View Full Version : The Beast [Hero Suggestion]
GeneralGrind
07-08-2009, 12:55 PM
Hero Name:
The Beast
Main attribute:
Strength
Story:
Man has hunted for this creature for decades, none ever finding it, but many dying in the attempt. A creature with no conscience, living only by instinct. It smells fear, it lives to kill. The perfect hunter.
Alliance:
Legion
Role:
Assassin\Support
Attribute Growth:
Strength: 25 + 4.0
Agility: 10 + 1.0
Intelligence: None
Starting stats:
Health: 600
Mana: 100
Armor: 2
Damage: 66-66
Attack Speed: 2.00
Movement speed: 350
Range: Melee
__________________________________________________ ____________
Senses:
(Passive)
The Beast has unparalleled senses. His ears are not of this world, and any unit 20 30 40 50 range of a tree are seen by the beast, cloaked or not.(Of course, this only applies to those within his ordinary view range). His smell is wicked, and smells fear within 500 1000 2000 3000 range. Every enemy hero within this range, and with less than 75 % of hp will increase The Beast’s damage. 5 10 15 20 damage per hero.
Slash:
Manacost: None
Cooldown: 2 2 1 1 sec.
The Beast needs time to build up his rage, and every Slash hit builds up the Beast’s rage. Every Slash hit on enemy creep gives 1 1 1 2 mana to the Beast. Every Slash hit on enemy hero gives 3 6 9 12 mana. Slash also deals an extra 20 30 40 50 damage to enemy unit.
This is an orb-effect
Fervor Leap:
Manacost: 30
Cooldown: 30 sec.
The Beast set his eyes on the price, leaping onto targeted area, stunning everything there for 1\2\3\4 seconds. This skill has a 1,5 second casting time. Can jump over trees and etc.
IInsatiable Hunger!
(Ultimate)
Manacost: 100
Cooldown: 60 sec.
The Beast unleashes a howl of insatiable hunger. Every hero within 800 range is filled with the hunger of The Beast, and gains the dexterity of the hunter. The dexterity of the hunter gives a 50\60\70% evade bonus, and a 10\20\30 % movement speed bonus. The buff lasts for 6 seconds.
Why I made this hero:
Well, honestly, I just wanted a hero named THE BEAST in the game, cause that’s just pure awesomeness. On another note, I think it would be cool to have a hero that does not regen mana in the ordinary, boring way. As for the other skills, well, I’ve always felt that a hero that can spot invisible enemies is something lacking in DotA\HoN. For the other skills, well, I wanted a hero that was not just another assassin with invisibility and single target damage.
Oerba
07-08-2009, 12:58 PM
no hero should have the ability to detect stealth units without activating something, it shouldn't be passive is what i'm saying.
Sordak
07-08-2009, 03:42 PM
uuuuuh well. Yeah.. nothing against the heroe itself its just. Well there is a whole facton called the Beasts or the Beast Horde so, not very fitting. And there is already warbeast.
ok lets talk about the Heroe itself: i realy like some Ideas. Senses are nice. I think there are too many leap abilities. But i like the ult, we need more like this. More supporting ults. at level 3 oh my god the whole team 70% evade bonus, well nice! I think its pretty balanced. No +Int is a bit, well meh. But using slash can also build up Mana even if you dont have that much. I need to think a bit about it when i first looked it up i thought it would lack in synergies but after looking a second time i can realy see beast have a nice role in team fights, and would totaly frustrate scout players hahahha!
frotes
07-08-2009, 07:16 PM
I like the concept of this character. I think 50 range for the stealth detection is actually too low tho. If I am not mistaken, 50 range is pretty much melee range, I think you would need to increase it to like 150-200 at max lvl.
I think some of the #'s might need tweaking (str gain and such) but good overall. I think one of the main problems you will come across is your no int plan. If a hero has no int, he should have no mana pool (do heroes even have base mana pool?) so you can't gain mana if you have no mana pool to store it. Also what happens if someone buys a mana item say the brain from the secret shop? That would give them enough mana to use all the beast abilites forever and reg it at base fountain so it kind of defeats the purpose of gaining mana from slash.
I think a good way to do the no mana item approach is to give him a set mana pool (say 300) and give him negative mana reg. So the mana decays so you have to keep fighting and using slash to keep up/gain mana. Would also need to increase the amount of mana from slash that you gain and tweak the other abilites that use mana.
Sordak
07-08-2009, 07:22 PM
besides beasts should have more Mana pool than Humans.
The first skill needs some clarification. Assuming the hero already has vision of the trees (and you obtain no vision bonus from it), from what i read in the description it implies that invisible units are only seen if they are both:
1. melee range from a tree
2. in his normal sight range
meaning an easy counter to this is simple staying away from trees when in his presence making it not as imbalanced as people might think, being similar to the Tree hero's eyes except with lower range and moving with the hero. The damage per hero in radius is also interesting and I cannot speculate on how balanced it is until I see it in gameplay, though 75% does sound resonable as in teamfights it is rare that a team will be caught with 5 members under 75% hp as hero focusing is usually proirity.
