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Bane2k4
10-05-2009, 03:41 PM
Psyker (AM - Legion - Ganker/DPS/Carry)

Making Killing look hawt since '09.



http://media.giantbomb.com/uploads/2/25701/937122-mxm_ch_013_psylocke_super.jpg



Feedback is much appreciated. This hero is coming along nicely in my opinion, and I'm looking to finetune it enough to stick it in the full suggestion forums for the next stage of development! I am also a member of F4F so if you give me feedback, I will take a look at yours and give feedback as well (if I haven't already!).

If you don't like any of the skills or the concept or anything, please tell me why, so I can address the issue!

__________________________________________________


Table of Contents

Section 1: General Information
1.1 Lore
1.2 Background
1.3 Audio/Visual

Section 2: Stats
2.1 Attributes
2.2 Basic Skills
2.3 Ultimate Skill
2.4 Alternative Skills

Section 3: Gameplay/Strategy
3.1 Good Against
3.2 Good Allies
3.3 Bad Enemies
3.4 Standard Strategy
3.5 Public Play
3.6 Competitive Play
3.7 Fun Factor

Section 4: Items Builds
4.1 Good Items
4.2 Bad Items

Section 5: Contributions
5.1 Contributors
5.2 Balance Discussion
5.3 FAQ
__________________________________________________




1.1 Lore


Psyker is the foremost member of a secretive group of Psychic Assassins, who spend years training their bodies and minds to be the ultimate weapon. When the Hellbourne returned to this world once more, Psyker saw that there was no option but to stand united against them. She now uses her skills to aid the Legion, doing what she does best - killing.

1.2 Background
Psyker was initially based off the character Psylocke from Marvel's X-Men series, and the theme/concept of a Psychic Assassin is still the basis. Her first move is a trademark from Psylocke. The very first bones of the idea came in the form of the ultimate ability "Mind Bond" where damage is transferred between the hero and a designated target. From there, I went with the Psylocke-esque concept and fleshed out the idea into a Melee Agi Carry. Psyker is not meant to be just a cold-hearted killer devoid of emotions - in fact I envision her as ruthlessly efficient whilst still retaining a light-heartedness to her. And yes, the sexiness is definitely a big one.

1.3 Audio/Visual

Voice: Angelina Jolie, OGOG! :D

Quotes
"Do I make you nervous?"
"Consider the matter...terminated."
"These thighs are for more than just show, you know."
"No questions asked."

Death Taunt
"Next time, pay attention to my blades, not my breasts."

Death Animation
Spins around in the air, and is consumed by purple psychic fire, completely disappearing as she hits the ground.

Character Visual
Should be very similar to the picture at the top, with certain differences - the cape should be black, or a much darker grey. She should have no face mask, and the pink parts of her uniform on the picture should be purple. Sexy, mysterious and sinister all at the same time!

Auto-attack Animation
Without Psyblades active, Psyker fights like a martial artist, with various punches and kicks. With Psyblades active, she has glowing purple blades forming from her hands (see pic) and stabs with them as if they were punch blades.

__________________________________________________

2.1 Attributes
I've designed Psyker as a standard Carry type that scales well with items. She has high agi and agi gain, as well as moderate strength and strength gain. Her base int and int gain are both low, but these shouldn't be too much of an issue as she is not a heavy mana user. The playstyle I'm looking for is slightly more than just "Right Click + Gib" - she has a unique pseudo-disable for chasing down and ganking situations, that also doubles as a "steroid" ability to increase her carry potential. What defines her playstyle most is her ultimate, that can be used to have the enemy unwittingly take out a key member of their team, or with the right items, for her to be able to dish out some serious damage to 2 heroes at once. It can also be used as a pseudo-invincibility for escape purposes!



Strength 19 (+2.1)
Agility 25 (+3.1)
Intelligence 16 (+1.7)

Movespeed: 310
Range: 128 (Melee)
Auto Attack Cooldown: 1.7
Starting Base Damage: 18-29 (+25) = 43-54
Lvl 25 Base Damage: 18-29 (+102) = 120-131
Armour: 1.8
Magic Armour: 1.8



2.2 Basic Skills




http://www.guildwars.com/images/professions/skillicons/assassin/assassinsremedy.jpg
[Q] Psyblades (Toggle)

Skill Description: Psyker is able to focus her potent psychic powers into blades of pure energy, though it costs her to do so.

Skill Effects: Adds bonus magical damage to auto attacks, but deals some damage back to Psyker whenever she attacks. Also causes a magic armour debuff on the target for a short duration.

Level 1: Adds magic damage equal to 10% of base attack damage to each attack. Deals 50% of bonus magic damage to Psyker. Causes "Psychic Scar" on the target for 1 second, reducing magic armour by 1.

Level 2: Adds magic damage equal to 20% of base attack damage to each attack. Deals 50% of bonus magic damage to Psyker. Causes "Psychic Scar" on the target for 1 second, reducing magic armour by 2.

Level 3: Adds magic damage equal to 30% of base attack damage to each attack. Deals 50% of bonus magic damage to Psyker. Causes "Psychic Scar" on the target for 1 second, reducing magic armour by 3.

Level 4: Adds magic damage equal to 40% of base attack damage to each attack. Deals 50% of bonus magic damage to Psyker. Causes "Psychic Scar" on the target for 1 second, reducing magic armour by 4.

Animation: Whilst active, purple blades of energy come from her fists.

http://www.guildwars.com/images/professions/skillicons/assassin/beguilinghaze.jpg
[W] Meddle (Active)


Skill Description: Psyker uses her mind to delve into the target's mind and meddle with it's workings. She confuses an enemy, or improves an allies combat efficiencies. She can also improve her own natural abilities with this technique.

Skill Effects: Causes enemies movement commands to be reversed and mana costs of all abilities to be increased. Causes allies attack speed to be increased and their mana costs of all abilities decreased.

Level 1:70MP to activate. Reverses enemies movement actions and increases mana costs by 10%. Increases allies attack speed by 10% and reduces mana costs by 10%.
Range: 600. Duration: 5 seconds. Cooldown: 25 seconds.

Level 2: 80MP to activate. Reverses enemies movement actions and increases mana costs by 20%. Increases allies attack speed by 15% and reduces mana costs by 20%.
Range: 600. Duration: 5 seconds. Cooldown: 20 seconds.

Level 3: 90MP to activate. Reverses enemies movement actions and increases mana costs by 30%. Increases allies attack speed by 20% and reduces mana costs by 30%.
Range: 600. Duration: 5 seconds. Cooldown: 15 seconds.

Level 4: 100MP to activate. Reverses enemies movement actions and increases mana costs by 40%. Increases allies attack speed by 25% and reduces mana costs by 40%.
Range: 600. Duration: 5 seconds. Cooldown: 10 seconds.

Animation: Enemies affected by meddle should have noticeable question marks above their head. Allies affected by meddle should have briefly flash red, and then have their eyes glow red for the rest of the duration.
http://www.guildwars.com/images/professions/skillicons/assassin/wayofperfection.jpg
[E] Sixth Sense (Active)

Skill Description: Psyker uses her mind to search for enemies in the vicinity, briefly revealing their location. Stealthed units are more difficult to find and therefore can only be found if they are much closer to Psyker.

Skill Effects: After a brief channel time, reveals the location on the minimap of all enemies within range. Stealthed units are revealed on the minimap and on screen at a shorter range.

Level 1: 70MP to activate. Reveals enemies within 1250 range for 2 seconds. Stealthed enemies are revealed at a 550 range for 2 seconds.
Channeling Time: 2 seconds. Cooldown: 30 seconds.

Level 2: 75MP to activate. Reveals enemies within 1500 range for 3 seconds. Stealthed enemies are revealed within 700 range for 3 seconds.
Channeling Time: 1.5 seconds. Cooldown: 25 seconds.

Level 3: 75MP to activate. Reveals enemies within 1750 range for 3 seconds. Stealthed enemies are revealed wtihin 850 range for 3 seconds.
Channeling Time: 1 second. Cooldown: 25 seconds.

Level 4: 80MP to activate. Reveals enemies within 2000 range for 4 seconds. Stealthed enemies are revealed within 1000 range for 4 seconds.
Channeling Time: 0.5 seconds. Cooldown: 20 seconds.

