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Dario93
01-20-2010, 07:29 AM
THE ARMORER




All numbers in this suggestion can and will be changed so vote on the concept pls!


http://img195.imageshack.us/img195/2346/battlesmith.jpg


Story: -Soon-


Explanation:

This hero has a new concept which makes him really unique. so pls read this first

The Armorer is the first hero that have more skilllevels then points he will get up to 25!

His 3 normal abilitys have 10 skill-ranks each and the ulti has additional 5.

This results in no attributimproves, but read first.

Maybe some of you think now: "what a crap, he cant get all his skills?!" but wait , the skill are built for this concept and it will be great fun to play this hero again and again in a totally new way!


Hero Infos:

-Armorer will be a melee strenght hero

- Statgain: Str: 2.4 / Agi: 2 / Int: 1.5

- Armor: 4

-Movement: 300

- Attackspeed: 1.15

(Only numbers)


Abilitys:


Sharp Weapons:

passive 10 Levels

Each 2 levels skillable (like normal)

His skill in using close-combat-weapons allows the Armorer to deal more painfull hits with every weapon he wears.

-Each +damage effect of items in Armorers inventory will give 5 +dmg per level of Sharp Weapons, this effect is caped by 100% of the items damagebonus.
-Every 3 levels of Sharp Weapons the Armorer gets one level of an active ability resulting out of Armorers weapon-skill.

Painfull Swings:

Active 150/125/100/75 Mana

Duration: 10 secs + 0,5 sec per level of Sharp Weapons

Cooldown: 60/55/50/45 secs

The Armorer improves the balance of his weapons to perfection which gives him the ability to deal massive damage to wounded enemys for a short period of time.

Attacks to enemys will additional deal 10% of lost Hp in true damage.

"The stronger they are, the heavier they fall"






Greater Armor:

Passive 10 Levels

The Armorer improves the Armor he wears to be protected in fight.

- The +Armor effect on every item in Armorers inventory will give the Amorer 1 Amor per level of Greater Armor, this Effect is caped by 100% of the items bonus.

- Each 2 levels of Greater Armor will give the Armorer 1 level in the active ability Reflecting Armor.

- The Armorer gets a passive movement speed buff. He gets 4% of his Armor in +movementpercentage per level of Greater Armor (40% of Armor at max). (if you got 20 armor you got 8% basemovementspeed bonus)

Reflecting Armor:

Active Mana: 150/125/100/75/75

Duration: 10secs + 1 sec per level of Greater Armor

Cooldown: 60/55/50/45/45

The Armorer has a chance of 10% per level of Greater Armor (max 50%)
to block incomming attacks. Spells are also blocked, but with a chance of 5% per level (max 25%).

"Only true improved armor will save u now."



Physical Dominance:

Passive 10 Levels

The hard training the Armorer absolved gives him physical toughness and makes him a deadly enemy on the battlefield.

- The Armorer gains every level additional attribute stats. Giving him 5% of his value in strength and agility each level. Items that boost his ability scores are boosted as well. (max 50% of all attributs NOT including INT)


- Every level of Physical Dominance grants the Armorer 1 level of the active ability Hammerclap




Hammerclap:



Active Mana: 150/125/100/75
Cooldown: 20 secs



The Armorer slams his mighty Hammer onto the ground and shakes the earth. Enemys in 200 range will be stunned. Enemys in 500 range will be slowed by 30%. All enemys in 500 range will be damaged with physical damage.



Stuns for 0,15 seconds per level of physical dominance.
Slows for 0,3 seconds per level of physical dominance.
75/150/200/250 points of damage in the area of effect per level of physical dominance. (will be upgraded the first 4 levels!)


"Nobody can stand the might of my Hammer"



Battle Forgery (Ulti):

Active 5 Levels (6/10/15/20/25)

Range: 1000
Manacost: 250
Channeling: 1 sec
Cooldown: 90 sec

Duration: 20 secs



The Armorer places his mighty anvil on the battlefield. The air burns with heat of a dragon liar forging the ultimate weapons of the Armorer.

enemys in the range of the battle forgery suffers the lost of their life-force and constantly losing it.
The heat whiplashes the use of mana, burning it back to their caster.
Grants Skillempowering to all allys in range.



- Enemys in range lose 0,3/0,6/0,9/1,2/1,5% of thier max Hp per second

- Enemys in range gets 0,5/1/1,5/2 damage per manapoint spent.

- Range of "Skillempowering" is 400/550/700/850/1000


Skillempowering:

For each level of sharp weapons all alley heroes within the battle forgery range getting a 5 point damage boost per level of sharp weapon.


For each level of greater armor all alley heroes within the battle forgery range getting a 1,5 armor boost per level of greater armor.


