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View Full Version : Devastator (Ganking/Supporting Str hero, featuring Tidehunter's Ravage!)



_Archangel_
10-28-2009, 06:50 AM
Devastator

Visuals:

Something like this:

http://classic.battle.net/images/battle/diablo2exp/images/animations/bestiary/act5/deathmauler-opt.gif

(That's the Death Mauler from Diablo II, a demon that can shoot tendrils into the ground to attack from afar.)

Voice Effects:

Selected:

* "I smell death in the air."
* *Low growl*

Moving:

* "They will be slaughtered."
* "The mortals struggle in vain."

Attacking:

* "Feel my wrath!"
* *Roars*

Taunt:

* "Your death does not satisfy me."

Background story:

An earth demon hungering for man-flesh, the Devastator joins the fight to bring carnage to the battlefield against the Legion. Filled with a dark, demonic energy and armed with massive spiked tendrils in his arms, he is a fearsome force to be reckoned with.

Affiliation

Hellbourne

Statistics:

Strength: 22 + 3.0
Agility: 16 + 1.0
Intelligence: 18 + 1.7
Damage: 51-60
Armor: 3.1
Movespeed: 290
Attack range: 128 (Melee)

Skills:


Impale

http://www.hiveworkshop.com/forums/resource_images/10/icons_9443_btn.jpg

The Devastator takes a moment to gather demonic energy, then shoots his tendrils into the earth, which burst out at any point on the battlefield to impale his foes.

After a 1.6 second casting time, which is only manually cancellable in the first 0.4 seconds, the Devastator thrusts his tendrils into the ground, stunning for 0.75/1.25/1.75/2.25 seconds and dealing 100/150/200/250 magical damage in a 200 AoE area anywhere on the map. Grants vision for 3 seconds in the 200 AoE.

175 mana cost.
30 second cooldown.A semi-port of Invoker's Sunstrike. Same manacost and cooldown, but remember that this hero, unlike Invoker, is a strength hero with a low mana pool. Thus the spammability of this skill is heavily limited early on. I added a stun effect, and removed the stupid mechanic of the damage being shared among the units in the AoE, something that never made sense to me. Decreased damage to balance it.

Only manually cancellable within 0.4 seconds of casting it, to prevent abuse by tapping S to cancel when you know you're gonna miss. Being disabled at any point during the casting will still cancel it though.

You can use it to chain-stun a small area in combination with your ultimate, assist other lanes in a kill, or even kill fleeing low-HP heroes with it.

Animation: Devastator lifts his arm gathering demonic energy, which looks like red light, and when it gathers fully on his arm, he thrusts into the ground. Black spikes burst out of the ground at target point.


Tendril Strike

http://i300.photobucket.com/albums/nn27/digital-archangel/Spike.jpg

The Devastator strikes the enemy with his deadly tendrils, causing a cursed wound that slows the enemy's movement and damages over time.

50 mana cost
Attack ability (Autocastable)
Cooldown: 8/7/6/5 seconds
Duration: 1/1.4/1.8/2.2
Deals 8/16/24/32 magic damage per second
Slows for 80%, which gradually decreases to 0% over the duration.A slowing/chasing skill. Costs a hefty amount of mana per hit until you've got some mana items. Remember that he's a melee hero!

Animation: Tendrils shoot out of his hand when he attacks, bloodspurt effect on enemy.


Energy Field

http://www.hiveworkshop.com/forums/resource_images/9/icons_8872_pas.jpg

The Devastator's presence alters the energy balance in his immediate area, increasing allies' defenses to magical attacks while reducing that of his enemes.

Applies Postitive Energy to allies and Negative Energy to enemies within a 450 radius of the Devastator, and within a 450 radius of the target location of Impale. (Impale's damage is calculated with the reduced magic armor value.)

Positive Energy effects
+1/2/3/4 magic armor

Negative Energy effects
-1/2/3/4 magic armorA magic armor buff to allies and debuff to enemies, simple. Debuff on the enemies increases damage done by his skills, and the first skill will apply the magic armor debuff in an AoE, thus this passive buffs the first skill. (Note that the magic armor aura from the Impale AoE will not stack by the aura around the Devastator.) Ultimate thus deals more damage in a smaller AoE. Complements caster-heavy teams nicely.

Animation: Slight blue glow on allies, slight red glow on enemies. Don't want it to be very obvious; it could cluster fights


Ravage

http://i300.photobucket.com/albums/nn27/digital-archangel/th_Icon-1.jpg

The Devastator imbues a huge amount of demonic energy into his spiked tendrils and thrusts them into the ground. The tendrils burst from the earth to decimate his enemies.

Deals 250/350/450 magical damage and stuns for 1.50/1.80/2.25 seconds in a 700/800/900 AoE.
Stuns the Devastator for 0.5 seconds upon cast
150 second cooldown
150/225/325 manacostSemi-port of Tidehunter's Ravage ultimate. Fits excellently on this hero. Huge AoE damage and stun makes this hero an excellent initiator, with or without Portal Key. Deals magic damage, and so deals more damage when enemies are closer to him because of his aura.

Nerfed AoE and added self-stun at popular request.

Animation: Thrusts both arms into the ground, and huge glowing spikes erupt everywhere in the AoE. Self-stun animation would be him taking 0.5 seconds to pull his tendrils out.

T0x
10-28-2009, 08:03 AM
This is excellent.
Sounds quite balanced too I might add... the ONLY numbers i see that need changing are on 'Demonic Armor'.
I would swap the cooldown and duration (so 10 sec duration/20 sec cooldown). Other than that a great concept and it's about damn time we got tide's ulti.

Ubuntu
10-28-2009, 10:01 AM
This hero would be an excellent lane gank partner for devourer... increases his resistance to gases and reducing the armour of enemies for increased damage from ulti+gases combo. His role as an initiator fits well, however he should be an INT hero instead of an STR. Right now his high HP will combine with his two stuns will allow him to buy +damage items instead of +HP items, allowing him to rape people while they are stunned for ~5 seconds. and probably the best initiator out there.

_Archangel_
10-28-2009, 04:16 PM
This is excellent.
Sounds quite balanced too I might add... the ONLY numbers i see that need changing are on 'Demonic Armor'.
I would swap the cooldown and duration (so 10 sec duration/20 sec cooldown). Other than that a great concept and it's about damn time we got tide's ulti.

I'm gonna change duration and cooldown to 5/10 seconds.


This hero would be an excellent lane gank partner for devourer... increases his resistance to gases and reducing the armour of enemies for increased damage from ulti+gases combo. His role as an initiator fits well, however he should be an INT hero instead of an STR. Right now his high HP will combine with his two stuns will allow him to buy +damage items instead of +HP items, allowing him to rape people while they are stunned for ~5 seconds. and probably the best initiator out there.

