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Yes - Feel free to comment.
No - Please explain why, to improve the hero.
Squall
Author's Blurb: Thanks for taking a moment out to take a look at this hero.
I do not believe in the "numbers" factor of designing the actual hero stats, but will still provide the skeleton. If anyone has any good model ideas, they are welcome to present them.
Primary Attribute: Strength
Range: Melee (400 with skill)
Skill 1 - Hurricane (Q)
Skill Mechanics: Creates a storm system that deals physical damage to enemy units, heroes and structures with a defined outer and inner radius around Squall.Skill 2 - Gust/Thundering Fist (W/E)(1) Deals 10 damage per second.
(2) Deals 20 damage per second.
(3) Deals 30 damage per second.
(4) Deals 40 damage per second.
Skill Type: Toggle
Damage: Physical
Targets Allowed: Heroes, Units, Buildings
Range: 300-400/275-425/250-450/225-475
Cast Time: 0
Activation Mana: 20/30/40/50
Upkeep Mana per second: 10/15/20/25
Cooldown when deactivated: 6 seconds
Synergy: Use of Thundering Fist can knock units back into the Hurricane; can be used in cohesion with base ranged attacks to destroy towers.
Balance: The mana cost will force Squall to only keep it on temporarily; gives Squall a great way to chase and not BE chased.
Skill Mechanics: When "W" is activated, Squall attacks with 400 range and a chance to slow the enemy temporarily; if the unit being attacked is in Hurricane. When E is activated, Squall's attack becomes melee with a 17% chance to deal additional damage, push the enemy back and halve the target's physical armor to the next source of physical damage.Skill 3 - The Gathering Storm(1) Gust has a 10% chance to slow the enemy by 20% for 0.5 seconds.
Thundering fist deals 25 extra damage and pushes the target back 100 units over 0.55 seconds.
(2) Gust has a 15% chance to slow the enemy by 20% for 0.5 seconds.
Thundering fist deals 35 extra damage and pushes the target back 150 units over 0.7 seconds.
(3) Gust has a 20% chance to slow the enemy by 40% for 0.6 seconds.
Thundering fist deals 45 extra damage and pushes the target back 200 units over .85 seconds.
(4) Gust has a 25% chance to slow the enemy by 40% for 0.7 seconds.
Thundering fist deals 55 extra damage and pushes the target back 250 units over 1 second.
Refer to the hypen-backslash-hyphen as Gust-/-Thundering Fist for this section
Skill Type: Toggle-/-Toggle
Damage: Physical-/-Physical
Targets Allowed: Heroes, Units-/-Heroes, Units
Range: 400-/-Melee
Mana Cost: 0-/-0
Cooldown Between Modes: 2 seconds
Synergy: Again, use of Thundering Fist can knock units back into the Hurricane for additional damage, due to the physical damage from Hurricane not being a true source; Gust has a chance to keep units in the damage, and offers Squall a small amount of crowd control.
Balance: Squall is awarded no additional damage in switching modes, and the chance to deal additional damage only occurs when he is striking in melee.
Skill Mechanics: Non-DoT sources of damage fuel Squall's rage, granting him stacked movement speed, damage and damage reduction. Each charge applies 1% additional movement speed, and reduces incoming damage by 1%.Skill 4 - Eye of the Storm (R)Notes: Once the duration has been reached, all charges are removed from Squall.
(1) Maximum 5 charges.
(2) Maximum 10 charges, +1 damage per charge.
(3) Maximum 15 charges, +2 damage per charge.
(4) Maximum 20 charges, +3 damage per charge.
Skill Type: Passive
Duration: 5 seconds
Mana Cost: 0
Synergy: Can be used to position the enemy in either Hurricane or Eye of the Storm by utilizing the enhanced move speed, while the reduced damage keeps him in combat longer.
Balance: Buff only lasts 5 seconds, has a big climb to its maximum potential, creating a gear dependency.
Skill Mechanics: Squall intensifies the winds around him; all enemies in the "Eye" of the Hurricane become trapped; all units that are in the Hurricane when this is activated are pushed out in their respective directions, with enemy units taking heavy damage. Caught opponents are disarmed, snared and silenced for the duration, and will be braced against the edge of Hurricane should Squall move away. Automatically activates Level 4 Hurricane for no mana if it's not already activated; Hurricane then costs no mana for the duration. Units tossed from the Hurricane choosing to reenter, or units that enter Hurricane's radius courtesy of Squall's movement, are affected only by Hurricane's base effect, and not by Eye of the Storm.(1) Enemies in the Hurricane take 200 True damage and are pushed 100 units out. Lasts 3 seconds.
