View Full Version : The Exhumer (like Furion + Pit Lord)
valiance
10-26-2009, 04:04 PM
Author's note: PLEASE don't vote up or down without saying WHY you voted as you did! If you feel inclined to vote no, just remember numbers can be changed, even concepts can be changed, but a no vote is forever :(
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Changelog
11/16/09
Haunchrot
Duration increased from 2/4/6/8 to 5/6/7/8
Damage/Sec decreased from 40/60/80/100 to 20/30/40/50
Total Damage is now 100/180/280/400
Haunchrot now has an AOE of 500 at all levels
11/7/09
Starting Intelligence decreased from 30 to 29
Intelligence Growth decreased from 3.0 to 2.7
(thanks orbitalx)
11/6/09
Haunchrot
Duration decreased from 4/6/8/10 to 2/4/6/8
Cooldown increased from 14/12/10/8 to 16/14/12/10
Damage/Sec increased from 20/40/60/80 to 40/60/80/100
**Total Damage Remains The Same!**
The Clinging Dead
Cooldown increased from 24 to 25 sec
Duration increased from 15 to 16 sec
Clasp of the Grave is no longer channeling.
If a second instance of Clasp of the Grave is used on a target already affected by it, the duration of the second Clasp of the Grave will be added to the remaining duration of the first. i.e. The duration of Clasp of the Grave is now stacking.
Corpsewalk
Corpsewalk no longer causes a Cadaver Detonation when The Exhumer arrives at his destination.
Instead, when Corpsewalk is used, The Exhumer gains the Gravesight buff, which grants him vision of all corpses on the map for 5 seconds. During that duration he is able to teleport to any corpse he sees.
There is a visible bubbling effect on all corpses The Exhumer has vision of, so enemies can tell he's spying. There's also a pentagram on the ground as well as a different, more noticeable, more violent effect on the location he is teleporting to.
Cadaver Detonation
Cooldown decreased from 10 seconds to 4 seconds at all levels
Damage decreased from 50/75/100% of corpse's max life to 33/50/75% of corpse's max life (half of this damage is physical damage and half is magical damage).
Mana Cost decreased from 170/270/370 to 140/210/340
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EXHUMER
aka Necromancer, Corpse Mage, Cadaver Mage, Apprentice Necromancer, Corpse Acolyte etc.
http://i37.tinypic.com/30uz1xj.jpg
(Artwork by Des Hanley taken from Avatars of War forums here:
http://arena-deathmatch.com/forums/viewtopic.php?f=26&t=236)
http://www.playdota.com/img/site/hs.gif
http://www.playdota.com/img/site/strength.jpg http://www.playdota.com/img/site/agility.jpg http://www.playdota.com/img/site/intelligence-c.jpg
22 + 2 | 12 + 1.5 | 29 + 2.7
http://www.playdota.com/img/site/as.gif
Movement Speed: 300
Attack Range: Melee
Damage: 59-65
Armor: 4.68
Attack Animation: 0.3/0.3
Cast Animation: 0.56/0.51
Base Attack Time: 1.7
http://www.playdota.com/img/site/addinfo.jpg
The Exhumer can be seen as a combination of Furion and Pit Lord from DotA with a little bit of the Necromancer from D2 added in. He's got a (limited) global teleport (like Furion), some summons which act as disables (like Furion's sprout/ Pit Lord's pit of malice/Arachna's ULT), a DoT which does more damage if the target is immobile (a bit like Hellbringer's death boil) and an aoe ult that blows up corpses (Like Pit Lord's Expulsion).
STORY
The man now known as the Exhumer was once a Chaplain who sought to learn the secrets of resurrection. But Sol does not look kindly upon Necromancers, so he was expelled from the Chaplainry for his unseemly interest in the dead. Thwarted in his further thaumaturgical studies by the Beasts' unwillingness to share their sorcery, he turned to the Hellbourne to further his pursuit of necromantic rituals.
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http://www.playdota.com/img/site/skills.jpg
Haunchrot
http://i37.tinypic.com/34pclqu.png
Flavor Text
The Exhumer causes the corpses under his enemies' feet to fester, infecting their legs with a rot that persists until they move.
Skill Mechanics
Area of Effect magic DoT with a long duration that is dispelled if the enemy moves
Range: 600
AOE: 500
[1] Mana Cost: 100 Cooldown: 16 sec Duration: 5 sec Damage/sec: 20/sec Max Damage: 100
[2] Mana Cost: 120 Cooldown: 14 sec Duration: 6 sec Damage/sec: 30/sec Max Damage: 180
[3] Mana Cost: 140 Cooldown: 12 sec Duration: 7 sec Damage/sec: 40/sec Max Damage: 280
[4] Mana Cost: 160 Cooldown: 10 sec Duration: 8 sec Damage/sec: 50/sec Max Damage: 400
[Synergy] Use with The Clinging Dead to get the most damage. Use on creeps to set up for Cadaver Detonation or Corpsewalk.
Has low cd, high duration, high damage, AOE, and a low-ish mana cost, so if you cast it properly when the creeps clash you can use it to creep and ease the pain of being a melee int. But it's ineffective against Heroes unless combo-ed with The Clinging Dead or a (long) disable from an ally (preferably both). If you have a guy immobile long enough for him to take the full damage of the level 4 spell he was probably dead anyway. Keep in mind ANY movement dispels this spell. So a slowed or hexed hero doesn't take any damage from this. Only completely immobile heroes take damage. Has an AOE so it can be more useful for team battles.
If it's OP remember numbers can be changed :D vote on the concept PLEASE
[Visuals] The Exhumer points towards his target with his non-scythe hand and the lower half/legs of the targeted unit become covered in festering wounds.
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The Clinging Dead
http://i34.tinypic.com/35ceplf.png
Flavor Text
His incomplete mastery of necromantic techniques means that The Exhumer cannot control whole corpses. But he can summon forth dismembered arms which run across the ground on their talons with demonaic speed and cling to the living with unholy strength, rooting his enemies in place with their icy grasps.
Skill Mechanics
Uses an AOE cursor and summons a number of Magic Immune minions without attacks in that AOE. They have two Spells: Clasp of the Grave, a channeling root, and Sudden Decomposition, which turns them instantly into corpses. The minions will autocast Sudden Decomposition once their Clasp of the Grave is done channeling.