Decreasing agility gain so he can't DPS worth ****. :)

Chaganaga
10-28-2009, 05:10 PM
I like the concept, the ultimate might be a little powerful in range, but I like it.

_Archangel_
10-28-2009, 05:50 PM
I like the concept, the ultimate might be a little powerful in range, but I like it.

Ultimate has the same range as Tidehunter's. I may decrease it though. We'll see.

_Archangel_
10-28-2009, 10:24 PM
Bumpla

_Archangel_
10-28-2009, 11:42 PM
Changed Demonic Armor to 7 second duration with 7 second cooldown.

Scimish
10-29-2009, 12:02 AM
Thumbs up!!!!!

_Archangel_
10-29-2009, 12:47 AM
Thumbs up!!!!!

You didn't actually vote :(

Verisi
10-29-2009, 06:43 AM
He's cute, though the second ability is quite boring and somewhat un-fitting to me. Perhaps something with more synergy would be cool, even if it were like Kunkka's Xmarks or Torrent (loljustlikefirstabilitybutwithoutglobalrangeyeahI know).

Manveru1
10-29-2009, 08:29 AM
I like the idea and the theme... The concept is quite nice and the skills are very worthwhile. With the ulti and the magic armor reducing aura he could tip the tide of almost any battle so as for me he should be a first target in fights. Nicely done. Especialy the global range of the first skill is interesting :) A easy way to boost up some assists and kills maybe ;P

T-up as for me :)

_Archangel_
10-29-2009, 10:35 PM
He's cute, though the second ability is quite boring and somewhat un-fitting to me. Perhaps something with more synergy would be cool, even if it were like Kunkka's Xmarks or Torrent (loljustlikefirstabilitybutwithoutglobalrangeyeahI know).

It's nothing like Torrent. It has no slow effect, has a 1.6 cast time instead of a 2 second delay, with different damage values, manacost, and as you pointed out, cast range.

Scimish
10-29-2009, 10:44 PM
You didn't actually vote :(
Sorry, didn't see the poll at the top.

I voted yes now. ;)

_Archangel_
10-29-2009, 10:48 PM
Sorry, didn't see the poll at the top.

I voted yes now. ;)

Yay! :D

_Archangel_
10-30-2009, 05:31 AM
Moar bump

_Archangel_
10-30-2009, 05:32 PM
Bump!

_Archangel_
10-31-2009, 09:10 PM
Random T-down ftl

Zethos
10-31-2009, 10:01 PM
Where to start where to start.

Dislike of the first skill as a result of being able to target ANYWHERE on the map for a stun+damage AND revealing the place. I realize the AoE isn't huge and the casting time is pretty long but the skill itself is dislike able as it is a global nuke that can be casted anywhere to stun an enemy hero.

Second skill is cool. I actually like this skill except for the second part where the spikes shoot out and damage/stun in an AoE cone. I think I know why/how you see it working out but it's not a favorable skill especially with 20 mana cost and a 7 second CD (given it only lasts 7 seconds but still). It'll only be support when being chased and even then a regular stun/protective spell/heal would be more awesome.

The third skill is interesting. The -Magic Armor is kind of a mixed feeling for me. I'll say it's fine, as it does compliment this hero well as well as give him a good support role.

Ult is unfavorable. I know Tidehunter's ult is 1050 but I just think that's stupidly large imo. The other details are fine though.

To wrap up, this hero has some interesting potential as a support hero. I think he'd be a mix of a Stunner and Support. Ganking isn't an idea except when the ULT is up, and even then it'd be better placed else where. The only way you could "gank" is by KS/killing a target far away that your teammates couldn't/could finish using your first skills godlike range.

Overall, I do see some innovative ideas just dislike some of the details.

_Archangel_
11-01-2009, 04:48 AM
Where to start where to start.

Dislike of the first skill as a result of being able to target ANYWHERE on the map for a stun+damage AND revealing the place. I realize the AoE isn't huge and the casting time is pretty long but the skill itself is dislike able as it is a global nuke that can be casted anywhere to stun an enemy hero.

Second skill is cool. I actually like this skill except for the second part where the spikes shoot out and damage/stun in an AoE cone. I think I know why/how you see it working out but it's not a favorable skill especially with 20 mana cost and a 7 second CD (given it only lasts 7 seconds but still). It'll only be support when being chased and even then a regular stun/protective spell/heal would be more awesome.

The third skill is interesting. The -Magic Armor is kind of a mixed feeling for me. I'll say it's fine, as it does compliment this hero well as well as give him a good support role.

Ult is unfavorable. I know Tidehunter's ult is 1050 but I just think that's stupidly large imo. The other details are fine though.

To wrap up, this hero has some interesting potential as a support hero. I think he'd be a mix of a Stunner and Support. Ganking isn't an idea except when the ULT is up, and even then it'd be better placed else where. The only way you could "gank" is by KS/killing a target far away that your teammates couldn't/could finish using your first skills godlike range.

Overall, I do see some innovative ideas just dislike some of the details.

I'm not sure what you mean about the first skill. It's a strong ganking tool that gives him some global presense, somewhat like Thunder Bringer and Vindicator, though obviously less global presence than these heroes. Especially seeing it's pretty tough to land it. Invoker's Sunstrike does the same minus the stun (But has more damage to make up for it).

I've just had a brainwave for 2nd skill

I might reduce AoE on ulti. We'll see

Aboo`
11-01-2009, 05:02 PM
T-up!

I love the concept!

_Archangel_
11-02-2009, 10:47 PM
Boomp

AbyssArray
11-03-2009, 11:46 AM
Love the ideas, just a few balance issues xD
Hmm.. maybe change the first skill's stun to a slow? It is quite powerful as it is >.<

Second skill is quite powerful too.. of course, it's meant for defensive ganking rather than offensive.

Third skill is quite nice, though, having it stack with Hellbringer's Life Void and maybe a Harken's Blade would be quite devastating.

CrypticOmen
11-03-2009, 01:51 PM
The second skill is garbage. It only blocks damage from a 40 degree angle rofl? And only 160? That's like a terrible version of accursed's shield, except it deals the damage in a small aoe and stuns for up to one second. I like the first spell, not really sure how good the third spell will be (probably too good with a heavy AoE team). His ult will be as game breaking as leviathan's was, of course. Just fix the second spell.

T0x
11-03-2009, 08:51 PM
I may add a 1 second recovery time or decrease the AoE to balance it; let me know if I should.

Go with a recovery time that scales with the level like this:

.50/.80/1.10
So that it does effect him to a degree but doesn't remove the spells ability to be used as a last ditch escape mechanism when being ganked.

PoopyDesires
11-03-2009, 08:55 PM
T-Up for global-range stun, the rest is just gravy.

