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Nome
07-30-2009, 07:23 AM
SYLPH


http://i29.tinypic.com/33aqrfl.jpg


http://www.playdota.com/img/site/hs.gif
http://www.playdota.com/img/site/strength.jpg http://www.playdota.com/img/site/agility-c.jpghttp://www.playdota.com/img/site/intelligence.jpg
14+1.85 | 20+2.5 | 20+2.5


http://www.playdota.com/img/site/as.gif
Movement Speed: 285
Attack Range: 600
Damage: 44-50
Armor: 2

Attack Animation: 0.5/0.6
Cast Animation: 0.4/0.5
Base Attack Time: 1.7
Missile Speed: 1200

http://www.playdota.com/img/site/addinfo.jpg

The Sylph is a support DPS capable of a variety of roles.
With Zen Arrows and Banshee's Gaze, she is able to effectively
solo and harass. With Seclusion and Banshee's Gaze, she is able
to play survivalist laning. With Zen Arrows and Seclusion, she
is an effective ganker. Finally, Windy Vengeance gives her
extreme late-game damage potential.


__________________________________________________

ZEN ARROWS
http://i37.tinypic.com/21980a0.jpg


Highland wisps guide the Sylph's arrows to her enemies.

Skill Mechanics (Autocastable exclusive attack modifier): Homes in on the first target within 150 range and deals bonus magic damage. In manual cast mode, allows you to target ground. In autocast mode, applies the effect to your normal attack.

[1] 10 bonus damage.
[2] 20 bonus damage.
[3] 30 bonus damage.
[4] 40 bonus damage.

Mana: 5/10/15/20
Cast Range: 600
Effective Range: 800

[Synergy] Useful for targeting enemies fleeing from Seclusion. In conjunction with Windy Vengeance, allows you to fire multiple shots of Zen Arrow at once. When manually cast after acquiring Windy Vengeance, Zen Arrows are released in a 15/20/25 degree arc.
[Balance] No cooldown at all levels, but you can only fire them as fast as you can autoattack. Can be easily dodged by players who properly position themselves behind creeps. The more you fire at once, the more the spell costs.
__________________________________________________

SECLUSION
http://i38.tinypic.com/ku4xx.jpg

The Sylph enchants a target with living winds that react to nearby units.

Skill Mechanics (Active single-target buff and debuff): Heals or damages according to the number of units nearby. Performs a base initial heal/nuke followed by a heal/damage-over-time effect, with HoT/DoT determined by the number of units within 450 range in the past second.

[1] 60 initial heal/damage. +6 H/DPS per unit.
[2] 70 initial heal/damage. +7 H/DPS per unit.
[3] 80 initial heal/damage. +8 H/DPS per unit.
[4] 90 initial heal/damage. +9 H/DPS per unit.

Mana: 90
Range: 700
Cooldown: 20/16/12/8
Duration: 5

[Synergy] Allows you to play a supporting role, as well as to root out heroes sticking too close to creeps, thereby providing a clear target for Zen Arrows. Counts spirits from Banshee's Gaze.
[Balance] Can be countered by positioning.
__________________________________________________

BANSHEE'S GAZE
http://i33.tinypic.com/1zzgydi.jpg

The Sylph's presence frees the spirits of fallen friends and foes alike. Liberated spirits haunt her enemies.

Skill Mechanics (Passive allied hero aura): If the Sylph or an allied hero kills a unit, an invulnerable wisp flies to the nearest visible enemy hero within 600 distance of the corpse. Upon reaching the enemy hero, the wisp deals magic damage and slows him. Multiple wisps can attack a single hero, and the slows are stackable.

[1] 10 damage and -1.0% AS/MS.
[2] 15 damage and -1.5% AS/MS.
[3] 20 damage and -2.0% AS/MS.
[4] 25 damage and -2.5% AS/MS.

Duration: 6

[Synergy] Gives you harassing power without actually harassing. Spirits created count towards Seclusion damage and heal.
[Balance] Requires you to last-hit to do anything.
__________________________________________________

WINDY VENGEANCE
http://i33.tinypic.com/4vsq5j.jpg

Guided by the wind spirits, the Sylph is able to notch additional arrows onto her bow to attack multiple enemies.

Skill Mechanics (Toggled passive additional attacks): Each level gives you an additional attack that deals 40% of your base damage. Will automatically acquire closest enemy to your primary target. If there are less enemies than total attacks, the leftover attacks will distribute amongst your enemies. The skill can be toggled off.

[1] 1 additional attack.
[2] 2 additional attacks.
[3] 3 additional attacks.

[Synergy] Allows you to clear out creeps quickly for Banshee's Gaze and also lets you fire at multiple targets and quickly take out isolated heroes with Zen Arrows.
[Balance] Damage is only according to base damage, not item damage. At level 3, gives you a total of 220% base damage output.
__________________________________________________

QUESTIONS AND ANSWERS

[Q] Will using Zen Arrows after Windy Vengeance is acquired charge mana for each individual Zen Arrow fired?
[A] Yes. Each Zen Arrow fired costs 20 mana at LVL4. If you fire four at a time, this means you'll be spending 80 mana. If you don't want to fire four, then you can toggle off Windy Vengeance.

[Q] Why would you ever want to toggle off Windy Vengeance?
[A] In certain farming situations you may not want to push a lane. In addition, if you need to conserve mana by not firing four Zen Arrows at a time, you may want to turn it off.