Animation: Psyker puts her hands to her head and stands up straight. Several concentric rings pulse out from her, extending to the max range.
2.3 Ultimate Skill



http://www.guildwars.com/images/professions/skillicons/assassin/deathscharge.jpg
[R] Mind Bond (Active)

Skill Description: Psyker uses her powers to bind the targets mind to her own, causing one's pain to be transferred to the other. Psyker also uses her manipulation of the bond to drain the target of both mundane and magical protection and transfer them to herself for the duration of the bond.

Skill Effets: Any damage taken by one target under the effect of Mind Bond is instead transferred to the other, subject to their own reductions. Enemy target has reduced physical and magical armour for the duration, Psyker has her own physical armour and magical armour plus however much of each the enemy target has had reduced.

Level 1: 200MP to activate. Drains 33% of target's physical and magical armour and transfers it to Psyker.
Duration: 4 seconds. Cooldown: 130 seconds.

Level 2: 250MP to activate. Drains 66% of target's physical and magical armour and transfers it to Psyker.
Duration: 6 seconds. Cooldown: 120 seconds.

Level 3: 300MP to activate. Drains 100% of target's physical and magical armour and transfers it to Psyker.
Duration: 8 seconds. Cooldown: 110 seconds.

Animation: Psyker raises her hands to her chest and quickly pushes them out towards the target. A shimmering magical bond briefly appears between Psyker and her target, before disappearing. The bond reignites everytime Psyker or the target takes damage, to indicate damage being transferred.

2.4 Alternative Skills



http://www.guildwars.com/images/professions/skillicons/assassin/blindingpowder.jpg
[E] Meltdown (Active)

Skill Description: Psyker overloads her mind and unleashes the psychic energies in a deadly nova around her, dealing damage and confusing enemies minds for a short time.

Skill Effects: Deals damage in an AoE around Psyker, and triggers shortened cooldowns on basic abilities of heroes.

Level1: 105MP to activate. Deals 75 damage to enemies within a 300 radius. Triggers cooldowns on basic abilities at 50% of the standard duration.
Cooldown: 20 seconds.

Level 2: 110MP to activate. Deals 125 damage to enemies within a 300 radius. Triggers cooldowns on basic abilities at 50% of the standard duration.
Cooldown: 18 seconds.

Level 3: 115MP to activate. Deals 175 damage to enemies within a 300 radius. Triggers cooldowns on basic abilities at 50% of the standard duration.
Cooldown: 16 seconds.

Level 4: 120MP to activate. Deals 225 damage to enemies within a 300 radius. Triggers cooldowns on basic abilities at 50% of the standard duration.
Cooldown: 14 seconds.

Animation: Psyker places her hands to her head, and then a shockwave erupts from her moving outwards to the max range of the ability. Enemies effected by the skill should briefly have stars above their head.

http://www.guildwars.com/images/professions/skillicons/assassin/fallinglotusstrike.jpg
[E]Mind Shatter (Active)

Skill Description: Psyker uses her honed agility to launch herself through the air towards the target victim. Upon reaching her enemy, she impales the target with a psyblade, causing their mind to shatter momentarily. Enemies that are near the target are affected by "Psychic Aftershock".

Skill Effects: Leaps to target, dealing damage and slowing enemies near the target.

Level 1: 100MP to activate. Leaps to target upto 600 range away. Deals 75 damage. Target an Enemies within 300 units of target are slowed by 60%, decreasing to 0% over 6 seconds.
Cooldown: 24 seconds.

Level 2: 105MP to activate. Leaps to target upto 650 range away. Deals 125 damage. Target and Enemies within 300 units of target are slowed by 60%, decreasing to 0% over 6 seconds.
Cooldown: 21 seconds.

Level 3: 110MP to activate. Leaps to target upto 700 range away. Deals 175 damage. Target and Enemies within 300 units of target are slowed by 60%, decreasing to 0% over 6 seconds.
Cooldown: 18 seconds.

Level 4: 115MP to activate. Leaps to target upto 750 range away. Deals 225 damage. Target and Enemies within 300 units of target are slowed by 60%, decreasing to 0% over 6 seconds.
Cooldown: 15 seconds.

Animation: Psyker crouches and then leaps towards the target, back arched and fist pulled back, a Psyblade active on the fist. Upon reaching the target, slams fist (and psyblade) into enemy. A small shockwave should ripple through the air upon impact. Enemies affected by the slow should have stars above their head.

http://www.guildwars.com/images/professions/skillicons/assassin/signetofshadows.jpg
[E] Mind Trick (Passive)

Skill Description: Psyker's keen grasp of her mind powers allow her to trick her enemies into not seeing her. In order to do this she must be standing still. When she is under the effects of Mind Trick, she is able to prepare herself for her next attack, making it all the more deadly.

Skill Effects: Causes Psyker to stealth whenever she is standing still. Causes her first attack upon leaving stealth to be a critical strike and to immobilise the target. Cannot gain immobilise or damage increase buff more than once every 6 seconds.

Level 1: Enters stealth 2 seconds after stopping moving. 0.5 second fade time. First attack within 5 seconds of leaving stealth deals 1.4x damage. Immobilises for 2 seconds.

Level 2: Enters stealth 1.5 seconds after stopping moving. 0.5 second fade time. First attack within 5 seconds of leaving stealth deals 1.6x damage. Immobilises for 2 seconds.

Level 3: Enters stealth 1 second after stopping moving. 0.5 second fade time. First attack within 5 seconds of leaving stealth deals 1.8x damage. Immobilises for 2 seconds.

Level 4: Enters stealth 0.5 second after stopping moving. 0.5 second fade time. First attack within 5 seconds of leaving stealth deals 2.0x damage. Immobilises for 2 seconds.

Animation: Psyker fades out in swirls of translucent purple energy. Upon attacking with the damage buff, Psyker crouches low and steps through with a powerful uppercut strike, a psyblade active on her hand._____________________________________________ _____

3.1 Good Against

http://honwiki.net/w/images/thumb/4/4f/Glaciushero.gif/60px-Glaciushero.gif (http://honwiki.net/wiki/Glacius) http://honwiki.net/w/images/thumb/8/8f/Thunderbringerhero.gif/60px-Thunderbringerhero.gif (http://honwiki.net/wiki/Thunderbringer)
Any low health heroes that can quickly be killed using Mind Bond e.g Glacius.

http://honwiki.net/w/images/thumb/2/25/Legionnairehero.gif/60px-Legionnairehero.gif (http://honwiki.net/wiki/Legionnaire)http://honwiki.net/w/images/thumb/e/e2/Pebbleshero.gif/60px-Pebbleshero.gif (http://honwiki.net/wiki/Pebbles)
Tanks that rely on armour, rather than health, e.g. Legionnaire.

http://honwiki.net/w/images/thumb/7/77/Pyromancerhero.gif/60px-Pyromancerhero.gif (http://honwiki.net/wiki/Pyromancer)http://honwiki.net/w/images/thumb/f/fa/Soulstealerhero.gif/60px-Soulstealerhero.gif (http://honwiki.net/wiki/Soulstealer)
Spike Damage nukers, e.g Pyromancer.


3.2 Good Allies

http://honwiki.net/w/images/thumb/4/4b/Andromedahero.gif/60px-Andromedahero.gif (http://honwiki.net/wiki/Andromeda)
Allies that buff base damage (more Psyblades damage)

http://honwiki.net/w/images/thumb/9/9a/Jeraziahhero.gif/60px-Jeraziahhero.gif (http://honwiki.net/wiki/Jeraziah)http://honwiki.net/w/images/thumb/f/f3/Demented_Shamanhero.gif/60px-Demented_Shamanhero.gif (http://honwiki.net/wiki/Demented_Shaman)http://honwiki.net/w/images/thumb/7/75/Opheliahero.gif/60px-Opheliahero.gif (http://honwiki.net/wiki/Ophelia)
Allies with healing abilities to counteract allies damaging bonded enemies.


3.3 Bad Enemies

http://honwiki.net/w/images/thumb/7/72/Defilerhero.gif/60px-Defilerhero.gif (http://honwiki.net/wiki/Defiler)http://honwiki.net/w/images/thumb/8/81/Magmushero.gif/60px-Magmushero.gif (http://honwiki.net/wiki/Magmus)http://honwiki.net/w/images/thumb/9/96/Madmanhero.gif/60px-Madmanhero.gif (http://honwiki.net/wiki/Madman)
Enemies with disables (stun/silence) preventing you from getting your ultimate off or dealing damage through ultimate via Psyblades.


