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FZeroRacer
08-10-2009, 04:14 AM
(Please note that I consider this to be the semi-final version of Maximus. No new skills will be added, however changing the numbers/mechanics behind the skills is welcome. Please leave feedback as well, as each bit of feedback gets me closer to a balanced hero!)

http://img410.imageshack.us/img410/4998/selfportraitasstandardb.jpg

Name: Maximus
Class: Flagbearer
Race: Human
Side: Legion
Stat Primary: Strength
Base HP: 620
Base MP: 245
Base Movespeed: 305
Attack Range: Melee
Attack Speed: Slow
Base Armor: 3
Base Damage: 60-67

STATS:
Str: 24 + 3
Agi: 14 + 1.6
Int: 16 + 1.8


|----------Backstory----------|

Born under the star sign of War, Maximus quickly grew up to be a ruthless leader in many decisive battles against the old beast army. When the Hellbourne had started to gather their army, he wanted no part in working with those mongrel beasts, instead resigning to an old island home for him to live out the rest of his days. However, a Hellbourne raiding party led by Maliken pillaged his island to gain a foothold against the Legion and nearly killed Maximus, lobbing off one of his arms in the battle. Enraged, he took up his old standard and joined up with the Legion despite old grudges, leading men and beast-men alike to victory.

Looks: A tall human with a stout build, missing an arm (result of one of his battles, instead in the socket is a chain linked to his banner), wearing heavy chainmail armor and wielding a flail in his left hand.

Voice:
Yeh?
Follow me to victory!
Win at all costs!
Crash their castles!
The legion shall rise again.


Skills


Raise your arms, men!

http://img200.imageshack.us/img200/3118/icons6644btn.jpg

Cooldown: 30 seconds
Duration: 20 seconds
Manacost: 90/100/110/120
Radius: 500
Ability type: On-Use AoE buff

With your sword raised high, charge into battle!

Effect: When cast, this spell causes a small DPS increase for all units in a 500 radius around the hero for 20 seconds, and any allied hero below 75% of their life is slightly healed.

Level 1 +5 DPS, restores 3% of their maximum HP

Level 2 +10 DPS, restores 6%

Level 3 +15 DPS, restores 9%

Level 4 +20 DPS, restores 12%

With ultimate:
For each morale charge used, add in another 1% HP and +3 DPS. At MAX power, this ability will restore 22% HP and add 50 damage.



Whack

http://img29.imageshack.us/img29/9852/icons6182btn.jpg

Cooldown: 20 seconds
Manacost: 100/115/130/145
Radius: 300 or 400 (hits in a 180 degree arc directly in front of the hero, from the left side or a 400 radius AoE if used when close to his flag during Caber Toss)
Ability type: Targetted Attack (can target ground or unit)

My pride is a weapon to be reckoned with!

Effect: When used, the Flagbearer will swing out his flag in an arc in front of him, dealing the most damage to the first foe it hits and 20% less to each next foe as the swing continues.

During Caber Toss, this ability changes to Smack. This can only be cast within 400 units of the flag, and when cast, he will run around the flag once and clothesline enemies with the chain connecting his body and the flag, dealing Whack damage damage without the knockback proponent. After one 360 degree rotation, he will stop at the area you targeted with this ability.

Level 1 Deals (STR) + 50 damage

Level 2 Deals (STR) + 100 damage

Level 3 Deals (STR) + 150 damage

Level 4 Deals (STR) + 200 damage

With ultimate:
Each charge used increases the initial amount of damage that this attack does by 10% (with ten charges, it would deal 200%, then 180%, etc) and knocks each target back by 5/10/15/20 units, interrupting any channels they might be casting.

A small demonstration of how this ability would work:

=============OO==
==========XXXOOXXX
==========XXXXXXXX
============XXXX==

The O is you, and the X is roughly the swing radius. The target first hit to the left of him will take the full amount of damage (300 damage at max level with no charges), and then it will keep swinging to the right. Knockback would work in the direction of the swing, so a target hit directly in the middle of the swing would go flying to the right, while a target hit with the backswing would go behind Maximus. So!

=============OO
==========XXXOO
==========XXXEE --->
============XEE --->

For example, here would be a target hit in the middle of the swing. Arrows point towards where knockback would send him. If Maximus had 10 charges and 100 strength, this would deal 600 physical damage.



Caber Toss

http://img517.imageshack.us/img517/2686/icons3373btn.jpg

Cooldown: 20 seconds (begins on reel)
Duration: 20 seconds
Manacost: 100/110/120/130 Reel also costs 50/40/30/20 mana.
Radius: 300/325/350/400, aura has a 600 radius
Range: 700
Ability type: Targetted AoE aura and damage

Your corpse shall make a perfect stand for my flag.