[Q] How much damage output are you getting at LVL16?
[A] 160 magic damage + 220% base damage total. This is extremely powerful against a single target and still great against a group of enemies.

[Q] How is that balanced?
[A] Numbers can always be changed, but keeping this up is extremely mana intensive. In addition, the hero is extremely fragile, with very low strength growth and movement speed.

[Q] Why is this an agility hero and not intelligence hero?
[A] At higher levels of play, she will likely be buying survival or mana items instead of pure attack items. Agility allows her to buy a much larger range of items to benefit from.

Vicx
07-30-2009, 07:36 AM
"Mana cost is 50, which should make it fairly spammable" so 100dmg every 3 sec from a 1k range?
Ehm, no.

Daroxlolz
07-30-2009, 07:42 AM
Deals magical damage according to your attack damage + a bonus.

Try reading

AnimeSteez69
07-30-2009, 08:03 AM
Probably a bit too good in a lane, and there's already a female nymph hero ingame. Apart from that, the abilities are interesting.

Hippie
07-30-2009, 08:15 AM
Interesting abilities. Question about the ultimate. Will the sprites be killable? If so, are they visible? How many hit points do they have? How much armor? Are they magic immune? Cleave immune?

Jake
07-30-2009, 08:39 AM
Too much microing for my taste :I

WinD_1nside
07-30-2009, 11:34 AM
"Mana cost is 50, which should make it fairly spammable" so 100dmg every 3 sec from a 1k range?
Ehm, no.

Ever played Dota's Windrunner...? 1.7k range 280 damage goes THROUGH targets, 9 second cooldown costs 100 mana. Derp derrr.

TurpinoS
07-30-2009, 11:51 AM
Ever played Dota's Windrunner...? 1.7k range 280 damage goes THROUGH targets, 9 second cooldown costs 100 mana. Derp derrr.

This **** is Your damage + 100 bonus every 3 seconds.

Lets say you hit for 60 dmg, which is EASILY attainable early game.

Thats 160 magic damage every 3 seconds.


thats 480 damage every 9 seconds, for 150 mana.

Medieve
07-30-2009, 12:26 PM
I love the zen arrow + sprite combo but I think the mana cost does make it very easy to horribly harass your opponent. I suggest raising the mana cost but keeping the cooldown. In a fight she'll be able to pull 3 or 4 zen arrows off but at the beginning with a standard mana supply she'll have to play more opportunist than a spammer. Don't forget you have that Woodland's Vengeance which is quite already a ridiculous harass. Seclude also bars melee heroes from laning effectively with you. You've made an extremely early-game anti-laner.

Seclusion needs more number information, range will be important and I think some of the wording could be clarified. "In addition, every enemy unit near him will take that same amount of damage"

I honestly don't see Woodland's Vengeance getting a lot of use once people stop staying in lanes. Its pretty much strictly a harass skill for the first 15 minutes of the game and unless she decides shes going to start attacking creeps in a team battle I think it needs to made into something that can be used throughout the game.

Brownie Guard
The Sylph summons four pixies to protect herself or an ally. If the target is struck by an enemy hero's spell or attack, a pixie flies out to retaliate, slowing the hero for a time and distracting him. The Brownie Guard lasts 15 seconds and each pixie lasts 4 seconds once sent off. Pixies are invulnerable units with no blocking that count towards Seclude's effect.

Level 1 - A pixie gives 5% slow and miss chance + 4% for each additional pixie.
Level 2 - A pixie gives 10% slow and miss chance + 4% for each additional pixie.
Level 3 - A pixie gives 15% slow and miss chance + 4% for each additional pixie.
Level 4 - A pixie gives 20% slow and miss chance + 4% for each additional pixie.

Cooldown: 15 seconds
Manacost: 100/110/120/130

WinD_1nside
07-30-2009, 03:42 PM
This **** is Your damage + 100 bonus every 3 seconds.

Lets say you hit for 60 dmg, which is EASILY attainable early game.

Thats 160 magic damage every 3 seconds.


thats 480 damage every 9 seconds, for 150 mana.

Only a single hero with 1k range. As opposed to 110 for 280 damage at 1.7k range. See the variants, it isnt overpowered. Its fine, as long as the sprites don't use the hero's attack modifier.

This could also be easily fixed with using only 50% of physical damage.

Nome
07-30-2009, 04:22 PM
Probably a bit too good in a lane, and there's already a female nymph hero ingame. Apart from that, the abilities are interesting.

She would be strong, yes. But her skills rely largely on positioning. Her base damage wouldn't be too high, so her denies wouldn't be as good. HP would be low too--a hero like Soulstealer could still conceivably outlane her completely if played offensively and smartly.


Interesting abilities. Question about the ultimate. Will the sprites be killable? If so, are they visible? How many hit points do they have? How much armor? Are they magic immune? Cleave immune?

They are killable and quite weak. They are also visible. 100 HP, no armor, and are magic/cleave immune due to being wards.


Too much microing for my taste :I

That's the point ;;


This **** is Your damage + 100 bonus every 3 seconds.

Lets say you hit for 60 dmg, which is EASILY attainable early game.

Thats 160 magic damage every 3 seconds.


thats 480 damage every 9 seconds, for 150 mana.

