesome concept dude...
impressive sinergy between skills, maybe he can score easy team kills, if spells used wisely.
u explained well what skills do,so, for now, i dont have any questions/suggestions...


t-up for this

dandylion
01-04-2010, 10:56 AM
Thanks for the feedback :) always appreciated

Simo66
01-11-2010, 03:45 PM
No synnergies w/ jereziah?

I see Prizm able to use void to group a bunch of enemies, then binding light to charge in the middle of the fray, illuminating everyone, popping ulti to return damage, and then casting carom or whatever, for damage dealt to everyone, meanwhere jere heals prizm, allowing prizm to take more damage (while is then again dealt to nearby enemies) as well as also damaging those enemies (and boosted damage, due to binding lights)...

Overall, the concept seems pretty cool, I like this hero. :)

dandylion
01-12-2010, 04:47 AM
Obviously I couldn't put in every hero that it would synergize with, but you get the idea :)

dandylion
01-22-2010, 08:30 PM
*gasp* 4 negative votes in one week after a month of none at all, and yet nobody tells me why :(

resp
01-26-2010, 02:08 PM
pretty much an all around balanced hero. nice idea, T-up
the only thing I would tweak is Void. maybe make it 500radius. Would have said 400, but thats tad small altho Tempest ult is also 400 and you can still trap 2-3 sometimes, 600 is 50% more than that if you think about it. A bit too large imo

great concept tho, gj

dandylion
01-26-2010, 03:32 PM
Thanks for the feedback! I certainly see where you're coming from with 600 aoe. The only reason I really have it at 600 was because Dark Seer's in DotA was 600 at max rank, and I felt the size (relative to that game) was a good size.

DOTA2winz
02-05-2010, 11:56 AM
wow, ult is just a blaide mail with some main attached to it. u should let blaide mail stack because it has the exact same mechanis with your ult except that it maims and stuff.

dandylion
02-05-2010, 02:13 PM
And Witchslayer's Miniaturize and Pollywog's Polymorph is the same effect as Totem of Kuldra for the most part.

Flash and Flash of Darkness are just improved versions of a Portal Key.

Whether or not it's incredibly creative or unique doesn't really make any difference if you ask me. It's how it's implemented and how it's used with the other abilities that make it unique and interesting. I appreciate the feedback, but I'm pretty set on this one!

dandylion
02-18-2010, 02:03 PM
Hmmm.

dandylion
02-28-2010, 09:16 PM
Added new art icon to shatter, because the old one somehow disappeared. /shrug

dandylion
03-14-2010, 09:17 PM
Pestilence?!

Anizer1
03-16-2010, 11:33 AM
:valk:

dandylion
04-01-2010, 09:07 AM
You just look so sad and neglected back there prizm :(

dandylion
04-01-2010, 09:25 AM
Several changes, found in the changelog:
-Increased cooldown of Carom, and scaled mana cost; previously 7/7/6/6 and 85 at all ranks, changed to 9/8/7/6 and 85/95/105/115
-Added SotM effects to ultimate, which are in yellow
-Made Shatter have a constant slow of 30% instead of a scaling one

dandylion
04-07-2010, 08:28 PM
Idea for a new ability to replace Carom:

Sphere of Light
Prizm conjures an orb of light that fires outward, slowly returning to him, searing all foes withing it's range as it passes.

Type: Active, target ground
Cast Range: 1000 units
Cast Time: 0.3 seconds
Damage: 40/60/80/100 damage initially, 45/60/75/90 magic damage per second on return
Mana cost: 105/115/125/135
Cooldown: 16/14.5/13/11.5
Other Notes: Over 1 second, a fast moving ball of light 200 units in diameter fires in a straight line, damaging foes that it moves through. After reaching 1000 unit range, the ball grows larger (300 unit diameter), and returns to the point at which it was cast over 3 seconds. Anything within 450 units of the center of the ball will have a beam of light hitting them, dealing magic damage over time.
Visual: A yellowish beam of light, sparks upon impacts. Moves very quickly outwards, 1000 projectile speed, moves at 333 movement speed on the return path.

For those that know it, the Prince Taldaram fight in Ahn'kahet is where I drew this idea from. I thought it was a unique damaging spell that hasn't been used in this game yet. Sorry if you don't think it's right to use this ability.

http://www.youtube.com/watch?v=YjmCvjKwYCc

Effect at 0:26 for those that aren't familiar with this boss fight.

Let me know what you think!

dandylion
04-09-2010, 09:27 AM
Bump for feedback on new first skill!

dandylion
04-10-2010, 11:04 PM
Bump for feedback fishing on revised first skill!

dandylion
04-12-2010, 08:23 PM
Would be ballin to have at least one person comment on the new first skill!

ShredderIV
04-12-2010, 09:59 PM
Dude, I've loved this concept for a long time.

Promise me you'll submit this when they decide to do an intel hero contest.

First skill is good. I felt like the old first skill was too much like TB's chain lightning. New one will bring some strategy, as you have to aim it right to hit all your enemies.

dandylion
04-12-2010, 10:24 PM
Dude, I've loved this concept for a long time.

Promise me you'll submit this when they decide to do an intel hero contest.

First skill is good. I felt like the old first skill was too much like TB's chain lightning. New one will bring some strategy, as you have to aim it right to hit all your enemies.

I will certainly submit it on the int contest!

