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The Subterenian
Pestilence's betrayal sparked revolution within the Bug Kingdom of Newerth, dividing the empire into half, one half supporting the Legion and the other Hellbourne. Among the creatures to join the Hellbourne were the mighty Subterenian race, massive creatures capable of tunneling through mountains. Entire armies have fallen to these creatures, being consumed by the earth as they shatter it underneath their enemies.
Stats
STR: 20 + 2
AGI: 17+ 1.5
INT: 16 + 1.2
Attack Range: 550
Move Speed 295
Base Damage: 60-68
Armor: 4.5
Magic Armor: 5.5
Wormetabolism
The Suberenians are special species,and their metabolism creates a gooey surface on carpace making them sticky and disgusting to hit.
(1)Adds 3% evasion and slow attacking heroes AS by 15%
(2)Adds 6% evasion and slow attacking heroes AS by 20%
(3)Adds 9% evasion and slow attacking heroes AS by 25%
(4)Adds 12% evasion and slow attacking heroes AS by 30%
Passive
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Tunnel
The Subterenian dives underground, making itself impervious to attacks and ravages any enemy he crosses. The stones he gobbles while tunneling, he uses as weapons upon his emergence.
(1) Applies "Tunneling" to Subterranean for 8 seconds, making him immune to physical damage and reducing magic damage and stun durations by 50%. Units the Subterranean touches take 60 Physical damage and are stunned for .5 seconds. Can effect targets only once every 2 seconds. Upon emerging, Subterranean gains buff "Iron Gut".
(2) Applies "Tunneling" to Subterranean for 10 seconds, making him immune to physical damage and reducing magic damage and stun durations by 50%. Units the Subterranean touches take 80 Physical damage and are stunned for .5 seconds. Can effect targets only once every 2 seconds. Upon emerging, Subterranean gains buff "Iron Gut".
(3) Applies "Tunneling" to Subterranean for 12 seconds, making him immune to physical damage and reducing magic damage and stun durations by 50%. Units the Subterranean touches take 100 Physical damage and are stunned for .5 seconds. Can effect targets only once every 2 seconds. Upon emerging, Subterranean gains buff "Iron Gut".
(4) Applies "Tunneling" to Subterranean for 14 seconds, making him immune to physical damage and reducing magic damage and stun durations by 50%. Units the Subterranean touches take 120 Physical damage and are stunned for .5 seconds. Can effect targets only once every 2 seconds. Upon emerging, Subterranean gains buff "Iron Gut".
Mana: 80/95/110/125
Cooldown: 16/18/20/22 seconds
Tunneling Effect: Gives physical immunity and reduces magic damage and stun durations by 50%. Movement speed is increased by 20/30/40/50%. Also becomes untargetable. Effect is broken after the duration ends, if Expand or Earthquake are used, or if you attack.
Iron Gut Effect: Subterranean gains the buff "Iron Gut" after leaving the "Tunneling" state for 4 seconds, allowing his attacks to fire 1/1/2/2 additional attacks each time.
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Expand
The Subterenian's mighty carapace can expand itself to reduce incoming damage and blasting nearby enemies behind Subterenian. The Subterenian can Expand while Tunneling to double the effect , but doing so resurfaces the Subterenian.
(1) Increases Subterenian's armor by 5 for 3 seconds and blasts nearby enemies behind Subterenian stunning them for 0.5 seconds and dealing 120 Physical Damage. Damage and stun is doubled if used while "Tunneling". Removes Tunneling on use.
(2) Increases Subterenian's armor by 10 for 3 seconds and blasts nearby enemies behind Subterenian stunning them for 0.7 seconds and dealing 140 Physical Damage. Damage and stun is doubled if used while "Tunneling". Removes Tunneling on use.
(3) Increases Subterenian's armor by 15 for 3 seconds and blasts nearby enemies behind Subterenian stunning them for 0.9 seconds and dealing 160 Physical Damage. Damage and stun is doubled if used while "Tunneling". Removes Tunneling on use.
