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Sabre
09-09-2009, 12:00 AM
Hi again and thanks for looking, this is my fourth attempt at a hero now. I had alot of time to kill at my cottage while relaxing on the beach so here is what I came up with.

I wanted to make an agility hero who could tank/absorb damage meaningfully, but in a speedy sort of way and contribute to the fight without being gimmicky. I've vowed to make the next hero I make as simple as possible, I swear. I hope you like animation canceling on ranged heroes.

Numbers can change (especially stats)!

__________________________________________________ ____
Changelog:
Updated and Clarified Breaking Wave
Buffed Evermoving Body slightly and added SotM compatability.
Increased AoE sizes of Grasping Pools and Caustic Vortex
Changed the counter generation mechanism for Evermoving Form
Slightly modified counter degeneration to allow for shopping at the pool
__________________________________________________ ____

Name: Quicksilver
Belongs to: Hellbourne
Stat Primary: Agi
Base HP: 361
Base MP: 247
Base Movespeed: 310
Attack Range: 300
Base Armor: 3.08
Base Damage: 44-51 (22-29 + 22 Agility)
__________________________________________________ ____

STATS:
Str: 19 + 1.4
Agi: 22 + 2.5
Int: 19 + 1.8

Stats Balancing Notes: Quicksilver has high initial HP to help early game, but generally poor stat gain to balance out with her elusive nature. While agility gain certainly isn't low, she's no Arachna.

__________________________________________________ ____

Background:
Origionally a water sprite, its body is now saturated with toxins and metals fallen from legion technology. Her mind ruined by the experience, Quicksilver swore vengance against the source of her poison- the legion. Her dogged determination and speed help the Hellbourne with reconnaissance, and Quicksilver always enjoys hunting down scouts, whom she feels a particularly strong grudge against.
__________________________________________________ ____

Visual: http://campaign-game-miniatures.0catch.com/gr-cr004.jpg
Basically a typical water elemental/sprite but filled with rolling colours (like the ones you see in a gas spill) and silver.

__________________________________________________ ____
Abilities:


http://www.guildwars.com/images/professions/skillicons/elementalist/icyshackles.jpg Grasping Pools
Quicksilver leaves acidic pools behind her that pull and tug at foes as they pass, hampering their defenses and damaging them with their poison.

Effect: 150 aoe pools drop behind Quicksilver every second as she walks. Pools will not continually drop if she is not moving. Enemies who come in contact with a pool are dealt 30/40/50/60 physical damage and have their armour reduced by 0.5/1/1.5/2 for 7 seconds. This stacks infinitely, with each debuff charge having its own duration timer. Pools last 15 seconds.

Type: Self targeting buff (unremovable)
Range: N/A
Duration: 10/15/20/25 seconds
Cast Time: Instant
Mana Cost: 75
Cooldown: 35

Notes: The pools do not dissipate if they deal their damage. Enemies who step on the pools are immune to that exact/specific pool for 2 seconds, after which encountering it again will apply the damage and armour debuff all over again.
__________________________________________________ ____


http://www.guildwars.com/images/professions/skillicons/ritualist/spiritburn.jpg Caustic Vortex
Calling to her past as a water spirit, Quicksilver creates an impassible small vortex that hampers the movement of those who draw near.

Effect: Creates a small vortex with a radius of 225. The vortex is impassible terrain. Any enemy hero within 150 of the vortex without the 'Pull of Pool' debuff has it automatically applied to them.

'Pull of the Pool' Move speed reduced by 15/20/25/30% for 5 seconds. Enemy heroes with less then 1 armour are sucked into the vortex over 0.5/1/1.5/2 seconds, though this causes the vortex to break.

Type: Ground Target Magic Spell
Range: 400
Cast Time: 0.2 seconds
Mana Cost: 75
Cooldown: 10 seconds Notes: Creates immovable, impassible terrain like Behemoth's Fissue does. Useful for blocking paths and snaring people. This pull does not break channeling, otherwise exactly like Devourer's grab's status effects.
__________________________________________________ ____

http://www.guildwars.com/images/professions/skillicons/monk/amity.jpg Breaking Wave
With a surge of energy, Quicksilver throws a wave of toxic water that knocks back enemies caught in the blast and poisons them.

Effect: Sends a 175 wide wave of water in a line moving at a rate of 800, pushing them to the end of the wave. All enemies hit by this are given the 'Mercury Poisoning' debuff.

'Mercury Poisoning': 15/25/35/45 magical damage per second and slowed by 20/20/30/30% for 5 seconds.

Type: Ground Target Magic Spell (Debuff)
Range: 125/200/275/350
Cast Time: 0.2
Mana Cost: 90/100/110/120
Cooldown: 20
Notes: The push effect is again using the same status effects as devourer's grab. Unlike Caustic Vortex this does break channelling.

__________________________________________________ ____

http://www.guildwars.com/images/professions/skillicons/elementalist/mistform.jpg Evermoving Body(ult)
Quicksilver's body is formless and constantly moving, making it difficult to hit. The toxins that make up much of her form also interfere with magical abilities the more they mix about.

Effect: Every 6000 units traversed gives Quicksilver 1 momentum charge.

Every time Quicksilver does not move for 2.5 seconds, she loses 1 momentum charge unless Quicksilver is in the fountain/pool.

Max 1/2/3 charges at once.

Every level of this passive increases Quicksilver's move speed by 5

'Momentum': Negates 1 spell per charge. Each spell negated removes 1 charge.
For each charge, Quicksilver has an evasion to physical attacks equal to 15% of her agility.

