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War_Mech
12-26-2009, 04:23 PM
War Machine
Ganker and Initiator

http://forums.heroesofnewerth.com/images/structure/generic/lrg_graphic_frame.pnghttp://pcmedia.ign.com/pc/image/article/649/649908/guild-wars-20050909044816263.jpghttp://es.guildwars.com/images/wallpaper/guildwars_wallpaper_sorrowsfurnacemachines-800.jpg
__________________________________________________ _________
http://www.playdota.com/img/site/hs.gif

Strength Agility Intelligence
http://www.playdota.com/img/site/strength-c.jpghttp://www.playdota.com/img/site/agility.jpghttp://www.playdota.com/img/site/intelligence.jpg
23 + 2.5 17 + 1.6 16 + 1.9


Affiliation: Hellbourne
Range : 350
Damage : 48 - 54
Movement Speed : 290
Armor : 1.9
Attack Animation : 0.4/0.5
Cast Animation : 0.4/0.5
Base Attack Time : 1.7
Missile Speed : 1200

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Appearance : A large machine with many fire contractions on him as shown above, and chains along his arms that he drags along is must for the animation of his first ability. There is also the need for one of his arms to be a fire-forge like cannon.

Attack animation : War Machine should shoot flames from his cannon in bursts at times. The animation could be him charging it for around 0.5 seconds before or something of that sort.

Death Animation : Spikes rise up from the ground around him and flames consume his body.

Voice : War Machine should give out his lust for battle in his voice and speech, always talking of where the next fight is and of how he can't wait any longer. (Dawn of War orcs are a good example, in speech and their quotes).

Story : War Machine had been born from the forge long before the war between man and beast began. It has always been unclear who exactly created this mechanism. Regardless, this contraption was found by the Hellbourne deep within The Scar, in some metal like city. War Machine's desire to once more fight again after laying dormant for numerous years caused him to side with the Hellbourne. War Machine now yearns for any chance he gets a good fight, he often even kills many of the Hellbourne demons. War Machine's ability to easily out maneuver enemies was invaluable to the Hellbourne, however, so they had to keep him.


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Skills
http://dow2.info/w/images/thumb/Csm_foul_snare.png/64px-Csm_foul_snare.pnghttp://dow2.info/w/images/thumb/Eld_entangle.png/64px-Eld_entangle.pnghttp://dow2.info/w/images/thumb/Ork_recklessness.png/64px-Ork_recklessness.pnghttp://dow2.info/w/images/thumb/Eld_avatar_khaines_wrath.png/64px-Eld_avatar_khaines_wrath.png
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To War!

http://dow2.info/w/images/thumb/Csm_foul_snare.png/64px-Csm_foul_snare.png

War Machine violently charges to a set position, carrying the first two enemy units he encounters with him. Upon reaching his set point he will unleash chains on all enemy heroes within range binding them to him and causing agonizing pain over time. If he has no targets within his final destination he is forced to plant his chains into the ground, taking precious time to get them out.

- - - -

Spell Select : Select AoE
Cool Down : 24/22/20/18
Mana Cost: 100/110/120/130
Cast Time : 0.3 for applying chains
Range : 600/675/725/800 for charge, 275 AoE for chains

War Machine selects an AoE of 275 to charge to and unleash his chains upon his arrival. The charge will grab the first 2 enemy units he runs into, taking them with him to his final destination and dealing 20/40/60/80 physical damage to them and any more enemies he runs through, charge up to 600/675/725/800 units away. Then once War Machine reaches his destination he will unleash chains upon enemy heroes within 275 AoE. These chains will bind units to him within 250 units, pulling them in closer the further they run away (just like puppet's hold, but bound to War Machine). These chains will also deal 30/35/40/45 physical damage every 0.5 seconds; the chains will last 2/2.25/2.5/2.75 seconds.
(Max damage with grab/shove + full chain damage = 140/197.5/260/327.5)

If there are no enemy heroes within the 275 radius of War Machine upon reaching his final point he will set his chains into the ground. This will stun him for 1.5 seconds as he struggles to free his chains.

Notes :
- Charges at a speed of 950.
- The chains may be be removed as a debuff.
- The chains break if War Machine blinks or teleports, but not if he uses tablet of command.

"People get really ATTACHED to me."

- - - -

[Balance] : This skill is War Machine's most efficiently/easily used ability. This can't really be used as an escape mechanic due the stun time he does not hit any units. If this seems over powered at all, keep in mind that the opponents in these chains can skill attack and cast spells. This means they could potentially stun or immobilize War Machine for the whole duration of the chains, making the chain aspect near useless. Not to mention purging the chains off his affected targets makes it have little to no affects, Electrician with Staff of the Master would be his nightmare.
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War's Envelopment

http://dow2.info/w/images/thumb/Eld_entangle.png/64px-Eld_entangle.png

War Machine calls upon the power of the forge, setting up steel spikes from the depths that will slow enemies who walk on them. The spikes are in a ring formation around War Machine from where he originally cast this spell. These spikes will fully rise up stunning and gashing anyone above them on War Machine's command.

- - - -

Spell Select : Instant Self AoE
Cool Down : 40/35/30/25
Mana Cost: 80
Cast Time : 0.4 for first activation
Range : 350 AoE around self, spikes are 125 'width'

This skill is activated twice.

The skill will first set down a team only visible set of spikes (barely surfacing) 350 units away from War Machine in a complete circle; the spikes are 125 units in density and have a sight range of 250. Before being triggered again the traps will apply the debuff 'It's a Trap!' on enemy heroes that are above the spikes anytime during its duration. 'It's a Trap!' slows their movement speed by 25%.

When the ability is triggered again it will set off the spikes stunning for 1.25/1.5/1.75/2 seconds and dealing 125/175/225/275 physical damage to all enemies above the 100 unit density spikes.

The spikes will last up to 25 seconds or 10 seconds if War Machine leaves the radius of the spikes (unless the remaining time was already under 10). The spikes will automatically trigger while planted if the duration time runs out or War Machine dies.

Notes :
- There should be a timer over the skill giving the remaining time of the spikes before they are automatically triggered.
- Triggering the traps (second activation) has no cast time.
- This may be triggered (second activation), but not planted (first activation) while stunned.


"Start running!"

- - - -

[Balance] : The spikes have a fairly small density, meaning that it would be unlikely to hit even more than one enemy with this spell if they know what you have. Overall this is just one of those spells that have to be evaluated by both players properly.
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Battle Lust

http://dow2.info/w/images/thumb/Ork_recklessness.png/64px-Ork_recklessness.png

War Machine is able to steal the will to fight from enemies near him, allowing him to weaken them while increasing his own powers.
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Spell Select : Passive (Aura)
Cool Down : N/A
Mana Cost: N/A
Cast Time : N/A
Range : 350

War Machine will steal 0.5/1/1.5/2 strength from enemy heroes within 350 radius of him every second. The stolen strength will be returned to the hero after 5 seconds of not having been under the influence of War Machine's Battle Lust or if War Machine dies. Can only steal up to 2/4/6 strength from each hero.

