Hippie
10-09-2009, 11:13 AM
Alright, I put him up in the sandbox for awhile, and the feedback I got helped me craft this - second skill is still undecided, so PLEASE PLEASE PLEASE comment on that issue before voting no! If you don't like one skill, let me know but don't vote no simply because one option is bad! Withhold your vote until you see which skill wins the battle for supremacy :D
Changelog:
9/23/09: Nerfed most aspects of Ranger's Swiftness. Also changed ultimate from a stun to an immobilize/disarm and reduced duration to 2/3/4 seconds.
10/9/09: Posted this hero with a poll! Please give feedback and vote! Remember, if you want to vote no, please post why and wait for the designer to make a comment to you!
Kyrian (Kee-ree-an)
Legion AGI
Range: 600
Movespeed: 305
Appearance: A young boy with mussy, dark hair and a dark green cloak. Face should have several scars of various severity. Always carries a serious look.
Story: Enslaved from his youth, Kyrian was worked to the bone for the first thirteen years during which he could perform physical labor. After being freed by a small force of Scouts, he began to train with them and learn their ways, though with one major difference - he preferred to strike from a distance. Nevertheless, he quickly learned to move with the speed an agility the Scouts did and gained a level of accuracy with his longbow that even impressed his mentors. Now he is ready to fight for the Legion to pay back the debt he feels he owes.
Concept: Most ranged AGI heroes are carries, and Kyrian should be no different. However, I want to move away from the simple right click and go carries and give him a bit of strategy that will allow him to both be more useful early game with good teamwork and be more interesting to play overall.
Skills:
Precision:
Kyrian's extensive training allows him to target the most vital of areas with deadly accuracy as long as his opponents are immobilized in some manner.
Effect: Deals a bonus percentage of Kyrian's base damage as long as his target is either Stunned or Immobilized.
Passive
Level 1: Deals 25% Bonus Damage to Stunned/Immobilized Targets
Level 2: Deals 50% Bonus Damage to Stunned/Immobilized Targets
Level 3: Deals 75% Bonus Damage to Stunned/Immobilized Targets
Level 4: Deals 100% Bonus Damage to Stunned/Immobilized Targets
Concept/Worries: This will allow Kyrian to pack a bit of extra punch early game, but requires solid teamplay in order to do so. The idea is that with a team that can either stun or immobilize, Kyrian will be hitting harder than other AGI heroes for those couple of seconds - however, he also lacks a more powerful scaling skill such as Madman/Swiftblade's crit, both of which are active at all times. That said, I'm leaning high on the damage. This is probably too much, but I want other opinions for now.
Volley:
Kyrian's skill with the bow allows him to unleash attacks at a far faster rate, albeit at the cost of some of his normal pinpoint accuracy. However, if his target cannot move he can still aim just as well while firing more quickly.
Mana Cost: 120
Cooldown: 20/18/16/14 Seconds
Effect: Kyrian gains increased attack speed while losing 50% of his base damage. If his target is Stunned or Immobilized, he will deal full damage.
Level 1: +25 Attack Speed for 3 Seconds
Level 2: +50 Attack Speed for 4 Seconds
Level 3: +75 Attack Speed for 5 Seconds
Level 4: +100 Attack Speed for 6 Seconds
Concept/Worries: This skill is situational - if used improperly, it has the chance to decrease the amount of damage Kyrian is actually dealing, but when timed right it can allow Precision to deal devastating amounts of damage, especially if good teamwork keeps the target disabled for the entire 6 seconds (this will rarely happen, so it shouldn't be a big worry.) That said, I'm still worried about it being OP - that's usually my greatest fear with the skills I come up with.
Alternate Skill:
Keep 'Em Down -
Kyrian takes a deep breath and fires an arrow at a held target's leg, keeping them in range for longer while the wound heals.
Effect: When used on a stunned target, applies an immobilize effect for a short time. Higher levels will increase the onset time of the effect (think of Demented Shaman's slow here). When used on an immobilized target, applies a 4 second slow. Higher levels will increase the slow %. Increases Kyrian's attack speed for 5 seconds.