Effect:The Flagbearer proceeds to grab his standard from his back and throw it at target location, dealing a large amount of damage where it lands and planting the standard there, where it offers a small armor/movespeed increase buff to his allies. The standard is on a chain hooked to Maximus's' right arm socket, and you can cast the skill again to drag the Standard back to you. If you get 1200 range away from the flag, it rips from the ground and automatically reels back to your body. Even while dragged the standard aura is still in effect. Time taken for Standard to be dragged back depends on range. Inflicts a .1 second ministun.

The buff itself will slowly start to fade if you get too far away, going down by 20% each second that you are out of Aura range.

(NOTE: As long as Caber Toss is in effect, he can only use the altered version of Whack!. See Whack! for more information.)

Level 1 Deals 60 damage to foes in a 300 radius, gives +2 armor and +20 movespeed.

Level 2 Deals 120 damage, 325 radius, +4 armor and +30 movespeed

Level 3 180 damage, 350 radius, +6 armor, +40 movespeed

Level 4 240 damage, 400 radius, +8 armor, +50 movespeed


With ultimate:
Each charge adds an additional 10/15/20/25 points of damage to this attack and will add 0.5 of a morale charge per unit killed. Additionally, at five charges or greater this will cause a Demoralization effect for 20 seconds, reducing enemy physical armor by one per morale charge and magic armor by .5 per morale charge.



Ultimate: Tides of Battle (Passive)

http://img199.imageshack.us/img199/1343/icons8375btn.jpg

Ability type: Passive charge

You think you've won? Allow me to turn the tides...

Effect: Even in the darkest of hours or brightest of days, Maximus can stand stalwart! As long as Maximus is in combat, he will slowly gain morale charges just from the sheer bloodlust! Additionally, he has a chance on attack to cause an Inspired Attack, which generates a charge and deals 130% of normal damage. Each charge will increase the damage an Inspired Strike does by 5%. Charges will also go up faster if he is around allied heroes.

While alone, he will generate 1 charge every 5 seconds, provided he is in combat. He loses one charge every 15 seconds when not engaged in combat. Being engaged in combat requires you to be around units that are actively fighting, although you do not have to fight yourself. Each charge also adds +4 DPS and +0.75 hp/s

However, just being around Allied heroes will cause him to generate charges.

Level 1 Can hold a maximum of six charges, radius for charges to accumulate is 300. 5% chance on attack for an Inspired Strike.

Level 2 Can hold a maximum of eight charges, radius is 450. 10% chance.

Level 3 Can hold a maximum of ten charges, radius is 600. 15% chance.

To expand upon this, each of his abilities gets stronger with each new charge. However, each ability also burns charges as well, making it so you must play your charges carefully. Since you need to be in combat constantly, it can be very dangerous if you don't watch yourself. Being around enemy units alone will slowly generate a charge, but you can also generate a charge on attack.


Synergies

Whack and Caber Toss would be used as a way to curb runners. While you can't use Whack while in the middle of Caber Toss, if timed right you could drag the standard along with you at the end of the cooldown as you chase a foe and then Whack! him or her to the side. Or if you already have a stun on them, you could run behind them and Whack! them, and then throw the standard for the stun and aura, allowing for a group to gank said person. Additionally with the recent changes I made, Caber Toss and Whack work together much better, as the swing allows you to hit running foes more efficiently and create an area that opponents would be weary to tread.

Caber Toss and Raise your Arms, Men Both give extremely good buffs and early game this could be the decider in ganks. The additional damage and the movespeed would allow you to finish off foes that are running or surround a foe before he has a chance to run.

Ideally he would work well with any hero, but would perform best with disablers who could benefit from the movespeed. The DPS increase in Arms would make you a very wanted man for lane duos since you could boost an agility heroe's damage pretty high.



Items

His typical item build might look something like this:
http://www.heroesofnewerth.com/images/items/Item_EnhancedMarchers.jpghttp://www.heroesofnewerth.com/images/items/Item_Immunity.jpg

http://www.heroesofnewerth.com/images/items/Item_DaemonicBreastplate.jpghttp://www.heroesofnewerth.com/images/items/Item_BehemothsHeart.jpghttp://www.heroesofnewerth.com/images/items/Item_Pierce.jpg

Marchers is your typical item for melee heroes.

Shrunken Head helps keep him from being stunned, while behemoth heart greatly boosts his survivability.