For each level of physical dominance all alley heroes within the battle forgery range getting a bonus of 0,2% health and mana regeneration per level of physical dominance.

The doubled level of Battle Forgery is the cap for this Bonuses.
(Ulti Level 1 grants only 2 Level bonuses for Example)

The anvil is destroyable. He takes 3 hits at beginning, 4 at level 3 and 5 at max level.

It is really eyecatching and every one inflicted by the effect can see it.




Synergies: Soon



I know he looks very strong, but think vefore vote pls.
IT takes level 25 to max out your ulti and also your first skill will be max at 20 first. So dont just take the max skills and say he is op... many games he will not even reach 25 so pls first think about answer.

Thanks and pls comment!

Changelog:
- 21.1. Changed the Effect of Sharp Weapons and Great Amor (for better Early game effect and lesser Scaling)
-21.1. Changes in all normal abilitys to fix the scaling, earlygame weakness (its not ready now i know)

Jainay
01-20-2010, 07:53 AM
Armor.. is spelled with an R before m.

Can't seriously read this with such a huge failmistake

Dario93
01-20-2010, 08:28 AM
i am not a native speaker in english sry mistakes happen! -.-

Dario93
01-20-2010, 08:31 AM
changed

Dario93
01-20-2010, 08:59 AM
k, productive feedback now pls :)

Dario93
01-20-2010, 04:42 PM
added poll, overwrite and changed mistakes, and now its open for voting and comments so go guys, thank you^^

Kalk5
01-21-2010, 06:13 AM
ok hi dario again :D
now i have not much time but a short feed back:
idea is an "item" hero
he is tank and dd in one person = carry and the strongest i have ever seen ....

ulti is much much to strong

at afternoon i will give a more detailed feedback

Lombar
01-21-2010, 08:40 AM
The problem I see with this guy is that he is waaaay to item dependant as in, cant do ANYTHING without items, (chronos, DL, etc, all have some sort of ability either to escape ganks or to try to kill something) so it's way too weak at early game. At the same time, if he gets even a little bit of farm, he gets incredibly overpowered at late game.

You should try to do something to adress this.

F4F

Dario93
01-21-2010, 10:25 AM
kk thanks ... i saw this problem too and will try to change it because the balance is needed... i think i should try to change some of the percentages to numbers to fix it ... this would bring a good early and a lesser scaling in ... thanks for your post,
if you have another idea to change it feel free to post!

Dario93
01-21-2010, 11:08 AM
some changes in first and second ability, this way the Ability should be better early and not scaling this good to endgame. Third Ability is changed too. First and scond ability now have better passives early, while third skill is focusing the active earlygame.

Dario93
01-21-2010, 01:44 PM
feedback and suggestions for make him perfect pls :D

Izual
01-21-2010, 04:47 PM
I like the creative idea of having unreachable skill levels.

Quick number crunch:
Skills 1 - 3 could reach level 10 when hero is level 20. (Each skill can only be leveled up once every two levels)
Ultimate would increment (at current trend): 6, 11, 16, 21, 26?
So obviously they would have to have an exception for level 5 ultimate to have it max at 25, or you could max it at 4 levels.

In my opinion I would scale the active skills for each passive for each level instead of every other level because you only get 25 skill points per hero which unless you were going to leave your ultimate on an odd interval (1,3,5) one of your active skills would not have an effect.

For example: On Reflecting Armor, instead of scaling by 10/5% every 2 levels of Greater Armor, why not start at 5/2.5% and scale by 5/2.5% every level of Greater Armor.

Just my opinion, T-Up for uniqueness which is greatly needed in this section.

Dario93
01-21-2010, 05:28 PM
rly thanks and i will change this hero again and again, so thanks for the feedback, i will look at this again ...

to the levelsystem, you are right, level 20 is the first max but i wrote in ulti that it is skillable 6,10,15,20,25 ^^

Dario93
01-21-2010, 06:09 PM
bump

yyr_
01-21-2010, 06:58 PM
Im too tired to math out your hero but some of the skills i have read so far seem a bit big. The hero concept intrigues me tho. (10 passive armour seemed a bit imba), ill give you a full length post over the next couple of days.

Dario93
01-22-2010, 03:24 PM
kk, but pls notice this hero will need many changes and i am thinking about changing nearly all effects ... so pls productive hints ;D

yyr_
01-22-2010, 04:59 PM
My first suggestion is change the build so its 7/7/7/4 like invoker. This adds to 25 whilst having no stats and bigger spells.

Stat gain and MS are fine

When evaluating all skills in assuming they are level 10

My biggest problem with this hero is he SO item dependant and he has no farming skills. His only chance would be in EM games and no pro games. To make him more viable change it from per item, just to per stat/armour or whatever it is. Otherwise you fill you inventory with crap just for bonuses.