3.4 Standard Strategy

Id prefer to lane bottom (Legion) or top (Hellbourne) with this hero, as it generally is easier in those lanes. A babysitter would be brilliant here, one that can harass and deny whilst you focus on last hitting.

During the ganking phase, if confident enough, and with the right skill setup, you could move around and join in ganks. Meddle would be good here.

The standard team fight stategy as I see it would be to:

- Get into the middle of combat with Psyblades active
- Pick a support hero on the enemy team to bond (and TELL your team beforehand)
- Start on an important target (e.g the Carry)
- Lol at the damage to 2 people at once. More lol if the enemy team tries to focus you.

The reason you choose a support rather than the Carry for instance, is because it gives the Carry pseudo-immunity from your team, during which he could well destroy your team, even if you eventually manage to kill him with Mind Bond. That being said, if the enemy team is unco-ordinated (read: Pub) you could bond the carry and lol as they kill him themselves.

If at any time you get ganked, hopefully you'd have your ulti up and would be able to ulti one and flee whilst it is active. Hell, if its 2v1, you could even turn it round and kill them if farmed enough.
More to come, feel free to comment and criticise (constructively please!) as I go about fleshing the hero out.

3.5 Public Play

In Public play, this hero could go either way in terms of usefulness. In the hands of a player of moderate+ skill, it could be a great pubstomping hero, with strategic use of the ulti to get the enemy team to gib their own teammates. However, this can backfire as public games largely lack co-ordination, and could therefore backfire as your team kills you through the bond. A "noob" player would also likely misuse the ultimate at first, and end up getting himself killed.

Overral, I'd say it's got potential to be a great pubstomping hero, but would be a moderately difficult hero to learn for a "noob" player, as well as having the risk of it backfiring due to lack of co-ordination.

3.6 Competitive Play

In competitive play, this hero's ulti would change in functionality - whereas it is a move to get the enemy to gib their own team in public play, players in competitive play would, obviously, know what to look for, and not then attack you. It is still useful to pump out some self-damage and kill people through the bond that way (would require the Elder Parasite build and lots of +base damage/+agi and +attack speed to be truly effective), but would be more useful to (a) save yourself from ganks through the pseudo-invincibility aspect and (b) perform ganks on 2 or more people either on your own, or with 1, maybe 2 none-aoe friends.

In team fights, her role would be as a kind of initator with Mindshatter, and primarily a DPS.

3.7 Fun Factor

So what would be the fun factor of playing this hero? Why would anyone play it at all? High DPS/Carry types are clearly fun to play as they are played a lot. This hero has a few more diverse abilities rather than the standard "Right Click and Kill" Carry types, with an initating move/slow, a toggle damage increaser, a steroid buff/psuedo-disable. This makes it more interesting to begin with.

I think, however, the real fun factor for this hero in particular, would largely come through the effective use of Mind Bond - in public games it would be the lol factor of watching a Pyro or a Magmus eat their own ulti's, in competitive play it would be the thrill of a well timed bond before a spike nuke, or a solo gank on 2 people if used properly.

__________________________________________________

4.1 Possible Items

Early Game

Start with a selection of standard items:
http://i38.tinypic.com/313jh2d.jpghttp://i35.tinypic.com/20879ea.jpghttp://i38.tinypic.com/oh4fo6.jpghttp://i36.tinypic.com/33o4aro.jpghttp://i34.tinypic.com/dxmz3k.jpghttp://i33.tinypic.com/qnsb61.jpg
- This is clearly all down to personal preference

http://i33.tinypic.com/2wd9esz.jpg OR http://i34.tinypic.com/b7cqxz.jpg
Fortified Bracelet / Soulscream Band
-Personal preference, bracelets if you need more survivability, bands if you dont and want more DPS.

http://i36.tinypic.com/a59izo.jpg
Enhanced Marchers
- The obvious boot choice for a Carry

Mid Game
http://i38.tinypic.com/iqdg7r.jpg
Elder Parasite
- Not only does this item have some really nice IAS for more attacks during ulti, but it also increases damage taken by 30% for the duration = more damage to bonded enemy!

http://i33.tinypic.com/2w520ds.jpg
Whispering Helm
- Lifesteal to counter the damage you deal to yourself from Psyblades

http://i36.tinypic.com/20ubszk.jpg
Warpcleft
- For IAS (always good for DPS) that also synergises with her ulti (more attacks in the time = more self damage = more damage to bonded enemy!)

Late Game
http://i33.tinypic.com/k2n760.jpg
Wingbow
- Clearly the superior choice for late game item for this hero, gives IAS, +agi and evasion to boot. Sexy.

http://i33.tinypic.com/1z4byme.jpg
Hack & Slash
- More health, more base damage and +damage, more attack speed, and some movement speed to boot. All around good item.

http://i37.tinypic.com/15jcp1.jpg http://i33.tinypic.com/bhf482.jpg http://i37.tinypic.com/ib9ufp.jpg
Riftshards(5) / Shieldbreaker / Savage Mace
- Any standard DPS items will help this hero late game in her carry role.

http://i38.tinypic.com/2nkq9th.jpg
Charged Hammer
- Can be made if you got a Warpcleft mid game, for some more IAS (and damage as a bonus)

Situational Items
http://i35.tinypic.com/2akl0dz.jpg
Insanitarius
- This is a possible option to rush early/mid game for the damage/health increase, as well as the synergy with your ulti from the self-damage. Personal preference.

http://i36.tinypic.com/2ilm0i1.jpg
Shrunken Head
- A situational for any hero, and this hero is no different. Used against heavy stunners/disablers.

http://i35.tinypic.com/2mxpi6t.jpg
Behemoth's Heart
- If you really need the survivability

(No Pic Yet)
Abyssal Skull
- Ideally you want a support hero carrying this for you so you can save your gold for other items, however it is a viable choice if no one else is carrying it, as the 15% base damage and 15% lifesteal both synergise well with this hero.

__________________________________________________

5.1 Contributors
Xtrykr (lots of input and a sweet format that I shamelessly stole!)
EvilKitty
P1ngu
Tatteh
Sordak
Arogs
Zethos
Drevon
Devi
Rentaromon
Zorel

5.2. Balance Discussions
Psyblades - This spells seems like a very strong boost at first, giving an extra 40% base damage as magical damage, on a toggle. The balancing with this is in the self-damage aspect, where Psyker takes 50% of the bonus magic damage (so effectively 20% of her base attack damage) each time she strikes. There is also a magic armour debuff (-4 at max rank) which may be viewed as a little OP, however the duration is only 1 second so to keep it up you literally have to be striking your opponent once every second at least.

Meddle - A funky psuedo-disable, that will be very confusing at first. The main balance point here is that it's easily counterable when you learn to realise what's happened to you - just click in the opposite direction. The mana cost increase is so that when that happens, its not completely redundant as a pseudo-disable.

The buff aspect of Meddle is balanced by it not being chain-able, and the fact that you have to choose between the buff or the disable aspect, so in theory, it will be even less uptime.

Mindshatter - this is balanced around having a slightly higher mana cost and slightly longer cooldown than Predator's Venomous Leap, in return for a small AoE slow - and the AoE is small at only 300 radius around the target. The slow also diminishes over time, so over 6 seconds the targets will be slowed 60%-50%-40%-30%-20%-10% for each second, giving only a relatively small window of opportunity to bring your team in, or gank yourself.

Mind Bond - the main balance point here is that Psyker herself takes the damage that the enemy would normally take, as well as the enemy taking Psyker's damage. This means that your own team, unless co-ordinated, could well end up killing you if they focus the wrong person. Also, in a heavy AoE team fight situation, unless you can keep the bonded target on the fringes of the battle, this spell has no real use because you'd only end up killing yourself. It has many other uses in different situations, however, and is a very tactical ability.