S1xX
11-05-2009, 07:59 PM
i like it

ma5
11-05-2009, 08:23 PM
Very nice put together.

Imaple though, is OP. The reason, as I believe, that Sunstrike's damage was spread was because it was too easy to just harass a farming hero with it, this way if creep are near, they don't take as much, and the spell is forced to be what it should be, a skillful kill on an escaping enemy.

200 AoE 2.25 second stun anywhere on the map is far too OP, he will instantly be top tier since he can participate (very well, too) in any gank.

I'd like to see what you can do to balance this obviously imbalanced spell before I vote, but right now it's definitely heading towards a thumbs up.

A quick fun suggestion would be to make the screen shake for any enemy hero within a screen radius of the targeted AoE. This gives them a quick second to react and adds a layer of mind games to help with Devastator's skill cap.

_Archangel_
11-06-2009, 08:02 PM
Very nice put together.

Imaple though, is OP. The reason, as I believe, that Sunstrike's damage was spread was because it was too easy to just harass a farming hero with it, this way if creep are near, they don't take as much, and the spell is forced to be what it should be, a skillful kill on an escaping enemy.

200 AoE 2.25 second stun anywhere on the map is far too OP, he will instantly be top tier since he can participate (very well, too) in any gank.

I'd like to see what you can do to balance this obviously imbalanced spell before I vote, but right now it's definitely heading towards a thumbs up.

A quick fun suggestion would be to make the screen shake for any enemy hero within a screen radius of the targeted AoE. This gives them a quick second to react and adds a layer of mind games to help with Devastator's skill cap.

Remember that Impale has a 30 second cooldown with a hefty mana cost.

I think your last suggestion adds fake difficulty to the game (Like Dark Lady's ultimate).

_Archangel_
11-07-2009, 05:40 PM
Goddamn random T-downs. **** you.

FiNGERS
11-07-2009, 05:44 PM
Awesome concept, I don't like the stun on the first ability, make it a maim or remove it altogether. Being able to help gank other lanes (with a 2.25s stun I might add) without actually being there is a bit stupid.

_Archangel_
11-08-2009, 05:00 AM
Awesome concept, I don't like the stun on the first ability, make it a maim or remove it altogether. Being able to help gank other lanes (with a 2.25s stun I might add) without actually being there is a bit stupid.

Once every 30 seconds, with a very high manacost. Hard to aim, too.

Brokey
11-08-2009, 08:58 PM
i support this hero 100% needs to be made now s2

Blitzl0l
11-09-2009, 04:42 AM
Hrmmm. I like the global, but it would be massively powerful. It's like a free 3 person gank on any lane every 30 seconds. This hero would be picked every game in higher play I'd think. Call it out to ur teammates and let them stun for long enough for your spikes to come up and it's basically a free kill.

Think about a pyro/hammerstorm lane with this guy on the map..... Noone could ever come within range of hammer or it's instant death.

FlaMeSticK1
11-09-2009, 04:51 AM
good job i love the theme and powers are great too
hope this guy gets to HoN
Just o dont like the shield ability kinda like accursed and dosent quite fit i would maybe change it but still good job.

ma5
11-09-2009, 06:55 AM
30 second cooldown is still nothing, you could at least attempt to land the stun for every gank. If you don't land it--oh well, you didn't have to leave your lane so nothing wasted.

Voted yes though.

Forfeit
11-09-2009, 09:55 AM
I'm not a fan. The passive is borderline OP, and the 2nd skill is just worthless.Global stun is a little much too. Basically the only part I like is that you used the annoying guys from D2 Act 5, and Tide's ulti.

_Archangel_
11-10-2009, 03:22 AM
Hrmmm. I like the global, but it would be massively powerful. It's like a free 3 person gank on any lane every 30 seconds. This hero would be picked every game in higher play I'd think. Call it out to ur teammates and let them stun for long enough for your spikes to come up and it's basically a free kill.

Think about a pyro/hammerstorm lane with this guy on the map..... Noone could ever come within range of hammer or it's instant death.

Pyro/Hammerstorm alone is usually instant death anyway.

Thinking of changing 2nd skill, got a bit of a block though. Any suggestions?

Wyxor
11-10-2009, 04:07 AM
Good suggestion.

Love the good old Tide's ulti

_Archangel_
11-13-2009, 06:11 AM
Bump... ><

WackaWacka
11-15-2009, 04:40 PM
Ugh... People...


Skill 1: Good. My recommendation is to make the area affected slightly rupture and shake so people know "Impale INC! MOVE!" I mean, I killed plenty of people with Sun Strike in DotA. Trust me, it's not hard to position it so that you avoid hitting creeps and only nuke the hero. The 30s CD means you can either initiate or chase, not both.

Skill 2: Awkwaaaaard. :s Okay, so a cross between Armadon and Accursed? Nah, doesn't fit. In my opinion, you should change it to something like:


Tendril Armor:

Wraps the target hero in tendrils, either hindering movement of the enemy or increasing armor of an ally and granting returned damage. Enemies may break the effect by moving a distance away from the point of casting. Both targets receive a movespeed reduction.

Range: 600
Mana Cost: 65 / 75 / 85 / 90
Cooldown: 11
Damage: 10 / 20 / 30 / 40 Magic damage per second
Armor Bonus: +5 / +9 / +13 / +17
Damage returned to melee attacks: 10% / 15% / 20% / 25%
Duration: 5 || 12 ((Enemy / Ally))
Movespeed Reduction: ((Ally)) -10% / -7% / -4% / -1%
((Enemy)) -10% / -13% / -16% / -20%
Breaking Distance (Enemy only): 300 / 300 / 400 / 400

Just an idea. The damage would synergize with Skill 3 and fit the theme. :)


Skill 3: I wouldn't say it's too OP at all. It's as simple to counter Scout's vanish: Spend 400g on an item that will help against ANY hero, not just this guy. And it gives him that Team Presence that every hero could use.


Ult: Tidehunter's ult. Lower the radius a bit and add that little self-stun, and I think it's good to go.



All in all, he's working on it. Just come up with something new for Skill 2, and he looks like a test-worthy hero! Also, he's gonna be a beeefy character with that Str stat. Kind of like KotF in terms of Str : Agi ratio. XD


But yea, T-Up bro. Wouldya mind checkin' my sig, btw? Thanks! :D

CKMo
11-16-2009, 12:23 AM
k, this is op as hell. you took the best skills of about 5 different heroes and lumped them all together. This is a hero that's basically OMG mode, but not in OMG play.

