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King_Fear
10-11-2009, 12:26 AM
Note



Please do not vote solely on the numbers, they're easy enough to change. I'll update the item build section and add a background story when I get home from work.


Crimson Knight

http://2.bp.blogspot.com/_f5d_BcsegDQ/SmdM-2GJrUI/AAAAAAAABZc/_40cKjTyVvs/s400/FemaleWarrior.jpg

Speed: 300
Range: Melee
Affiliation: Hellborne
Primary Stat: Strength

Base Stats


STR: 22 (+3.0/High)
AGI: 17 (+1.9/Medium)
INT: 12 (+1.7/Medium)

Story

A former champion in man's war against beast, she achieved any goal set before her by dirty tactics and sheer ruthlessness, cleaving through their ranks with her chackram and steel. When it became apparent to her superiors that part of her strategy involved using her own troops as fodder so she could personally keep the fight for longer, and holding her troops in line with mind-numbing terror, she was banished from the ranks of the Legion as a liability. The Hellborne hold no such prejudices, however, and getting to fight her former allies was just an added bonus.


Sound and Visual Theme

This hero's theme is a female warrior who's in to the whole war business simply because she likes killing people, it is the only thing that warms her cold heart. She is, in short, characterized as a tough mama and can frequently be heard discussing her desire to kill, maim and destroy things.

Visually, she would be a lady clad in plate armor with spikes protruding from the back and the joints. She would wield a two-handed sword, a halberd or another big weapon.

Her voice would be on the gruff side. Some possible lines she utters could be something along the lines of...


Select

"Where's the action?"
"Let's play!"
"Ahh, the smell of fresh entrails."
"Your fear is understandable."
"Point that thing at me again and I'll make you eat it."
"Do you know how badly I could beat you?"
"Are you gonna bark all day, little doggy, or are you gonna bite?"
"Quit playing with yourself and play with me!"




Move



"Get behind me."
"Let's get this party started."
"Tough mama coming through."
*grunt*


Attack



"Haha, you wouldn't hurt a LADY, would you!"
"Hyaa-aargh!"
"Come to mama!"
"I'll spill yer guts!"



Role

The Crimson Knight is potentially a tank, a hero killer/ganker or support. She can be build to do just about any of these roles, though she leans towards a tank.

Skills





Bladed Chackram
http://www.guildwars.com/images/professions/skillicons/necro/barbedsignet.jpg
(Best I could find)

Flavor text: The Crimson Knight throws her chackram at her enemies. It bounces several times and eventually returns to her. However, catching a bladed chackram is no easy job, so she ends up hurting herself too.
Description: Deals 20/40/60/80 + 10/20/30/40 % of your base damage to target, bounces 0/1/2/3 times. Each bounce reduces damage by 10%. Hits the caster after the last bounce.
[Activable]
Target: Enemy unit
Cooldown: 3 seconds
Mana cost: 40
Cast range: 700
Bounce range: 350

Idea: The idea of this ability is to be spammable, but since you get hurt as well, you have to be careful when to use it, so you don't end up killing yourself. The damage you take from it is reduced for every enemy it hits, so it's better to use it against a group of enemies.

Visual: The normal chackram is a frisbee-looking disc (check out Xena if you don't know) but CK's one has razorblades on the edges. It flies out at an average projectile speed and causes a splash of blood when it hits something.





Bullrush
http://www.guildwars.com/images/professions/skillicons/assassin/tramplingox.jpg (http://www.guildwars.com/images/professions/skillicons/assassin/tramplingox.jpg)

Flavor text: Charging at the target, the Crimson Knight impales them on the spikes of her armor, becoming stuck with the target.
Description: Runs next to the target, dealing 75/125/175/225 damage to the target. Immobilizes caster and the target for 1.5/2.0/2.5/3.0 seconds.
[Activable]
Target: Enemy unit
Cooldown: 20 seconds
Mana cost: 100/110/120/130
Cast range: 300/400/500/600

Idea: This skill prevents both the Crimson Knight and the target from moving for the duration, which can be dangerous for the caster as well.

Visual: CK grunts, runs next to the target really fast and makes a metallic impact sound.