(4) Increases Subterenian's armor by 20 for 3 seconds and blasts nearby enemies behind Subterenian stunning them for 1.1 seconds and dealing 180 Physical Damage. Damage and stun is doubled if used while "Tunneling". Removes Tunneling on use.
Mana: 100/110/120/130
Cooldown: 14
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Earthquake
The Subterenian applies all of his power to the ground underneath him slowly triggering an Earthquake that devastates the area near him. While Tunneling the Subterenian can trigger the Earthquake instantly.
(1) 1.2 Second channel time, instant while Tunneling. Lasts for 4 seconds and deals 150 Magic Damage and Mini-stuns for 0.3 seconds every 0.7 seconds in a 500 Radius. Enemies in the radius are slowed by 20%.
(2) 1.2 Second channel time, instant while Tunneling. Lasts for 5 seconds and deals 190 Magic Damage and Mini-stuns for 0.3 seconds every 0.7 seconds in a 500 Radius. Enemies in the radius are slowed by 20%.
(3) 1.2 Second channel time, instant while Tunneling. Lasts for 6 seconds and deals 240 Magic Damage and Mini-stuns for 0.3 seconds every 0.7 seconds in a 500 Radius. Enemies in the radius are slowed by 20%.
Mana: 250/325/400
Cooldown: 150/120/90
Last edited by Kserijaro; 04-28-2010 at 03:27 PM.
awesome, thanx! [how to you make them smaller]
As for the requirement... what if i take out requirement and give him a bit of prechanel when he cast it on surface[so it can be used as gank breaking skill] and if used underground he casts it instantly,but without triggering the "Expand" and allowing player to time it right beneath an enemy player,clearing away the forced synergy?[even tho skills work nicely all together]
Last edited by Kserijaro; 04-25-2010 at 10:27 AM.
I was bored so I reformatted you hero suggestion. I changed the story and the skills a bit to make more sense grammatically and mechanically.
The Subterenian
Pestilence's betrayal sparked revolution within the Bug Kingdom of Newerth, dividing the empire into half, one half supporting the Legion and the other Hellbourne. Among the creatures to join the Hellbourne were the mighty Subterenian race, massive creatures capable of tunneling through mountains. Entire armies have fallen to these creatures, being consumed by the earth as they shatter it underneath their enemies.
Stats
STR: 20 + 2
AGI: 17+ 1.5
INT: 16 + 1.2
Attack Range: 550
Move Speed 295
Base Damage: 60-68
Armor: 4.5
Magic Armor: 5.5
Enhanced Digestion
The Suberenian produces his ammo from sand and dirt gobbled during his tunneling, forcing his stomach to be battle ready, and producing more stone shards from time to time.
(1) Grants 1 additional attack every 6 seconds.
(2) Grants 2 additional attacks every 5 seconds.
(3) Grants 2 additional attacks every 4 seconds.
(4) Grants 3 additional attacks every 3 seconds.
Passive
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Tunnel
The Subterenian launches himself underground, making itself impervious to attacks and ravages any enemy he crosses.
(1) Applies "Tunneling" to Subterenian for 20 seconds, making him immune to physical damage and stuns and reducing magic damage by 50%. Units the Subterenian touches take 40 Physical damage and are stunned for .5 seconds. Adds 20% additional attack damage after "Tunneling" for 1 attack.
(2) Applies "Tunneling" to Subterenian for 20 seconds, making him immune to physical damage and stuns and reducing magic damage by 50%. Units the Subterenian touches take 50 Physical damage and are stunned for .5 seconds. Adds 20% additional attack damage after "Tunneling" for 2 attacks.
(3) Applies "Tunneling" to Subterenian for 20 seconds, making him immune to physical damage and stuns and reducing magic damage by 50%. Units the Subterenian touches take 60 Physical damage and are stunned for .5 seconds. Adds 20% additional attack damage after "Tunneling" for 3 attacks.