Notes :
- If War Machine happens to loses enough stolen strength that would have caused him to die, he will instead live with 5 health.

"Stick around for awhile."

- - - -

[Balance] : Will only be truly effective if the heroes have clumped together and it caps, so heroes will still be able to defeat War Machine if they are truly stronger.
__________________________________________________ ____________

Ultimate

Hell's Hammer

http://dow2.info/w/images/thumb/Eld_avatar_khaines_wrath.png/64px-Eld_avatar_khaines_wrath.png

The War Machine fuels his forge cannon with his rage, in order to use it to its full power to swiftly and violently begin a fight. This utterly destroys cliffs and trees that lie in the wake of the path of destruction, setting it all ablaze.

- - - -

Spell Select : Select AoE
Cool Down : 160/150/140
Mana Cost: 160/200/240
Cast Time : 1.5
Range : 1250

War Machine will shoot a beam that is 250 units in width to the endpoint AoE of 450 radius up to 1250 units away, may not use within 450 units of self. The beam will deal 150/300/450 magic damage to all enemies in the way and slow them by 20%/25%/30% for 2 seconds. Enemies at the endpoint will take 200/400/600 magic damage and be mini-stunned for 0.1 seconds, then slowed by 30%/40%/50% for 2.5 seconds.

This will destroy all cliffs and trees in the way of the beam and within the endpoint. If a terrain area is less than 400 units then it will be utterly destroyed, leveling out to the surrounding terrain, but if the area covers more 400 units then a ramp will be made on the cliff. The whole area covered by both the beam and endpoint will leave a burning trail, dealing 10/15/20 magic damage per second to enemies above it, trail and terrain removal lasts for 40 seconds.

Notes :
- Terrain/cliff walking to everyone passing the area could be given instead, if terrain shifts are not possible.

"The ground is the anvil."

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[Balance] : This really only has moderate damage for an ult, although it does have some deadly potential the fact is that removing terrain can either greatly benefit or screw your team if used inappropriately. Then you must also get the targets at the endpoint for the maximum benefits. This also must be thought out ahead sense War Machine requires a 1.5 cast time.
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Synergy : This would be War Machine's primary combo for jumping in on or initiating battles.

http://dow2.info/w/images/thumb/Eld_avatar_khaines_wrath.png/64px-Eld_avatar_khaines_wrath.png+http://dow2.info/w/images/thumb/Csm_foul_snare.png/64px-Csm_foul_snare.png+http://dow2.info/w/images/thumb/Eld_entangle.png/64px-Eld_entangle.png
http://dow2.info/w/images/thumb/Eld_avatar_khaines_wrath.png/64px-Eld_avatar_khaines_wrath.pngHell's Hammer takes the main role of initiating on a team fight, making a clear path straight to the enemy for those on your team who don't have a blink/portal key and for To War! This may also be used to avoid stop an enemy's juke attempts if you can get a lead on it.
http://dow2.info/w/images/thumb/Csm_foul_snare.png/64px-Csm_foul_snare.png To War! Can also be combine with speed boost or a tablet of command in order to drag the enemy team into your team or into the searing ground caused by your ult. This may also be used to save a teammate that is being chased.
http://dow2.info/w/images/thumb/Eld_entangle.png/64px-Eld_entangle.pngThen using War's Envelopment as the enemy try to escape in order to stun them within your team's hold. Can also be used to slow and then stun someone chasing after you (let first row of spikes slow, then stun on second row).
http://dow2.info/w/images/thumb/Ork_recklessness.png/64px-Ork_recklessness.pngBattle Lust allows War Machine to last as he jumps in during a fight, and allows him to cause some serious damage if the enemy allow him to live. This also sets heroes in a position where they must either run into his spikes, or increase his damage/survivability over time.

Overall he seems like an initiator/ganker to me. Placing the enemy into your team's hold when they are in your chains seems like his most useful trait (then trying to stun as many as you can with War's Envelopment). The terrain removing would be very interesting in my opinion, and would help with his abilities. I'm not sure it can be done, but i assumed that anything was possible, if it's not a terrain walking affect to anyone that passes over the area would do the trick.

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Some Suggested Items :

http://i35.tinypic.com/w0n86t.jpgTablet of Command would allow War Machine to quickly pull enemies bound by his chains to any area that would give his team and advantage, mainly Hell's Hammer burning trail.

http://i33.tinypic.com/hufwk7.jpghttp://i36.tinypic.com/2ilm0i1.jpgNullstone or Shrunken Head would prevent War Machine from being stopped by a spell while pulling in his opponents with chains.

http://i38.tinypic.com/2d6zvb.jpgBarbed Armor would be good if War Machine was being attacked by opponents after chains rather than running into his trap, War's Envelopment. This would force them to either attack him, losing a good chunk of their health or attempt to run, passing over his trap.

http://i35.tinypic.com/1zoezx5.jpgDaemonic Breastplate another thing to further his team capability, a good item to give dominance to your team over the enemy.

http://i35.tinypic.com/2usijqb.jpghttp://i33.tinypic.com/4ke1w.jpghttp://i36.tinypic.com/n2o7bm.jpghttp://i35.tinypic.com/1iogwj.jpgAnd many more...

Really a lot of other items that are fully capable on this guy, allowing you to be creative in how you build him. He won't be bound to blink key as so many initiators are now, this is probably the greatest aspect to him.

Weaknesses :

http://i35.tinypic.com/256s1g2.jpghttp://i36.tinypic.com/21ag0vt.jpg

War Machine really would have a weakness to any hero with a stun, immobilize, powerful slow, or anyone capable of removing his chains debuff.
_____

Thanks for the sigs!
http://www.abload.de/img/war_mechaltvza9.jpg rolfwtfbbq

http://mysave.in/v1/images/0lomgn8l4vlwhjpnhel9.jpg (http://forums.heroesofnewerth.com/showthread.php?t=59786)AvuanOs
_____

Any suggestions or comments are much appreciated, and I will make changes based on them. (If anything is unclear, tell me!)

Thanks!

(First thumbnail is Valley to War, the second is War's Envelopment).

War_Mech
12-28-2009, 01:17 PM
ZAMP

Omnez
12-28-2009, 06:02 PM
Sounds like a good idea, his aura is way op I think, 20% attack speed and 4 armor is a bit much, I think it would make more sense if he just gave attack speed and maybe a minor run increase(?).

Haasth
12-28-2009, 07:03 PM
I like the theme. What makes this ranged though? He doesn't seem to have anything that benefits from staying out of range or such.