Mana Cost: 150
Cooldown: 10 seconds
Level 1: Immobilizes an already stunned target for 1.5 seconds starting from the moment the spell is cast. Slows an already immobilized target by 20%. Increases attack speed by 10%
Level 2: Immobilizes an already stunned target for 1.5 seconds starting 0.4 seconds after the spell is cast. Slows an already immobilized target by 30%. Increases attack speed by 20%
Level 3: Immobilizes an already stunned target for 1.5 seconds starting 0.8 seconds after the spell is cast. Slows an already immobilized target by 40%. Increases attack speed by 30%
Level 4: Immobilizes an already stunned target for 1.5 seconds starting 1.2 seconds after the spell is cast. Slows an already immobilized target by 50%. Increases attack speed by 40%
Concept/Worries: This spell will allow Kyrian to extend the time he has to gain bonus damage against a stunned target and allow him to get in a few extra shots against a fleeing immobilized target. What I believe balances this skill is a combination of two things: First, he either must build a Brutalizer or have a teammate stun his target in order to use the immobilizing aspect. This means he still only has one immobilize of his own, as I feel any more would overpower him. Second, it must be timed well for the immobilize (and even the slow) to be effective. The slow will always start from the moment he casts the spell, so if it is used at the beginning of a 2 second stun, half of the slow time is wasted. If he waits too long, he misses the opportunity. With the immobilize, the timing becomes more forgiving as he levels the skill, but still must be timed well to be most effective. It's a skill shot of a different color - rather than good aim, you must have good timing for it to be effective.
Like/dislike? Better than simple +Attack speed? Thoughts, please.
Ranger's Swiftness
Having been trained by the Scouts, Kyrian has learned to use their skills in remaining unseen to his own ends. He cannot stay invisible to a warrior's eye as easily or for as long as they can, but he can use his speed and agility to gain a momentary advantage an surprise his enemies with an arrow through their hamstring.
Effect: Allows Kyrian to Stealth for a short time, improving movespeed and making his first attack immobilize his target for a short time. Stealth fade time is 0.5 seconds. Grants Unitwalking.
Mana Cost: 60
Cooldown: 20 seconds
Level 1: Stealth for 5 seconds max, +5% movement speed, .5 second immobilize when breaking stealth with an attack.
Level 2: 7 seconds max, +10% MS, 1 second immobilize.
Level 3: 9 seconds max, +15% MS, 1.5 second immobilize.
Level 4: 11 seconds max, +20% MS, 2 second immobilize.
Concept/Worries: This skill exists to A: give Kyrian an escape mechanism and B: allow him to immobilize for a short time without his team's help, which allows him to take some advantage of his other two skills without having a stunner/disabler with him at all times. It won't be as effective as if he had a partner, but it will keep his first two skills from being useless without another hero present. I'm not too worried about this one being OP, but I could be wrong.
Ultimate: Pin Down
When firing upon an immobile target, Kyrian's ability to target vital points allows him to further hamper their movement.
Effect:When attacking an immobilized target, Kyrian has a 25% chance to apply one stack of "Pinned" to the target. Once "Pinned" has been applied, every subsequent attack will add a stack of "Pinned" on the target. Once 5 stacks of "Pinned" have been applied, the hero will be stunned for an amount of time based on the skill level and become immune to "Pinned" for 20 seconds. Stacks of "Pinned" last for 3 seconds before all stacks fall off. Each additional stack of "Pinned" refreshes the duration.
Passive
Level 1: Each stack reduces movespeed by 5%. When 5 stacks are reached, immobilizes and disarms for 2 seconds.
Level 2: Each stack reduces movespeed by 10%. When 5 stacks are applied, immobilizes and disarms for 3 seconds.
Level 3: Each stack reduces movespeed by 15%. When 5 stacks are applied, immobilizes and disarms for 4 seconds.
Concept/Worries: Kyrian's ultimate gives him a chance to lock down a stunned target and keep them in range so that they can't get away with a sliver of health when the stun is over. It's not 100%, but should have a very good chance to trigger when used in conjunction with Volley. On the other hand, a single stun applied to Kyrian at the right moment will likely prevent this skill from activating, forcing the other team to think about saving their stuns to save an ally from near certain death by his hands. Also, ifPinned does trigger on any hero, a single stun should buy them enough time to let the stack fall off. This should keep it from being imbalanced, but if it seems to stack too quickly and reach the stun before anyone has a chance to do anything about it then it would be possible to make it refresh every 2 or even every 3 attacks.
Overall: I think there's a danger of this hero being OP, but then again I'm not usually the best at sensing these things. His best partners would obviously be disablers and his worst enemies the same, since a well timed disable from either team can make or break this hero. His presence in the game would force disablers on both teams to try to time their disables better, both changing the game dynamic and forcing players to really take their skills to the next level. In random pubs, he probably wouldn't do too well unless he could feed off a weak opponent and build a Brutalizer (which may even end up being a core item on him) to allow him to carry without the help of his team's disablers. In clan matches, he would be a fantastic carry pick for a well-coordinated team of supports - keep their heroes locked down and let him pick them off with his huge damage boost.
