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Nome
10-04-2009, 05:44 AM
WILDSMAN

http://i38.tinypic.com/2meztqc.jpg



An elusive sniper that abuses his range and disruption ability to make up for slow
movement and low health. The Wildsman is able to call upon his dog for help and
cripple an opponent's speed, all the while wailing on them with his gun. With the
highest attack range in the game, the Wildsman is a hero to be feared.

http://www.playdota.com/img/site/hs.gif
http://www.playdota.com/img/site/strength.jpg http://www.playdota.com/img/site/agility-c.jpghttp://www.playdota.com/img/site/intelligence.jpg
16+1.7 | 21+2.9 | 16+1.9


http://www.playdota.com/img/site/as.gif
Movement Speed: 290
Attack Range: 625
Damage: 36-42
Armor: 1

Attack Animation: 0.17/0.7
Cast Animation: 0.3/0.51
Base Attack Time: 1.7
Missile Speed: 3000

http://www.playdota.com/img/site/addinfo.jpg

The Wildsman is designed to be easy to learn and difficult to master.
Laning with him requires quick reaction speed, good map awareness,
and an acute sense of control. However, at the casual level, he still
performs well as a late-game carry and autoattacker. His dog is his most
unique aspect, as it is effectively a second hero by which you cast
two of your spells to control and manipulate enemies.


__________________________________________________

FETCH
http://i35.tinypic.com/5wjas9.jpg


The Wildsman unleashes his dog at a hero, hindering his target's movement.

Skill Mechanics: This skill has no cooldown and costs no mana. Instead, it works via HP. When you send your dog out, he will attack your target indefinitely until you hit Return, send him to another target, or he dies. If you hit Return before he dies, you can send him out again without a recharge time. However, if he dies, he must regen to full HP before you can use him again.

Dog Mechanics: The dog has a percentage of your max HP. Any time the dog is not attacking, he regenerates HP. The dog may be damaged at any point during the skill until Return is used.

Drag Mechanics: Attaches your dog to a target. The dog will always drag the target away from the direction he's facing. If the target is moving, this means he is slowed. If the target is standing still, he will be pulled away from the direction he's facing. Lasts until the dog is killed or the duration is over. May be used on an ally to help him escape an enemy.

[1] 20% HP dog. 4.5% HP/s regeneration.
[2] 22% HP dog. 5.0% HP/s regeneration.
[3] 24% HP dog. 5.5% HP/s regeneration.
[4] 26% HP dog. 6.0% HP/s regeneration.

Cast Range: 800
Run Speed: 522
Drag Speed: 150
Cooldown: 0

[Synergy] Coupled with Precision Strike, you can pull a fleeing opponent closer to you as you wail on him with autoattacks.
The heavy slow is balanced by the destructible nature of the dog--towers and nukes will wipe it easily.
[B]__________________________________________________

HOWL
http://i56.tinypic.com/33l036u.jpg

The Wildsman's dog howls at his current location, scaring enemies and emboldening allies.

Skill Mechanics: Causes the Wildsman's dog to howl at his current location, whether it's by your side or attacking an enemy during Fetch. On enemies, deals damage and slows movement speed. On allies, grants bonus movement speed.

[1] +/- 10% movement speed. 100 damage.
[2] +/- 15% movement speed. 140 damage.
[3] +/- 20% movement speed. 180 damage.
[4] +/- 25% movement speed. 220 damage.

Mana: 80
Cooldown: 8
Duration: 3

[Synergy] Howl can be used with Fetch to boost an ally or slow and damage enemies.
Your only AoE ability, and will require your dog to be alive to use.
[B]__________________________________________________

PRECISION STRIKE
http://i37.tinypic.com/nfl15x.jpg

After a period of concentration, the Wildsman places a powerful shot that stuns an unsuspecting opponent.

Skill Mechanics: Semi-channeling, allows you to move and attack. Movement speed is reduced by 20% during channeling. Deals more damage and stun the longer you channel it, similar to Alchemist's stun. Breaks when maximum range is exited or ability is used.

[1] 40 damage and 0.5 stun per half second channeled.
[2] 40 damage and 0.5 stun per half second channeled.
[3] 40 damage and 0.5 stun per half second channeled.
[4] 40 damage and 0.5 stun per half second channeled.

Mana: 80
Cooldown: 8
Duration: 3
Channel Duration: 1/2/3/4 seconds
Max Range: 700


[Synergy] Can be used while your dog attacks with Fetch.
[Balance] Strong stun effect, but must be within range for best effect.
__________________________________________________

ATTUNED
http://i35.tinypic.com/s2dvgy.jpg

The Wildsman learns the weaknesses of his prey quickly. Each additional unanswered shot he lands increases his adrenaline.

Skill Mechanics: Each shot you take at an opponent without taking damage back from him passively grants you additional attack speed and damage against him (stacks). Stack resets upon attacking another unit or being hit by him.

[1] 10 damage and AS per stack.
[2] 15 damage and AS per stack.
[3] 20 damage and AS per stack.

Max Stacks: 5

[Synergy] Gives you strong laning and harassment ability.
[Balance] Requires five successful hits without taking damage from your target to reach full potential.

Zekkei
10-04-2009, 05:48 AM
uhm wut? o.0

Nome
10-04-2009, 05:57 AM
Shh, it's WIP.

The_Eye
10-04-2009, 06:18 AM
Might want to consider the forced synergy on the first skill.

Drag MS increase a level progression can have ups and downs: you have less disabling time but more pewpew

Why would you want range if you have a drag? I would give it a % armor steal instead.

Nome
10-04-2009, 06:30 AM
Might want to consider the forced synergy on the first skill.

Drag MS increase a level progression can have ups and downs: you have less disabling time but more pewpew

Why would you want range if you have a drag? I would give it a % armor steal instead.

Shh, wait for full hero first.
There's nothing that says how long the first skill will disable for yet :P

The_Eye
10-04-2009, 06:35 AM
Shh, wait for full hero first.
There's nothing that says how long the first skill will disable for yet :P

Can I help you with hero :O

BTW what do you think about making drag all units in front of the hound with it

Nome
10-04-2009, 06:43 AM
No, I like working alone, sorry ;3

This is specifically meant to be a single-target hero. There will be no AoE business going on here.

The_Eye
10-04-2009, 06:50 AM
No, I like working alone, sorry ;3

This is specifically meant to be a single-target hero. There will be no AoE business going on here.

Add a + casting range effect :D

Thysios
10-04-2009, 06:57 AM
With the 2nd ability. Does it always perform the stun if you attack someone casting a spell? Wouldn't that be a bit too annoying for channeling heroes lol.

Nome
10-04-2009, 07:08 AM
With the 2nd ability. Does it always perform the stun if you attack someone casting a spell? Wouldn't that be a bit too annoying for channeling heroes lol.

They can buy a Shrunken Head if they find it annoying. It's no more or less annoying than if someone had an active stun.

