SUNSfan
10-14-2009, 05:22 PM
Please vote on concept and NOT numbers, as they are subject to change.
Preface
Firstly, I'd like to thank daywiss, xeno, and any others that helped me create this hero concept.
The purpose of this hero is to fill in some holes that I personally feel are missing from HoN at the moment. I realize that S2 is looking for Ranged Agility heroes right now since there is a shortage currently. It is important that the quota be met at some point, but I didn't want to short change my idea just so it fit into what is needed right now. I felt this hero could only be melee, and as this is beta, I thought it wouldn't hurt to see what others think of this concept.
What do I feel is missing from the game currently? I feel there is a need for more melee characters that are able to solo. I'm not saying it is impossible to currently solo as a melee, but I just feel that there is a need for a character that can have some lane presence while going against a ranged carry.
I also feel as if the game is starting to go in a faster-paced direction. Items such as Behemoth's Heart and Sacrificial Stone were changed to counteract the "turtling" effect that so often happens in games. Because of this, new heroes must be implemented that can take advantage of this new mentality. When this concept is coupled with teamwork, it will be very beneficial to the game.
This hero was made to be a melee soloer who can control runes and gank at will. He also will be more effective with teammates around, as you will soon see. I don't claim for this hero to solve all the current issues with HoN gameplay currently, but I think it is a step in the right direction. I look forward to your helpful suggestions and criticisms.
Sal
a blind salamander
http://www.hackztor.com/shannon/hero/salamander/100_0986.JPG
Speed: 290
Range: Melee
Affiliation: Legion
Primary Attribute: Agility
Stats
Intelligence 15 + 1.5
Agility 21+3
Strength 18+2
Theme
http://www.hackztor.com/shannon/hero/salamander/tongue-2.jpg http://www.hackztor.com/shannon/hero/salamander/water.jpg http://www.hackztor.com/shannon/hero/salamander/foot.jpg http://www.hackztor.com/shannon/hero/salamander/tail.jpg
Sal is a gank-oriented melee agility hero that could be built as a DPS carry or a disabling support.
Story
Sal always knew he was different from the others of his species. It wasn't just his incredible size, nor was it the mutation that left him blind from birth. Just as Sal always felt at home in swift-moving streams and vast lakes, he also was able to delve into the eddies and currents of collective thought. He could feel what those around him were thinking and feeling. This ability was especially jarring when one night, Hellbourne forces destroyed the pond that he called home, killing all of his friends and family. He could feel their pain and final thoughts, even as he fled up a small stream to safety.
Since that fateful day, he has pledged himself to a life of war against the Hellbourne. Just as he adapted to his blindness, he is now adapting his special abilities for one thing. Revenge.
Visuals
As the picture above shows, Sal prefers to be on all fours, but obviously the art team could do many things with him. He has a blue tongue, and will preferably be of the Legion class (but of course could be tempted to the Hellbourne side if enough maggots are provided).
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Tongue Lash
http://www.hackztor.com/shannon/hero/salamander/tongue-2.jpg
Sal unleashes his mucus covered tongue in a whip-like motion in order to damage and slow his enemies. (Deals half damage to heroes)
Nuke used to last hit creeps and slow enemies. Can be used to deny creeps.
Level 1: 40 true damage, slows for 50%. Slow lasts 1 second.
Level 2: 80 true damage, slows for 50%. Slow lasts 2 seconds.
Level 3: 120 true damage, slows for 50%. Slow lasts 3 seconds.
Level 4: 160 true damage, slows for 50%. Slow lasts 4 seconds.
Manacost: 30/25/20/15
Cooldown: 8 seconds
Cast Range: 1200
Ability Type: Active
Targeting Type: Unit
Damage Type: True
Usage: This is a copy of Phantom Assassin's Stifling Dagger skill. Gives Sal the ability to last hit creeps from range using very little mana. This gives him presence in his lane and allows him the opportunity to be an efficient melee soloer. Can also be used to slow fleeing enemies.
Visual: After a short delay, Sal's blue tongue shoots out of his mouth and hits its target with very high velocity. Will apply mucus on contact.
Balance: With the initial delay, will be of similar speed as Phantom Assassin's Stifling Dagger skill. Just as in dota, this is effective early/mid game in last hitting creeps and is very effective mid/late game in slowing enemies.