Changelog:
9/23/09: Nerfed most aspects of Ranger's Swiftness. Also changed ultimate from a stun to an immobilize/disarm and reduced duration to 2/3/4 seconds.
10/9/09: Posted this hero with a poll! Please give feedback and vote! Remember, if you want to vote no, please post why and wait for the designer to make a comment to you!
Kyrian (Kee-ree-an)
Legion AGI
Range: 600
Movespeed: 305
Appearance: A young boy with mussy, dark hair and a dark green cloak. Face should have several scars of various severity. Always carries a serious look.
Story: Enslaved from his youth, Kyrian was worked to the bone for the first thirteen years during which he could perform physical labor. After being freed by a small force of Scouts, he began to train with them and learn their ways, though with one major difference - he preferred to strike from a distance. Nevertheless, he quickly learned to move with the speed an agility the Scouts did and gained a level of accuracy with his longbow that even impressed his mentors. Now he is ready to fight for the Legion to pay back the debt he feels he owes.
Concept: Most ranged AGI heroes are carries, and Kyrian should be no different. However, I want to move away from the simple right click and go carries and give him a bit of strategy that will allow him to both be more useful early game with good teamwork and be more interesting to play overall.
Skills:
Precision:
Kyrian's extensive training allows him to target the most vital of areas with deadly accuracy as long as his opponents are immobilized in some manner.
Effect: Deals a bonus percentage of Kyrian's base damage as long as his target is either Stunned or Immobilized.
Passive
Level 1: Deals 25% Bonus Damage to Stunned/Immobilized Targets
Level 2: Deals 50% Bonus Damage to Stunned/Immobilized Targets
Level 3: Deals 75% Bonus Damage to Stunned/Immobilized Targets
Level 4: Deals 100% Bonus Damage to Stunned/Immobilized Targets
Concept/Worries: This will allow Kyrian to pack a bit of extra punch early game, but requires solid teamplay in order to do so. The idea is that with a team that can either stun or immobilize, Kyrian will be hitting harder than other AGI heroes for those couple of seconds - however, he also lacks a more powerful scaling skill such as Madman/Swiftblade's crit, both of which are active at all times. That said, I'm leaning high on the damage. This is probably too much, but I want other opinions for now.
Volley:
Kyrian's skill with the bow allows him to unleash attacks at a far faster rate, albeit at the cost of some of his normal pinpoint accuracy. However, if his target cannot move he can still aim just as well while firing more quickly.
Mana Cost: 120
Cooldown: 20/18/16/14 Seconds
Effect: Kyrian gains increased attack speed while losing 50% of his base damage. If his target is Stunned or Immobilized, he will deal full damage.
Level 1: +25 Attack Speed for 3 Seconds
Level 2: +50 Attack Speed for 4 Seconds
Level 3: +75 Attack Speed for 5 Seconds
Level 4: +100 Attack Speed for 6 Seconds
Concept/Worries: This skill is situational - if used improperly, it has the chance to decrease the amount of damage Kyrian is actually dealing, but when timed right it can allow Precision to deal devastating amounts of damage, especially if good teamwork keeps the target disabled for the entire 6 seconds (this will rarely happen, so it shouldn't be a big worry.) That said, I'm still worried about it being OP - that's usually my greatest fear with the skills I come up with.
Alternate Skill:
Keep 'Em Down -
Kyrian takes a deep breath and fires an arrow at a held target's leg, keeping them in range for longer while the wound heals.
Effect: When used on a stunned target, applies an immobilize effect for a short time. Higher levels will increase the onset time of the effect (think of Demented Shaman's slow here). When used on an immobilized target, applies a 4 second slow. Higher levels will increase the slow %. Increases Kyrian's attack speed for 5 seconds.
