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SLASHER`
02-04-2010, 01:07 AM
Kogok

The Ant King


Alternate name: Formicious (from Formicidae, the scientific name for the ant family). This may be a more suitable name for HoN similar to Arachna.

http://forums.heroesofnewerth.com/attachment.php?attachmentid=3058&d=1265398835
http://forums.heroesofnewerth.com/attachment.php?attachmentid=3057&d=1265398544

Visual: Should be very ant like with large, spiked mandibles.

Agility Melee
Roles: Seer, Support, Trapper, Damage Dealer

Kogok's skills (more specifically Surgeon Ants and Wild Mandibles) will make him a formidable opponent early game. His other skills (Fungal Parasite and the Ant Lions) will play a huge role in the late game.

Attributes:
Strength: 19 (+2.2)
Agility: 19 (+2.4)
Intelligence: 17 (+1.4)

Base Speed - 300
Base Attack (including starting agility) - 39-47 (This is in order to prevent Kogok from doing massive amounts of damage early game)
Base Armor - 3

Story: Kogok is the master of the ant world. He commands the strength of the ant species as well as the respect of many other insects. Kogok holds the highest seat in the court of the Moon Queen, a spot once held by the power hungry Pestilence. Being of the natural world, Kogok has decided to lend his aid to the Legion in the battle for Newerth. Though Kogok is a powerful commander, he has vowed to uphold position as the right hand of Moon Queen.

Voice:
This should sound somewhat high-pitched and thin. He is an ant.
Possible Responses:
"For the Queen"
"As fast as my legs can carry me"
"Feeling antsy?"
"Marching, 1 by 1"
"Now!"
"You can have what's left"


Abilities:


3044 Surgeon Ants - Kogok calls on a swarm of Surgeon Ants to heal ally heroes (including himself) in a radius of 350 around Kogok. These ants are able to repair intense physical damage in a very short amount of time. The more injured the target is, the more damage they can heal.
Mana Cost: 90/120/150/180
Cooldown: 34 seconds
Radius: 350
Level 1 - Heals 10 hp/s. Adds 0.1 x Current percentage of missing health in hp/s regen. Lasts 12 seconds.
Level 2 - Heals 12 hp/s. Adds 0.2 x Current percentage of missing health in hp/s regen. Lasts 12 seconds.
Level 3 - Heals 14 hp/s. Adds 0.3 x Current percentage of missing health in hp/s regen. Lasts 12 seconds.
Level 4 - Heals 16 hp/s. Adds 0.4 x Current percentage of missing health in hp/s regen. Lasts 12 seconds.



3045 Fungal Parasite - A particular type of fungus once haunted Kogok's world. Through his strength and leadership, his people overcame, and mastered this fungus. Now Kogok can send a parasitic spore into a target enemy unit. This spore reveals an enemy unit and does damage to them over time. If the fungal parasite is still infesting its host when the host dies, it will send fungal spores to nearby enemies.
Type: Magic
Mana Cost: 60/70/80/90
Cooldown: 18 seconds
Range: 600
Level 1 - 4.5 seconds - 20 initial damage + 20 dps - jumps to 1 other enemy
Level 2 - 5 seconds - 40 initial damage + 20 dps - jumps to 1 other enemy
Level 3 - 5.5 seconds - 60 initial damage + 20 dps - jumps to 1 other enemy
Level 4 - 6 seconds - 80 initial damage + 20 dps - jumps to 2 other enemies
The parasite spores jump to the nearest enemies. This includes enemies that are invisible since the fungus does not rely on sight to find its hosts. Enemies must be within a range of 600 for the jump to take effect. Secondary (and tertiary, etc.) Spores have the same stats as the primary. If an enemy unit is already infected, the infection will not stack and spores will target the next closest enemy.



3041 Wild Mandibles Kogok turns up the heat in the battle by franticly biting with his deadly mandibles. This gives the opportunity to deal increased maximum base damage, but causes Kogok to damage himself. This can be toggled on and off with no cast time or cooldown.
Type: Physical
Cooldown: Toggle on/off
Mana Cost: None.
Level 1 - Increases maximum base attack by 20. Damages Kogok for 7% of his current health.
Level 2 - Increases maximum base attack by 40. Damages Kogok for 7% of his current health.
Level 3 - Increases maximum base attack by 60. Damages Kogok for 7% of his current health.
Level 4 - Increases maximum base attack by 80. Damages Kogok for 7% of his current health.
This skill adds damage ONLY to Kogok's maximum attack damage. For example, if he is doing 39-47 damage without the skill, at level 1 of Wild Mandibles, Kogok will deal 39-67 damage. This acts as a pseudo-critical that will be powerful early game. Since this damage increase is a part of his base damage it will stack fully with a critical item (riftshards).



