View Full Version : [AGI Ranged] Keeper of the Roost
Skyve
04-09-2012, 02:32 PM
Only abilities for now, concept is something "dove-like".
Accelerate:
Creates a device at target location that will propel allies stepping on it 600 units in their facing direction. Maximum of 1/2/2/3 devices can be active at the same time. Devices last indefinitely or until replaced by newer ones.
Manacost: 120/100/80/60
Cooldown: 40/30/20/10
Air Current:
Vector Target to create an area that slows all enemies that try to walk against it by up to 60% depending on the angle they are walking towards it. 600 units wide, 300 units long, lasts for 3/4/5/6 seconds and deals 30/40/50/60 magic damage per second to enemies inside
Manacost: 110
Cooldown: 15
Freeflight
Grants the target 100% slow-immunity, tree-, cliff- and unitwalking and increases its movementspeed by 20% for 2.5/3/3.5/4 seconds.
Swarm of Doves
Releases 8/12/16 doves into the nearby area. Doves will fly to and protect nearby allies, absorbing 75 premitigation damage before dying.
Every dying Dove will heal allied units in a 450 AoE around it for 35 and restore 20 mana.
Manacost: 150/200/250
Cooldown: 120
*SotM adds +4 doves per level and grants each dove a stacking +0.5 armor and magic armor aura.
MaTz0r
04-09-2012, 03:43 PM
This is a simple and cool hero.
First skill is really good, but only pushing your ally 600 units, I dont know if it is really good...is it a vector skill? I guess if it is vector, you could get a better positioning skill, or a 600 pushing to the place the unit is facing could mess some ganks, chase etc.
Second is cool, but maybe the duration should be a max of 5 seconds...I don't know, and the magic damage could scale too.
Third its what Blitz third skill should be :P
The ult is a barrier? that will protect all allies inside at lvl 3 for 1200 damage and heals for 560? I don't really get how the barrier works :P do the doves follow you and your allies? What happen if an enemy magmus ult your team inside the dove area?
Skyve
04-09-2012, 04:01 PM
First skill is really good, but only pushing your ally 600 units, I dont know if it is really good...is it a vector skill? I guess if it is vector, you could get a better positioning skill, or a 600 pushing to the place the unit is facing could mess some ganks, chase etc.
Basically you get to place up to 3 gadgets, and then whenever you walk onto one of them you are pushed in your facing direction. If you place them 600 units apart from each other you can travel up to 1800 units.
It's effectively a "Tablet of Command" that you get to place on the ground wherever you want to.
There's a lot of stuff you can do with this skill, like place them in a row in the middle lane to guarantee your team reaches at least one rune faster than the enemy team.
The ult is a barrier? that will protect all allies inside at lvl 3 for 1200 damage and heals for 560? I don't really get how the barrier works :P do the doves follow you and your allies? What happen if an enemy magmus ult your team inside the dove area?
Okay, so the idea is a dove will fly towards an ally that is being attacked and block damage on him ONLY. Because otherwise it would be quite OP with the heal it has :)
MaTz0r
04-09-2012, 05:23 PM
But the problem is, that its not a instant gadget, it is not like a tablet of comand... if you placed earlier to get runes its a good thing, but in a pratic use I don't know if it is really going to work that well :P
About the ult...how a Dove chose the ally, if they are taking AoE damage at the same time?
GeneralGrind
04-09-2012, 05:59 PM
Uhm, your first three abilities are eerily similair to three abilities I've made in the past.
Your first spell:
First Ability (http://forums.heroesofnewerth.com/showthread.php?93374-The-Toymaker-Disabler-with-interesting-skills)
Your second spell:
Second Ability (http://forums.heroesofnewerth.com/showthread.php?234099-Cruoris-The-Bloodwind-%28Blood-for-the-Blood-God%21%29)
Your third spell:
First Ability (http://forums.heroesofnewerth.com/showthread.php?393404-Oberon)
(This one isnt that severe)
Usually I do not mind these kinds of overlaps, but this was just too similair. Perhaps the skills are completely original from your side or perhaps you've just read my suggestions before and they've been left in your subconscience and they come back now, either way I just needed to get that out there.
Beroya
04-09-2012, 10:27 PM
The first skill is interesting, but I don't see what this hero will bring to the table for ganking, supporting, carrying, or initiating. It has a questionable slow (you should just make it push X units per second instead of depending on enemy angle) that deals average damage.
Just seems like an empty hero to me. Like Blitz or Andromeda with even less support potential.
Skyve
04-10-2012, 12:34 AM
Actually GeneralGrind I hadn't even seen your first two heroes before.
The idea for the first skill is basically based on the speed boost fields you often see in cart games.
I was aware of the similarities with your hero for the third skill though after I made it.
Also your Trampoline is conceptually very different from what my skill does.
For Beroya: The hero is actually a pretty decent support, best used to either keep a hero safe, or to get another in range. You could for instance hide an accelerator in the trees close to the middle lane tier 2towers so any of your allies that come there to gank can jump right onto tje enemy and easily get in range.
You could also place them in your lane to have a constant, quick way back to safety should you get ganked.
The hero also can be used as a substitute portal key by allowing a hero to jump onto the enemy from beyond a treeline.
Beroya
04-10-2012, 05:57 PM
While I understand that you feel the utility is good, this hero still does nothing for damage and grants nothing that is consistently valuable throughout the match. The little jumps from the accelerator are only overpowering for escape purposes early game for units that lack any form of escape mechanic. As soon as allies or enemies get a means of closing the gap, this becomes an empty skill. It's essentially a Tablet of Command with less utility, since it cannot force enemies out of position.
Freeflight is Quicken version B. Sounds good on paper, quickly becomes useless the longer a game moves past the 15 minute mark. Short duration single-target buffs with the intention of support just doesn't work.
The ult requires number crunching I don't want to think about. A huge, complicated mess of numbers that no one with an ounce of sanity would be able to stand. I'll let you think about it: at what numbers does this skill reach maximum viability? 1/2/3/4/5 allies in a teamfight. Opponents have X amount of reliable AoE. Do the doves follow a random ally after summoning or does it sit in the area soaking any damage that heroes take within the original AoE. How is damage calculated since units with x health are capable of taking more than 100% of its health as damage. Are the birds considered individual units, or is this just visual. How is the AoE of each bird chosen, or is it again just healing across the set area. How many doves can follow a single teammate, and do they absorb damage from other teammates near that teammate.
I'll be honest, I'd rather have a simple Sanctuary skill, something like:
allies take X% less damage while in aoe and are healed for X per second. Every time an ally is struck, they receive X mana.
At least I know where that'd be useful.