See the balance picture I just added. It shouldn't be too strong, as it requires you to have superior positioning. A good player will always dodge Devourer hooks--this is even easier to dodge in a sense.


I love the zen arrow + sprite combo but I think the mana cost does make it very easy to horribly harass your opponent. I suggest raising the mana cost but keeping the cooldown. In a fight she'll be able to pull 3 or 4 zen arrows off but at the beginning with a standard mana supply she'll have to play more opportunist than a spammer. Don't forget you have that Woodland's Vengeance which is quite already a ridiculous harass. Seclude also bars melee heroes from laning effectively with you. You've made an extremely early-game anti-laner.

Seclusion needs more number information, range will be important and I think some of the wording could be clarified. "In addition, every enemy unit near him will take that same amount of damage"

I honestly don't see Woodland's Vengeance getting a lot of use once people stop staying in lanes. Its pretty much strictly a harass skill for the first 15 minutes of the game and unless she decides shes going to start attacking creeps in a team battle I think it needs to made into something that can be used throughout the game.

Brownie Guard
The Sylph summons four pixies to protect herself or an ally. If the target is struck by an enemy hero's spell or attack, a pixie flies out to retaliate, slowing the hero for a time and distracting him. The Brownie Guard lasts 15 seconds and each pixie lasts 4 seconds once sent off. Pixies are invulnerable units with no blocking that count towards Seclude's effect.

Level 1 - A pixie gives 5% slow and miss chance + 4% for each additional pixie.
Level 2 - A pixie gives 10% slow and miss chance + 4% for each additional pixie.
Level 3 - A pixie gives 15% slow and miss chance + 4% for each additional pixie.
Level 4 - A pixie gives 20% slow and miss chance + 4% for each additional pixie.

Cooldown: 15 seconds
Manacost: 100/110/120/130

I raised Zen Arrow mana cost a bit. She would conceivably be played from a fairly long range, trying to deal damage mostly from Zen Arrows since they ARE 1k range. Woodland Vengeance is now killable from afar, and affects allied unit kills too to increase utility. Seclude is indeed supposed to make melee heroes rage. I will raise the mana cost a bit.


Only a single hero with 1k range. As opposed to 110 for 280 damage at 1.7k range. See the variants, it isnt overpowered. Its fine, as long as the sprites don't use the hero's attack modifier.

This could also be easily fixed with using only 50% of physical damage.

Sprites were going to originally use the hero's attack modifier, but I'll change it to 50% since it is very strong.













Rewrote, clarified, and did a lot of random other stuff to the OP. Added a picture, crappy story, and balance/visuals for each spell.

Medieve
07-30-2009, 04:56 PM
Seal of approval.


Your current mana cost change is a token change. I think the mana cost for Zen arrow should be 50/80/110/140 but most things change in testing anyway.

Kudryavka
07-30-2009, 06:03 PM
The ultimate kinda scares me. Let's say you have 3 sprites down basically on top of each other, and stand in the middle of them. You cast Zen Arrow, and they all cast Zen Arrow in the same direction, presumably hitting the same thing. So you'd do 100 damage + your base damage, and all the sprites together would do 300 + 150% of your base damage. So if you got some decent damage items, and ended up doing 200 damage with your base attack, it would work out to 400 + 500 damage with a 3 second cooldown and 1,000 range. With the life/mana regeneration from all the wisps, you could basically set up in a strategic place and have complete area denial, since you would out damage basically everyone. So you could set up in their secret shop, denying them the ability to shop there, and be able to farm with Zen Arrow by killing the creeps spawning in the middle lane.
As she is now, it seems like she'd be a great laner, ganker (throw down a sprite in the forest, shoot a couple Zen Arrows at the hero in the lane, then intercept him as he runs away), support (life/mana regen from sprites), and carry (as I already said, having multiple Sprites shooting Zen Arrows would give great DPS).
I REALLY like the idea, though, I just think she needs to be tweaked. Maybe only the closest Sprite shoots a Zen Arrow? I'd like to see the option to destroy your Sprites instantly if you did that, so you could destroy the Sprite you didn't want to shoot from and then shoot with the one that was better placed. They would also give some really interesting map control options, but they'd need to give a decent chunk of gold (60-70?) to make it a risk placing them at random as well.

Sadhe
07-30-2009, 06:11 PM
I like the idea and such, but the numbers would make her too powerful.

Nome
07-30-2009, 07:07 PM
The ultimate kinda scares me. Let's say you have 3 sprites down basically on top of each other, and stand in the middle of them. You cast Zen Arrow, and they all cast Zen Arrow in the same direction, presumably hitting the same thing. So you'd do 100 damage + your base damage, and all the sprites together would do 300 + 150% of your base damage. So if you got some decent damage items, and ended up doing 200 damage with your base attack, it would work out to 400 + 500 damage with a 3 second cooldown and 1,000 range. With the life/mana regeneration from all the wisps, you could basically set up in a strategic place and have complete area denial, since you would out damage basically everyone. So you could set up in their secret shop, denying them the ability to shop there, and be able to farm with Zen Arrow by killing the creeps spawning in the middle lane.
As she is now, it seems like she'd be a great laner, ganker (throw down a sprite in the forest, shoot a couple Zen Arrows at the hero in the lane, then intercept him as he runs away), support (life/mana regen from sprites), and carry (as I already said, having multiple Sprites shooting Zen Arrows would give great DPS).
I REALLY like the idea, though, I just think she needs to be tweaked. Maybe only the closest Sprite shoots a Zen Arrow? I'd like to see the option to destroy your Sprites instantly if you did that, so you could destroy the Sprite you didn't want to shoot from and then shoot with the one that was better placed. They would also give some really interesting map control options, but they'd need to give a decent chunk of gold (60-70?) to make it a risk placing them at random as well.