Cooldown: 25 sec
Duration: 16 sec
AOE: 150
Range: 650
[1] Summons 1 level 1 Clinging Dead + an additional level 1 Clinging Dead for every 8 corpses in the AOE. Mana Cost: 100
[2] Summons 2 level 2 Clinging Dead + an additional level 2 Clinging Dead for every 6 corpses in the AOE. Mana Cost: 120
[3] Summons 3 level 3 Clinging Dead + an additional level 3 Clinging Dead for every 4 corpses in the AOE. Mana Cost: 140
[4] Summons 4 level 4 Clinging Dead + an additional level 4 Clinging Dead for every 2 corpses in the AOE. Mana Cost: 160
[B]The Clinging Dead
http://i34.tinypic.com/35ceplf.png
[1] Movement Speed: 350 Health: 75
[2] Movement Speed: 400 Health: 150
[3] Movement Speed: 450 Health: 225
[4] Movement Speed: 522 Health: 350
Clasp of the Grave
http://i35.tinypic.com/106bouo.png
[1] Immobilizes and Reveals the target for 1.25 sec, the target can still attack and cast (non-movement, non-invisibility) spells. No mana cost. Instant cast time. Stacks with itself. Once used automatically activates Sudden Decomposition
Sudden Decomposition
http://i36.tinypic.com/124g1l0.png
[1] Kills The Clinging Dead that uses it, turning it into a corpse. Can be cast by The Exhumer and is autocast by The Clinging Dead when their timers are up, or when their root has been used. No mana cost. Instant cast time.
Magic Immunity
http://i37.tinypic.com/d470m.png
[1] The Clinging Dead are Immune to Magic (except their own Sudden Decomposition) .
[Synergy] Can be used to create corpses anywhere on the map by moving The Clinging Dead to the desired spot and casting itsSudden Decomposition. This can be used to create corpses to teleport to with Corpsewalk, and corpses to detonate with Cadaver Detonation.
Can also be used for their Clasp of the Grave root to increase the damage from Haunchrot.
[Balance]: They move really fast so they can catch up to things and root them for you. They have the magic immunity of Slither's wards, but less life to compensate for their fast movement speed. Their root is a 1.25 sec disable which can be chained together into a 5 sec root (with 4 lvl 4 minions), and you can get extra minions (i.e. a longer root) by summoning near corpses.
The Clinging Dead are basically a disable in the form of a minion, and not even an amazing disable. They reveal and immobilize but thats it. The enemy can still attack and cast spells. But they do have good synergy with the hero and can be used to scout and grab runes, scout for ganks etc.
The manacost, duration, casting range, AOE, and cooldown of the spell are similar to Furion's tree disable from DotA.
If it's OP remember numbers can be changed :D vote on the concept PLEASE
[Visuals] Disembodied rotting arms thrust their way out of the ground hand first. They run forwards on their fingertips and have a slight red glow. A target that is gripped by Clasp of the Grave glows red while it's disabled.
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Corpsewalk
http://i33.tinypic.com/33ucs2f.png
Flavor Text
The Exhumer has such an intimate connection with the dead that he can look through the eyes of the dead, and disintegrate himself and recreate himself at the location of any corpse glimpsed this way.
Skill Mechanics
Grants the Gravesight buff for 5 seconds, granting you vision of any corpse on the map. While Gravesight is active, clicking Corpsewalk at the location of any corpse you see will teleport you to that corpse.
Takes 1.5 seconds to cast.
Since the cooldown and mana cost take effect after this spell is finished casting, The Exhumer will not use any mana or waste the cooldown on this spell if he is interrupted while casting (either by enemies or by himself).
When cast, this spell creates a pentagram and a bubbling effect on the target point which is visible to both allies and enemies. While gravesight is active, there is a visible bubbling effect on all corpses so enemies know you have vision of the area.
Range: Global, targets corpses
[1]Mana Cost: 100 Cooldown: 60 sec
[2] Mana Cost: 90 Cooldown: 50 sec
[3] Mana Cost: 80 Cooldown: 40 sec
[4] Mana Cost: 70 Cooldown: 30 sec
[Synergy] Use with The Clinging Dead to teleport places besides creepwaves/jungle. Allows you to gank, escape from people, push with your ult and generally be useful.
[Balance] Your teleport is much more limited than Furion's from DoTA because your creeps can't get anywhere in the map in only 15 sec. To balance that out it has a faster cast time and gives you vision of the corpses on the map--necessitating a longer cd and higher manacost than Furion's teleport. Its likely primary use would be to push and counterpush the lanes. If you get lucky with the Gravesight you can grab a jungler, and if you're clever with use of The Clinging Dead you can get around quite easily.
If it's OP remember numbers can be changed :D vote on the concept PLEASE
[Visuals] The Exhumer gains vision of any corpse on the map, causing the corpses to bubble. He then melts into the ground and reappears from any corpse on the map. The ground underneath his destination-corpse bubbles violently before he arrives and a pentagram appears on that destination.
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Cadaver Detonation (ULTIMATE)
http://i35.tinypic.com/241mneq.png
Flavor Text
Disgusted with his failure to unlock the secrets of resurrection, The Exhumer flies into a rage and curses his unfinished work, causing the cadaver in front of him to detonate.
Skill Mechanics
Targets an AOE, causing a single corpse in the AOE of this spell to explode, dealing 1/2 magic and 1/2 physical damage to any enemies in the AOE of the explosion.
Cooldown: 4 sec
AOE of initial cursor: 150
Range: 800
AOE of cadaver detonation: 450
[1] Mana Cost: 140 Damage: 16.5% of the detonated cadaver's max life as magic damage and 16.5% of the detonated cadaver's max life as physical damage
[2] Mana Cost: 210 Damage: 25% of the detonated cadaver's max life as magic damage and 25% of the detonated cadaver's max life as physical damage
[3] Mana Cost: 340 Damage: 37.5% of the detonated cadaver's max life as magic damage and 37.5% of the detonated cadaver's max life as physical damage
[Synergy] Use Haunchrot to kill creeps and create cadavers to detonate, or summon The Clinging Dead and move them to the desired spot, casting Sudden Decomposition and turning them into cadavers you can then blow up.
[Balance] Half the damage is reduced by armor and the other half is reduced by magic armor, meaning the scaling can be relatively crappy late game. Spammable with a low cd, good range, and good damage, but requires corpses in the area, so will always be somewhat situational. Similar to Caustic Finale/Magma Hammer and Pit Lord's Expulsion. Great for pushing/stopping pushes, perhaps not so hot in teamfights.
If it's OP remember numbers can be changed :D vote on the concept (which I jacked from Blizzard's own Diablo II :p)
[Visuals] The cadaver detonates violently in a ball of fire, causing bodyparts, bones and viscera to scatter everywhere.
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Acknowledgements
Thanks to Nome for his hero template and all the useful stickies on this board, thanks to Blizzard for Warcraft 3 (without which we wouldn't have DoTA) and Diablo II (which was the direct inspiration for The Exhumer's Ultimate). Thanks to the DotA and HoN teams for such fun games and Furion and PitLord who were major inspirations for this hero. :D :p
Thanks to orbitalx for noticing the crazy high int and int growth.
Thanks to Sordak and everyone else who gave great feedback..
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QUESTIONS AND ANSWERS
[Q] Coming
[A] Soon??
valiance
10-26-2009, 04:04 PM
reserved
docterj208
10-26-2009, 06:02 PM
Skill 1: only nuke which deals damage other than ult. Hard to get off so I understand why it is powerful. However, I don't like its current execution as it is very situational and only effects one target. Give it consistent damage or make it AoE and hard to pull off.
