PDA

View Full Version : [INT Melee] Behold! Replicant is here.



Yugoloth
02-09-2012, 09:38 PM
http://desmond.imageshack.us/Himg715/scaled.php?server=715&filename=replicant.jpg&res=medium

Stats:
STR: 19 - AGI: 16 - INT: 20
Str Gain: 1.9 - Agi Gain - 1.8 - Int Gain - 2.4
Movement speed: 305
Armor: 3.0 - Magic Armor: 5.0
Dmg. Reduction: 15% - Magic Dmg. Reduction: 25%
Attack Damage: 50 - 53, 0.63 per second, melee
Affliation: Legion
Lore:
Can homunculus dream with electrical sheeps?
A lifeless machine, an empty engine.
But one day, a life spark reaches his core.
And this human replica lives.
Will he help humankind?
Or he will reveal¿?

Abilities:

Far Seer! [Target ground]
http://www.guildwars.com/images/professions/skillicons/monk/reversaloffortune.jpg
Select a location. Replicant enables his glasses, all of them, being able to see away.
1000/1500/2000/2500 clearvision in a line.

Manacost: 60 Cooldown: 20/18/16/14 seconds.
Radius: 275,300,350,425

Visual: Replicant glasses starts to glow, and a big area reveals to him. Vision lingers a few seconds, but enemies are sighted.


Decoy Replica [Self Target]
http://www.guildwars.com/images/professions/skillicons/monk/reversehex.jpg
Replicant learned to replicate himself. He can make a double of himself, disjoining while doing it. He displaces 200 units back and goes invisible for 2 seconds after that. Decoy deals 80/160/240/320 physical damage to the one who hits him, with skills or autoattack
If not attacked, decoy last for 2 seconds.

Health cost: 100/95/85/80 (non lethal) Cooldown: 30/25/20/15 seconds

Visual: replicant dash backwards while a decoy stays on his place.


EDIT: Replicant places a illusion on his place, going invisible for 10 seconds. Standard escape mechanism.

True Replica [Self Target]
http://www.guildwars.com/images/professions/skillicons/monk/lifebarrier.jpg
Makes an active, controlable replica of himself. Max of 3 replicas. Replicas take 400%/300%/200%/200% damage and deals 20%/30%/40%/50% damage.
Replicas last until destroyed. They cant gain levels.
When destroyed, replicas deal 15%/20%/25%/30% of total HP true damage to Replicant.
Manacost: 200/200/100/100
Lifecost: 200/200/100/100 Cooldown:120/80/60/40 seconds.
Visual: After 1 second cast, a replica of Replicant appears next to him.

EDIT: REMAKE
Cooldown: 60,48,36,24 seconds.
Lifecost and cast time removed.
Replicant uses his own life to create living replicas of himself. They can use Far Seer! skill, and inherit a portion of replicant stats. Max of 1/2/2/3 replicas. They get 13/25/35/50% of str gain, 20/35/45/60% of agi gain, and 35/40/55/70% of inteligence gain. They also inherit Replicant movement speed.
They can use a sub skill to auto destroy and heal allies for 50/75/100/125 + 13/26/39/50% their max hp and damage enemies for 50/75/100/125 + 10/15/20/25% their max hp.
On death, Replicas deal 25% of non lethal damage to Replicant.


True Core [Passive]
http://www.guildwars.com/images/professions/skillicons/monk/holywrath.jpg
http://www.guildwars.com/images/professions/skillicons/monk/holywrath.jpg
Allows Far Seer! to make 55/90/150 mixed damage. Also increases Far Seer! manacost in 30/40/50 extra manacost.
Gives 500/650/800 radius of truesight around Replicant.
Grants 10%/20%/30% movement speed.
Visual: A red light turns on his chest like fire, stronger with each level.
Something like this