The_Eye
10-04-2009, 07:13 AM
They can buy a Shrunken Head if they find it annoying. It's no more or less annoying than if someone had an active stun.

How about he steals the amount he gains from the target? And once they rise to 0 range, they regain it after 2 seconds.

Thysios
10-04-2009, 07:15 AM
Mm i guess but every time they perform an attack?, get a lot of attack speed and they would be perma stunned, try to blink away stunned again.

The_Eye
10-04-2009, 07:20 AM
Theme song: http://www.youtube.com/watch?v=K6-KJ_6vCZs&feature=related

Nome
10-04-2009, 07:22 AM
Mm i guess but every time they perform an attack?, get a lot of attack speed and they would be perma stunned, try to blink away stunned again.

You'd have to time your attack so you hit them during the animation. It's not that easy.

The_Eye
10-04-2009, 07:24 AM
You'd have to time your attack so you hit them during the animation. It's not that easy.

Why not steal range :(

Nome
10-04-2009, 07:26 AM
Why not steal range :(

Because that's worthless against melee.

The_Eye
10-04-2009, 07:27 AM
Because that's worthless against melee.

I'm saying when they reach 0, they are unable to attack, making him a carry anti-carry.

Nome
10-04-2009, 07:29 AM
I'm saying when they reach 0, they are unable to attack, making him a carry anti-carry.

That's worthless against melee.

Thysios
10-04-2009, 07:35 AM
How does take aim work, you cast it and it picks random nearby targets? passive?

The_Eye
10-04-2009, 07:42 AM
That's worthless against melee.

Ok, sorry...

How about making ultimate have priority of heroes.

The_Eye
10-04-2009, 07:54 AM
Icons (maybe)
http://www.guildwars.com/images/professions/skillicons/ranger/predatoryseason.jpg
http://www.guildwars.com/images/professions/skillicons/ranger/zojunsshot.jpg
http://www.guildwars.com/images/professions/skillicons/ranger/determinedshot.jpg
http://www.guildwars.com/images/professions/skillicons/ranger/barrage.jpg

RenoFox
10-04-2009, 09:53 AM
Bah, I had the fetch idea too... was going to use it, but it seems you beat me to it lol. mine does work a little differently tho.

2nd skill. How often are people in the middle of casting? mean don't skills take 0-1sec to cast? unless you're mainly targeting channel spells... but after 1 stun they wont be channelling any more lol.

3rd skill: So you're a hero that will gain up to an additional 200 range... dosn't seem like the most useful skill, but we'll see once you've finished.

4th skill: Dosn't a slightly buffed up version of Medusa's split arrow seem a bit boring?

Yea it is still in the sand box, so nothing really matters atm.

Nome
10-04-2009, 02:13 PM
Third and fourth skills are fillers for now.

Second skill--people are not that often in the middle of casting. But they are often in the middle of attacking.

docterj208
10-04-2009, 02:22 PM
couldn't you potentially shut down a hero if your attack speed is fast enough with 2nd skill? I mean, I could see this making it incredibly hard for lots of people to get a spell or attack off. Legionnaire comes to mind with his spin. I could be wrong, I would just need to experience it you know?

Nome
10-04-2009, 02:32 PM
couldn't you potentially shut down a hero if your attack speed is fast enough with 2nd skill? I mean, I could see this making it incredibly hard for lots of people to get a spell or attack off. Legionnaire comes to mind with his spin. I could be wrong, I would just need to experience it you know?

Yes, that's the point.

Also, Legionnaire's spin wouldn't count, because it's not a spell animation, nor is it an attack animation.

Anghkor
10-04-2009, 03:26 PM
Psst... how is this hero at all like my sniper suggestion: Felicity (http://forums.heroesofnewerth.com/showthread.php?t=27181)?

Not a huge fan of his first skill atm... and what's the deal with the max range on his "Precision Strike"? For his ultimate, does it auto-target the additional arrows (Like Medusa's Splitshot), or do you have to manually target them (Apply a debuff that allows you to attack them as well when they are in range)


btw... you stealin' all mah names.


"Precision" -> "Precision Strike"
"Mastery" -> "Marksmanship"
"Careful Aim" -> "Take Aim"

Bugger :P

Nome
10-04-2009, 03:53 PM
Marksmanship and Take Aim are from DotA :P
They're placeholder names.

And this isn't the one that's similar to yours--the one that's similar has a cannon :p

`Behold
10-04-2009, 06:42 PM
Ok, sorry...

How about making ultimate have priority of heroes.

See this:


No, I like working alone, sorry ;3

Drasha
10-04-2009, 07:39 PM
I really like the -10% max mana pool idea it could be reworked into -100% max mana pool and work as a pseudo silence not that yours needs to be reworked.

Zethos
10-05-2009, 12:47 AM
Slow is huge... To much so fast...

Also would love more information on the third skill :) Seems like with enough AS he could perma stun a character as it synergizes with his ult well.

Can't wait to see it finished.

Nome
10-05-2009, 07:25 AM
It's complete :3

RenoFox
10-05-2009, 08:14 AM
My insignificant thoughts:

1st Skill:
You might want to add magic armour/magic immunity to the dog considering how low it's HP is, or are you considering making it a ward? I do kind of think this skill should use some mana. I like it's creativity.

2nd skill:
By it self it sounds like a really good skill. How does it work when the hero gets their Mana pool back? do they permanently lose the mana? Because even if you only get one shot off late game that's like taking off over 400 mana off an Int hero.

3rd skill:
There's no timing needed... it's just an auto attack that you can spam, the mini stun-times are too much. Maybe have 80% chance if the unit is in the middle of performing an attack or from behind at level 4. That's still 2x more effective then Sniper. And at lvl 4 it's also has 5x longer stun then Snipers.

4th Skill:
Maybe you should not have a complete reset, just have it halved. What target does this effect work on, towers, creeps, heroes? Is this another passive?

Conclusion:
Wow, there's no way in hell any hero will get away... 2 slows, 1 non-stop stun which can get an effect close to that of a perma stun. In fact, if a hero does even try to escape, your mini stun will make them stutter like crazy, then your dog will actually be dragging them backwards, not just slowing them. With your attack range reaching up to 925 you wont even have to move to keep attacking them lol. This guy must have very very low base damage to make up for his uber attack speed and insane attack range.

Then you have another slow, which will reduce his ability to cast so they cant even fight back... and some skills take 1 second to cast, with Enchanted marchers and some charges of his ulti he'll make sure you cannot cast at all... This hero 100% nullify channel heroes too. There's a reason that there's only chances on stuns. He even breaks 600 range right off the bat. It dosn't sound right that a ranged hero should have the quickest attack speed in the game, it should belong to a melee hero.

Currently he only has 1 skill that only uses a very small amount of mana. might be a good idea to add some more mana requirements to balance it. I would recommend making one of his 2 passives (3rd skill and ulti) a attack modifier which uses mana or an active eg. activate Precision Strike/Attuned for 15 seconds for 60/90 mana. Not saying these numbers are balanced but it's just an idea. Why even have such a high Int gain on this hero, you should pour it all into his strength and agility.