This can be improved by Staff of the Master, which increases the max charges by 1 for each level to (2/3/4)

Type: Passive (Self Only)
Cooldown: See Above Notes: Blocks spells as Null Stone does. Note that this is not perfect magic immunity, and that it would take 60 seconds to actually regain all 3 charges after they are spent. Any sustained attacking on Quicksilver's part will reduce charges, as will impeding her move (i.e. Wall of Mummies/Bodyblocking) __________________________________________________ ____

Summary: So- the idea is keep moving to win. In teamfights This hero combines well with those who lack strong movement speed, as two of her abilities help even the playing field, while a Grasping Pools and Caustic Vortex can also be used to corral enemy heroes who are running. In team fights she tries her best to litter the area with Grasping pools in order to make good use of the disabling characteristics of Caustic Vortex before pushing heroes into them with Breaking Wave.

When laning, she does better with a partner then solo, since she shares many of the failings of Moon Queen, but without the everpresent threat of strong nukes, though Grasping Pools can make for a good escape method.

Her strong combination of pushing and ganking skills maker her a versatile support hero, while her ult allows her to initiate and 'tank' when others wouldn't dare.

__________________________________________________ ____
So what are your thoughts?

Drasha
09-09-2009, 12:11 AM
http://www.guildwars.com/images/professions/skillicons/elementalist/mistform.jpg Evermoving Body(ult)
Quicksilver's body is formless and constantly moving, making it difficult to hit. The toxins that make up much of his form also interfere with magical abilities the more they mix about.

Effect: Every 20 seconds of continuous movement gives Quicksilver 1 momentum charge.

Every time Quicksilver does not move for 2 seconds, he loses 1 momentum charge.

Every level of this passive increases Quicksilver's move speed by 10

'Momentum': Negates 1 spell per charge. Each spell negated removes 1 charge.
For each charge, Quicksilver has an evasion to physical attacks equal to 15% of his agility.

Type: Passive (Self Only)
Cooldown: See Above
Seems pretty tedious you have to always make sure your moving even while shopping or waiting to last hit. So after a minute you would negate 3 spells? wouldn't that pretty much make you spell immune. I am not much of a fan of passives so its does not spark my awesome radar but it looks like an interesting hero.

Sabre
09-09-2009, 12:59 AM
The idea is that you 'store' the charges and then they get consumed as you get targeted in a fight. Its like having 3 null stones at level 3, plus an evasion. You're certainly not forced to keep moving, but it helps given the design of the hero.

Drasha
09-09-2009, 01:03 AM
you did not state a limit to the number of charges overall i don't like the ult why do you lose one for not moving and why would you not be moving?

Sabre
09-09-2009, 01:07 AM
Yeah, I just noticed that, I went back and edited it in. You would not be moving because you would be either disabled/blocked/standing and attack? You lose charges when you don't move representing that this ability is based on speed and 'dodging'?

Drasha
09-09-2009, 01:11 AM
Yeah, I just noticed that, I went back and edited it in. You would not be moving because you would be either disabled/blocked/standing and attack? You lose charges when you don't move representing that this ability is based on speed and 'dodging'?
wouldn't you just use a charge to block any thing that would prevent you from moving?

Sabre
09-09-2009, 01:25 AM
You don't choose to use them or not. You could just as easily lose your three charges to chump spells and get stunned, depends on how your enemies choose to tackle you.

Sabre
09-09-2009, 04:16 PM
Still looking for feedback!

Bates3
09-09-2009, 05:25 PM
This hero looks great for if you are already in front of the enemy hero, the only thing that worries me is a lack of any real chasing ability. Caustic Vortex does help but if it is like behemoth's fissure than phase boots will solve that :(. Behemoth's at least has a stun. I think increasing the chance of getting getting pulled into the vortex might increase the effectiveness of the ability. Possibly have it so that the armor cap for when they get pulled into the pool is raised as you level up the ability. Something like "Enemy heroes with less then 1/2/3/4 armour are sucked into the vortex". Or possibly giving the pull of the pool the ability to deteriorate armour the longer the target has it on him, so he is losing a certain amount of armor per second he has the pull of the pool on him. Also, for the ultimate i think being still for 2 seconds is a bit quick for wearing off a charge , possibly raising it to 3 seconds so Quicksilver can last hit without really having to worry about possibly losing a charge. All in all, a very unique hero that brings some very good cc type abilities to a team :).

Sabre
09-09-2009, 06:28 PM
I see what you're saying about the scalability of the vortex and evermoving form. I will need to do some experimentation in the numbers to see what vortex's armour minimum should be, as it shouldn't end up being more then Int heroes base armour.

Need more feedback!

Inconmon
09-10-2009, 05:40 AM
The ideas are okay, but the numbers are completely off. pools last for 15 seconds? 5 seconds or chasing already gives you -10 armor and 300 damage. Ultimate is 3x linkens + evasion + 30 movement speed on a hero who has already 310 base?

I'd downscale the pools abit and decrease their manacost to make up for it.
The ultimate might need a change, because asorbing 3 spells and constantly clicking around to build up charges might be as unbalanced as annoying.

Maybe let the charges increase her speed, as in: 1 charge every 3 seconds of moving. Maximum of 15 charges. Each charge increases speed by 1/2/3.
On attack all charges are lost and she deals +10/20/30 physical damage per charge.
Standing still for 1 seconds reduces charges by 1. Standing still for 3 seconds removes all charges.
Activate: 50 mana, gain "Momentum" for 1 second for every 5/3.75/3 charges. "Momentum" grants magic immunity. When "Momentum" ends you lose all charges.

So basicly shes slowly building up speed while moving around, then she can use her momentum to deal additional damage which scales fairly well and even gain magic immunity for some seconds.
This would synergize with her mud puddle ability as people chasing her take some damage and lose armor; she builds up speed so they cannot finish her and finally she can turn around and blast them into oblivion with high physical damage vs reduced armor.
This would also make her a powerful hero to chase down runners.

Sabre
09-10-2009, 10:28 AM
The point of this is a hero using movement speed and positioning in place of consistent attacking. At higher levels, by constantly moving, Quicksilver can't possibly make best use of her physical attack which leaves her with dealing damage via the pools as her main source.

