Vyxion
03-30-2012, 06:39 AM
I always loved vindicator as I also loved silencer in DotA.
His playstyle was unique and very punishing to an unaware enemy.
After the s2 rework some things changed I liked and some things changed I hate.
So here are my new idea's for Vindicator, support me if you like them.
Current version:
Q - Low cd, long range, wide area, AOE nuke stealing 3 int from each enemy hero hit.
W - Orbwalking orb dealing truedmg scaling off of int.
E - Defensive personal passive silencing when hit by auto hit.
R - extremely long cd, global silence
After my rework
Q - Low cd, long range, wide area, AOE nuke stealing 3 int from each enemy hero hit and places a vindication debuff on target.
W - Orbwalking orb dealing truedmg scaling off of int, refreshes vindication debuff (not apply it) on hit.
E - Medium cd (30 seconds?), long range, wide area, AOE Silence.
R - Passive effect: Permanently steals 1 int from targets who died with vindication debuff active while dying and passively adds X% attack speed for each target that died with vindication for X-Seconds, creeps included.
R - Active effect: On activation the vindicator gains an undispellable buff silencing anyone who casts a spell, autocasts like orbs excluded, in X-range for Y-seconds. Buff lasts Z-seconds and is on an X-seconds cooldown.
Staff of the master effect: Lowers the cooldown of R, Increases the buff duration and passively adds attack speed by X% while also increasing the haste gain from vindication debuffed deaths within the aura.
How do you like my new vindicator?
This way we bring back some strategy on vindicator!
Imo the cooldown of the old ult was too long while providing basicly the same in teamfights as the defiler silence which is on a lower cd. This is why I decided to go ahead and give my new vindicator the same silence as Defiler.
The old E was perhaps too strong but I turned it into an R now while not working till you activate it which makes vindicator more active and gives it a higher skillcap. The S2'ed E is also in there in a new form and gets improved when you get a SotM.
The old permanent int gain was too strong as a passive so I turned it into a new passive with more requirements to fulfill before it activates... This is why i designed a new debuff called vindication. On it's own it basicly does nothing but when you die in vindicator's aura range with the debuff still on u, an extra int steal happens and this one is permanent. Much like the old E did but now you have to combo to get it permanently. The small rework on the W helps with this by refreshing the timer of the debuff on the target hit by the orb but not applying the debuff on its own.
I think this would increase Vindicator's carry potential, make vindicator a more active hero and give him back his unique teamfight ability on a more controlled manner.
:vind:Support my vindicator cause!:vind:
His playstyle was unique and very punishing to an unaware enemy.
After the s2 rework some things changed I liked and some things changed I hate.
So here are my new idea's for Vindicator, support me if you like them.
Current version:
Q - Low cd, long range, wide area, AOE nuke stealing 3 int from each enemy hero hit.
W - Orbwalking orb dealing truedmg scaling off of int.
E - Defensive personal passive silencing when hit by auto hit.
R - extremely long cd, global silence
After my rework
Q - Low cd, long range, wide area, AOE nuke stealing 3 int from each enemy hero hit and places a vindication debuff on target.
W - Orbwalking orb dealing truedmg scaling off of int, refreshes vindication debuff (not apply it) on hit.
E - Medium cd (30 seconds?), long range, wide area, AOE Silence.
R - Passive effect: Permanently steals 1 int from targets who died with vindication debuff active while dying and passively adds X% attack speed for each target that died with vindication for X-Seconds, creeps included.
R - Active effect: On activation the vindicator gains an undispellable buff silencing anyone who casts a spell, autocasts like orbs excluded, in X-range for Y-seconds. Buff lasts Z-seconds and is on an X-seconds cooldown.
Staff of the master effect: Lowers the cooldown of R, Increases the buff duration and passively adds attack speed by X% while also increasing the haste gain from vindication debuffed deaths within the aura.
How do you like my new vindicator?
This way we bring back some strategy on vindicator!
Imo the cooldown of the old ult was too long while providing basicly the same in teamfights as the defiler silence which is on a lower cd. This is why I decided to go ahead and give my new vindicator the same silence as Defiler.
The old E was perhaps too strong but I turned it into an R now while not working till you activate it which makes vindicator more active and gives it a higher skillcap. The S2'ed E is also in there in a new form and gets improved when you get a SotM.
The old permanent int gain was too strong as a passive so I turned it into a new passive with more requirements to fulfill before it activates... This is why i designed a new debuff called vindication. On it's own it basicly does nothing but when you die in vindicator's aura range with the debuff still on u, an extra int steal happens and this one is permanent. Much like the old E did but now you have to combo to get it permanently. The small rework on the W helps with this by refreshing the timer of the debuff on the target hit by the orb but not applying the debuff on its own.
I think this would increase Vindicator's carry potential, make vindicator a more active hero and give him back his unique teamfight ability on a more controlled manner.
:vind:Support my vindicator cause!:vind: