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Melto
03-30-2012, 05:36 AM
Doom Tyrant


http://fc01.deviantart.net/fs17/f/2007/134/4/a/Hades_by_TaekwondoNJ.jpg



Pusher Disabler

Doom Tyrant's Stats


Range: 350
Base Damage: 55-57
Strength: 22 + 2.5
Agility: 17 + 2.0
Intelligence: 18 + 2.2
Armor: 0
Movement Speed: 295



Doom Fate - Single Target Unit



The DT decides of the fate of creep: The Death.

Applies Doom Fate to a creep for 6s, the next attack by this creep will kill it and make it explode in a 300 AoE dealing damage to DT's enemies.
Also, starts with a set number of charges. On killing or denying a creep unit, removes a charge, on denying when there's 0 charges spawns a Doom Creep for 8 seconds (after a 0.5s delay) and resets charges.

Mechanics:
• Center point of the explosion, is the creep itself if it is melee, the attack projectile impact if it is ranged.
• If the creep doesn't attack before the duration expires, the creep it is killed and the explosion does not happens.
• The Doom Creep spawning can't happen more than once each 4 seconds.
• A Doom Creep, is a Melee Super Creep with +15% Movement Speed.
• Activation of this skill doesn't break channel abilities.



(1) Deals 85 Magic Damage, 5 charges before spawning a Doom Creep.
(2) Deals 165 Magic Damage, 4 charges before spawning a Doom Creep.
(3) Deals 245 Magic Damage, 3 charges before spawning a Doom Creep.
(4) Deals 325 Magic Damage, 2 charges before spawning a Doom Creep.

Mana Cost: 100 / 115 / 130 / 145
Cooldown: 15s
Range: 700





Voiceless Slavery - Single Target Unit



The DT Decides of the Fate of any enemy unit: The Endless Slavery Without a Word to say.

Applies Enslavering Attempt to a target enemy unit which Silences, Perplexes and deals 35 Magic Damage per second for the duration.
If the target dies while under this state, their soul is enslaved and will follow the DT. The Doom Slave is spawned with a set max of HP

Mechanics:
• Doom Slave is a controlable illusion of the target which deals and takes the same damage as the original but don't have regen and can't be healed.
• Triples cooldown duration if target is an enemy hero.
• Activation of this skill doesn't break channel abilities.
• A perplexed unit can't use items.

(1) Enslavering Attempt lasts 4 seconds, Doom Slave lasts 12 seconds, Max of 450 Health points.
(2) Enslavering Attempt lasts 5 seconds, Doom Slave lasts 18 seconds, Max of 700 Health points.
(3) Enslavering Attempt lasts 6 seconds, Doom Slave lasts 24 seconds, Max of 950 Health points.
(4) Enslavering Attempt lasts 7 seconds, Doom Slave lasts 30 seconds, Max of 1200 Health points.

Mana Cost: 105 / 110 / 115 / 120
Cooldown: 15s (or 45s)
Range: 550






Unholy Tyranny - Passive



As a Tyrannic Creep ruler the DT kills allied creeps with no remorse.
Friendly units around that example of the DT's cruelty are feared to be the next one killed and so they fight with more zeal and health.
The more own units the DT kills, the more grim his allied creeps will fight.

Grants an Aura which gives +1 Attack Speed per charge in a AoE of 600 to all allied creeps.
When not in cooldown, on denying a unit add a charge on this ability, also heal 50 HP over 5 seconds and buff attack speed of creeps 600 range around the denied creep and then starts cooldown.


Mechanics:
• On death, 50% of charges are removed.
• Permanent Attack speed bonus stacks up to 8 times.

(1) Max of 14 Charges in the aura of this skill. Permanent +3 Attack Speed to creeps around.
(2) Max of 26 Charges in the aura of this skill. Permanent +4 Attack Speed to creeps around.
(3) Max of 38 Charges in the aura of this skill. Permanent +5 Attack Speed to creeps around.
(4) Max of 40 Charges in the aura of this skill. Permanent +6 Attack Speed to creeps around.

Cooldown: 15 / 11 / 7 / 3
Range: 700

Note: Inspired by: DaddyFixx's Overseer LINK (http://dream.heroesofnewerth.com/hero/DaddyFixx/Overseer) Credit to him and his original hero.