Pain Magnet
http://www.guildwars.com/images/professions/skillicons/warrior/endurepain.jpg (http://www.guildwars.com/images/professions/skillicons/warrior/endurepain.jpg)

Flavor text: Using her vast experience in battlefield tactics, the Crimson Knight knows just how to manipulate her foes into the right position to receive the most harm. Conversily, she can help protect her allies by directing the enemies towards a more likely target.
Description: Target enemy hero absorbs 20 % of all damage done to it's allies in 600 AoE for 10 seconds, max 150/250/350/450. Target allied hero absorbs 20 % of all damage done to allied heroes in 600 AoE for 10 seconds, max 200/300/400/500. Deals true damage.
[Activable]
Target: Enemy or allied hero
Cooldown: 45 seconds
Mana cost: 120/130/140/150
Cast range: 400

Idea: This can be used to soak up damage done to your allies, or direct AoE damage to targeted enemy hero.

Visual: The casting effect could look like something like a big band of energy closing in on the target, orange if cast on an enemy, green if cast on an ally. The buff/debuff would look like an aura effect on the target, with arrows pointing at him/her/it.





Executioner's Strike
http://www.guildwars.com/images/professions/skillicons/warrior/executionersstrike.jpg (http://www.guildwars.com/images/professions/skillicons/warrior/executionersstrike.jpg)

Flavor text: The Crimson Knight gathers her strength to deliver an attack of massive force to the targeted area, severely wounding and stunning the enemies caught in the way.
Description: After 1 second, deals 150/250/350 + 10/20/30 % of target's current health in damage to enemies in a large cone, stunning them for 1.25/1.75/2.25 seconds.
[Activable]
Target: AoE targeted
AoE: max 500 cone
Cooldown: 120/90/60 seconds
Mana cost: 200

Idea: Deals damage based on target's CURRENT health, so the earlier it's used, the better. A decent initiator.

Visual: CK laughs, lifting her weapon that grows larger during the casting time, then slamming it down and sending a shockwave in the target direction.


Skill Synergy

http://www.guildwars.com/images/professions/skillicons/necro/barbedsignet.jpg + http://www.guildwars.com/images/professions/skillicons/warrior/endurepain.jpg (http://www.guildwars.com/images/professions/skillicons/warrior/endurepain.jpg) = Target takes increased damage if there are any creeps or other enemy heroes around.
http://www.guildwars.com/images/professions/skillicons/warrior/endurepain.jpg (http://www.guildwars.com/images/professions/skillicons/warrior/endurepain.jpg) +http://www.guildwars.com/images/professions/skillicons/warrior/executionersstrike.jpg= Same deal

http://www.guildwars.com/images/professions/skillicons/assassin/tramplingox.jpg (http://www.guildwars.com/images/professions/skillicons/assassin/tramplingox.jpg)+http://www.guildwars.com/images/professions/skillicons/warrior/executionersstrike.jpg (http://www.guildwars.com/images/professions/skillicons/warrior/executionersstrike.jpg)= Get in to position to use your ultimate and prevent the target from running away.
http://www.guildwars.com/images/professions/skillicons/assassin/tramplingox.jpg + http://www.guildwars.com/images/professions/skillicons/warrior/endurepain.jpg+ http://www.guildwars.com/images/professions/skillicons/warrior/executionersstrike.jpg (http://www.guildwars.com/images/professions/skillicons/warrior/executionersstrike.jpg) = Ownage. Finish up with http://www.guildwars.com/images/professions/skillicons/necro/barbedsignet.jpg (http://www.guildwars.com/images/professions/skillicons/necro/barbedsignet.jpg) .


Item Builds

Strength items are naturally her suite, as well as other tanking items. Portal Key is recommended too to get in spot to use your ultimate in team fights. You can also get support items, Barrier Idol and Astrolabe are excellent for soaking up more AoE damage.
You can also get offensive items if you want.

Q & A

Andysonic1
10-11-2009, 12:54 AM
Mmmmm boobs.

Er, uh, right balance issues....

May want to be careful with that first skills increase damage based on large amounts of base damage, 40% may not seem much early game but late game that's pretty beast mode. Also a cooldown of 3 seconds and a manacost of 40 is cwazy. CWAZY!

About second skill, if it kills someone are you still stunned?

Third skill...nothing glaring. Seems fine.

If you have to have the ult stun, lets not give the level 3 version a 60 second cooldown. That's pretty short for a nice cone stun with damage.

docterj208
10-11-2009, 01:28 AM
I am not sure I agree with the first skill needed to hit herself. I can see why if you wanted to get hurt because of pain management, but, I still think you are better off just letting it bounce.

Overall, T-up and GJ

Awful
10-11-2009, 05:19 AM
Mmmmm boobs.

Well, now that the important bases are covered...

Bladed Chakram - you didn't specify a damage type; as long as it's not True damage then I think it'll be fine. Magic damage would possibly be the most balanced route to go, but Physical allows for some interesting synergy options...