Seems kind of like say... Magmus-style.

War_Mech
12-28-2009, 07:04 PM
Sounds like a good idea, his aura is way op I think, 20% attack speed and 4 armor is a bit much, I think it would make more sense if he just gave attack speed and maybe a minor run increase(?).
I was thinking of giving him a movement speed boost on his aura from the start, but figured it might be a little overwhelming if him and Rampage were on the same team. I'll wait for a little more feedback and decide whether or not to change it, Thanks!


I like the theme. What makes this ranged though? He doesn't seem to have anything that benefits from staying out of range or such.

Seems kind of like say... Magmus-style.

I don't think he would be able to attack people within chains without him dancing around with the other person if he were melee, but as always, if it seems fit it can change. Thanks for the feedback. (And it also allows him to set up War's Envelopment without his position getting messed up running off somewhere)

x3ViLG3NiUS
12-29-2009, 05:07 PM
Seems a little OP currently. He's basically a ranged tidehunter that can use his aoe stun at range, along with an AoE nuke/stun and a pretty insane aura... not to mention his charge/stun/pull ability.

Just too much damage and cc mixed together. make him more one or the other with moves (or make his ult do CC on a decently long cd, say 3min or 180sec), reduce his aoe damage on the rest of his moves, change the stuns to 1 sec slow or ministun, and reduce his aura to (max level) +4 armor, +10% increased MS

War_Mech
12-29-2009, 06:46 PM
There I made some changes on the ult, and changed the aura as suggested. I am going on vacation tomorrow so I will be unable do any changes for about a week or so. If there is any feedback when I return, I will make changed accordingly. (I will have the rest of the night though).

War_Mech
01-04-2010, 03:42 PM
Im back and removed the silence from the ulti, realized that it seemed rather dumb.

docterj208
01-04-2010, 08:05 PM
sorry, no feed back, just images

http://losthemisphere.files.wordpress.com/2008/02/warmachine004.jpg

http://www.slashfilm.com/wp/wp-content/images/warmachine.jpg

http://captainotter.today.com/files/2009/08/warmachine.jpg

War_Mech
01-04-2010, 08:16 PM
sorry, no feed back, just images

http://losthemisphere.files.wordpress.com/2008/02/warmachine004.jpg





Kinda funny how this actually matched up with how his ult should somewhat look (and the other one of him shooting as his attack animation)

yyr_
01-04-2010, 08:28 PM
The first spell has too much damage. When you running to a location if you hit someone they will be shoved than hit by the AoE of chains for 450 damage, other than that its a good intiating skill.

Second skill is awesome, i love traps, so satisfying killing or capturing a runner.

Third skill is a nice passive, with good numbers.

Ulti is a really awesome idea. I love how it just levels the terrain around it. The only problem is the numbers are way too high. At level 1 it does the same damage of pyromancer ulti, but this is pure and AoE and micro stuns and slows. You pretty much need to cut a third off the damage of each rank to balance it up.

All in all a nice hero, love tree destruction and traps. ill be sitting at my desk saying
“Now, I play this card face down and end my turn.” and "You fool, you have activated my trap card!"

T-up from me.

War_Mech
01-04-2010, 10:27 PM
The first spell has too much damage. When you running to a location if you hit someone they will be shoved than hit by the AoE of chains for 450 damage, other than that its a good intiating skill.

Yeah, I had thought about that and wanted to make it like only one of the two would affect you (chains instead of the shove dmg), I'll work something out with that.

I definitely agree with the ult, and made some changes. Might still be a little on edge, but it is about the concept really.
Thanks!

Diffusion
01-04-2010, 10:32 PM
sorry, no feed back, just images

http://losthemisphere.files.wordpress.com/2008/02/warmachine004.jpg

http://www.slashfilm.com/wp/wp-content/images/warmachine.jpg

http://captainotter.today.com/files/2009/08/warmachine.jpg
This is what I wanted to see, not some evil looking robot with flames coming from behind it.

yyr_
01-04-2010, 10:55 PM
Yeah, I had thought about that and wanted to make it like only one of the two would affect you (chains instead of the shove dmg), I'll work something out with that.

I definitely agree with the ult, and made some changes. Might still be a little on edge, but it is about the concept really.
Thanks!

Np, i hope it helps =)

BoBoStariaN
01-05-2010, 03:47 PM
no, we have enough radius stuners already,,,,and OP no matter what angles you at him, but I won't vote no.......

War_Mech
01-05-2010, 04:45 PM
Added some pictures on thumbnails for Wars' Envelopment and Valley to War, hope it makes things a little more clear. I might do some more later.

OhBob
01-05-2010, 08:38 PM
Well, answering to oyur post on my new item, let's see your hero:

Hero theme: Cool, his animation is usefull for his skills, and there isn't any previous machine hero in hon (by the way, I liked the post theme in orange and red =P). 1/1

First skill: Needs balance on range, but it's something new to hon and helps the whole team. 3/3

Second skill: a mix of techies three mine's skills. Really nice, but it's the second AoE stun of the hero, getting OP. 2/3

Third Skill: An aura, again another skill to help your team. But 10% ms in 1000 aoe is OP, specially with rampage. This doesn't bring anything new to the game, and could be remade to sinergyze better with the hero. 1/3

Ultimate: First, cliff destroying isn't possible. But it is a nice idea, a regular ult that isn't a great inovation, but works fine. 2/3

Sinergy: Yes, it has some inovation. But there is some points to fix, some concepts to remake and some numbers to be changed yet, so the whol hero view I will give 1/2. I suggest smaller stun durations, once he got an aoe slow and two aoe stuns.

Final: 10/15. Almost there, just need some small changes.

dandylion
01-06-2010, 09:50 AM
Skill 1: I like it, has a lot of functionality. 900 range might be a little long for something that has all the other bells and whistles on it, but not by a whole lot.

Skill 2: I like the idea and the numbers seem balanced. I think a 40 second cooldown at max rank is a little unnecessary. Maybe make it scale down 40/35/30/25.

Skill 3: Not much to say there, everything seems fine and balanced.

Ultimate: The only thing I would contend is that 600 true damage is a lot of AOE damage, even for an ult. Making it either lower, or magic damage would be my only suggestion there.

Overall great concepts, I like it a lot.

War_Mech
01-06-2010, 11:06 AM
Thanks for the great suggestions guys!
Changed it up a bit based on some suggestions that seemed fitting to me, feels a little closer to being more so balanced now.

Manveru1
01-06-2010, 04:10 PM
The first skill is very nice, creative and i like the concept and how it could work generally in the game. Great work with this one :) T-up

Second skill seems to work normally and i have no concerns about it. Good skill

The aura is quite handy although the ms boost seems a bit to much... But it's just me :P

The ulti seems fair and quite nice. Very well designed ganking mechanics

T-up :)

Izual
01-06-2010, 05:45 PM
T-up, HoN needs a ranged Str hero :)

War_Mech
01-07-2010, 04:10 PM
Added some suggested quotes.

