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Thread: Utility Archer (Hero Suggestion)

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  1. #1
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    Utility Archer (Hero Suggestion)

    This is more of a skill suggestion set, than a complete hero design with art work and predetermined stats.
    Attack: Ranged (600)
    Primary Tribute: Agility

    Skill 1: Flare
    Range: 99999
    Cool Down: 60 Seconds
    The Archer fires a flare that travels lighting the way in a 300 radius until it reaches its destination. The flare then explodes illuminating in a 900 radius. The flare does no damage, but the explosion stuns enemies in the 900 radius for .25/.5/1/2 seconds. At 4th level it also reveals stealth units within the area of effect. Vision will last for 3/6/9/12 seconds.
    Skill 2: Sprint
    Range: self
    Cool Down: 45 Seconds
    The Archer decides it’s time to move quickly. He increases his movement rate by 25/75/125/175% for 4 seconds. This bonus is an exclusive modifier. It will not stack with any other items that grant a bonus to movement rate.
    Skill 3: Trick Shot
    Range: 99999
    Cool Down: 25 Seconds
    The Archer fires a shot so cunning that it can travel extremely great distances. He is able to hit any target not hidden in the fog of war. The Trick shot does 100/110/120/130% base damage to its target.
    Ultimate: Blast Arrow
    Range: 900
    Cool Down: 120 Seconds
    The Archer fires an arrow packed with a delayed detonation explosive pack. The original impact hits for normal damage, and triggers the detonation timer. The Explosive pack will detonate for 300/500/700 damage in a 600 AOE after 5 seconds from impact, or the next time the target takes any kind of damage.

    Intended synergies:
    Coming… I’ll explain how the skills are designed to work together.
    Last edited by Bhelogan; 06-30-2009 at 09:43 AM.

  2. #2
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    Trick shot needs more love, stun/slow/silence/zero vision.
    Lvl 1 of trick shot is to weak, base damage of heros at lvl 1/2 are ~40-50 so the target will siffer from 10-12 damage.

    Ultimate has 3 lvl only.

  3. #3
    Quote Originally Posted by Bhelogan View Post
    Skill 1: Flare
    Range: 99999
    Cool Down: 60 Seconds
    The Archer fires a flare that travels lighting the way in a 300 radius until it reaches its destination. The flare then explodes illuminating in a 900 radius. The flare does no damage, but the explosion stuns enemies in the 900 radius for .25/.5/1/2 seconds. At 4th level it also reveals stealth units within the area of effect.
    I like this, skill. What's the mana cost? Can we leave vision of the area up for 3/6/9/12 seconds?

    Quote Originally Posted by Bhelogan View Post
    Skill 2: Sprint
    Range: self
    Cool Down: 45 Seconds
    The Archer decides it’s time to move quickly. He increases his movement rate by 25/75/125/175% for 4 seconds.
    If the MS is an increased percentage, i.e. base ms plus bonus % ms, then your skill needs rescaled. The reason being that max MS is 522 (to the best of my knowledge, since that's how it is in DotA) so adding even 70% of base MS (no boots, etc.) to a hero with 310 base ms giving him a total of (170% original ms) 527ms, he has already exceeded the max move speed. It should be noted that if it's not the hero's ultimate, it should not grant him max moves speed, or anything over 500 as a general rule when the hero has post haste. Basically it would require the hero to get this skill and post haste and maybe 1 other item like slash/hack&slash/cyclone to increase ms to max.

    Quote Originally Posted by Bhelogan View Post
    Skill 3: Trick Shot
    Range: 99999
    Cool Down: 25 Seconds
    The Archer fires a shot so cunning that it can travel extremely great distances. He is able to hit any target not hidden in the fog of war. The Trick shot does 75/100/125/150% base damage to its target.
    Poster above me is correct that the actual damage you would do at lvl 1 is very low after armor resistance is applied. Probably more like 25-30 damage at these numbers, but still. I do like that it's normal damage applied directly the target from anywhere (as opposed to magic damage), I just tihnk it should be 100/110/120/130. It makes it more viable at lvl 1 and doesn't lose it's value at higher lvls because it still acts as a critical so to speak. You might have this skill do damage equal to the targets base dmg + main attribute. Maybe a weee bit higher cd.

    Quote Originally Posted by Bhelogan View Post
    Ultimate: Blast Arrow
    Range: 900
    Cool Down: 120 Seconds
    The Archer fires an arrow packed with a delayed detonation explosive pack. The original impact hits for normal damage, and triggers the detonation timer. The Explosive pack will detonate for 400/600/800 damage in a 600 AOE after 5 seconds from impact, or the next time the target takes any kind of damage.
    Needs an amazingly high mana cost, to the point it's actually difficult to cast this with other spells. It seems to do very high damage. Perhaps too much damage since you intend to have it directly target a hero. If you think about it, ultimates that target heroes directly do less damage than ultimates that are aoe that is difficult to aim. I suggest drastically reducing this damage. Also, scouts ultimate is similar to this in concept to some degree, but that has low manacost and low cooldown, which this MUST not have.

  4. #4
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    Great feedback guys. I appreciate it a lot. I'll be updating the OP with that in mind.

    Just a few notes on skills. For the sprint, it is a short duration MS increase, rather than a permanent boost that you would get with boots. The intended effect is to be similar to a blink or teleport, but without the 'magic' implied behind it. That being the case, I am not sure if the MS limit in DoTA needs to apply here. Will have to mull over that a bit.

    Trick shot is till a work in progress as well. I don't want it to be a skill that allows easy kill steals for someone who is not going to be involved in combat. It's intended as a way to help harass players in other lanes, or greater distances, or to trigger an immediate blast of the Blast Arrow.

    Blast Arrow damage is toned down a bit, but it should be a high damage ability, with a long cool down. The intent here is to create a situation where the effected target has to weight the benefits of staying in a group fight, knowing he is going to damage his allies, or back off until the explosion has happened. If the damage is too low, he is not going to back off. If he does back off, the AOE makes the effect have significantly less impaction than a normal easily placed AOE attack.

    I'm also still in debate about the mana costs. Need to do some more research for what it should be. Any suggestions?
    Last edited by Bhelogan; 06-30-2009 at 02:19 AM.

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