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Natural Habitat
http://www.hackztor.com/shannon/hero/salamander/water.jpg
Sal feels at home in the water, allowing him to move around at an increased speed. Sal's regeneration is also increased as an effect. If not in water, Sal can create a puddle on land in which he gains the same effects. When in water, Sal becomes transparent (not invisible), thus being harder to see to the enemy.
Passive move speed increase and HP regeneration in water and surrounding areas. When out of range, effect wears off over a 2 second period. Can also be used as an active AoE spell on land.
Passive Effects:
Level 1: 15% move speed and 1 HP regeneration in river and closely surrounding areas. Gains 25% transparency.
Level 2: 20% move speed and 2 HP regeneration in river and closely surrounding areas. Gains 50% transparency.
Level 3: 25% move speed and 3 HP regeneration in river and closely surrounding areas. Gains 75% transparency.
Level 4: 30% move speed and 4 HP regeneration in river and closely surrounding areas. Gains 100% transparency.
Notes: Can be used in a 700 AoE. Numbers are the same as passive effects. In essence, this skill is used in a similar fashion as the Scorched Earth skill for Lucifer in dota.
Ability Type: Passive/Active
*The following stats apply if skill is used as an active*
Mana cost: 60
Cooldown: 10 seconds
AoE Effect: 700
Casting Range: 800
Duration: 20 Seconds
Usage: Perfect skill for ganking, rune control, and get away sequences. HP regeneration also makes him an efficient solo character.
Visual: A giant puddle of water is created wherever the user places his cursor.
Balance: Hero will gain speed in water and the surrounding cliffs allowing for fast gank action and easy rune control. Roughly 20% of the map is covered in water and surrounding cliffs. The active skill makes this skill more consistent and useful in the later stages of the game. AoE puddle will NOT stack with river.
Explanation: If Sal is in the river or closely surrounding area, he will gain the movespeed increase and HP regen. If he moves onto land, he will lose both the movespeed and HP regen. If he wishes, he can place a puddle of water in an area of his choosing in order to gain those effects back again. If you are reading this and are familiar with dota, then this skill is similar to Lucifer's Scorched Earth. The 2 second fade time applies to the active spell as well. This way you can place the puddle on land, and chase someone and still get the MS boost for up to 2 seconds, even if you are not in the puddle anymore.
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Blind Inspiration
http://www.hackztor.com/shannon/hero/salamander/foot.jpg (http://www.hackztor.com/shannon/hero/Ability_Paladin_BeaconofLight.jpg)
Due to his blindness, Sal adapted by understanding the currents of thought that flow around him. It allows him to strike with increased speed and precision, while also warning his allies of impending attacks.
Grants a permanent attack speed bonus to self. For each ally close to you, adds additional temporary attack speed. Cap is 4 (20%). Also produces a Premonition Aura which gives evasion. Cap is 4 (16%).
Level 1: +10% attack speed bonus. Each ally in 500 range adds 5% each to Sal's attack speed. Premonition Aura gives 4% for every ally in range. Cap is 1 so the max evasion is 4%.
Level 2: +15% attack speed bonus. Each ally in 500 range adds 5% each to Sal's attack speed. Premonition Aura gives 4% for every ally in range. Cap is 2 so the max evasion is 8%.
Level 3: +20% attack speed bonus. Each ally in 500 range adds 5% each to Sal's attack speed. Premonition Aura gives 4% for every ally in range. Cap is 3 so the max evasion is 12%.
Level 4: +25% attack speed bonus. Each ally in 500 range adds 5% each to Sal's attack speed. Premonition Aura gives 4% for every ally in range. Cap is 4 so the max evasion is 16%.
Ability Type: Passive
Explanation: Easily the most complex spell Sal possesses. Let me attempt to explain. At level 4, Sal will have a permanent 25% attack speed increase. For each teammate within 500 range of Sal, his attack speed gets increased by a bonus 5%. So let's say your entire team is around you; at level 4 you will get 25% attack speed + (4 x 5%) = 45% attack speed. The +45% attack speed is the highest he can get with this passive. For the Premonition Aura, let us assume that at level 4, you have your entire team within 500 range of you. This means that every teammate and Sal will receive a 4x4% = 16% evasion. If only three teammates are in that range, they will receive a 3x4% = 12% evasion. Hopefully this clears up any confusion.