(4) Applies "Tunneling" to Subterenian for 20 seconds, making him immune to physical damage and stuns and reducing magic damage by 50%. Units the Subterenian touches take 70 Physical damage and are stunned for .5 seconds. Adds 20% additional attack damage after "Tunneling" for 4 attacks.
Mana: 80/95/110/125
Cooldown: 45/40/35/30
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Expand
The Subterenian's mighty carapace can expand itself to reduce incoming damage and blasting nearby enemies behind Subterenian. The Subterenian can Expand while Tunneling to double the effect , but doing so resurfaces the Subterenian.
(1) Increases Subterenian's armor by 5 for 3 seconds and blasts nearby enemies behind Subterenian stunning them for 0.5 seconds and dealing 120 Physical Damage. Damage and stun is doubled if used while "Tunneling". Removes Tunneling on use.
(2) Increases Subterenian's armor by 10 for 3 seconds and blasts nearby enemies behind Subterenian stunning them for 0.7 seconds and dealing 140 Physical Damage. Damage and stun is doubled if used while "Tunneling". Removes Tunneling on use.
(3) Increases Subterenian's armor by 15 for 3 seconds and blasts nearby enemies behind Subterenian stunning them for 0.9 seconds and dealing 160 Physical Damage. Damage and stun is doubled if used while "Tunneling". Removes Tunneling on use.
(4) Increases Subterenian's armor by 20 for 3 seconds and blasts nearby enemies behind Subterenian stunning them for 1.1 seconds and dealing 180 Physical Damage. Damage and stun is doubled if used while "Tunneling". Removes Tunneling on use.
Mana: 100/110/120/130
Cooldown: 14
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Earthquake
The Subterenian applies all of his power to the ground underneath him slowly triggering an Earthquake that devastates the area near him. While Tunneling the Subterenian can trigger the Earthquake instantly.
(1) 1.2 Second channel time, instant while Tunneling. Lasts for 4 seconds and deals 150 Magic Damage and Mini-stuns for 0.3 seconds every 0.7 seconds in a 500 Radius. Enemies in the radius are slowed by 20%.
(2) 1.2 Second channel time, instant while Tunneling. Lasts for 5 seconds and deals 190 Magic Damage and Mini-stuns for 0.3 seconds every 0.7 seconds in a 500 Radius. Enemies in the radius are slowed by 20%.
(3) 1.2 Second channel time, instant while Tunneling. Lasts for 6 seconds and deals 240 Magic Damage and Mini-stuns for 0.3 seconds every 0.7 seconds in a 500 Radius. Enemies in the radius are slowed by 20%.
Mana: 250/325/400
Cooldown: 150/120/90
Awesome...not only that you have provided best support for me, with feedbacks beyond imaginations, but you edited and reworked a hero while maintaining its core disruptor part in the game. There is no possible way of saying thank you. If at one point in the future this hero somehow gets ported,it will be placed under both yours and mine name as a colab hero! Thanks a lot man. I literary cried from happiness![]()
Because Passthechips went to all the effort to make your post actually legible, I'll actually to go the effort to give you some constructive feedback.
Skill 1: Modified numbers on Nerubian Weaver's Geminate Attack. I think it works here, but the forced synergy with tunneling is a bit unnecessary I think.
Skill 2: Seems mighty overpowered with potential 66%+ uptime on physical damage (not to mention partial stun) immunity. It's like shukuchi without the invis (trail of rubble gives you away at least), on steroids. Damage, ministuns, and a hefty dose of damage immunity. A bit too much honestly.
Skill 3: Works well with dive (tunnel). I don't really have any complaints with this besides the fact that your original post is really confusing.
Ultimate: Feels a lot like Magmus' ultimate, but with ministuns, more damage, and a lower channel time, at the cost of health instead of mana. Probably a bit strong as you have it there.