Meanwhile, Daemonic and Shieldbreaker, when stacked with his flag, would allow him (and his allies) to output a ton of melee damage on foes he might fight.



Design Plan

Competitive Play

In competitive games, Maximus would be very useful at buffing his overall team through the use of his auras. Caber Toss and To Arms, Men would provide a fairly big benefit in team battles, and he can output a bit of damage utilizing his Whack/Smack ability to hit multiple enemies and interrupt any channeling abilities.

His weakness would be ranged. While he could set up a no-hero zone using his Caber Toss and Smack, he would still have trouble getting into range and could very easily be killed by spellcasters. However, he would be able to do well against any melee hero that would attempt to attack him, and in emergency situations he can use Whack to get them away, Caber Toss for the movement speed and run away. If specced properly, he could harass ranged units fairly well, however he might find it hard to stay alive if he doesn't play smartly.

Casual Play

While his emphasis is on teamwork in competitive games, he would be pretty well going solo and could be used as a carry. He might have trouble denying due to his slow yet hard hitting attack, but he can harass enemy heroes fairly well with Caber Toss and use his To Arms to help push a tower or heal nearby heroes.

_________________________________________________


Overall

Maximus has gone through quite a bit of changes over the past few months or so, but I always try to keep his base concept in mind. He's a battlefield leader, the guy that when things look grim he can be counted on to charge straight into battle and raise the troops morale. I've been tweaking the numbers here and there all the time, but it is still hard to get that perfect balance.

As I have always said, I appreciate feedback that people give me, both good and bad. Both kinds help me improve my design process and tell me what is wrong and what I am doing well.

Monsterlord
08-10-2009, 09:41 AM
I like the idea, but some of the numbers could use a bit of a buff, imo. The heal on Raise is a little teeny. 6% of 1000 hp is only 60, which isn't much of a heal at all =/ Perhaps something closer to 5/10/15/20% or 4/8/12/16%? That'll bring it more on par with Mekanism (Astrolabe?), and make it a double heal worth noticing.

I feel like the damage for Caber toss is a little low too, but not by much. Maybe just a little nudge up by 40 a level or something? I understand the point of it is to get the flag into the thick of it, but considering you get AoE nukes with 300+ damage, I feel like that one's a little underpowered.

I like Whack, looks great fun and adaptable too, and I love the ulti, gives him a very fluid feel, with him having high and low points in a battle. Would there be a visual indicator on it?

T-up though :D

Scoutter
08-10-2009, 02:56 PM
How does he throw his banner if he has a flail in his left hand?

FZeroRacer
08-10-2009, 03:39 PM
How does he throw his banner if he has a flail in his left hand?

He temporairily sheathes it and then grabs it with his left hand (with his hand being big enough to grip the flag firmly).

I think i'll change it to a 4/8/12/16% heal going up by 1.5 percent per morale charge.

I'll nudge up the damage for Caber Toss too

Monsterlord
08-10-2009, 05:03 PM
Ack =/ Now caber toss is too good. It's a good AoE nuke with an aura afterwards now =[

The numbers would be great if you took the mana cost up to 200ish, but then that spoils his early game. I think it should be lowish damage, closer to the original values but not that far.

Kinda feel bad for nudging you one way then straight back the other =/

FZeroRacer
08-10-2009, 10:40 PM
Ack =/ Now caber toss is too good. It's a good AoE nuke with an aura afterwards now =[

The numbers would be great if you took the mana cost up to 200ish, but then that spoils his early game. I think it should be lowish damage, closer to the original values but not that far.

Kinda feel bad for nudging you one way then straight back the other =/
Nah, it's alright. That's part of the balancing process, learning when how much is too much and too little is not enough.

I appreciate all of your feedback though. How about 60/120/180/240?

Dubnasty
08-10-2009, 11:27 PM
i like the concept alot

Monsterlord
08-11-2009, 02:55 AM
Those numbers seem far better :D

FZeroRacer
08-11-2009, 06:48 AM
Those numbers seem far better :D

Alright.

I'm open to any and all feedback, positive or negative.

Damage
08-11-2009, 09:52 AM
Looking good. I think I'd like him. Very versitile - nuke/dps/tank/support

FZeroRacer
08-11-2009, 09:09 PM
Bump

FZeroRacer
08-12-2009, 08:32 AM
Bump up once more.

FZeroRacer
08-13-2009, 01:41 AM
I really wish more people would comment on my hero.

FZeroRacer
08-13-2009, 07:45 PM
see previous.

FZeroRacer
08-14-2009, 07:51 PM
Anyone?