Usage: Best used in team fights as you will get more attack speed based on how many allies are in a 500 AoE range from you. The Premonition aura also scales based on how many teammates are around.
Visual: No visual needed for Sal's attack speed bonus or evasion.
Balance: This will promote team-oriented ganks. The max +45% attack speed bonus is a little hard to gauge whether it is balanced, but after a lot of collaboration, my peers and I feel it is pretty balanced. The Premonition aura's max is 16%. Wingbow gives you 30% evasion, Snake Bracelet gives you 25% evasion, and Chronos has a 25% evasion. I think the 16% max is fair given that it isn't the most consistent passive.
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Diversion [ULTIMATE]
http://www.hackztor.com/shannon/hero/salamander/tail.jpg (http://www.hackztor.com/shannon/hero/Ability_Creature_Cursed_01.jpg)
Sal sheds his tail and uses it as a distraction.
Tail breaks off -- all enemies in 450 AoE will be forced to surround and attack the tail. Because they leave their backs open to attack, extra damage is taken. After dropping his tail, Sal feels lighter and runs at a faster speed while his tail is gone.
Level 1: Forces enemy heroes in a 450 AoE to attack detached tail. Enemies take 10% extra damage. Tail is destroyed after 6 hits or 3.0 seconds, whichever comes first. If stunned or disjointed during this duration, effects wear off (ministuns don't apply to this). Sal gains 4% movement speed while his tail is gone.
Level 2: Forces enemy heroes in a 450 AoE to attack detached tail. Enemies take 20% extra damage. Tail is destroyed after 8 hits or 3.5 seconds, whichever comes first. If stunned or disjointed during this duration, effects wear off (ministuns don't apply to this). Sal gains 8% movement speed while his tail is gone.
Level 3: Forces enemy heroes in a 450 AoE to attack detached tail. Enemies take 30% extra damage. Tail is destroyed after 10 hits or 4.0 seconds, whichever comes first. If stunned or disjointed during this duration, effects wear off (ministuns don't apply to this). Sal gains 12% movement speed while his tail is gone.
Manacost: 200
Cooldown: Tail will regrow in 90/75/60 seconds.
Ability Type: Active
Targeting Type: Enemy Heroes only
Action Type: Self Position
Usage: Can be used as a getaway mechanism or offensively.
Visual: Hero basically drops his tail, as many lizards can do. Once it drops, the tail will precede to wiggle in order to attract enemies. The hero will actually lose his tail in the process, and the cooldown will be in sync with how fast it grows back on the actual model. Enemy heroes in range will surround the tail and start attacking it.
Balance: The effects of this ultimate are removed if a hero is stunned while under the effect of this ultimate; this will prevent abuse. A lot of collaboration was needed for the numbers of this spell. If you create some scenarios you will see that if any changes need to be made, they should be minor.
Scenario 1 - Early game - Sal ganks top at level 6. There are two enemy heroes there. He drops his tail in correct position and both get disabled. Let's say the average attack speed at this level is about .8 attacks per second. The two heroes will collectively attack the tail 1.6 times a second. This means the time limit of 3 seconds will go into effect before they get the 6 hits in. For 3 or more heroes you stun at this level, they will get the 6 hits off first, thus being less than a 3 second disable.
Scenario 2 - Mid game - Sal ganks a lane of three people, this time his ultimate is level 2. At this level heroes attack about 1 time a second (this is a rough estimate). In this case, the enemy heroes will have destroyed the tail in under 3 seconds (the time limit being 3.5 for this level).
Scenario 3 - Late game - Sal initiates a team fight and stuns 4 enemy heroes with his tail. At this point, this will only stun the opponents for about 2 seconds.
Conclusion: I think the point has been made that this could be an effective disable throughout any part of the game. However, it is apparent that it will disable larger groups for a lesser amount of time, and smaller groups for longer. I feel this scales well throughout the game and accentuates Sal's skills nicely.
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Synergies
I'm rewriting this as the previous Synergy section was poorly written and as a result, people were listing issues regarding synergy even when they were already listed in this section.