As far as the overall hero, the second, third, and ultimate abilities work well together. The first skill feels a bit tacked on. I'm not a fan of the forced synergy, it generally means that the abilities should have just been stronger from the get go. In your case, I think they could just be removed altogether, as the skills are already strong on their own.
I think the second skill, as far as survivability goes, needs some nerfing. Besides, nobody likes 43 second cooldowns on non-ultimate skills.
With a little refinement, this could actually be a pretty solid hero. I don't have any suggestions right now but if I think of some, I'll post them. Not voting for the time being.
HONOR- If you need it defined, you don't have it.
hmm...I can do that.
And I still can't believe dandylion said something good about my hero,with Passthechips great support.Ok...its time for me to prove that I can be reasoned with.
I raised "Tunnel" cooldown duration to 43 cus it lasted longer in the first version.even though we can't see the former numbers but the duration for "Tunnel" was 30 at the last level,with cooldown being 43 real cooldown would be 43-30=13.This was only made so people would consider when to trigger tunnel,forcing them to use full duration for less cooldown. But, Passthechips gave a solind idea of its duration and I think it works well. Now, as for the skill being overpowered,consider that the hero can't autoattack. I am now thinking about lowering his Move Speed while tunneling to balance out the physical immunity.
As for the 1st skill, I didn't intendet to force synergy, I just wanted to make a skill benefit from a main skill of a hero(tunneling being the core of the gameplay) and to diferentiate him from weaver by a small percent. Damage gain applies as soon as you start tunneling,and doesn't stack. Basically a scare tactic when attacking a weaker hero. Even tho the hero might look as the magmus on the first glance,I inverted magmuses skills,and made a viable tank hero. Magmus ulti follows him with as the center, ST makes an epicenter on location of channel. Magmus goes invisible and deals (good magic) damage but he is made vulnerable to aoe stunners.ST travels around,disrupting their casts,while avoiding physical damage. what I based my hero upon, is a theme that alows the use of another plane usage in game,and that is underground.Imagine St being ganked by glacious and engineer.Glaci freezes him,and activates ulti engineer activates ulti, ST enters "tunnel" mode and leaves unharmed.Passing beneath Engineers electric fence won't trigger silence,and Glacious ulti shards cant hit him. I allways call out for the king of Unbalance -Swift blade- as the only hero that can evade all three forms of damage with only 2 spells. His ulti as the same as if you randomly gave 150-250 damage to unis near the target selected and swiftblade gets excluded from the game in that duration. Excluded unit is invisible without any item to reveal him, and cant be hurt by any form of attack. So as for "tunneling" its a bit of gamble move late game, and more usefull early game. Its duration forces you to activate 3 skill upon ending of tunneling.Late game autoattack damage damage will be greater then tunneling damage.Also, the reason I gave it "pshysical" is to make it less powerful,as heroes get armor items late game,as well as armor bonus with lvl ups.On the other hand, it open up another segment of -armor debuff staking team like Pestilence (not only does the theme fit Pesti lore,they work perfect as a team) Demented shaman,Armadon and items Like shield breaker and assault curiass. But i will consider about the 1st skill. If any of you think you have a better skill to fit the role and the theme-please post it
Last edited by Kserijaro; 04-27-2010 at 07:23 AM.
Just because it's kind of bothered me, the word is actually spelled "subterranean" =P
Here's how I would rework some of this stuff:
Add the first ability into the second ability like such.
Tunnel
The Subterranean launches himself underground, making itself impervious to attacks and ravages any enemy he crosses. The stones he gobbles while tunneling, he uses as weapons upon his emergence.
(1) Applies "Tunneling" to Subterranean for 8 seconds, making him immune to physical damage and reducing magic damage and stun durations by 50%. Units the Subterranean touches take 60 Physical damage and are stunned for .5 seconds. Can effect targets only once every 2 seconds. Upon emerging, Subterranean gains buff "Iron Gut".