RainbowPower
08-14-2009, 09:29 PM
You need some (hilarious) MS Paint diagrams of his abilities, as they're a bit hard to understand. The hero sounds very unique and fun, you have my vote.

ratrave
08-14-2009, 09:37 PM
i think some balance tweaks must be made but the concept is awsome
HoN needs this
Yu got a yes broda

FZeroRacer
08-15-2009, 07:35 AM
You need some (hilarious) MS Paint diagrams of his abilities, as they're a bit hard to understand. The hero sounds very unique and fun, you have my vote.

Ha, I tried to do a simple ascii diagram with his Whack! ability. My artistic abilities are pretty much on par with an unborn baby. Yeah, THAT bad.

FZeroRacer
08-16-2009, 09:56 PM
Bump.

FZeroRacer
08-19-2009, 10:24 AM
Bump.

FZeroRacer
08-22-2009, 08:36 PM
Another bump I suppose.

FZeroRacer
09-03-2009, 01:58 AM
Still here and always wanting your feedback. Any and all is welcome.

KingEmblem
09-11-2009, 08:23 PM
This is easily one of the best hero ideas I've seen on this forum. I think the balance on him is fine the way it is, but maybe buff the maximum amount of charges to 8, and perhaps boost the DPS bonus to 8 instead. He has terrible agility, so his few melee attacks should at least hurt.

FZeroRacer
09-12-2009, 04:14 AM
This is easily one of the best hero ideas I've seen on this forum. I think the balance on him is fine the way it is, but maybe buff the maximum amount of charges to 8, and perhaps boost the DPS bonus to 8 instead. He has terrible agility, so his few melee attacks should at least hurt.

Point taken, I'll be sure to do that.

FZeroRacer
10-03-2009, 06:08 PM
Alright. I'm reviving my hero once more and made some tweaks to it, along with adding some more information.

ForTheSwarm
10-03-2009, 09:23 PM
Errr... why is the stuff on there twice? XD

I think the max charges on the ult should scale more, like +2 each level instead of +1.

FZeroRacer
10-03-2009, 09:26 PM
Errr... why is the stuff on there twice? XD

I think the max charges on the ult should scale more, like +2 each level instead of +1.
Nice catch, thanks. I had lost internet and had to copy/paste my editing and then repaste it. Must've forgot to delete some of the stuff.

I'll also look into the ultimate scaling.

FZeroRacer
10-04-2009, 06:23 PM
Bump.

FZeroRacer
10-05-2009, 07:54 PM
Bump.

FZeroRacer
10-06-2009, 07:55 PM
Triple bump.

FZeroRacer
10-07-2009, 07:27 PM
I really wish people would leave feedback.

BrokenSaint
10-08-2009, 12:58 AM
This is actually one of the most unique and interesting heroes out there. It looks pretty well balanced on paper. He seems like he would be a blast to play. Thumbs way up!

I do not have any constructive feedback to make him any better unfortunately.

OpT1mUs
10-08-2009, 01:21 AM
Looking good, I would just suggest a change of the name to

Maximus, Master of The Corny Quotes

:)

FZeroRacer
10-08-2009, 01:51 AM
Looking good, I would just suggest a change of the name to

Maximus, Master of The Corny Quotes

:)

Heh, that's part of his charm. He's meant to be kinda like the generic leader character that a lot of games have.

FZeroRacer
10-08-2009, 07:50 PM
Bump.

FZeroRacer
10-09-2009, 11:49 PM
Bump.

FZeroRacer
10-11-2009, 06:05 PM
Bump.

FZeroRacer
10-12-2009, 02:27 PM
Quad bump.

FZeroRacer
10-14-2009, 05:10 PM
I would love more feedback.

FZeroRacer
10-16-2009, 05:47 PM
See above.

FZeroRacer
10-18-2009, 07:33 PM
Yep.

FZeroRacer
10-21-2009, 04:48 PM
Bump

FZeroRacer
10-24-2009, 03:50 PM
Bump

FZeroRacer
10-27-2009, 12:38 AM
I see a lot of people give a thumbs up to this, but I still would love them to chime in with feedback.

FZeroRacer
10-29-2009, 08:01 PM
Bump

Dragonshaman
10-30-2009, 02:29 AM
In reply to all the bumbs and desire for feedback, I too must give my thumbs a "Way Up" status.

This build is awesome and it gives him a great place on ANY team as long as he is in the thick of it!