War_Mech
01-08-2010, 03:45 PM
A lot of new votes, but no comments hehe, so I gotta bump, suggestions and explaining a no is appreciated. (Or just flat out comments.)

Fishmaster
01-08-2010, 04:27 PM
Yes, because robots are awesome, skills look nice and Guild Wars is f'n awesome!

GGreenBass
01-08-2010, 06:05 PM
1st ability:
Mix rampage's famed skill with a powerful puppet skill, it seems. Cool for an ultimate-dependent hero.

2nd ability:
Ooo look, a ranged version of Pesti's stun, except you don't even have to time it! That's totally not OP! *facepalms*

3rd ability:
+4 armor? Not THAT bad.
+10% Movement speed? So you're giving everyone in radius an Ghost Marches boost?! Naww, definitely not OP; because movement speed has never meant life or death. Let's continue.
+1000 Range? WHAT?!

The first skill is set up as a "this should be his most powerful ability"
The second skill is set up as a "lololol overpowered ability that would only be fine if his other 2 SUCKED and his ulti was decent"
The third skill is nearly game breaking.

*is scared to read ultimate*
*reads ultimate*
...
I like his ultimate. It's great for an ULTIMATE-DEPENDENT HERO, for the sake of initiation and balance, both!

My suggestions?
2nd ability: No. Totally scrap it, you need something new. Make it a much much much much much much much much much much much weaker version of BH's ultimate in an AoE, whereas anyone walking on top of the tiny spikes you shot will be taking damage. Have it based on the armor they have too, as that would weigh them down.

3rd ability: ...you're kidding right? You do realize that this is Pesti's first ability, IN A 1000 RANGE AOE, AT A COST OF NO MANA TO ANYONE WHATSOEVER, AMIRITE? Your second and third ability make Pesti look like a baby, and your terrain ultimate makes juking impossible, and your 1st ability makes running impossible. You only want so much synergy.


So let's see, you're obviously making him a Chaser/Initiator. Your 1st is fine for chasing/initiating. Your ult is fine for initiating/chasing (gogo stun+moveslow)/counter juking. Your 2nd I've given suggestions to make (imo) fine for counter-juking and initiating without being OP. Third ability...?

Easy. 10%? How about 3%, and with a 3% slow to all enemies nearby. Scrap the armor completely.

But thats just me ranting. Feel free to disagree, and no hard feelings.

War_Mech
01-08-2010, 06:37 PM
I think you misunderstood quite a bit, I'll go over each skill and what I think you said/misunderstood.

Skill 1: Don't even see how it's like any of rampage's, puppet's is obvious.
Much more like kraken's tsunami charge + puppet hold (A lot shorter charge range).

Skill 2: You really misinterpreted this one, it seems. If anything it requires MUCH more timing than pestilence's and has almost nothing similar with it. It sets the traps 350 feet away from you, in a circle, not in the whole 350 radius. Then you must trigger it again, they only affect a 35 density radius. Seems highly unlikely you would get more than 2 people in this even if you were trying to get a whole team.

I wish to know if it was the picture or the text that confused you on that one, and if you truly think that it is OP in the way I have it (assuming you understand now) then anything else he has would be much worse.

Skill 3: Not really at all like pestilence's first ability, this is an aura and passive for one thing. I believe you meant the 10% more movement speed, but that's at lv 1 for pestilence and lv 4 for this ability (same as rampage's movement speed aura, which is a bad hero as of right now, and he get's more damage off it). The armor allows his to make better builds that don't require a lot of armor first, since he only has a 1.9 basearmor to begin with.

I agree the radius is pretty large, but many auras have this big of a radius. It was this big of an area because it was originally was attackspeed, which wouldn't be as effective with a larger area than movementspeed. People quickly noted that the attackspeed was too much and suggested movement speed, which sounded ok to me. You also said +1000 range, I hope you didn't think I was talking about his attack, that's only the radius of the aura...

Skill 4 (ult): Your lucky you didn't see if before I made major changes to it, but I'm glad you like it.

If you were saying his ult is good for a ult require hero, and that he is too good for it, I kind of agree, but if your saying he is bad without it, then he can always do fine with his first and second ability in team fights, and his aura provides support. (Take into account that it has a 2 minute cooldown).

Just seems like you didn't take scaling into account at all, and didn't really compare this to other heroes properly.

Johnson
01-09-2010, 07:04 AM
I like all the normal abilities, they are great, ult is kinda lame for this guy though.

Hey, I just looked at your hero and you obv put in a lot of work. It looks good!

BTW, I have changed the ult on my hero. Care to take a look? -thanks

War_Mech
01-09-2010, 04:52 PM
Ugh, a lot of unexplained noes, you can at least post why or just say "it sucks!".

pattern
01-09-2010, 10:05 PM
I like him overall but the values/range/damage needs some tweaking. Right now he is sort of like puppet+pyro+tempest all in one with massive magic and physical damage.

Imho you could remove the damage from his first ability completely or make it something like 25, 50, 75, 100 physical. Right now it's like a massive AoE Magic Nuke that also immobilizes.

Keep up the good work!

War_Mech
01-09-2010, 10:46 PM
Thanks for the feedback! I made the chain's damage a dot and physical damage now, reducing the shove and chain damage. I felt this way too, like he had too much spike damage, so I think that seemed fitting, still could change it some more though. I am considering making his ult a dot as well.

EDIT - I am wondering if anyone thinks adding attack speed would be better for his aura instead of movement speed, if you think so please say how much. (It was originally 20% attack speed instead, but it was quickly voted against so I changed it).

War_Mech
01-10-2010, 02:40 AM
Battle lust being an AoE buff is an interesting idea, but it's just that he already has so many actives that it would set him very mana intensive. I'll think about it though, it would have to be one of the low mana cost spells around 25 mana. (Edit - AH! I'm above you!)

Q_______Q
01-10-2010, 08:21 AM
Sounds a lot like Kraken in-play. Check it out.

I do like the War's Envelopment in that it's a remote stun (good for defending, escaping, etc.). An interesting concept, but how would it play out mid-battle? Might it be redundant to Pestilence's stun, and useless if people are able to avoid it?

Battle Lust is also a cool idea. I'd suggest turning it into an AoE battlecry, but then it'd be War Beast all over again. Maybe slap on a debuff for enemies in range, like a miss chance, and you've got yourself something both formidable and ~novel.

