AmishPirate
03-10-2010, 02:07 PM
Gatekeeper
http://img62.imageshack.us/img62/9045/gatekeepere.jpg
Image from http://superego-necropolis.deviantart.com/art/The-Gatekeeper-141748591
Hero Statistics
Legion Strength (Duh, it's a strength hero contest)
Attack: Melee
Movement Speed: 300
Str: 23 + 2.4
Agi: 11 + 1.3
Int: 18 + 1.4
Story: This world has rules. People live, people die, then they move on. This is how things have been since the beginning of time. But with the arrival of the Hellborne, there have been some who consider themselves above such things as death. The Gatekeeper does not like it when the rules are broken. Faction, ambition, accomplishment, these things mean nothing. The rules are ultimate, and the Gatekeeper will see them upheld.
Voice: Calm, distinguished, slight distortion effect
Spawn: "Imbalances will not be tolerated."
Walking 1: "Moving on."
Walking 2: "Indeed"
Walking 3: "Shall we?"
Walking 4: "I wait for no one"
Attack 1: "You are LATE!"
Attack 2: "Let me show you in!"
Attack 3: "Evade me no longer!"
Ultimate: "I've found you!"
Death: "As...is...proper..."
Taunt: "I guess the reaper...didn't fear you either."
Ability 1 - Natural Causes
http://images1.wikia.nocookie.net/wowwiki/images/3/3c/Ability_creature_disease_05.png
The Gatekeeper attempts to bring down his prey by a sudden illness. If the target was Marked, additional affects are applied.
Spell: Active
Target: Single Unit
Damage: 75/150/225/300 Magic Damage
Cast Range: 700
Mana Cost: 100/115/130/150 mana
Cooldown: 20/18/16/14 seconds
Other Notes: If the target has the Marked effect (see ultimate), an extra effect is added.
I'm sure it's just a cough...
-------------------------------------------------------------
Ability 2 - Fighting Death
http://images4.wikia.nocookie.net/wowwiki/images/3/3f/Spell_shadow_ragingscream.png
The Gatekeeper will not be stopped in his mission. Applies a damage reduction that increases against Marked heroes.
Spell: Passive
Target: Self
Effect: Reduces damage by3/6/9/12%, additional reduced damage from Marked target (once again, see Ultimate)
Resistance is futile!
-------------------------------------------------------------
Ability 3 - Tomb Prison
http://images2.wikia.nocookie.net/wowwiki/images/2/22/Spell_nature_earthshock.png
Attempting to trap his target, the Gatekeeper rends the earth around him. If a Marked hero is hit, the area around the Gatekeeper is surrounded by rocks.
Spell: Active
Damage: 50/125/175/225 Magic Damage
AOE: 200/250/300/350
Duration: 3/4/6 seconds (depends on level of ultimate)
Mana Cost: 180 mana
Cooldown: 20 seconds
Other Notes: This is a combination of Pharaoh's mummies and Behemoth's Fissure. It is single click activated, and damages all targets around Gatekeeper in the given radius. If a hero with the Marked (you should really just read the Ultimate description already) effect is hit, a circular fissure effect is activated around the damage area. Heroes inside may not blink out. If they attempt to blink out of the area, they will be placed at the edge of the barrier.
For instance, the creeps in this picture would just take damage:
http://img62.imageshack.us/img62/8514/ability1.jpg
But in this picture, Chronos has the Marked effect (denoted by the purple dot), and a wall of rocks traps him with the Gatekeeper.
http://img62.imageshack.us/img62/7264/ability2.jpg
This might seem a little overpowered, but you also need to realize that there's also the potential for getting screwed pretty badly. Like in the next picture...
http://img62.imageshack.us/img62/9353/ability3.jpg
...where our hapless player has trapped himself with a Chronos, a Scout, and a Panda, and can expect little help from his team.
Also, unlike the mummies, the Gatekeeper and his allies cannot pass through the barrier.
