Evilite
07-19-2009, 11:05 AM
Aqueous, the Water Elemental
EST. July 18 2009
Intro
I agree with a post in the suggestions section that says HoN should be closer to a carbon copy of DotA before tons of new heroes are added. I feel that some of the heroes (shaman,scout, etc.) are imbalanced and so new hero suggestions, even my own, should not be implemented until the current build of HoN is balanced enough to handle it. Adding more imbalanced heroes will only make it impossible to fully balance out.
Anyways, the objective is to make the hero as fun as possible to play by making some of his skills adapt to his different "stances" so the player constantly has to know what is going on and can perform unique and appropriate supportive moves for his team. Aqueous is no longer anything near to being a port to Broodmother. He is now his own unique hero.
Bio
Dying, fleeing humans rumored that a beast lived in the lakes that would consume any human that wandered too close. Aqueous, a mysterious and curious being, only wanted to befriend the humans. He didn't understand why they stopped moving once being dragged underwater. Once called upon to fight for the Legion, he gladly accepted and joined his beast brethren in the fight against Hell.
Model
For the model, I was thinking of a water-elemental look such as Morphling. However, without any shells and without so much form (more blobby and ever-changing.) The model would have modifiers for each of the three stances. In balanced stance he would look normal, when mass is shifted to arms the arms would be bigger and have water spray particle effects and when mass is shifted to torso he would be fatter and look more like a tank.
http://i31.tinypic.com/6jngwg.gif
Stats
Strength- 17+2.5
Agility- 18+2.2
Intelligence- 18+2.0
Movement speed- 260
Attack speed- .59
Attack range- 125 (melee)
Skills
Water Pool (active summon)- Creates a slight depression in the ground in the target area which is filled with water that will last for a certain duration. While in a pool of water, (terrain water does nothing, ever), enemies are slowed and Aqueous has a chance to dodge physical attacks. The movement speed decrease stays on for 2 seconds after leaving the pool. Creates a whirlpool if cast on terrain water so it can be seen. (Can have as many pools as the cooldown:duration ratio lasts.) Costs 40 mana. 30 second cooldown. This would look much more professional than the traditional web from the old broodmother and add to HoN's stunning water visuals. It would mainly be used for early game, lane farming, and throwing infront of a running hero (only if Aqueous somehow gets inbetween the fleeing hero and the enemy base, a clutch move with any hero.)
Level 1 - 4% enemy slow and 10% dodge chance. Pools last 30 seconds.
Level 2 - 6% enemy slow and 14% dodge chance. Pools last 50 seconds.
Level 3 - 8% enemy slow and 18% dodge chance. Pools last 70 seconds.
Level 4 - 10% enemy slow and 22% dodge chance. Pools last 100 seconds.
Shift Mass (passive bonus)- While in a pool, Aqueous can shift his mass so that more water is concentrated either around his arms, his torso, or balanced. When his arms have extra mass, damage is increased based on agility at the cost of agi.x0.1 armor. When his torso has extra mass, health and magic armor is increased based on strength at the cost of 10% attack speed. When balanced, there are no bonuses or penalties. Costs 50 mana. 2 second cooldown. This gives Aqueous offensive/defensive stances as well as the ability to come back to balanced (default) stance, just like morphling was able to do in DotA (now changes instantly but only in pools.) The three buttons will take the space of one button such as with SoulEater's nuke.
Level 1 - Adds agi.x0.2 damage or str.x2.0 health with str.x0.06 armor
Level 2 - Adds agi.x0.4 damage or str.x3.0 health with str.x0.09 armor
Level 3 - Adds agi.x0.6 damage or str.x4.0 health with str.x0.12 armor
Level 4 - Adds agi.x0.8 damage or str.x5.0 health with str.x0.15 armor
Spray (active target debuff)- Sprays the target with water, reducing their armor and changing the movespeed of a hero depending on mass shifts. When mass is shifted to arms, the target is slowed. In balanced mass, allies around the target have increased movespeed. When mass is shifted to torso, the target's next hit increases its victim's movespeed. Lasts 5 seconds. Costs 75 mana. 30 second cooldown. When offensive, the enemy being chased gets slowed. When defensive and being chased, the chaser will increase Aqueous's speed upon attack. When balanced and in a gank situation, Aqueous could increase the speed of multiple allies or himself for a short time. This mechanic is much cooler and more fun then a straight MS bonus from pools since it keeps the player on their toes and always thinking along with the ult.
Level 1 - 5% movespeed change, -2 armor.
Level 2 - 10% movespeed change, -2 armor.
Level 3 - 10% movespeed change, -4 armor.
Level 4 - 15% movespeed change, -4 armor.
Power in Mass- (Autocast/next attack modifier) When activated, Aqueous's attacks have extra effects based on the way his mass is distributed throughout his body. When mass is shifted to his arms, his attacks have a chance to stun for 2 seconds (does not stack with basher.) When mass is balanced, attacks slow enemy attack speed. When mass is shifted to his torso, attacks drain the mana of enemies. Costs 40 mana (per attack.) 1 second cooldown. I am considering making the mana drain into a silence/chance to silence.
Level 1 - 15% stun chance OR 15% attack speed slow OR 20 mana drained.
Level 2 - 20% stun chance OR 30% attack speed slow OR 35 mana drained.
Level 3 - 25% stun chance OR 45% attack speed slow OR 50 mana drained.
With this build, aqueous no longer focuses on surprise attacks and invisibility inside of pools. He functions a bit more like morphling in the sense that he can become defensive if he is about to die but is not anywhere near as annoying because he can only change stance while in water. The ultimate now provides a lot of support and encourages more team work since it can weaken a target in a way that is necessary depending on the situation.