My only concern would be with Pain Magnet. I think it would have to be made into two separate abilities with a shared cooldown - one that allows you to target an enemy, and one which is automatically self-targeting. If you allow the players to choose the target you'll end up with a lot of griefing.

Very interesting concept, two thumbs up! :)

Edit for shameless plug -> The Hero in my sig needs your help!

King_Fear
10-11-2009, 06:04 AM
Thanks for the comments, guys!



May want to be careful with that first skills increase damage based on large amounts of base damage, 40% may not seem much early game but late game that's pretty beast mode. Also a cooldown of 3 seconds and a manacost of 40 is cwazy. CWAZY!

I am not sure I agree with the first skill needed to hit herself. I can see why if you wanted to get hurt because of pain management, but, I still think you are better off just letting it bounce.
Bladed Chakram - you didn't specify a damage type; as long as it's not True damage then I think it'll be fine. Magic damage would possibly be the most balanced route to go, but Physical allows for some interesting synergy options...The idea behind Bladed Chackram is that it's supposed to be a cheap, spammable nuke with a twist and a bit of scaling. The numbers might be a bit high at the moment so I'm probably going to nerf it in a bit. The self-damage is supposed to offset the cheap mana cost (like Accursed's Cauterize) and make it potentially dangerous to use.

I toyed with the idea of making the bonus damage scale based on your own HP loss but while that fits the synergy better, it's slightly harder to justify. I might and up changing that anyway, though.

Also, I like the idea of it dealing physical damage instead of magic damage as I originally thought. With the damage nerf and the bonus damage being based off of HP loss, it might still be well-balanced and, as you said, synergize better.


About second skill, if it kills someone are you still stunned?Good point, it should probably remove the debuff from self and the target if either one of them dies. At the same time I want to add something that I forgot to emphasize; it prevents both of them from blinking.


My only concern would be with Pain Magnet. I think it would have to be made into two separate abilities with a shared cooldown - one that allows you to target an enemy, and one which is automatically self-targeting. If you allow the players to choose the target you'll end up with a lot of griefing.True, but since all of her abilities are activable, I figured it would be easier this way so you don't have to worry about a fifth hotkey. The abuse, while possible, would effectively limit to screwing someone over in a team fight.


f you have to have the ult stun, lets not give the level 3 version a 60 second cooldown. That's pretty short for a nice cone stun with damage.Yeah, I suppose it should be slightly longer. Not much, though, since it has a slight casting time.


Edit for shameless plug -> The Hero in my sig needs your help!

I'll look it over. :)

Magissia
10-11-2009, 06:16 AM
I'll vote yes if she have blood on her sword and if all her skill make blood splashing everywhere on the ground

Sordak
10-11-2009, 09:45 AM
hmm feels like a good anti Str hero (especialy the ult)
the first skill is basicaly a slow Chain Lightning with some damage adjusters attached to it. However it grows with your items wich can be good or bad.

the second skill is actually the most interresting. since its very risky but basicaly removes chasing. you dont need to also great when used with the ult.

the third skill is solid in fact. seems a good tanking skill and some very nice synergie when put on accursed (Especialy when he ults... think about that)

as said the ult works good with the second skill and is a solid anti str. (i would rather ahve anti agi but woo cares)

overall: its solid with one very unique skill to mix the whole thing up.

Oldburly
10-11-2009, 12:31 PM
If there is one thing I adore in games such as this one it is abilities that make you able to block dmg done to friendlies effectively. Just for the fact that this lady has something remotely close to what I had in mind I think she's very interesting :) The other abilities also look solid! Numbers are always subject to change tho, especially her ult I reckon.

PostScript
10-11-2009, 06:59 PM
Skill icons CAN'T be implemented, because you take 'em from the GuildWars ;)

iNnova
10-12-2009, 06:33 AM
her ulti looks like a massive scout's ultis and imbed a little in team fights ( low cast time imo) + mass stun:eek:

iNnova
10-12-2009, 06:45 AM
About second skill, if it kills someone are you still stunned?
somebody told something about STUN ?

King_Fear
10-12-2009, 09:38 AM
her ulti looks like a massive scout's ultis and imbed a little in team fights ( low cast time imo) + mass stun:eek:

Marksman's Shot deals damage based on the MAX HP of the target, not current. ;)

promanski
10-12-2009, 10:02 AM
BULLRUSH is a nice spell, reminds me of panda. But do you get stuned if you miss?