Bottom line, I think his skills just sync too well and some are slightly OP. There is still a lot of balancing needed so I haven't voted yet, because I'm sure later on it'll be a yes vote.

Nome
10-05-2009, 02:11 PM
You contradict yourself a bit there, or at least you didn't read the updated version ;)



The dog is supposed to be easily killed--that's why it balances out the huge slow.
The INT gain right now is not high.
The stun does not work against channeling/spellcasting anymore.
The double slow will not work against nukers due to dog's low HP.
Sniper's base attack speed is high, but his actual attack speed isn't so great without items. Going attack speed over damage can emphasize ministun, but you won't be doing any damage.
Sniper had 40% ministun with no conditions. This hero has 100% ministun but with a lot of conditions. One way to run would simply be to zig-zag and not show your back--the Wildsman only has 290 movespeed so he can't always catch up.

docterj208
10-05-2009, 03:15 PM
Skill 1: No problems with the skill itself and is an interesting slow. I do have a few questions though. Does the dog have a bounty? Does it have a limited duration? Is the dog magic immune? I don't think it should be or if you want some magic immunity I am fine with that. Also, the slow might be pretty huge depending on how hard it is to kill. Arachna's ult comes to mind but that does damage of course. Also, this ability should definitely have a mana cost and cooldown.

Skill 2: How does this work exactly for a players mana pool? Does mana scale down? (go to 100/100 to 75/75 and 75/100 to 75/75, 75/100 to 50/75, or is it 75/100 to (75*.25)/75? Does it replenish after 15 seconds? Or, is the mana purely lost like a mana burn without damage? I am unsure how to react to this ability because it is so powerful and undefined to the measure I would like. Overall, I would consider this being a good scaling spell, but I am not sure if it is OP or not as it can potentially make non casters strapped for mana fairly easily.

Skill 3: I think this skill is like the perfect 1v1 and chasing ability. That said, I think it might be OP. Get a fast enough attack speed and you can potentially shut down any target 1v1 via stun locking. I thought S2 didn't want that. The other problem I have with this is that it will always work when a back is turned. While you said this is ok because you can zig zag, zig zaging is like the worst slow in the game. Not to mention in might be hard to make the character run the way you want it to. If you have just 1 other hero (doesn't matter who) you will definitely catch the runner. Hell, you might even be able to catch the runner yourself with enhanced marchers.

Ult: forget what I said about need a high enough attack speed to stun lock. Seems like you already have this built in. And a higher attack range on top of that? Do you really not want runners to get away because it seems like if they attack this character they will not be able to what so ever.


Overall, I think this character is unique but insanely powerful 1v1. Yes, it is a team game, but, it shouldn't take 2v1 scenarios to gank. maybe it won't cause your guy is susceptible to stuns and the like. I also don't know how your character's stun will translate in a real game and I am only theorycrafting at the moment. However, this guy will be the most insane chaser ever with 2 slows and a 100% chance to stun with back turned. Not to mention that this guy gets added range and attack speed while your target is running away. But, I like him as he is unique. I just think he needs balancing.

Suggestions:

Make the stun a proc chance or rethink how this will effect chasers. Especially in a team chasing situation. At the very least, this guy should have one of the slowest move speeds in the game. Like 275 base. I would also make the dog have a limited duration just in case it isn't killed right away and make it so it is easier to kill in general.


Hope this feedback helps and if you do the whole F4F thing, I would much love a review of Tunnel Rat or Elbryan :)

Sordak
10-05-2009, 03:20 PM
great first skill great ult. second and third skill seem solid but nothing to compete with the nice first skill. its a great and very original idea! damn why cant i come up with such skills.

Drasha
10-05-2009, 03:22 PM
Nome how long have you been kicking around this idea i feel like i saw the first skill ages ago.

SunTzu_
10-05-2009, 03:54 PM
Well the first skill is not bad, i had a similar fetch idea to use , which was kind of different , i hope i got this right, that the dog bites the enemy and drags him slowly towards your position , as he has the low hp , he can be easily killed , which is fine.. But im having trouble thinking that the Third skill , which is a passive right ? that adds +40 damage and 0.10 stun effect , and the ultimate that adds so much IAS and vision .. And the second skill ... All you have to do is add IAS on this dude with a starting range of 625 or w/e is too OP imo .. I kind of had an thought that with your third skill if its a passive since i dont see any mana requirements or w/e .. costs .. anyway .. That would be like having pharaoh with his first spell constantly on while chasing enemies .. If you get my point . so i would imagine this hero as ..

Hit enemies from range , as he tries to come toweards to you , he's half way dead, by the time he tries to go back you already gained alot of IAS and range .. + with the slow and mana drain from his mana pool .. lol ? do i need to say more (This is considering that the hero wont use anything till he comes, preferably melee heroes or w/e :))

Hope you understood anything i just said :)

Nome
10-05-2009, 04:34 PM
Q+A, advanced stats added.

Most of the questions here have been addressed. Never, ever underestimate how much of a difference movespeed can make. That's why Soulstealer players go Post Haste AND Portal Key, after all.


Nome how long have you been kicking around this idea i feel like i saw the first skill ages ago.
First iteration was here: http://forums.dota-allstars.com/index.php?showtopic=247259

I made another Wildsman suggestion on these forums but it sucked.

docterj208
10-05-2009, 04:58 PM
dog should have a cooldown and mana cost. Booboo does. This guy should too.

Also, whats the name of the dog?


PS: you never answered my question if the dog has magic immunity or not.

PPS: I still don't buy the stun lock balance because booboo is stronger. Booboo isn't a hero so he is balanced by the fact that if booboo is stronger, the hero is not.

PPPS: I value move speed. I also value straight lines.....

Nome
10-05-2009, 05:08 PM
dog should have a cooldown and mana cost. Booboo does. This guy should too.

Also, whats the name of the dog?


PS: you never answered my question if the dog has magic immunity or not.

PPS: I still don't buy the stun lock balance because booboo is stronger. Booboo isn't a hero so he is balanced by the fact that if booboo is stronger, the hero is not.

PPPS: I value move speed. I also value straight lines.....

Dog has no mana cost or cooldown, and that's how it's going to stay. He has an effective cost and cooldown already with the HP system. No name yet, and he is not magic immune--that's part of the balance.

Not sure what you mean by the Booboo comparison there--Wildsoul is basically two DPS heroes in one.

Not sure what you mean by straight lines--if you mean moving in a zig zag to avoid getting hit by Precision Strike, then that's not a problem. People walk in zig zags to dodge Valkyrie too. This can easily be balanced out by changing the angles at which Precision Strike triggers.

NinjaPants
10-05-2009, 05:29 PM
Fetch sounds like the most amazing skill ever.

I think the 2nd spell might be a little overkill with the rest of the hero though.
(also the range should be 600 imo, since he already has a bunch of stuff to keep people within his range.)