I like what you've done with your version of it, but I think I like the idea of replicating a Linkin's effect. She acts as a strong counter to Int heroes, and will usually eat many of their cheap nukes (since no-one would waste disable) to help the team. Don't freak out at her evaision either- at level 11 with her base she only has 14% evaision, 30% at level 25, and each time it drops by 1/3 after taking a spell. Yes, heroes like magebane would probably not fair well, but thats what the rest of the team is for.

I think most people play by clicking around constantly anyways, so I doubt this would annoy players much more.

I'll halve the move speed buff from the ult, to make it more reasonable.

Nedrapter
09-10-2009, 01:35 PM
Cool idea, well worked abilities. I got only 1 point to mention.
If she's caught by an aoe stun that lasts 4 seconds (e.g. Keeper of the Forests's ulti lvl 2) then she loses 2/3 charge cos she isnt moving, making her ulti almost useless there, right?

Sabre
09-10-2009, 01:45 PM
Yes, which is the point. Though with all her movement speed, the challenge is to hit her if she's constantly dodging.

Nedrapter
09-10-2009, 02:02 PM
Yes, which is the point. Though with all her movement speed, the challenge is to hit her if she's constantly dodging.

If this is the point then you are supposed to use it like that right?
Oke with that, but then the ultimate ability is sacrificed for another ability. Maybe switch the spells and put another as ultimate. None hero wants his ultimate spell to work for another spell, but the exact opposite.

Hippie
09-10-2009, 02:05 PM
I'd personally increase the time taken to lose a charge from the ulti to maybe 4 seconds - that way you can take focus off of your hero for a moment (shopping, looking at another hero, etc.) without having to worry about queuing up your hero to run in a circle a la Starcraft SCV blocking.

Sabre
09-10-2009, 02:26 PM
If this is the point then you are supposed to use it like that right?
Oke with that, but then the ultimate ability is sacrificed for another ability. Maybe switch the spells and put another as ultimate. None hero wants his ultimate spell to work for another spell, but the exact opposite.

I can't understand what you're saying. Please rephrase.

Nedrapter
09-10-2009, 02:38 PM
I'm saying that in Quicksilver, she has to move cos of her 1st ability in order to be useful in team battles. That's her main utility right? Why not making that her ultimate instead of the one right now? As an ultimate the current one isn't so impresive while the 1st spell is.

Sabre
09-10-2009, 02:56 PM
Giving her her ult at level 1 would be broken. In addition, it doesn't scale well to a 4 level spread over 3.

dandylion
09-10-2009, 03:06 PM
Vernise. Well thought out and would be very useful. T-Up

Sabre
09-10-2009, 10:45 PM
Bump. Added movement speed info for Breaking Wave

Sabre
09-11-2009, 02:34 PM
Bump

Sabre
09-13-2009, 12:46 AM
Bump

Sabre
09-14-2009, 01:30 PM
Bump

Sabre
09-15-2009, 02:56 PM
Bump. More feedback. Don't want to make a poll just to see some moronic t-downs when some feedback at this point would have prevented it.

Sabre
09-16-2009, 12:40 PM
Bump

Sabre
09-17-2009, 12:17 PM
Bump. Still hoping for some more feedback before I add a poll.

Sabre
09-17-2009, 10:07 PM
More feedback!

Sabre
09-18-2009, 01:24 PM
Bump

Sabre
09-19-2009, 02:28 PM
More Feedback!

Sabre
09-20-2009, 09:59 PM
Bump!

Sabre
09-21-2009, 10:04 PM
So S2 said they were looking for ranged agility heroes eh? I think this might be fun to include. Added poll.

Sabre
09-22-2009, 01:57 PM
Cmon people, lets get some feedback here. I know I used good english for the most part, shouldn't be hard to read.

Sabre
09-23-2009, 03:26 AM
Bump. Not to sound egotistical, but I think the amount of effort I've put into this certainly warrants some feedback in comparison to many of the other threads in this forum. Support the community etc..

Hippie
09-23-2009, 06:04 AM
Passive yet interesting heroes are few and far between, and Quicksilver delivers. Would be an immensely fun hero to screw over the other team, since she can deny them the positioning they might otherwise consider ideal. Also, heroes based primarily on juking and positioning are pretty much unheard of, making her add a nice new dynamic both for her player and the entire game.

T-up.

Sabre
09-23-2009, 03:49 PM
In an age where S2 is asking for ranged agility heroes, one man was brave enough to bump this thread. That man, is me.

Sabre
09-23-2009, 05:57 PM
Bump...

ImpBloody
09-23-2009, 06:12 PM
I'd personally increase the time taken to lose a charge from the ulti to maybe 4 seconds - that way you can take focus off of your hero for a moment (shopping, looking at another hero, etc.) without having to worry about queuing up your hero to run in a circle a la Starcraft SCV blocking.

Agreed, i think the time should also be increased otherwise its quite easy to make her not move, for example pollywag priests hold and hex will stop her quite easily.

Sabre
09-23-2009, 11:25 PM
But those have to bypass her ult in the first place. Hold and Hex would be negated by Evermoving form at level 11.

LiQuiD
09-24-2009, 12:30 AM
The picture really turned me off..... i mean the ****?

Sabre
09-24-2009, 01:01 AM
Seriously? You t-down because of a picture? Not to be rude but what the hell is wrong with you?

You try and find a water elemental contaminated with mercury and other poisons to post in its stead and I'll get behind it.

Rokman
09-24-2009, 01:09 AM
Concept - Ok so it's an oil spill water nymph lady mermaid thing who is silver. not bad, needs big boobs.

