PDA

View Full Version : The Gravitist [Pushback based hero]



Qwernakus
02-11-2010, 03:07 PM
REPOSTED IN HEROES SECTION
http://forums.heroesofnewerth.com/showthread.php?t=93490










The Gravitist
http://photos-a.ak.fbcdn.net/hphotos-ak-snc1/hs209.snc1/7628_150956869101_63037549101_2686958_5696381_n.jp g (http://www.facebook.com/photo.php?pid=2686962&id=63037549101)




Story
Born as a mere beast warrior, the reckless beast later known as the Gravitist quickly learned of his powers over mass. With the help of the eldest of his tribe, he grew from making rocks float, to knocking over the ancients pf trees. When he was finally called to the frontlines, the Gravitist eagerly joined the battle against the Hellbourne. Using the peaks of his power, he disrupts enemy formations, knocks away enemies from his comrades, and crushes enemies with their own allies, all while everyone around him - friend and foe - watches with awe.


Not much to say here! Open to suggestions for improvement.



ROLE
The Gravitist's defining role is Isolater. He is able to seperate the carry from the healer, the support from the tank, and initiator from the battle. In a team battle, the Gravitist will do his best to move his enemies close to each other and use Anomaly on the prime target, putting him out of the fight for quite a while and dealing heavy damage. If he saves Anomaly, the enemy will have to be very careful of their positioning. However, the Gravitist is also a viable ganker, placing his enemies where he sees fit. His damage isnt all too high, though, unless he decides to use Vacuum to suck enemies into his Wave of Gravity's burn effect, a combo that ultimately wont move the enemy much. The Gravitist can also save his allies, and thereby becoming a potential babysitter, by knocking enemies away and orbiting his allies away from danger. And if the Gravitist manages to farm a portal key, he can be an alright initiator. However, the Gravitist is vulnerable, having to be rather close to enemies to land the most effective spells, and his combos are easy to ruin with a well placed stun, and a few nukes will end his reign of knockback/terror rather quickly.


Potential Roles: Isolater, Initiator, nuker, babysitter, ganker


I created the Gravitist for one reason: To fill the pushback niche, a fun and interesting spot that has been left largely untouched. The concept of this hero is pretty much being able to place heroes where he wants to. This hero could potentialy move a hero more than 1000 units away from his ally(s) with some luck and practice, so he fills the role of isolater pretty well. With a portal key, he can perform these isolations very well and early in the fight, so that makes him an initiator. Maybe not primary, but atleast a very effective secondary or support initiator. He is a nuker because of his ult, and because of the high potential damage of Wave of Gravity. I can see him as a babysitter because of his ability to move threats away from his lanemate, and because of his long range. Also, he is a powerful ganker, he can succeed solo, but works a lot better en group ganks. He can move heroes away from towers, and if lucky, can land a long stun with his ultimate.



Attributes:
Main Attribute: Intellect
Movement speed: 300
Attack type: Ranged
Attack range: 600
Starting Damage: 50-56
Starting Armor: 3.5
Intellect: 20 + (+2.8)
Strength: 19 (+1.9)
Agility: 15 (+1.3)

Early game, the good starting int and int gain will provide a good start for this hero. His damage and range allows him to babysit, and get a few lasthits if he wants to. Midgame, he will still do alright with his int gain, and will be relatively sturdy with his relatively good strength and strength gain. Lategame, however, his low agility gain will start to show. He will have very low armor, and therefore fall quick to carries. But even at this point of time, the Gravitist will still be a poweful hero, as his stunning and movement skills scales very well.


Abilities


http://images3.wikia.nocookie.net/wowwiki/images/8/80/Spell_arcane_blast.png Wave of Gravity
The Gravitist creates a wave of energy at his targetted location. The power of the wave stuns and pushes away enemies. The energy released leaves the area burning, dealing damage to anyone foolish enough to be there.

Effect: Creates a wave at target location, pushing any enemy hit 100/200/300/400 units away from the center and stunning them for 1 second. The area of effect is left burning for 5 seconds, dealing 25/50/75/100 magic damage per second to any enemy inside of the area.