You cannot run from death!
-------------------------------------------------------------
Ultimate - Mark of Doom
http://images3.wikia.nocookie.net/wowwiki/images/2/20/Ability_creature_cursed_01.png
The Gatekeeper marks an enemy hero for death. A Marked hero may find fighting the Gatekeeper much harder...
Spell: Active
Type: Superior Magic
Target: Enemy Hero
Cast Range: 900
Duration: 30/45/60 sec
Mana Cost: 150 mana
Cooldown: 80 seconds
Additional Notes: This effect cannot be purged.
Spell Effects:
Level 1:
Natural Causes silences target for 3 seconds.
Multiplies damage reduction from Fighting Death by 1.5 when damage is from a Marked hero.
Fissure effect from Tomb Prison lasts 3 seconds.
Level 2:
Natural Causes silences target for 4 seconds, and slows MS/AS by 30% for 4 seconds
Multiplies damage reduction from Fighting Death by 2 when damage is from a Marked hero.
Fissure effect from Tomb Prison lasts 4 seconds.
Level 3:
Natural Causes stuns for 2 seconds, afterwards silences for 4 seconds and slows MS/AS by 40%
Multiplies damage reduction from Fighting Death by 3 when damage is from a Marked hero.
Fissure effect from Tomb Prison lasts 6 seconds.
I have you now...
Notes on hero: I wanted to create a hard anti-carry, but I was also intrigued by the idea of an effect augmenting the abilities of a hero. So I came up with this hero. He has incredible effectiveness against a single hero, but much less effectiveness against everyone else. Such a hero would also need to be reliant on his team to bail him out/finish off a hero once he's engaged his target, so teamwork is important with this hero as well. And on his appearance, I imagined him being something like Death's bureaucrat; devoted to his job, a stickler for the rules, and a faultless professional. Demonic abomination on the side.
Item Synergies: Portal Key would be a must with his third ability. Otherwise, he has no method of reaching a Marked hero without getting wrecked. Restoration Stone could prove interesting, as Marking two heroes would be very powerful. Other than that, he would need the ability to take some hits, as he is supposed to be going after the carry, and a misplaced Tomb Prison can set him up for a lot of damage.
Hero Synergies: Those with silences like :defi::scou: would work well. Targets blinking away or stunning you back tends to prevent you from killing/seriously injuring them.
Strong AOE heroes like :engi::magm::behe::temp::plag::krak:, both in trapping enemies for their ults, and bunching heroes together to Tomb Prison.
Most ranged heroes and ranged casters as they can give you assistance while inside of Tomb Prison.
Bad Enemies: Most ranged heroes and ranged casters can hit you while inside of Tomb Prison.
Heroes with invis, like :nigh::scou: and people with shroud. If you're ganking them and know where they are, then they shouldn't be a problem. If you don't know they are there and you accidentally Tomb Prison them while ganking someone else, then your trap backfires horribly.
Other ideas I'm considering: Make Tomb Prison a "silenced zone". Meaning that heroes outside of the prison could not cast spells into the prison. This would help by increasing the penalty of poor positioning, and nerf his ability to initiate/disable.
Add scaling effects for Tomb Prison and Fighting Death: Currently, Natural Causes is the only ability that scales with level in Mark of Doom. Should the other two abilities do the same? Perhaps (working with the first idea) Tomb Prison would allow less intervention with higher levels of Mark.
Add Mana cost to Fighting Death: Some sort of constant mana cost per second was what I was thinking. I'm a little hesitant on this one. I think the ability is fine as is, but if it turns out it's too good, it could be a way to balance it.
And on a final note, this is the first hero idea I've ever done, so I have no idea if some of the more intricate stats I've picked are good, UP, or OP. Things like base stats, stat increases, CD, Manacost, and spell damage I could use a lot of help on.
Thanks for reading! I would greatly appreciate suggestions!