War_Mech
01-11-2010, 05:18 PM
Just changed a few things... Bump

FaithyToadz
01-11-2010, 06:46 PM
i really cant understand the quotes seems like he's a pirate... and not a Robot.
yarrr

War_Mech
01-11-2010, 06:53 PM
I was kinda thinking of the dawn of war orks when I was writing it, have some of the best quotes/voice and inspiration for this guy I could think of. If you heard them you would get the idea... I'm really over the whole cheesey robot voices anyway, besides he was build purely for wars, he wouldn't talk peaceful or slow, instead he talks with poor english and loudly, only thinking of fights.

Quotes don't matter much anyway, just wrote them to add a touch.

War_Mech
01-12-2010, 04:20 PM
Bamp

War_Mech
01-13-2010, 07:07 PM
A lot of new votes but no comments, gonna bump again.

War_Mech
01-16-2010, 03:34 AM
One more go...

War_Mech
01-17-2010, 10:15 PM
Bamp. votes but no feedback/commets : /

Smigleesmits
01-20-2010, 06:35 PM
Bump

War_Mech
01-21-2010, 05:08 PM
Almost all of the 23 no's didn't leave a comment, please say something if you don't like him.

Draegon
01-22-2010, 11:50 AM
I love the chain idea!
I think War's Envelopment could do with a flat 25 second cooldown at all levels; it's not so strong at level 1 to warrant a high cooldown.
I'm not too sure about Battle Lust, as I don't think the hero really benefits (synergy-wise) with a standard armor/AS aura.
Interesting terraform idea on the ult.

T-up. I love that first ability. @_@

papirkurv1
01-22-2010, 05:12 PM
Dude. It's mana.

Kevin
01-22-2010, 05:45 PM
Definitely not a bad hero. He looks like he has great self and group synergy potential, though I'd perhaps buff the aura and lower the aura's range.

War_Mech
01-22-2010, 06:02 PM
Dude. It's mana.
Eh fine, but there is another word spelled manna, my bad. Changed it just for you.

Also changed the aura, buffed armor and lowered radius.

01-22-2010, 06:08 PM
The ultimate sounds really fun, like a ranged Deadwood Paunch.

But IMO, the aura seems kinda lame and bland. I dunno, it just feels like you ran out of ideas there. I would have liked something similar to Hammerstorm's buff, not necessarily an aura, but a quick buff that would be much more useful.

T-up anyways :)

War_Mech
01-22-2010, 06:15 PM
I know the aura is bland, I didn't want to over complicate the hero. It just keeps this guy from having every single ability being active like a lot of new heroes. He seemed like he needed a passive to me, and the attack speed allows him and his team to get in more hits when he 'traps' them in.

I have considered making it a quick pop buff, but I can't think of one that would really be better than the aura. I just believe having another spell, even if only 25 mana would cause too many problems for him.

Thank you for the feedback guys.

War_Mech
01-23-2010, 04:52 PM
Bump...

Kirbyski
01-23-2010, 10:47 PM
dude this hero sounds sick! i hope it gets the go ahead :D

Apostate
01-24-2010, 03:29 AM
I dislike his overall skillset. He seems pretty mediocre, especially statwise. 2.2 str gain is his highest? That should be compensated by a strong set of skills, but all game long I don't see any of his skills doing that much damage or being of high value. Major buff required at least, in my opinion.

Caeltos1
01-24-2010, 05:58 AM
Worst quotes ever.

War_Mech
01-24-2010, 12:42 PM
There I gave him a major buff overall, and I might just remove those quotes, people care about them too much.

Caeltos1
01-24-2010, 03:22 PM
There I gave him a major buff overall, and I might just remove those quotes, people care about them too much.

The quotes are just way over the top and doesn't seem to even fit the overall "personality" of the hero.

War_Mech
01-24-2010, 03:48 PM
Ok, I'll remove them, I'll let the reader use their imagination. Out of curiosity did it cause you to vote no?

Apostate
01-24-2010, 04:33 PM
He seems much better now. I think the cooldown on at least the Charge spell should be lowered, but the other as well. Maybe the duration of the chains flailing could be increased? The spell still does only mediocre damage and scales out when everyone gets good armor.

War_Mech
01-24-2010, 04:43 PM
Ok, I made some more changes. Main reason he was so weak was because he was really powerful when I first released him and people quickly jumped on me so I wanted to make him less threatening. Thanks for the help man.

Apostate
01-24-2010, 05:42 PM
Sure! I love when people critique my ideas, and I like this hero concept so I want to help make it viable :)


One last thing: I just noticed that his ultimate has a 180 second cooldown. Why? It doesn't seem deserving of like one of the highest cooldowns in the game. There are way more gamebreaking ults with lower cooldowns (i.e. Forsaken Archer's)

War_Mech
01-24-2010, 06:21 PM
The ult has a high CD mainly because of the terrain removing effect, I didn't want it to turn into a big fest of removing terrain everywhere. I guess I could lower it to like 160 sec, but I just really didn't want it to turn into something where it would have missing terrain almost all the time.

Apostate
01-24-2010, 10:46 PM
Oh, I see. It is only 40 seconds, though. If it even had a 80 second cooldown you would have to use it instantly when it went off cooldown to get 1/2 of the time being terrain destroying. I don't see that as overpowered. Plus, it would justify the lower damage of the spell.

Izual
01-25-2010, 01:40 AM
Bump for a hero that should be popular by now >.>

GauntElakor
01-25-2010, 10:55 AM
Im gona ignore the numbers here:
Skill 1: Charging in and griping people sems good and as long as they are stil able to do things, skills/items/attacks, its not OP
Skill 2: You prepare a smal area with spikes while becoming immobile yourself? Is this a channel, or are you able to fire and operate the spikes at the same time? and whats the CD for making the spikes jump out of the air? I think it would be good to be able to fire and operate the spikes so you would not be deffenseles during the channel, but spaming the spikes and stunlocking everything inside the area is OP, maby a 2 or 3 sec CD could be usefull.
Skill 3: A HUGE AOE aura with +armour and +MS sorta imba and with lithle theme or synergy(both important)
Skill 4: Big beam forward clearing a path for everyone..... its a perfect gank/initiate tool I realy like it.

One thing tough, Skill 2 could be changed to an area around you and making it a "setup and trigger" type of pesti's stun. but then Skill 3 should be changed to somthing else altogether to make people come close to you or somthing.

Great concept, good hero. G

Gumbie
01-25-2010, 02:05 PM
I like him because he look fun to play, entirely uniquie (cliff destruction? DO WANT) and would fit into a team nicely (due to the aura). I'd say lower the ultimate's cooldown as it levels (160/130/100 for example), lower the cast time (1.5/1.25/1) and either make him a high range (500-600) or melee hero. 350 is very out-of-place.

Voted yes though. Looks very interesting.