Type: Magic
Radius: 400
Mana cost: 90/100/110/120
Cooldown: 11 seconds
Duration: Area is left burning for 5 seconds
Targeting system: Target Area
Range: 500

The clever one might notice that "Gee, doesnt the push effect remove you from the damage radius?" And the answer is yes. Yes it does, and thats where synergy with Vacuum and Anomaly. The damage is extremly high, so it has to hard to pull off. But the damage isnt the only part of this spell. The push effect is very powerful, and can completely knock enemies out of positions. In addition, the damage part of the spell can "block off" escape routes. Use this skill to remove carries from your supports, knock enemies into bad positions when ganking or seperating the enemy support from his team.




http://images2.wikia.nocookie.net/wowwiki/images/4/48/Spell_nature_wispsplode.png Vacuum
The Gravitist redirects all gravitational energy in the area towards his targeted location, sucking enemies towards it. Enemies are frozen by the cold and harsh winds created by this, slowing and slightly damaging them.

Effect: All enemies within radius are pulled up to 200/275/350/425 units towards the targeted area, take 80/100/120/140 magic damage, and are slowed by 25/30/35/40% for 4 seconds

Type: Magic
Radius: 350/400/450/500
Mana cost: 100/110/120/130
Cooldown: 14 seconds
Duration: Slow lasts 4 seconds
Targeting system: Target Area
Range: 650

This spell is realy quite simple: At max levels it almost moves enemy where you click (if they are within range). You might imagine how useful this is. While the enemy will scatter very fast, if you have good timing and teamwork, you could land a stun on all enemies hit by Vacuum. You will use this spell to keep enemies in place, because it has a very useful slow. It can also be used to bring enemies into position for Wave of Gravity or for Anomaly. Another synergy is the obvious place-enemy-with-orbit-then-blast-them-with-Vacuum. The reason this isnt inbalanced is that it is weak at level 1 and its relatively long cooldown.




http://images3.wikia.nocookie.net/wowwiki/images/e/e2/Spell_magic_lesserinvisibilty.png Orbit
In a display of his power, the Gravitist places a hero in orbit around him, and dropping him where he sees fit.

Effect: Target moves 360 degrees clockwise around the gravitist in a circular motion over 3.5 seconds. The target maintains the same distance to the gravitist at all times, and the gravitist must maintain the channel. When the channel is broken or the target has moved the total 360 degrees, the target is dropped at his current location.

Type: Magic
Mana cost: 120
Cooldown: 20/18/16/14
Duration: 3.5
Targeting system: Target Hero (enemies AND allies)
Range: 225/300/375/450

First of, an unmentioned thing. This spell does NOT silence, disarm or perplex the target. They are only unable to move at their own will.
This spell is quite versatile. It can be used to drag allies away from danger, or enemies TO danger. It can be used as a simple "immobilize" in ganks, preventing escape for 3.5 seconds. Synergetic, this spell can be used to bring him into position for your other spells. Or move him further after you blew your other spells. Or move him to your enemies. Or drop the enemy into your burn area (from WoG). Or place an ally behind a cliff so he can escape while you blew the chasers away. In short, a very versatile and fun spell.




http://images2.wikia.nocookie.net/wowwiki/images/5/54/Spell_nature_purge.png Anomaly
Focusing all of his power, the Gravitist turns an enemy into a gravitational Anomaly. Because of this, the hero will pull all enemies towards him, damaging the target and stunning both parts.

Effect: All enemies within 225/275/325 units of target is pulled to the target. The target is stunned /0.3/0.4/0.5 seconds and takes 125/150/175 magic damage for each hero pulled to him, and is stunned 0.1/0.2/0.3 seconds and take 15/25/35 magic damage per creeps. All heroes and creeps pulled to the Anomaly are stunned for 0.3 (0.6)* seconds.