Shackles Of Doom - Single Target Unit



Avid for controlling anyone, the DT shackles enemies with his Doom Powers.

Channels up to 5 seconds to harshly reduce speed (Cast, Movement and Attack Speed) of the targeted enemy unit while restraining it.
While channeling, this skill is replaced by the sub-skill Order Doom.

Mechanics:
• Channel breaks when reaching 750 distance between units.
• Can target tower, but slow effect won't happen.
• A restrained unit can't use movement spell and movement items.

(1) 40% Speed Slow
(2) 55% Speed Slow
(3) 70% Speed Slow

Mana Cost: 100
Cooldown: 22 / 18 / 12s
Range: 550


Subskill: Order Doom - Self Position



Order to all allied creeps around: the Doom of the shackled unit.

On Activation, creeps 400 range around and will attack the targeted unit by Shackles Of Doom.
Also, thoses creeps will be buffed for 3 seconds.

Mechanics:
• While channeling, Order Doom can be reactivated again (1 second cd), to make creeps attack again the shackled unit (new arriving creeps etc...).

(1) -15% Damage taken, +30% Base Damage, +15% Movement Speed.
(2) -25% Damage taken, +60% Base Damage, +25% Movement Speed.
(3) -35% Damage taken, +90% Base Damage, +35% Movement Speed.

Mana Cost: 25


Changelog



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Please give feedback to improve the hero :)

SpaderKung
03-31-2012, 07:12 AM
So, I really liked the theme/concept of this hero. Therefore I decided to give my personal thoughts about the hero.

First of, S2 have talked A LOT about minimize the rng in this game. Which basically means your first skill, with the xx % chance of reviving the creep go against their model. Perhaps it always ress the creep but only for like a couple of seconds. Moreover I believe your first skill does too much damage. For example, a hero like defiler which is supposed to have great lane control only does 300 magic damage/wave at level 7 and she ONLY have that dmg dealing spell. This hero does 360 + if you level that silence it's an extra 7 seconds x 35 = 360 + 245 = 605 which is perhaps too much.

Regarding the second spell I really like it, seems great. Is there like a maximum of units/illusions you can control?

Third spell: This seems almost ridiculous. Lets play with the thought of you chosing to level your third skill the most. At level 7 you can deny a creep very 6 seconds, and boost your own creeps. This spell will DOMINATE lanes. 6 seconds is way too short cd in my opinion. In comparison PR:s extinguish has a cd of 40ish seconds. And about the passive. Looks great with the Soul Stealer sort of stacking. But I have no idea about the numbers. 40 attack speed to all friendly heroes around you, I don't know. Steamstaff grants 10, but I'm not sure how much that affects attack speed in general. However, I really like the stacking/creep - deny kill.

Great ultimate. Probably too short cd with only 10 seconds. And when you are slowed for 5, that means you can control the teamfights too much, it's almost like having a kraken/tempest ulti every 10 seconds. Especially with the 70 % movement slow.

Overall great concept. Feels new and fresh. Numbers probably need some tweaking, but I really liked it :-)

Regards SpaderKung

Melto
04-02-2012, 04:45 AM
So, I really liked the theme/concept of this hero. Therefore I decided to give my personal thoughts about the hero.

First of, S2 have talked A LOT about minimize the rng in this game. Which basically means your first skill, with the xx % chance of reviving the creep go against their model. Perhaps it always ress the creep but only for like a couple of seconds. Moreover I believe your first skill does too much damage. For example, a hero like defiler which is supposed to have great lane control only does 300 magic damage/wave at level 7 and she ONLY have that dmg dealing spell. This hero does 360 + if you level that silence it's an extra 7 seconds x 35 = 360 + 245 = 605 which is perhaps too much.

Regarding the second spell I really like it, seems great. Is there like a maximum of units/illusions you can control?

Third spell: This seems almost ridiculous. Lets play with the thought of you chosing to level your third skill the most. At level 7 you can deny a creep very 6 seconds, and boost your own creeps. This spell will DOMINATE lanes. 6 seconds is way too short cd in my opinion. In comparison PR:s extinguish has a cd of 40ish seconds. And about the passive. Looks great with the Soul Stealer sort of stacking. But I have no idea about the numbers. 40 attack speed to all friendly heroes around you, I don't know. Steamstaff grants 10, but I'm not sure how much that affects attack speed in general. However, I really like the stacking/creep - deny kill.