3043 - Ultimate - Summon Ant Lions - Kogok calls on his mastered minions, the ant lions. He summons the Ant Lions into burrows in the ground, and at his command, they will ensnare those who travel above their burrows. Ant Lion burrows are invisible until they are signaled.
Mana Cost: 75/100/125
Cooldown: 16 seconds
Range: 900
Level 1 - Max of 2, 1.50 second burrow time
Level 2 - Max of 3, 1.25 second burrow time
Level 3 - Max of 4, 1.00 second burrow time

3042 - Ultimate Part 2 - Signal Ant Lions - This is used to send a signal to the nearest Ant Lion, telling them to grab what is above them. The grab radius is 150 units and the Ant Lion grabs the unit that is closest to its center. Ant Lions feed on those that they ensnare dealing 5% max health per second.
Type: Superior Magic
Mana Cost: 25
Cooldown: 8 seconds
Range: Closest Ant Lion is signaled. Ant Lion grabs anything in a 150 radius around its burrow's center.
Level 1 - Hold for 2.0 seconds
Level 2 - Hold for 2.5 seconds
Level 3 - Hold for 3.0 seconds

Ensnared effects:
-Imobilized (including movement spells)
-Lose 5% max health for every second ensnared

3057
3058

Please vote on concept. Comment on numbers and concept. Thank you.

Torguish
02-04-2010, 07:18 AM
Ulti Cd 1.

How many ant lions will be maxed? since with a cooldown like that i would put 30 of em my first tower and when the enemy attack's id spam the signal?. :D

Also with the first skill; i would never go to the base to heal with an ability like this.

Concept is nice i suppose. T-up.

SLASHER`
02-04-2010, 01:22 PM
This is why there is a max of 2/3/4 at level 1/2/3 and the cooldown for signaling is 10 seconds. I've changed the format to make this more clear. Please read everything though.

HamsterXD
02-04-2010, 01:34 PM
good concept here

1st skill, would be better if it were something like enchantress (dota) heal

2nd skill is OP because of the spammability. Its like pesti's ulti but with damage? yea it stays there for a period of time which is not long but still its abit too much, what about removing the damage, and if the unit dies under this effect the unit will explode dealing X damage in X radius

3rd skill would be better if it were something like broodmother's passive skill

ulti is abit confusing for me, but its ok. I would prefer if it were like Lanaya's ulti.Example;

Ant base
plants a base of ants on a targeted place. The base is invisible to enemy units and stays indefinitely until called to arms. Once activated, any enemy unit caught in the calling of the ants will be slowed X% for Xseconds because the ants latch on them.

Just IMO.

Now yr hero is ok but i think it could be better. Wont vote yet tho =3

PS: bugs rule! :pest::arac: <333

SLASHER`
02-04-2010, 01:50 PM
Update 1

* Surgeon Ants
- Now heal ally heroes in a radius of 400 around Kogok
- Static hp regen raised to 10/12/14/16 hp/s
- Cooldown and mana cost raised
- Regen bonus based on missing health lowered
- Duration raised by 2 seconds

* Fungal Parasite
- Shortened duration by 1 second for each level
- Lowered damage per second by half
- Added minor initial cast damage
- Kept the spore spawn on target's death
- Cooldown raised to 18 seconds (from 12)
- Mana cost raised to 60/70/80/90 (from 65 at all levels)

* Summon Ant Lions
- Given a cooldown of 20 seconds (instead of 1)
Note: Kogok's ultimate is inspired by Lanaya's ult, but instead of a slow it is a hold. The mechanics of casting are based on Lanaya's ult. The hold is more deadly, but the burrows are less spammable.

Update 2

* Summon Ant Lions
- Mana Cost increased by 25 at all levels
- Ant Lion burrowing time changed to 1.5/1.25/1.00 from 2.0/1.5/1.0

* Signal Ant Lions
- Mana cost reduced to 25
- Cooldown reduced to 8 seconds (from 10)
- Grab radius increased to 150 (from 100)

* General
- Included references to Pestilence and Moon Queen in the background story
- Revised attributes
- Added base speed, armor, and attack


Update 3

* Surgeon Ants
- Increased duration by 2 seconds (to 12 from 10)

* Wild Mandibles
- Now inflict physical damage on Kogok for every wild attack he delivers.
- Can be toggled on and off.

Update 4

* Fungal Parasites
- Shortened duration to 4.5 / 5 / 5.5 / 6 seconds (from 4 / 5 / 6 / 7)
- Increased damage slightly
- Now fungal parasite can only jump to 1 other enemy for levels 1 2 and 3
- Parasites jump to two other enemies at level 4 (from 1/1/2/3)

* Wild Mandibles
- Passive (on/off toggle)
- Removed attack speed bonus

* Ant Lions
- Shortened duration of hold to 2 / 2.5 / 3 seconds (from 3/4/5)
- Increased damage to 5% max health per second (from 3)

Bill_Oreilly
02-04-2010, 11:55 PM
nice idea

Muller
02-05-2010, 01:21 AM
Nice idea, nice abilitys

Thumbs Up. :smile: Always wanted a Ant like hero.