Skill 2: Currently being used to fuel skill 1. Good idea, however, it is flawed because you still need corpses around you as each raised corpse doesn't count as a corpse until after it stops the immobilization. Additionally, it is hard to micro manage. I think a rot would be a better and more interesting mechanic for these creatures and if so, they should count as corpses. If so, skill 1 would do too much damage.
Skill 3: A skill which can be used as an ult. However, I am almost not a big fan. It kinda reminds me of meepo's poof when used with ult. I think think maybe it should be its own spell instead of another way to pop the ult nuke.
Ult: interesting damage but relies on corpses and your second skill. Almost want to make it a little more dependable, but, seeing how heroes die, it could be an interesting and relatively deadly spell. It costs a lot of mana for something that has a short cool down. Maybe it is ok with him having such large amounts of mana. However, I think it should be his total mana instead of total HP. Makes it more INT like.
DarkSkythe
10-26-2009, 08:37 PM
looks good btu i want storm spirit
valiance
10-26-2009, 10:18 PM
Skill 1: only nuke which deals damage other than ult. Hard to get off so I understand why it is powerful. However, I don't like its current execution as it is very situational and only effects one target. Give it consistent damage or make it AoE and hard to pull off.
Thanks, for the idea. I was thinking about making it AoE myself. My thinking with this spell was that its hard to pull off on heroes, but if used on creeps it can be used as a nuke to creep with, somewhat lessening the difficulty of being melee. AOE is not a bad idea, but I'll await more feedback to implement changes.
Skill 2: Currently being used to fuel skill 1. Good idea, however, it is flawed because you still need corpses around you as each raised corpse doesn't count as a corpse until after it stops the immobilization. Additionally, it is hard to micro manage. I think a rot would be a better and more interesting mechanic for these creatures and if so, they should count as corpses. If so, skill 1 would do too much damage.
The minions act as a hold for skill 1 true, but thats not their only purpose: the root can also be used to help allies, the minions can scout for runes, scout out ganks, their corpses can be used as targets for corpsewalk or cadaver detonation.
True, each raised corpse doesnt count as a corpse till after it starts the immobilize, but no corpses are needed to summon the minions initially. You get a bonus if corpses are around, but 4 minions with 1.25 sec of root each should be enough if there are no bonus corpses handy.
The idea is to root and cadaver explode each creep in quick succession while haunchrot is going. Perhaps make the root non-channeling? So it'd easier to root and corpse explode without losing the damage from the Haunchrot.
Skill 3: A skill which can be used as an ult. However, I am almost not a big fan. It kinda reminds me of meepo's poof when used with ult. I think think maybe it should be its own spell instead of another way to pop the ult nuke.
Yeah it can be used as an ult but the main purpose is the teleport. I was thinking of removing the Cadaver Explosion from the teleport and adding another secondary effect, like lifegain or a movement speed buff upon arrival. Thoughts?
Ult: interesting damage but relies on corpses and your second skill. Almost want to make it a little more dependable, but, seeing how heroes die, it could be an interesting and relatively deadly spell. It costs a lot of mana for something that has a short cool down. Maybe it is ok with him having such large amounts of mana. However, I think it should be his total mana instead of total HP. Makes it more INT like.
Well it's definitely situational, especially for an ultimate, but properly used I think it could be powerful. The high mana cost is to prevent TOO much spamming, but perhaps its situational nature calls for more spammability.
Scaling the damage by % of Exhumer's Max Mana is potentially much more powerful than scaling based on % of max creep HP. Creeps max out at 550 or so life (unupgraded), but Max Mana can be pumped indefinitely. Would require some number changes, but very interesting idea, thanks!
kerespup
10-27-2009, 07:29 AM
Well, so far after reading this, it's quite interesting, a concept based mostly on corpse-focused gameplay. It's a nice concept to ponder on as there isn't much 'environment' heroes.
Subscribed to this thread as well.
Haunchrot
A rather situational skill that truly requires the use of Clinging Dead as you say and/or channeling holds. Considering that it's easy to dispel, I have no qualms about the damage output. Very situational, is all I can say.
The Clinging Dead
With HoN's current micro management system this'll be a bit of a hard thing to play with. You'd have to time the Clasp of the Grave perfectly within each other, letting no window of opportunity for it to be most effective along with Haunchrot.
Corpsewalk
To be honest I'm having doubts about the fact that it can trigger a free ult. The concept of being able to travel through corpses is fine, but the whole free ult thing bothers me.
Cadaver Detonation
Feels rather underpowered to be honest. The Level 3 skill which costs 370 Mana would at most deal only 175 Physical Damage and 175 Magical Damage with a The Clinging Dead creep. Which is rather weak for an ultimate skill at Level 16.
Various Solutions:
-Extend AoE, Affect More than 1 Corpse.
-Reduce Mana Cost
sieneh
10-27-2009, 08:28 AM
The concept looks good, though like the others said, he is quite situational.
I actually like the corpse teleport, it is interesting, though it should have a visual(so at least you know he is coming)
I can see this being a really good ganking tool without the visual(and even with it, they only have a second or so to move back), I would change the hands though from minions to something else(invisible ward with 1 sec fade time a la Templar snare from DoTA), mostly because the micro system in the game is really, really, really annoying to use, though I like the concept.
I can imagine him being very useful with electrician or polly early.
Torguish
10-27-2009, 11:51 AM
woot gimme. Pit was one of the fav heroes in dota for me :)
well, i gotta say, looks good but i really miss the corpse explosion thingie but i guess the ultimate does it.
Well, nicely done dude. t-up :)
Ps. Check out Aresiel please, kinda lacking the votes and feedback lately :S
valiance
10-27-2009, 09:14 PM
Thanks for the support guys! Lets get some more votes in here! PM me if I owe you a hero review.
valiance
10-28-2009, 11:46 AM
bump of justice
valiance
10-29-2009, 09:55 AM
Not sure why this can't get any views or votes. :(
BUMP!!
ManoBomb
10-29-2009, 10:06 AM
Well, its orignal and looks fun to play, but its way to advanced and hard to balance.
First spell is imbalanced if you can root him, and if you can't, its underbalanced.
Second skill is just weird (nice idea, but still weird)
Third skill is way to easy to flee with.
Fourth skill is underbalanced...
docterj208
10-29-2009, 02:44 PM
One other thing I would mention is this character is more like the INT version of Dirge and not furion but even then, not exactly since your 2nd spell can't be used to push towers.
valiance
11-03-2009, 02:33 PM
bump
Haasth
11-03-2009, 05:01 PM
I rather like it. Perhaps a little too forced in certain synergy, but beyond that has some interesting gameplay and skills. Can't say much more than that, really. I like it.
Delvil
11-03-2009, 07:26 PM
Wow, this seems perfectly balanced and interesting and also unique. This is LEAGUES better than almost all the suggestions on the popular suggestions board. Bravo, good sir.