CKMo
11-16-2009, 12:39 AM
i'll start by explaining why.

first skill:that skill is basically an ult by itself. every 30 seconds, GLOBAL TWO SECOND stun?! with 200 dmg. that's more gg than silencer's ult, and silencer's ult is for interrupting channels and helping people escape/kill from afar. with a 2 min cooldown. this is a 30 second cooldown ULT viable skill, that not only temporarily basically silence, like silencer's ult, but also stuns. silencer's ult doesnt stop you from running around. That skill is a ult. I also noticed you're providing a 3 second sight. Wait, maphacks? Your first skill not only gives a 3 second check on where the enemy team is every THIRTY seconds (sand wraith's ult does this, but has a LONGER cooldown), it ALSO, stuns. Oh, and deals damage. And globally KS's. Even Thunderbringer has to wait till lvl 6 to globally ks. A port on invoker? please, even invoker has to wait till lvl 6 to use sunstrike to ks. Pharaoh? nah, pharaoh globally ksing is rare, because from across the field, he takes 4-5 seconds to hit. you only need 1.6 seconds.

Second skill: Lower mana cost compared to Accursed's shield, lower cooldown. The lower duration does not matter, because this way it's spammable. Oh wait, it gives a stun TOO!? i can run away and you cant chase me cuz i take no damage and i have a 7 second stun, basically! This is basically, another ult, if the numbers were tweaked

Third skill: Do we all know Soulstealer? KK, his third skill, is a passive -6 armor. That's right, Normal armor. And it's very devastating, already. What your third skill is doing, is 10 times as powerful as soulstealer's. It basically gives your whole team lots of magic defense, and decreases all of your opponent's magic defense. Are you kidding? Do you know WHY people will pay 5300 gold for a Harkon's just to kill off 5 magic armor? and you're giving this for free? Basically your PASSIVE is giving a semi very weak Barrier Idol effect, and a permanent magebane's blinked in effect, albeit less gain, and a harkon's effect on everyone on the other team. that 3rd skill by itself can become an ult. Okay, also, the fact that this passive goes with your impale is very gg. You already have a 30 second global ks move, now you're adding -4 magic armor to it? seriously? thunderbringer would be VERY op if he had -4 magic armor applied with his ultimate. And that's his 120 second ultimate. You're giving a 30 second pseudo ultimate, also -4 magic armor?

Final skill:
Ravage: In dota, why is Tidehunter very high tier, and picked for competetive play? Ravage. That is THE move, that made Tidehunter THE teamfighter, after behemoth and tempest. EXTREME range aoe, and long Stun. Oh, and magic damage too. You're sticking an already op ult on an already op character

So this is scenario. lvl 16 Devastator, giving off a permanent -4 armor, means basically 100% of magic damage taken, okay?
Then, 450 aoe damage, with a 2.25 second stun.
i should impale everyone too, for a 2.25 second stun, for 250 dmg too
(note. in this 5 second stun time, your team is raping other team)
(did i mention, the only other hero with a 5 second permastun/disable is succubus? and her ult is ONE PERSON TARGETTING. You can use succubus ult on their whole team!)

FOR SOME STUPIDLY RETARDED REASON CUZ I WASNT PAYING ATTENTION TO MINIMAP, I'M BEING CHASED BY 5 PEOPLE.
Quick, armor yourself! 3 seconds later, it stuns them! you run away!
4 seconds later, they catch up, and you armor yourself again! stun! run away!
repeat!

If this hero EVER made it onto the battlefield, we'll see 100X more QQing threads than the OMG SCOUT IS OP NERF HIM NOW threads we see right now.

Bosshansen
11-16-2009, 03:51 AM
make aoe on the passive larger, as with krakens slow aoe it's just far too small..

Verisi
11-16-2009, 04:38 AM
CKMo, I don't believe I need to read your wall of text to see how mislead you are. You cannot even differentiate between global range and global AoE.

WackaWacka
11-16-2009, 06:39 PM
Okay, since I like this hero, I'll intervene:

CKMo, you are entirely mislead.

1.) Global RANGE =/= Global. You're comparing his skill RETARDEDLY to other heroes. It doesn't create images of itself, it doesn't silence EVERY hero, it doesn't damage EVERY hero. And OH MY GOD! 3 SECONDS OF SIGHT! MAPHACKS! Pharaoh gives 10 seconds of sight, bro.

2.) Oh hey, Behemoth does this too. But also, that's why I recommended a change to my above post.

3.) Oh yes, let's just compare this low-range aura to a 5300 endgame item. That works. Here's a tip: Buy Mystic Vestaments. 400 gold to ENTIRELY COUNTER his offensive effect. The defensive effect makes him have more presence in a team fight. You could say Andromeda is OP because she gives +36% damage to her allies and -20% damage to enemies. Yes, I know that might be a bad comparison, but you compared Devastator to Soulstealer in terms of auras.

4.) Yea, okay, that's why I said he should lower the AoE on it and have it stun himself for a bit. It fits the theme and with those nerfs it's pretty much ready to go.


This is not the most OP thing I've seen BY FAR. He's not as bad as you make him out to be. You don't understand the difference between Global RANGE and Global EFFECT, and that might have set you off to explode on the rest of the char. The stun shield was useless in a real fight seeing as it only shot out behind him. However yea, I didn't like it either. The aura isn't even CLOSE to the magnitude you make it out to be.


I still like this guy and don't wanna see such NON-CONSTRUCTIVE criticism such as that. You offered ZERO, I repeat, ZERO bits of advice on how to improve him. Try helping before insulting next time. :)

CKMo
11-16-2009, 09:37 PM
wackawacka. there is no way you have any idea of what you are talking about. i did not confuse global aoe with global range

you have a teleport. you are running away. people chasing you dont have stun
you teleport!
1.6 seconds into your teleport, you are interrupted. then, you get -4 MAGIC armor.

do you realize how insanely dangerous -4 magic armor is? your starting 5.5 magic armor is ALWAYS what saves you when you barely escape being killed by a nuke.
of course u dont need to create image of yourself. images are for maphax. you're giving yourself sight every 30 seconds. sand wraith needs lvl 6 for this. pharaoh's rocket isnt even 30 seconds cooldown. 10 seconds maphack, so what? you get 3 seconds. that's a lot, every 30 seconds. It stuns too. And projects your devastating aoe basically, globally.

2: we both agree the shield thing is very op.

3: Do you know why soulstealer's aura has been kept the SAME EXACT way, -6 armor, for years? because it's counterable by buying lots and lots of armor stuff. Also dps does not do as much as nukes in 1 go.
-4 MAGIC armor. OKAY, you do NOT understand, that Magic armor does NOT stack for a reason. If I could buy 5 shaman's headdresses, INT heroes would cry. But this guy gets his aura maxed out, then a Harkon's, and he can rip off 9 magic armor. Even with a Shaman's headdress, you are taking a LOT more damage. This is worse than Soulstealer with a Shield breaker.