I know just the way to fix this!

Sprites now have mana--they start with 450 points of mana. Healing requires 1 point of mana per second, and is ALWAYS active--you can't turn it off.

You can toggle on the Sprite whether you want it to fire Zen Arrows. Each Zen Arrow costs the same amount of mana it does to the Sylph.

I've increased the mana cost and decreased the bonus damage of Zen Arrow as well.

WinD_1nside
07-30-2009, 07:13 PM
So Slyph will use the full attack modifier and the rest will have 50%? That would still be quite alot of damage. Someone needs to throw up a test map and try to put this together and see how will this works.

Can zen arrow go through tree's?

Nome
07-30-2009, 07:15 PM
So Slyph will use the full attack modifier and the rest will have 50%? That would still be quite alot of damage. Someone needs to throw up a test map and try to put this together and see how will this works.

Can zen arrow go through tree's?

Yep, and Zen Arrow will go through trees, cliffs, everything but enemy units (will go through allied). Keep in mind that the projectile speed isn't that fast--around 600MS or so. You can dodge them. Actually, I forgot to put the speed in the OP. Sigh.

Nome
07-30-2009, 07:55 PM
So you could set up in their secret shop, denying them the ability to shop there, and be able to farm with Zen Arrow by killing the creeps spawning in the middle lane.

I should add that if you do something like this, you're outside of XP range, and there's no guarantee that what you will actually hit what you fire at. You'll also make yourself extremely vulnerable, because their mid and side lanes can both attack you without warning, while your allies have no quick and reliable way to reach you.

WinD_1nside
07-30-2009, 07:56 PM
They are homing arrows though... with gravity and what not....

Nome
07-30-2009, 07:59 PM
They are homing arrows though... with gravity and what not....
They're homing in such a way that they'll gravitate towards units. If you're firing from long range at a low-HP creep that's among a bunch of other creeps, it's going to be incredibly difficult to make it so that you hit exactly the target you want to hit.

And again, you'd be completely out of XP range, so even if you did conceivably get every single creep, you'd technically be losing the lane because your opponent will be outleveling you.

Also, changed range from 1000 --> 1500. LOL IMBA?

Nome
07-31-2009, 06:20 PM
Changed mechanics of Zen Arrow--it will now home in on the FIRST enemy target within 200 range.

Dergeist
08-04-2009, 04:04 PM
Interesting hero with different skills. I think it has potential, but I wonder if the damage amounts would need to be tuned down a bit? I'll admit not doing any math here, but reading the descriptions it seems a bit strong.

Zen Arrow + Seclude reminds me of the damned if you do, damned if you don't situation you can get into against Enchant.

Nome
08-05-2009, 09:56 PM
Interesting hero with different skills. I think it has potential, but I wonder if the damage amounts would need to be tuned down a bit? I'll admit not doing any math here, but reading the descriptions it seems a bit strong.

Zen Arrow + Seclude reminds me of the damned if you do, damned if you don't situation you can get into against Enchant.

They are all conditional nukes, which is why the mana costs are fairly low and damage is fairly high.

Correct positioning can more or less negate the spells.

Also, added some details to the OP.

Nome
08-09-2009, 07:34 PM
Double-post for big update!
Added a lot of details, clarified a lot of stuff.

Xanado
08-10-2009, 05:28 AM
Seems really nice for me :D
AWESOME!!

Nome
08-10-2009, 02:13 PM
Updated again with more information =3

Hippie
08-10-2009, 02:17 PM
Definitely like her. A little worried about how powerful Windy Vengeance might be in laning melee heroes, but that's nothing a little testing couldn't iron out. Thumbs up!

Nome
08-10-2009, 04:04 PM
Definitely like her. A little worried about how powerful Windy Vengeance might be in laning melee heroes, but that's nothing a little testing couldn't iron out. Thumbs up!

Yeah, it's definitely strong. I think the tradeoff is that leveling it will sacrifice your leveling of other skills--and all of them are pretty strong.

You're right in that this hero would make melee cry though. I think that can be balanced out by giving her low starting HP.

Isin
08-10-2009, 04:38 PM
I love the concept of this hero. The reflection effect of the ult is totally awesome.

