PDA

View Full Version : Martyr (Tank, Support)



Dentata
12-20-2009, 12:42 AM
Martyr

Role: Tank, Support
Affiliation: Legion

Attack Range: 100
Attack Damage: 52-62
Movespeed: 305

Armor: 2.12
Magic Armor: 5.5

Str: 24 (+3.1)
Agi: 19 (+1.75)
Int: 17 (+1.85)


Grace of the Martyr:
Martyr sacrifices himself or an allied creep, and uses the unit's lifeforce to heal all allied heroes. If he is sacrificing himself, he must channel the spell.
Level 1: Kills target unit and heals all allied heroes by an amount equal to 10% (6% if self) of the target's maximum HP. Heroes inside the radius are healed for twice this amount.
Level 2: Kills target unit and heals all allied heroes by an amount equal to 12% (8% if self) of the target's maximum HP. Heroes inside the radius are healed for twice this amount.
Level 3: Kills target unit and heals all allied heroes by an amount equal to 14% (10% if self) of the target's maximum HP. Heroes inside the radius are healed for twice this amount.
Level 4: Kills target unit and heals all allied heroes by an amount equal to 16% (12% if self) of the target's maximum HP. Heroes inside the radius are healed for twice this amount.

Windup (Only if targeting self): 1 second for every 33% health Martyr is missing. (1 second minimum)
(If you cancel the windup, the mana is not used and the skill does not go on cooldown. Think Marksman Shot.)

Mana Cost: 50/60/70/80
Cooldown: 30/25/20/15 seconds
Range: 500
Radius: 700

Wondering if I should make the minimum windup period longer, so people who accidentally target themselves have a little more time to respond. Also should probably make a special animation and/or sound if you're targetting yourself, like a moonbeamish effect with that holy "ahhhhhhhhhh" sound on him so the player knows.


Blood of the Martyr (Toggle):
Martyr can link himself to his allies and takes some of the pain for his allies.
Level 1: Allied heroes transfer 6% of incoming damage to Martyr.
Level 2: Allied heroes transfer 12% of incoming damage to Martyr.
Level 3: Allied heroes transfer 18% of incoming damage to Martyr.
Level 4: Allied heroes transfer 24% of incoming damage to Martyr.

Mana Upkeep: 1/2/3/4 per second.

This ability will automatically toggle off upon you reaching 10% HP. You can manually toggle it back on, but it will remain on until you turn it off.

Notes: This "reduction" for allies occurs before their armor. That damage then goes through Martyr's armor etc.

If Martyr dies from damage incoming from an ally, the origin of the damage will get the kill. (Pyro ults an ally, and the damage that Martyr takes from it causes him to die, Pyro will get the kill on Martyr. Allied Accursed uses Cauterize and the transferred damage kills Martyr it will count as a deny. Damage coming from this will not be reflected by barbed armor.


Strength of the Martyr (Passive):
Martyr learns to endure the constant pain upon his body, and grows stronger.
Level 1: Martyr gains +(.35 x current level) strength and +1.5 armor.
Level 2: Martyr gains +(.65 x current level) strength and +3 armor.
Level 3: Martyr gains +(.95 x current level) strength and +4.5 armor.
Level 4: Martyr gains +(1.25 x current level) strength and +6 armor.

At each level, he will gain a minimum of 1/4/7/12 strength

Note: This allows him to tank better and absorb more damage before succumbing. Also helps him hit harder.



Pain of the Martyr:
Martyr unleashes his pain all around him, allowing him to bask in bliss for a short period.
Level 1: Applies Pain of the Martyr to self for 5 seconds.
Level 2: Applies Pain of the Martyr to self for 6 seconds.
Level 3: Applies Pain of the Martyr to self for 7 seconds.

Pain of the Martyr effects:
100% of damage taken is reduced and reflected evenly among all enemy heroes in 700 radius as Magic damage.

Mana Cost: 100/150/200
Cooldown: 60/55/50

Notes: The reflected damage is not affected by Martyr's armor. This skill synergizes nicely with his second skill, allowing his whole team to enjoy 24% damage reduction while all of that is being reflected onto enemies.