Why do you think people will buy a harkon's despite being easily countered by a 400 gold mystic vestments? that -5 magic armor is one of the most op things if 2 or more people on a team have it. They balanced it out barely by giving it a 100 mp per hit mana cost, and a 3 second duration, max.

stun shield is obviously not used in a fight, it's used as an escape mechanism.

Do not insult my criticism; I can give you infinite scenarios in which this hero would come out on top. This hero cannot be improved at all.
1: Invoker's sunstrike was good. Now, you're giving it with stun and -4 MAGIC armor debuff. Also gives sight. Oh, and Sunstrike was 60 seconds cooldown, and only obtainable at lvl 6.
2: Accursed (Abbadon's) Apothetic shield. Less Cooldown? Accursed's complete early game is based upon that one skill alone. Now you're making it able to stun too? It's a completely dangerous escape mechanism.
3: -4 Magic Armor. You have a whole nuke team. Enough said. in AP mode, dropping 400 gold per member on a team to deal with THIS item means NO stat gain, just to deal with ONE person on their team able to rip off your magic armor for free. Oh WAIT, you just saved your WHOLE team 400 gold by giving them all a no slot mystic vestments too! and that stacks with shaman's headdress for a grand total of 14 magic armor. That's against the rules, because the opposing team is limited to 10 magic armor max, but now 6, because you're here.

4: Tidehunter's incredibly powerful teamfight ultimate that changes games and teamfights. you gave this guy 2 different AOE stuns for 2 different situations, now he has a teamfight AOE stun. Name another character with 3 aoe stuns.

WackaWacka, do learn what you're talking about. Tell me exactly why this hero is not op, or a game changer. WackaWacka needs to realize that 3 guaranteed AOE stuns is very good already, not to mention ripping -4 Magic armor to increase the damage from your stuns, and then a VERY good escape option. Verisi, if you don't read my wall of text, your loss on not realizing my points on why this guy is top tier beyond Tauren Chieftain

MoOgLeD
11-16-2009, 09:39 PM
CKMo is a good smart debater and makes excellent points. I think we should listen to him and nerf Devastator.

QQQQQQQQQQQ
11-16-2009, 09:42 PM
CKMo, it is bad to double post.

CKMo
11-16-2009, 09:46 PM
wasnt rly a double post

Verisi
11-17-2009, 01:34 AM
wackawacka. there is no way you have any idea of what you are talking about. i did not confuse global aoe with global rangeYou compared its effects to that of Silencer's ultimate, saying it's extremely overpowered because, unlike Silencer's ult which merely silences, this ability stuns and damages.

Very obviously, it's far more limited in use than Silencer's global silence, due to its timing and tiny AoE. You have to be desperate to complain about the infinitesimal vision it grants.

The magic-armor breaking is decent. I do, however, agree that perhaps the AoE should be lowered to around 200 or so.

The "shield thing" is in no way overpowered. One huge factor which makes Accursed's shield useful is its removal of debuffs. This shield is like a mini version of Accursed's, but with a very limited cone (please try to understand how large a 40 degree angle and 300 distance are) of damage and practically a mini-stun.

How many long chases do you see, anyway? It's generally just nuke-nuke-dead in gankland, or a massive amount of disable/slow.


4: Tidehunter's incredibly powerful teamfight ultimate that changes games and teamfights. you gave this guy 2 different AOE stuns for 2 different situations, now he has a teamfight AOE stun. Name another character with 3 aoe stuns.

WackaWacka, do learn what you're talking about. Tell me exactly why this hero is not op, or a game changer. WackaWacka needs to realize that 3 guaranteed AOE stuns is very good already, not to mention ripping -4 Magic armor to increase the damage from your stuns, and then a VERY good escape option. Verisi, if you don't read my wall of text, your loss on not realizing my points on why this guy is top tier beyond Tauren ChieftainI am very sure you don't realize how small 200/300 range is. Also, 40 degrees. The stun AoE is very small and any team with half a brain can ensure they won't hit more than 1 or 2 people.

And I read your wall of text now. It sucked.

CKMo
11-17-2009, 02:12 AM
FAR MORE LIMITED?
Silencer stun: every 2 minutes, I global silence for up 3 seconds at lvl 6
Devastator: level 1, every 30 seconds, I stun you. To either A: Help gank from infinite yards away, or B: Help save you from infinite yards away. His first skill gives him Nerubian Assassin's presence constantly at the start of the game. You would be afraid of pushing or chasing if you knew a 2.25 second stun could appear randomly, even if you knew Devastator hasn't left his lane.

I'd rather have a stun that Silencer's lame ult. Stun kills. Silence doesnt. Stun interrupts tping out of a bad situation. Why do all competetive gamers carry teleports around? to get out of nasty situations. Now you have a guy who can interrupt a teleport without even being there to gank you.

That Magic Armor is far too overpowered. IF, say, it's limited to use only, I would slightly agree to it. Maybe a targetted buff, where the person either gains Magic Armor or loses Magic Armor. But being transportable with his global stun is very overpowered.

It's not hard to turn your back to someone. Or do you escape from gankers by running sideways? 1 second stun is not a ministun. 1 second stun every 7 seconds is quite impressive. 25 mana for a 1 second stun is VERY good. How much Andromeda would pay to have a 50 mana for a 1.75 second stun.

300 Distance area, 40 degrees is not a huge limiting factor. That means 100% of all melee characters who are chasing you are eating that 1 second stun every 7 seconds and having 70% of their damage nullified by a shield that comes back. Unless you somehow turn around to face heroes when they're attacking you.

Nuke-nuke-dead in gankland does NOT appear as much if you have built in mystic vestments. You fail to realize that his shield is not the only thing that's making him op: all of these skills together is what makes him very op.

a 200/300 range aoe is the exact same as pyromancer's. 1.6 second channel time is nothing when you already ulted them all have have 2.5 seconds to attack and then channel

the AoE stun is very small, maybe. but any team that WANTS to avoid that stun MUST make sure they don't chase too fast, and must walk NOT behind you. This all combined makes the skill have accomplished it's feat: not to stun and damage every 7 seconds (unless they're retarded), but to make it harder for them to chase you.

Verisi, I will admit that in words and such, that shield sounds quite weak. But in reality, you have to consider it from an enemy's point of view. If you were to be forced as a melee character to NEVER be 300 range behind him, how would you chase? If you were a ranged character, scared of that stun and your damage being blocked, you'd definitely take more time to walk around. That time is valuable to escaping or letting teammates come save you.

Verisi
11-17-2009, 02:30 AM
FAR MORE LIMITED?
Silencer stun: every 2 minutes, I global silence for up 3 seconds at lvl 6
Devastator: level 1, every 30 seconds, I stun you. To either A: Help gank from infinite yards away, or B: Help save you from infinite yards away. His first skill gives him Nerubian Assassin's presence constantly at the start of the game. You would be afraid of pushing or chasing if you knew a 2.25 second stun could appear randomly, even if you knew Devastator hasn't left his lane.Yes, because a 200 AoE after a 1.6s delay is a guaranteed hit. And yes, that 100 damage and .75 second stun at level 1 will totally rape your face off, provided it lands. Also, 175 mana cost is not intensive at all. It's very good map presence, but I quite disagree that it'd be gamebreaking or carry the amount of weight NA's disappearance does.

