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Frality
01-12-2010, 07:08 AM
Frality, Master of Shadow

Confined to the slavery by the hellbourne, Frality was a master of

subtelty keeping a watchful eye over the humans. after much pain and

suffering he escaped from his hellbourne tormenters only to be driven

mad with vengeance, this vengeance can only be appeased by the

slaughter of all hellbourne.


int hero
str 17 +1.7
agi 23 +2.0
int 25 +2.9

hp: 430
mana: 280
armor: 1.4
movespeed: 310

unseen
50 mana
30/20/15/12 cooldown
Frality becomes invisible for 1/3/5/7 seconds, becoming immune to all

damage and for 1/1/1/2 seconds after the invisibility has ended,

(physical magical and true) movement cancles the effect (this includes

hook/panda flick ect)

diversion
130 mana
24/22/20/18 cooldown
frality becomes invisible for 1 second, as the invisibility ends

2/3/4/5 images of him are spawned that last 10/25/40/60 seconds these

images deal no damage and take normal damage from attacks, and 300%

from magic. true damage destroys the images.

premeditation
(passive)
Frality has true sight within 150 yards, and gains 0.2 mana regen for

every hero that dies within 900 yards and 0.01 for every creep

kill/deny, 1/2 charges are lost upon death, Frality's Attack speed is

based on 15%/30%/45%/70% of his int and 85%/70%/55%/30 of his agility. Frality's

health regeneration is increased by to 15%/30%/45%/70% of his mana

regeneration

Master of subtelty
100/200/300 mana
cooldown 150/100/70 (55 with sotm)
duration 7/10/13 seconds (20 with sotm)
Frality gains 30% slow, that can be removed by attacking him,
Frality gains 3seconds of true invisibility, for every attack he

makes, (nonstacking, refreshes the 3s), this invisibility allows

Frality to attack whilst invisibible


please post constructive criticisms and anything you want to change, please vote on concepts, not numbers

if you vote no, please post why

Thqr
01-12-2010, 10:31 AM
Think it could do with some reviewing but so far sounds good!
People don't skim read this and go "not another scout / night hound" because it isn't, if you actually read it, it is a lot more strategic.

Get the feeling some dopplewalking could be in play here :D

Also made me lol Frality and the name of the hero xD.

Keep it up!

Frality
01-13-2010, 12:41 AM
Think it could do with some reviewing but so far sounds good!
People don't skim read this and go "not another scout / night hound" because it isn't, if you actually read it, it is a lot more strategic.

Get the feeling some dopplewalking could be in play here :D

Also made me lol Frality and the name of the hero xD.

Keep it up!

it would help, if you also posted what you think would be good balance changes to the hero, i came up with concepts, need help from others on what would be good balance

Frality
01-13-2010, 07:45 AM
i wish you could get suspended for that, if you vote in a poll, and lie in your choice, Edit: *times two*

Frality
01-14-2010, 10:15 PM
bump
http://i37.photobucket.com/albums/e61/Frality/1226942109347.jpg

heilar
01-16-2010, 07:26 AM
i really like the hero, not sure if mellee range true sight is necessary though....

Frality
01-16-2010, 07:27 AM
i really like the hero, not sure if mellee range true sight is necessary though....

so you think the melee range true sight is too op? or not worth throwing in?

take it out?

Ezio
02-21-2010, 12:14 PM
Skill 1: Should change its description. People can read it as immune to all things.
Change it to "Immune to Physical Damage." All magic damage will counter this effect. 7 Seconds seems a bit long, would rather see it 1,2.5,4,5.5.

Skill 2: Set it so they deal no damage, but take 200% physical and magic. It would seem a little OP if by level 5 he could tank towers, since they do physical damage.

Skill 3: Redo this skill please. It seems to be confusing and put it as units, not yards. 150 units seem adequate enough, maybe increase in units each level. Ability to see through trees is a good thing when chasing. I like the idea of his int increasing his Apsd, but remove agility. By end game he'll just be attacking too quickly.
Health regen is kinda... over the top a little bit... if he were to get blood stone and have like 2k mana he'll be regening too much. Its a good idea... but I would rather not have it implemented.

Ulti: Redo this skill please. His skill will gimp him too much. I mean, if he gets hit after using the skill and using 300 mana... pretty much a waste isnt it? True invisibility does not exist in the game, not shall it ever should be.

Make it so for 1.75/2.25/3/3.5(boosted) seconds he is invisible. For the first 1/1.5/2/2.5(boosted) seconds immune to all physical and magic damage. Has unit walking and boosted MVSPD. He cannot cast any spells or attack during this phase
Whilst invisible, he can stay near enemy heroes (about a 600 radius from him), and every .5 seconds they recieve a charge. After he comes back from the shadows, each charge deals 50/75/100/125(boosted). I dunno, just my idea because he is subtle, meaning the opponents wont really notice the damages until he comes back from the shadows.

Apostate
02-21-2010, 05:53 PM
Remake the thread as a binary poll.

Trust me, you won't get into popular easily without a two option only poll.

Frality
02-22-2010, 08:11 AM
ty for input, on it :D