5.3 FAQ
TBA

Bane2k4
10-05-2009, 06:36 PM
CHANGELOG:

06/10/09
- Did some basic formatting
- Changed Psyblades to a toggle ability
- Gave Psyblades a self-damage aspect equal to 40 pure damage at max rank, per hit.
- Added notes to Mind Bond (ulti)

06/10/09 pt2
- Did some more formatting
- Changed Psyblades self-damage aspect from 40 pure damage at max rank to 100% of bonus magic damage at all ranks.
- Added Third Skill, "Meltdown" an AoE damage skill that hurts Psyker
- Added armour/m.armour leech effect to Mind Bond
- Stipulated the method of damage reduction on damage triggered through Mind Bond
- Added Base Stats and Stat Gain
- Upped the attack speed increase on "Meddle" from 5/10/15/20% to 10/15/20/25%

06/10/09 pt3
- Nerfed self-damage on Psyblades from 100% of bonus magic damage to 50%.
- Removed Meltdown self-damage aspect
- Added disable aspect to Meltdown, triggering cooldown on enemies abilities at 50% of standard cooldown
- Increased cooldown of Meltdown from 10 seconds to 14 seconds at max rank to compensate for the changes

06/10/09 pt4
- More formatting
- Added visual concept pic
- Added more in-depth base stats, including base damage at lvl 1 and lvl 25
- Added in values of bonus magic damage on Pysblades at level 25, sin +agi items.


07/10/09
- Changed magic armour reduction effect on Psyblades from erroneous 3 ranks to correct 4 ranks.
- Nerfed total magic armour reduction effect on Psyblades from 2/4/6/8 to 1/2/3/4.

07/10/09 pt2
- Added alternative skill, "Mind Shatter", a targetted leap attack that ministuns and silences enemies within an AoE of the target.
- Updated To-Do List and Issues To Resolve List


07/10/09 pt3
- Shamelessly stole Xtrykr's format from Skullknight, it's the best format I've seen yet! (though it took a lot of editting lol)
- Improved maximum duration of Mind Bond from 6 seconds to 8 seconds at Rank 3
- Added General Info Section
- Added Gameplay/Strategy Section
- Added Item Section
- Added Contributors list
- Updated To Do List


08/10/09
- Put Meltdown into Alternative Skills, and moved Mind Shatter into basic skills
- Changed Mind Shatter from a targetted ministun and AoE silence to an AoE slow, starting at 100% and reducing to 0% over 5 seconds
- Added the Alternative Skill "Sixth Sense", a short channeled spell that reveals the location of enemies on the minimap for a short duration, as well as revealing stealthed enemies on the minimap and on screen for a short duration, but at a shorter range.


09/10/09
- Nerfed mana cost of ultimate from 200/275/350 to 200/250/300.
- Added missing cooldown of rank 4 Mindshatter at 15 seconds.
- Nerfed slow on Mindshatter from 100% decreasing to 0% over 5 seconds, to 60% decreasing to 0% over 6 seconds.

09/10/09 pt2
- Added Public Play, Competitive Play and Fun Factor overview sections.
- Added Balance Discussions section.
- Updated Item Build list and added item icons.
- Added skill icons to current 4 skills.


10/10/09
- Moved to full Hero Suggestions Board!

Blot
10-06-2009, 02:18 AM
I like the ult, it makes me giggle.

I would like to see a power that damages self, to help boost the ult.

The Meddle-power just feels like a filler, it has no real use except for being somewhat annoying.

Add a basic nuke.. maybe?

dezi
10-06-2009, 02:45 AM
Skill 1: A passive that reduces magic armor by 6. Crazy!

Skill 2: I like this one - like in bomberman with reversed actions :D

Skill 3: not yet done

Ultimate: Tricky to pull of if your mates aren't aware of it they would nuke you :D

Bane2k4
10-06-2009, 05:16 AM
Thanks for the feedback. I've made Psyblades a toggle ability that damages Psyker for 10/20/30/40 true damage on each attack. The reasoning behind this is two-fold:

Firstly, as Arogs suggested, a self-damage to synergise with the ulti would be a good idea, and this does that

Secondly, Dezi pointed out that -6 magic armour debuff for a passive may be a bit strong. I agree that it would be quite strong early/mid game, so this damage to self keeps the debuff in check (you wont be able to maintain psyblades permanently at that level), however it should be maintainable with lifesteal items in late game, when 6 magic armour is not as big a difference, due to magic armour items.


Still considering what to do for third skill. I had an idea of a Psychic shockwave, that would damage/stun and force enemies in the cone aoe in the direction Psyker is facing i.e. you'd be pushed away from Psyker. This could be used as an initiator, forcing the enemy team back into your own team. Wasn't sure whether this went with the hero well though.

Also considered basic nukes, either single or AoE.

What do you guys think?

Xtrykr
10-06-2009, 11:14 AM
My comments in orange:


Ok Im jotting down a rough draft for a hero idea I've had here. I'll work on updating it, adding more numbers, tweaking, formatting etc as and when. Feedback is appreciated!

Skills:

Psyblades
Type: Toggle

Pysker uses her mind to create daggers of pure phsycic power from her fists using her own essence.

Adds bonus magical damage to your attacks equal to 10/20/30/40% of your base damage. Your attacks cause a "Psychic scar" on the target, which reduces their magical armour by 2/4/6 for 3 seconds. Each attack causes Psyker to take 10/20/30/40 pure damage.


Notes: Basic DPS increaser, also gives her something against physical immune targets. Debuff is nice for more damage for yourself and caster allies. The self-damage part firstly keeps the debuff in check early/mid game, and secondly synergises with the ulti.

Interesting skill, similar to Dark Ladies's silence attack buff, just replaced with bonus magic damage. Its very balanced, but I think it might be a bit weak early game, as 40 pure damage is a lot of damage for her to be taking with less then say 800hp (10 slashes will literally chop her health down in half). I suggest changing the pure damage to be % based, like 5%/7%/9%/12%.

------------------------

Meddle
Type: Active, Target
Mana Cost: ??
Duration: 5 seconds
Range: 600
Cooldown: 25/20/15/10 seconds

When targetting an enemy, causes target's movement actions to be reversed. Also increases mana cost of abilities by 10/20/30/40%.

When targetting an ally, increases attack and cast speed by 5/10/15/20%. Also reduces mana cost of abilities by 10/20/30/40%.


Notes: Chasing pseudo-disable, as well as a solid buff for allies (can target herself). Synergises with Psyblades and Ulti for more damage to bonded target.

Haha! This one is hilarious! Shockingly, I was thinking of a skill just like this as well to reverse action direction! Guess I'm not crazy afterall :) But yeah, nice skill!

------------------------

Third Skill TBA


------------------------

Mind Bond

Type: Active, Target
Mana Cost: ??
Duration: 6 seconds
Range: 600
Cooldown: ??

Binds the enemy target to Psyker, causing any damage dealt to Psyker for the duration to instead be dealt to the enemy as pure damage, and vice versa. Damage does not proc itself.


Notes: If used right, can cause the enemy team to kill one of their own, e.g. in a hectic team fight where Psyker is getting focused, slap it on their stunner or someone and bam. Can also be used as a form of pseudo-immunity, stopping the other team from attacking you. Can also synergise with psyblades/meddle, with IAS items to dish a solid amount of damage to 2 people at once. Drawback is that your own team can kill you if the focus the person you have bonded.

Very nice skill, however, I think 6 seconds is a bit short, I'd make it like 10 seconds, just because 6 seconds makes it too easy to avoid this spell (I take it there will be some sort of animation that will indicate which enemy hero has been affected by this skill). But yeah, this would make for a very competitive skill against spikers.

------------------------



More to come, feel free to comment and criticise (constructively please!) as I go about fleshing the hero out.

Overall, real good hero concept, would definitely like to see how this hero turns out when complete :)

Bane2k4
10-06-2009, 11:33 AM
Issues to Resolve

- Psyblades "Psychic Scar" magic armour debuff, possible anti-synergy with Ultimate leech effect?

- "Meltdown" not fitting in with other skills?

- Leech/damage reduction calculation on Mind Bond making it too OP?

- Psyblades "Psychic Scar" magic armour debuff being possibly too OP?


To Do List

- Acquire skill icons
- Add Fun Factor section
- Add FAQ
- Add Balance Discussions
- Expand Stat section with info on health/mana pools, health/mana regen, attack speed, attack cooldown, stats at lvl1 compared to lvl 25, etc

Bane2k4
10-06-2009, 11:39 AM
Thanks for the comments Xtrykr glad you like it :)

For the first skill, I literally just changed it to equal the bonus magical damage dealt :D What do you think of it now?