T-up
emallson
11-04-2009, 12:07 PM
0.o
When you asked me to crit this, I thought there would actually be criticism to give! I can't see any real problems with this, aside from possibly Corpsewalk's triggering of Cadaver Detonation. This essentially gives you 2 ways to trigger the ulti. But since the ulti doesn't look like it would scale well, it would probably be okay. Especially since it requires corpses, so you cant tele->ulti or ulti->tele 300u
T_UP
Anyone who votes this down would probably be as braindead as one of those corpses /pun
valiance
11-04-2009, 02:26 PM
Well, so far after reading this, it's quite interesting, a concept based mostly on corpse-focused gameplay. It's a nice concept to ponder on as there isn't much 'environment' heroes.
Subscribed to this thread as well.
Haunchrot
A rather situational skill that truly requires the use of Clinging Dead as you say and/or channeling holds. Considering that it's easy to dispel, I have no qualms about the damage output. Very situational, is all I can say.
My thoughts exactly. May buff this into an AOE spell depending on feedback (which I desperately need more of **hint hint**)
The Clinging Dead
With HoN's current micro management system this'll be a bit of a hard thing to play with. You'd have to time the Clasp of the Grave perfectly within each other, letting no window of opportunity for it to be most effective along with Haunchrot.
I might buff the clinging dead grasp into a non-channeling spell. It makes them a LOT easier to use but that might be necessary...
Corpsewalk
To be honest I'm having doubts about the fact that it can trigger a free ult. The concept of being able to travel through corpses is fine, but the whole free ult thing bothers me.
The free ult might get downgraded into some life/mana gain or increased regen or some other misc. buff depending again on more feedback. If that happens I'll probably buff the ult a bit.
Cadaver Detonation
Feels rather underpowered to be honest. The Level 3 skill which costs 370 Mana would at most deal only 175 Physical Damage and 175 Magical Damage with a The Clinging Dead creep. Which is rather weak for an ultimate skill at Level 16.
Various Solutions:
-Extend AoE, Affect More than 1 Corpse.
-Reduce Mana Cost
Might be a bit UP used on Clinging Dead but on creeps in the jungle or lane melee creeps with 575 life? thats 575 damage every 10 sec with high mana cost, yes, but on a hero with good int and int gain shouldnt be a huge problem, specially if you get totem or other int stuff.
I agree with you that it may need an increase in power overall though. I could buff the AOE or damage easily.
If I made it affect multiple corpses it'd be a bit like Pit Lord's expulsion except all at once, and with a long cooldown. That'd be great with an Earthshaker around, but I feel it'd be too situational.
This low cooldown, less powerful version is less situational since you can cast it basically whenever you want-a 10 sec cooldown is shorter than hammerstorm's hammerthrow. Maybe the cd needs a buff to 10/8/6 seconds? And a mana cost nerf? I wanted to keep the idea of detonating single cadavers with a short cooldown the way corpse explosion is in Diablo II.
The more I think about it the more I think the corpse explosion cd needs a rework to be REALLY short, so you can blow up all your Clinging Dead at once. Either that or give it an AOE but keep the cd in lowish territory. The low cd is supposed to compensate for the situational nature. Every time that perfect situation comes by the ult is up... and you don't miss any opportunities to just throw it out there and see what happens since the cd is so short.
0.o
When you asked me to crit this, I thought there would actually be criticism to give! I can't see any real problems with this, aside from possibly Corpsewalk's triggering of Cadaver Detonation. This essentially gives you 2 ways to trigger the ulti. But since the ulti doesn't look like it would scale well, it would probably be okay. Especially since it requires corpses, so you cant tele->ulti or ulti->tele 300u
T_UP
Anyone who votes this down would probably be as braindead as one of those corpses /pun
Thanks! Appreciate the support.
All the detailed responses I have time for right now but I'll try to get to everyone. In the meantime thanks for the crits and support guys and keep the votes coming!
Delvil
11-05-2009, 02:08 AM
Do threads become popular by posts or votes? This really needs to be up there.
Rentaromon
11-05-2009, 02:11 PM
meh. a necro who uses dead bodys. i like the idea but the power choices are sub par.
1st: rather useless without a holder and with a holder it can do some heavy damage. i dont realy like it.
2nd: at least a 5 sec hold if you cant kill the zombies. and it can be even longer. thats a long hold, in the right situation it is to powerfull, in the wrong situation it would do nothing at all.
3rd: a telleport that sets off the ulti, should it not be the other way around?? seiously paying 70 for a ulti and telleporting is a bit much, especially since the ulti is so crazy.
ulti: complete and utter crap on a creep but if used on a hero thats insta kill for everyone around the dead body. but it costs 370!!!!!! thats insane!
personally i dont like any of the powers, if we are going to have a necro hero i want him to be badass and this guy dosent do it.
some power ideas i had:
corpse explosion: a cheap spammable power that sets off dead bodys doing a set number of damage, and triple if its a hero.
Necro Telleport: telleports to a dead body setting off corpse explosion on that body.
Blood Magic: power up your normal attack with blood magic makeing it take 1% of your hp a shot but doing signifacantly more damage. a good power to kill that first creep to make him explode and use thows body to get a horde of zombies.
Raise the dead: a toggalable power. Whenever a creep around you dies you can spend a small amount of mana to make them a zombie. zombies give no gold or exp and do low damage and have low hp. but when they die they can get right back up if the powers short cooldown is done. any unit hit by a zombie is slowed by 10% per zombie for a short time.
valiance
11-05-2009, 02:22 PM
meh. a necro who uses dead bodys. i like the idea but the power choices are sub par.
1st: rather useless without a holder and with a holder it can do some heavy damage. i dont realy like it.
2nd: at least a 5 sec hold if you cant kill the zombies. and it can be even longer. thats a long hold, in the right situation it is to powerfull, in the wrong situation it would do nothing at all.
Yeah, both these skills are situational. I can see why you wouldn't like Haunchrot and I may make it AOE or change its functionality a bit. Perhaps make it do more damage the slower the target is and make the clinging dead slow with their grip instead of completely root?
But I find that the Clinging Dead give a lot of use since they create corpses for the cadaver detonate and the corpsewalk.
3rd: a telleport that sets off the ulti, should it not be the other way around?? seiously paying 70 for a ulti and telleporting is a bit much, especially since the ulti is so crazy.
Yeah I was unsure about adding the ulty explosion to the teleport. I may make it a lifegain or something instead. Note that this is exactly the same as the corpse explosion you suggested below.
ulti: complete and utter crap on a creep but if used on a hero thats insta kill for everyone around the dead body. but it costs 370!!!!!! thats insane!
Heroes don't leave corpses. I can nerf the mana cost and shorten the cooldown on the ult. Thats closer to my original conception anyway. Thanks.
personally i dont like any of the powers, if we are going to have a necro hero i want him to be badass and this guy dosent do it.
some power ideas i had:
corpse explosion: a cheap spammable power that sets off dead bodys doing a set number of damage, and triple if its a hero.
Necro Telleport: telleports to a dead body setting off corpse explosion on that body.
some ideas you had? sounds like some ideas I had :p if you look at is these skills are basically the same as my cadaver detonation and corpsewalk. acutally necroteleport IS the same as corpsewalk.