Spell 1 - Pretty original idea. I like it. Maybe make it a passive and the oil spills disappear after like 4/5/6/7 seconds and slows 0/2/4/6% no DoT

Spell 2 - Hmm so it's like a weak tempest's void? Alright

Spell 3 - Shoots a wave of mercury filled water that slows and dots? seems kinda nuts. I like the idea but maybe a bit overboard. If you do what I mentioned on Number 1, this can just be a DoT and weak armor reduce ;) ;)

Spell 4 - Not sure what's going on, as long as she moves she gets charges and charges can suck up a physical attack? is this right? i dunno seems pretty nuts too

overall - Try to re word some things, it's easy to get confused. I like the general idea and concept of an oil spill toxic poison water nymph. Never really imagined a character or creature like that, so it's pretty refreshingly new. Not voting right now since I need to see yoru response

Sabre
09-24-2009, 01:20 AM
Keep in mind that Breaking Wave is her only true nuke or slow, which is Quicksilver's only hope of catching heroes who get away from her Grasping Pools. Also, the range on all her skills is very small, 350 for wave is less then half the normal cast range for a typical spell.

For every charge on Evermoving Form, quicksilver has evaision equal to a % of her agility. Every time quicksilver is targetted by a spell, the spell is negated and 1 charge is removed. Charges are gained by constant movement, and constantly standing still will remove charges. That clear things up?

Rokman
09-24-2009, 01:23 AM
It's still real wordy, but whatever, I'll vote yes since it's a badass concept!

Sabre
09-25-2009, 12:13 PM
Bump

Sabre
09-25-2009, 10:07 PM
Bump

Sabre
09-27-2009, 04:23 PM
Bump

Sabre
09-29-2009, 01:38 AM
Bump

ximzak22
09-29-2009, 03:20 PM
this is pretty nice. but u have to move alltime and u can "evade" any spell like pryos ulti or a cgarge like magmusa have. tahts fail
just so u know taht :D

Sabre
09-29-2009, 03:33 PM
Obviously you can't evade every spell. That's the counter to the hero.

Sabre
09-30-2009, 10:53 AM
My poor unloved baby

Rokman
09-30-2009, 11:01 AM
Bump for very original character!

deathdawn
09-30-2009, 11:10 AM
Okay I actually like the concept, but it seems like she is very very hard to play.

1st: This is a nice concept but I think the AoE of the pools have to be bigger, at 75 they are so tiny that they are smaller than the melee range of people.

2nd: The concept of this is also nice but the AoE once again has to be bigger, the only way you'll be able to ever hit this is in a blind-spot corner or in conjunction with the third skill. You could however make the cast range very long as to work in a similar way to the traps of Lanaya.

3rd: This is the only way I see hitting the first two skills at the moment and that's a problem The values of this are rather fixed but it'll get better with the AoE of the other two fixed.

Ult: Nice overall concept fits well with the other three skills in terms of theme I just think the idea of constantly moving is harsh on a person, especially while shopping. You could change the name of the skill and change the way to get charges but keep the concept.

As far as synergy goes I see activating Grasping Pools and using Breaking Wave to push them into it, then vortex to keep them there. The Ulti also works well to keep off spells while the difficult combo is attempted. My only concern is that the magic blocking aspect of this is only 3 charges. This can be compared to Protective Charm that blocks off everything but CAN be purged, BUT evermoving body is an ultimate, you could change it into - Whenever she is hit by a spell it is blocked and gives her an amount of time of Magic Immunity that cannot be purged.

Anyways. Hi sabre :D T-Up

P.S. I'd appreciate it if you could comment and vote on my hero the Astral Sentinel.

Sabre
10-01-2009, 05:24 PM
Good point about the aoe sizes, bit of a brain fart there.

Yes, while shopping quicksilver's ult will peter down, but keep in mind that you can just hold shift to have your hero do a small dance while you shop. In addition there is a patrol function in the UI though its currently non-functional.

Also, with Evermoving Form, don't forget the evaision she gets while still having the charges. Also people will likely be hesitant to launch any meaningful skills against quicksilver when they know her ult is up, and have to choose between making her vulnerable or spending the resources or the rest of the team, leaving her to wreak havoc.

docterj208
10-01-2009, 08:07 PM
1st skill is good, no change needed.

2nd skill is good, no change needed.

3rd skill is good, no change needed.


(not just copy and pasted, I just have nothing to add or comment or complain about. If anything, I like how each of his spells are interesting)

ultimate is omg ridiculously overpowered. Linken's sphere costs a lot of money for a reason. and 1 charge is powerful but this guy can get up to 5? (staff and an actual linken's sphere)

seeing how none of these abilities do tons of damage, I can see why you would want this guy to have spell negations. But spell negation is huge!

T-down. and I don't like doing this.... but T-down :( (concept, not #s)

10-01-2009, 08:41 PM
I love the concept, but the 3 spells don't really strike me. What really strikes me is the ultimate, which I really love. I don't know, I just find the 3 spells boring.

Nevertheless, the ultimate is awesome. T-up.

Sabre
10-01-2009, 09:41 PM
What do you mean by 'the skills don't really strike me'? That's kindof vague.

docterj208
10-02-2009, 01:28 AM
What do you mean by 'the skills don't really strike me'? That's kindof vague.


well, it did take me a few reads to figure out what you were trying to say.

Just allude to their DOTA counter parts (batrider for 1, tempest for 2, and the STR version of Alternative strike from morphing for 3)

Sabre
10-02-2009, 12:02 PM
1st skill is good, no change needed.

2nd skill is good, no change needed.

3rd skill is good, no change needed.


(not just copy and pasted, I just have nothing to add or comment or complain about. If anything, I like how each of his spells are interesting)

ultimate is omg ridiculously overpowered. Linken's sphere costs a lot of money for a reason. and 1 charge is powerful but this guy can get up to 5? (staff and an actual linken's sphere)

seeing how none of these abilities do tons of damage, I can see why you would want this guy to have spell negations. But spell negation is huge!

T-down. and I don't like doing this.... but T-down :( (concept, not #s)

Null Sphere is by far one of the worst item's in the game currently. Not only that, but Quicksilver has to be constantly moving to keep up her charges. Her physical attack would be a non-factor on the hero, since she has to constantly move. Heroes like TB and Hellbringer would totally counter this gal. Even getting stunned by behemoth (who isn't affected by Null Sphere I believe) would not only do the stun and damage, but cause her to lose even more charges.