Ability icons are from WoW.
http://img62.imageshack.us/img62/9045/gatekeepere.jpg
Image from http://superego-necropolis.deviantart.com/art/The-Gatekeeper-141748591
Hero Statistics
Legion Strength (Duh, it's a strength hero contest)
Attack: Melee
Movement Speed: 300
Str: 23 + 2.4
Agi: 11 + 1.3
Int: 18 + 1.4
Story: This world has rules. People live, people die, then they move on. This is how things have been since the beginning of time. But with the arrival of the Hellborne, there have been some who consider themselves above such things as death. The Gatekeeper does not like it when the rules are broken. Faction, ambition, accomplishment, these things mean nothing. The rules are ultimate, and the Gatekeeper will see them upheld.
Voice: Calm, distinguished, slight distortion effect
Spawn: "Imbalances will not be tolerated."
Walking 1: "Moving on."
Walking 2: "Indeed"
Walking 3: "Shall we?"
Walking 4: "I wait for no one"
Attack 1: "You are LATE!"
Attack 2: "Let me show you in!"
Attack 3: "Evade me no longer!"
Ultimate: "I've found you!"
Death: "As...is...proper..."
Taunt: "I guess the reaper...didn't fear you either."
Ability 1 - Natural Causes
http://images1.wikia.nocookie.net/wowwiki/images/3/3c/Ability_creature_disease_05.png
The Gatekeeper attempts to bring down his prey by a sudden illness. If the target was Marked, additional affects are applied.
Spell: Active
Target: Single Unit
Damage: 75/150/225/300 Magic Damage
Cast Range: 700
Mana Cost: 100/115/130/150 mana
Cooldown: 20/18/16/14 seconds
Other Notes: If the target has the Marked effect (see ultimate), an extra effect is added.
I'm sure it's just a cough...
-------------------------------------------------------------
Ability 2 - Fighting Death
http://images4.wikia.nocookie.net/wowwiki/images/3/3f/Spell_shadow_ragingscream.png
The Gatekeeper will not be stopped in his mission. Applies a damage reduction that increases against Marked heroes.
Spell: Passive
Target: Self
Effect: Reduces damage by3/6/9/12%, additional reduced damage from Marked target (once again, see Ultimate)
Resistance is futile!
-------------------------------------------------------------
Ability 3 - Tomb Prison
http://images2.wikia.nocookie.net/wowwiki/images/2/22/Spell_nature_earthshock.png
Attempting to trap his target, the Gatekeeper rends the earth around him. If a Marked hero is hit, the area around the Gatekeeper is surrounded by rocks.
Spell: Active
Damage: 50/125/175/225 Magic Damage
AOE: 200/250/300/350
Duration: 3/4/6 seconds (depends on level of ultimate)
Mana Cost: 180 mana
Cooldown: 20 seconds
Other Notes: This is a combination of Pharaoh's mummies and Behemoth's Fissure. It is single click activated, and damages all targets around Gatekeeper in the given radius. If a hero with the Marked (you should really just read the Ultimate description already) effect is hit, a circular fissure effect is activated around the damage area. Heroes inside may not blink out. If they attempt to blink out of the area, they will be placed at the edge of the barrier.
For instance, the creeps in this picture would just take damage:
http://img62.imageshack.us/img62/8514/ability1.jpg
But in this picture, Chronos has the Marked effect (denoted by the purple dot), and a wall of rocks traps him with the Gatekeeper.
http://img62.imageshack.us/img62/7264/ability2.jpg
This might seem a little overpowered, but you also need to realize that there's also the potential for getting screwed pretty badly. Like in the next picture...
http://img62.imageshack.us/img62/9353/ability3.jpg
...where our hapless player has trapped himself with a Chronos, a Scout, and a Panda, and can expect little help from his team.
Also, unlike the mummies, the Gatekeeper and his allies cannot pass through the barrier.