The second skill needs some major tweaking as well. Firstly I agree with the statements that every hero needs a mana pool/INT mainly because the items and gameplay just do not support a hero without them. Also the mana regen on the skill is highly unnecessary considering the fact that each of his spells have high cooldowns and relatively low mana costs. I think this skill should be tweaked to resemble more of an Ursa skill (dota) and make damage stack as long as you are attacking the same target consecutively (possibly also with a small increasing per-level manacost).
The third skill is not described in depth enough as this could prove to be extremely imbalanced (depending on it's given AOE upon landing and jump distance) and the synergy with his stacking damage. With balancing though this could prove to be a very interesting skill, as the channelling time requires both foresight in enemy movements and timing, which reminds me much of PotM's (dota) arrow skill. The channelling time, though it's major balancing factor, is also it's biggest problem as the skill would be extremely difficult to hit and with a 30 second cooldown very unreliable; to fix this I would suggest making it more like the Alchemist's (dota) stun spell and have it so that the longer it is channelled the longer the stun will be and increase the possible channelling time per lvl.
Finally the ultimate is a great supporting skill but there needs to be balancing details, eg. does it stack with item evasion; giving heroes using the "butterfly" agi weapon 100% evasion for 6 secs?
Overall I like the character idea but many things need tweaks such as the fact that he has no base mana whatsoever.
I like the concept of this character. I think 50 range for the stealth detection is actually too low tho. If I am not mistaken, 50 range is pretty much melee range, I think you would need to increase it to like 150-200 at max lvl.
I think some of the #'s might need tweaking (str gain and such) but good overall. I think one of the main problems you will come across is your no int plan. If a hero has no int, he should have no mana pool (do heroes even have base mana pool?) so you can't gain mana if you have no mana pool to store it. Also what happens if someone buys a mana item say the brain from the secret shop? That would give them enough mana to use all the beast abilites forever and reg it at base fountain so it kind of defeats the purpose of gaining mana from slash.
I think a good way to do the no mana item approach is to give him a set mana pool (say 300) and give him negative mana reg. So the mana decays so you have to keep fighting and using slash to keep up/gain mana. Would also need to increase the amount of mana from slash that you gain and tweak the other abilites that use mana.
The idea put forth by frotes in my opinion is also very interesting but it would take a complete character skill reworking and lots of balancing test time to get the negative regen and skill synergies correct. If made correctly though it could make him a very unique hero and does fit the "persona" you were trying to create, being a beast who has an hunger for blood.
GeneralGrind
07-09-2009, 05:39 AM
Love the feedback fellas! ;D
Some clarification on the whole manaidea:
I might not have been clear enough in mana idea, but let me explain. This hero has NO manaregen whatsoever, actually, it has negativ manaregen. It looses 0.5 mana per second. It will NOT gain any mana from base, and must therefore shed blood for it to increase mana. Basically, it's mostly like you suggested Frotes, just forgot to mention it.
On the subject of his manapool and regen: The way I have thought of this hero gaining mana is not an unknown way of doing it, and I have seen it been implemented in several games in Warcraft 3. The problem with manaitems and such are not realy a big problem, as you can just code the hero to never climb over 100 mana, thus rendering all manaitems useless on him. This is realy not a problem, or if it realy is to some people, then we could just tweak the numbers and let him have 300 mana or such. Another problem might be his limited choices when it comes to USING items with a manacost, but honestly, for me that is half the fun with the hero, he must be played in a different matter then most, and you must choose your items carefuly. For example, The Beast could use the item "Assasins Shroud" (Lothar), but it would be severely harsh on his manapool, but a very good item for escape and such. Post Hate (Boots of Travel) is also an item he could use, but it would also severly flawed of any player to use its teleport to get somewhere, as you would enter said area with very little mana left.
On the subject of Senses:
Yeah, you got the ability right Zero. That was my idea, to make the invisibilty characters use more stealthy tactics in their approach on The Beast. As far as the range on tree goes, I'm not realy sure, cause with too high range, in a lane, it would be realy hard for anyone to stay invisible in his presence, but to low, and it renders it useless. 150 might be a good number. The damage from surrounding heroes I would think is pretty balanced, as even with 3 heroes with less than 75 % hp, (which isnt all that common), he will only have a 60 damage + output, and that realy is not THAT much on a hero that hits are his only damage output.
On the subject of Slash:
Yes, I could definatly see a kind of Ursa skill with increasing damage on this hero if the whole manaidea is botch, that would definatly be a good choice. Thanks =)
On the subject of Fervor Leap:
Yes, you grasped the fundamental idea for my spell, I wanted a spell that needs to be carefully timed, and if executed right have a devastating effect. As far as the range of the stun, it would not be very high, about melee range from the hero where he lands. Perfectly executed, it could actually stun up to all 5 of enemy heroes, but then you would have been a master at timing. As far as the range of the leap, it would be about the range of Pudge\Devourer Hook. The whole channel-stun idea is good enough, I like it, but for me this beast needs a spell that needs to be carefully planned out, to make it much more interesting to play. But once again, great advice =).
On the Subject of Insatiable Hunger:
Off course it would not stack with any other evasion, it would just override other evasions for the period.