(2) Enemies in the Hurricane take 300 True damage and are pushed 150 units out. Lasts 3.5 seconds.
(2) Enemies in the Hurricane take 400 True damage and are pushed 200 units out. Lasts 4 seconds.
Skill Type: Active, Self
Damage: True
Targets Allowed: Heroes, Units
Range: 0
Mana Cost: 250/300/350
Cooldown: 120 seconds
Synergy: The entrapment is a prime hero isolator which allows procs of Thundering Fist to keep from pushing enemies away.
Balance: Very small radius will make for very few enemy heroes actually caught within; allies being pushed out as well forces tremendous coordination.
Last edited by Kevin; 02-14-2011 at 02:03 PM.
The Powerful Lane-Pushing Tank, Squall
Bro, I got a few ideas for my next Heroes,... May you do yor me a draw of some kind of ancient Magician? I want him to look young age, but at the same time really ancient (like the cloth and stuffs)
He must have a wood staff (irregular and probably brown) a white cap (like the super heroes caps) a blue shield and a red sun like necklace, other than that, anything you want.
I'm sorry, what, Frago? lol. I'm not an artist.
The Powerful Lane-Pushing Tank, Squall
Thanks for the positivity, lads!
The Powerful Lane-Pushing Tank, Squall
Mmmmbump!
The Powerful Lane-Pushing Tank, Squall
great hero disign, but he sounds just like zeph in many senses
Why do you give all new heroes tempest ult ??? Seiously oO, it's like a mix of zeph and temp.
I think you should make a different ultimate. Sucking them in and dealing DPS with some disable is basically Tempest's ult, isn't it? Maybe I'm misinterpretting...
Check out my hero in my sig if you can![]()
Hey guys, thanks a lot for taking a look at my hero, I really appreciate the input!
Taking it from the top of the new comments, I can see where you're coming from Reddy, because, like Zeph, Squall requires enemies in proximity, and, like Zeph, his speed can be boosted in combat with damage reduction. However,
Haha, thank you, Danda
I agree with you, SEV, and thus, have made some changes. It's now activated and has its push effect over 0.5 seconds. No more channeling!
Ninjarr, I suppose my note to SEV complements your query as well.
Thanks for the support guys, keep it coming in!![]()
The Powerful Lane-Pushing Tank, Squall
So then its more like an ultimate version of Dark Seer's vacuum?
Without a targeting vector, yes, Ninjarr.
The Powerful Lane-Pushing Tank, Squall
Not a huge fan of your passive, but I like everything else. Actually passive ain't that bad either.
1.The mine-Does 300/400/500/600 magic dmg to that who steped into its radius
2.Bear trap-Stuns for 3/4/5/6 sec to that/those who stepped inside radis and made attack
3.Kamikaze-Does 650/800/950/1200 magic dmg who gets cought in radius of kamikazi xplosion.
4.Switching bomb doe 300/450/600/750(staff) magic dmg to that who steped into its radius.This mine wonk trigger by itself it need 2 be triggered by user.
PLZ BRING ME TECH TO HON!!!![]()
Input: maybe Hurricane should have a non-scaling mana cost instead, albeit a rather high one, to make it more useful lategame.
Maybe the gathering storm could give som offensive advantage aswell, but i just want that because the name sounds cool^^.
Noted. I like where you're head's at, Aweq.![]()
The Powerful Lane-Pushing Tank, Squall
I like this hero a good amount, he seems like a very supportive strength hero with good pushing capability. A very strong combo with tempest, kraken, slither, and hopefully balphagore too.
okay, i really do not like the 2 skill gust/thunderfist, if he is surposted to be a tank, the gust would might work in a gank if you are lucky ofcourse, but when you are going melee the thunderfist will just be a pain in the ass for you and your teammates, as a tank you don't want to push the enemy back, you want to stand and take a beating while your teammates nuke the enemies, as a ranged carry pehabs you would be standing and shooting behind squall, then squalls thunderfist pops and pushes the enemy, then you have to run as the ranged carry to get up and attack again, and because it dosn't stun it would also be kinda easy for the enemy to just run. and also a little question, the ult, if you don't have hurricane active, does it cost mana when it automatecally turns it on? and if it does, what would then happen if you have enough mana for ult, but when you used (for example) the 300 mana on ult, and you then don't have 25 mana for hurricane??
just a little of my thought around the hero, hope you can use it ^^ and otherwise i like the hero alot, and i think it reminds me more of armadon than zeph or temp, because the ult is the only really thing to have any conections with those. ^^