Great ultimate. Probably too short cd with only 10 seconds. And when you are slowed for 5, that means you can control the teamfights too much, it's almost like having a kraken/tempest ulti every 10 seconds. Especially with the 70 % movement slow.

Overall great concept. Feels new and fresh. Numbers probably need some tweaking, but I really liked it :-)

Regards SpaderKung

First of all, thanks for your good detailed feedback !

About Skill 1: Doom Fate, I'm totally agree with the rng part.
What do you think if I remove completely the revive effect, I reduce cooldown to 15s and I reduce damage to max of 325 Magic Damage at lv4.
(Don't forget that it's just nuking, and defiler's is a wave, have a very low cooldown and is controlable, etc etc...)

About Skill 2: Voiceless Slavery, You can have as much as cooldown allows it, so you will not be able to have more than 3 (usually you will have 2 only)...

About Skill 3: Unholy tyranny, as you mentionned, the deny power would be too much, I think i will remove the activable deny... The player would have to deny creeps manually. It will be more skill based and less op...
The +40 attack speed is only for the allied creeps...

About Ult: Shackles of Doom, I think I will keep the 5 seconds duration but increase cooldown to 15s at level 3...
(Don't forget that it's only single target, so whatever happen you can only disable 1 enemy, and since it's a channel, you're disabled too... It's more like polly's tongue...)

Tell me what do you think about that !

IsmaelVera
04-02-2012, 06:31 AM
This is an incredibly new hero idea.
Problem: Your hero slave thingy will probably be used as an incredibly cheap harrass on the other lane hero that didn't die. If it's a spirit, then maybe it should take extra damage, and maybe scale down its life time.

Also, can it use hero spells?
:balp:

Melto
04-02-2012, 07:49 AM
This is an incredibly new hero idea.
Problem: Your hero slave thingy will probably be used as an incredibly cheap harrass on the other lane hero that didn't die. If it's a spirit, then maybe it should take extra damage, and maybe scale down its life time.

Also, can it use hero spells?
:balp:

ty :)

This hero have very high early game presence... perhaps revive with 50% HP if it's a hero, and nullify regen and heals on it.
And not, it can't cast spell, that would be so OP ! lol :)

What do you think?

SpaderKung
04-03-2012, 01:24 PM
First of all, thanks for your good detailed feedback !

About Skill 1: Doom Fate, I'm totally agree with the rng part.
What do you think if I remove completely the revive effect, I reduce cooldown to 15s and I reduce damage to max of 325 Magic Damage at lv4.
(Don't forget that it's just nuking, and defiler's is a wave, have a very low cooldown and is controlable, etc etc...)

About Skill 2: Voiceless Slavery, You can have as much as cooldown allows it, so you will not be able to have more than 3 (usually you will have 2 only)...

About Skill 3: Unholy tyranny, as you mentionned, the deny power would be too much, I think i will remove the activable deny... The player would have to deny creeps manually. It will be more skill based and less op...
The +40 attack speed is only for the allied creeps...

About Ult: Shackles of Doom, I think I will keep the 5 seconds duration but increase cooldown to 15s at level 3...
(Don't forget that it's only single target, so whatever happen you can only disable 1 enemy, and since it's a channel, you're disabled too... It's more like polly's tongue...)

Tell me what do you think about that !

First skill: I'm not sure if you need to remove it completly since I really liked the idea. :) 15 second cd might work out though. And yes I think you're right about the nuke, I just felt it might have been too much, but it is rather long cd compared to defiler's nuke.

Second skill: Right, might have misinterpretered that.

Third Skill: I really like that, if you only get creeps when you deny yourself, and might of course still be viable with a short cd in between each deny. Alright, then I get it with the +attack rate.

Ultimate: Oh I thought it covered a certain area. Then I'm totally fine with 15 seconds cd if it's single target.

Regards SpaderKung

EDIT

perhaps revive with 50% HP if it's a hero, and nullify regen and heals on it
that might work, could be a potential problem with really tanky heroes, so either 50 % or a set amount, but I'm not sure

Melto
04-04-2012, 05:05 AM
I edited the hero ! the first post...

What do you think now?

MaTz0r
04-05-2012, 11:48 AM
Cool hero, Melto!

SpaderKung
04-07-2012, 04:22 AM
I like it ^__^