Why do you keep whining about it being more powerful than Silencer's ult? Silencer's ult absolutely wrecks the entire enemy team's casters/ability-heavy heroes for 3/4/5 seconds, regardless of their positions on the map. This ability hits in a 200 AoE after a 1.6s delay.


Verisi, I will admit that in words and such, that shield sounds quite weak. But in reality, you have to consider it from an enemy's point of view. If you were to be forced as a melee character to NEVER be 300 range behind him, how would you chase? If you were a ranged character, scared of that stun and your damage being blocked, you'd definitely take more time to walk around. That time is valuable to escaping or letting teammates come save you.What kind of melee hero plans on finishing a fleeing enemy by chasing+hitting them in the back? A situation which would provide that kind of thing is quite a rarity--a melee hero lacking the ability to use finishing abilities (charges, stuns [like Hammerstorm's], etc), yet with a chance to kill the foe by hitting them in the back? You can just chase until your cooldowns end, too--the stun only happens when damage is blocked.

_Archangel_
11-17-2009, 04:36 PM
I've read all the arguments, taken everything into consideration.

Skill 1: I'm leaving it as it is. You CANNOT use it every thirty seconds because this hero has a shitty int gain and mana pool.

Skill 2: I am definitely changing this.

Skill 3: Leaving it as it is. Mystic Vestments counters the offensive use of this entirely.

Skill 4: Decreasing AoE and adding a little self-stun.

By the way some of your arguments are flawed CKMo, for example, Harkon's Blade is never used in competitive play because it doesn't offer anything useful to be a core item. (Intelligence and attackspeed, not many heroes can make decent use of that.)

CKMo
11-17-2009, 11:05 PM
oh, then obviously, Soulstealer's aura should be 1000 aoe range with up to -14 armor, seeing as you can instantly combat that with 1 1400 item or 3 550 items, because they STACK
oh wait, -6 armor means 42 agi will nullify it. I guarantee by about lvl 16 average hero has 42 agi, not to mention starting armor. uselesssssssssss
Does stats give magic armor? NO
-2 magic armor, maybe. but -4 is completely overpowered, or soulstealer gets -12 normal armor.
shitty int gain and mana pool doesnt hurt jereziah that much. Bring lots of clarity potions; you'll ks it all back anyways.

it's obviously so hard to buy an arcane ring considering you can ks and farm the first 5 minutes, to help increase your mana pool, followed by a sac stone. It's not hard to hit...electrician initiate, u have 1.6 seconds to cast that while some other person is busy wacking them for up to 4 second early game stun. Hammerstorm + jugg in 1 lane, hammerstorm stun them for 2 seconds, you stun them after that cuz it's aoe, and jugg gets double kill early game. Obviously, not cheap.

So night hound doesnt plan on finishing people by blinking them. Okay. Have you played HoN at all?

skill 4: 1 second stun. U dont wanna be able to let people chain stun, unless u get stunned for the same exact duration. Maybe a ministun after 1.5 seconds to prevent a chain stun.

Nymphora, Thunderbringer, Puppetmaster, Blacksmith, and many other ints can all make Harkon's a core item. a whole nuke team would set someone on the process of making a harkon's. Hell, i've gotten harkon's on Hammerstorm for a 100 mp to kill off 5 magic armor and then proceed to rape their face, turning off harkon's.

WackaWacka
11-18-2009, 05:23 PM
Hm. Well, lemme get this straight:

1.)Pharaoh has a TEN second 'maphack' every FIFTEEN seconds for 50 mana. Devastator has a THREE second 'maphack' every THIRTY seconds for 175 mana and a stun. The reveal is nothing. Practically ignorable. If you're using a 175 mana spell just for a 200 radius reveal, then, well, lets hope you got some WICKED regen. XD

2.) What's with the Soulstealer buff thing? Earlier you said his aura was 'devstating,' and now you're calling it "uselesssssssssss?"

3.) I like numbering things! >:D

4.) 3 stuns... Wut?
-We already agreed (before the OP posted) to get rid of the back stun shield. Down to 2 stuns. That's really not that bad seeing as Witch Slayer has Mini and Graveyard thingamjig. :D
-The first spell is not guaranteed given the cast time and low radius unless combined with the ultimate (Oh my god! Is that SYNERGY?!).

5.) You said this guy has farming abilities... Wut? XD A melee strength with a 175 mana AoE spell with 30s cooldown does not constitute farming. As for KSing, yea, at level 9 you can maybe hit someone for ~230 dmg (7.8% resistance with 1.4 MArmor. Tested with Hellbringer level 2 Life Void and Level 1 Devourer with Cadaver Armor! :D) with his maxed aura. It's weaker than most stun+damage spells for a reason. :D

At this point, I apologize if this offends you in any way, but it seems you're just trying to make this hero sound terrible. I don't know if this is true, but that's what your posts are coming out as. This guy is far from hopeless. If you're really this upset about him being 'OP,' offer suggestions. I saw your suggestion to make his -MArmor thing targetable, but Hellbringer's got that part taken care of. You could ask the Poster to lower damage on 1st spell, we already suggested adding the self-stun on the Ult, maybe lower the radius on the MArmor aura if you really can't deal with 450, etc. It's all about being constructive. :) Anyways, onwards!

5.) You're comparing his mana pool to that of any low-mana strength hero. Grats. TONS of heroes (who can also gank) get Ring of Sorcery. :)

6.) This made me giggle with the Electrician part. Just sayin', ANY hero with an Electrician initiator is great, especially when it's a 3v1 gank as described in your post (1 is Electrician, 1 is Devastator, 1 is 'some other person is busy wacking them'). In fact, ANY 3v1 is not hard to win. XD

7.) Oh, by the way, Sun Strike is a 30s cooldown for up to 475 damage for 175 mana.

http://www.playdota.com/heroes/invoker

8.) Where did I say you could stack Mystic Vestaments and Headdresses? o.O And as for the -9 armor comparison, ever seen Hellbringer? Oh noes! He gives s -8.3MArmor to everyone in his castable radius (250) every 7 seconds! Wait, if I combine that with Harkon's blade, that's -13.3 MArmor! HOLY CRAP!

ouciwutIdidthar?