I wanted to balance the cadaver detonation by making the mana cost high, but if you think the mana cost is too high and cd too high I definitely am not adverse to changing them. In fact the cheap spammable nature of corpse explosion is what I wanted for cadaver detonation but I thought it'd be too overpowered.
Blood Magic: power up your normal attack with blood magic makeing it take 1% of your hp a shot but doing signifacantly more damage. a good power to kill that first creep to make him explode and use thows body to get a horde of zombies.
Raise the dead: a toggalable power. Whenever a creep around you dies you can spend a small amount of mana to make them a zombie. zombies give no gold or exp and do low damage and have low hp. but when they die they can get right back up if the powers short cooldown is done. any unit hit by a zombie is slowed by 10% per zombie for a short time.
I like Blood Magic, but Raise the Dead sounds a bit like a slightly modified port of Dirge's tombstone. I wanted to do something different with undead minions instead of just standard zombies/skeletons from corpses that you push with.
Thanks for the crit and the ideas!
Sordak
11-05-2009, 03:18 PM
Wow i never thought anyone would use Avatars of War concept art.
well im actually a bit shocked the first two skills are very great with great synergie very great ganking skills and the thrid skill is THAT messed up.
But i better start off from the beginning
when i first looked up the first skill i was thinking like OK a Dot. But actually the synergie with the second skill is pretty strong and makes him into an excelent ganker. However my problem is that this skill is completley useless if you dont leveled the second skill because people are ALWAYS moving even when autoattacking. Balance wise the damage looks fair. But the giant duration doesnt helps you if you cant use it while chasing.
The hold skill of your corpses just isnt long enaugh to deal serious damage.
I would rather say increase the damage and lower the duration to make it more usefull
Second skill: well imnot sure with the magic immunity pretty much everything about this skill is said above. its good. However i think it might require too much micro considering that the hold is very slow and that they can be destroeyed. actually i would suggest you to let just a hand come outta the ground adn hold the target adn this hand could leave behind a corpse.
that would be of course alot more boring but alot less frustrating.
Now the third skill. This one is just insane. So you have a blink all over the map (a blink nothing like nymph) that basically also ads a FREE ult. This is just insane.
Solution 1: remove it and integrate it into the ult. Make it with a max range (like 800 or so) and than the corpse explosion triggers)
Solution 2: remove the ult andmake this like PitLords corpse explosion (same mechanics, thy are actually alot more fun than your ones i suggest you to look them up) with a blink addet
Ultimate: as said above its pretty simmilar to Pit Lords corpse explosion. I would add some more interrestign mechanics in fact. also keep in mind corpses do dissapear very quickly. so you have to place this ult perfectly. besides that its a great AoE nuke in a intense battle. however it only works while you stay in a lane wich is counter synergetic with the Ganky aproach of the first two skills.
Overall you had a good start with 2 great bread and butter skills for a nice Dot output. however you have messed it up with a OP third skill and an ult that, besides forced synergie with the second skill and the theme hardly matchs the gameplay of this hero wich is sad, not saying this is a bad thing but you have to decide. Is he an Initiator or a Ganker?
I hope my feedback helped you
EDIT: dont listen to Rentaromon , look at his suggestion and you will see why.
ps: next time you advertise your Hero at other peoples suggestions keep in mind that 4 lines with bland "this is good this is bad" are not a review.
Good concepts, but with the clinging dead.. couldn't a quick microer basically disable an entire team, chain disabling more important targets?
SmokeShow
11-05-2009, 06:17 PM
Interesting but confusing. It's difficult to say how this hero would balance. I tend to like confusing heroes because they take a long time to master and have many different strengths that take a while to exploit when they are released.
You get my vote.
valiance
11-05-2009, 07:32 PM
Wow i never thought anyone would use Avatars of War concept art.
I don't even know the game, just got lucky :)
well im actually a bit shocked the first two skills are very great with great synergie very great ganking skills and the thrid skill is THAT messed up.
But i better start off from the beginning
when i first looked up the first skill i was thinking like OK a Dot. But actually the synergie with the second skill is pretty strong and makes him into an excelent ganker. However my problem is that this skill is completley useless if you dont leveled the second skill because people are ALWAYS moving even when autoattacking. Balance wise the damage looks fair. But the giant duration doesnt helps you if you cant use it while chasing.
The hold skill of your corpses just isnt long enaugh to deal serious damage.
I would rather say increase the damage and lower the duration to make it more usefull
Fair points. I think I'll do that thanks!
BTW, I was thinking of a rework of this skill and the clinging dead. If haunchrot did damage based on how slowed the enemy hero was, and the clinging dead had slows, then there'd be a lot more synergy with other ganking heroes who slow, and the haunchrot would be much more versatile. Thoughts?
Second skill: well imnot sure with the magic immunity pretty much everything about this skill is said above. its good. However i think it might require too much micro considering that the hold is very slow and that they can be destroeyed. actually i would suggest you to let just a hand come outta the ground adn hold the target adn this hand could leave behind a corpse.
that would be of course alot more boring but alot less frustrating.
Well the magic immunity is like Slither's wards, to prevent AOE and other spells from just wrecking these things.
The micro was an intentional aspect, but I can see how it could be considered too difficult. Instead of the static hand you suggest I might make the hold non-channeling and stacking, so you can chain them together in an easy fashion. Is that a suitable fix?
Now the third skill. This one is just insane. So you have a blink all over the map (a blink nothing like nymph) that basically also ads a FREE ult. This is just insane.
Solution 1: remove it and integrate it into the ult. Make it with a max range (like 800 or so) and than the corpse explosion triggers)
Solution 2: remove the ult andmake this like PitLords corpse explosion (same mechanics, thy are actually alot more fun than your ones i suggest you to look them up) with a blink addet
I think I'm going to remove the ult from this teleport--thats been a major bone of contention for reviewers and I was never sold on that aspect myself. I'll aid in a flavorful buff upon arrival instead.
I like Pit Lord's Explusion but it is an AOE and explodes every corpse in that AOE one by one randomly.
I was going for a low cooldown low mana cost spammable, single target corpse explosion like in Diablo 2. I wanted to stay away from ministuns as well since Exhumer already has a hold.
Ultimate: as said above its pretty simmilar to Pit Lords corpse explosion. I would add some more interrestign mechanics in fact. also keep in mind corpses do dissapear very quickly. so you have to place this ult perfectly. besides that its a great AoE nuke in a intense battle. however it only works while you stay in a lane wich is counter synergetic with the Ganky aproach of the first two skills.
I disagree with the counter synergy charge. You dont have to stay in lane to use the ult effectively since for ganks you can combo the clinging dead with corpse explosion. I'm going to reduce the ult cooldown so it can be spammed on your clinging dead. This will also mitigate the need for a perfect ult since it can be used at every opportunity.
Overall you had a good start with 2 great bread and butter skills for a nice Dot output. however you have messed it up with a OP third skill and an ult that, besides forced synergie with the second skill and the theme hardly matchs the gameplay of this hero wich is sad, not saying this is a bad thing but you have to decide. Is he an Initiator or a Ganker?