Bobnintendo
10-12-2009, 04:37 PM
I love it. But I hope the Chakram is not just an average Chain Lightning spell, what I would prefer much more is that while the chakram is flying around, bouncing back and forth, and returning to the Hero, every enemy who gets in contact with the chakram gets damaged. I hope that it is this way, because if it was just a normal chain lightning type spell that would be kind of boring.

King_Fear
10-12-2009, 09:07 PM
That's an interesting suggestion, but it would warrant a huge damage nerf. I'll have to see about that.

archkyle
10-12-2009, 10:47 PM
i would think about making pain magnet a passive, too many active spells can be daunting on a str hero. when i say make pain magnet a passive, perhaps it will spread the damage done to your target to nearby enemies.

bullrush is cool and pretty unique.

chackram is interesting, but i dont see it being used to spam because it hurts the caster. this is a noobs nightmare because it would take timing, hp, and mana managment. i think it would be cool if it was like in Xena, throw the chackram and it bounces off of trees and units and stuff for like 10 seconds, then returns to the caster. (dealing damage on impact, maybe even cutting down trees it bounces off of)

the ult is really cool and would own other tanks.

all in all, this seems like a solid str hero.



p.s. share the love and give some feedback on my hero suggestion in my sig. CHANKS!!

Rentaromon
10-12-2009, 10:52 PM
1st: i like a bouncing power, plus it has a price in HP, you could make the cooldown and cost even lower if you want.

2nd: a nasty tank trap power, its a good double edged sword like the 1st power.

3rd: meh, make it a passive that directs a percentage of the damge there allies tke to your last attack target for a short time.

ulti: use on there tank and it would be crazy, hmm with a power like this you could practicly make this a anti tank hero with a fiew changes....

King_Fear
10-14-2009, 07:51 AM
Added the background story. Keep those votes coming!

SkryZr
10-20-2009, 07:33 AM
I really want this hero, i luv the skillz and stuff!

Merc117
10-20-2009, 10:54 PM
nerf ult stun. other than that nice hero

TifanyLini
10-21-2009, 01:58 AM
Any time you have a nuke scaling with attack damage, you royally screw over caster heroes who cap out at ~300 magic damage per nuke no matter what items they get. However, since there is a nice selection of items and abilities that reduce magic armor, I think this will be less of a problem than people are making it.

I vote yes, really nothing to add except that Chakrams do not have spikes/teeth.

RocKai
10-21-2009, 09:22 AM
Just build her skills base on Xena and add voice: "Yahhhhhhhhhh" when she does a roundhouse kick ult to the face. :P

Stokkolm
10-21-2009, 09:26 AM
The only way a female should be a STR hero is if she is riding a giant creature or a mech. Otherwise she would feel like a dyke.

Dreadreaver
10-21-2009, 10:17 AM
i like the idea of this hero.
the first skill should soak up less mana(around 15?) as she is a str hero and doesnt have much mana :P
like the idea of hurting herself, but it should be less, like 50% of the dmg of the last bounce

2nd skill is pretty neat, if her enemy dies she can move again, great!

3rd skill is ok, could be replaced with something different but this way its ok too

ulti skill is pretty nice, just think about when you are in teamfight and they have like many low-hp nukers and stuff, then axe blinks in with 3000hp and you ulti him and kill his whole team .. great :D
but on the other hand the enemys can predict stuff like this so they shouldn't blink in recklessly and stuff
the 60 sec cooldown are ok as hp sinks with time in a teamfight you either wont have enough mana for a 2nd ulti or it would just do a little dmg so its ok

like the hero, i vote for yes :)

Lupin86
10-21-2009, 11:52 AM
Um do you know what True damage is? Cause you have people on your own team 20% of someone elses damage but its TRUE Damage? thats one way to create a feeder on your team... True damage bypasses all armour.... that needs to be changed to another damage type.

otherwise decent hero

Bane2k4
10-21-2009, 02:30 PM
Ok lets start with the good things:

I like the concept, the look, the theme all that shabang.

I like the idea's behind ALL the skills, and think they make a very cool hero.


HOWEVER:

I feel in terms of the meta-game, and in terms of balance, this hero is rather too good.

Take a look at Wretched Hag for comparison:
Has a single target DoT/Slow
Has a blink (with a terrible casting delay might I add -_-)
Has a smallish PBAoE nuke
Has a frontal cone AoE
She's incredibly squishy

With Crimson Knight we have:
A targetted, decent range, SCALING AoE
An immobilise
A damage absorb/damage focus
A heavy hitting SCALING front cone AoE that STUNS
Is most definitely NOT squishy

So why would anyone take Hag over this hero? This hero does pretty much everything hag does but better - an immobilise over a slow, a longer range AoE that scales, and an ulti that not only scales in damage (making it better than Hag's) but also stuns for a good time.

