Affiliation: Mercenary, ambiguous morality enables working for either faction.
Primary Stat: AGI
Sound and Visual Design
Sound and visual design stem directly from Geralt in the game/short stories The Witcher, though it can be changed I wouldn't stray too far from it, the guy was a total bad..well you know.
Geralt is a infamous mercenary who in the past has worked for a multitude of factions, from slaying legendary beasts, high profile assassinations, and recovering the most coveted and guarded of assets, all while relying on nothing but his mastery of field alchemy and master swordsmanship. Currently employed by the Hellbourne, with the agreement that he keeps any spoils wrought in battle and a portion of the gains afterward.
His role is a interactive and creative agi carry type hero.
Stats start at average, with moderate agi and str gains and slightly below par int gains to keep him in check early on.
Geralt's knowledge of many combat styles allows him to choose the best way to slice his enemies up in any situation.
You change between strong, quick, and group styles, dealing slow burst, rapid dps, or weaker aoe attacks, respectively.
Mana Cost: 45/55/65/75
Stops current attack and prevents attacking for .5 secs every style switch.
Strong Style: +20/40/60/80% base damage, 35% chance to do 25/50/75/100 bonus physical damage and mini stun
-30% AS at all ranks.
Quick Style: +15/30/45/60% IAS
30% chance to slow target by 20/25/30/35% for 3 seconds
15% chance to miss at all ranks
Group Style: Cleaves for 25/35/45/55% damage in a 500 radius
Gives a 25% chance to strike 1 target for an additional 15/25/35/45% cleave damage
-20% base damage all ranks
Balance:This ability gives you 3 toggable abilities, much like soulstealer gives you 3 drop down abilities with demon hand. The idea is to get activated versatility while having enough of a drawback to where you have to intelligently plan what you're going to do: constantly spamming styles and you never attack and take away mana for other abilities.
Visual: Swapping stances much like in the witcher game. I tried to find animations to demonstrate this but couldn't find any.
A natural combatant with many years of experience gives Geralt nigh perfect reflexes
Parries the opponents attack and instantly counterattacks a melee opponent.
Mana Cost: 75/85/95/105
Negates 1/1/2/2 melee attacks for 50/100/50/100% normal attack damage.
.25 sec duration, 1 sec cooldown at all levels
Balance: A timing based move that essentially takes away up to 2 hits and returns up to 2 of your own, but relatively high mana cost and only effective against melee keeps it from being an be all end all ability.
Visual: Geralt's sword glows red semi brightly.
Constantly having to patch himself up during combat has made geralt very effective in use of field supplies.
Increases the effect and duration of consumables.
Gives Geralt +10/15/20/25% increased duration and/or effect on consumables.
Balance: Gives geralt extended staying power without being to overtly powerful. Synergizes with his ult, yet is independently a good skill.
Geralt's mastery of alchemy has allowed him to turn his supplies into poisons
Converts all consumables into equivalent poisons.
Mana cost: 75/125/175
Cooldown: 1 min at all levels
40/70/100% of consumables effects converted into a poison that has the opposite, harmful effect that can be applied to the blade. All consumables not used expire after 1 minute. Lasts for 1 minute after poison is applied. New poisons override old poisons.
Balance: To explain how it works: Say you have a health potion, and you use your ult. You would have a corrupted health potion, that you click to apply as a poison. Every time you attack now, they start losing the health as if the healing pot has been used as a DoT spell, and the negative effect keeps refreshing every time you hit. Your consumables are affected by your passive, so in turn your poisons will be affected as well.
This also sets up great bottle strategies, such as corrupted bottled invis rune making a poison that prevents invisibility for 40/70/100% duration, illusion making you deal 40/70/100% extra damage to illusions, regeneration halting 40/70/100% of their natural regen, double damage decreasing their damage by half for 40/70/100% duration.
Visual: Green bubbles flash all around Geralt very briefly.
Well that's my concept, perfectly willing to explain/change things as needed of course.
Last edited by Belial; 08-20-2009 at 01:08 AM.
shameless bump before sleep
I played The Witcher last year and I loved your ideia !!!
I think everything but the ultimate is ok, I thought it confusing and bottle will be a must this way every game...
Nice work anyway
My Hero Suggestion: The Unidentified - Naga Siren Port
Fixed some typos, tweaked sword mastery mana cost and group styles bonus cleave mechanics, added to ult tooltip for further clarification.
If you explain what you're confused on I can explain it or make changes, and yeah it is intended to make bottle a core item on this hero as the only other alternative to keep it consumable based is to buff the skill and not make it work with bottle, but that would mean forcing the player to spend a fortune on consumables rather than farming up items for his intended role as a carry.I think everything but the ultimate is ok, I thought it confusing and bottle will be a must this way every game...