1st Skill - Tongue Lash - Can be used offensively or defensively. Primarily used to last hit creeps from a distance or slow fleeing enemies. The main synergy involving this skill would involve his ultimate. To get in position to use your ultimate could be tricky at times, but using Tongue Lash as an opener could help provide you the opportunity to pull it off effectively. And when they try to run away with low HP, you could use this skill in conjuntion with Natural Habitat. Create a puddle of water on the ground to gain move speed and nuke the enemy with your slow. This will provide you with a few extra hits.
2nd Skill - Natural Habitat - Used primarily for getaway sequences, rune controlling, and chasing. When used on land could be especially useful to use in order to gain that extra speed needed to position yourself for an effective ultimate. Also aids in this heroes ability to chase.
3rd Skill - Blind Inspiration - Synergizes well with all the skills. While most effective while around multiple teammates, can still be helpful without any. The extra attack speed is very helpful after an ulti, as you don't know precisely how much time you will have to attack the enemy unimpeded. The evasion is especially helpful in team fights and ganks as Sal does not have much HP and can be taken down relatively easy in many situations. This will allow him to get into melee range and use his ult/slow.
Ultimate - Diversion - This skill could be hard to pull off without the use of any other skills. One way to initiate would be with a Tongue Lash in order to slow the enemies so you can get into position for a good ultimate. Some might think a more effective way to initiate would be to use your Natural Habitat skill in order to gain movement speed, run up to the enemies (with help of evasion if in team fights), and cast the ultimate. While disabled, you can wail on the enemies with the help of your passive attack speed bonus. Finally, you could use your Tongue Lash to slow and finish off enemies if need be.
So in summary, many synergies exist beyond the ones I listed above (especially if you take runes into consideration). I think these skills work well together as well as being relevant to the theme.
Notes
For Tongue Lash, some people have noted that it is very similar to Dark Lady's spell Taint Soul. I concede it is similar, but I argue they are not mutually exclusive. The slow and damage are virtually the same. What isn't the same is how they are used. Dark Lady's Taint Soul's mana cost increases per level, while Tongue Lash lowers per level. It would be hard for Dark Lady to use this spell to last hit creeps and thus be viable in many solo-mid lanes. Her mana capacity does not allow for her to spam her nuke at level 4 (60 mana) for each creep. The opposite can be said for Sal, who's mana pool isn't great either, but because of the lowered mana cost can use this spell for last hitting creeps in a solo lane. For this reason, I don't see a need for a change at this point in time.
Natural Habitat got a major buff. I increased the movement speed from 7/14/21/28 to 15/20/25/30, thus giving him close to max speed in water later in the game. I also gave him transparency so he is harder to see for the enemy. I am keeping the pond creation the same for now. I thought about implementing the Broodmother web concept, but I felt it wasn't right for this hero. This is my reasoning; If I copied broodmother's web, you would basically have a select number of ponds across the map, which can be good in certain situations. But because of the gank oriented gamestyle that was meant for Sal, it wouldn't work because it is not flexible enough. You can't really spam the spell in that case. The reason it works for Broodmother is because she is able to just hide in her webs anytime she pleases. Sal's pond should be used more for ganking and chasing, which would mean he needs a more versatile skill to match. Please post in response to this and tell me if you agree/disagree.
Someone stated that Blind Inspiration needs to be more effective in the early levels of the skill. I completely agree. I think the numbers are fine for level 4 and 3, but the evasion is pretty terrible levels 1 and 2. Any help on this would be appreciated.
For the ultimate, I left it as is for now. I contemplated giving Sal invisibility for after he uses his ult, but this doesn't make a ton of sense conceptually as well as theme-wise. I think the numbers are fine for this skill, but it could use a tweak in another way. Help on this would also be appreciated.
Conclusion
The thing I wanted to promote more than anything was team work and ganking. This would create a faster paced style that many have been hoping would be implemented in some fashion. The increased speed in water (and 2 second fade time) allows this hero to get to either side of the map relatively fast. The addition of being able to use this ability on land makes him a much more viable carry than before. The Natural habitat skill coupled with the attack speed skill (which increases attack speed based on how many allies are in proximity) will promote ganking to the highest degree. This hero should be a valid melee soloer, and could do well 1v1, but would be infinitely better with teammates around. Hopefully this can help bring along the faster-paced style most of us are hoping for. Thanks for reading and I hope you enjoyed this hero concept.