Nome
10-05-2009, 05:48 PM
Fetch sounds like the most amazing skill ever.

I think the 2nd spell might be a little overkill with the rest of the hero though.
(also the range should be 600 imo, since he already has a bunch of stuff to keep people within his range.)

The thing is, his maximum range is 925 when you factor in LVL16 ult. If I made it any less than that, the skill would force you to walk closer when you don't want to. It only deals your normal attack damage, so it won't be too bad. It also lets him siege and countersiege.

docterj208
10-05-2009, 05:52 PM
Dog has no mana cost or cooldown, and that's how it's going to stay. He has an effective cost and cooldown already with the HP system. No name yet, and he is not magic immune--that's part of the balance.

Not sure what you mean by the Booboo comparison there--Wildsoul is basically two DPS heroes in one.

Not sure what you mean by straight lines--if you mean moving in a zig zag to avoid getting hit by Precision Strike, then that's not a problem. People walk in zig zags to dodge Valkyrie too. This can easily be balanced out by changing the angles at which Precision Strike triggers.

My only complaint on the health based system is that the dog is essentially a spammable single target slow with no downside. Giving him a mana cost to resurrect was supposed to be the downside.

For the booboo comparison, I was merely referencing that you had said that Booboo is already a stun lock of sorts. My balance retort to that was that Booboo requires items to stunlock which makes wild soul weaker. Your guy always gets the items and can therefore stun lock and get stronger.

I am sold on your zig zag rebuttle. Never thought of it that way.

Anyways, just wanted to clarify my arguments.

Nome
10-05-2009, 06:00 PM
That's good point on the health-based system. I think the best way to balance that out would be to have a cooldown on selecting a new target/returning. That way you can't just sic him on a hero and pull him back ASAP before he takes damage.

As for the Booboo thing, he actually doesn't need items :P With Wildsoul's buff and passive he attacks and runs faster without boots than ALL other heroes with them. The other thing is that Wildsoul has a LOT of HP in melee form, so he doesn't need to buy items for survivability early on.

Medieve
10-05-2009, 07:18 PM
I'd vote yes one everything but the precision shot. It freaks me out a little bit. Whats your idea of having it stun while the target is trying to attack you? I forget how mini-stuns affect an attack, does it cancel the animation or does it just slow the attack?

Nome
10-05-2009, 07:22 PM
I'd vote yes one everything but the precision shot. It freaks me out a little bit. Whats your idea of having it stun while the target is trying to attack you? I forget how mini-stuns affect an attack, does it cancel the animation or does it just slow the attack?

The way I see it, it just slows it. The animation continues right after the stun.

BlackICE
10-05-2009, 07:26 PM
EVERYONE WANTS SNIPER me included :D

The_Eye
10-05-2009, 07:44 PM
The reason I want to t-down (but will wait a few days) is because this hero brings nothing new to HoN. The guy would be rather boring to play (as Sniper is) with his point-and-click style of play. Many of his skills are situational and reliant on backbreaking, though he has no real way to get to the enemies back (exception of the easy-to-counter drag). The guy is a damage-dealer but is extremely prone to death by his lacking of survivability (like Sniper) and eradicates his position of a carry. Thus, unless I am persuaded otherwise, I feel that this hero should not be implemented into HoN.

Nome
10-05-2009, 08:26 PM
The reason I want to t-down (but will wait a few days) is because this hero brings nothing new to HoN. The guy would be rather boring to play (as Sniper is) with his point-and-click style of play. Many of his skills are situational and reliant on backbreaking, though he has no real way to get to the enemies back (exception of the easy-to-counter drag). The guy is a damage-dealer but is extremely prone to death by his lacking of survivability (like Sniper) and eradicates his position of a carry. Thus, unless I am persuaded otherwise, I feel that this hero should not be implemented into HoN.

Sniper is probably coming to HoN at some point. So it's either a tweaked Sniper like this, or the same boring sniper. The entire point of Sniper is point-and-click play. What you're saying is that you don't want a port of Sniper at all.

I fail to see how this eradicates his position as a carry, when this hero has 925 range and a built in attack speed increase.

Zethos
10-05-2009, 08:48 PM
1st Skill: Like. Maybe make it so it's automatically killed in 3 hits (like Arachna's ult). But that's just my opinion.

2nd Skill: Reason I'm not voting. I have a strong fear of how this would work in game. Theoretically the mana drain and how it works is game breaking if you can get that many shots off, but realistically getting shot at the same target isn't possible every 10 seconds as fights don't last that long usually.

3rd Skill: Guess my question would be how it would work with auto attacking. If you time it so you attack at same time as them and have similar attack speeds and for the sake of argument, similar animation can we say that is a permastun, a change in any one of those can make this skill a single stun only (unless you're incredible at timing auto attacks)?

4th Skill: Perfect imo.

Definitely like but want to think more about the the second skill in terms of usefulness and potential spam ability (which is none).

Nome
10-05-2009, 09:00 PM
1st Skill: Like. Maybe make it so it's automatically killed in 3 hits (like Arachna's ult). But that's just my opinion.

2nd Skill: Reason I'm not voting. I have a strong fear of how this would work in game. Theoretically the mana drain and how it works is game breaking if you can get that many shots off, but realistically getting shot at the same target isn't possible every 10 seconds as fights don't last that long usually.

3rd Skill: Guess my question would be how it would work with auto attacking. If you time it so you attack at same time as them and have similar attack speeds and for the sake of argument, similar animation can we say that is a permastun, a change in any one of those can make this skill a single stun only (unless you're incredible at timing auto attacks)?

4th Skill: Perfect imo.

Definitely like but want to think more about the the second skill in terms of usefulness and potential spam ability (which is none).

Well, here's how the 2nd skill is going to work. In lane, it's going to be very, very powerful. You can shut down both casters and heroes with low mana pools, especially if you're able to keep it on them continually.

Late game, it's still going to be useful--a Pyro with 25% less mana for example is still going to be a Pyro with 25% less mana--this can mean he'll have no mana for a full combo.

The idea of the second skill taking a hero down to zero mana or less is unrealistic--no player is going to let you do that. If you CAN pull it off though, there are obviously some great rewards for you. Instead, it's going to be used as a light harass, a finisher, and anti-casting debuff.

Mathz0r
10-05-2009, 09:01 PM
Dont you think that Wildsman will be too much dependent on Assassins Shroud?
Ps: Sorry for my bad English :P

Nome
10-05-2009, 09:04 PM
Dont you think that Wildsman will be too much dependent on Assassins Shroud?
Ps: Sorry for my bad English :P

He probably won't be any more or less dependent on it than someone like Arachna would, most likely. Pub Snipers were Lothars dependent, but the Wildsman has two slows which should allow him to have slightly more gank evasion ability. In addition, his increased range should allow him to dance away from most of the damage.

I'd imagine that Enhanced Marchers will cover most of the movement speed requirements, but we'll see. The main thing about this hero is that unlike Sniper, he can be played both solo and lane.