Sorry bro, but that's kind of what your comparison looks like. Kinda silly. XD

10.) There is no #9! :O

11.) Once again I like numbers

12.) Just for future reference, can everyone just never bring up the old skill ever again? He said he was gonna change it. ^_^

13.) You probably didn't notice that Five appears twice, making all of these numbers past 8 correct. XD


WHEW! Okay, yea, I'm sure you've found this out by now, but CKMo, I don't want to make an enemy with you. I enjoy our friendly debate, actually. Kinda fun. :D

Also, Archangel, about new skill #2:

I would make the effect either a bit weaker (30%) or make it longer duration with it diminishing over time (Like 3.5s, having the initial be 50% or something and the end being 0%). It looks like a controllable version of Jeraziah's attack, in my opinion. Because of the hefty mana cost (Arachna's slow is ranged and costs 12 mana on a 0 second cooldown for 40% movement slow for comparison). Good concept, though. Gives him a little chasing. :)

_reaper
11-18-2009, 05:59 PM
Yes, really.
But im a little worried about magic armor aura, that might be hard. But the rest is totally fine :)

CKMo
11-18-2009, 11:29 PM
Soulstealer's aura is obviously balanced, if icefrog has left it untouched for years. No one's ever complained about it being completely useless; it's just that people who know how to deal with it stack up on armor. If you don't, is what makes it devastating.
At level 4, you're basically providing a mystic vestments to everyone in the aoe. That's 2000 gold saved for the team.
And if you're forcing the other team to each buy a mystic vestments to deal with that, that's 2000 gold down for their team.
This puts a grand total of 4k gold difference between the teams, which would be the equivalent of downing 2 towers for your team.

However, magic armor does not stack, making it what I think very devastating.
Suggestion, then: 3rd skill is a SINGLE target spell much like jereziah's, that gives target unit -2 Marmor, or +2 Marmor, that costs 50, 70, 90, 110, and lasts 3/5/7/9 seconds.

You don't use either of those spells for maphacking, really. Pharaoh's is mostly for dmg dealing and KSing from across the field....AFTER 5-10 seconds, normally. This guy can ks in 2 seconds. It's also good for initiating.

People who will miss the first spell are all noobs, unfortunately, unless OP includes a way to advise people about to be impaled to GTFO.

Sun Strike is still not obtainable at lvl 1, nor does it give a stun. Stun > Damage in almost 80% of cases, unless the damage is a 3 times difference.

Hellbringer's -magic armor does NOT also give + magic armor.
Hellbringer's -magic armor is NOT globally transmittable.
Hellbringer's -magic armor costs mana to cast.

Since you obviously agree with me that mana pool is not a very limiting issue here, we can safely agree that unless his starting abilities are 150 mana, no issue there.

You are not looking deep enough into this example with Electrician.
You see, the thing about ganking globally, is that 1: at lvl 1, you can stay in your OWN lane and NOT lose out on EXP, while ganking. 2: Electrician and whoever else is in his lane do NOT have to share EXP with you. 3: It is MUCH harder to anticipate ganks when you can't call missing from lane because...he's there.
I'm not pointing out that he makes a godly combo with Electrician...I'm saying that the ability to gank from globally away is incredibly underestimated. Early game, that would probably be enough to decide a team, for how do you warn teammates about ganks when you don't know when the guy you're laning against is about to impale your teammate 9999 range away? Early 3 man ganks always had a balance because the experience was divided; now this is taking away that balance.

My advice on skill #2: 7 duration, 7 second cooldown, absorbs no damage, but instead reduces all damage taken from behind by 10%/20%/30%/40%, and the target gains 1/2/3/4 magic armor. No stun.

_Archangel_
11-19-2009, 12:24 AM
CKMo, so many flawed arguments, not enough time to point out why they're all wrong.

Main ones:

* Nevermore's -armor aura got buffed not that long ago.


* Shadow Fiend: Improved Presence of the Dark Lord armor reduction (1/2/3/4->2/3/4/5)

Thus saying "Icefrog left it untouched for years so it must be balanced" is an incorrect statement and thus an invalid argument.

* Saying the -armor is useless because the enemy's natural agility will cover it is stupid, because they will have that armor whether you level the aura or not. So in the end, their overall armor is still reduced and they take more damage.

* -4 magic armor is NOT overpowered, for the last time. Just tested in practice mode; Hellbringer's skill at level 2 which decreases 5.1 magic armor gives about an overall 17% increase in magic damage taken. Wow. 17%, woohoo. It'll be even less with -4. Furthermore the radius of the aura in this hero's skill is pretty small.

* Remember that if he is stunning and contributing to other lanes, he's not contributing much at all in his own lane.

I have a feeling you're not gonna listen to me no matter what I say, but I don't even care anymore, feel free to T-down if you haven't already

WackaWacka
11-19-2009, 06:34 PM
For the record, I still wanna see this guy AT LEAST combat tested. :)


T-Up

lKhain
11-19-2009, 07:00 PM
Generally i like this hero, first of all, because of Tides Ulti, a must-have-port for HoN imo, and you did a good adaption.
The semi-sunstrike port is argueable... It can be pulled off, after the ulti went off, to do additional damage, or after you slowed the victim with the second skill (good synergy), tho its not a skill that can make a big impact to the game imo (some wtf moments in public, ok granted). Overall you get a thumb up from, tho id like to see some more spectacular skills on this (the theme has alot more possibilities) hero, than a slow/DoT and armor buff/debuff.

_Archangel_
11-19-2009, 11:07 PM
Generally i like this hero, first of all, because of Tides Ulti, a must-have-port for HoN imo, and you did a good adaption.
The semi-sunstrike port is argueable... It can be pulled off, after the ulti went off, to do additional damage, or after you slowed the victim with the second skill (good synergy), tho its not a skill that can make a big impact to the game imo (some wtf moments in public, ok granted). Overall you get a thumb up from, tho id like to see some more spectacular skills on this (the theme has alot more possibilities) hero, than a slow/DoT and armor buff/debuff.

Thanks.

For the first skill, keen in mind that if you're trying to shoot it from close range (If your opponent sees you casting it) they will obviously expect it and change direction!

You can shoot it from across the map and contribute to ganks.

That said, I might make the cooldown scale down to 15 to make it usable twice per teamfight or so

Bouk
11-19-2009, 11:25 PM
I like the hero theme, and have been missing the Tide Hunter ulti, great gob. The numbers all seem fair to me. Only think I am worries about is his inability to farm, tide hunter had the spin which was awesome for farming.

Please take the time to review my hero Enzie, a melee INT carry.