Basically she has selective magic immunity, and so long as she is ignored she can run around and deal massive damage with pools and use disables as well, though comparing Vortex to Tempest's ult is rather out of place frankly. I think its comparable to Predator's Magic Immunity. Not only that, but don't forget that the evasion granted by the charges is small until level 16. Coming in around ~8% and ~18% depending on items, at levels 6 and 11 respectively.

If a tank like this can farm Enhanced Marchers (which are needed for the phase over the steamboots, though Post-Haste could be useful if she has the money) Staff of the Master, AND a Null Stone, your team deserves the loss, especially since Quicksilver's farming abilities are rather small.

docterj208
10-02-2009, 12:08 PM
I already t-downed... but, I was thinking that evasion of 15% per counter might be a better fit.


null stone is not weak.

Sabre
10-02-2009, 12:12 PM
I already t-downed... but, I was thinking that evasion of 15% per counter might be a better fit.


null stone is not weak.

15% per counter would be too easy to get stupidly high. Thats 60% evaision even with no items at level 16. Yes, Null Stone is weak. Go find a single guide that recommends it as anything but the most situational item.

docterj208
10-02-2009, 12:16 PM
15% per counter would be too easy to get stupidly high. Thats 60% evaision even with no items at level 16. Yes, Null Stone is weak. Go find a single guide that recommends it as anything but the most situational item.

null stone is a counter to pretty much any disable hero with the exception of pebbles and behemoth.

Null stone might not be recommended in guides, but, it is still a powerful ability. Its also like an Int hero's night mare with the exception of a few.

docterj208
10-02-2009, 12:17 PM
15% per counter would be too easy to get stupidly high. Thats 60% evaision even with no items at level 16. Yes, Null Stone is weak. Go find a single guide that recommends it as anything but the most situational item.


Also, I thought it was up to 3 counters. so 45% at 16.

Pretty sure evasion doesn't do direct stacking though.

Sabre
10-02-2009, 01:18 PM
Whoop- yeah, 45% at 16 without any items.

What does 'direct stacking' have to do with anything. Its the same ability. Its not like he has a wingbow and snake charm. Its one ability providing the evasion, there is no 'stacking' involved.

docterj208
10-02-2009, 02:41 PM
I meant it wouldn't be 75% (45% + 30%) if you had wingbow. Its actually something like 60 or 65%

Sabre
10-02-2009, 02:59 PM
NO. Evaision does not stack with other sources of evaision.

docterj208
10-02-2009, 03:00 PM
NO. Evaision does not stack with other sources of evaision.

Its not a stack, its just that both sources can trigger.

Sabre
10-03-2009, 11:04 AM
Evasion works very similar to exclusive modifiers (http://honwiki.net/wiki/Exclusive_modifier) in that it does not stack with itself. The highest evasion value you have will automatically be used.
However, it does stack with range attack, as the range attack is considered "redirection"

Taken from honwiki

docterj208
10-03-2009, 12:31 PM
hmmm.... guess they didn't do it like DOTA then. In DOTA, it works that way. I thought they copied the general mechanics for bash too. Guess not.


Sorry..

Sabre
10-04-2009, 12:10 PM
I'm clearly emotionally crushed and distraught. No biggie.

Sordak
10-06-2009, 07:44 AM
ok to start with i love the theme. lol Eco Hero!
reminds me off some good ol godzilla movies....

ok ill move on. The first skill seems usefull also in team fights to controll your enemies movement and prevent them from hunting you (however they can still try to avoid those pools. However you still need to explain how long these pools stay.

the Vortex seems ok. well synergizes with the first skill it could easily turn a chase into a counter. i can imagine someone chasing you getting his armor decreased by the pools he is stepping in and than is sucked into the vortex. howeveri think it should be more than one armor because, especialy late game it would be hard to get an enemy hero at that low armor rating.

Breaking wave is good to keep enemies away from you and Dot them. solid nothing more to say.

the ult is just fun. Even if it could involve some pointless moving around it realy forces the player to move. the effect on it is also great. does it also negate AoEs or only spells that target you?

Sabre
10-06-2009, 03:04 PM
It negates targeted spells. Some AoE spells work by casting single target effects on everyone in an AoE, so they would be affected as well. Basically anything Null Stone would prevent this would as well.

The problem with the threshold for the Vortex is that you have to consider it at level 7, when people really don't have high armour values. Yes, lategame it would become less useful, but Quicksilver isn't a lategame hero, with her on your side you want to end the game early, though her evermoving form skill does scale well into lategame, the rest of her doesn't.

NightCloak
10-06-2009, 03:41 PM
lol... This is more of an int by the abilities.

They are almost all CC and support.

Too much needs changing to make this a viable hero.

Sabre
10-06-2009, 03:55 PM
lol... This is more of an int by the abilities.

They are almost all CC and support.

Too much needs changing to make this a viable hero.

Thank you for winning the 'king of unhelpful feedback' award. Congratulations.

Not only that, but frankly get out of these forums and never return if you're going to post **** like 'lol should be an int'. Its not my fault you're illiterate. If you think that constant movement and evaision based on their agility score means they should be Int, then I guess so should magebane, chronos, and arachna. I mean all they do is run around casting their spells as well. Why isn't Behemoth an Int then as well he's just 'CC and support' by that standard. Obviously only int heroes can be support type.

Hell, this isn't even support. This is closer to an initiator/tank then support.

Sordak
10-06-2009, 04:59 PM
true. precise feedback is needet. to me it looks good for now to be honest. you just need to make all numbers perfect. just promote it to get votes =P best thing i can suggest you.

Sabre
10-06-2009, 09:15 PM
Numbers are something that can be done in testing when the hero is actually being created. I think the numbers given provide a good approximation for what the concept is.

Sabre
10-07-2009, 10:30 PM
Bump

Sabre
10-08-2009, 02:25 PM
Bump

Sabre
10-09-2009, 08:11 AM
Bump

Sabre
10-11-2009, 02:28 PM
Bump

I love how this has had over 1 thousand views and only 30 votes.