RenoFox
10-05-2009, 09:18 PM
- Why does he have a higher Int gain then Str gain when obviously he has very little use for mana?
I'm not saying the over Int is high compared to other heroes I'm saying it's more then this hero needs. Either that or actually put some mana costs on more spells so there's a purpose for mana.

- Does the dog have any magic armour? Because currently it's 1 shot for casters... can it be targeted for heals and other buffs? It's a great concept, I just find it a little weak, maybe base the HP off the Marksman, that way it can scale better late game.

- "The stun does not work against channeling/spellcasting anymore." Might want to change the description on the main page.

- What is the angle requirement for PRECISION STRIKE to be considered from behind? is it 180/ 90/ 45 degrees, or? Because if the angle is too high they will not be able to 'zig zag'
Actually how do u zig zag an auto attack that can go off more then every .5 seconds and stuns for .10? lol

- "Anytime you introduce chance into a competitive game, the game becomes slightly less competitive. Chance should be the last resort in balancing a hero--prespecified conditions add much more to the integrity of the hero and game"....
So what do you think about Crits (Rift shard) and mini-stuns (Savage mace)? Would it be better to just have + damage over a crit? As I'm thinking of useing skills like these for my hero but if it's so bad I may have to change it >.>

- "The way I see it, it just slows it. The animation continues right after the stun." I just tested it, Mini-stuns interrupts attacks in a way which makes it so they have to redo it all together. but this shouldn't be a problem since you cant attack a hero with your back facing them. All it means is there's no way to kite the Marksman (as if you could even if he didnt have this skill).

- Since the mana drain is only on your max mana pool will it not help your enemies regain mana? eg. if they have 1000 mana, you use 1 shot of cripple. They have a max of 750. Lets say they had 500 mana, when cripple wears off will they have 625? Since they gain back % of current mana too. So do you to make it so that they cant gain back more mana then they lost though the use of this skill?

That's all for now, I'm sure I can some up with more useful enquires =P

PS. could I get you to take apart my hero please, I know I shouldn't ask but your perspective on heroes is a really useful indicator. =3

Nome
10-05-2009, 09:27 PM
Regarding stat gain: stats are stolen from Sniper, I can change them if necessary.

Dog: no magic armor for now--the fact it can be taken out with a single nuke is intentional, because it still forces your target to waste a nuke, whereas you wasted no mana.

Stun description: I changed it before you wrote your previous post :p

Angle requirement: not sure yet, but I will post when I think it up. It will probably be pretty low, so you can zip-zag pretty well.

Chance: there's a reason Riftshards is NEVER bought in a competitive game ;) Savage Mace is purchased since it provides an interrupt. Similarly, Blacksmith owns sometimes, but he almost never gets picked competitively due to the chance aspect.

Ministun on attack: this isn't an issue, as a delaying-ministun can very easily be added into the game with new code.

Mana drain: already addressed this issue on the front page--that's an intentional counter to this powerful skill.

The_Eye
10-05-2009, 09:48 PM
What I'm saying is that this hero would be boring to play. Very noob-friendly, though, I'll give you that. Attack increase and range doesn't matter when you're being killed by actual carries
Also very retreative resistant, though he can't really pull that off unless he gets mana items to spam mana drain
:P

Nome
10-05-2009, 10:59 PM
What I'm saying is that this hero would be boring to play. Very noob-friendly, though, I'll give you that. Attack increase and range doesn't matter when you're being killed by actual carries
Also very retreative resistant, though he can't really pull that off unless he gets mana items to spam mana drain
:P

80 mana cost is *very* low, and his current INT gain is enough to sustain the drain when used wisely.

Attack speed increase and range DO matter if you're stunning them mid-attack before they can actually hit you. In effect you're lowering their attack speed and rhythm. And he's supposed to be killable--all heroes should be killable and counterable. I'm not sure what you expect here... an unkillable hero with 900 range? :p

The_Eye
10-05-2009, 11:14 PM
80 mana cost is *very* low, and his current INT gain is enough to sustain the drain when used wisely.

Attack speed increase and range DO matter if you're stunning them mid-attack before they can actually hit you. In effect you're lowering their attack speed and rhythm. And he's supposed to be killable--all heroes should be killable and counterable. I'm not sure what you expect here... an unkillable hero with 900 range? :p

My bad, I misread that.

What I mean by his invitality is his inability to escape.

I guess it doesn't really matter. Holding vote for now.

Ragnarok17
10-05-2009, 11:22 PM
Nice concept and all again, although this would close up the chance for a direct Dwarven Sniper port as the heroes may be too similar. Not much of a problem to me, as some concepts are kept, like abusing range.

Good work :D.

Nome
10-05-2009, 11:33 PM
My bad, I misread that.

What I mean by his invitality is his inability to escape.

I guess it doesn't really matter. Holding vote for now.


Yeah, the lack of a true escape mechanism is part of his design. It's just how he's balanced--imagine if Soulstealer had a blink/windwalk, or even if he had 305 movement speed (up from 295)--he'd be absolutely crazy. It's just one way to balance strong abilities.


Nice concept and all again, although this would close up the chance for a direct Dwarven Sniper port as the heroes may be too similar. Not much of a problem to me, as some concepts are kept, like abusing range.

Good work :D.

Yeah, that was the point ;3
Sniper is a fun hero, but his skills are ridiculously boring. A ranged bash and range increase aren't too creative :X

The_Eye
10-06-2009, 12:16 AM
I think you should use paint/photoshop to describe the dimensions of the sides and back of a unit for Fetch

Tyrando
10-06-2009, 01:44 AM
I like it, your Q n A answered pretty much all my qualms and i would love to see a sniper-like port :)

NOW LOVE ME NOME, LOVE ME!! :P

Nome
10-06-2009, 01:45 AM
You shall have meat and potatoes...
JUST LIKE THE OTHERS

Nome
10-06-2009, 04:21 PM
Probamp

Ragnarok17
10-06-2009, 04:41 PM
Yeah I guess Sniper was a bit "boring" to play back in DotA. Just keep in mind though peepz, that not every hero has to be really "fun" and interactive. Some people prefer different styles of play, including less interactive heroes or such. For example, I really love Devouerer's style of play, but other people may find it too complex and want a simpler hero.

Nome
10-06-2009, 05:18 PM
Yeah I guess Sniper was a bit "boring" to play back in DotA. Just keep in mind though peepz, that not every hero has to be really "fun" and interactive. Some people prefer different styles of play, including less interactive heroes or such. For example, I really love Devouerer's style of play, but other people may find it too complex and want a simpler hero.

Mmm, yeah. This hero should still preserve most of Sniper's gameplay though. He's still a CS-centric long-ranged agility hero.

Sabre
10-06-2009, 07:26 PM
Fetch resembles Arachna's ult rather strikingly. I think it might have problems with balance since either it will have to become difficult to kill or too easy. Arachna's ult solves the problem by being hard to kill by yourself, but easy for a team. I don't think this will have the same option since it lacks the attack speed debuff as well.