Preface
Firstly, I'd like to thank daywiss, xeno, and any others that helped me create this hero concept.
The purpose of this hero is to fill in some holes that I personally feel are missing from HoN at the moment. I realize that S2 is looking for Ranged Agility heroes right now since there is a shortage currently. It is important that the quota be met at some point, but I didn't want to short change my idea just so it fit into what is needed right now. I felt this hero could only be melee, and as this is beta, I thought it wouldn't hurt to see what others think of this concept.
What do I feel is missing from the game currently? I feel there is a need for more melee characters that are able to solo. I'm not saying it is impossible to currently solo as a melee, but I just feel that there is a need for a character that can have some lane presence while going against a ranged carry.
I also feel as if the game is starting to go in a faster-paced direction. Items such as Behemoth's Heart and Sacrificial Stone were changed to counteract the "turtling" effect that so often happens in games. Because of this, new heroes must be implemented that can take advantage of this new mentality. When this concept is coupled with teamwork, it will be very beneficial to the game.
This hero was made to be a melee soloer who can control runes and gank at will. He also will be more effective with teammates around, as you will soon see. I don't claim for this hero to solve all the current issues with HoN gameplay currently, but I think it is a step in the right direction. I look forward to your helpful suggestions and criticisms.
Sal
a blind salamander
http://www.hackztor.com/shannon/hero/salamander/100_0986.JPG
Speed: 290
Range: Melee
Affiliation: Legion
Primary Attribute: Agility
Stats
Intelligence 15 + 1.5
Agility 21+3
Strength 18+2
Theme
http://www.hackztor.com/shannon/hero/salamander/tongue-2.jpg http://www.hackztor.com/shannon/hero/salamander/water.jpg http://www.hackztor.com/shannon/hero/salamander/foot.jpg http://www.hackztor.com/shannon/hero/salamander/tail.jpg
Sal is a gank-oriented melee agility hero that could be built as a DPS carry or a disabling support.
Story
Sal always knew he was different from the others of his species. It wasn't just his incredible size, nor was it the mutation that left him blind from birth. Just as Sal always felt at home in swift-moving streams and vast lakes, he also was able to delve into the eddies and currents of collective thought. He could feel what those around him were thinking and feeling. This ability was especially jarring when one night, Hellbourne forces destroyed the pond that he called home, killing all of his friends and family. He could feel their pain and final thoughts, even as he fled up a small stream to safety.
Since that fateful day, he has pledged himself to a life of war against the Hellbourne. Just as he adapted to his blindness, he is now adapting his special abilities for one thing. Revenge.
Visuals
As the picture above shows, Sal prefers to be on all fours, but obviously the art team could do many things with him. He has a blue tongue, and will preferably be of the Legion class (but of course could be tempted to the Hellbourne side if enough maggots are provided).
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Tongue Lash
http://www.hackztor.com/shannon/hero/salamander/tongue-2.jpg
Sal unleashes his mucus covered tongue in a whip-like motion in order to damage and slow his enemies. (Deals half damage to heroes)
Nuke used to last hit creeps and slow enemies. Can be used to deny creeps.
Level 1: 40 true damage, slows for 50%. Slow lasts 1 second.
Level 2: 80 true damage, slows for 50%. Slow lasts 2 seconds.
Level 3: 120 true damage, slows for 50%. Slow lasts 3 seconds.
Level 4: 160 true damage, slows for 50%. Slow lasts 4 seconds.
Manacost: 30/25/20/15
Cooldown: 8 seconds
Cast Range: 1200
Ability Type: Active
Targeting Type: Unit
Damage Type: True
Usage: This is a copy of Phantom Assassin's Stifling Dagger skill. Gives Sal the ability to last hit creeps from range using very little mana. This gives him presence in his lane and allows him the opportunity to be an efficient melee soloer. Can also be used to slow fleeing enemies.
Visual: After a short delay, Sal's blue tongue shoots out of his mouth and hits its target with very high velocity. Will apply mucus on contact.
Balance: With the initial delay, will be of similar speed as Phantom Assassin's Stifling Dagger skill. Just as in dota, this is effective early/mid game in last hitting creeps and is very effective mid/late game in slowing enemies.