For the senod skill, yeah I always wanted something like that too so I thought what the hell!

I've just added a third skill as well (though its very susceptible to change as I'm not sure on it myself) let me know what you think about that!

The Ultimate animation, I was thinking of a quick "flash" of a bond going between the two heroes, and then the bond flashing again every time one or the other takes damage. I don't want it to be like Accursed's "OH HE'S GLOWING BLUE DON'T HIT HIM FOR A FEW SECONDS" kind of animation as it would then make it truly redundant, instead I wanted it to have an animation that people could see, but wouldn't necessarily scream STOP HITTING HER!!!!! I've also made a few tweaks to the ultimate so tell me if you think it still needs a duration increase!

Again, thanks for the feedback!

Xtrykr
10-06-2009, 11:56 AM
Thanks for the comments Xtrykr glad you like it :)

For the first skill, I literally just changed it to equal the bonus magical damage dealt :D What do you think of it now?

For the senod skill, yeah I always wanted something like that too so I thought what the hell!

I've just added a third skill as well (though its very susceptible to change as I'm not sure on it myself) let me know what you think about that!

The Ultimate animation, I was thinking of a quick "flash" of a bond going between the two heroes, and then the bond flashing again every time one or the other takes damage. I don't want it to be like Accursed's "OH HE'S GLOWING BLUE DON'T HIT HIM FOR A FEW SECONDS" kind of animation as it would then make it truly redundant, instead I wanted it to have an animation that people could see, but wouldn't necessarily scream STOP HITTING HER!!!!! I've also made a few tweaks to the ultimate so tell me if you think it still needs a duration increase!

Again, thanks for the feedback!

1st skill is greatly underpowered with the changes you've made. For instance, if Psyker is pounding on someone that has more health than Psyker, chances are, Psyker will die as she will kill herself the more she attacks her enemy. I do think that bonus damage and health drain requirement should be unproportional to provide players with an incentive to use this skill. I think bonus damage should be double the health drain requirement as a starting point. You can refine it later.

It appears all your skills require health drain on Psyker, makes her almost like a suicide bomber in a sense, but her damage from her skills does not really scale proportional with her sacrifice. The 3rd skill I think is a bit weak. Is the damage she deals pure damage or magic damage? If it is pure damage then it might be okay, but if its magic damage, then I think its really weak as she will probably do more damage to herself than onto others. Her skills also requires her to be within melee range, and without any stuns or disables, her likelihood of surviving a spam is close to nil.

Good luck!

Bane2k4
10-06-2009, 12:11 PM
Thanks again for the feedback!

Didn't actually consider that scenario with the first skill, was too focused on the situation of more self-damage when the Ulti was up! Changed it provincially to be 50% of the bonus magic damage, can tweak it later.

Yeah the self-damage became, unintentionally, a major thing with this hero, mainly due to synergy with the ultimate! Guess I got so focused on that that I didn't really consider the implications outside of the ultimate being active :D

I've changed the third skill to no longer be self damage (so Psyblades is now the only source of self damage), but to instead trigger 50% cooldowns on enemies abilities (not including ultimates). This gives her more versatility in a team fight using it as a pseudo-disable, as well as a survivability tool (smash this then run like hell while they can only auto-attack you).

Sordak
10-06-2009, 12:15 PM
some very fun skills in here. However as stated above the first skill seems alot underpowered. Since it is an Agi hero. You wont have tons of HP and your armor increase due Agi rating wont help you nuts.
second skill is most fun. however hard to code (yeah i know thats the purpose of HoN) so it would be the same command in the totaly different direction? seems fun to me! however could cause frustration in pubs for "fountain click + afk " even more fun =D
third skill, not sure. AoE disable is always a bit meh. can always be OP and generic.

ult is great if the enemies are not aware of it lol, especialy against pyromancer i see great whine coming.

keep it up but think about that. it definitly needs changes.

Bane2k4
10-06-2009, 12:40 PM
Im going to have to tweak around with the numbers on the first skill till I get it right, but I don't want to change the concept as that ability (and the ulti) are pretty much the core concept of the hero (it's where I started from :D).

Yeah the second skill would be lots of fun annoying enemies, but in practical terms would actually be very useful in chasing situations (even if they do notice it quickly and react, theres still a short time where they will be heading in the wrong direction, allowing you to catch), and the buff version on allies (especially yourself) is a very good steroid for her late game carry potential imo.

The third skill is the skill that is most open to change, as I didn't even have a third skill when I first posted here. I'm trying to think of something that would fit in yet not be overly generic. It was pointed out that without any form of stun/disable, she's just gonna get stomped (outside of ulti time obviously) in ganks, so I put the disable aspect in. I actually quite like the idea of putting abilities on cooldown, rather than just a generic silence/disable, but it's not a must have certainly.

And yeah, the ulti is obviously brilliant if the enemy is not aware of it and tries to stomp you - I imagine it would be a great pub-stomping ability (though on the flip side I can see your own team in pubs gibbing you by going for the bound enemy :P). In competitive play, however, it would be less effective in that respect, as competent players would notice it far quicker and react, but it would then function more as a temporary immunity in certain respects, whilst still retaining some use via the self damage transfer from psyblades.

Any more feedback, in particular suggestions on alternative skills, and number tweaking, is much appreciated!

Sordak
10-06-2009, 02:59 PM
keep it up. and i would suggest posting updates in new posts so i can tell the difference. thats why i include the old numbers in my update logg. That might be usefull for you and vor reviewers.

EvilKitty
10-06-2009, 05:01 PM
I like the abilities - they lend well for an agility hero. I do have small quarrels with each however. The first skill cuts a lot of magic armor for something that takes little away from the player. The reduction would allow for a team of casters to just plow over a target right after you'd swing once. Also, the reduction only has 3 ranks in a 4 rank skill.

Placing something on cooldown at half seems alright at first... but with a 14 second cooldown on the skill itself, it could very well disable some abilities entirely. I know no heroes so far have long cooldowns on base skills, but back in dota Terrorblade had a 2 minute cooldown ability, and something like this may have to change sometime in the future to remedy the additions. You may have to put it to a static number or just silence them and be done with it.

Also, does the ultimate only transfer damage, say if someone uses an orb or stuns you, would it only transfer the damage? I do like the idea though, lends well to the damaging-self idea - also greatly pushes for Elder Parasite on this hero xD

P1NGu1
10-06-2009, 06:55 PM
all seems cool apart from wasting the cooldowns of abilities, seems to complex and unnessecary

Bane2k4
10-06-2009, 08:45 PM
I like the abilities - they lend well for an agility hero. I do have small quarrels with each however. The first skill cuts a lot of magic armor for something that takes little away from the player. The reduction would allow for a team of casters to just plow over a target right after you'd swing once. Also, the reduction only has 3 ranks in a 4 rank skill.

Placing something on cooldown at half seems alright at first... but with a 14 second cooldown on the skill itself, it could very well disable some abilities entirely. I know no heroes so far have long cooldowns on base skills, but back in dota Terrorblade had a 2 minute cooldown ability, and something like this may have to change sometime in the future to remedy the additions. You may have to put it to a static number or just silence them and be done with it.

Also, does the ultimate only transfer damage, say if someone uses an orb or stuns you, would it only transfer the damage? I do like the idea though, lends well to the damaging-self idea - also greatly pushes for Elder Parasite on this hero xD


I may tone down the magic armour reduction, or change the effect, depending on how well its received. Also, thanks for pointing out the error with ranks, didn't even notice that! :D

The cooldown inducer idea was just a twist on the generic silence ability that I thought would be cool, but yes, it could become insane if longer cooldown base abilities were introduced. I may change this as I've stated that the 3rd skill is the most changeable.

The ultimate only transfers damage in its current state - you can still be stunned/silenced/disabled etc. I was hesitant to transfer negative effects due to it possibly becoming OP. If it's viewed as not OP then I can change this.