I don't like the idea of a range increase for the ult, I think it will end up being mostly unused in comparison to the IAS. I do see the concept on paper though, I just don't think it will execute well in-game.

Do like the passive and Crippleshot though. But the Crippleshot does seem somewhat out of place.

Nome
10-06-2009, 08:11 PM
Fetch resembles Arachna's ult rather strikingly. I think it might have problems with balance since either it will have to become difficult to kill or too easy. Arachna's ult solves the problem by being hard to kill by yourself, but easy for a team. I don't think this will have the same option since it lacks the attack speed debuff as well.

I don't like the idea of a range increase for the ult, I think it will end up being mostly unused in comparison to the IAS. I do see the concept on paper though, I just don't think it will execute well in-game.

Do like the passive and Crippleshot though. But the Crippleshot does seem somewhat out of place.

Good points all. I will try to address the scaling of his dog in particular. The range increase is actually very strong, because it means you can harass an enemy in lane very easily.

The_Eye
10-06-2009, 08:27 PM
Good points all. I will try to address the scaling of his dog in particular. The range increase is actually very strong, because it means you can harass an enemy in lane very easily.

I don't think I would get an ultimate for lane control. Lane control should be given by base abilities. Maybe switch around Crippleshot and ultimate?

Nome
10-06-2009, 09:34 PM
I don't think I would get an ultimate for lane control. Lane control should be given by base abilities. Maybe switch around Crippleshot and ultimate?

Crippleshot already gives him lane control. The ultimate just makes him more dangerous--see Succubus here. Succubus already has great lane control with Mesmerize and Heartache, but it's Hold that makes her absolutely dangerous at LVL6.

The_Eye
10-06-2009, 09:46 PM
Crippleshot already gives him lane control. The ultimate just makes him more dangerous--see Succubus here. Succubus already has great lane control with Mesmerize and Heartache, but it's Hold that makes her absolutely dangerous at LVL6.

I think you should slightly buff his ult by giving him a base +range and then adding on to it each strike.

Nome
10-06-2009, 09:56 PM
I think you should slightly buff his ult by giving him a base +range and then adding on to it each strike.

That might be a bit TOO crazy, but I may end up doing it.

The_Eye
10-06-2009, 10:22 PM
That might be a bit TOO crazy, but I may end up doing it.

It would help him a lot, since he needs to start somewhere :P

docterj208
10-06-2009, 10:30 PM
I T-uped, but I still think this guy is OP ;P

zircon
10-06-2009, 11:10 PM
Seems like a fun hero!

Anosou
10-06-2009, 11:18 PM
The concept is fantastic, I really like heroes relying on skills that take skill to use such as the dog in this case. The only real downside I can see now (except numbers, I'm not a numbers-guy) is that his autoattack would always ministun pretty much all channeling spells (if you count them as attacks). Tempest, Magmus, Succubus, Electrician, Pollywog would all be pretty reaped if Wildsman runs into the battle. Since he's also ranged he can stay back and snipe people, not getting caught in the channel spells himself.

Other than that I would love this guy in game. T-up but I'd love to hear what you think about the ministuns.

RenoFox
10-06-2009, 11:53 PM
Hope this helps.

Re-evaluation of the 1st skill:
I like it more now that its maximum health is based off the hero's maximum health.
But I think you scaled the hell out of it.

Early game: Marksman will have say '500' HP. 10% is only 50hp, that's 1-2 hits lol. and the regen time would be 2% of 50... that's 1 health regeneration per second, takeing 50 seconds from death to full HP, ouch.

Late game: Marksman will have say 1500 HP? 25% is 375 HP, not too bad. 5% HP regen would mean 18.75 health regeneration per second... Seems like a solid number.

Suggestions:
Scale it less heavily maybe around:
[1] 17% HP dog, 3.63% HP/s regeneration. 27.5 seconds from 0 to full
[2] 20% HP dog, 4.00% HP/s regeneration. 25.0 seconds from 0 to full
[3] 23% HP dog, 4.44% HP/s regeneration. 22.5 seconds from 0 to full
[4] 26% HP dog, 5.00% HP/s regeneration. 20.0 seconds from 0 to full

Reason:
Simply because the fact is early on it'll be cremated early on.

With these numbers:
Early game: 17% of 500hp is 85hp another 1-2 hits here. and it would take only 27.5 seconds as oppose to 50 seconds.

Late game: 26% of 1500 is 390hp, another hit required and the same regeneration time.

And over all it just scales a lot better.

Question:
When you turn to face the dog for an auto attack, does it jump behind you and drag you... But you have to face the dog to attack it... Here I see a dog running around in circles chasing it's own tale LOL (and the target is the dog and the dog is the tale in this metaphor =P). What's the counter to this? Because there is a turn speed and if the dog keeps going behind you... well you know. I mean sure it dosn't slow down your attack speed like spider, but if you can't face it to target it it will b kinda funny.

Conclusion:
Great concept for a skill, like I said earlier I was thinking of the same thing. But yea, numbers and mechanics can be a real pain in the bum for such original ideas.

I can help balance and add more in-depth discuss for the other skills too if you want. *Looks at sig*

`NoD
10-07-2009, 12:01 AM
Our hero suggestion is kinda Look-alike with mine

Wanna see Kogan?

Nome
10-07-2009, 12:32 AM
The concept is fantastic, I really like heroes relying on skills that take skill to use such as the dog in this case. The only real downside I can see now (except numbers, I'm not a numbers-guy) is that his autoattack would always ministun pretty much all channeling spells (if you count them as attacks). Tempest, Magmus, Succubus, Electrician, Pollywog would all be pretty reaped if Wildsman runs into the battle. Since he's also ranged he can stay back and snipe people, not getting caught in the channel spells himself.

Other than that I would love this guy in game. T-up but I'd love to hear what you think about the ministuns.

Ministuns only work on attack animations, not casting animations.

@RenoFox: too in-depth IMO!

Nome
10-07-2009, 04:21 PM
woo hoo :O

Anosou
10-07-2009, 04:30 PM
Ministuns only work on attack animations, not casting animations.

Then I can only say this: **** YEAH!

Also, congrats on yet another Popular Suggestion. Join S2 already!

Scythe
10-08-2009, 12:34 PM
Awww, Nome made a hero with bonus range on the Ultimate, now mine shall never see the light of day. :(

The only problem I have with this hero is that it provides no necessary counters to the current meta-game. The bonus range doesn't help at the beginning of fights when AoE heroes are going to be moving (and blinking) in, and he has no counters for it, unless you can manage to proc a ministun on someone who is Channeling.

He does seem to be great for ganking and has some nice synergy, but ganking is already over emphasized in the current game play style (unless you play with Brazilians).

Nome
10-08-2009, 02:37 PM
Hmm, good point. Gave him a guaranteed stun for Crippleshot based on Precision Strike. This way he can stop channeling with it, and can also use it to rape a mana pool at long range.

pungkow
10-08-2009, 03:05 PM
Thumbs up. He fills a role that too few heroes currently fill (mana burning), and has a pretty unique skillset.