Type: Superior Magic
Mana cost: 225/275/325
Radius: 225/275/325
Cooldown: 45 (20)*
Duration: Instant
Targeting system: Target Enemy
Range: 300/400/500 (400/500/600)*


*With Staff of the Master
Reduces cooldown by 25 seconds, enemies pulled to targets are stunned for an additional 0.3 seconds, 100 increased range.

Assuming PERFECT conditions (4 heroes and ca. 7 creeps within range of target) this spell can deal 945 magic damage, stun for 4.1 seconds and put the enemy team in a bad position. It SEEMS overpowered at first look, but one has to remember that i just listed optimal conditions for a 5vs5 teamfight, in a lane with creeps nearby, late in the game, and where the enemy is positioned badly. A more likely situation is 2 heroes and 5 creeps, for example. This deals 525 damage and stuns for only 2,5 seconds. And in ganking situations, this gets even weaker, you might only have a few creeps to pulll... It might not even reach 200 damage. This spell might seem OP with SotM's 20 seconds cooldown... But it isnt, seeing as by the time of second use you will not have many enemies to draw damage from, and they are likely scattered.
The power of this spell is penalizing the enemy for bad positioning. Its also a counter to summons, like Behemoth is. 3 creeps from ophelia adds 0.9 seconds of stun and 105 damage in a flash, for example.
Synergies includes using Vacuum and Wave to bring enemies into position, and using the same spells to knock the affected enemies around in the 0.3 seconds they are all stunned. You could also Orbit an enemy within range of the target you wish to ult.



-----------------------------------------------------------------------


Closing Comments
Thanks you reading this far! Please do take a second look at any issues you might have spotted, you might have missed something, and if you havent, please tell me about this issue! :)

JakezuGD
02-12-2010, 01:05 PM
Like the first skill and base stats, ready to comment on this in stages.

Qwernakus
02-12-2010, 01:46 PM
Like the first skill and base stats, ready to comment on this in stages.

Hehe, thanks! Take another look i JUST added the next 2! :D

Tossing
02-12-2010, 03:24 PM
the third ability might need to be changed. If I had an ability like this I'd think about keeping it at level 1. Its a hold for 4 seconds. It would be nice while ganking. I can see your synergy with it tho. You use Orbit then vacuum and wave of gravity.

Qwernakus
02-12-2010, 03:38 PM
the third ability might need to be changed. If I had an ability like this I'd think about keeping it at level 1. Its a hold for 4 seconds. It would be nice while ganking. I can see your synergy with it tho. You use Orbit then vacuum and wave of gravity.

At level 1 its a hold, yes. But its a channeled hold, and does not prevent the enemy from casting (except for blinks). You cant do anything while holding... I could consider reducing the hold difference between levels, or locking it alltogether, comments?

Your synergy is one of the possible, yes :)
The damage combo when ganking, however, is Wave-Vacuum. Use the Wave, then suck the hero into the burn of the Wave. Heavy damage while you autoattack!

Qwernakus
02-14-2010, 03:44 PM
Bump.

KingDerp
02-16-2010, 02:05 AM
Sounds extremely fun to play, especially the third skill sounds great, and the ulti is also pretty interesting.

Qwernakus
02-17-2010, 12:16 PM
Sounds extremely fun to play, especially the third skill sounds great, and the ulti is also pretty interesting.

Glad you like it.

SteveGarbage
02-17-2010, 04:52 PM
Wave of Gravity: I like the idea, but the immediate question that comes to mind is, if you're pushing the enemy back and the AOE is happening in the area, didn't you just push the hero out of the damage zone? It would be nice for creating separation between you and the enemy, but by itself, it has little damage potential.

Vacuum: I like this skill a lot. It has practical use throughout the entire game as a crowd control device. Maybe adding a damage element to it (nothing outrageous, maybe 50/80/110/150 would beef it up a little bit. It synergies nice with the first skill, since I assume you would drop Skill 1 then pull them onto the AOE burn with Skill 2.