Twine
08-10-2009, 05:42 PM
Windy Vengeance
http://i28.tinypic.com/fjzs7d.jpg
The Sylph's presence frees the spirits of fallen friends and foes. Each soul she frees goes to haunt her enemies.
This is a passive effect. Whenever she or an ally kills a creep, enemy or allied, it causes a small unit (a wisp) to fly to the nearest hero within 1000 range. Upon reaching the target, it will deal a small amount of damage and subsequently slow the hero's movement and attack speed. The soul is vulnerable to magic, and lasts 10 seconds or until it dies.
Skill Type: Passive Aura (Heroes)
AoE: 600
Range: 1000
Duration: 10
Speed: 430
1. 10 damage. -1% MS/AS. 50 HP.
2. 20 damage. -2% MS/AS. 60 HP.
3. 30 damage. -3% MS/AS. 70 HP.
4. 40 damage. -4% MS/AS. 80 HP.
Balance: Requires you to last-hit = ). The wisps are destroyable via physical or spell damage, so the slow is weak against AoE casters. Will also work for allied heroes, so if a Behemoth smashes into a group of heroes and creeps, each unit killed will spawn a wisp. Wisps will interact with Seclude--the more there are of them, the harder they will be to kill from Seclude's heal.
Visual: Think Navi from The Legend of Zelda: The Ocarina of Time. A small, blue puff of light with barely visible wings.



I think this may be just a bit over powered. Consider this in early game lane control, and if you are able to last hit everything/most mobs in your lane. Also consider that all the sprites hit. The first few waves, there are five mobs, each doing 50 dmg to an enemy hero. Within the first 4 waves, you've done 200 damage to a hero, all without actively targeting them, or using any mana. This will double at 3rd level. Now combine that with any pot shots you may have gotten, as well as zen arrows, and a timely seclude, and she'll be doing as much damage as a nuker.

Then again, that's in a perfect scenario. But it may be worth considering. Overall, I enjoy the idea. (I play valk quite often, and I love the idea of long range missiles). [Thumbs up]

Nome
08-10-2009, 06:06 PM
I think this may be just a bit over powered. Consider this in early game lane control, and if you are able to last hit everything/most mobs in your lane. Also consider that all the sprites hit. The first few waves, there are five mobs, each doing 50 dmg to an enemy hero. Within the first 4 waves, you've done 200 damage to a hero, all without actively targeting them, or using any mana. This will double at 3rd level. Now combine that with any pot shots you may have gotten, as well as zen arrows, and a timely seclude, and she'll be doing as much damage as a nuker.

Then again, that's in a perfect scenario. But it may be worth considering. Overall, I enjoy the idea. (I play valk quite often, and I love the idea of long range missiles). [Thumbs up]

Hmm, I suppose so. I will lower the damage :3

Medieve
08-10-2009, 06:20 PM
50 harass damage each wave at level 1 is actually a very modest amount of damage and thats if you manage to last hit everything. Being able to do this without actively targeting is mostly a negligible bonus.

Nome
08-10-2009, 06:24 PM
Changed it to 8/16/24/32 pure damage. The actual damage is definitely not that much of a concern earlier on, but it's definitely an annoyance when you consider that you have to kill the little wisps to remove the MS/AS reduction. For middle players, it's not terrible since they can just run into the tower. For side lanes, it's a lot more annoying =P

unHOLYdoNUTS
08-11-2009, 04:06 AM
Really interesting skills. Thumbs up.

Nome
08-11-2009, 01:42 PM
Bumping again ;; Sylphs get no love!

Nome
08-11-2009, 10:26 PM
;;
No comments?
;;

CHARN1
08-12-2009, 04:22 PM
like the image, gets my vote :)

Nome
08-13-2009, 12:57 AM
Added skill overview, as the thread is a wall of text.

willtsay
08-13-2009, 01:07 AM
seems very unique :D. that and uhhh i like the pic ;) like the aura thing, reminds me of visage's soul assumption. but cooler

sprites concept really cool, will brilliance aura (from ring of the teacher) work on them

i'd feel that if the sprites could follow you thatd be really awesome :D but then itd be hella imba i guess XD (with current numbers)

Alaska2
08-13-2009, 01:13 AM
This is an amazing hero design that sounds like a blast to play, and really annoying to play against. I would love to see it implemented, as the style of play is so unique that even if I didn't play as her often I would probably come back every once in a while just for the refreshing change of pace. I'm having a hard time visualizing her in action, however, so I'm not sure if anything would have to be changed, but all in all it sounds really, really good!

willtsay
08-13-2009, 01:19 AM
athough her aura thingie scales really well, it relies on creeps rite? maybe to take off the need for that you could make its trigger every X shot? so its kinda like storm spirits old over load. that might be too good tho so iono (itd help out more for those really long chases when ur far away XP and you long range arrows toward the target to help with some slow.

Nome
08-13-2009, 01:25 AM
athough her aura thingie scales really well, it relies on creeps rite? maybe to take off the need for that you could make its trigger every X shot? so its kinda like storm spirits old over load. that might be too good tho so iono (itd help out more for those really long chases when ur far away XP and you long range arrows toward the target to help with some slow.

Yeah, it relies on there being creeps. That means it's great during laning and pushing, but worthless during ganking. This was sort of a conscious choice though, as it creates a specific schism in how players build her. Strong laners would go either Arrow/Aura or Seclude/Aura (depending on laning vs ranged or melee), but gankers would want to go Arrow/Seclude.

The hero is supposed to be flexible and situational; how you build her will definitely apply to your playstyle.

vorador
08-13-2009, 03:14 PM
what a swell hero suggestion!

Nordoix
08-13-2009, 03:18 PM
Interesting hero.

Would LOVE to try this hero!

Nome
08-13-2009, 08:28 PM
Probump O_O

Dconnenc
08-13-2009, 10:54 PM
The only thing I would change is on Windy Vengance, make it so spirits only proc off of your own Killing Blows, not allies also. But I like it.