Please give feedback! This hero has really been shaping up nicely and is pretty near finalization.
EST. July 18 2009
Intro
I agree with a post in the suggestions section that says HoN should be closer to a carbon copy of DotA before tons of new heroes are added. I feel that some of the heroes (shaman,scout, etc.) are imbalanced and so new hero suggestions, even my own, should not be implemented until the current build of HoN is balanced enough to handle it. Adding more imbalanced heroes will only make it impossible to fully balance out.
Anyways, the objective is to make the hero as fun as possible to play by making some of his skills adapt to his different "stances" so the player constantly has to know what is going on and can perform unique and appropriate supportive moves for his team. Aqueous is no longer anything near to being a port to Broodmother. He is now his own unique hero.
Bio
Dying, fleeing humans rumored that a beast lived in the lakes that would consume any human that wandered too close. Aqueous, a mysterious and curious being, only wanted to befriend the humans. He didn't understand why they stopped moving once being dragged underwater. Once called upon to fight for the Legion, he gladly accepted and joined his beast brethren in the fight against Hell.
Model
For the model, I was thinking of a water-elemental look such as Morphling. However, without any shells and without so much form (more blobby and ever-changing.) The model would have modifiers for each of the three stances. In balanced stance he would look normal, when mass is shifted to arms the arms would be bigger and have water spray particle effects and when mass is shifted to torso he would be fatter and look more like a tank.
http://i31.tinypic.com/6jngwg.gif
Stats
Strength- 17+2.5
Agility- 18+2.2
Intelligence- 18+2.0
Movement speed- 260
Attack speed- .59
Attack range- 125 (melee)
Skills
Water Pool (active summon)- Creates a slight depression in the ground in the target area which is filled with water that will last for a certain duration. While in a pool of water, (terrain water does nothing, ever), enemies are slowed and Aqueous has a chance to dodge physical attacks. The movement speed decrease stays on for 2 seconds after leaving the pool. Creates a whirlpool if cast on terrain water so it can be seen. (Can have as many pools as the cooldown:duration ratio lasts.) Costs 40 mana. 30 second cooldown. This would look much more professional than the traditional web from the old broodmother and add to HoN's stunning water visuals. It would mainly be used for early game, lane farming, and throwing infront of a running hero (only if Aqueous somehow gets inbetween the fleeing hero and the enemy base, a clutch move with any hero.)
Level 1 - 4% enemy slow and 10% dodge chance. Pools last 30 seconds.
Level 2 - 6% enemy slow and 14% dodge chance. Pools last 50 seconds.
Level 3 - 8% enemy slow and 18% dodge chance. Pools last 70 seconds.
Level 4 - 10% enemy slow and 22% dodge chance. Pools last 100 seconds.
Shift Mass (passive bonus)- While in a pool, Aqueous can shift his mass so that more water is concentrated either around his arms, his torso, or balanced. When his arms have extra mass, damage is increased based on agility at the cost of agi.x0.1 armor. When his torso has extra mass, health and magic armor is increased based on strength at the cost of 10% attack speed. When balanced, there are no bonuses or penalties. Costs 50 mana. 2 second cooldown. This gives Aqueous offensive/defensive stances as well as the ability to come back to balanced (default) stance, just like morphling was able to do in DotA (now changes instantly but only in pools.) The three buttons will take the space of one button such as with SoulEater's nuke.
Level 1 - Adds agi.x0.2 damage or str.x2.0 health with str.x0.06 armor
Level 2 - Adds agi.x0.4 damage or str.x3.0 health with str.x0.09 armor
Level 3 - Adds agi.x0.6 damage or str.x4.0 health with str.x0.12 armor
Level 4 - Adds agi.x0.8 damage or str.x5.0 health with str.x0.15 armor
Spray (active target debuff)- Sprays the target with water, reducing their armor and changing the movespeed of a hero depending on mass shifts. When mass is shifted to arms, the target is slowed. In balanced mass, allies around the target have increased movespeed. When mass is shifted to torso, the target's next hit increases its victim's movespeed. Lasts 5 seconds. Costs 75 mana. 30 second cooldown. When offensive, the enemy being chased gets slowed. When defensive and being chased, the chaser will increase Aqueous's speed upon attack. When balanced and in a gank situation, Aqueous could increase the speed of multiple allies or himself for a short time. This mechanic is much cooler and more fun then a straight MS bonus from pools since it keeps the player on their toes and always thinking along with the ult.
Level 1 - 5% movespeed change, -2 armor.
Level 2 - 10% movespeed change, -2 armor.
Level 3 - 10% movespeed change, -4 armor.
Level 4 - 15% movespeed change, -4 armor.
Power in Mass- (Autocast/next attack modifier) When activated, Aqueous's attacks have extra effects based on the way his mass is distributed throughout his body. When mass is shifted to his arms, his attacks have a chance to stun for 2 seconds (does not stack with basher.) When mass is balanced, attacks slow enemy attack speed. When mass is shifted to his torso, attacks drain the mana of enemies. Costs 40 mana (per attack.) 1 second cooldown. I am considering making the mana drain into a silence/chance to silence.
Level 1 - 15% stun chance OR 15% attack speed slow OR 20 mana drained.
Level 2 - 20% stun chance OR 30% attack speed slow OR 35 mana drained.
Level 3 - 25% stun chance OR 45% attack speed slow OR 50 mana drained.
With this build, aqueous no longer focuses on surprise attacks and invisibility inside of pools. He functions a bit more like morphling in the sense that he can become defensive if he is about to die but is not anywhere near as annoying because he can only change stance while in water. The ultimate now provides a lot of support and encourages more team work since it can weaken a target in a way that is necessary depending on the situation.
Please give feedback! This hero has really been shaping up nicely and is pretty near finalization.