And yes, lifesteal items would be great items on this hero :D

EvilKitty
10-06-2009, 09:58 PM
And yes, lifesteal items would be great items on this hero :D

Yes.. but while activating Elder Parasite, it would also increase the damage taken by like 30%, and give you fast attack so that youd damage yourself more with your first skill. Using the ult, it would pretty much kill whoever you set it on while you take down another on the side xD Making this hero the first to be great in a 2v1 rather than a 1v1 ;3

Bane2k4
10-07-2009, 09:44 AM
Bump whilst at work!

Bane2k4
10-07-2009, 02:06 PM
ALTERNATE SUGGESTION TO MELTDOWN (E)



Mind Shatter

Type: Active, Target
Mana Cost: ??
Range: 600
Cooldown: 24/21/18/15

Psyker uses her honed agility to launch herself through the air towards the target victim. Upon reaching her enemy, she impales the target with a psyblade, causing their mind to shatter momentarily. Enemies that are near the target are affected by "Psychic Aftershock".

Inflicts 75/125/175/225 magic damage on the target enemy and stuns them for 0.1 seconds. Enemies within 300 units of the affected enemy are silenced for 0.5/1/1.5/2 seconds.


Just thought of that as an alternative to meltdown, giving her more chasing ability/initiation ability if needs be. Sort of like Predator's Venomous Leap, but with a short AoE silence and a single target mini stun, as opposed to a strong single target slow.

What do you guys think?



As a side note, anybody know the calculations to work out starting and finishing values for the following:
- health
- mana
- armour
- magic armour
- attack speed
- base attack cooldown


Help much appreciated!

Bane2k4
10-07-2009, 04:37 PM
Bump for new format/some tweaks.

Zethos
10-07-2009, 05:43 PM
Like the hero concept as it's based on one a great character.

I really don't have any problems with this hero, it seems interesting especially her ult. The one skill that I do find awkward is the alternate skill and her third skill. The reason for this is the third skill has no real need to shorten CD besides her ULT.

The alt skill is neat but it's like you described. I guess I think the silence is to much, a AoE mini stun would be okay... Not really sure, I guess I have mixed feelings about it.

Overall I look forward to reading more about this hero.

EvilKitty
10-07-2009, 07:27 PM
I think youre confused about what the CD altering skill does xD
Also, I dont think a small aoe silence would be overpowered, It should be about the same as Hammerstorm's small aoe targetted stun, except with a silence. But I do wonder what the ministun is for... if they are channeling theyd be silenced anyway.

Bane2k4
10-07-2009, 07:36 PM
The way it's set up at the moment the main target doesn't actually get silenced, just enemies around him/her, hence the ministun. I'm not entirely sure why that is, but I do know I was tired when I noted the skill down :P. Thinking about it, I probably justified it as the ministun helping in chasing as it interrupts movement. Meh dunno.

And yeah to Zethos, the third skill doesn't shorten her own cooldowns :P It triggers enemies cooldowns on their basic abilities at 50% of the normal duration - so say a Magmus was hit by the AoE when his Lava Surge was off cooldown, his Lava Surge would then be put on cooldown just as if he had used it, but would only be on cooldown for half the normal cooldown duration.



Meh, the third skill is my main problem with this hero as I've said from the start. I'm just strugglin to find a skill that truly fits in with the character and her other abilities, that isn't insanely OP. :S

Any more suggestions for a third ability would be greatly appreciated! :D




Side note: I notice you have F4F in your sig EvilKitty, but no links to any of your suggestions. Just wondering if you actually have made any suggestions that you need feedback on (seen as you've given me feedback) or if you're just part of F4F just in case :P

Zethos
10-07-2009, 08:26 PM
Thanks for the clarification :)

I wasn't really meaning the alt skill is OP but it was just redundant like you mentioned. I'm having a hard time finding the right words when I'm commenting on skills lately.

Just to throw this out there, I think you could modify the skill Meld from Templar Assassin to fill in the third spot, increasing your support role, giving you some survivability and helping you position yourself to set up. Taking a little from Mind Shatter and a little from Meltdown.

Psyker uses her psychic powers to make others perceive she is not there. While Psyker stands still she is invisible. Breaking invisibility causes <insert damage or effect here> and <insert a second effect if you want>.

Like I said before my brain is fried, but this will let you survive and let the team push past you (assuming no eye) enough that you can break, psyblades, meddle/ult, attack.

Just throwing it out there (that and I was thinking of making a Templar Assassin remake until I played her).

Bane2k4
10-08-2009, 04:49 AM
Bump before work, will reply to above post when I get home ^^#

EDIT: Will also take a look at your hero and give feedback! :D

Drevon
10-08-2009, 09:38 AM
I liked the general idea of this hero. But as you said "the third skill is the main problem with this hero."
The idea of starting the cooldown is not very balanced, since she disables both, or more, as a silence and is part of a nuke in area. you could change the effect for a slow or stun, if the issue is to pursue or start the fight.

__________________________________________________ ______________
Take a look at my suggestions of heroes ... still in Sand Box
Volfos - AR
http://forums.heroesofnewerth.com/showthread.php?t=27496
Eferius - IM
http://forums.heroesofnewerth.com/showthread.php?t=28664

Bane2k4
10-08-2009, 12:51 PM
@Zethos:

Yeah I get what you mean. I can't honestly say as I'm all that keen on having a stealth mechanic - although it does fit the theme/concept of the character very well. I've added in the move "Mind Trick" based on your suggestion in the Alternate Abilities section however. Feel free to give feedback on this move :)

@Drevon

Yeah I was thinking that the cooldown trigger could be rather imbalanced. I swapped out Meltdown from the basic skills section and into the Alternate Abilities section, and put Mind Shatter as the current basic 3rd skill. I also changed Mind Shatter from an AoE silence to an AoE slow that decreases over time. Take a look (as well as at the other alternate abilities I introduced) and let me know what you think!



To everyone:
If you haven't already, please take a look at the tweaked Mind Shatter, and the new alternate moves, Mind Trick and Sixth Sense - let me know what you think of them and which you prefer!

Thanks!

Bane2k4
10-08-2009, 01:52 PM
Bump for justice! And for more feedback :D

Come on guys, want to get the third skill finalised so I can move to Hero Suggestions forum and get votes going! :D

Xtrykr
10-08-2009, 02:34 PM
[Q] Psyblades (Toggle)


Skill Description: Psyker is able to focus her potent psychic powers into blades of pure energy, though it costs her to do so.

Skill Effects: Adds bonus magical damage to auto attacks, but deals some damage back to Psyker whenever she attacks. Also causes a magic armour debuff on the target for a short duration.

Level 1: Adds magic damage equal to 10% of base attack damage to each attack. Deals 50% of bonus magic damage to Psyker. Causes "Psychic Scar" on the target for 1 second, reducing magic armour by 1.

Level 2: Adds magic damage equal to 20% of base attack damage to each attack. Deals 50% of bonus magic damage to Psyker. Causes "Psychic Scar" on the target for 1 second, reducing magic armour by 2.

Level 3: Adds magic damage equal to 30% of base attack damage to each attack. Deals 50% of bonus magic damage to Psyker. Causes "Psychic Scar" on the target for 1 second, reducing magic armour by 3.

Level 4: Adds magic damage equal to 40% of base attack damage to each attack. Deals 50% of bonus magic damage to Psyker. Causes "Psychic Scar" on the target for 1 second, reducing magic armour by 4.

Animation: Whilst active, purple blades of energy come from her fists. Good skill that does appropriate damage to both the target and Psyker, but what kind of toggle is this? Is there a mana cost to this?


[W] Meddle (Active)

Skill Description: Psyker uses her mind to delve into the target's mind and meddle with it's workings. She confuses enemies, or improves allies combat efficiencies. She can also improve her own natural abilities with this technique.

Skill Effects: Causes enemies movement commands to be reversed and mana costs of all abilities to be increased. Causes allies attack speed to be increased and their mana costs of all abilities decreased.

Level 1:70MP to activate. Reverses enemies movement actions and increases mana costs by 10%. Increases allies attack speed by 10% and reduces mana costs by 10%.
Range: 600. Duration: 5 seconds. Cooldown: 25 seconds.

Level 2: 80MP to activate. Reverses enemies movement actions and increases mana costs by 20%. Increases allies attack speed by 15% and reduces mana costs by 20%.
Range: 600. Duration: 5 seconds. Cooldown: 20 seconds.