Nome
08-13-2009, 10:57 PM
The only thing I would change is on Windy Vengance, make it so spirits only proc off of your own Killing Blows, not allies also. But I like it.

This would make the skill a bit too worthless, unfortunately. It's great for laning, but once you get past that stage, it becomes useless as you're much better off hitting heroes than creeps.

Excalibur
08-14-2009, 01:28 PM
Welcome to Top Suggestions Sylph.

ubidat
09-11-2009, 05:37 PM
I don't see her in the "Top Suggestions" ...
Really want to, cool hero ^_^

-ubi

Drasha
09-11-2009, 07:22 PM
Welcome to Top Suggestions Sylph.
did you lower the votes to 70 to get in?

Nome
09-11-2009, 07:25 PM
did you lower the votes to 70 to get in?

No, it used to be 50 to get in.

Drasha
09-11-2009, 07:26 PM
Step 1: Hero and Item Suggestions
This is where you will create your suggestions and poll the general public. You must have at least 100 total votes with 80% yes in a binary yes/no poll to reach Popular Suggestions.

fix the F.A.Q. then :P

Nome
09-11-2009, 07:31 PM
fix the F.A.Q. then :P

Already taken care of here ;)

http://forums.heroesofnewerth.com/showthread.php?t=16755
*Does not apply retroactively to former Top Suggestions

Drasha
09-11-2009, 07:33 PM
You could still fix the F.A.Q. >.>

and

The suggestions in this subforum have passed the gauntlet of Hero and Item Suggestions and have obtained the 100 votes with 80% approval* necessary to obtain a permanent place in Popular Suggestions. Suggestions that have made it this far will stay permanently--this means that even if a hero reaches 9001 votes with 1% approval, it's still going to stay here.
that one says 100 not 50 as well

Nessie
09-11-2009, 08:06 PM
I would probably suck with this hero, but I really like the idea! ^^ Really unique and interesting.

Nome
09-21-2009, 09:43 PM
Archive of original



This is another hero that cannot be done with Warcraft 3's editor. She is an archer outfitted with unique abilities that give her great lane control and support possibilities. Check it out, and comment!
Sylph

http://i29.tinypic.com/33aqrfl.jpg

Speed: 300
Range: 600
Affiliation: Legion
Primary Stat: Intelligence


Visual Design
Something like the above. A lady, in a dress or cloak, who walks in a very graceful manner, as if almost floating. She should glow a faint blue, reminiscent of wind spirits constantly protecting her.

Overview
http://www.playdota.com/img/hero/54/skill-0.JPGhttp://www.playdota.com/img/hero/45/skill-1.gifhttp://i28.tinypic.com/fjzs7d.jpghttp://www.playdota.com/img/hero/121/skill-0.JPG
The Sylph is a mana-intensive lane controller who relies heavily on the positioning game to deal damage, similar to Valkyrie and Devourer. Her trademark ability is to fire volleys of heat-seeking arrows at extremely long range. She can also cast a support nuke and a unique AoE mana and HP heal.

http://www.playdota.com/img/hero/54/skill-0.JPG Heat-seeking, super long range, short cooldown nuke

http://www.playdota.com/img/hero/45/skill-1.gif Debuff that deals constantly deals damage based on number of units near

http://i28.tinypic.com/fjzs7d.jpg Aura that nukes and sends a debuffing unit to a nearby hero every time you kill something

http://www.playdota.com/img/hero/121/skill-0.JPG AoE healing summon that also fires your long range nukes



Story


Even the wind worshippers of the faraway highlands have been troubled by the clashes between the Legion and the Hellbourne. An ambassador, only known as the Sylph, has agreed to temporarily lend her powers to the Legion, but only until this threat is gone. Graceful and flowing, her beauty is matched only by her skill in archery and her ability to guide the winds in her favor.

Role
Micro-intensive harassment based on positioning--possibility of a huge skill gap between noob and pro players, but should be fun at all levels due to active, low-cooldown skills. She is multi-role and can be used as semi-carry, gank, and support.

Stats
High INT gain, decent (Windrunnerish) base damage. Fairly low hp. Will have a relatively high mana pool given her low spell costs. Beginning stats are excellent, but don't scale as well by end game (like Jakiro).



__________________________________________________


Zen Arrow
http://www.playdota.com/img/hero/54/skill-0.JPG
The Sylph fires an enchanted arrow that seeks her enemies.
Fire a projectile at a target point on the ground that homes in on the first enemy target within 200 range. It will deal your physical attack damage plus some bonus magic damage. The high range allows for some interesting shots, while the homing aspect emphasizes hero positioning.
Skill Type: Active, Target Ground
Damage Type: Magic (bonus), Physical (attack modifier)
Mana Cost: 60/70/80/90
Cooldown: 6/5/4/3
Range: 1500
1. 40 bonus magic damage, 650 MS.
2. 55 bonus magic damage, 700 MS.
3. 70 bonus magic damage, 750 MS.
4. 85 bonus magic damage, 800 MS.
Balance: Will ignore trees and cliffs. Countered by positioning--sticking close to creeps will make it hit the creep, including catapults, though it will not hit buildings. Can also be dodged normally by juking. Firing from max range, while it make you difficult to kill, keeps you well outside the XP range of 1000, so it cannot be used for unstoppable long-range lane control.
Animation: A glowing blue arrow with a pulsing wind effect. Upon hit, a sound effect and blue splash.