CKMo
11-20-2009, 02:04 AM
Contributing to your own lane? this hero is not a carry. I'm seeing a huge support. Your goal is to help your carry farm...from another lane. By initiating ganks. The 1st skill is not for 1 v 1 fighting close range; it's for nabbing opponents that juked ur teammates, or for helping your carry farm enemy heroes early game. Kind of hard to keep switching screens back and forth to check whether Devastator is channeling his global ranged stun.

awesome. 30 seconds is not enoguh, but a 15 second globally ranged stun. you can participate in ganks DOUBLE, but initiating, then stunning for the kill!

suggestion
skill #1: deals no damage. i will not object to it giving - magic armor

and 2, so what if soulstealer's aura was buffed up? my point is that his aura is considered balanced. i would rather lose 10 armor than 4 magic armor, not to mention AURA that also gives my enemies each a mystic vestments

3: you fail to realize that hellbringer needs mana to do this. you fail to realize that hellbringer's is not a constant. you fail to realize that this works on invis. you fail to go to your theme about a hero with a low mana pool unable to use his skills

fix him. I do not T-down for no reason whatsoever, i have T-upped many of your ideas, but this one is simply broken. Or do i need to defeat it by offering frostwolf for 500 gold?

_Archangel_
11-20-2009, 04:12 AM
Contributing to your own lane? this hero is not a carry. I'm seeing a huge support. Your goal is to help your carry farm...from another lane. By initiating ganks. The 1st skill is not for 1 v 1 fighting close range; it's for nabbing opponents that juked ur teammates, or for helping your carry farm enemy heroes early game. Kind of hard to keep switching screens back and forth to check whether Devastator is channeling his global ranged stun.

awesome. 30 seconds is not enoguh, but a 15 second globally ranged stun. you can participate in ganks DOUBLE, but initiating, then stunning for the kill!

suggestion
skill #1: deals no damage. i will not object to it giving - magic armor

and 2, so what if soulstealer's aura was buffed up? my point is that his aura is considered balanced. i would rather lose 10 armor than 4 magic armor, not to mention AURA that also gives my enemies each a mystic vestments

3: you fail to realize that hellbringer needs mana to do this. you fail to realize that hellbringer's is not a constant. you fail to realize that this works on invis. you fail to go to your theme about a hero with a low mana pool unable to use his skills

fix him. I do not T-down for no reason whatsoever, i have T-upped many of your ideas, but this one is simply broken. Or do i need to defeat it by offering frostwolf for 500 gold?

Skill 1: It's fine. Maybe slight damage decrease, but I'm going to keep its functionality as it is.

Skill 3: The mana Hellbringer spends = full HP heal with some teammates throwing spells in; this aura does not do this. As I showed before with practice mode the damage increase granted by this skill is NOT a huge amount.

+400gold item to all allies, oh no, overpowered.

The theme of this hero is not to have no mana to cast his spells. That's just balance. The passive helps him scale and have more presence lategame.

I think I should mention that the magic armor auras from him don't stack with the Impale one :\

_Archangel_
11-22-2009, 02:58 AM
Worth putting in popular? o.o

Varp
11-24-2009, 05:43 PM
Nice concept, nice balance.
+1.

pineappledan
12-02-2009, 03:51 PM
love this idea, and i like the balance. It's unique to the HoN hero lineup
I'm trying to compare his tendril attack to Arachna's, 80% is pretty huge, but he'd need one hell of a mana pool to keep it up. I'd say it looks pretty freakin sweet.

This guy with a full mana pool and an elder parasite might get a bit crazy, but it's a crazy i'd love to see

_Archangel_
12-02-2009, 04:58 PM
love this idea, and i like the balance. It's unique to the HoN hero lineup
I'm trying to compare his tendril attack to Arachna's, 80% is pretty huge, but he'd need one hell of a mana pool to keep it up. I'd say it looks pretty freakin sweet.

This guy with a full mana pool and an elder parasite might get a bit crazy, but it's a crazy i'd love to see

Nah, he's not meant to be played that way (Except in pubs :))

Note his crappy agi gain - he won't be DPSing.

vorQk
12-05-2009, 12:40 PM
Excellent hero! Very balanced and many combos seem possible.


Ravage : Stuns the Devastator for 0.5 seconds upon cast

Do you mean its channeling time or when he casts he stuns himself?

_Archangel_
12-07-2009, 01:31 AM
Excellent hero! Very balanced and many combos seem possible.



Do you mean its channeling time or when he casts he stuns himself?

AFTER the stun is applied to enemies, he himself is stunned for 0.5 seconds.

HamsterXD
12-08-2009, 01:39 PM
Awesome idea, love at 1st sight :D!
all is good because i play dota and his skill suits the theme ALOT..

oni prob is the 2nd skill, it's too..erm..i dont know how to say it but i dont like it :p

what about making a damage return skill?like centaur's return from dota?its just a suggestion =S

anyway T-UP from me :D

DGen
01-12-2010, 07:12 PM
The first skill is very very overpowered in any decent team. If you removed the damage, it might be balanced, if you removed the stun, no problem at all. But both? No way, there is a reason it hasnt been done before. The rest of the abilities seem okay, but to be honest i feel like theres something missing.

He's just too straightforward if you ask me, there is no secret way to make his skills synergise any better or have any better use other than dont miss your stun, try to bunch them up for your ult. Meh. Perhaps a slight alteration to the magic armor aura, making it stronger / weaker depending on distance from you? So that standing on top of enemies really matters, does my team want to stack up on me to greatly reduce magic damage taken, will we be vulnerable to a tempest ult that way, or something like that. Just to compare, what im kinda looking for is things like demented shamans heal (chains, when grouped around an enemy you deal a ton of damage, great concept), Soulstealer Ult (Distance REALLY matters), Behe ult (1v1+no creeps = fail, Xv3+lots of creeps = win). You know? :P

In short, i prefer the easy to learn, hard to master heroes, and this guy just seems too "easy" to master :P Don't let my negative energy bring you down though, with a few modifications (and a single, needed, nerf) he will be good to go :D

zeratul0
03-05-2010, 09:42 AM
I love it plz implemented this character in hon ! :D

For what is not in popular suggestion?!

Mangs
03-05-2010, 01:08 PM
Awesome suggestion, I like it!

DemoniWaari
03-05-2010, 01:25 PM
I like the concept, global and high range skills are awesome! But to be honest, the first skill is way too good. Change stun to slow and it's fine.

T-upzorz.

thugwaffle
03-06-2010, 02:33 AM
Haven't had too much of a look at the numbers because that's not what suggestions are for, and from what I've seen he looks awesome.

Abilities:
1. Great concept, seems like a lot of fun.
2. Don't particularly like it, but it's not bad either
3. Seems to powerful too me (okay I looked at the numbers on this one) but the concept is good.
4. Awesome. Maybe more damage and less stun?

OJPhoenix
03-06-2010, 03:28 AM
This is kinda awesome, good initiator and follow up style.
I've missed Ravage a bit, would be more happy to see it in HoN :D
+1

IJollyRogerI
05-08-2010, 10:40 AM
i just recently noticed that my hero Titan(links on the signature) has his ultis name Devastate