Hippie
10-11-2009, 05:13 PM
That's because voting is for suckers, Sabre.

Sordak
10-11-2009, 05:15 PM
Wow how did you got that much negative votes? ha! i bet its stupid revenge votes from nawbz!

Bugglez
10-11-2009, 05:43 PM
1st Skill: Very cool, dropping one pool every second sounds a bit much though, maybe its just me, but like every 2 seconds or something sounds better.
2nd Skill: Kinda confusing, would it pull heros into the void, which is impassable terrain? So it could trap them inside?
3rd Skill: Pretty neat CC ability, I would pray it works on Predator.
Ult: A neat idea, great tank skill.

I am trying to start a feedback for feedback thread, http://forums.heroesofnewerth.com/showthread.php?t=30951 would you mind taking a look and seeing if you are interested?

Sabre
10-11-2009, 06:33 PM
Wow how did you got that much negative votes? ha! i bet its stupid revenge votes from nawbz!

You have no idea how true that is.

@ Bugglez- It would pull heroes towards the void, causing the vortex to break. Note that the void's abilities extends beyond the actual terrain piece.

Sabre
10-12-2009, 04:35 PM
Bump

Sabre
10-13-2009, 04:54 PM
Bump

Sabre
10-15-2009, 11:27 AM
Bump.

Loving all these magical no votes that show up without any feedback. Nevermind ones whom I can tell are either revenge votes or by people who've never even posted meaningfully in these forums.

Quick analysis of all no votes so far:

Akroma666 (http://forums.heroesofnewerth.com/member.php?u=164778)(Revenge), Barabus (http://forums.heroesofnewerth.com/member.php?u=177832)(Post count 1), Bika (http://forums.heroesofnewerth.com/member.php?u=34065) (No feedback), dezi (http://forums.heroesofnewerth.com/member.php?u=375867) (Revenge), docterj208 (http://forums.heroesofnewerth.com/member.php?u=164922), Eugney (http://forums.heroesofnewerth.com/member.php?u=129056) (Post count 2), Joe_Pascual (http://forums.heroesofnewerth.com/member.php?u=362919) (No feedback), LiQuiFy (http://forums.heroesofnewerth.com/member.php?u=201798) (The picture?), Medieve (http://forums.heroesofnewerth.com/member.php?u=35038) (No feedback), NightCloak (http://forums.heroesofnewerth.com/member.php?u=81898) (No feedback), NightGhost (http://forums.heroesofnewerth.com/member.php?u=70020) (Post count 2), provincex (http://forums.heroesofnewerth.com/member.php?u=281478) (Post count 0), RamenGaiden (http://forums.heroesofnewerth.com/member.php?u=469073) (Post count 3, all of which are asking for beta keys), Sharan (http://forums.heroesofnewerth.com/member.php?u=344996) (Post count 0), snedr (http://forums.heroesofnewerth.com/member.php?u=156053) (Post count 3), TonoT (http://forums.heroesofnewerth.com/member.php?u=226889)(Post count 1)

Edit: And now we've got Eomer (http://forums.heroesofnewerth.com/member.php?u=87180) with a post count of 0 also voting no with wanton glee and giving no feedback.

Do I just attract these kind of people or what.

archkyle
10-15-2009, 11:55 AM
i like it all except the ulti... i cant quite put my finger on why.

maybe its because it's a complicated passive. most passives are simple and have few conditions and are generally straight forward. this one feels awkward to me because it requires so much management. maybe its how you worded it, try giving it a clearer description?

but great start




p.s. share the love and check out my hero suggestions. thanks!

Sabre
10-15-2009, 11:59 AM
What are you finding complex in particular?

docterj208
10-15-2009, 12:26 PM
What are you finding complex in particular?

I think he means it is hard to use. Like how you have to keep running and stuff.

archkyle
10-15-2009, 12:30 PM
hmm, well you need to stay moving for 20 seconds... thats a long time. then if you stop for more than 2.5 seconds you lose a charge that you spent 20 seconds gaining. this forces the player to seperate his attention constantly if he wants to make full use of this skill. now i understand why you made it 20 seconds, because it negates a spell (i assume a targeted spell) thats fine, but that means if you want to be viable you have to run in circles all the time. this ult doesnt benefit you nearly as much as it should.

i would consider changing it to something similar to this:

for every 5000 untis moved gain 1 charge to a max of 1/2/3 charges. each charge passively increases ms by x amount and gives x% chance to dodge.

activate this spell to create a shield that will negate one target spell per charge for 20 seconds or unti all charges are spent. there is a 5 second cooldown between charges.

this requires less attention aside form glancing at how many charges you've gather, but you can always assume you have 1. the charges ONLY leave if you activate the spell, allowing the player to use it with more skill per situation. what you have now is more of a cluster passive.

im not saying you have to use my suggestion but i do think you should rework the ult, right now, it requires less skill and more microing which shouldnt be necessary with a passive.

docterj208
10-15-2009, 12:34 PM
hmm... I actually like the proposed ult better than its current form. IF that helps at all.

archkyle
10-15-2009, 12:39 PM
hehe, thanks... i spend too much time thinking about this stuff... btw CHECK OUT MY HERO SUGGESTIONS if you like that spell i thought of practically off the top of my head... obviously inspired by the op =p

EvoLoNN
10-15-2009, 12:40 PM
Overall it looks good. I think the ultimate should be nerfed a bit. Maybe a lower evasion chance.

btw I liked how you borrowed the guild wars skill icons for Icy Shackles, Spirit Burn, Amity, and Mist form :P

Sabre
10-15-2009, 12:56 PM
Remember the evasion chance isn't 15% per charge. Its 15% of Quicksilver's agility per charge. Until high level its a microscopic amount.