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Natural Habitat
http://www.hackztor.com/shannon/hero/salamander/water.jpg
Sal feels at home in the water, allowing him to move around at an increased speed. Sal's regeneration is also increased as an effect. If not in water, Sal can create a puddle on land in which he gains the same effects. When in water, Sal becomes transparent (not invisible), thus being harder to see to the enemy.
Passive move speed increase and HP regeneration in water and surrounding areas. When out of range, effect wears off over a 2 second period. Can also be used as an active AoE spell on land.
Passive Effects:
Level 1: 15% move speed and 1 HP regeneration in river and closely surrounding areas. Gains 25% transparency.
Level 2: 20% move speed and 2 HP regeneration in river and closely surrounding areas. Gains 50% transparency.
Level 3: 25% move speed and 3 HP regeneration in river and closely surrounding areas. Gains 75% transparency.
Level 4: 30% move speed and 4 HP regeneration in river and closely surrounding areas. Gains 100% transparency.
Notes: Can be used in a 700 AoE. Numbers are the same as passive effects. In essence, this skill is used in a similar fashion as the Scorched Earth skill for Lucifer in dota.
Ability Type: Passive/Active
*The following stats apply if skill is used as an active*
Mana cost: 60
Cooldown: 10 seconds
AoE Effect: 700
Casting Range: 800
Duration: 20 Seconds
Usage: Perfect skill for ganking, rune control, and get away sequences. HP regeneration also makes him an efficient solo character.
Visual: A giant puddle of water is created wherever the user places his cursor.
Balance: Hero will gain speed in water and the surrounding cliffs allowing for fast gank action and easy rune control. Roughly 20% of the map is covered in water and surrounding cliffs. The active skill makes this skill more consistent and useful in the later stages of the game. AoE puddle will NOT stack with river.
Explanation: If Sal is in the river or closely surrounding area, he will gain the movespeed increase and HP regen. If he moves onto land, he will lose both the movespeed and HP regen. If he wishes, he can place a puddle of water in an area of his choosing in order to gain those effects back again. If you are reading this and are familiar with dota, then this skill is similar to Lucifer's Scorched Earth. The 2 second fade time applies to the active spell as well. This way you can place the puddle on land, and chase someone and still get the MS boost for up to 2 seconds, even if you are not in the puddle anymore.
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Blind Inspiration
http://www.hackztor.com/shannon/hero/salamander/foot.jpg (http://www.hackztor.com/shannon/hero/Ability_Paladin_BeaconofLight.jpg)
Due to his blindness, Sal adapted by understanding the currents of thought that flow around him. It allows him to strike with increased speed and precision, while also warning his allies of impending attacks.
Grants a permanent attack speed bonus to self. For each ally close to you, adds additional temporary attack speed. Cap is 4 (20%). Also produces a Premonition Aura which gives evasion. Cap is 4 (16%).
Level 1: +10% attack speed bonus. Each ally in 500 range adds 5% each to Sal's attack speed. Premonition Aura gives 4% for every ally in range. Cap is 1 so the max evasion is 4%.
Level 2: +15% attack speed bonus. Each ally in 500 range adds 5% each to Sal's attack speed. Premonition Aura gives 4% for every ally in range. Cap is 2 so the max evasion is 8%.
Level 3: +20% attack speed bonus. Each ally in 500 range adds 5% each to Sal's attack speed. Premonition Aura gives 4% for every ally in range. Cap is 3 so the max evasion is 12%.
Level 4: +25% attack speed bonus. Each ally in 500 range adds 5% each to Sal's attack speed. Premonition Aura gives 4% for every ally in range. Cap is 4 so the max evasion is 16%.
Ability Type: Passive
Explanation: Easily the most complex spell Sal possesses. Let me attempt to explain. At level 4, Sal will have a permanent 25% attack speed increase. For each teammate within 500 range of Sal, his attack speed gets increased by a bonus 5%. So let's say your entire team is around you; at level 4 you will get 25% attack speed + (4 x 5%) = 45% attack speed. The +45% attack speed is the highest he can get with this passive. For the Premonition Aura, let us assume that at level 4, you have your entire team within 500 range of you. This means that every teammate and Sal will receive a 4x4% = 16% evasion. If only three teammates are in that range, they will receive a 3x4% = 12% evasion. Hopefully this clears up any confusion.