Orbit: I don't know if I'm a big fan of this skill. A three-second disable is nice and I can see the possibility of breaking the channel at key points to drop an enemy hero into a gank or a tower or something. However, I wonder if having a unit complete a revolution at a possible 600 units away in 3 seconds wouldn't make it hard to manage. That hero would be WHIPPING around you because that's a revolution of more than 3600 units (2*pi*radius) at level 4 that it has to cover in those 3 seconds. Not to mention that could that cause model collision problems. I just don't see how it would work out effectively unless you keep a smaller range at all levels, maybe like 250 units and increase the duration to allow allies to pound on the orbiting unit.

Anamoly: This seems like a Tempest ult that is a nuke against one target. I don't think the damages or the stuns are outrageous. But the biggest issue is the cooldown. 30 seconds is way to short for something potentially game-changing and 15 seconds and additional stun with a Staff is double out of control. I would say at least 60 seconds, down to 30 with a Staff (if you want to keep that option). This ult would be, in my opinion, better than the Hellbringer ult if landed properly. I might suggest increasing the AOE a bit, upping a bit of damage and decreasing the stun on pulled heroes to like .3 over .5. Overall, I think it could be a successful skill but it needs tweaking.

Obviously this hero makes an interesting support option and I like his ability to move heroes around. He'll be strong at battlefield control in a team battle, but outnumbered or solo, he doesn't pack much of a punch. I like where it's going though - but will need some tweaking. In my opinion, the biggest point that need to be resolved is Skill 3. Orbit just isn't doing it for me at all. It's a nice idea but I think the mechanics just aren't going to work out.

Qwernakus
02-18-2010, 12:33 PM
Wave of Gravity: I like the idea, but the immediate question that comes to mind is, if you're pushing the enemy back and the AOE is happening in the area, didn't you just push the hero out of the damage zone? It would be nice for creating separation between you and the enemy, but by itself, it has little damage potential.

Its not supposed to have big damage by itself. The damage (if you only use this skill) is supposed to deter the enemy from moving back to where you just move the enemy from. So thats intended, but i could increase damage/duration of the damage a bit maybe?

Vacuum: I like this skill a lot. It has practical use throughout the entire game as a crowd control device. Maybe adding a damage element to it (nothing outrageous, maybe 50/80/110/150 would beef it up a little bit. It synergies nice with the first skill, since I assume you would drop Skill 1 then pull them onto the AOE burn with Skill 2.

You are correct about the synergy :smile:. I will add a little damage is requested!

Orbit: I don't know if I'm a big fan of this skill. A three-second disable is nice and I can see the possibility of breaking the channel at key points to drop an enemy hero into a gank or a tower or something. However, I wonder if having a unit complete a revolution at a possible 600 units away in 3 seconds wouldn't make it hard to manage. That hero would be WHIPPING around you because that's a revolution of more than 3600 units (2*pi*radius) at level 4 that it has to cover in those 3 seconds. Not to mention that could that cause model collision problems. I just don't see how it would work out effectively unless you keep a smaller range at all levels, maybe like 250 units and increase the duration to allow allies to pound on the orbiting unit.

Hmm. Tell you what, i will lower the range quite a bit (it was too close to devos Hook anyway) and increase duration by .5 second. I'll probaly compensate somehow, though.

Anamoly: This seems like a Tempest ult that is a nuke against one target. I don't think the damages or the stuns are outrageous. But the biggest issue is the cooldown. 30 seconds is way to short for something potentially game-changing and 15 seconds and additional stun with a Staff is double out of control. I would say at least 60 seconds, down to 30 with a Staff (if you want to keep that option). This ult would be, in my opinion, better than the Hellbringer ult if landed properly. I might suggest increasing the AOE a bit, upping a bit of damage and decreasing the stun on pulled heroes to like .3 over .5. Overall, I think it could be a successful skill but it needs tweaking.

Im sorta against increasing the AOE, seeing as i want there to be some skills involved in using this skill, and because you can already use your other skills to create a good situation. On a second though, i will increase it by 50. I will also increase the cooldown slightly, but i dint want to be increased TOO MUCH as the skill is highly situational. It will lose much effective after 1-2 of the enemies and the creeps are dead, and therefore a second use during a teamfight wont be of much use. I will reduce secondary stun a bit, though maybe increase damage a bit to compensate.