Mana Cost: 150
Cooldown: 10 seconds
Level 1: Immobilizes an already stunned target for 1.5 seconds starting from the moment the spell is cast. Slows an already immobilized target by 20%. Increases attack speed by 10%
Level 2: Immobilizes an already stunned target for 1.5 seconds starting 0.4 seconds after the spell is cast. Slows an already immobilized target by 30%. Increases attack speed by 20%
Level 3: Immobilizes an already stunned target for 1.5 seconds starting 0.8 seconds after the spell is cast. Slows an already immobilized target by 40%. Increases attack speed by 30%
Level 4: Immobilizes an already stunned target for 1.5 seconds starting 1.2 seconds after the spell is cast. Slows an already immobilized target by 50%. Increases attack speed by 40%
Concept/Worries: This spell will allow Kyrian to extend the time he has to gain bonus damage against a stunned target and allow him to get in a few extra shots against a fleeing immobilized target. What I believe balances this skill is a combination of two things: First, he either must build a Brutalizer or have a teammate stun his target in order to use the immobilizing aspect. This means he still only has one immobilize of his own, as I feel any more would overpower him. Second, it must be timed well for the immobilize (and even the slow) to be effective. The slow will always start from the moment he casts the spell, so if it is used at the beginning of a 2 second stun, half of the slow time is wasted. If he waits too long, he misses the opportunity. With the immobilize, the timing becomes more forgiving as he levels the skill, but still must be timed well to be most effective. It's a skill shot of a different color - rather than good aim, you must have good timing for it to be effective.
Like/dislike? Better than simple +Attack speed? Thoughts, please.
Ranger's Swiftness
Having been trained by the Scouts, Kyrian has learned to use their skills in remaining unseen to his own ends. He cannot stay invisible to a warrior's eye as easily or for as long as they can, but he can use his speed and agility to gain a momentary advantage an surprise his enemies with an arrow through their hamstring.
Effect: Allows Kyrian to Stealth for a short time, improving movespeed and making his first attack immobilize his target for a short time. Stealth fade time is 0.5 seconds. Grants Unitwalking.
Mana Cost: 60
Cooldown: 20 seconds
Level 1: Stealth for 5 seconds max, +5% movement speed, .5 second immobilize when breaking stealth with an attack.
Level 2: 7 seconds max, +10% MS, 1 second immobilize.
Level 3: 9 seconds max, +15% MS, 1.5 second immobilize.
Level 4: 11 seconds max, +20% MS, 2 second immobilize.
Concept/Worries: This skill exists to A: give Kyrian an escape mechanism and B: allow him to immobilize for a short time without his team's help, which allows him to take some advantage of his other two skills without having a stunner/disabler with him at all times. It won't be as effective as if he had a partner, but it will keep his first two skills from being useless without another hero present. I'm not too worried about this one being OP, but I could be wrong.
Ultimate: Pin Down
When firing upon an immobile target, Kyrian's ability to target vital points allows him to further hamper their movement.
Effect:When attacking an immobilized target, Kyrian has a 25% chance to apply one stack of "Pinned" to the target. Once "Pinned" has been applied, every subsequent attack will add a stack of "Pinned" on the target. Once 5 stacks of "Pinned" have been applied, the hero will be stunned for an amount of time based on the skill level and become immune to "Pinned" for 20 seconds. Stacks of "Pinned" last for 3 seconds before all stacks fall off. Each additional stack of "Pinned" refreshes the duration.
Passive
Level 1: Each stack reduces movespeed by 5%. When 5 stacks are reached, immobilizes and disarms for 2 seconds.
Level 2: Each stack reduces movespeed by 10%. When 5 stacks are applied, immobilizes and disarms for 3 seconds.
Level 3: Each stack reduces movespeed by 15%. When 5 stacks are applied, immobilizes and disarms for 4 seconds.
Concept/Worries: Kyrian's ultimate gives him a chance to lock down a stunned target and keep them in range so that they can't get away with a sliver of health when the stun is over. It's not 100%, but should have a very good chance to trigger when used in conjunction with Volley. On the other hand, a single stun applied to Kyrian at the right moment will likely prevent this skill from activating, forcing the other team to think about saving their stuns to save an ally from near certain death by his hands. Also, ifPinned does trigger on any hero, a single stun should buy them enough time to let the stack fall off. This should keep it from being imbalanced, but if it seems to stack too quickly and reach the stun before anyone has a chance to do anything about it then it would be possible to make it refresh every 2 or even every 3 attacks.
Overall: I think there's a danger of this hero being OP, but then again I'm not usually the best at sensing these things. His best partners would obviously be disablers and his worst enemies the same, since a well timed disable from either team can make or break this hero. His presence in the game would force disablers on both teams to try to time their disables better, both changing the game dynamic and forcing players to really take their skills to the next level. In random pubs, he probably wouldn't do too well unless he could feed off a weak opponent and build a Brutalizer (which may even end up being a core item on him) to allow him to carry without the help of his team's disablers. In clan matches, he would be a fantastic carry pick for a well-coordinated team of supports - keep their heroes locked down and let him pick them off with his huge damage boost.