Usage: Best used in team fights as you will get more attack speed based on how many allies are in a 500 AoE range from you. The Premonition aura also scales based on how many teammates are around.
Visual: No visual needed for Sal's attack speed bonus or evasion.
Balance: This will promote team-oriented ganks. The max +45% attack speed bonus is a little hard to gauge whether it is balanced, but after a lot of collaboration, my peers and I feel it is pretty balanced. The Premonition aura's max is 16%. Wingbow gives you 30% evasion, Snake Bracelet gives you 25% evasion, and Chronos has a 25% evasion. I think the 16% max is fair given that it isn't the most consistent passive.
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Diversion [ULTIMATE]
http://www.hackztor.com/shannon/hero/salamander/tail.jpg (http://www.hackztor.com/shannon/hero/Ability_Creature_Cursed_01.jpg)
Sal sheds his tail and uses it as a distraction.
Tail breaks off -- all enemies in 450 AoE will be forced to surround and attack the tail. Because they leave their backs open to attack, extra damage is taken. After dropping his tail, Sal feels lighter and runs at a faster speed while his tail is gone.
Level 1: Forces enemy heroes in a 450 AoE to attack detached tail. Enemies take 10% extra damage. Tail is destroyed after 6 hits or 3.0 seconds, whichever comes first. If stunned or disjointed during this duration, effects wear off (ministuns don't apply to this). Sal gains 4% movement speed while his tail is gone.
Level 2: Forces enemy heroes in a 450 AoE to attack detached tail. Enemies take 20% extra damage. Tail is destroyed after 8 hits or 3.5 seconds, whichever comes first. If stunned or disjointed during this duration, effects wear off (ministuns don't apply to this). Sal gains 8% movement speed while his tail is gone.
Level 3: Forces enemy heroes in a 450 AoE to attack detached tail. Enemies take 30% extra damage. Tail is destroyed after 10 hits or 4.0 seconds, whichever comes first. If stunned or disjointed during this duration, effects wear off (ministuns don't apply to this). Sal gains 12% movement speed while his tail is gone.
Manacost: 200
Cooldown: Tail will regrow in 90/75/60 seconds.
Ability Type: Active
Targeting Type: Enemy Heroes only
Action Type: Self Position
Usage: Can be used as a getaway mechanism or offensively.
Visual: Hero basically drops his tail, as many lizards can do. Once it drops, the tail will precede to wiggle in order to attract enemies. The hero will actually lose his tail in the process, and the cooldown will be in sync with how fast it grows back on the actual model. Enemy heroes in range will surround the tail and start attacking it.
Balance: The effects of this ultimate are removed if a hero is stunned while under the effect of this ultimate; this will prevent abuse. A lot of collaboration was needed for the numbers of this spell. If you create some scenarios you will see that if any changes need to be made, they should be minor.
Scenario 1 - Early game - Sal ganks top at level 6. There are two enemy heroes there. He drops his tail in correct position and both get disabled. Let's say the average attack speed at this level is about .8 attacks per second. The two heroes will collectively attack the tail 1.6 times a second. This means the time limit of 3 seconds will go into effect before they get the 6 hits in. For 3 or more heroes you stun at this level, they will get the 6 hits off first, thus being less than a 3 second disable.
Scenario 2 - Mid game - Sal ganks a lane of three people, this time his ultimate is level 2. At this level heroes attack about 1 time a second (this is a rough estimate). In this case, the enemy heroes will have destroyed the tail in under 3 seconds (the time limit being 3.5 for this level).
Scenario 3 - Late game - Sal initiates a team fight and stuns 4 enemy heroes with his tail. At this point, this will only stun the opponents for about 2 seconds.
Conclusion: I think the point has been made that this could be an effective disable throughout any part of the game. However, it is apparent that it will disable larger groups for a lesser amount of time, and smaller groups for longer. I feel this scales well throughout the game and accentuates Sal's skills nicely.
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Synergies
I'm rewriting this as the previous Synergy section was poorly written and as a result, people were listing issues regarding synergy even when they were already listed in this section.