EDIT: REMAKE

Grants 5%/10%/15% movement speed.
Gives 300/500/700 radius of truesight around Replicant.
Allows Far Seer! to make 100/225/350 mixed damage. Also increases Far Seer! manacost in 30/70/100 extra manacost, and decreases it cooldown for 2/4/6 seconds.
On activation, True Core grants clear vision in 700,900,1100 radius on day, and 650,800,950 vision range in night.
Manacost: 50
Keep manacost: 15/25/30 per second.
http://www.hyperborea.org/flash/bigimages/replicant.jpg
:3
I wanted to make a strange hero, strong and fragile at same time, but not a carry, some kind of anti-carry. My first idea of his ulti was a nuke, he focus sunlight and shots a beam, doing great spike damage, depending about day and night. But, i said, we have seen this in Witch Slayer, and Pyromancer. Lets do something passive. The only hero i have seen who actually uses illusions is nomad, and i always liked
Azwraith, from DotA. I created this. A great counter against certain carries, but hardly useful if silenced. Also, while he can send illusions to farm, he gets a lot of damage if they die. A strong point and a weakness at same time. He offers to his team some kind of mobile true sight, very useful against carries like Night hound and Scout. On the other hand, his Far Seer skill allows him to watch for incoming ganks. Its more useful at defense, because he lacks of real damaging skills (his second skill requires him to be attacked). I think it would be a strange and funny hero to play. Since illusions dont lvl up, they should be killed to get new and better ones.
Heroes with silence or disables like :balp::mona::para::dark::emer::defi: are a problem.
Useful items::BehemothsHeart::HelmOfTheBlackLegio:Mock::R iftshards::WardOfSight::WardOfSight:

Note: Thats one drawing of me. I made it :P. I liked "Wizard Replica" card. From Magic: The Gathering.

http://dream.heroesofnewerth.com/hero/Yugoloth/Replicant

Edit: Playable version 1.3 of Replicant hero. He still needs a lot of work, but his skills are working properly. Need some extra work on replicas first skill leveling, and some other issues, but the idea is clear.
http://www.mediafire.com/?o9n933swcy91i9i

Edit: Playable version 2.1 of the Replicant. I like this one a lot. I hope the next to have a custom model!


>>>>>>>>> http://www.mediafire.com/?59nx5tgk1jr0gvx <<<<<<<<<<<


Since the replicas also can spawn Far Seer!, at level 11 this hero can deal a lot of damage in a huge area. Maybe i should rework this. On the other hand, Replicas can explode and be really annoying.

BlakDrag0n
04-02-2012, 01:34 AM
Ok nice hero.
stats: very good, can't complain about 'em.

skill 1: Okay strong, that cooldown at lv 4 is too small and the 5 second loss is great, maybe 3 or 3.5 if you wanted to push it. it's pretty much a scan of the enviroment... what's the width of the line of sight?With ulti it's 1600 AoE true vision?!! that's ridiculous!! There would be no way an invis attack could sneak up on him. You have to change that.

skill 2:
okay i like this one, illusions but hero is invis... nice but why 200 units behind? people with skill will just aim an AoE or a magmus stun like skill straight at the point. Now define 'attack', do you mean skills and attacks or just attacks? but seeing the copy, i would change that to random position in a 400 radius.

skill 3: okay that's just wierd. why have 2 abilities that duplicate? also why do you have life cost as well as hp damage at end... too weak, don't have the hpdamage when their destroyed cause you've already paid the life force? why pay a losy hitman to do something twice? (once he's dead he ain't gonna collect that 2nd payment)

ult: ok cool i like it, but why does it enable skill 1? that means there's a lot synergy but no stopping it?

overall: need to consider that ult and skill 1. i'll admit i am thinking of doing a hero that relies partially on his ult to activate the full potential of his abilties but not one whole move... I like the idea but i think that you need to think a bit harder to get the final result.

you've already checked mine so need to post.

Yugoloth
04-04-2012, 04:54 AM
Thats the idea, a counter to invi carries. But the mixed damage does not apply until level 6. Also, when you reach lvl 16, 150 mixed damage is nothing. The true vision is only around Replicant and his replicas, it cant be applied to Far Seer skill.