Obviously this hero makes an interesting support option and I like his ability to move heroes around. He'll be strong at battlefield control in a team battle, but outnumbered or solo, he doesn't pack much of a punch. I like where it's going though - but will need some tweaking. In my opinion, the biggest point that need to be resolved is Skill 3. Orbit just isn't doing it for me at all. It's a nice idea but I think the mechanics just aren't going to work out.

I realy appreciate your feedback! It is very high quality, tell me if you need help with anything :)! He is supposed to be best in situation with many enemies, and he also comboes well with heroes that also works like that, Behemoth or Pyro for example.

Im glad you like it!

Answer in bold

SteveGarbage
02-18-2010, 01:41 PM
I'm planning on rolling out my own hero idea in the next couple days, so keep your eyes posted!

Violin
02-18-2010, 01:49 PM
I really like the fundamentals of this hero.

Qwernakus
02-18-2010, 03:59 PM
I will, Steve.
Thanks, Violin, though i would appreciate if you gave some more feedback :)



Some day (i forgot to keep track, teehee): I reduced range and increased duration of Orbit. Vacuum now deals a small amount of damage. Anomaly now stuns seconary targets less, cooldown increased, increase damage, SotM effects changed. Added story. Added explanation for stat gains.

Qwernakus
02-19-2010, 12:02 PM
Increased burn duration on Wave of Gravity by 1 second (4 -> 5)

Qwernakus
02-23-2010, 05:59 AM
Bump.

Wave of Gravity nows stuns for an additional 0.5 seconds (0.5 -> 1.0)

Qwernakus
02-25-2010, 01:01 PM
Bring
Up
My
Post.

Qwernakus
02-27-2010, 02:20 PM
BumppmuB

Ezio
02-28-2010, 10:19 AM
Bump.

Anyways. I like the whole gravity mumbo jumbo stuff. Esp the synergy between the first 2 skills. It may seem a little OP, but its not that spammable early-mid game. It's like pebble's chuck-stun combo.

A little type in Orbit's explanation. You put "Put enemies away from danger" i think you mean "put allies away from danger." I mean... why would you put enemies from danger? Maybe if you were a twit, but I doubt you are.

Good hero overall. Might need balancing issues here and there if its released, cause with some heroes *cough*pyromancer*cough* you can possibly stun all of the wave-vacuum *cough*pyro'sstun/wave*cough.*

Ryndal
02-28-2010, 11:01 AM
I really like the idea, might be fun to play as well, really a team-hero that makes the enemies pushed away then pulled together if your fast and precisely. Though the second skill is more like tempest's ulti, or maybe the thought is like more to Zephyr's ulti with less damage.. Well, the idea is really good but for not being an ulti it might be overpowered... Just telling you, though it is very interesting to see in the game how it is thought to be.

The ulti's very good as well, though it might need a maxed state of stun-time, because of there might be many creeps later in the game, and if Ophelia or Forsaken Archer is there, that adds up at least 1 second of a stun. The ulti makes lategame really OP for him because there's more creeps. :)

Anyway, really good work! :D



Good hero overall. Might need balancing issues here and there if its released, cause with some heroes *cough*pyromancer*cough* you can possibly stun all of the wave-vacuum *cough*pyro'sstun/wave*cough.*

That's the meaning with teamplay, though with ulti and stuff it becomes quite OP ;D :p

Qwernakus
03-01-2010, 02:36 PM
Thanks for the help! I cleared up the typo. I might add a max stun time, probaly scaling... 3/4/5? 5/6/7? I dont know.

Ryndal
03-03-2010, 12:56 PM
Personally, I think 3.5/4/4.5. Though 5 seconds is insanely long plus the AoE stun.
Well, I am not that good at numbers though.

Qwernakus
03-04-2010, 10:34 AM
Personally, I think 3.5/4/4.5. Though 5 seconds is insanely long plus the AoE stun.
Well, I am not that good at numbers though.

Yes, but it DOES require optimal conditions, and since the damage isnt too high, it could be okay.