So this hero I feel will the 2nd true tank other than legionnaire. Only these two would actually be able to have their enemies involuntarily attack them, though Legionnaire's is active and this is passive. This guy would be invaluable to the team with a global heal and global damage reduction. And he can dish out decent damage too with his third and fourth ability. The third boosting his stregneth so he hits harder and the fourth allowing him to reflect back all damage to the enemies.

Synergies:
Grace + Blood: Grace allows you to continue to absorb more damage before having to run, and if you've helped out your teammates so much that you're going to die, Grace lets you sacrifice yourself to keep them going for even longer.

Blood + Strength: More strength means he regenerates lost health faster, and has a greater health pool to use for Blood.

Blood + Pain: Even if the enemy decides to not focus Martyr, Blood will still fuel Pain and reflect back some damage to the enemy.

Strength + Grace: A slight synergy since not many people will be sacrificing themselves, but just if you do, then it will heal your teammates even more.

Any comments, questions, concerns? I am mainly looking for feedback on the actual effects, not the numbers (although that is welcomed as well), but for voting, please vote on concept. Thanks!

If you are going to vote no, please say why. Thanks!

NovaX811
12-20-2009, 01:16 AM
Ability 1:
The percents on the heal need to go WAY down. At level 1, that denies (good thing) one creep and heals the entire team for over 500, all for only 80 mana on a 30 second cooldown. That's an incredibly more powerful version of Ophelia's ultimate.

Ability 2:
Give it a constant mana cost. Otherwise it might be considered too strong. What is the AoE on it? All his spells can't be global, that would be incredibly OP With those numbers.

Ability 3:
Time limit on this? I feel like 15-20 seconds would be a good amount for this to be perfectly balanced.

Ability 4:
A better version of barbed armor for a few seconds. Not bad, but I feel like it could be better for an ult, particularly compared with his other abilities.

Dentata
12-20-2009, 01:59 AM
Ability 1 splits the HP evenly. If a creep has 500 HP and Grace is level 4, then the whole team will each be healed 160 HP. I think right at the beginning, creeps are around 300 HP, so the team will each be healed about 60 HP at level 1. Since it is distributed evenly, the skill increases in effectiveness as there are fewer allies alive/playing, so I'm considering correcting for that to make it always divide it by 5.

Ability 2 is indeed global. I would like it to stay that way, so I put on some nerfs: a mana upkeep and reduced the damage transferred. Hope I didn't nerf it too much :/

Ability 3: Personally, I would rather keep it as a passive than make it a burst tanking ability, so hopefully some other people comment on it. If its really imba as is, I could reduce it by .25x each level?

Ability 4: I'm reducing the cooldown on it since ability 2 no longer transfers as much damage making this skill quite a bit weaker. Also considering making it reflect to enemy heroes only.

NovaX811
12-20-2009, 02:36 AM
I would say:

Ability 1: Ok, that makes more sense. Still maybe a small nerf on the numbers (100%->145%, imo)

Ability 2: With the mana upkeep, the numbers don't have to be totally halved. Maybe, 8/16/24/32%?

Ability 3: Didn't realize it was passive. In that case, consider slightly reducing the multiplier on his STR gain. Consider that at 25, thats +37 STR (more than DotA's Centaur Warchief Lv3 Ult). In an average game (likely ending somewhere between Lv15-20), thats still 22-30 STR. Maybe make the multiplier start at .25 instead of .75, having it reach 1x additional STR at full level. To keep it from being underpowered/worthless at low levels, you could add a minimum amount of strength it would always add (i.e., Lv1 would add 3 STR -or- .25x Level, whichever is higher). A minimum scale of 3/6/9/12 would make it viable at low levels and still scale well, imo.

Ability 4: Removing creeps would add that bit of power it feels like its missing, i think.

EDIT: T-Up since the concept is cool. Numbers just need some adjusting here and there.

Dentata
12-22-2009, 06:19 PM
On second thuoght, I'm not sure if he can take much more than 20% damage from each of his allies, so I'll leave hte numbers as is, and if the idea is implemented, leave it up to the devs to figure out the magic numbers.