__________________________________________________


Seclude
http://www.playdota.com/img/hero/45/skill-1.gif
The Slyph enchants an enemy with malicious winds that become more vicious the closer he is to allies.
Deals base magic damage to a target and applies the Seclude buff, which will deal damage every second based on the number of units he's near. In addition, every unit near him will take that same amount of damage, while allies near him will heal that amount of damage.
Skill Type: Active, Single Target
Damage Type: Magic
Cast Range: 700
Mana Cost: 100/110/120/130
Duration: 6
Cooldown: 12
1. 80 initial damage. +3 DPS for every unit within 300 range.
2. 90 initial damage. +6 DPS for every unit within 350 range.
3. 100 initial damage. +9 DPS for every unit within 400 range.
4. 110 initial damage. +12 DPS for every unit within 450 range.
Balance: This is a positioning control skill. Deals a lot of damage, but you can quite easily escape it simply by moving away from creeps. Of course, that makes you more vulnerable to Zen Arrow. The way it works is this: if you cast LVL4 on an enemy hero, he takes 110 initial damage. If there are 3 allies and 3 enemies in 450 range, he will take 72 (36x2) DPS for as long as they're in range. His allies will also take 72 DPS, while YOUR allies will heal 72 DPS. The damage is dynamic and changes according to the number of creeps near. This is a good skill to get early if you lane against melee, but will be useful later too regardless, especially in combo with Windy Vengeance.
Visual: Target has a swirl of dark wind around him, like a mini-thunderstorm. Every second, nearby units will be zapped with lightning that either heals or damages depending on their allegiance.

__________________________________________________


Windy Vengeance
http://i28.tinypic.com/fjzs7d.jpg
The Sylph's presence frees the spirits of fallen friends and foes. Each soul she frees goes to haunt her enemies.
This is a passive effect. Whenever she or an ally kills a creep, enemy or allied, it causes a small unit (a wisp) to fly to the nearest hero within 1000 range. Upon reaching the target, it will deal a small amount of damage and subsequently slow the hero's movement and attack speed. The soul is vulnerable to magic and lasts 10 seconds or until it dies.
Skill Type: Passive Aura (Heroes)
Damage Type: Pure
AoE: 600
Range: 1000
Duration: 10
Speed: 430
1. 8 damage. -1% MS/AS. 50 HP.
2. 16 damage. -2% MS/AS. 60 HP.
3. 24 damage. -3% MS/AS. 70 HP.
4. 32 damage. -4% MS/AS. 80 HP.
Balance: Requires you to last-hit = ). The wisps are destroyable via physical or spell damage, so the slow is weak against AoE casters. Will also work for allied heroes, so if a Behemoth smashes into a group of heroes and creeps, each unit killed will spawn a wisp. Wisps will interact with Seclude--the more there are of them, the harder they will be to kill from Seclude's heal.
Visual: Think Navi from The Legend of Zelda: The Ocarina of Time. A small, blue puff of light with barely visible wings.

__________________________________________________


Summon Sprites
http://www.playdota.com/img/hero/121/skill-0.JPG
The Sylph summons stationary sprites that provides aid to her allies and smite her foes. The sprites, while individually weak, are able to muster enough strength to mirror shots of Zen Arrows with decreased strength.
The Sprite gives a bonus to mana and health regeneration to allied heroes within 700 range. It will also cast Zen Arrow if the Sylph casts it within 1500 range. You can use place a Sprite down, then cast Zen Arrow from poor angles--if your Sprite placement is good, its Zen Arrow may hit. Their auras stack, and affect all allied units, including other Sprites.
Each Sprite has 100 HP and 450 mana. It automatically drains 1 mana per second to use its aura (cannot be turned off). It can also be toggled to shoot Zen Arrows when the Sylph fires them (default on). Each Zen Arrow drains the same amount of mana it costs for the Sylph to fire. Arcane Ring WILL work on Sprites.
Skill Type: Active Ward, Target Ground
Cast Range: 800/1000/1200
Mana Cost: 100/150/200
Duration: 45
Cooldown: 45/30/15
HP: 100
Mana: 450
1. 4 HP/2 mana regeneration aura. Zen arrows will do 50% Sylph's base damage + normal bonus damage.
2. 4 HP/2 mana regeneration aura. Zen arrows will do 50% Sylph's base damage + normal bonus damage.
3. 4 HP/2 mana regeneration aura. Zen arrows will do 50% Sylph's base damage + normal bonus damage.
Balance: When calculated out, each Sprite will heal 180HP/90MP. This results in 360/180 with 2 active (LVL2), and 540/270 with 3 active (LVL3) if they are all allowed to survive. They can be killed fairly easily, and cannot be moved like Juggernaut (DotA) Healing Ward. Using Zen Arrows will deplete their mana a lot faster, but Arcane Ring can be used to replenish them. If they run out of mana, they will die.
Visual: A group of tiny fairly-like creatures like Navi buzzing around a single spot. Targeted as a single unit. Once it's destroyed, or runs out of mana, the group of fairies disperse.

Scythe
09-22-2009, 11:25 AM
While I love the internal synergy of this hero, the Seclude + Windy Vengeance combo seems extremely overpowered in any lane. Let's take an example of early laning with some hero that can clear a wave fast (e.g. Magmus orb or nuke).

