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Thread: Hero: Kurlarak, Rallycaller

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  1. #1
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    Hero: Kurlarak, Flagwielder

    Kularak Lunker
    Class: Flagwielder
    Race: Human
    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

    Belongs to: Neutral


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

    Born under the star sign of Fate, Kularak was seen as an inspiration among his fellow men. He was deemed to be destined for greatness by the village elders, and as he grew older his body grew much taller and stronger than that of his fellow man. He was brought into training as a child to be a herald bearer, but quickly ascended through the ranks after crushing many a skull with the herald itself. Eventually after much yelling and shouting he found that he had quite a knack for leading a warband into battle, and so he started not only leading the charges, but planning them as well. Eventually he felt like he needed something 'more' for his services, possibly a monetary reward of sorts and started to sell his leadership to the highest bidder. He was quickly kicked out of his village for his greed, but he soon found a new job...

    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.

    Skills

    ----------

    Raise your arms, men!

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


    When things seem grim, and the foe is surrounding you, claws itching to rip you from shred to shred, their eyes crazed and burning with delight, you must fight back! Never give up, and you shall win!

    When cast, this spell creates a small DPS increase in a 500 radius around the hero for 20 seconds, and any character below 50% of their life is slightly healed..

    Level1: +5 DPS, restores 1% of their maximum HP

    Level 2: +10DPS, restores 2.5%

    Level 3: +15 DPS, restores 4%

    Level 4: +20 DPS, restores 6%

    With ultimate:
    For each morale charge used, add in another 1.25% HP and +4 DPS.


    ----------

    Flagslam

    Cooldown: 20 seconds
    Manacost: 100/115/130/145
    Radius: 300 (hits in a 180 degree arc directly in front of the hero, from the left side)
    Ability type: Targetted Attack


    I don't need any real weapons to take you down! My flag is enough to destroy my enemies!

    When used, the Flagwielder will swing out his flag in an arc in front of him, dealing the most damage to the first foe it hits and progressively less as the swing continues.

    Level 1: Deals 100 damage. Causes 120% damage to the first target it hits, then 100%, then 80%, etc

    Level 2: Deals 150 damage

    Level 3: Deals 200 damage

    Level 4: Deals 250 damage

    With ultimate:
    Each charge used increases the initial amount of damage that this attack does by 15% and knocks each target back by 20/40/60/80 distance per charge.


    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 Kurlarak. 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.


    ---------

    Throw Standard

    Cooldown: 20 seconds
    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


    Ha! You think you can run away from me? I have the strength of five men, and with this one throw I can end your life!

    The Flagwielder 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 Kurlarak's back, 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 still is in effect. Time taken for Standard to be dragged back depends on range.

    (NOTE: While using this ability he is unable to use his Flagslam ability. He can run and pick up his standard to be able to use it again, or he can wait for the duration to end, where it will then automatically appear on his back once more.)

    Level 1: Deals 40 damage to foes in a 300 radius, gives +2 armor and +20 movespeed. Aura has a 600 radius base.

    Level 2: Deals 80 damage, 325 radius, +4 armor and +30 movespeed

    Level 3: 120 damage, 350 radius, +6 armor, +40 movespeed

    Level 4: 160 damage, 400radius, +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 1.5 second stun.


    ----------

    Ultimate: Tides of Battle (Passive)
    Ability type: Passive charge

    Even in the darkest of hours or brightest of days, Kularak can stand stalwart! As long as Kularak 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. Charges will also go up faster if he is around allied heroes.

    While alone, he will generate 1 charge every fifteen 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.

    The first allied hero reduces that interval to 3 seconds, the second to 2, the third to 1.75 and the forth to 1.5.

    Level 1: Can hold a maximum of four charges, radius for charges to accumulate is 300. 5% chance on attack for a charge.

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

    Level 3: Can hold a maximum of six 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

    Flagslam and Throw Standard would be used as a way to curb runners. While you can't use Flagslam while in the middle of Throw Standard, if timed right you could drag the standard along with you at the end of the cooldown as you chase a foe and then Flagslam him or her to the side. Or if you already have a stun on them, you could run behind them and Flagslam them, and then throw the standard for the stun and aura, allowing for a group to gank said person.

    Throw Standard 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
    ----------

    Frostfield Plate: Allows that much needed slow that would send a chill through the spine of your foes that try to escape from Throw Standard.

    Hack (and Slash): Additional movespeed and a slow to boot? Combine with Frostfield and you got yourself a hell of a guy to escape from.

    Vladimirs: Naturally as a support hero, pretty much any and all auras are welcome. Boost not only your own power, but the power of your allies as well to a fairly strong level.

    Phase Boots: Even though the +10 to stat on Steamboots might seem more appealing, the ability to run through creeps could be a life saver if you want to try and catch up to a running foe.

    (Apologizes to any names I missed. I don't have all of the new item names memorized, and so I will refer to them using the DoTA terms.