You also have to remember in your inventory you will have:
TPs, Boots, consumable/ring of health/dust/wards/power battery etc, and whatever else on the side. This means half your slots are gone before you get a decent buff from your passive. (depends on which boots you pick i guess)

First skill
Passive
+10 damage per damage item. I am going to assume +stats dont count towards damage. This skill is kinda amazing early game (fill all unused slots with +9 damage items, now each gives +18 instead, so you get +72 damage for 2k gold) but scales badly into lategame because you strength hero so you will be getting items that dont add much + damage. Id suggest making it that every Y strength adds X damage this way whilst tanking up you become a better dps, so you tank and carry. Also takes his reliance of amassing items.

Activatable
10% of their lost hp in damage
99% lost = 9.9% damage
50% lost = 5% damage
20% lost = 2% damage
As you can see this spell does very little damage each hit. But 10 seconds of it is quite powerful

All in all a decent skill

Second Skill
Passive
This i believe needs some changes. The thing i dont like about this item is, it is bad to make items, eg:

Demonic Breastplate
+20 armour
+10 armour bonus

the components
+5 +5 armour bonus
+15 +10 armour bonus

You actually lose armour for making a better item. And this would be an item i would have normally gotten on him. I would suggest making it so you gain like X%*level of passive*armour This means your not penalised for combining armour, the rank of your passive is still important. (X is just some random number that is picked for balance reasons)

I find the MS buff counter-intiuative as his armour is getting heavy he gets faster? He doesnt really need an MS buff as 300 is good for a hero with a slow.

Active
This spell is good, but the duration is WAY to high, it shouldnt be above 10. 50% dodge attacks and 25% dodge spells is pretty crazy on a tank hero, but keeping it every teamfight (20 second duration and 40 second c/d). The name of the skill is reflecting armour, so why not make it reflect. 50% damage reflection before reduction and lasts 2.5+.5*level of skill, with skills maxxing at 7 this is a health 6 second window where they get pwnd for hurting you, and would be amazing with barbed armour.

Good skill tho. Promotes tanking for team.

Third skill
Passive
Numbers are too high, 50% increase on his too most crucial stats. I dont like this skill. (dont like concept or numbers)

Active
Considering that the passive itself is already close to imba throwing in free imba nuke is a but too high. If your giving actives on top of passives they have to be weaker than a normal spell. This hero should be allowed a stun due to his massive passives, so drop the stun. The damage at lvl 4 is over 1k, this is also too high. Its damage should get above 250.

You should be aiming for somethign around this mark
120 mana
600 range
250 damage single target
c/d of about 11 seconds
Slows 30 percent for 3 seconds.
This is a decent spell but nothing special, has a slow and a bit of damage so isnt unbalanced when combined with a passive, and the massive damage of active number 1.

All in all skill 3 needs the most work, i really dont like its passive.

Ulti
This wont work. the active part is overpowered alone, and then when you add the teambuff its just crazy.

My only suggestion is this.

Each skill has 7 levels of passive except your ulti which has 4 levels (adding to 25). Each of the first 3 skills ONLY gives you the passive ability. Each level of the ulti lets you pick one of you three passives, and you can unlock its active. so after getting level 3 ulti, you have unlocked each of the three actives.

When you get your lvl 4 ulti, it becomes an activatiable which gives the "SKILL EMPOWERING" spell you made to all nearby allied players.

Ulti unlocks at 5/10/15/20 instead of the normal 6/11/16

Anway thats my 20c on it, with a bit of tweaking you hero is good to go, its a t-up from me

Dario93
01-22-2010, 06:20 PM
this is just an AMAZING POST!!!! really great thanks to you man, and i really like your ideas for ulti and so on... what i am going to do is built a new concept for him and will post it ... so little time pls^^

Dario93
01-23-2010, 01:25 PM
there will be big changes soon so stay tuned ^^

Kalk5
01-23-2010, 03:12 PM
Ok here my promised feedback :D



Quote:
Sharp Weapons:

passive 10 Levels

Each 2 levels skillable (like normal)

His skill in using close-combat-weapons allows the Armorer to deal more painfull hits with every weapon he wears.

-Each +damage effect of items in Armorers inventory will give 5 +dmg per level of Sharp Weapons, this effect is caped by 100% of the items damagebonus.
-Every 3 levels of Sharp Weapons the Armorer gets one level of an active ability resulting out of Armorers weapon-skill.

Painfull Swings:

Active 150/125/100/75 Mana

Duration: 10 secs + 0,5 sec per level of Sharp Weapons

Cooldown: 60/55/50/45 secs

The Armorer improves the balance of his weapons to perfection which gives him the ability to deal massive damage to wounded enemys for a short period of time.

