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View Full Version : [Heroe Suggestion] Savage - Devil May Cry style



Korgan
06-17-2009, 10:22 PM
Hi! I had this Idea long before I knew about HoN but I put it back because an implementation in DotA would not only be unlikely because of the unusuall style but also because of a lacking unit with suitable melee and ranged attack beside Troll Warlord.

But with HoN nothing prevents me from presenting it.
The concept was originaly a guy like Dante from Devil May Cry alternating between Blade and Guns. The gameplay as a Savage is way less heavy on tricky action but in the core it is the same. So the Savage is an awsome fit for this concept in my humble opinion.


Greetings,
Korgan


EDIT: Took out first sketch for better viewabillity.
Second sketch is in post #2

Korgan
06-17-2009, 10:22 PM
Ok 2nd sketch:

1. Charge!

http://www.savage2.com/en/images/units/savage_A4N.jpg

The Savage lunges forward with his broadswords readyt, hitting everything in his path.


Level 1 - 100 direct damage, 800 range.
Level 2 - 175 direct damage, 800 range.
Level 3 - 250 direct damage, 800 range.
Level 4 - 325 direct damage, 800 range.


Level 1: 140 mana, 11 sec cooldown.
Level 2: 155 mana, 11 sec cooldown.
Level 3: 160 mana, 11 sec cooldown.
Level 4: 165 mana, 11 sec cooldown.

2. Crosscutter

http://www.savage2.com/en/images/units/savage_A5N.jpg

The Savage rage builds up with every weapon swing. If he can’t hold any more he releases this rage in a furious barrage of swift strikes on anything in his path with his dual broadswords.

For every standart attack you gain 1 charge.
Can unleash charges for an aoe damage skill.
Level 1 – 20% weapon damage per charge, 10 charges maximum, 400 aoe
Level 2 – 22% weapon damage per charge, 12 charges maximum, 400 aoe
Level 3 – 24% weapon damage per charge, 14 charges maximum, 400 aoe
Level 4 – 26% weapon damage per charge, 16 charges maximum, 400 aoe

Level 1: 10 Mana per charge, 30 sec cooldown.
Level 2: 10 Mana per charge, 30 sec cooldown.
Level 3: 10 Mana per charge, 30 sec cooldown.
Level 4: 10 Mana per charge, 30 sec cooldown.


3. Firearm Training:

http://www.savage2.com/en/images/units/savage_A3N.jpg+http://www.savage2.com/en/images/units/savage_A2N.jpg

The Savage gains access to firearms and learns the advanced usage.

The Savage switches to the repeater, gaining an ranged attack and increased attackspeed.
The Savage is no range whore so he never uses ranged weapons longer than 8 seconds.


Level 1 - 8 sec duration, you gain 550 range and 5% attackspeed, 50 Mana, 30 sec cooldown.
Level 2 - 8 sec duration, you gain 550 range and 10% attackspeed, 50 Mana, 30 sec cd.
Level 3 - 8 sec duration, you gain 550 range and 15% attackspeed, 50 Mana, 30 sec cd.
Level 4 - 8 sec duration, you gain 550 range and 20% attackspeed, 50 Mana, 30 sec cd.

Additionally you gain the following passive Ability: Retribution.
As Retribution for ranged attacks the Savage pulls his own Ravager and discharges a burst of heated shrapnel with his trusted Sidearm into the enemy.

Level 1 – 10% chance to retaliate against ranged attacks with an own ranged attack dealing 15 damage, reducing movementspeed by 20% for 8 sec.
Level 1 – 12% chance to retaliate against ranged attacks with an own ranged attack dealing 15 damage, reducing movementspeed by 20% for 8 sec.
Level 1 – 14% chance to retaliate against ranged attacks with an own ranged attack dealing 25 damage, reducing movementspeed by 20% for 8 sec.
Level 1 – 16% chance to retaliate against ranged attacks with an own ranged attack dealing 25 damage, reducing movementspeed by 20% for 8 sec.





4. (Ultimate): Morale Boost

http://www.savage2.com/en/images/units/savage_A6N.jpg

Every fallen enemy boost the morale of the Legion Forces!

Passive: Gives 0,2% HP per sec and 0,4% Mana per sec per kill. Stacks with itself.
If you kill an hero you gain the full effect instant consuming all charges.
Level 1: 12 charges max, 35 sec duration, gains 100% on hero kills.
Level 2: 12 charges max, 45 sec duration, gains 150% on hero kills.
Level 3: 12 charges max, 55 sec duration, gains 200% on hero kills.

Elaeli
06-17-2009, 11:54 PM
Sounds cool actually. But having a charge skill + a ranged snare is overpowered. Not to mention that the regen boost from the ultimate might be a "little" too strong. And noone would skill the first set until everything else is maxed, that's how good set 2 is.

Korgan
06-18-2009, 04:32 AM
Sounds cool actually. But having a charge skill + a ranged snare is overpowered. Not to mention that the regen boost from the ultimate might be a "little" too strong. And noone would skill the first set until everything else is maxed, that's how good set 2 is.

Ok :) The numbers are curently just based on other dota skills so I have some reference.

But regarding charge + snare => Queen of Pain has a ranged snare with 5 seconds loger duration (15 sec., Shadow Strike) and has a Blink aswell which has less Mana cost, less Cooldown and higher Range and that nearly from lvl 1.

But I agree the overall skills are too strong. I just got no good idea how to make them balanced AND useful :)
Regarding the Ultimate: this is basically Inner Vitality from Huskar, expanded by mana regeneration effect.

Inner Vitality
Magically unlocks the potential regenerative power within a target unit, healing its life force based upon its primary attribute. If the target is below 40% it will heal faster. Lasts 16 seconds.

Level 1 - 5(15)% of main attrib + 2 hp regen per sec
Level 2 - 10(30)% of main attrib + 4 hp regen per sec
Level 3 - 15(45)% of main attrib + 6 hp regen per sec
Level 4 - 20(60)% of main attrib + 8 hp regen per sec

Cooldown: 25
Manacost: 170
Level 1: 170 mana, 25 sec cooldown.
Level 2: 170 mana, 25 sec cooldown.
Level 3: 170 mana, 25 sec cooldown.
Level 4: 170 mana, 25 sec cooldown.


How could the mana regenration be applied so his ultimate could feed his early mana needs while not beeing op? Removing the %main attribute and only adding + mana?

Elaeli
06-18-2009, 05:02 AM
Reward him for doing **** while his ultimate is running, like restore mana when you hit someone, but lose mana when you fail due to stuns, running away or missing. Something like a degen-aura on yourself when you activate the skill, but when you damage someone, you get a regen-aura that cancels out the degen and gives the desired bonus in addition for a short time, so when you stay in combat for the whole duration of the ulti, you get lots of free hp/mana.

On a second thought, just swap the snare to set 1 so you have to skill both lines if you want all the goodies. Since his ultimate isn't damage or CC, it's actually fine to have that utility in base skills.

Korgan
06-20-2009, 09:19 PM
Ok reviewed the design and came up with a 2nd sketch.

The original design could be a little to different from normal dota heroes, the new one not.
Shouldn't be that op now either (numbers are still very very raw).

The character should be now:
- still action centered
- no rangewhore!
- is not so hardly dominated by ranged enemies in the early game then many other melee heroes
- rewarding for playing risky and getting kills (bloodseeker like)


Actually I realy like that concept now. How about you?

Beside "Rage" I also used all Savage 2 Skills of the eponymous class :)