    Extra skills
    ----------

    Promote
    Cooldown: 30 seconds
    Duration: Permanent (on creeps) 20 seconds (on hero)
    Mana Cost: 130/120/110/100
    Range: 500
    Ability type: Targetted unit buff/control


    Son, you have done well on the field of battle! For this, I award you a promotion!

    Kurlarak, being a captain of war, has the ability to promote units, granting them certain buffs and, if a creep, will cause them to come under his control. He can have a maximum of one promoted unit under his control at any time, and the death of that unit will cause Kularak to be silenced for 15 seconds. He can also cast promote on his controlled unit again to bring it up to the highest rank of the spell. If at the highest rank, he'll be treated as a hero and be granted the hero buffs.

    Level 1: Promotes a unit to a Lieutenant, grants +10 damage, +2 armor and +1 hp/s to heroes

    Level 2: Promote a unit to Major, grants +20 damage, +4 armor and +2.5 hp/s

    Level 3: Promote a unit to Colonel, grants +30 damage, +6 armor, +4 hp/s

    Level 4. Promote a unit to General, grant +40 damage, +8 armor, +6 hp/s

    You can promote either a melee creep or a ranged creep, and you will get a different result. Melee creeps will gain more health and armor with some slight damage increases. At level 3 melee creeps gain the ability to Defend, which diverts 25% of all damage from target unit to him, and at level 4 they gain Smash, which stuns a unit in melee range for 1 second.

    Ranged units will gain more health and damage, with slight armor increases. They also gain more movespeed than their melee counterpart. At level 3 they gain the ability to stealth, dealing 200 damage on the first attack they make on a long cooldown. At level 4 they can cast Called Shot, which deals damage equal to the target's movespeed/2 and slows by 20%.

    ----------

    Design Plan
    Ideally, I want this hero to be a major supporter early on, but be able to hold his own later on once he becomes able to use his charges. His abilities may seem strong at first, but you have to realize that the charges need time to build up, and that they fully drain whenever he uses one of his abilities. This forces him to decide when is the best time to use his abilities or not, and what he should do. If played well, Rallycaller could be used to completely stop enemy heroes from escaping (using Throw Standard to stun and increase movespeed) and help his allies escape (utilizing the heal and the standard to increase their speed.)



    Kularak 1.1: Added manacosts, range for Standard, changed ultimate to be more focused on attacks triggering morale charges, but it still goes up slowly around units.
    Kularak 1.2: Formatting changes, various smaller changes to abilities (see lower posts)
    Last edited by FZeroRacer; 07-09-2009 at 07:56 PM.

  2. #2
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    Well designed and thought out. I'd suggest that he has a chain added to his flag. When he uses battle standard and throws the flag out, he can cast the ability again to reel it in allowing him to use the flag swipe.

    For his ultimate, he should also get charges when he attacks, or have a chance on attack to generate a charge. 30/45/60 perhaps. I don't see a very big improvement in his ultimate as far as leveling it goes unless the charges get generated significantly faster.

    Ideally, I want this hero to be a major supporter early on
    This hero can only support in the middle game and on. Most of his skills seem rather gimp without his ultimate.
    Last edited by Frozenhelfir; 06-29-2009 at 02:03 AM.

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    Quote Originally Posted by Frozenhelfir View Post
    Well designed and thought out. I'd suggest that he has a chain added to his flag. When he uses battle standard and throws the flag out, he can cast the ability again to reel it in allowing him to use the flag swipe.

    For his ultimate, he should also get charges when he attacks, or have a chance on attack to generate a charge. 30/45/60 perhaps. I don't see a very big improvement in his ultimate as far as leveling it goes unless the charges get generated significantly faster.



    This hero can only support in the middle game and on. Most of his skills seem rather gimp without his ultimate.
    Fair enough. A chain seems like a great idea, and I think a chance to get charges on attack seems like a good idea as well.

    As far as middle game support, I see what you're saying. He'll still be able to provide some early game support (in the form of flagthrow or raise your arms), but he'll be a bit stronger once he gets his ultimate out.

  4. #4
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    I really like the idea of this hero a passive pressure increase and active release system for the charges is a nice touch. I can think of a few nasty combo's item wise already

    My only gripe is with your use of numbers for Flagslam; why say 100dmg * 1.2 to first target and not just 120 dmg? just seems a bit silly

    Overall definitately a thumbs up!

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    Quote Originally Posted by Rippsy View Post
    I really like the idea of this hero a passive pressure increase and active release system for the charges is a nice touch. I can think of a few nasty combo's item wise already

    My only gripe is with your use of numbers for Flagslam; why say 100dmg * 1.2 to first target and not just 120 dmg? just seems a bit silly

    Overall definitately a thumbs up!
    Because the idea of the ultimate is that it adds +15% damage, but each strike degrades by 20%. So it does 200% damage at max charge (500 damage), then 180%, then 160%, etc.