Doggan
10-08-2009, 03:18 PM
I like everything about the hero except for Precision Strike. It's almost too precise. Seems like you could easily be juked out of that 30 rear arc. Also, you don't like % chance, which I can understand completely. But trying to get your attack to hit in the middle of someone else's attack or cast animation will almost always be luck. Channeling is one of the few exceptions.

I like the idea behind the hero. I just don't like that one ability.

Nome
10-08-2009, 03:22 PM
I like everything about the hero except for Precision Strike. It's almost too precise. Seems like you could easily be juked out of that 30 rear arc. Also, you don't like % chance, which I can understand completely. But trying to get your attack to hit in the middle of someone else's attack or cast animation will almost always be luck. Channeling is one of the few exceptions.

I like the idea behind the hero. I just don't like that one ability.

It's actually not difficult at all against certain heroes with slow attacks. Thunderbringer and Voodoo Jester are probably the two biggest offenders here, where anyone would be able to Precision Strike them. However, you can generally predict when someone will attack by the direction he faces (usually a low-HP creep) and his movement (he'll stop). It's not as bad as you think.

The skill also shines in 1v1 autoattack situations.

Doggan
10-08-2009, 03:30 PM
It's actually not difficult at all against certain heroes with slow attacks. Thunderbringer and Voodoo Jester are probably the two biggest offenders here, where anyone would be able to Precision Strike them. However, you can generally predict when someone will attack by the direction he faces (usually a low-HP creep) and his movement (he'll stop). It's not as bad as you think.

The skill also shines in 1v1 autoattack situations.

I understand that, but the situation you're describing has someone more than likely out of your range. Unless you're standing in the middle of creeps, which I don't often see short of melee, then there will probably be something more like 800-1000 range between heros. Sure, this will let you be more agressive and move out to try and do that. But then you aren't last hitting/denying as much as you should be.

Also, I'm not totally sure how stun mechanics work. On a stun, or mini-stun in the middle of attack, does it count as an attack? Will your attack timer be reset, or will you immediately attack after the ministun wears off?

Nome
10-08-2009, 03:34 PM
I understand that, but the situation you're describing has someone more than likely out of your range. Unless you're standing in the middle of creeps, which I don't often see short of melee, then there will probably be something more like 800-1000 range between heros. Sure, this will let you be more agressive and move out to try and do that. But then you aren't last hitting/denying as much as you should be.

Also, I'm not totally sure how stun mechanics work. On a stun, or mini-stun in the middle of attack, does it count as an attack? Will your attack timer be reset, or will you immediately attack after the ministun wears off?

Don't forget you can use it for last-hitting creeps as well. Creeps are constantly autoattacking :p

As for the stun, that should be changeable by S2. Right now, it stops an attack, but I'd prefer for it to be delayed for this skill.

Heart63
10-08-2009, 07:14 PM
I think HoN is in need of more balanced ranged heroes, there are few currently.

I think it's a great idea.

Zulmar
10-08-2009, 07:16 PM
i got a question about the dog, can it be thrown away by pebbles since its a unit, and if so would it run back to its master or its prey afterwards?

RenoFox
10-08-2009, 07:53 PM
I think what Nome is trying to do is actually a 'stop' or 'delay' rather then a stun. He wants to change an old tried n true mechanics.

Atm mini stun: It restarts the targets attack.
What Nome is proposing with precision strike: a temporary 'stop'. When people are in the middle of their attack animation, it will briefly stop/delay the attack for 0.1 seconds. Effectively it delays the enemy attack not resetting it.

So I propose that instead of changing mini-stun which is used by other heroes and items to suit your hero, make it a new ability, 'stop' or 'delay' Then people can use this new mechanic in new items/heroes or other ideas.

Golok1
10-10-2009, 01:13 PM
ya for the second skill is passive. does it stack with savage mace which give mini stun on each atk?

Nome
10-10-2009, 05:25 PM
ya for the second skill is passive. does it stack with savage mace which give mini stun on each atk?

Yes.

gwho1
10-10-2009, 06:00 PM
2nd skill - cutting down from max mana pool is so genius.
1st skill - the dog is well thought out. differenet from syllabear, not overpowered that it's like batrider's ulti. in essense it's a slow + scout that can do damage too. so the dog's drag/slow ability is an active spell on the dog right? the dog can do normal attacks too, it sounds like.
3rd skill - making ministun from the back only or channel interruption makes a boring ability require skill. and it's nice that it synergizes with dog. (maybe call it hound-dog like a hunter's mate, also like the song.)
ulti - ulti's bonus is quite well designed. it makes you want to and rewards you for staying on the outskirts and gaining more DPS and range. very intersting how u added range for this move and stackable. u can just stand still...

Chaser duelist?, not only aloof nuker/dps.
the ministun combined with the ulti, it makeshim a good chaser. phaseboots, ministun, ulti for more range. in fact all his skills do. dog to slow/attack. even reducing mana pool prevents ppl from using their escape spells, as well as apply an even stronger slow.




:D
great ideas nome. congrats on the item. even ur example item (the amulet) i thought was great. one thing that suprised me is that this title included the name "sniper", but it didn't doesnt seem to drag down the votes at all. the dog, and the way the skillls interact and synergize is infintiely more interesting than sniper.




Hound-Dog Details/Questions:
1) any idea about the hound-dog's numbers for slow/drag? this would probably be in the form of adding a negative movement to the hero. Also it should probably not be more than the slow of the 2nd skill, so that the 2nd skill isn't eclipsed.
- is having two slows too much like arachna for style and role? maybe only one is needed?


2) once the dog uses his spell to drag/slow, do u get to choose the direction to pull the hero?
Even if the hero is running one way, perhaps it would be itneresting to allow the hound-dog to pull perpendicular to the running direction, messing with the hero's running path.
- Of course if it was simply slow, then no directino choosing is needed. But in the case when the target is standing still (probably stunned), then which direction will the dog pull? from the directino he first attached himself? what if the dog attached himself from behind, and along the way your teammate stunned the enemy. now would the dog pull him towards his base? automatically pulling the direction he grabbed would be bad imo.
- maybe the direction can be always automatically towards wildsman himself.
- But for more micro control and versatility and a higher skill ceiling, allowing to choose the direction of influence and changeable at any time during the duration may be for the best, as well as the most fun.

Distort3d
10-10-2009, 07:30 PM
first skill confounds me.... rest i like....

About the ulti.... Does it get disapelled by any damage?? or can it only be dispelled by that person...

like if ur chasing someone, and his teammate zaps you... does ur ulti get reset?

gwho1
10-10-2009, 07:40 PM
^ 1st skill summons a unit that can attack, and also grab onto a hero that will slow him if he is moving, or pull him if he is still (rather, apply a flat negative movement speed)

*suggestion: btw, maybe it might be interesting to have it so that if u max level the dog, and hti him with the 2nd skill, that they would essentially be immobilized, or even result in actualy getting pulled back.