Level 3: 90MP to activate. Reverses enemies movement actions and increases mana costs by 30%. Increases allies attack speed by 20% and reduces mana costs by 30%.
Range: 600. Duration: 5 seconds. Cooldown: 15 seconds.

Level 4: 100MP to activate. Reverses enemies movement actions and increases mana costs by 40%. Increases allies attack speed by 25% and reduces mana costs by 40%.
Range: 600. Duration: 5 seconds. Cooldown: 10 seconds.

Animation: Enemies affected by meddle should have noticeable question marks above their head. Allies affected by meddle should have briefly flash red, and then have their eyes glow red for the rest of the duration.Good skill, but a bit OP'd. You need to increase the cooldown and the mana costs, being that this is an aoe effect, and can literally break games. I imagine a 40-60 second cooldown is more appropriate, preventing people from chain spamming it and perma messing up enemy movements in battles that typically last 1-2 minutes at most.


[E]Mind Shatter (Active)

Skill Description: Psyker uses her honed agility to launch herself through the air towards the target victim. Upon reaching her enemy, she impales the target with a psyblade, causing their mind to shatter momentarily. Enemies that are near the target are affected by "Psychic Aftershock".

Skill Effects: Leaps to target, dealing damage and slowing enemies near the target.

Level 1: 100MP to activate. Leaps to target upto 600 range away. Deals 75 damage. Target an Enemies within 300 units of target are slowed by 100%, decreasing to 0% over 5 seconds.
Cooldown: 24 seconds.

Level 2: 105MP to activate. Leaps to target upto 650 range away. Deals 125 damage. Target and Enemies within 300 units of target are slowed by 100%, decreasing to 0% over 5 seconds.
Cooldown: 21 seconds.

Level 3: 110MP to activate. Leaps to target upto 700 range away. Deals 175 damage. Target and Enemies within 300 units of target are slowed by 100%, decreasing to 0% over 5 seconds.
Cooldown: 18 seconds.

Level 4: 115MP to activate. Leaps to target upto 750 range away. Deals 225 damage. Target and Enemies within 300 units of target are slowed by 100%, decreasing to 0% over 5 seconds.

Animation: Psyker crouches and then leaps towards the target, back arched and fist pulled back, a Psyblade active on the fist. Upon reaching the target, slams fist (and psyblade) into enemy. A small shockwave should ripple through the air upon impact. Enemies affected by the slow should have stars above their head.

This is pretty balanced, its essentially Valkyrie's leap but with a debuff on landing instead of a buff to allies. Excellent gank/chase skill. Might be a bit ez mode though since u can target the opponent, but i'm not too worried about that since Predator has a leap skill that is targetable as well.



[R] Mind Bond (Active)

Skill Description: Psyker uses her powers to bind the targets mind to her own, causing one's pain to be transferred to the other. Psyker also uses her manipulation of the bond to drain the target of both mundane and magical protection and transfer them to herself for the duration of the bond.

Skill Effets: Any damage taken by one target under the effect of Mind Bond is instead transferred to the other, subject to their own reductions. Enemy target has reduced physical and magical armour for the duration, Psyker has her own physical armour and magical armour plus however much of each the enemy target has had reduced.

Level 1: 200MP to activate. Drains 33% of target's physical and magical armour and transfers it to Psyker.
Duration: 4 seconds. Cooldown: 130 seconds.

Level 2: 275MP to activate. Drains 66% of target's physical and magical armour and transfers it to Psyker.
Duration: 6 seconds. Cooldown: 120 seconds.

Level 3: 350MP to activate. Drains 100% of target's physical and magical armour and transfers it to Psyker.
Duration: 8 seconds. Cooldown: 110 seconds.

Animation: Psyker raises her hands to her chest and quickly pushes them out towards the target. A shimmering magical bond briefly appears between Psyker and her target, before disappearing. The bond reignites everytime Psyker or the target takes damage, to indicate damage being transferred.

Very nice ultimate, I don't think its OP'd, its really good for setting up for a single target spike.


This hero is definitely getting more refined, still some tweaking needs to be made to the skills I have mentioned above, otherwise, keep up the good work!

Rentaromon
10-08-2009, 02:41 PM
well i can see the theme is mental powers and ganking but the actuall powers could use a bit more theme to them.

1st: a good double edge attack, great for ganking. a keeper in my opinion.

2nd: i dont like the idea of reversing enemy actions, it just seems bad. i would not use this spell.

3rd: remove the jump add a silence for 5 seconds and its great. i dont see how a mind shatter lets you jump. keep with small changes.

ulti: 350 mana!?!?! and i dont like the armor stealing power, id never actually use this power. i would scrap this one.

5th: hmm well its a ganker so stoping powers is good, and a nuke is always good but not so much for a ganker. this is what i would do:
50% of cooldown max 150 damage 80 mana.

6th: thats a huge vision boost its good for ganking thow, i would make it 1000 vision and 1000 stealth detection for 5 seconds. 100 mana.

7th: heres an idea, you use it on a target hero that 1 person cant see you for a duration and you get a damage bonus vs them.

Bane2k4
10-08-2009, 08:13 PM
Good skill that does appropriate damage to both the target and Psyker, but what kind of toggle is this? Is there a mana cost to this?

Currently it's just a Toggle On/Off with no mana cost. One could be implemented if needs be.

Good skill, but a bit OP'd. You need to increase the cooldown and the mana costs, being that this is an aoe effect, and can literally break games. I imagine a 40-60 second cooldown is more appropriate, preventing people from chain spamming it and perma messing up enemy movements in battles that typically last 1-2 minutes at most.

It's not an AoE effect, it's single target, so you can only use it on one person. So you could theoretically keep one persons movements messed up and mana costs increased for 5 seconds of every 10. That's assuming you don't use it to instead buff yourself or allies with attack speed/reduced mana cost, which mid/late game is what I envisage the primary use of this skill being. That being said an increase to mana/cooldown is up for argument, as the numbers I've put in are somewhat haphazard.

This is pretty balanced, its essentially Valkyrie's leap but with a debuff on landing instead of a buff to allies. Excellent gank/chase skill. Might be a bit ez mode though since u can target the opponent, but i'm not too worried about that since Predator has a leap skill that is targetable as well.

That was the idea :D

Very nice ultimate, I don't think its OP'd, its really good for setting up for a single target spike.

Again, that was the idea :D

This hero is definitely getting more refined, still some tweaking needs to be made to the skills I have mentioned above, otherwise, keep up the good work!

Thanks :D

Quick question, seen as it is in your hero, what are the calculations for starting/ending health/mana? And what about health/mana regen, attack speed/base attack cooldown etc? Basically, the calculations for all the info you have in your stat section for Skullknight :D



well i can see the theme is mental powers and ganking but the actuall powers could use a bit more theme to them.

1st: a good double edge attack, great for ganking. a keeper in my opinion.

Thanks ^^

2nd: i dont like the idea of reversing enemy actions, it just seems bad. i would not use this spell.

It's an alternative to other disables, but you have to remember that it also increases mana costs, so would be great to stop say Pyro from unloading a full combo. It also has a self/ally buff aspect, so I disagree that this spell would not be used.

3rd: remove the jump add a silence for 5 seconds and its great. i dont see how a mind shatter lets you jump. keep with small changes.

The mind shatter part is supposed to be when you strike the target - the leap was for a chasing tool, and to emphasise that Psyker shatters the targets mind due to increased damage from lunging at them with a powerful strike :)

ulti: 350 mana!?!?! and i dont like the armor stealing power, id never actually use this power. i would scrap this one.

350 mana was a shot in the dark and is definitely open to change. The armour stealing power is basically there because of the way transferred damage works (it is calculated using the 2nd persons reductions) meaning if your team hits the bonded enemy, you'll take less damage than normal (due to increased armour/m.armour) and if the enemy strikes you, the bonded enemy will take more damage (due to reduced armour/m.armour). I also disagree that this power would not be used as in many situations it can be a massive boon, for instance it can actually allow you to 1v2 effectively, counter ganks, set up a key target to die quickly, etc.

5th: hmm well its a ganker so stoping powers is good, and a nuke is always good but not so much for a ganker. this is what i would do:
50% of cooldown max 150 damage 80 mana.

Numbers can be balanced for this, and if others agree I can nerf the damage/mana cost.