Also considering adding an auto-toggle off for ability 2 for if you get under 5 or 10% HP. And if you decide to toggle it back on after you pass the threshold, then as long as you are under the threshold, it will not auto toggle off.

I'm also considering using a simple flat strength boost of 3/6/9/12 or maybe even multiples of 4 for the 3rd ability.

Dentata
01-06-2010, 09:44 PM
bump

War_Mech
01-06-2010, 10:34 PM
Pretty cool hero, one of those hero concepts based on absorbing the damage from his allies. The reflection is pretty cool and combos perfectly with his other skills, just hope it would only stack with blade mail if they directly attacked you, would be crazy if it went with the split damage. Builds on him would be mainly regen probably.

One question though, does skill 1 heal ONLY allied heroes, or him and all allied heroes (that would be best).
Good concept in tanking/support! T-up

Dentata
01-06-2010, 10:41 PM
It would heal him as well as his allies. Except, of course, when he sacrifices him self to heal the others.

Dentata
01-07-2010, 05:31 PM
bump

Distort3d
01-07-2010, 09:47 PM
Original concept. like it. T-up

Dentata
01-08-2010, 05:46 PM
Also I don't think it would stack with blademail since blademail requires the damage to actually be done to you, if I'm not mistaken. Martyr's ult will prevent all damage done to him.

Dentata
01-09-2010, 03:41 AM
bump

Talon`
01-09-2010, 04:57 PM
I like this. Not sure how many people would actually be willing to pick such a hero though. Still I know I would.

Dentata
01-12-2010, 04:36 PM
bump

Dentata
01-14-2010, 01:35 AM
bump

Dentata
01-14-2010, 05:14 PM
bump

please leave some comments if you vote no. Thanks!

Dentata
01-14-2010, 11:31 PM
bump

Dentata
01-15-2010, 04:58 PM
bump

Dentata
01-15-2010, 10:46 PM
bump

Dentata
01-17-2010, 12:59 AM
bump

Dentata
01-17-2010, 05:16 PM
bump

Dentata
01-18-2010, 04:57 PM
bump

Dentata
01-19-2010, 12:56 AM
bump

Dentata
01-19-2010, 05:57 PM
bump

Lombar
01-19-2010, 06:12 PM
A global heal? you mean you stand in the tower with grace lvl4 active = invulnerable 4 heroes pushing the enemy base.

It should be an AOE, even if it's huge.

Regarding the passive.. 4 lvl of stats > 4 lvls of your passive. You gain less armor and 4 points of str, but you gain mana and attackspeed.

Ult is pretty cool.

Now check out my hero :P

Dentata
01-22-2010, 10:50 AM
Maybe I can make so it heals everyone in the radius for the stated amount, and then globally for half of that? I realize that at level 4, this has even more healing potential than ophelia's ult, but I do want to keep it global. EDIT: Now I'm thinking about completely remaking it to do something similar to Soul Reaper's Judgement.

Overall 4 levels of stats may be worth more than 4 levels of the passive, but for martyr, who needs to be soaking up damage, that str and armor is vital and worth far more than any mana or attack speed he may gain from stats. You would never grab mana/attackspeed items over str/armor/hp items on a legionnaire would you?

Dentata
01-24-2010, 05:13 PM
bump

Dentata
01-25-2010, 02:06 PM
bump

Dentata
01-26-2010, 02:59 AM
bump

Dentata
01-27-2010, 02:44 PM
bump

Dentata
01-27-2010, 11:06 PM
bump Please comment!

Dentata
01-28-2010, 10:41 PM
bump

Dentata
02-03-2010, 02:43 PM
bumpity

Jerich
02-04-2010, 12:06 AM
What if you used your ult and then sacrificed yourself while in the fountain?

Nice concept, I'd love a true tank hero that didn't require a portal key to be very effective. You've got my vote.

Dentata
02-04-2010, 02:39 PM
What if you used your ult and then sacrificed yourself while in the fountain?

Then he would deny himself after a 1 second channeling period at the pool, heal everyone around the pool for 24% of his max HP, and anyone else not in the pool for 12% of his max HP. The ult doesn't stop legionnaire ult nor does it stop Grace, since these are both instakill moves and do no damage.