EvoLoNN
10-15-2009, 01:03 PM
Oh nevermind I misread. Sorry about that.

archkyle
10-15-2009, 02:57 PM
lol no comment on what i said?

meh

SmokeShow
10-15-2009, 03:02 PM
The first idea about the pools seems imba... chasing her with this on would be impossible...

Sabre
10-15-2009, 06:00 PM
lol no comment on what i said?

meh

Terribly sorry my world doesn't revolve around every thing you post.

That being said, I see what you're getting at for the different mechanism to generate charges (being distance moved and not time spent moving) and I think I'll probably go with that once I have a chance to evaluate what number I want to use.

But that being said, I'm not sure if people have noticed but the whole premise of the hero is to keep moving and keep dropping pools. By forcing people to move constantly with the evermoving form penalty it helps reinforce that playstyle. I can make the skill more forgiving in terms of giving a longer time for players to not move and then have charges drop off in quicker succession, but that would simply end up making the skill more complex, which is already something I'm getting flak about.

Lastly, I already have commented on one of your hero suggestions. Please stop being so belligerent about it. Believe it or not I have a near perfect record of feedback for feedback and if you had cared to check your own hero first you could have saved yourself some complaining and some face.

@ Smokeshow- Chasing her would be easier then chasing any hero with blink/leap. The fact that you can't simply follow this hero mindlessly by right clicking on her doesn't mean she's overpowered. Terribly sorry you have to engage your mind to fight rather then having pathing do all the work for you. People don't seem to have a problem chasing blood hunter despite his ult, which is infinetly more powerful at discouraging people from chasing.

Sabre
10-16-2009, 06:31 PM
Bump.

Blockk
10-16-2009, 06:34 PM
I like it, concept seems neat, although that pic is weird lol. DOn't know why so many voted down. I do think her ult needs a small cooldown of like 5 seconds.

My thread needs views gogo! =(

PhoenixAshes
10-16-2009, 08:50 PM
I think that the time for the removal of a charge from standing still should be increased. Because what if an AoE spell or something keeps you from moving for that time? Since null stone doesn't block AoE he can be immobilized for that time and then gets a charged remove. So i think that the time for that should be increased.

Other than that, concept wise, i like it!! its a semi-confusing hero meaning that it will take time to fully use this hero to its potential. I LOVE those type of heroes!!

Sabre
10-16-2009, 09:34 PM
@ Phoenix - Thats the point of the removal, giving the enemy team a way to counter what would otherwise be a mountain of magic immunity.

Magissia
10-16-2009, 09:46 PM
Voted no because i personally don't like how the character work, gl

Sabre
10-17-2009, 02:30 PM
WTB real feedback. 1k

docterj208
10-17-2009, 02:52 PM
hey man, at least 2 out of 3 heroes got good feedback :)

Sabre
10-17-2009, 11:28 PM
Yeah, but I really like the idea behind this one. The concept of using speed and evaision for defense is one yet to be really employed in HoN/DotA. Sand Wraith/Spectre is probably the closest thing to it.

The_Eye
10-17-2009, 11:44 PM
Bump

I love how this has had over 1 thousand views and only 30 votes.

Most of them are probably from you.

Sabre
10-18-2009, 01:21 AM
Updated Evermoving form with a different mechanism for generating counters. This time its based on ground traversed instead of raw time spent walking, giving her even more reasons to increase her MS.

@ Eye Most yes, all no.

docterj208
10-18-2009, 03:01 AM
ps... you got 56 votes total.

Sabre
10-18-2009, 03:06 AM
And I posted re: vote totals several days/weeks ago. Thank you very much for the bump.

archkyle
10-18-2009, 06:57 AM
Terribly sorry my world doesn't revolve around every thing you post.

That being said, I see what you're getting at for the different mechanism to generate charges (being distance moved and not time spent moving) and I think I'll probably go with that once I have a chance to evaluate what number I want to use.

But that being said, I'm not sure if people have noticed but the whole premise of the hero is to keep moving and keep dropping pools. By forcing people to move constantly with the evermoving form penalty it helps reinforce that playstyle. I can make the skill more forgiving in terms of giving a longer time for players to not move and then have charges drop off in quicker succession, but that would simply end up making the skill more complex, which is already something I'm getting flak about.

Lastly, I already have commented on one of your hero suggestions. Please stop being so belligerent about it. Believe it or not I have a near perfect record of feedback for feedback and if you had cared to check your own hero first you could have saved yourself some complaining and some face.

whoa, someone pooped his pants this morning... i like to comment on all feedback on my hero suggestions, no need to be condescending. i wanted to know your thoughts on what i had said is all.

good thing i dont take poster's shitty attitude into account for my vote.

just realize when you treat ppl like they are stupid they will treat you the same way.

i'm not sure what your feedback record is supposed to mean because i do infact comment on ALL feedback...

im very glad that the world doesnt revolve around your tiny ego or we'd all have been flung out of the atmosphere by now.

Sabre
10-18-2009, 03:06 PM
Thanks for the bump.

ImmortalTecz
10-20-2009, 01:20 PM
wow.. some nice ideas, but still dont think he will be implanted

Torguish
10-20-2009, 02:56 PM
well, i voted yes. im uber curious about how will this hero work and i'll do my best in supporting this! =) The skills are awesome as in concept and maybe a little bit of scratching the numbers here and there :P

Ps. Check out Aseriel! =)

Sabre
10-23-2009, 12:55 AM
Thanks. What are you curious about?

I would like to take this second to remind anyone reading this of my perfect F4F record. If you want feedback on your hero, just give me some on this.

Sabre
10-26-2009, 03:01 PM
Bump

Typhy
10-27-2009, 01:27 AM
Maybe you can change the ult to give immunity to loss of charges when your at the well/tarpit, so people shopping wont need to worry about moving. A few ults, krakens comes to mind, prohibits use while in the tarpit or well, so it's programmable. just my 2 cents. Other then that, seems like a fun hero. T-Up'd.