My idea for this hero's role was a combination ganker/pusher like Furion (less like Pit who mostly pushes and gets AOE spells and disables for team battles). So the corpse explosion helps both roles, as does the teleport.
I hope my feedback helped you
EDIT: dont listen to Rentaromon , look at his suggestion and you will see why.
ps: next time you advertise your Hero at other peoples suggestions keep in mind that 4 lines with bland "this is good this is bad" are not a review.
Very helpful feedback thanks!
Your P.S. put me to shame in combination with the usefulness of your review. I honestly found your hero hard to review as my criticisms were still germinating. They were sort of high level problems not nitty gritty details. Rest assured I'll wrestle with it some more and get back to you! This was a great crit by you and it deserves a great one from me if I can conjure one up. Thanks.
__________________________________________________ __________________________________________________ ________
Interesting but confusing. It's difficult to say how this hero would balance. I tend to like confusing heroes because they take a long time to master and have many different strengths that take a while to exploit when they are released.
You get my vote.
Thanks!
The hero is still in progress so keep an eye out for a changelog and updates!
Rentaromon
11-06-2009, 10:33 AM
Yeah, both these skills are situational. I can see why you wouldn't like Haunchrot and I may make it AOE or change its functionality a bit. Perhaps make it do more damage the slower the target is and make the clinging dead slow with their grip instead of completely root?
But I find that the Clinging Dead give a lot of use since they create corpses for the cadaver detonate and the corpsewalk.
Yeah I was unsure about adding the ulty explosion to the teleport. I may make it a lifegain or something instead. Note that this is exactly the same as the corpse explosion you suggested below.
Heroes don't leave corpses. I can nerf the mana cost and shorten the cooldown on the ult. Thats closer to my original conception anyway. Thanks.
some ideas you had? sounds like some ideas I had :p if you look at is these skills are basically the same as my cadaver detonation and corpsewalk. acutally necroteleport IS the same as corpsewalk.
I wanted to balance the cadaver detonation by making the mana cost high, but if you think the mana cost is too high and cd too high I definitely am not adverse to changing them. In fact the cheap spammable nature of corpse explosion is what I wanted for cadaver detonation but I thought it'd be too overpowered.
I like Blood Magic, but Raise the Dead sounds a bit like a slightly modified port of Dirge's tombstone. I wanted to do something different with undead minions instead of just standard zombies/skeletons from corpses that you push with.
Thanks for the crit and the ideas!
my ideas where just how you could change yours to be a bit more balanced, use what you want scrap what you want its your hero. Im just giveing ideas you might like.
Kypkalorian
11-06-2009, 11:14 AM
No, because I want to see Pitlord ported with maybe and ultimate change if they have too. This ruins pitlord.
Sordak
11-06-2009, 01:06 PM
advice: post a changelog so i can see what you changed and give you better input.
Edit: above post go cry somewhere else.
MightyMouse
11-06-2009, 01:43 PM
Sup buddy, I like it and I know you are changing it as I speak...but What about THIS idea....something I missed from way long ago..TEAM SYNERGY! So basically in Old dota, they left in panda's brew thingy adding more dmg if DK Flamed the drunken target....
I want devourer (pudge) to have the ability to store creeps in his belly. Although this skill would be useless without this hero, devourer and this hero are perfect for each other...Devourer can drop corpses and then ulti etc. I think it also interesting because niether pudge nor this hero are good junglers, so those creeps would in all likelyhood be killed by a 3rd hero...gives more useability to that ult.
valiance
11-06-2009, 02:45 PM
CHANGELOG IS POSTED!!! :D
Good concepts, but with the clinging dead.. couldn't a quick microer basically disable an entire team, chain disabling more important targets?
Yes, but this isn't like Rhasta's net (Polywog Priest's magical bindings) or even CM's ice Block (Glacius's Ice Imprisonment). This ONLY immobilizes. Heroes rooted by Clasp of the Dead can still attack and cast spells!
I buffed the clinging dead just now so their grip isn't channeling and the duration of the grip stacks. So now you can click all your grips at one time and get the full 5 sec duration with 4 creeps.
Interesting but confusing. It's difficult to say how this hero would balance. I tend to like confusing heroes because they take a long time to master and have many different strengths that take a while to exploit when they are released.
You get my vote.
Glad you liked it thanks for the vote.
my ideas where just how you could change yours to be a bit more balanced, use what you want scrap what you want its your hero. Im just giveing ideas you might like.
Thanks for the ideas. Lemme know what you think of the changes.
advice: post a changelog so i can see what you changed and give you better input.
Edit: above post go cry somewhere else.
Changelog posted! Another good idea from you (though i was planning on it anyway)... :D
Sup buddy, I like it and I know you are changing it as I speak...but What about THIS idea....something I missed from way long ago..TEAM SYNERGY! So basically in Old dota, they left in panda's brew thingy adding more dmg if DK Flamed the drunken target....
I want devourer (pudge) to have the ability to store creeps in his belly. Although this skill would be useless without this hero, devourer and this hero are perfect for each other...Devourer can drop corpses and then ulti etc. I think it also interesting because niether pudge nor this hero are good junglers, so those creeps would in all likelyhood be killed by a 3rd hero...gives more useability to that ult.
Thanks man. I like the idea. Post it up as a separate suggestion and you've got my vote! They are probably going to put the pudge changes from the last dota changelog into Devourer, but if they don't this is a great alternative to further differentiate DotA from HoN and have the game grow in a new direction.
I enjoyed the hero idea and the layout was great, easy to read and not clunky. The hero adds something special to HoN and that is a more complex character. What I like about that is that a skilled player would know how, or or lean how the use the abilities to their favor in certain situations, rather than just be complex because it requires altot of micro.
Please take the time to review my new hero Enzie the melee INT carry.
roxroth
11-06-2009, 04:47 PM
I think it needs changes though.
valiance
11-06-2009, 05:58 PM
I think it needs changes though.
like what?
valiance
11-07-2009, 01:00 PM
bump for changelog
Rentaromon
11-07-2009, 01:40 PM
you said you changed stuff but it all looks the same...
valiance
11-07-2009, 06:16 PM
you said you changed stuff but it all looks the same...
numbers and skill mechanics changed but I didnt take out or add any skills. just modified the ones that were there.
orbitalx
11-07-2009, 06:21 PM
I voted Yes.
One thing I see that needs a change however is his starting Intel. Comparing it to the other Intel heroes in the game, the highest ones have 24, with a 3.2 regen.
Even huge mana consuming heroes such as pyromancer. Your hero would have a pretty high advantage early game over any other heroes.
valiance
11-07-2009, 06:31 PM
I voted Yes.
One thing I see that needs a change however is his starting Intel. Comparing it to the other Intel heroes in the game, the highest ones have 24, with a 3.2 regen.
Even huge mana consuming heroes such as pyromancer. Your hero would have a pretty high advantage early game over any other heroes.