Second skill is a escape mechanism, not the better but is good for keep the hero alive at early stages of game. The dummy deals physical damage to the first enemy who attacks him (with autoattacks, or a targeted skill), area of effect skills do not trigger the damage. With this skill you are able to null flint or scout ultimates. To avoid an imbalanced skill he goes back just 200 units!

Third skill mixed with the ultimate is the core. Imagine this. You manage to get a mock. Then, you go back to fountain and spam one of this illusions. Then, you go and farm for 40 seconds. Then back to the fountain and spam another one. Each one of those illusions have mocks on them. THEN you send them to top and bot lanes. You get a lot of extra gold and can stay safe at fountain. Thats why i think the hero should get some true damage. At late game you can just stay at fountain and spam illusions, they get the true sight from the ult. They are more like pets, than just illusions!
Thats imba, if you play in that way. To avoid that kind of abusive behavior the death of illusions deals true damage to the Replicant.
This looks like Geomancer from DotA, but you cant swap places with illusions, maybe just tp to them with the 2700 gold boots.

Also, this would be the fourth melee int hero in the game, the others are blacksmith, geomancer and parasite.
There is a hero called Nessaj, in DotA
http://www.bloodzone.net/forums/f49/nessaj-chaos-knight-%5Bguide%5D-22674/
His ultimate allowed him to spam 3 illusions, each one dealing full damage. This is a bit OP. I didnt wanted to reach that.

BlakDrag0n
04-04-2012, 08:30 PM
Ok that makes it a bit clearer and no i do still think your 200 units is far too easy for skilled players to hit and own. (maybe a random location within 500 units?)

Yes i under stand that combo very nicely... except how much health do those replicas have each? If the amount of synergy is there then why so little damage output for the replicas... i would make it that those illusions keep their health properties but replace that 50% damage to that 150 mixed damage but no normal attack damage.

Also you have one thing forgotten when dealing with a hero like this:
detailed illusion stats:
1 replica from i see has:
Health: your total hp
Damage: 50% of yours
movement speed: ??
attack speed: ??
... to put it short, illusions need to be explained for all their characteristics.

But as for the rest of what you've said it's all good. Just fix up those illusions and you'll be better.

I'd ask you to review mine but you've already doine that so ty.

Yugoloth
04-05-2012, 04:46 AM
Well, a random location adds a bit of luck to the play. It may be cool.
On the other side, each replica gets the same att speed, HP, mov speed from the replicant, only the damage taken and damage dealt is changed. Armor and magic armor are the same of those from the Replicant at the moment when the replicas are made. If you make a replica at lvl 2, it is going to be a weak version making a comparision with a lvl 10 replica wearing a helm of the black legion.
If you get lifestealing items and riftshards they can push the 3 lanes while you just sit in well or go to forest. They can even despite enemy while your team is killing Kongor!

LuckyNumbers
11-08-2012, 03:57 PM
You could just combine the W and E into one skill, fake and true, like Nomad. This would give you space for another spell... just an idea. And I liked the original W better... Last skill is just forced synergy... its main effect is just buffing far seer. Also, to make him more of a global ganker, I suggest you make far seer have global range. This would make an interesting skill, giving global vision in a line. Could be pretty fun to play around with.

Yugoloth
11-30-2012, 11:56 AM
Actually his "ult" is not forced, i made it to counter heroes like Fayde for example, but a high mana price. Maybe making W and E 1 single skill with 2 activations? that could let E free for a passive like
E- Soul Chain
Replicant values his soul as his most valuable posession. Passively he gains a 2.5/5/7.5/10% chance to get non-lethal damage every time he is damaged (this dont works against DoT). It could work as Chronos rewind, but without regeneration, he could just stay at 1HP and be ultied by Pyromancer and survive (pyromancer passive kills him at the end).
Thanks for the feedback ^^