I thought about that but it occurred to me if I did that, a low attack damage nuker is just going to auto attack the hero every chance he gets to eat the charges, something counterable by something as simple as a right click and him potentially being unable to use effectively in a team fight wouldn't be very good IMOOriginally Posted by suferr
Edit: not that this still isn't possible with melee heroes playing support such a jereziah or accursed but that gets them into your/your teams line of fire at least
Edit again: Updated his story to make him have an alignment with hellbourne
Last edited by Belial; 08-20-2009 at 02:06 AM.
srry but i dont like it. the first power is a good idea but the rest is not all that good. you dont want powers that effect items and the perry thing would be either op or useless.
i dont see this as a new hero.
but what do you think of mine?
I think he is too built around consumables. You should consider changing his orb effect skill as him concocting something for his weapon and consider it a consumable or something. Either that or change field medecine from adding to consumables to just adding to overall buffs on him. I.E. blood lust lasts longer, a hot or bottle heals more etc., his buff on his weapons last longer so he can add to himself and maybe an allie. You have an interesting idea but I think he is too constricted to a certain build for every game.
The only consumable he needs all game to make it work is a bottle, the whole point of it was to pick and choose which orb effect you want by stashing a rune for a key fight.
Since it only lasts for a minute and runes only spawn once every 2 minutes you have to apply a regular bottle charge as a degen orb during the downtime, further requiring the player to make an intelligent decision as to whether or not to burn the rune, as well as whether he wants the rune for the regular rune effects or the orb effect.
first skill overly imbalanced in a crazy way. Other skills = useless
I like the concept but I think that that retaliate skill lasts too short, i think increasing the duration to .5 seconds and the cooldown to 2 seconds is justified because else it would be impossible to play with lag.
As much as I like the ultimate I think most of the effects are useless except for double damage which seems a tad too strong.
More damage to illusions - Seriously, who needs that? You are going to kill Illusions in a few hits anyways and since there is no illusion hero yet there is a low chance you will see any illusions, since you just picked up an illusion rune and the enemy most likely won't have one, and only to counter Geometer's Bane it seems to weak, maybe change it to something like, giving a chance to spawn an illusion on each attack, I know the concept was to turn around the effects of consumables and i never played The Witcher so I don't know if this is an important part.
Stopping Regeneration - This is a cool idea but much much much too weak in my opinion, Regeneration influences a fight only slightly, maybe change it so that 40/70/100% of the hp or mana regained in any way is lost. For example you have the ulti lvl 3, attack a Jereziah with the Renegeration debuff, he tries to heal - nothing happens and he only loses mana, someone comes over to use arcane ring to help him, Jereziah gains 0 mana.
Preventing Invisibility - This is, like Illusion, only useful in very few situations, only against 5 Heroes (Night Hound, Madman, Scout, Valykrie, Keeper) and 1 Item and of course the invisibility rune. Just like with Illusion change it into something like, chance on attack to activate a short invisibility on yourself.
Still holding my vote, since the first 2 skills seem out of place and only the 2 other seem to have any synergy.
edit: forgot nighthound
so if u used a health potion, that heals 400 health over 10 sec, then used his ult, they would lose 400 health over 10 sec? wouldnt that be bit op at low level. dont think it should be dependable on consumables imo
Agree with others, too dependant on consumables. But nice idea otherwise. Also abit against rip-offs from other games. Insipration is ok but a more or less pure copy not so appealing :/
Dont Want to be harsh But.. Hero+Consumables = too Hard to balance. Sorry. Good Idea, But inst practical. TBH
-IM A TROLL.
this would be a pain to code
Ramsay Sound Pack
I dig your directionless fury.
do you realy think they would implent a heroe taken from another game? dude with such suggestions you are wasting time and good ideas.
because there are good ideas i realy like the ult. it could be painfull in combination with bottle.
It's basically just left there as placeholder graphics since I have no graphical expertize of my own yet needed pretty pictures and to give people an idea on how the general visual would be. As for the rest, while it is in character, none of it is from the actual game, completely original.
At lvl 7, assuming you maxed his passive first, it would be 400/.25*4*.1so if u used a health potion, that heals 400 health over 10 sec, then used his ult, they would lose 400 health over 10 sec? wouldnt that be bit op at low level. dont think it should be dependable on consumables imo
comes out dealing 20 dmg/sec
Seems kinda weak, but he has a built in cleave that can apply the effects to multiple targets.
Probably gonna abandon this hero, mind filling me in on things too hard to code? I didn't think this was beyond the engine's limits or anything, and I'll probably create another hero in a day or 2 and knowing my limits would be good.this would be a pain to code
Last edited by Belial; 09-05-2009 at 04:43 AM.