(2) Applies "Tunneling" to Subterranean for 10 seconds, making him immune to physical damage and reducing magic damage and stun durations by 50%. Units the Subterranean touches take 80 Physical damage and are stunned for .5 seconds. Can effect targets only once every 2 seconds. Upon emerging, Subterranean gains buff "Iron Gut".
(3) Applies "Tunneling" to Subterranean for 12 seconds, making him immune to physical damage and reducing magic damage and stun durations by 50%. Units the Subterranean touches take 100 Physical damage and are stunned for .5 seconds. Can effect targets only once every 2 seconds. Upon emerging, Subterranean gains buff "Iron Gut".
(4) Applies "Tunneling" to Subterranean for 14 seconds, making him immune to physical damage and reducing magic damage and stun durations by 50%. Units the Subterranean touches take 120 Physical damage and are stunned for .5 seconds. Can effect targets only once every 2 seconds. Upon emerging, Subterranean gains buff "Iron Gut".
Mana: 80/95/110/125
Cooldown: 16/18/20/22 seconds
Tunneling Effect: Gives physical immunity and reduces magic damage and stun durations by 50%. Movement speed is increased by 20/30/40/50%. Also becomes untargetable. Effect is broken after the duration ends, if Expand or Earthquake are used, or if you attack.
Iron Gut Effect: Subterranean gains the buff "Iron Gut" after leaving the "Tunneling" state for 4 seconds, allowing his attacks to fire 1/1/2/2 additional attacks each time.
So what this does, is removes your first skill entirely, and incorporates it into the tunneling skill. I changed the numbers a bit to make your ability more spammable, but last shorter. I also put a cap on the frequency of hitting players. As you know madman and nerubian weaver can both only hit the target once per time they go invis. I think that's a bit more of a balanced mind frame on it. The added attacks at the end compensate for the time you more or less could have been attacking while you were tunneling. The additional attacks last the entire four seconds after you emerge, making it possible to stack up all your auto attack damage between cooldowns. The idea is that you tunnel around and deal damage, and then when that ends, pop out and nuke nuke nuke with your auto attacks, and then dive back down and repeat.
Feel free to use it if you like it, it's merely a suggestion. As far as modifying the first skill to be something else, I'm not sure at the moment. Possibly a "when attacked" passive effect that slows attackers and/or their attack speed. He's a gooey kind of tunneling worm from the picture anyways, so that would fit the theme plenty well!
HONOR- If you need it defined, you don't have it.
I know about the name. I misspelled it so it will sound as the class and type of a bug. This way it sounds like a specie and not a titleI like your idea on lowering the duration. But I would lower the time it can affect the enemy to 1.5 second,just to make it a bit more useful cus of miniscule physical damage. Id keep the move speed gain to 20% max at all levels to make it a bit balanced. 50% for tank is a bit much(he could juke ulties and disrupt a whole team with no skill at all)
As for the 1st skill a passive that gives -attack speed to attackers and gives small chance for them to miss(like 3/6/9/12%), and adds 1/1/2/2 additional attacks to Iron Gut buff
Skill name would be something like "Wormetabolism" With flavor like "Gooey exterior makes him a hard target slowing enemy attacks and provide better digestion"
What do you think.
Well...I must admit I acted like a retard...and now i feel rather bad for it. Passthechips and Dandylion offered help I nevered imagined.And i can't express my thanks.With their help i got near something that looks like a balanced usable hero.And I thin kthe only fair this is that the hero goes as a collaboration hero suggestion.
My only concern is when you start adding a lot of additional attacks (3/4), a hero with mediocre damage starts hitting really hard. You give the hero a riftshards, and if only 1 of those 4 attacks crits, you're still dealing probably 150+150+300+150 damage (just an example) in a single attack. That's crazy strong. You amplify the effects of any damage increasing item nearly 400%. That's why Geminate Attack was both an orb effect, and only 1 additional attack every 2.5 seconds. If it was anything more than that, it would get to strong, so the balancing of that particular mechanic is a bit touchy.
HONOR- If you need it defined, you don't have it.