War_Mech
01-25-2010, 09:35 PM
I think 350 range is fine, keep in mind this is the same as TB's, and is only 50 less than huskar, the only strength range hero in DoTA. I made the range 350 because it seemed fitting to set him at the range where he just barely hit targets in the range of his War's Envelopment, but to be able to set the trap close enough that it is valuable to the whole team. I may raise his range to 400 if it gets brought up again, but I don't see a need for it.

Thanks for the feedback guys (and the bump!), I feel like he is near a pretty good point in balance as of now.

T0x
01-25-2010, 09:45 PM
Short and sweet here.
Love everything except the first skill, given the amount of blinkers, chargers and leapers already present in HoN. The range on spell #1 upsets me.

I only ask that if you really want to keep it, you take your hero's 'weight' into account and reduce the range to a max of 600 at lvl 4, up the mana by 20 at all levels.
Other than that, love the rest of the hero. Seems very well balanced.

T-up

War_Mech
01-25-2010, 10:09 PM
Yeah, I have been thinking of how this affects him, but he is a ganker so he almost requires something like this. I recently thought of doing something panda style and making it if that he does not get any heroes within his chains he will be stunned around 1.5-2 seconds, (planting his chains the ground, struggling to get them out). This would make it much less likely to be used as an escape mechanic, I could probably up the mana cost a bit though, your right.

Thanks for that, helped me lean towards either a penalty for not using offensively or reducing range.

T0x
01-25-2010, 10:15 PM
Yeah, I have been thinking of how this affects him, but he is a ganker so he almost requires something like this. I recently thought of doing something panda style and making it if that he does not get any heroes within his chains he will be stunned around 1.5-2 seconds, (planting his chains the ground, struggling to get them out). This would make it much less likely to be used as an escape mechanic, I could probably up the mana cost a bit though, your right.

Thanks for that, helped me lean towards either a penalty for not using offensively or reducing range.
I'd be happy for it to be the panda style self disable... especially the way you described the visual of it. Instantly saw how it would look in-game in my head.
So yeah; Up mana cost, self disable if not used offensively, perhaps you could reduce the range a teency bit? =<
575/650/725/800 instead of 600/675/750/825

War_Mech
01-25-2010, 10:27 PM
Yup made all the changes! Don't know what I was thinking on the range, must have not been paying attention the first time. As of now I'm pretty sure if you use it to escape your opponents will catch up to you, and then be able to stun or slow you. This seems to be even less of an escape mechanic than panda's vault considering War Machine must hit heroes while panda only requires creeps. (And binding them to you won't to too much good if your trying to run!)

T0x
01-25-2010, 10:54 PM
Yup made all the changes! Don't know what I was thinking on the range, must have not been paying attention the first time. As of now I'm pretty sure if you use it to escape your opponents will catch up to you, and then be able to stun or slow you. This seems to be even less of an escape mechanic than panda's vault considering War Machine must hit heroes while panda only requires creeps. (And binding them to you won't to too much good if your trying to run!)

Excellent reasoning sir!
I really like this hero now... I'll have one last look at it in case I've missed something, but as it stands I'm pretty sure this hero would be ready for the alpha client already.

volcan33
01-26-2010, 01:51 PM
nice job dude...
his ult is really cool XD, remembers me kunkka+invoker.

about the artwork... use iron man artwork as someone suggested, it would be really awesome!

t-up

War_Mech
01-26-2010, 09:43 PM
Hehe, I'm not going to use iron man artwork that's just silly. Thanks though, any comment is appreciated.

War_Mech
01-27-2010, 05:12 PM
ZAMP

SLASHER`
01-27-2010, 05:18 PM
i really do like this hero. That aura is pretty beef! I'd like to see what War Machine would look like in a game of HoN. Great concept/idea for a hero. Plz implement soon (let alone move to popular suggestions). Numbers may need changing a bit, but there's one way to find out.

War_Mech
01-27-2010, 09:18 PM
Just made major changes to how it is presented, tell me what you think if you read this. I want to know if it's more clear or more confusing this way.

st3vo
01-28-2010, 02:41 PM
i like the steampunk idea, but i feel that your abilities dont reflect the image of the hero. I do think that the chains is a fantastic idea iwthout the charge. That skill would be great for controling enemy heroes. the second ability also reflect this steampunk style and it also a good idea and has great synergy witht he first. however the third ability feels very "organic" and doesnt wuite have a similar theme of the first two abilities. and the final ability feels very futuristic. All of the abilities may be great abilities but dont quite fit together when you look at it from a theme point of view. You can very easily change the theme to one or the other while keeping the same abilities.
I don't really like the passive. It just doesn't fit. The other three abilities (mind the theme) do fit together quite nice.
All in all, the passive is odd but could possibly work. The rest is good.

whistle
01-28-2010, 03:17 PM
I need more practice mode hero programming experience before I work on Invoker/Meepo more. I may use your hero idea as practice, I'll post back with the .s2z file if everything goes smoothly.

edit: I won't be able to make the cliff destroying skill actually destroy cliffs, I can however allow cliffwalking

whistle
01-28-2010, 04:36 PM
Project- War Machine (codename: Warm) is underway

progress http://i50.tinypic.com/2mpahqs.jpg

War_Mech
01-28-2010, 05:07 PM
I need more practice mode hero programming experience before I work on Invoker/Meepo more. I may use your hero idea as practice, I'll post back with the .s2z file if everything goes smoothly.

edit: I won't be able to make the cliff destroying skill actually destroy cliffs, I can however allow cliffwalking
I would love you forever, no matter how bad it turns out. As long it's an attempt!
I was thinking of asking someone once, but felt it would be too demanding.

One question - would the cliff walking still be in the same area and to everyone, just with no terrain adjustment or what? Just curious.

whistle
01-28-2010, 05:37 PM
I would love you forever, no matter how bad it turns out. As long it's an attempt!
I was thinking of asking someone once, but felt it would be too demanding.

One question - would the cliff walking still be in the same area and to everyone, just with no terrain adjustment or what? Just curious.

I was thinking about adding a custom Sand Wraith trail where the beam travels over, skinnier and burnt red in color. Which, as you walk over lets you and your team walk over anything the path is on. The off-trail buff would only last like .5 seconds to prevent abuse though.

War_Mech
01-28-2010, 05:59 PM
BRILLIANT! Thank you so much for this man, I hope this all works out right. It sounds like you have good ideas. Just ask me if you have any questions.

(Just one last question - Would it also have this terrain walking effect at the endpoint? That is what I had intended. As well as it being for the other team seeing as it removes terrain.)

whistle
01-28-2010, 06:40 PM
BRILLIANT! Thank you so much for this man, I hope this all works out right. It sounds like you have good ideas. Just ask me if you have any questions.

(Just one last question - Would it also have this terrain walking effect at the endpoint? That is what I had intended. As well as it being for the other team seeing as it removes terrain.)