You cannot run from death!
-------------------------------------------------------------
Ultimate - Mark of Doom
http://images3.wikia.nocookie.net/wowwiki/images/2/20/Ability_creature_cursed_01.png
The Gatekeeper marks an enemy hero for death. A Marked hero may find fighting the Gatekeeper much harder...
Spell: Active
Type: Superior Magic
Target: Enemy Hero
Cast Range: 900
Duration: 30/45/60 sec
Mana Cost: 150 mana
Cooldown: 80 seconds
Additional Notes: This effect cannot be purged.
Spell Effects:
Level 1:
Natural Causes silences target for 3 seconds.
Multiplies damage reduction from Fighting Death by 1.5 when damage is from a Marked hero.
Fissure effect from Tomb Prison lasts 3 seconds.
Level 2:
Natural Causes silences target for 4 seconds, and slows MS/AS by 30% for 4 seconds
Multiplies damage reduction from Fighting Death by 2 when damage is from a Marked hero.
Fissure effect from Tomb Prison lasts 4 seconds.
Level 3:
Natural Causes stuns for 2 seconds, afterwards silences for 4 seconds and slows MS/AS by 40%
Multiplies damage reduction from Fighting Death by 3 when damage is from a Marked hero.
Fissure effect from Tomb Prison lasts 6 seconds.
I have you now...
Notes on hero: I wanted to create a hard anti-carry, but I was also intrigued by the idea of an effect augmenting the abilities of a hero. So I came up with this hero. He has incredible effectiveness against a single hero, but much less effectiveness against everyone else. Such a hero would also need to be reliant on his team to bail him out/finish off a hero once he's engaged his target, so teamwork is important with this hero as well. And on his appearance, I imagined him being something like Death's bureaucrat; devoted to his job, a stickler for the rules, and a faultless professional. Demonic abomination on the side.
Item Synergies: Portal Key would be a must with his third ability. Otherwise, he has no method of reaching a Marked hero without getting wrecked. Restoration Stone could prove interesting, as Marking two heroes would be very powerful. Other than that, he would need the ability to take some hits, as he is supposed to be going after the carry, and a misplaced Tomb Prison can set him up for a lot of damage.
Hero Synergies: Those with silences like :defi::scou: would work well. Targets blinking away or stunning you back tends to prevent you from killing/seriously injuring them.
Strong AOE heroes like :engi::magm::behe::temp::plag::krak:, both in trapping enemies for their ults, and bunching heroes together to Tomb Prison.
Most ranged heroes and ranged casters as they can give you assistance while inside of Tomb Prison.
Bad Enemies: Most ranged heroes and ranged casters can hit you while inside of Tomb Prison.
Heroes with invis, like :nigh::scou: and people with shroud. If you're ganking them and know where they are, then they shouldn't be a problem. If you don't know they are there and you accidentally Tomb Prison them while ganking someone else, then your trap backfires horribly.
Other ideas I'm considering: Make Tomb Prison a "silenced zone". Meaning that heroes outside of the prison could not cast spells into the prison. This would help by increasing the penalty of poor positioning, and nerf his ability to initiate/disable.
Add scaling effects for Tomb Prison and Fighting Death: Currently, Natural Causes is the only ability that scales with level in Mark of Doom. Should the other two abilities do the same? Perhaps (working with the first idea) Tomb Prison would allow less intervention with higher levels of Mark.
Add Mana cost to Fighting Death: Some sort of constant mana cost per second was what I was thinking. I'm a little hesitant on this one. I think the ability is fine as is, but if it turns out it's too good, it could be a way to balance it.
And on a final note, this is the first hero idea I've ever done, so I have no idea if some of the more intricate stats I've picked are good, UP, or OP. Things like base stats, stat increases, CD, Manacost, and spell damage I could use a lot of help on.
Thanks for reading! I would greatly appreciate suggestions!
Ability icons are from WoW.