You kill a wave of creeps (5+ Windy spawns). You cast Seclude on your opponent as he runs from you and the rest of your wave.

At level 5, assuming your opponent makes it over 400 range from you/your ally and your creep wave:
Windy spawns level 2: 80 damage, -10 MS/AS, 300 HP.
Seclude level 3: 100 initial damage, 270 over 6 seconds.
Total: 350 damage and slow for 120 mana @ level 5.

Let's say your opponent stops to kill a sprite and you and your ally and maybe creeps from your wave get into range for Seclude. Each of those is an addition 9 damage per second, easily up to an additional 300+ damage if your ally has a slow or stun.

At level 7, still assuming your opponent can stay away from you and your ally / wave of creeps, level 3 Windy spawns and level 4 Seclude can do 270 guaranteed initial damage + 360 damage from spawns. This is 630 damage for 130 mana @ level 7. The -15% MS from the Spawns can also help keep him near your creep wave (easily an addition 430+ damage for a total of 1060 damage for 130 mana).

My idea to balance it: Make Windy Spawns only have a 50% chance of spawning on a creep kill by you/your allies, but more than double the effects (damage, slow, HP). This will keep seclude from doing absurd damage.

Nome
10-10-2009, 10:55 PM
Hero semi-remade.

docterj208
10-10-2009, 11:00 PM
so is her ult basically split arrow but reduced damage?

Nome
10-10-2009, 11:03 PM
so is her ult basically split arrow but reduced damage?

Basically, yes. Few things different than Dusa's though:


Can be used in conjunction with Zen Arrows to shoot 4 hits at a single enemy.
Primary target still takes 100% damage.
Deals only base damage--weapon/item damage doesn't count.

docterj208
10-11-2009, 12:31 AM
Basically, yes. Few things different than Dusa's though:


Can be used in conjunction with Zen Arrows to shoot 4 hits at a single enemy.
Primary target still takes 100% damage.
Deals only base damage--weapon/item damage doesn't count.



Ok, does this mean with auto cast of Zen arrows will attack same target as well or only during manual clicking? Manual clicking all the time just seems awkward.

Also, if manually clicked, does that mean it gets up to 250 Zen arrow damage + a x2.5 crit in base damage? That seems like a lot for something that can be spammed forever essentially.


Also, last question about ult during auto attacks without Zen Arrows and with Zen Arrows. Does it use Attack modifiers and exclusive modifiers on the 50% targets

Nome
10-11-2009, 01:42 AM
Autocast of Zen Arrows would attack the same target only if all four arrows hit the same target (if they home in on the same guy), and if there are four targets around. The only way to trigger four Zen Arrows firing when there aren't four targets is by manually casting.

Max manual cast damage is 160 (4xZen Arrows) + 250% base damage. Yeah, it's a lot of damage ;)

And Zen Arrows aren't any true modifier right now, but I may consider making them exclusive modifiers to balance things out.

docterj208
10-11-2009, 01:48 AM
Ah... she's squishy. I don't know....

Still undecided.

Nome
10-11-2009, 01:54 AM
Yes, the squishiness is to balance out the heavy damage potential.

docterj208
10-11-2009, 02:45 AM
I think I might have to vote no Nome..... I am not liking this Huge Direct Damage. Compared to Soul Stealer, her damage is a lot more reliable. And she has a heal. She is like enchantress turned into an AGI hero. And her wisps look really cheap and annoying since they will appear if you or an ally kills a creep. Sure, she is squishy, but she has great laning and survivability. Soul stealer has good laning, but, he can't heal and his harassment uses a lot of mana.

Not trying to compare apples and oranges but this hero just looks OP to me right now.

Nome
10-11-2009, 03:22 AM
I think I might have to vote no Nome..... I am not liking this Huge Direct Damage. Compared to Soul Stealer, her damage is a lot more reliable. And she has a heal. She is like enchantress turned into an AGI hero. And her wisps look really cheap and annoying since they will appear if you or an ally kills a creep. Sure, she is squishy, but she has great laning and survivability. Soul stealer has good laning, but, he can't heal and his harassment uses a lot of mana.

Not trying to compare apples and oranges but this hero just looks OP to me right now.

Vote how you like.
Numbers can be changed though :p

docterj208
10-11-2009, 03:39 AM
Vote how you like.
Numbers can be changed though :p

Yeah I know. I guess I would feel better about it if splits dealt 40% damage but I still see the heal and the wisps, and while I think they are awesome spells, I am not sure if I like on this hero verses an Int hero, you know what I mean?

Nome
10-11-2009, 05:02 AM
Reduced it to 40%, upped Zen Arrow mana cost to 30, and increased INT growth.

Also, making this hero INT would actually make her too powerful, as she'd benefit from INT items to get more mana :P

Prahl
10-13-2009, 02:45 AM
I don't think I've seen a single hero of Nome's that I haven't absolutely loved. You are a genius, Nome!

Lojj
11-18-2009, 06:00 PM
Great hero!

Addiction
11-19-2009, 01:29 AM
She needs bigger boobs.

Bates3
11-25-2009, 06:52 PM
Banshee's Gaze looks very similar to Forsaken Archer's Call of the Damned, think that might be the closest thing we have to a player made hero in game, put it in the hall of fame :D