I'll see what I can do, I can probably replicate the effect through code. Don't know about visually though.

Torguish
01-29-2010, 07:52 AM
Well... all i can say is good job.
I don't see anything that needs tweaking but then again, im at work. :D Don't have the time to read thru the skills that precisely.
I would really like to see the ulti in action in-game. Would look awesome. :D
The only thing is that this game has shitloads of AoE ulties, stuns and dmg... but let's hope the hero pool will grow so this issue will be overtaken.
I will continue supporting you on this hero :P I'f i get any ideas i'll keep you posted ^^

T-up from me.

Check out Aseriel 2.0 also please :P Anti-Carry Carry hero. Will pwn the crap out of nightmares like Arachna and Magebane :) Need an idea for the ultimate so everything will be welcomed. :D The original is also still underway. But i'll be deleting it when 2.0 is ready if there will not be any growing at the feedback, comments and votes...

War_Mech
01-29-2010, 05:09 PM
I'll see what I can do, I can probably replicate the effect through code. Don't know about visually though.
Would it be possible to use something like tempest's meteor for that? I think it would be fitting if it works.

Kevin
01-29-2010, 05:13 PM
Wow, Whistle, looks AMAZING...

whistle
01-29-2010, 11:00 PM
Update:
-Ult nearly finished, just need to add the trail
-Charge just needs the binds on arrival
-Fixed armor
-The skill 2 trap is only partially started

War_Mech
01-29-2010, 11:05 PM
Nice man, can't thank you enough for this!

Just wondering if you can confirm whether or not tempest's meteor effect can be used for the ult trail.

whistle
01-30-2010, 12:36 AM
Nice man, can't thank you enough for this!

Just wondering if you can confirm whether or not tempest's meteor effect can be used for the ult trail.

I can use it at the end, if I use it for the trail it might look funky. The effect file for the meteor has the meteor falling at the beginning of the effect.

War_Mech
01-30-2010, 12:40 AM
Oh I see, do whatever you think works best then!

War_Mech
01-30-2010, 08:27 PM
Bumping...

War_Mech
01-31-2010, 12:40 PM
Still getting votes...

War_Mech
02-01-2010, 12:29 AM
Another bump - might be hope for popular yet.

War_Mech
02-01-2010, 04:45 PM
I keep getting votes but no feedback or comments so gotta Bump.

War_Mech
02-02-2010, 05:53 PM
Zamp

War_Mech
02-04-2010, 04:58 PM
BUMPo

Ophelia
02-04-2010, 09:30 PM
Not sure if robots fit newerth well...

War_Mech
02-04-2010, 09:51 PM
But turrets and energy generators do? Did you even look at the abilities? It's about the abilities not the actual hero theme. He's more steampunk technology than futuristic.

SLASHER`
02-04-2010, 11:12 PM
No one knows this, but there's a little gnome inside that controls it.

Chopsticks1
02-05-2010, 03:10 AM
The aura is way too strong. 20% attack speed gives such a pushing edge for the creeps and makes carries even more insane.

War_Mech
02-05-2010, 06:55 PM
Rexxar in DoTA had an aura with 40% attack speed with 1000 radius.

War_Mech
02-06-2010, 02:07 PM
No one knows this, but there's a little gnome inside that controls it.
Indeed

FulgoreSama
02-06-2010, 02:14 PM
Rexxar in DoTA had an aura with 40% attack speed with 1000 radius.
But this isn't DoTA bro, This is HoN and honestly 20% attack speed can go pretty ****ing far with this games kind of item builds and characters.

War_Mech
02-06-2010, 02:26 PM
But.. I mean HoN has the same items and most of the same heroes... so it wouldn't be that different in it's function of increasing a carry's power. I guess I can properly consider this once the practice mode hero is done.

War_Mech
02-07-2010, 03:16 PM
Bump

KutijaKral
02-07-2010, 04:35 PM
This hero would just kill any fish in the sea - it's so brutal. It looks just flawles, and the pictures are eye-candy. Best hero suggestion so far - got my vote!

War_Mech
02-08-2010, 05:16 PM
Bumpz away

War_Mech
02-09-2010, 04:48 PM
Bump

War_Mech
02-10-2010, 03:51 PM
Bump
This

Pedey
02-10-2010, 09:06 PM
I think you should make his aura charge based. and he gains charges from attacking or being attacked. (1 per strike.. the aura is full strength at 5? charges) At full strength it would be slightly stronger than it is now.

Cool hero T-up

Also I think you should make your ult no a cannon but rather him just smashing the ground (Like a more awesome ES fissure)

War_Mech
02-11-2010, 06:57 PM
I think you should make his aura charge based. and he gains charges from attacking or being attacked. (1 per strike.. the aura is full strength at 5? charges) At full strength it would be slightly stronger than it is now.

Cool hero T-up

Also I think you should make your ult no a cannon but rather him just smashing the ground (Like a more awesome ES fissure)
Interesting idea, not sure if it would work to well on him though, oh well thanks for the comment.

KrazSlowPoke
02-11-2010, 08:12 PM
I think this characters a great idea, but his first skill's stun is kindve long and his ultis range is a little too long as well. Other than that i have to say this is a great hero idea.

War_Mech
02-12-2010, 03:24 PM
Bump

alliednoob
02-12-2010, 10:56 PM
sounds almost like a 2nd pharaoh, but more team oriented o.0

War_Mech
02-13-2010, 01:08 PM
Haha, yeah I pretty much looked at him and saw he was very much like pharaoh after I finished. That's just because they play the same roles however, I believe War Machine is still pretty unique.

War_Mech
02-13-2010, 10:47 PM
Added some suggested items/weaknesses section. Gives you a good idea on how customizable he is.

Lexxxy
02-14-2010, 12:15 AM
Thanks for commenting on mine :D

War_Mech
02-14-2010, 04:09 PM
Thanks for commenting on mine :D
No problem, bump.

War_Mech
02-15-2010, 04:53 PM
I'm not giving up yet...

Evil_Is_Back
02-17-2010, 08:50 AM
Put this guy and tempest together and its GG :) Temp ulti + Magmus ulti + Moon Queen + War Machine is a guaranteed Genocide hehe :) i like the idea and i would def wanna play him. Advertise him more on the forums see what others say. I just think maybe it should be 15% Attack speed.

Very good job bro

War_Mech
02-18-2010, 05:42 PM
Put this guy and tempest together and its GG :) Temp ulti + Magmus ulti + Moon Queen + War Machine is a guaranteed Genocide hehe :) i like the idea and i would def wanna play him. Advertise him more on the forums see what others say. I just think maybe it should be 15% Attack speed.