NaaP
02-05-2010, 01:22 AM
I LOVE IT!
i like insects >_>

H_Mantis
02-05-2010, 09:09 AM
Try modifying the storyline to fit Pestilence in.

T-up.

Madekiller
02-05-2010, 09:58 AM
just perfect

dandylion
02-05-2010, 10:24 AM
Good ideas here. I don't know if I'm a huge fan of a giant ant as a hero, but the abilities are absolutely sound!

A`nub`is
02-05-2010, 12:48 PM
Nice concept.

The Ult is kinda hard to understand imho, but I guess I got it and it should be fine balance wise, though at a first glance the numbers for it seemed to high.

BigBoiz
02-05-2010, 11:20 PM
I like this hero because he can dish out some nice damage, but he can also play the role of a support healer. The heal seems like it may be really good early game, but not quite as powerful late game. It's a real saver tho, almost a combination of Enchantress's heal and Huskar's heal. The ult seems like it could be pretty powerful, but that would be countered by its difficulty of use. T-UP, cool concept.

H_Mantis
02-06-2010, 09:23 AM
Nice concept.

The Ult is kinda hard to understand imho, but I guess I got it and it should be fine balance wise, though at a first glance the numbers for it seemed to high.
The ult pretty much acts like a trap. First you set it up then you activate it, leaving your opponents immobile and their hp going down by 3% per second.

But you probably already knew that.

SLASHER`
02-07-2010, 10:17 PM
bump for comments/suggestions

_SILVESTER_
02-08-2010, 02:35 PM
I like this hero because it seems like he will be effective both early and late game. Plus it is also a hero that will take skill to be effective. I would also like to say that. Did a very good job of detailng this hero.

serrath
02-10-2010, 07:06 PM
DPS needs to be True Damage if it's just 15. Compare to Insanitarius.

HatsuDatsu
02-11-2010, 02:44 PM
nice hero but i think the idea of the fungal parasite needs to be changed. what ant throws spores at enemies?

SLASHER`
02-11-2010, 03:05 PM
The ant that conquered fungal parasites. KOGOK!

Shibbyson
02-11-2010, 03:15 PM
Cool, to OP but with some tweaking a much intresting guy! :D Thumbs up!

SLASHER`
02-11-2010, 03:21 PM
elaborate on OP please.

Izual
02-11-2010, 10:08 PM
I like the hero a lot :)

Only thing I can see is to find some way to implement synergy into the first skills (other than healing). Seeing as it is like Sacred Warrior's ultimate, perhaps make his passive toggleable and have it do % damage to self per attack? That way you could perhaps buff it a little more and have it synchronize with his heal.

Just a thought, otherwise its good :)
T-Up

SLASHER`
02-11-2010, 11:11 PM
Great suggestion XxIzualxX! I made the self inflicted damage deal a percentage of Kogok's current health in physical damage. This way it will deal less damage to him the lower his health is. Since its physical he won't have to be an insane tank because armor will reduce it slightly. Feel free to check the changes and let me know what you think. Thanks.

OhBob
02-12-2010, 03:36 PM
First Skill: Enchantress's healing ability, cool for HoN, not only a nice heal but also usefull for late game (% based) and with conditional use (not just press and click). 5/5

Second Skill: The dying condition is really great, and revealing a short area is cool too.

Third Skill: Really, really great. Bust also have too many effects and is too strong, you should remove attack speed boost and keep max dmg boost and current health damage. Needs a large nerf, +80 maxdmg is almost the same as +40 regular damage, once there is 50% for minimum and 50% for maximum. And 8% of current health is 80 damage for a regular hero with 50% hp. Once it's passive, can't be that strong. But concept is sweet.

Ultimate: Raise damage, lower stun time. With a good positioning you could get 20s of unstoppable hold, so... too much. put it to 2/2.5/3s hold and 5% max health. But it's a nice thing, it's like techies stasis trap and remote mine together.

T-Up for the whole thing

SLASHER`
02-12-2010, 04:01 PM
DanieLmc, thank you for your comments and suggestions. I made some changes based on your suggestions. Feel free to give me your thoughts on changes made. Thanks.

iForkyou
02-12-2010, 04:21 PM
Hmm even if I like the hero, I dont think that HoN needs another support healer. We got Demented, Soul Reaper, Ophelia, Vodoo, Nymphora, Jereziah, Accursed - heal stacking is already pretty powerful. Also I dont get the synergy in his spells. Null vote for now.