Beautiful work my friend! Unfortunately, I don't have any advice on how to make him better though. =\

ElBoob
10-30-2009, 02:30 AM
Awesome, Nifty idea for a hero. Seems fun and unique.
Would love to see it implemented.
Could you post a picture you have drawn? I am interested in the drawing power of an unborn baby. :p

FZeroRacer
10-31-2009, 03:40 PM
In reply to all the bumbs and desire for feedback, I too must give my thumbs a "Way Up" status.

This build is awesome and it gives him a great place on ANY team as long as he is in the thick of it!

Beautiful work my friend! Unfortunately, I don't have any advice on how to make him better though. =\

Thanks. I do appreciate all comments. At the very least they keep the thread bumped.

As much as I'd love to draw this hero, the resulting picture would most likely cause people whom gaze upon it to turn to stone.

FZeroRacer
11-02-2009, 04:57 AM
Updated the formatting to be a bit easier to read through. Each skill is quoted separately and so is his item build. Other info remains unquoted.

FZeroRacer
11-03-2009, 07:19 PM
Bump.

FZeroRacer
11-05-2009, 08:13 PM
Bump.

FZeroRacer
11-07-2009, 09:47 PM
Well blast. Just need a few more Yes votes to hit popular suggestions.

'Course I still want feedback though.

FZeroRacer
11-09-2009, 03:15 PM
Bump

FZeroRacer
11-10-2009, 07:17 PM
Bump.

FZeroRacer
11-12-2009, 03:33 AM
Bump

FZeroRacer
11-13-2009, 06:46 PM
Bump

FZeroRacer
11-14-2009, 03:10 PM
Bump

FZeroRacer
11-15-2009, 03:20 PM
Bump.

FZeroRacer
11-16-2009, 05:10 PM
Made some minor changes.

FZeroRacer
11-19-2009, 01:31 AM
Bump

FZeroRacer
11-21-2009, 03:58 PM
Bump

deadpunk
11-21-2009, 04:05 PM
i love the idea, but think u need to improve ur ulti a little

FZeroRacer
11-22-2009, 02:37 AM
i love the idea, but think u need to improve ur ulti a little

In what way could it be improved? I personally almost see it as being fairly stong as is, considering it adds a small critical strike with additional damage and survival bonus along with adding strength to each of his normal abilities

FZeroRacer
11-24-2009, 05:39 PM
Bump.

Varp
11-24-2009, 05:49 PM
Love the idea and the thing u did with ASCII Art, haha :p
I agree with other people that this hero is hard to understand.

But the concept is really cool, so you got my vote.

FZeroRacer
11-25-2009, 06:38 PM
Love the idea and the thing u did with ASCII Art, haha :p
I agree with other people that this hero is hard to understand.

But the concept is really cool, so you got my vote.

What is hard to understand? I'd love to know so I can hopefully make it easier for any future readers.

FZeroRacer
11-28-2009, 06:37 PM
Bump.

FZeroRacer
12-01-2009, 09:46 PM
Bump.

FZeroRacer
12-08-2009, 07:24 PM
Bump

FZeroRacer
12-12-2009, 05:24 AM
Bump.

FZeroRacer
12-17-2009, 03:20 PM
Bump.

FZeroRacer
12-19-2009, 02:32 AM
I appreciate all of the positive and negative votes. I would like people who vote to please leave feedback as to how I might improve this hero however.

FZeroRacer
12-23-2009, 04:41 PM
Bump

FZeroRacer
02-03-2010, 01:56 AM
Figured I'd wait awhile before bumping this thread up again, considering how much I bumped it up before. Made some small changes so that he would scale better into late game and do a bit better as support early game.

VoidMonkey
02-03-2010, 04:29 AM
I think the 12% heal as well as the DPS bonus is a bit much, maybe 10% heal? This could heal as much as/more than jere's heal in an AOE, which seems a bit much on a hero with such damage dealing potential.

Oh yea, T-UP!
See if you can get this into popular, it has definately earned its place there. :D

FZeroRacer
02-03-2010, 04:52 PM
I think the 12% heal as well as the DPS bonus is a bit much, maybe 10% heal? This could heal as much as/more than jere's heal in an AOE, which seems a bit much on a hero with such damage dealing potential.

Oh yea, T-UP!
See if you can get this into popular, it has definately earned its place there. :D

Thanks for the feedback.

Regarding his heal, the problem is that it's very tricky working with a percentage heal. I think perhaps changing it to be divided by the number of nearby heroes would help. Like say, if you are alone, you recieve the full 12% (max 22%) heal. If you are with an ally, then you both would recieve 6% (or 11%) of your max health, to a minimum healing amount of 5% per hero.

See, this is tricky to balance. If it's too low, it becomes useless to casters. If it's too high, it becomes overpowered to tanks.