Very good job bro
Well yeah, you could say that about a lot of hero combos, and I advertise with my sig hehe. I have considered nerfing his aura, but I'm going to keep it the way it is for now.

ecyoj143
02-19-2010, 03:06 AM
just like jarahkal and sven's passive i guess...

Kirbyski
02-19-2010, 03:14 AM
This heroes play style has got me drooling, I am really hoping after the balancing it gets brought in I really think this would be a real fun and enjoyable hero!

War_Mech
02-19-2010, 07:18 PM
Yeah the passive is more like a combination of sven's old aura and rexxar's current aura.

I'm glad you like it Kirbyski! I feel the same way, but I thought it was only because people are biased towards their own creation.

Lexxxy
02-19-2010, 08:21 PM
hey i've got a new hero, can you please comment on it? it's the hellhound thanks

War_Mech
02-20-2010, 05:22 PM
Bump

War_Mech
02-22-2010, 04:33 PM
Zump

Izual
02-22-2010, 06:29 PM
Lump?

superpatch
02-24-2010, 07:25 AM
awesome concept, i hope this one gets into the game

War_Mech
02-26-2010, 03:18 PM
Bump

Softclocks
02-26-2010, 03:54 PM
I really like the design for this one, and I'm glad you didn't go with the actual War Machine. People who complain about that should look into how Marvel treats people who violate their copyright. His passive looks fairly powerful though, but other then that it's all awesome.

War_Mech
02-26-2010, 04:05 PM
Ok since people talk about the passive a lot I reduced the armor by a half. Thanks for the comment llagrok.

War_Mech
03-02-2010, 03:51 PM
Bump...

War_Mech
03-04-2010, 08:39 PM
Bump

War_Mech
03-05-2010, 10:57 PM
Bump again.

havrd1
03-08-2010, 09:33 AM
Best Suggestion as of yet, really like the synergy.
only thing i have a gripe about is that he is almost ONLY an initiator.
(does not have to be bad, only abit 1-sided)

War_Mech
03-09-2010, 06:25 PM
Thanks for the comment, and when it comes down to it every hero has the role they are best at. Yes, this guy will be a pretty hardcore ganker/initiator, but I believe you can still play him with different uses. For example, drop your War's Envelopment for a get away, let the first layer do its slow and then trigger it when they are above the second line for maximum effect. There is also the fact of how many item builds could be viable on him if used properly.

Zaib0t
04-01-2010, 12:39 PM
if someone has already wrote this, screw my comment. but i must say that the robot pics above is totally copied from Iron Man 2 ?

SweetZoid
04-01-2010, 05:26 PM
Awesome idea! i love that you use gw art,they are awesome :D

docterj208
04-01-2010, 05:45 PM
T-Down

No hero synergy. What does skill 1 have to do with skill 3 or ultimate.

Skill 1 and 2 synergy is silly in my opinion. Why combine a slow and an "immobilize".

The only ability of this hero I liked is skill 1.

Skill 2 is meh

Skill 3 is bleh

And ultimate is somewhat decent but doesn't really synergize with a hero who can blink in anyways. Too much slow. All this guy does is slow.

MIX IT UP A LITTLE! I want big explosions. I would suggest remake skills 2 - 4.

Focus on Skill 1.

Make Skill 4 like an "overload" ability which causes you to "explode" and deal an AoE stun.

Skill 3 could be an armor and HP regen passive to help you survive.

Skill 2 could be another AoE move. Thinking of a move like Torturer's 2nd skill which does damage in an aoe around him.

I see this guy as being a rusher who immobilzes his opponents and uses his weapons of mass destruction to kill everyone around him.

MADD411
04-01-2010, 09:15 PM
T-up. I've been thinking of a move that would level cliffs, but couldn't decide on any. I like this a lot. Check out my Hellmachine if you're interested too.

Passthechips
04-01-2010, 09:36 PM
Seeing as War Machine likes to get into the thick of things why not change his passive to be more like,

Max Rank: War Machine's lust for battle is so great that he gains more power for each and every person near him increasing his strength and armor.

+1.5 Strength and +1.5 Armor for each friendly/enemy/neutral unit in a 600 radius.

Just a suggestion.

T-up though love the concept! Mind checking the hero in my signature?

War_Mech
04-03-2010, 09:03 PM
Wow, I really like that idea Passthechips, good to see you saw what the hero would be like!

I'll change it soon and check out your hero.

griddark
04-04-2010, 10:36 PM
You've obviously put a lot of time and effort into this one. Done right this hero could look awesome, and it would bring some srs awesomeness to the game.
Love the hero idea, would love to see it in game!

War_Mech
04-06-2010, 12:00 AM
Changed the first skill a bit as well, rather than shoving he will pick up the first two enemy units he encounters. Any feedback on this is appreciated. I saw this kind of change on DoTA's magnus and thought it would be a good idea to improve War Machine's ganking role.

War_Mech
04-10-2010, 03:15 PM
Just changed skill 3 a lot, feedback is appreciated.

PokeMyBawls
04-19-2010, 06:11 PM
Smells bit like a TC port and will crave a banningspot in MM<3

Zarlex
05-02-2010, 05:27 AM
Is it just me or is iron man the same as war machine?

Vegetto
05-02-2010, 06:45 AM
I'll vote yes if u change the To War abilities text from
"People get really ATTACHED to me."

to "There will be no dawn.. for men". As this is what Saruman says straight after saying "TO WAR!!!"
Lord of the rings quotes ftw.

Koiuy
05-02-2010, 08:00 AM
Quoting:
"The only thing I would contend is that 600 true damage is a lot of AOE damage, even for an ult. Making it either lower, or magic damage would be my only suggestion there."
Gah I disagree, the ulti takes some good timing and aiming, and is lower than other int nukers, I think it's fine. I always wondered how a strength hero+range could be made, i tried thinking of one - but realised it was impossible >.< and here i see one and it seems easy and simple ^^. Good work. (Instead of terrain, why not masses of little rocks pop up out of the ground in that end-point area? Just a suggestion).

MrCr0wley
05-06-2010, 12:24 PM
Great idea...one of the best i saw here in the forums...really great job and imagination of the future pal :P

incuGuS
05-08-2010, 01:51 PM
Good concept, didnt read the numbers i like it.

Although the imlpementation of the aura doesnt seem fit, how would he gain strength from the living hes a machine! . xD.

Is his second skill like techies? i dont understand it. sorry :S could you explain?

War_Mech
05-08-2010, 11:53 PM
Skill 2 is not like techies, he sets a ring around himself, then when he triggers the spell again it will stun and damage those above it. I've tried to get pictures to explain it before but they usually don't work.

Thanks for all the comments everyone.

LingLom
05-09-2010, 03:59 AM
I like it i vote ^^

lucky.

Church_
04-05-2011, 05:46 PM
looks pretty cool

Passthechips
04-05-2011, 06:21 PM
Nice bump?