Thanks for the yes vote and the great catch on the stats and stat growth. Somehow I messed that up. I think I meant to lower agi growth to 1.2 and forgot :D nice work
orbitalx
11-07-2009, 06:38 PM
Thanks for the yes vote and the great catch on the stats and stat growth. Somehow I messed that up. I think I meant to lower agi growth to 1.2 and forgot :D nice work
No problem, a return review of my hero would be apriciated.
Alakazam2
11-07-2009, 07:22 PM
Make the Global Teleport not have to work on just corpses, other wise, he just won't be useful enough. Also the ult does not need to synergize with more corpses either! It's just waaaaaay to many corpe based. What if u explode all the corpses with your first skill? Then what? If hes going to be anything like Furion, add in a move that causes ghost or some sh*t to swarm around an enemy for X seconds. Then the bodies die adn leave corpses. Perfect synergy, and still adds more of the old Furion that people love
Change Third skill, and remake/change the Ultimate. I will not vote yet. I'll vote sometime next week
(Also check out my item)
valiance
11-08-2009, 04:23 PM
Make the Global Teleport not have to work on just corpses, other wise, he just won't be useful enough. Also the ult does not need to synergize with more corpses either! It's just waaaaaay to many corpe based. What if u explode all the corpses with your first skill? Then what? If hes going to be anything like Furion, add in a move that causes ghost or some sh*t to swarm around an enemy for X seconds. Then the bodies die adn leave corpses. Perfect synergy, and still adds more of the old Furion that people love
Change Third skill, and remake/change the Ultimate. I will not vote yet. I'll vote sometime next week
(Also check out my item)
Well the hero is corpse based! that sort of his thing. I tried to make it less limited with low cd on ult and the ability to make corpses on command with clinging dead. I think in practice itll be much less limited than you suggest.
I like the root you suggest but clinging dead kinda fill that role and i liked the micro feel of minions rather than a click and root like furion. i figured what you suggest would also be a little too much like wall of mummies from pharaoh ya know?
Delvil
11-09-2009, 04:04 AM
bump because I want this implemented and everything on the popular suggestions board is garbage.
Padawanabee
11-09-2009, 04:04 AM
Let's see how the heroes synergy works. Let's assume you're level 16.
You use Grave sight to see corpses, and teleport to the wave behind a farming enemy. Enemies have 1.5 seconds of warning, due to the pentagram. But in this case he isn't paying attention to the dead creep wave behind him. If you teleported to a dead creep wave, there's probably about 6 corpses in the area, giving you 7 Clinging dead. You can sick all 7 of these on an enemy, giving you 8.75 seconds of him fully disabled. You use 8 of these seconds to Haunchrot them for 800 damage. During this time you can explode 2 corpses, with your ult, probably melee creeps for the highest damage.
So you can keep him from moving for 8.75 seconds with the summons. At the same time dealing 1700 magic damage and 900 physical damage between haunchrot and detonating 2 melee creeps with your ult. It costs about 1100 mana, which should be fine with your int gain.
In short, the synergy is great but your numbers are way high. If I would suggest changing anything, it would be Haunchrot. The highest damage it should be doing as a non-ult is 400, so give it a 4 second cooldown at all levels. Since the damage scales it doesn't need duration scaling as well. Now that it's a 400 damage DoT that's easily countered it can recieve a buf. Giving it an AoE would give your hero greater utility in a large fight. Currently he seems to be an int version of Rhino Rider, shutting down one unit with very little AoE or utility.
Also, Clinging Dead should not be able to keep someone from moving for any longer than 2-3 seconds. So maybe give them diminishing returns on the same target. Maybe the first one lasts 1.5 seconds, the second 1, the third .5, and after that they're immune to the clinging dead for 15 seconds. That way, you could keep 2 enemies from moving for 3 seconds, Haunchrot and Cadaver Detonation both, and have far more utility in a team fight setting than you currently do.
I would also suggest making their hold spell cast on right click auto attack, with one casting just as another one stops casting, since any more micro than that would make your hero virtually unplayable to the large portion of the HoN population. Just look at Ophelia.
That's all I got.
VenomKing
11-09-2009, 09:01 AM
First, story:
I like it, he's not REALLY evil he's just researching some stuff that people think he shouldn't research so he just said: **** YOU IMMA RESEARCH IT ANYWAYS.
Then the hero itself:
1st spell: I like it, not sure why it dispells on movement but it's cool.
2nd spell: SO they don't attack, if I left click the hero will they automatically grab him? If it stacks it makes a 3.75 second stun, also since the abilities don't get higher with levels it's not useful to get it past level 1 or two.
3rd spell: It's okay, cool rework of the Furion's spell.
Ult: I like how it synergizes with the summoning spell.
Suggestion: Make the summoning spell a spell that just casts on someone then summon 3 hands that will hold longer as levels go higher. The hands should still be killable and all, so health should go up too.
T-UP.
MightyMouse
11-09-2009, 12:02 PM
I like the idea of hero synergies if you havnt noticed...and Haunchrot is kinda high on the DPS and it is consistant, and might not scale well if taking the above dmg reduction methods...
What if it were changed to a small AOE that burns the ground and anyone standing on it, being slightly smaller than the AOE of Maledict...The damage, instead of being a DOT is a % of current life.
Suggest: AOE Burn of 2/4/6/8% of current life for 8 seconds, ticks every second. For those inept at math.
LVL1: 100%-->85% life after 8 seconds
LVL2: 100%-->72% life after 8 seconds
LvL3: 100%-->61% life after 8 seconds
LvL 4:100%-->51% life after 8 seconds
Probably change the % to something lower, but you get the idea. maybe 1%, 2%, 4%, 6% but the thing is, the grip only lasts for 5 seconds, and there are so many blinking heroes..would be interesting if htey made it to where "if effected by grasp, opponent's are allowed to use blink dagger"
This hero would work well with necro which fits in with some semblance of Lore.
valiance
11-10-2009, 12:42 PM
Let's see how the heroes synergy works. Let's assume you're level 16.
You use Grave sight to see corpses, and teleport to the wave behind a farming enemy. Enemies have 1.5 seconds of warning, due to the pentagram. But in this case he isn't paying attention to the dead creep wave behind him. If you teleported to a dead creep wave, there's probably about 6 corpses in the area, giving you 7 Clinging dead. You can sick all 7 of these on an enemy, giving you 8.75 seconds of him fully disabled. You use 8 of these seconds to Haunchrot them for 800 damage. During this time you can explode 2 corpses, with your ult, probably melee creeps for the highest damage.
So you can keep him from moving for 8.75 seconds with the summons. At the same time dealing 1700 magic damage and 900 physical damage between haunchrot and detonating 2 melee creeps with your ult. It costs about 1100 mana, which should be fine with your int gain.
In short, the synergy is great but your numbers are way high. If I would suggest changing anything, it would be Haunchrot. The highest damage it should be doing as a non-ult is 400, so give it a 4 second cooldown at all levels. Since the damage scales it doesn't need duration scaling as well. Now that it's a 400 damage DoT that's easily countered it can recieve a buf. Giving it an AoE would give your hero greater utility in a large fight. Currently he seems to be an int version of Rhino Rider, shutting down one unit with very little AoE or utility.