Sabre
10-28-2009, 12:17 AM
Good point Typhy. I'll add that in now. Thanks.

inana
10-28-2009, 01:24 AM
good hero over all don't know why you say this is a agility tank.

her str gain is low so hp wise after all her charges are spent (3 if I remember correct)
she is still paper class hero so a tank is a no-go. but I must commend on her skills they are quite creative. at best she could be a support agi or semi carry when uber farmed

her ulti does need polishing also some skills need some tweaking but it's all good.
Not the best hero suggestion I've seen but very decent.


I T-up by the way

Sabre
10-28-2009, 03:15 AM
So you're telling me that after absorbing 3 spells and having significant evasion during that time, your complaint is she's paper? Yeah, so is demented shaman after all his spells fall off too.

What needs polishing etc? Don't knock if it you're not going to cite specifics...

inana
10-28-2009, 03:39 AM
true but demented shaman isn't a tank. he could be a tank but that requires significant farming. Your hero Quicksilver could be a tank but if I were using her I would just shy away from such build. Maybe it's just me but I simply can't see myself playing her as a tank

KeMMikhaiL
10-28-2009, 03:46 AM
wow this hero looks cool! t-up!

Sabre
10-28-2009, 03:51 PM
true but demented shaman isn't a tank. he could be a tank but that requires significant farming. Your hero Quicksilver could be a tank but if I were using her I would just shy away from such build. Maybe it's just me but I simply can't see myself playing her as a tank

She is a tank, and if you play her otherwise you're probably doing it wrong. Yes, DS isn't a tank, but he's not paper despite having low str gain. Quicksilver deals damage by being alive and just moving around. The longer she is alive, the more damage she deals. She doesn't do anything special by attacking, and instead does much of her damage through grasping pools, the same way legionnaire does his damage through whirling blade. Evermoving form and other survival items gives her damage mitigation/prevention abilities that allow her to continue to move and create pools/vortexes. A tank does not nessecarily mean someone with high HP. The only true tank in the game currently is Legionnaire. Quicksilver would do the same function, trying to absorb the damage of the enemy team to spare her team from it, and if they choose not to then Quicksilver continues to dole out the AoE damage and disable.

Sabre
10-30-2009, 03:01 PM
Bump

Sabre
11-02-2009, 09:27 AM
Bump.

Sabre
11-04-2009, 02:55 AM
Bump

Sabre
11-06-2009, 12:23 PM
Bump

Sabre
11-10-2009, 11:29 AM
Bump

Sabre
12-31-2009, 08:30 PM
Bump

ButtDoofus
01-01-2010, 04:18 AM
So the push can push a hero that is right by you 800 units away? that seems a little nuts considering that her ms is so high she would be way to hard to kill. Also what does this hero do exactly. I look at all the spells and i am really confused as to what the role here is.
The ultimate seems really overpowered. With staff and nullstone you could block 5 spells. Some teams do not have that many targetable spells to begin with. Let alone enough to waste 5 on 1 hero. If you go straight hp you end up with about 15% evade per charge. This hero would just murder heroes that have no or 1 target spell if they got caught alone.

Overall i look at this hero and do not want to play as it or play against it seems messy.

CutChemist
01-02-2010, 01:35 AM
Mmm a maximum amount of pools would be for the best imo, along with a maximum -armor cap.

I agree with the poster above me about having too many spell blocking abilities. I still think it needs some more work.

Sabre
01-04-2010, 02:02 AM
So the push can push a hero that is right by you 800 units away? that seems a little nuts considering that her ms is so high she would be way to hard to kill.
Wrong

The SPEED at which the hero is pushed is 800. The maximum range of the spell increases per level. At level 4 the spell at most pushes the hero 350.


Also what does this hero do exactly. I look at all the spells and i am really confused as to what the role here is.

It seems that reading is not your strong point. It pointedly states at the beginning of the post that this is an agility tank, designed to absorb enemy fire using high mobility and evasion, and then force enemy to attack her by giving her low cooldown disables. Similar to legionnaire only without the actual forcing taunt.



The ultimate seems really overpowered. With staff and nullstone you could block 5 spells. Some teams do not have that many targetable spells to begin with. Let alone enough to waste 5 on 1 hero. If you go straight hp you end up with about 15% evade per charge. This hero would just murder heroes that have no or 1 target spell if they got caught alone.

Any team with few targetable spells would likely fare better off since they won't bloody care if Quicksilver has momentum charges or not. If you go straight up HP with her then you will likely be very underwhelming until high level, and suffer from mana constrains the whole game. Have fun with that.



Overall i look at this hero and do not want to play as it or play against it seems messy.

I don't want to be on a forum with people who can't or won't actually read posts before replying, and yet here we are.




Mmm a maximum amount of pools would be for the best imo, along with a maximum -armor cap.

I agree with the poster above me about having too many spell blocking abilities. I still think it needs some more work.

Since pools are her main source of damage, capping the number of them would be silly. You don't cap the max amount of damage magebane can do per swing would you? Your opponent has to actively step into each pool for them to trigger, so any damage done is in part their fault. No point in capping when the damage is so easily preventable.

ButtDoofus
01-08-2010, 07:53 PM
The reason why i have a hard time understanding what the hero does is because you wrote it poorly.

PS: Your hero sucks.

Sabre
01-17-2010, 12:36 PM
The reason why i have a hard time understanding what the hero does is because you wrote it poorly.

PS: Your hero sucks.

Some guy called Buttdoofus says my hero sucks. I officially feel like I'm back in kindergarten.

Xozzen
01-17-2010, 12:47 PM
well 1,4 str and no dmg reducing ability is a bit weak for a tank hero, if I missed something tell me, but I think carries would rape this "tank"

Sabre
01-17-2010, 11:04 PM
The idea is the ult and high movespeed make this a 'tank' via evasion and kiting rather then straight up endurance.

Sabre
03-17-2010, 03:19 AM
If you like this hero please check out my Str Contest entry Ashraf, linked in my signature. I'm really looking for some good feedback.