Attacks to enemys will additional deal 10% of lost Hp in true damage.

"The stronger they are, the heavier they fall"
_____

this means 3 Punchdaggers give 3*9 dmg + 3*5*Level of skill1 ?
= 27 dmg + 15/30/45/60/75/90/105/120/135/150

pretty much in my eyes even if he is not lvl 25 ...

active looks good

_____




Quote:
Greater Armor:

Passive 10 Levels

The Armorer improves the Armor he wears to be protected in fight.

- The +Armor effect on every item in Armorers inventory will give the Amorer 1 Amor per level of Greater Armor, this Effect is caped by 100% of the items bonus.

- Each 2 levels of Greater Armor will give the Armorer 1 level in the active ability Reflecting Armor.

- The Armorer gets a passive movement speed buff. He gets 4% of his Armor in +movementpercentage per level of Greater Armor (40% of Armor at max). (if you got 20 armor you got 8% basemovementspeed bonus)

Reflecting Armor:

Active Mana: 150/125/100/75/75

Duration: 10secs + 1 sec per level of Greater Armor

Cooldown: 60/55/50/45/45

The Armorer has a chance of 10% per level of Greater Armor (max 50%)
to block incomming attacks. Spells are also blocked, but with a chance of 5% per level (max 25%).

"Only true improved armor will save u now."

_____
nice tank idea is really strong nice idea
active: not really useful in this form, maybe higher manacosts lower cd



_____




Quote:
Physical Dominance:

Passive 10 Levels

The hard training the Armorer absolved gives him physical toughness and makes him a deadly enemy on the battlefield.

- The Armorer gains every level additional attribute stats. Giving him 5% of his value in strength and agility each level. Items that boost his ability scores are boosted as well. (max 50% of all attributs NOT including INT)


- Every level of Physical Dominance grants the Armorer 1 level of the active ability Hammerclap




Hammerclap:



Active Mana: 150/125/100/75
Cooldown: 20 secs



The Armorer slams his mighty Hammer onto the ground and shakes the earth. Enemys in 200 range will be stunned. Enemys in 500 range will be slowed by 30%. All enemys in 500 range will be damaged with physical damage.



Stuns for 0,15 seconds per level of physical dominance.
Slows for 0,3 seconds per level of physical dominance.
75/150/200/250 points of damage in the area of effect per level of physical dominance. (will be upgraded the first 4 levels!)


"Nobody can stand the might of my Hammer"

_____
the passive part looks very strong maybe too strong
active: good


_____

Quote:
Battle Forgery (Ulti):

Active 5 Levels (6/10/15/20/25)

Range: 1000
Manacost: 250
Channeling: 1 sec
Cooldown: 90 sec

Duration: 20 secs



The Armorer places his mighty anvil on the battlefield. The air burns with heat of a dragon liar forging the ultimate weapons of the Armorer.

enemys in the range of the battle forgery suffers the lost of their life-force and constantly losing it.
The heat whiplashes the use of mana, burning it back to their caster.
Grants Skillempowering to all allys in range.



- Enemys in range lose 0,3/0,6/0,9/1,2/1,5% of thier max Hp per second

- Enemys in range gets 0,5/1/1,5/2 damage per manapoint spent.

- Range of "Skillempowering" is 400/550/700/850/1000


Skillempowering:

For each level of sharp weapons all alley heroes within the battle forgery range getting a 5 point damage boost per level of sharp weapon.


For each level of greater armor all alley heroes within the battle forgery range getting a 1,5 armor boost per level of greater armor.


For each level of physical dominance all alley heroes within the battle forgery range getting a bonus of 0,2% health and mana regeneration per level of physical dominance.

The doubled level of Battle Forgery is the cap for this Bonuses.
(Ulti Level 1 grants only 2 Level bonuses for Example)

The anvil is destroyable. He takes 3 hits at beginning, 4 at level 3 and 5 at max level.

It is really eyecatching and every one inflicted by the effect can see it.

_____



nice idea again looks unique

but i dont understand this part : "The doubled level of Battle Forgery is the cap for this Bonuses.
(Ulti Level 1 grants only 2 Level bonuses for Example)

The anvil is destroyable. He takes 3 hits at beginning, 4 at level 3 and 5 at max level.

It is really eyecatching and every one inflicted by the effect can see it."

_________________

alltogether nice idea
he can be played in two diffrend styles. he is a heavy carry/tank and very very strong.



but i have a problem : the skills have to much effects


vote for the concept thumb up!

Dario93
01-25-2010, 04:40 PM
changes soon but you can feedback everytime pls ;D