This hero is supposed to be a tank/support, yet the damage output, with the scaling, is rather insane. Sure, it's only base damage on Chakram, sure its dependent on enemy HP at the time, but it's still going to scale some crazy. Support heroes tend not to scale, or atleast not that well - it's the carries that scale something rotten. Int Casters are strong early game with their nukes, but as they are set amounts and with magic armour items, they drop of drastically late game in power. Or even look at Magmus - a strength support hero (initiator rather than tank) that pwns early/mid game, but drops off in effectiveness other than his imba stun late game.

Basically what I'm saying is here, you don't have a tank. You have a carry. Here you have something designed for support, but made to scale too well into late game. If you want it to scale, sure, but make it a SMALL scaling. Up the set damage, reduce the % damage. Also, nerf the damage on the Ulti massively if you keep the stun, or give it some other effect, because as it is, you're effectively making one hero completely redundant, as well as outshining most other support heroes.

Once again, like the concept and the idea's behind the skills, but needs some heavy adjusting to not be freakishly imba.

Withholding vote until I see any reworks :)


P.S. take a look at my hero Psyker (melee version) and please give feedback/vote, only need a few more yes votes for popular! :D

Nome
10-21-2009, 02:49 PM
Moving

Samantha2
10-22-2009, 04:54 PM
I haven't read all the posts,

But the last thing the game needs it more AoE, I would say change the ulti to be either some sort of buff or single target thing :V

Vakz
10-28-2009, 08:31 PM
Bullrush
http://www.guildwars.com/images/professions/skillicons/assassin/tramplingox.jpg (http://www.guildwars.com/images/professions/skillicons/assassin/tramplingox.jpg)

Flavor text: Charging at the target, the Crimson Knight impales them on the spikes of her armor, becoming stuck with the target.
Description: Runs next to the target, dealing 75/125/175/225 damage to the target. Immobilizes caster and the target for 1.5/2.0/2.5/3.0 seconds.
[Activable]
Target: Enemy unit
Cooldown: 20 seconds
Mana cost: 100/110/120/130
Cast range: 300/400/500/600

Idea: This skill prevents both the Crimson Knight and the target from moving for the duration, which can be dangerous for the caster as well.

Visual: CK grunts, runs next to the target really fast and makes a metallic impact sound.


Thinking of the part saying "the Crimson Knight impales them on the spikes of her armor", could be cool (and unqiue) if this skill scaled with armor?

Wyxor
11-21-2009, 04:54 AM
Funny hero quotes

ThePope
11-21-2009, 12:04 PM
Thinking of the part saying "the Crimson Knight impales them on the spikes of her armor", could be cool (and unqiue) if this skill scaled with armor?
I agree 100% with this idea. It kicks miles of ass.

ThePope
12-08-2009, 03:39 PM
I find your lack of bumps disturbing. Lose the petty morals and let this be seen.

EENAW
12-12-2009, 12:04 AM
I voted yes cuz i like it, AND cuz its a female STR hero. i think there should be one, and heres my idea. your chick and my chick would be awesome. check it out :)

http://forums.heroesofnewerth.com/showthread.php?t=43813

HamsterXD
12-12-2009, 01:35 AM
The ulti might be too weak for level 1 and 2.
What about making it 350 at all levels + 10 / 20 / 30% of current hp? (pyro's is an instant 450 nuke and its range, and the new Deadwood is even more deadly, i think doing this is fair enough since she's melee and stuff

King_Fear
12-16-2009, 01:59 PM
I'll leave the numbers up to the devs, I suppose...

Aeix
12-23-2009, 04:34 PM
Somebody plays guild wars :D

King_Fear
12-29-2009, 09:16 AM
I have played Guild Wars, but I simply recycled their icons for my convenience.

CheshireCat
12-29-2009, 09:37 AM
Great stuff, T-up :smile:

ShadowExile
01-01-2010, 09:29 AM
Definitely a great hero, well balanced and unique skills. Would be a great ally in games and certainly Mid - High Tier hero.

T-Up from me, and I hope this hero gets implemented :D

King_Fear
01-20-2010, 03:28 AM
Hmmm. The ultimate might be slightly obsolete with Deadwood in the game.

Mark`
01-21-2010, 03:44 PM
Seems to me that the ult is sort of ridiculously powerful. Do we really need more instagib abilities in the game?