1st Skill - Tongue Lash - Can be used offensively or defensively. Primarily used to last hit creeps from a distance or slow fleeing enemies. The main synergy involving this skill would involve his ultimate. To get in position to use your ultimate could be tricky at times, but using Tongue Lash as an opener could help provide you the opportunity to pull it off effectively. And when they try to run away with low HP, you could use this skill in conjuntion with Natural Habitat. Create a puddle of water on the ground to gain move speed and nuke the enemy with your slow. This will provide you with a few extra hits.
2nd Skill - Natural Habitat - Used primarily for getaway sequences, rune controlling, and chasing. When used on land could be especially useful to use in order to gain that extra speed needed to position yourself for an effective ultimate. Also aids in this heroes ability to chase.
3rd Skill - Blind Inspiration - Synergizes well with all the skills. While most effective while around multiple teammates, can still be helpful without any. The extra attack speed is very helpful after an ulti, as you don't know precisely how much time you will have to attack the enemy unimpeded. The evasion is especially helpful in team fights and ganks as Sal does not have much HP and can be taken down relatively easy in many situations. This will allow him to get into melee range and use his ult/slow.
Ultimate - Diversion - This skill could be hard to pull off without the use of any other skills. One way to initiate would be with a Tongue Lash in order to slow the enemies so you can get into position for a good ultimate. Some might think a more effective way to initiate would be to use your Natural Habitat skill in order to gain movement speed, run up to the enemies (with help of evasion if in team fights), and cast the ultimate. While disabled, you can wail on the enemies with the help of your passive attack speed bonus. Finally, you could use your Tongue Lash to slow and finish off enemies if need be.
So in summary, many synergies exist beyond the ones I listed above (especially if you take runes into consideration). I think these skills work well together as well as being relevant to the theme.
Notes
For Tongue Lash, some people have noted that it is very similar to Dark Lady's spell Taint Soul. I concede it is similar, but I argue they are not mutually exclusive. The slow and damage are virtually the same. What isn't the same is how they are used. Dark Lady's Taint Soul's mana cost increases per level, while Tongue Lash lowers per level. It would be hard for Dark Lady to use this spell to last hit creeps and thus be viable in many solo-mid lanes. Her mana capacity does not allow for her to spam her nuke at level 4 (60 mana) for each creep. The opposite can be said for Sal, who's mana pool isn't great either, but because of the lowered mana cost can use this spell for last hitting creeps in a solo lane. For this reason, I don't see a need for a change at this point in time.
Natural Habitat got a major buff. I increased the movement speed from 7/14/21/28 to 15/20/25/30, thus giving him close to max speed in water later in the game. I also gave him transparency so he is harder to see for the enemy. I am keeping the pond creation the same for now. I thought about implementing the Broodmother web concept, but I felt it wasn't right for this hero. This is my reasoning; If I copied broodmother's web, you would basically have a select number of ponds across the map, which can be good in certain situations. But because of the gank oriented gamestyle that was meant for Sal, it wouldn't work because it is not flexible enough. You can't really spam the spell in that case. The reason it works for Broodmother is because she is able to just hide in her webs anytime she pleases. Sal's pond should be used more for ganking and chasing, which would mean he needs a more versatile skill to match. Please post in response to this and tell me if you agree/disagree.
Someone stated that Blind Inspiration needs to be more effective in the early levels of the skill. I completely agree. I think the numbers are fine for level 4 and 3, but the evasion is pretty terrible levels 1 and 2. Any help on this would be appreciated.
For the ultimate, I left it as is for now. I contemplated giving Sal invisibility for after he uses his ult, but this doesn't make a ton of sense conceptually as well as theme-wise. I think the numbers are fine for this skill, but it could use a tweak in another way. Help on this would also be appreciated.
Conclusion
The thing I wanted to promote more than anything was team work and ganking. This would create a faster paced style that many have been hoping would be implemented in some fashion. The increased speed in water (and 2 second fade time) allows this hero to get to either side of the map relatively fast. The addition of being able to use this ability on land makes him a much more viable carry than before. The Natural habitat skill coupled with the attack speed skill (which increases attack speed based on how many allies are in proximity) will promote ganking to the highest degree. This hero should be a valid melee soloer, and could do well 1v1, but would be infinitely better with teammates around. Hopefully this can help bring along the faster-paced style most of us are hoping for. Thanks for reading and I hope you enjoyed this hero concept.