"very balanced", so i think i wont screw the ulti anymore
the 1st skill is like panda's flurry mechanicly, except it shoot a crecent moon blast in visual [read bleach? it's ichigo getsuga tenshou for visual,i'm inspired by that but only in visual]
it deals 60 per blast [300 commonly, 360 if you have time to blast 1 more charge, 5 seconds cooldown for +1 charge]
i dont know about the range but i think it far enough to reach the range creeps behind the melle one
the 2nd skill is like dark lady's charging strike [skill 3] in visual, but it stun the target
do a minor damage [even if you have 300 damage you only deal 30% = 90 damage]
A B C
A and b are enemy and c is my hero
after the skill
= the line of my strike
B Got stunned for 2 seconds received 30 damage [ex my damage is 300, 10% of it]
A Got stunned for 3 seconds received 90 damage [ex my damage is 300 ,30% of it]
3rd skill, did i need to rework that?
if you have that skill
if you do 1st skill at night, it give you movement speed [30% maximum = 6 charges for 8 seconds]
if you do 3rd skill at night, it give you invisibilty for 3 second after use it
so if you see up there the C will invisible for 3 second [for early game to combo it with ulti, need to channeling for 2 second]
and give you a better visibility at night [dota = balanar + aganim] to every allied heroes
yes my english sucks so i will work on it
i think this can be the next gen [rework maybe?] for balanar from dota to HoN
i have to disagree with the ult being balanced, 400-700 damage in a 750 range in front of him...if this is to ANY enemy infront of him in the 750 range, this will become the most powerful AoE spell in the game, as it will hit for full damage on any target it hits.
no ult makes that amount of AoE damage, unless it lasts for the total duration, we can take Magmus?ult as example, it makes a total of 1100 magic damage during its activation time, but is easy to escape, if you have just a tad more speed than magmus or a stunning/slowing ability, you can stop this ult from doing more than about 220 magic damage.
another example is Chippers, which is one of the most damaging aoe attacks in the game at the moment, but in order to deal the wanted amount of damage, the heroes hits, basically have to STAND in it and not move out. which can easily be done if not placed completely right.
however numbers shouldn?t worry you that much as S2 will most likely balance them out, if your hero makes it that far.
the name of the hero is okay, "Zange" is easy to remember and many will remember it because of the "firebrand" version of Dota called Sange, dota version of frostburn= Sange & Yasha, most of your abilities are fine, but you make them overpowered with moonlight blessing, for example.
zange becomes invisible for 3 seconds after using his charge ability at night, this will make him the ultimate hero for escaping, he charges some units/stuns them and then becomes invisible. not only can?t they chase him due to the stun, but they wont even know what way he ran because of him being invisible.
i know it is only at night, but it is night half the game, be careful not to make his night abilities overpowered, and if you want to do that, you should make him underpowered during daytime to balance it out.
Last edited by Gran`Guard; 05-28-2010 at 03:27 PM.
So i think 1st and 2nd skill doesn't needed to rework ?
Changes at 3rd and 4th skill
added fade time and if zange received any damage during fade time, he wont invisible
as for the 4th skill, i remake it for a single target only, should i make this skill melee or ranged?
What in my mind is, in visual this hero shoot a shockwave to the target, after it hit the target, it splash into any enemy behind him making the target and any enemy hitted by splash to slowed [ex:willowmaker deadwood ulti but ranged],or i make it a melee so it really like deadwood ulti, except for the damage