Ill add in some ult tweaks now.

Qwernakus
03-04-2010, 10:49 AM
I dropped the max stun idea. I felt like it was treating the sympton, and instead went to the root of the problem. Several small ultimate number nerfs.

Apostate
03-04-2010, 05:54 PM
He seems like a lovely hero.

I have no real feedback for his first two skills, they seem to be in great shape. High utility, and together they do some significant damage as well.

I'm not super sure on the third skill. I see its application in ganking scenarios, but it seems of little use elsewhere. That doesn't make it bad really, I just don't see the utility you do I suppose.

The ultimate I really like. However, I think it would make it a more interesting spell if the effects done by the spell were nerfed, and then a duration was added. Then maybe every two seconds for 8 or 10 seconds the target would pulse, drawing all in range in. That would cause even more chaos than the current form, and perhaps make it slightly more counterable if your opponents are clearheaded.

PROc
03-06-2010, 08:38 AM
Great Synergy between skills; I love it.

_Scars_
03-07-2010, 11:46 AM
looks like pharao

Qwernakus
03-15-2010, 03:02 PM
He seems like a lovely hero.

I have no real feedback for his first two skills, they seem to be in great shape. High utility, and together they do some significant damage as well.

I'm not super sure on the third skill. I see its application in ganking scenarios, but it seems of little use elsewhere. That doesn't make it bad really, I just don't see the utility you do I suppose.

The ultimate I really like. However, I think it would make it a more interesting spell if the effects done by the spell were nerfed, and then a duration was added. Then maybe every two seconds for 8 or 10 seconds the target would pulse, drawing all in range in. That would cause even more chaos than the current form, and perhaps make it slightly more counterable if your opponents are clearheaded.

Very interetsting suggestion. Im a bit reluctant to change core concept, i got a lot of fancy tactics in my head with the current version, and the other is almost... Too simple... Maybe im just biased. Ill have to consider it.

Thanks for feedback.


Great Synergy between skills; I love it.

:)


looks like pharao

Its actually and early concept for Plague Rider :p

Padawanabee
03-16-2010, 09:48 AM
My one beef with the hero is having both Vacuum and Anomoly seem redundant. Granted, one pulls to a hero and one pulls to a location, one slows and one damages/stuns, but it's practically the same skill twice. I would recommend replacing Vacuum with a different spell, maybe like a zone of gravity where all enemies have reduced ms and -ias.

Granted, they have synergy. But that's because one pulls them all close, and then the other uses the ones that have been pulled close to pull them close(r).

Sorry about the month-late feedback, but I really only check on my hero suggestions about once a month.

ClawwzZ
03-22-2010, 08:22 PM
umm i'm a bit worried about the 600 radius of gravity.. thats a pretty insane AoE, the gravity that dark seer used in dota was half of that and it was still way too useful.. with a spell like that you could ruin an entire teams positioning even if they were spread all over the ramp in mid, wayy too op. make it 300-350 imo. rest is interesting, pushback is a fine concept.

Qwernakus
03-25-2010, 04:29 PM
umm i'm a bit worried about the 600 radius of gravity.. thats a pretty insane AoE, the gravity that dark seer used in dota was half of that and it was still way too useful.. with a spell like that you could ruin an entire teams positioning even if they were spread all over the ramp in mid, wayy too op. make it 300-350 imo. rest is interesting, pushback is a fine concept.

Eeehm... I dont have any spells with 600 radius...


My one beef with the hero is having both Vacuum and Anomoly seem redundant. Granted, one pulls to a hero and one pulls to a location, one slows and one damages/stuns, but it's practically the same skill twice. I would recommend replacing Vacuum with a different spell, maybe like a zone of gravity where all enemies have reduced ms and -ias.

Granted, they have synergy. But that's because one pulls them all close, and then the other uses the ones that have been pulled close to pull them close(r).

Sorry about the month-late feedback, but I really only check on my hero suggestions about once a month.

Thanks for the feedback, but the first 2 spells will probaly not change too much, they are core... Its more the ult that is troublesome.