I would hate to see this guy in the position of Rhino Rider. I'm thinking about making haunchrot AOE and implementing the changes you suggested.
Also, Clinging Dead should not be able to keep someone from moving for any longer than 2-3 seconds. So maybe give them diminishing returns on the same target. Maybe the first one lasts 1.5 seconds, the second 1, the third .5, and after that they're immune to the clinging dead for 15 seconds. That way, you could keep 2 enemies from moving for 3 seconds, Haunchrot and Cadaver Detonation both, and have far more utility in a team fight setting than you currently do.
well i dont think the root is too long on a single hero. I mean Furion's root is 5 seconds. You cant compare this root to an ensnare or something since this doesnt disarm or silence. I'll think about it though. 8.75 seconds is a hella long time.
you can currently keep 2 enemies rooted for 2.25 seconds with the current version, just split up the clinging dead. 2 to one hero, 2 to the other.
maybe ill make it a standard 1.5 sec hold duration but it can only stack twice.
I would also suggest making their hold spell cast on right click auto attack, with one casting just as another one stops casting, since any more micro than that would make your hero virtually unplayable to the large portion of the HoN population. Just look at Ophelia.
That's all I got.
I'm cool with this idea. Ease of control makes sense for a hero with a lot of minions, each of which has a skill of its own.
Sordak
11-10-2009, 01:32 PM
love the changes on haunchrott it makes it alot better. Well more usefull in fact.
the change on the second skill are good too but it still requres some micro.
the third skill is well a bit strong. since its furions teleport + a pretty anti-gank skil since there will ALWAYS be corpses at least on the lanes. oh yeah and dont forget with that you can locate people in the forest.
valiance
11-11-2009, 08:51 AM
First, story:
I like it, he's not REALLY evil he's just researching some stuff that people think he shouldn't research so he just said: **** YOU IMMA RESEARCH IT ANYWAYS.
glad someone read the story!
Then the hero itself:
1st spell: I like it, not sure why it dispells on movement but it's cool.
Well I made it dispel on movement so its really easy to get out of. Therefore I was able to give it a high damage/sec. I may make it AOE.
2nd spell: SO they don't attack, if I left click the hero will they automatically grab him? If it stacks it makes a 3.75 second stun, also since the abilities don't get higher with levels it's not useful to get it past level 1 or two.
Well the creeps move faster (runspeed) and have more health.
3rd spell: It's okay, cool rework of the Furion's spell.
Thanks, I think it ties into the corpse theme but its simple.
Ult: I like how it synergizes with the summoning spell.
Suggestion: Make the summoning spell a spell that just casts on someone then summon 3 hands that will hold longer as levels go higher. The hands should still be killable and all, so health should go up too.
T-UP.
Upgrading the actual root ability per level is a good idea, but I also want the minions to be useful even at low levels. Hrmm. But good crit, thanks for the idea
valiance
11-12-2009, 12:26 PM
I like the idea of hero synergies if you havnt noticed...and Haunchrot is kinda high on the DPS and it is consistant, and might not scale well if taking the above dmg reduction methods...
What if it were changed to a small AOE that burns the ground and anyone standing on it, being slightly smaller than the AOE of Maledict...The damage, instead of being a DOT is a % of current life.
Suggest: AOE Burn of 2/4/6/8% of current life for 8 seconds, ticks every second. For those inept at math.
LVL1: 100%-->85% life after 8 seconds
LVL2: 100%-->72% life after 8 seconds
LvL3: 100%-->61% life after 8 seconds
LvL 4:100%-->51% life after 8 seconds
Probably change the % to something lower, but you get the idea. maybe 1%, 2%, 4%, 6% but the thing is, the grip only lasts for 5 seconds, and there are so many blinking heroes..would be interesting if htey made it to where "if effected by grasp, opponent's are allowed to use blink dagger"
This hero would work well with necro which fits in with some semblance of Lore.
hmm I definitely like the AOE. not sure about the %
look out for a changelog later today, in the meantime MOAR VOTES
valiance
11-13-2009, 02:47 PM
bump of justice!
valiance
11-16-2009, 10:46 AM
Changelog updated:
Changed Haunchrot to decrease the overall damage and make it AOE.
I'm still thinking about the proper changes to the clinging dead: I want to get them to scale from levels 1/2/3/4 maybe by buffing the hold as they level, and I also want to decrease the ability to chain root a single target while bufifng their ability to root in an aoe. I also want to make the ability right click on autocast. Look for those changes sometime soon.
In the meantime VOTE!!
valiance
11-17-2009, 12:08 PM
bumpity bump bump
I'm guessing you can micro the dead? I love to micro! and Corpsewalk looks sweet, reminds me of Guild Wars :)
T-up!
valiance
11-18-2009, 02:24 PM
I'm guessing you can micro the dead? I love to micro! and Corpsewalk looks sweet, reminds me of Guild Wars :)
T-up!
yup! the clinging dead are all about micro! thanks for the vote :)
valiance
11-19-2009, 05:23 PM
bump
valiance
11-21-2009, 02:03 AM
bump
bubububummp
valiance
11-23-2009, 10:03 AM
almost there! lets get some votes in so we can move this to popular suggestions :D
valiance
11-25-2009, 11:48 AM
votez plox
valiance
11-28-2009, 12:04 AM
3 yes votes to popular suggestions!
valiance
12-09-2009, 11:28 PM
So we made it to Popular Suggestions! YAY! :D
Thanks for all the advice, crits, support, and help.
If you haven't taken a look yet please do and lemme know what you think. Maybe your advice will be heeded in the next round of revisions. ;)
PiXeL_NiNja
12-10-2009, 12:25 AM
teleport spell's in game, already a creep spawning spell in the new archer...
valiance
12-10-2009, 09:09 AM
teleport spell's in game, already a creep spawning spell in the new archer...
Lotsa heros have creep spawning spells: warbeast, tempest, forsaken archer.. No reason Exhumer can't join them :)
And you can have multiple kinds of teleport in one game. DotA has both Pit Lord's ultimate and Furion's single target teleport. No reason HoN can't have both Nymphora's ult and Exhumer's Corpsewalk.
Thanks for the post though.
Nytemair
01-24-2010, 04:15 AM
Nice idea, loved the Necromancer in D2 and this seems like a very fun semi port of Pit Lord/Furion. F4F? <3
codion24
02-12-2010, 06:41 AM
lol. you mad with zombies?
valiance
08-11-2010, 03:10 PM
Just posted in DREAM! GO VOTE: http://dream.heroesofnewerth.com/hero/valiance/The%20Exhumer
Ol`Yojimbo
08-12-2010, 03:47 AM
I could actually see myself playing this guy. Nice theme/skills and the fun factor seems ok as well.
Koiuy
08-12-2010, 09:52 AM
Commented in DREAM.