The first skill does now require a bit more strategy, but if you pull it off, it's also capable of much more damage. I agree that it was a lot like Chain Lightning, and that's one of the reasons I wanted to switch it out!

dandylion
04-14-2010, 05:56 PM
I really wanted to submit Prizm to the intel hero contest, but he's just not quite the Ganker that they're looking for I don't think.

Rufzeichen
04-14-2010, 07:14 PM
Binding Light



3 Allies illuminated by Binding Light
Ally 1 is hit for 100 damage, which is reduced to 87 damage from illumination.
Ally 2 takes 6.5 pure damage from illumination.
Ally 3 takes 6.5 pure damage from illumination.

In the case of allies, the 13% damage is reduced from the main target and then SPLIT between illuminated allies evenly.

How about illuminated Allies take "Non Fatal damage"; so they can't be killed when anyone with the buff goes rambo after a teamfight, when half of the team is nearly dead.
Otherwise this ability would be bad vs slither, jester

Btw the hero seems pretty balanced and playable, although i'd exchange 1st skill(badass Ball hast to be ulti ;) ) + ultimate and adjust numbers.
but thats just my opinion

dandylion
04-14-2010, 08:03 PM
The thing with the pure damage is that, the damage has already been mitigated by the target's armor. That 100 damage is AFTER armor mitigation. The 6.5 propogated damage was damage that would have otherwise been dealt to the original target.

Binding Light is meant to spread damage around, so that a single target can't be focused as hard. It also helps to proc Prizm's ultimate, putting out a large AOE slow and damage return. The point of it is for Prizm's allies to take less damage while being focused, and that the damage that Prizm takes will be unleashed into the enemies again.

As much as I think the "badass ball" =P would be a great ultimate, I like it where it is. If it was made into the ultimate, it would likely need to be more powerful, and on a longer cooldown, and I'd be more inclined to spam something as awesome as that!

dandylion
04-14-2010, 08:04 PM
The only reason I'm not submitting Prizm for the contest is because he's melee, and I'm not that willing to change that simply for the contest! Idealistic integrity will be upheld! /puts on stubborn face

Rufzeichen
04-15-2010, 11:21 AM
I just highlited the pure damage, so you can see to what i am referring to in my first sentence.
-> Redirected damage should be "Non-Fatal"

dandylion
04-15-2010, 02:14 PM
Changed it mostly so it couldn't be used for griefing. Enough of potential with that already since there's no "no help" command yet.

Pineapple
04-26-2010, 09:30 PM
T-up.. analyse will come later.. too tired now

Pineapple
04-29-2010, 08:36 AM
first skill:
simple aoe-dmg spell. synnergies well with second and third spell.

second skill:
this is a pretty nice spell. a good remake of warlocks fatal bonds. synnergies well with first and third spell.

third spell:
dark seers vaccuum. hell yeah! good synnergy with all of his other spells.

ulti:
this spell is actually quiet good cause it makes him into a "int-tank" or at least giving him the opportunity to tank. the numbers might need tweaks cause the spell is all new. but it fits somehow into the other spells because he can get all the enemys close to him with both second and third spell.

Conclusion:
this heros role reminds me a lot of dark seers role. both has some heavy aoe-dmg nukes. some support spells. and the opportunity to tank as an int-hero. and both heroes are int-melees.
all spells has great synnergy with each other and seems balanced (although the ulti probably will need some tweaks).
well done with the theme and the concept. T-up as i posted already

dandylion
04-29-2010, 09:07 AM
It was really built as an initiator/support with the possibility for some ganking. The ult lets him go temporary tank mode after he jumps in and combos. The rest of his team can jump in, and deal some bonus damage in the chaos. The moves, I thought, were pretty intuitive for his role and worked well together. Thanks for the feedback! Always appreciated!

FuzioN
04-29-2010, 11:37 AM
i rather have this ability on him

Shatter:

Prizm got the power of light to shatter himself into pieces and damage foes around him.

Prizm channels for 3/4/5 seconds dealing 60(70)/75(85)/85(95) magic damage per second

every 0.5 sec there comes a ministun(pharoe)

Channeling
immobolized
Disarmed

How it would look like would be like he starts a binding light and starts to shatter some of his own glass to dmg enemies so you will se sharpen glasses flying around.

imagine glacius ice they are going downwards instead ice/glass that goes outward from him like broken glasses.

dandylion
05-01-2010, 11:25 AM
I really like the way the ultimate synergizes with the skillset as it is. Through binding light, you proc the slow, keeping enemies near you. After you jump through them, if they try to focus you, you take less damage from the armor increase, and they take some of their own damage and get slowed. It makes for a great initiation tool in it's current state.

Pineapple
05-01-2010, 08:54 PM
I really like the way the ultimate synergizes with the skillset as it is. Through binding light, you proc the slow, keeping enemies near you. After you jump through them, if they try to focus you, you take less damage from the armor increase, and they take some of their own damage and get slowed. It makes for a great initiation tool in it's current state.

agreed.. dont think u should change the ulti either.

sirpwnalot
05-05-2010, 04:33 AM
very cool hero

i like the whole concept.. maybe just another ulti who fits more the lightbending concept

Legendary_ao
05-05-2010, 06:16 AM
It sounds a very interecing char but ... way to complicated , if veteran players have some dificult to understand him , imagine a noob player ...

I loved the anti gank ult .

dandylion
05-05-2010, 08:19 AM
I'm not sure what you find so complicated. He has a nuke, a damage share/blink, a position manipulation/nuke, and a damage reduction/distribution. I felt the examples were more than satisfactory in explaining the abilities.