  6. #6
    I really like this idea. HoN needs some more heroes that are different, but aren't too complex in nature. No complaints, and I'd like to see it implemented. : )

  7. #7
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    There are no Orcs in Newerth.

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    Quote Originally Posted by Donut View Post
    There are no Orcs in Newerth.
    'Fraid I don't know much about the Newerth lore, so eh. Any clue as to what race he might fit under instead of half-orc?

    Maybe just a fullblooded human.

  9. #9
    Half man half chiprel...

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    I'll just go with full human instead.

  11. #11
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    i would suggest something mutant but NO ORKS AND NO ELVES IN NEWERTH!!! NEVER!!!

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    Half Maliken half Chiprel imo.

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    Thumbs up

    I think it's a cool idea with a few proposed changes:

    1. Raise your Arms should probably give less bonus % to health with his ulti (1% instead of 2%) and instead of adding DPS just add plain damage.

    2. I don't think that reeling the flag back in should reduce cooldown. 10 seconds is far too short of a cooldown for what seems to be his key skill. I also think that instead of a stun it should be a slow for balance purposes.

    3. I think the inspired strike should be removed, and just let the charges slowly accumulate based on how many heroes are around him. The higher the level of ult, the faster the rate. He's meant to be a primarily support hero, not a combatant.

    4. I think some of the numbers need to be toned down to avoid him being overpowered (e.g. %s and dmg amounts), but that's the easiest thing to fix. The ideas are the hardest part!

    Nice idea. I'd put this hero on my team.

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    Quote Originally Posted by Polaris View Post
    I think it's a cool idea with a few proposed changes:

    1. Raise your Arms should probably give less bonus % to health with his ulti (1% instead of 2%) and instead of adding DPS just add plain damage.

    2. I don't think that reeling the flag back in should reduce cooldown. 10 seconds is far too short of a cooldown for what seems to be his key skill. I also think that instead of a stun it should be a slow for balance purposes.

    3. I think the inspired strike should be removed, and just let the charges slowly accumulate based on how many heroes are around him. The higher the level of ult, the faster the rate. He's meant to be a primarily support hero, not a combatant.

    4. I think some of the numbers need to be toned down to avoid him being overpowered (e.g. %s and dmg amounts), but that's the easiest thing to fix. The ideas are the hardest part!

    Nice idea. I'd put this hero on my team.
    Regardling your changes:

    1. Yeah, this seems good. I had originally thought of doing that, but also thought that it might be a bit weak just adding additional DPS. I think tweaking the healing done and changing damage to DPS will give him more of a support role though. Good idea.

    2. Ideally, it would take 2-3 seconds to reel in the flag, depending on distance. If you were at max range for example, it would probably take about five seconds for the flag to reach you. As far as removing the cooldown cutter, looking back on it I really don't see much of a need for it now. So i'll definitely go back and get rid of that. I think that a small stun is needed for this ability too,that way he can throw it and catch up to a group of enemies quickly. Plus it gives him a spell interrupt, which is something he'll need going against spellcasters.

    3. True, but this is also tricky to balance. He'd be very weak without any other heroes around him considering how much his skills rely on his ultimate, and the faster heroes could leave him in the dust and ruin his aquisition rate. It's also tricky to find the right balance between number of heroes and charge rate. If I make it too slow with just one hero he's still ultimately weak, but if I make it too fast then he becomes incredibly strong because he'll be at full charge all the time.

    I really want the player to use his charges sparingly and decide when is the best time to use X ability and if he should save for full charges or use them now.

    I think that lowering the inspired strikes to (5/10/15% chance) and adding a diminishing effect to the ultimate might work out well. When alone in combat (against enemy units or heroes) he'll gain about 1 charge every 5 seconds, the first hero reduces it to 3 seconds, second to 2, third to 1.75, fourth to 1.5 etc.

    4. Yeah, balancing is certainly the hardest part. With each piece of feedback I think I am getting closer to a balanced hero though, and I appreciate everyone responding here.
    Last edited by FZeroRacer; 06-30-2009 at 03:29 PM.

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    Added some more to the OP including potential synergies and better formatting. So far what do you think of the abilities? Should I remove any, tone any down or up etc?

    I'd love more feedback here.

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    I really like this idea. He sounds like tons of fun.

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    I'd love some more indepth feedback regarding my skill ideas.

  18. #18
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    i have to read through it again but the concept looks nice, since its not a halfork anymore (he was right? ) sorry i didnt read him when you first postet him i realy like the Idea of it. I dont like generic Characters, and yours isnt. The skills look fun especialy in team battles.

  19. #19
    Lovely hero. I hope he makes it in the game.

    But one change is required... Rallycaller sounds stupid. Rename him to Iconbearer.
    Quote Originally Posted by laserblade
    White name. Therefore, argument is invalid. Get back in the cotton field.

  20. #20
    Quote Originally Posted by Inconmon View Post
    Rename him to Iconbearer.
    Flagbearer*

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