OhBob
02-12-2010, 08:05 PM
Doppelnull, if you already have 5 support heroes, having a 6th wouldnt be stackin, there's only five slots for a team... Also, you shouldn't T-Down something because it heals, anything with astrolabe can heal.

Second skill is better this way. Once area revealing is a really strong debuff (saves you 90 gold (180/2), the best thing to do is keep duration low and damage higher to fit duration. Nice job =)

A 5% attack speed difference on third skill didn't make much. Just completely remove it, the other two effects are already overpowered by themselves.

You increased ultimate's damage too much, 30% max health (instant cast) in an area enemies can't see is way too much, 5% is the limit for me. Also, 4 of those would make a huge mess. Think this way: If you use one and wait for cooldown, you can guarantee two Ants against them, so, 5% would be like the 10% you purposed, but inflicted by two spells.

I hope I'm helping =P

SLASHER`
02-12-2010, 08:53 PM
Doppelnull, if you already have 5 support heroes, having a 6th wouldnt be stackin, there's only five slots for a team... Also, you shouldn't T-Down something because it heals, anything with astrolabe can heal.

Second skill is better this way. Once area revealing is a really strong debuff (saves you 90 gold (180/2), the best thing to do is keep duration low and damage higher to fit duration. Nice job =)

A 5% attack speed difference on third skill didn't make much. Just completely remove it, the other two effects are already overpowered by themselves.

You increased ultimate's damage too much, 30% max health (instant cast) in an area enemies can't see is way too much, 5% is the limit for me. Also, 4 of those would make a huge mess. Think this way: If you use one and wait for cooldown, you can guarantee two Ants against them, so, 5% would be like the 10% you purposed, but inflicted by two spells.

I hope I'm helping =P

Thanks for following up with this DanieLmc. I'm reworking Raging Mandibles. Instead of doing %-based self-inflicted damage, I am considering having a % chance to deal your attack damage to yourself (as well as your enemy). This would discourage people from building Kogok as an all-dps hero (which was never my plan for him).

SLASHER`
02-14-2010, 09:07 PM
bump for feedback.

H_Mantis
02-14-2010, 09:49 PM
1 more for populars. :3

SLASHER`
02-16-2010, 11:49 AM
Bump for feedback!

iForkyou
02-19-2010, 09:04 AM
Doppelnull, if you already have 5 support heroes, having a 6th wouldnt be stackin, there's only five slots for a team... Also, you shouldn't T-Down something because it heals, anything with astrolabe can heal.

Second skill is better this way. Once area revealing is a really strong debuff (saves you 90 gold (180/2), the best thing to do is keep duration low and damage higher to fit duration. Nice job =)

A 5% attack speed difference on third skill didn't make much. Just completely remove it, the other two effects are already overpowered by themselves.

You increased ultimate's damage too much, 30% max health (instant cast) in an area enemies can't see is way too much, 5% is the limit for me. Also, 4 of those would make a huge mess. Think this way: If you use one and wait for cooldown, you can guarantee two Ants against them, so, 5% would be like the 10% you purposed, but inflicted by two spells.

I hope I'm helping =P


First of all, I didnt down vote. I didnt vote at all. Null vote.
Second, anyhthing with astrolab can heal, yes, but there is a reason why multiple astrolabes dont stack. Because it was too powerfull.
Third, Ofc you only get 5 slots, but the more AoE healer are ingame, the harder it is to bann / pick them before one team can stack them.

All in all, I dont see why we would need this hero. I also dont see why this hero needs a powerfull aoe heal. Also, this hero is still lacking synergy.

volcan33
02-19-2010, 10:38 AM
one moar friend for pesti, or not D:

t-up

babsa_90
02-19-2010, 04:02 PM
I like his ultimate but not really the idea of it, since ant lions prey upon ants and have no affinity with them at all except that they eat them, but if no one that plays HoN cares about this simple fact then i will just shut up. As an alternative maybe it just be a signal for ants underneath newerth to collapse tunnel and grab onto whatever unit is above them.

Borkenbaum
02-26-2010, 05:00 AM
Hm, got a question about the fungus: How often can it jump over?
or asking different: Is this "jumped-over-fungus" the same as the first?
So if the "jump-over-infected" Unit dies, is there another jump over?

An addition to that skill, could be that you got to be near the fungus-infected unit to reveal it from invisibility because you can smell the fungus, since it's not sending out waves or is visible is it? this way it wouldn't be as strong as an pests ult in revealing and still is resonable to spread and do dam.

To have a synergy with the healing skill the dam you get from toggle skill got to be a set amount and not a percentage itself to increase the effect of the heal...

but to think about the healing it would better fit a str hero since it's supposed to heal additional % and as an agi you havent that much... so it's more a small plus for himself but a real support for nearby strs

ulti is a nice idea and since its just a change to the visual and name detail to be made, i agree with babsa (there's always something to learn ^^)