6th: thats a huge vision boost its good for ganking thow, i would make it 1000 vision and 1000 stealth detection for 5 seconds. 100 mana.

I went for longer range on none stealthed units, versus a shorter duration, but again the numbers can be balanced if others agree!

7th: heres an idea, you use it on a target hero that 1 person cant see you for a duration and you get a damage bonus vs them.

Interesting alternative, setting up a selected target for fast nuke, and with more versatility in terms of movement whilst stealthed, main drawback being the other enemies can see you, and in competitive play with good co-ordination on the enemies part, this skill would become largely irrelevant.


Thanks for the feedback from both, hope some of my responses in red have clarified a few more points, please let me know what you think with that information in mind!

Zethos
10-08-2009, 10:41 PM
I can help you get a number for your ULT later if you want. Just writing a paper at the moment.

The first skill is indeed perfect. But is the magic armor reduction stack-able? Maybe not with it self but how about Harkon's blade (name might be wrong).

The second skill I guess I do agree with the low CD. 40 seconds is to long, how about 30 decreasing to 20 or just plain 20. This would make it usable once during a team battle needing to use it correctly. Not OP once it's been around. I mean if you notice your hero going the wrong way, you realize what's going on and move accordingly. Increase mana cost maybe (not sure I suck with numbers).

I see what you're going for with Mind Shatter. It's definitely a nice skill the slow might be over the top but obviously the idea is correct. (mana and CD look good but Level 4 is missing CD numbers).

Ultimate good minus expensive cost.

Meltdown still dislike but I agree it's worth keeping around incase others have suggestions.

Sixth Sense is interesting. Since it's a point on the mini map it isn't nearly as bad as having it around you, the range is big but that can be changed. I like it as a possible alternative to the second skill (both are team oriented AoE type skills).

Mind trick: The reason why I'd go against just a single person is that it isn't as useful as a stand still invisible. For example, you would have to cast it on them. That alone makes it less useful. If I were playing her, you could drop wards in the forest drop your invisibility when you see someone arriving and gank. You could go into the middle of the lanes drop invisibility to sunrise gank an enemy (though not sure how good that'd go). Still works as a single target, just has different usages I guess.

Looks good and I'd think of taking it to the polls once you decide on your skill set and fix some numbers. I'll recommend a number on your ult when I finish my paper.

Bane2k4
10-08-2009, 11:09 PM
Magic Armour debuff is not stackable with itself. Currently there's no exclusivity so it would stack with Harkon's Blade - however this could of course be changed if deemed too OP.

Yeah gotta tweak the mana/cooldown figures on the second skill. Possibly make it 20 seconds cooldown, but with different durations on whether its enemy/ally targetted. I see the need to make it a none-spammable CC ability, but at the same time I don't want to lose the steroid effect of the ally buff, so that it becomes too weak.

The numbers on the slow can be tweaked for Mind Shatter :P I must've forgot to put in the cooldown on rank 4, its supposed to be 15 seconds.

I put the mana cost of the ultimate at the same level as Swiftblade's Ulti - I really need to look at her mana pool scaling to get a better idea of what kind of mana costs she can sustain.

And yeah, I don't particularly agree with single target on the invis either.

Look forward to your suggestions for numbers on the ult etc :) thanks for the help!

Zethos
10-08-2009, 11:25 PM
Using Valk as my test subject, having a Null Fire blade, STR and AGI bracer plus a pair of Steam Boots brought her mana at 676 at level 12 with 2 points in ult. Level 7 mana is at 559.

200 mana is fine for the start, it's a large enough chunk that it'll affect your game play and make you need to use it first. 275 from 676 is still plenty but still hefty. In the ideal situation where you'll have full mana it's fine but in many situations you probably won't. We can say you'll gain at least 100 mana at level 16 (probably more around the lines of 150). So your ULT still has no mana problems when at full mana.

I'd lower to 150/225/300 for the reason that it's still a hefty cost, but it's affordable for the little you get in the beginning. As it continues to get better so does the cost, making the skill better.

I used Valk as the test as you had similar int growth. The items were just what I thought someone might have on your character at that point of time. Though at level 12 there might be more items gotten.

Bane2k4
10-09-2009, 12:55 PM
Changed the mana costs to those you suggested., thanks for the help :)

I've updated some sections, added some sections in (mostly informative gameplay sections, as well as the balance discussion section).

There's also shiny new icons! :O:O

I've only now got to decide on tweaking the manacosts/cooldowns on the abillities a final time, as well as finally decide what I'm using as the third skill, then it's off to the full Suggestions forum! :D

Pebbles
10-09-2009, 01:30 PM
Wow, I love it, great concept guys!

Bane2k4
10-09-2009, 08:57 PM
Bump before bed.

I believe I'm going to choose the Sixth Sense ability as her third ability, but going to keep the alternates for the main suggestion forum in case they are more popular.

Zethos
10-09-2009, 09:10 PM
Bump before bed.

I believe I'm going to choose the Sixth Sense ability as her third ability, but going to keep the alternates for the main suggestion forum in case they are more popular.

Problem with Sixth Sense is it takes away from her ability to be an effective ganker. You'll be more item dependent then other heroes who have built in disables/IAS/etc.

Bane2k4
10-10-2009, 07:45 AM
It would be replacing the mindshatter ability, which is the leap with small aoe slow, meaning she'd still have meddle, for reversed directions or IAS.

The skill setup would be:

Psyblades
Meddle
Sixth Sense
Mind Bond

or

DPS
Disable/Steroid
Unique Gank/Anti-Gank
Gank/DPS/Invuln

Zethos
10-10-2009, 01:45 PM
It would be replacing the mindshatter ability, which is the leap with small aoe slow, meaning she'd still have meddle, for reversed directions or IAS.

The skill setup would be:

Psyblades
Meddle
Sixth Sense
Mind Bond

or

DPS
Disable/Steroid
Unique Gank/Anti-Gank
Gank/DPS/Invuln

Meddle is a semi disable :p It's effective the first few days/weeks but once people realize it, it's not as effective.

Bane2k4
10-10-2009, 04:38 PM
Yeah but if you think about it, you still get atleast some short movement reverse as people are clicking etc, realising, and then reverse clicking. Its also got a mana cost increase so its a semi-disable that way.

NOTE: I HAVE POSTED THIS HERO IN THE HERO SUGGESTIONS FORUM WITH A POLL. CAN ALL PEOPLE NOW POST FEEDBACK/VOTE ON THAT THREAD. LINK IS: http://forums.heroesofnewerth.com/showthread.php?t=30436

THANKS :D

Passthechips
10-10-2009, 11:49 PM
Psyblades - Adds bonus magical damage to auto attacks, but deals some damage back to Psyker whenever she attacks. Also causes a magic armour debuff on the target for a short duration.


An interesting ability, which has a very nice synergy with her ultimate. I quite like this skill's concept.


Meddle - Causes enemies movement commands to be reversed and mana costs of all abilities to be increased. Causes allies attack speed to be increased and their mana costs of all abilities decreased.


I love the reversed movement part of this ability, but question why you chose a mana increase/reduction as the second component to this spell? If they are running away generally they won't be using spells, and this spell on you would hardly benefit you other than the attack speed. Personally I would suggest a magic damage increase when applied to an ally and a minor movement decrease when applied to an enemy.


Sixth Sense - After a brief channel time, reveals the location on the minimap of all enemies within range. Stealthed units are revealed on the minimap and on screen at a shorter range.

While I understand this skills purpose it really doesn't help the Psyker other than preventing ganks in most scenarios. Seeing as she has no way to actually gain on a target like most carries do this skill, especially with its channel time, seems more of a detriment and has almost no synergy with her other skills. While you could argue meddle would keep a target in range, it would be rare outside pubs unless you added a movement speed decrease to it.


Mind Bond - Any damage taken by one target under the effect of Mind Bond is instead transferred to the other, subject to their own reductions. Enemy target has reduced physical and magical armour for the duration, Psyker has her own physical armour and magical armour plus however much of each the enemy target has had reduced.

I personally really like this skill and think it is perfect the way it is. Might need a cooldown reduction, though I am probably wrong.

This feedback is only my opinion of course and you are free to disagree with anything I have said of course. If you would like, could you please provide feedback on my own hero provided in my signature?