^the wording is that only the target himself can debuff you.

*question: what if u hit one person and then in the middle hit another person? will there be separate "accounts" for different heroes that have their own independent stack durations? or will the previous hero dispel? or will it retain?

Platonic
10-12-2009, 04:27 AM
First skill sounds like a tweaked version of Arachna's ult -- a critter that slows and can be easily killed, 'cept with a bit more control over when you can use it. I'm assuming you gain sight of the hero the dog's attached to, but that it doesn't see invis (which I understand for balance reasons, but is kind of silly with the whole "dogs are supposed to smell things")? Other than that, non-flashy, simple hero that should require a decent amount of skill to use well. All in all, I'd love to see him as an Arachna replacement (who is kind of boring as-is).

Thysios
10-12-2009, 04:45 AM
2.9 agility gain, isn't that a bit high?

poo
10-13-2009, 01:51 PM
Hope this hasn't been answered before:

Does the 2nd skill's mana pool reduction stack directly (25% of original max + 25% of original max and so forth) or does it give diminishing returns? If it's the former, I think that's a little strong to remove 50% of an enemy's mana pool in a very short period of time.

I like that you haven't given him anything in the way of an escape mechanism, since he would be completely implausible in that case. I do think that the death of his dog needs to have a greater consequence than a prolonged cooldown-- maybe he loses some HP, too?

Nome, your suggestions are great because you understand the mechanics behind the game and you're constantly exploring the boundaries of what's been done for new ideas. I do think you should consider the complexity of your skills a little, since they tend to take a couple of re-reads to fully grasp. Some of them would have difficulty fitting on a reasonably-sized tooltip.... and when all 4 skills are of equally high complexity, the hero becomes a math problem to a noob. Just a thought.

Nome
10-13-2009, 02:36 PM
Hope this hasn't been answered before:

Does the 2nd skill's mana pool reduction stack directly (25% of original max + 25% of original max and so forth) or does it give diminishing returns? If it's the former, I think that's a little strong to remove 50% of an enemy's mana pool in a very short period of time.

I like that you haven't given him anything in the way of an escape mechanism, since he would be completely implausible in that case. I do think that the death of his dog needs to have a greater consequence than a prolonged cooldown-- maybe he loses some HP, too?

Nome, your suggestions are great because you understand the mechanics behind the game and you're constantly exploring the boundaries of what's been done for new ideas. I do think you should consider the complexity of your skills a little, since they tend to take a couple of re-reads to fully grasp. Some of them would have difficulty fitting on a reasonably-sized tooltip.... and when all 4 skills are of equally high complexity, the hero becomes a math problem to a noob. Just a thought.

The mana reduction DOES stack additively, but it's designed (by Idejder actually!) to wear off after 15 seconds. This means that if you stay out of range for 5 seconds when Crippleshot is up, you're home free and get all your mana back.

Agree on complexity though--I'm constantly trying to simplify things, especially in the tooltips. It's difficult.

ImmortalTecz
10-20-2009, 01:13 PM
Well i like Sniper in dota but i dont really dont like this hero

Sufferr
10-20-2009, 06:34 PM
Maybe its too OP, but wasn´t sniper too OP ahhaha

I really would apreciate a sniper-like hero !! Please add that :D

Passthechips
06-06-2011, 02:57 AM
Bump because everyone I stalk is looking at it anyways.

sexsub
06-07-2011, 11:15 AM
Either Precision Strike or Attuned needs reworking... Is he an autoattacker or a stunner? He has to channel Precision strike for 4 seconds but he needs to autoattack a lot to gain Attuned charges. And how will he get Precision strike off even, the targets will simply run out of range. Combo with another stunner? Well if a target is stunned would it not be smarter to pound him with your auto attacks, then send out your dog to slow him?

I think it needs a bit of rethinking.

TreasoN
06-07-2011, 06:58 PM
:c where did you find like the ability icons and such.

`TooSexy`
07-03-2011, 01:53 AM
bump, are they ever going to make this hero? :D

deadbydawn
07-05-2011, 10:25 PM
love the 1st n 2nd skill,
but hate the 3rd and ulti

Phritz
09-06-2011, 10:34 PM
bump, are they ever going to make this hero? :D

Well Riot stole the Q+W concept to make Orianna >.>

Oops_My_Bad
09-07-2011, 02:32 PM
Only a few things

Dog Movement Speed should scale with skill level.
0 Cooldown on the dog but it should cost 0 mana and instead cost 50% of the health used to create it.


I don't like Howl. The Dog already provides a slow and doesn't need an additional one.

Maybe add an Armor debuff to howl or a really short silence.


Not feeling the percision strike.
I'd prefer to raise the cooldown and add a usage time so that once you've channeled it you have X seconds to use it before you have to channel it again.
Cooldown could be on release OR on channel completion giving you the ability to double stun. (If the dobule stun is done then I'd say let the stun scale with The double stun effect could be an interesting mechanic.


Ultimate-> Seems alot like Silhouettes first skill.
Giving him a laser and make it a straight line global range shot like alunas throw with emerald red, and bump the damage insanely.


Hero for Review:
Xenith
Thread:http://forums.heroesofnewerth.com/sh...d.php?t=326617 (http://forums.heroesofnewerth.com/showthread.php?t=326617)
Dream: http://dream.heroesofnewerth.com/her..._My_Bad/Xenith (http://dream.heroesofnewerth.com/hero/Oops_My_Bad/Xenith)

Rosgath
09-10-2011, 05:06 AM
After reading it, and I like to think I'm reading it right, he gets a 4 second stun on an 8 second CD? I know he has to slow himself to use it, but since he already has slows with his dog to counter act that, it seems a wee bit on the strong side being able to have your opponent stunned for 50% of the time. Considering that Valk's 5 second stun is a skill shot AND on a 25 second CD and Aluna's 5 second stun is an ultimate and a skill shot, (these being the 2 longest stuns in game that don't fully disable you as well) you may seriously wanna consider toning it down a bit. 3 Second stun is fine, or you could even keep the 4 second stun but in either case you need to add a longer CD especially considering it's pseudo-channeled so you can act while using it and you have slows to support it.

In contrast your ultimate seems entirely too weak. It's countered simply by turning around and attacking him. That's worse than BH's ult which is counter by TPs. Sure it's great to take down runners, but in higher brackets where players know that, they'll just turn around and attack you unless they know they'll get away anyway. To improve it you may want to consider adding an evasion mechanic to it and count only successful attacks against him. Evasion would fit reasonably well with his character lore too.

I will admit precision strike has a lot of synergy with your ultimate, but looking at these skills as is, I'd just go 1/2/2/3/2/3/3/3/2/1/1/1/stats/4/4/4 and get Ghost marchers and an energizer early. This would mean GG for anyone who didn't have a built in escape mechanic and was unfortunate enough to get hit by his dog.