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  1. #1
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    Gunslinger < Semi Windrunner Port > Hero in Progress


    Hi, this is just an idea in progress and I am accepting any suggestions and critiques about this hero suggestion in progress. Please focus on concept and not numbers. kkthx


    __________________________________________________

    CHANGELOG
    August 23, 2009
    - Created Gunslinger < Hero in Progress
    - Made Blast Shot and Flash Mine
    - Skill Overhaul: Arsenal Tactics, Flash Mine, Trigger Happy, and Blast Shot/Outburst

    August 23, 2009
    - Changed Flash Mine to Disengage
    - Lowered Attack Range to 450 from 500
    - Rescaled bonus Attack Range from Arsenal Tactics : Rifle from 75/150/225/300 to 100/160/220/280, meaning the total range would be 550/610/670/730 from 600/660/720/780.
    - Reworked Trigger Happy
    - Reworked Ultimate
    - Lowered Move Speed from 295 to 290

    __________________________________________________

    INTRODUCTION


    Summon Gunslinger



    Strength - 19 + 2.0
    Agility - 23 + 2.5
    Intelligence - 16 + 1.8

    Learns Arsenal Tactics, Disengage, Trigger Happy and Compound Siege

    Attack range of 450
    Movement speed of 290

    __________________________________________________

    HERO INFORMATION

    Affiliation: Legion
    Role: Ganker
    Theme: Guns and Bombs
    Model: Human with a long coat with arsenals of bullets and bombs, and his trusty, modifiable rifle and a pair of handguns

    Starting Hitpoints: 511
    Starting Mana: 208
    Starting Damage: 47 - 59
    Starting Armor: 2.9

    NOTE: Gunslinger will automatically wield his rifle but there's no bonus nor any reduced stats until he gets Arsenal Tactics. Until then, he will only receive the rifle part of Trigger Happy.

    __________________________________________________

    HERO ABILITIES


    Arsenal Tactics

    The Gunslinger is an expert tactician, capable to adapt to any situations to his advantage.

    Gunslinger can switch his rifle and pull out his dual handguns and vice versa.

    Has a pseudo cast time of 2 seconds; meaning he can move but cannot attack nor cast spells and items during the cast time.

    Cooldown: 2
    Mana Cost: 0

    Rifle Equipped
    ---------------------------

    Increases attack range by 100/160/220/280

    Increases damage by 14%/20%/26%/32%

    Lowers Attack Speed by 25

    Lowers Move Speed by 15%

    Dual Handguns Equipped
    ---------------------------

    Increases Attack Speed by 12/24/36/48

    Increases Move Speed by 3%/6%/9%/12%

    Reduces Damage dealt by 20%

    ---------------------------


    The skill that makes Gunslinger a very versatile and flexible hero in any kind of situations. With his rifle, it makes harassing and last-hitting much much more easier while being at a relatively safe distance. With handguns equipped, he becomes faster and better in dealing burst damage to his enemies.

    Your other skills also change depending on what weapon you use, which means there's a lot of builds suited for Gunslinger depending on your playstyle.

    The pseudo cast time animation would be the Gunslinger putting his rifle on his back and then pulling out his handguns, he cannot attack or cast spells or items but can walk around.



    __________________________________________________



    Disengage


    The Gunslinger is an expert when it comes to kiting his foes, if an enemy comes dangerously near to him, he will kick its face, dealing minor damage and applying Disoriented effect on it and using the target as a leverage to leap back a safe distance away while the target is disoriented from the hit.

    Cast Range of 150

    Deals 25/50/75/100 True Damage

    Leaps back up to 400/475/550/625 distance

    Cooldown: 20/18/16/14
    Mana Cost: 50/45/40/35


    Disoriented Effects
    ---------------------------

    Unit cannot move, attack, or cast spells and items until the duration ends.

    Any direct damage taken during the duration will break the Disoriented effects

    Lasts for 1.5/2/2.5/3 seconds

    ---------------------------


    Gunslinger's escape ability, it works like a backwards Leap allowing him to escape his foes rather easily, but requires a target to use this skill on and good positioning or this skill might backfire on you. What it does is that Gunslinger will climb to the target and then give a strong thrust kick to the face while using the force to leap away from the disoriented target.


    __________________________________________________


    Trigger Happy

    Passive

    The Gunslinger is always ruthless and is never the one to save bullets just to see to it that his targets stay dead.

    With his rifle equipped, he shoots a fragmentation grenade from its secondary barrel, dealing damage over time at an area and reducing attack speed to enemy units.

    With his handguns equipped, he can unleash a barrage of bullets at a single target, dealing additional minor damage and mini-stunning it.

    Cooldown: 20/15/10/5

    Rifle Equipped
    ---------------------------

    Deals 10/15/20/25 Damage per second and reduces Attack Speed by 20/30/40/50

    Lasts 5 seconds

    Dual Handguns Equipped
    ---------------------------

    Each barrage shot deals 20% of your damage and mini-stuns for 0.01 second

    Randomly unleashes a Barrage, shooting bullets up to 2-3/3-5/4-7/5-9 times

    Shoots a bullet once every 0.2 second

    ---------------------------

    Passive ability depending on what weapon you are currently using right now

    With Rifle equipped, he can deal AoE DoT damage to enemies, mostly used for harassing and pushing purposes and the reduced AS helps greatly in certain situations.

    With handguns equipped, he can unleashes a whole barrage of bullets at a single target, dealing 100% of your damage plus 20% damage per bullet based on a random number of maximum bullets allowed.

    Tooltip may be a little confusing, so I'll explain it in bullets:
    1. Gunslinger deals 100% of his damage and activates Trigger Happy
    2. Shoots a random number of bullets out of 5 - 9 bullets assuming its at lvl 4
    3. Creates a DoT on the target, dealing 20% of your damage per 0.2 second for 1.6 seconds assuming the random number is 8, meaning it deals an additional 160% of your damage over time.
    __________________________________________________



    Compound Siege

    Gunslinger modifies his rifle, converting it into a rail gun for one powerful shot. He then kneels down and aims it at a target point and then shoots a laser, dealing massive damage at the first target it comes in contact with, and then reduced damage to succeeding targets beyond the first and gives true vision on the area for a short while.

    Cast Range of 1800/1950/2100
    Radius of 150/165/180

    Deals 350/425/500 Magic Damage

    Reduces damage by 10% per succeeding target

    Cast time of 1 second

    Gives true vision at the area for 2.5/3.25/4 seconds

    Cooldown: 25/20/15
    Mana Cost: 125/200/275

    ---------------------------

    Windrunner's signature skill in the form of an ultimate. Gunslinger will do something on his rifle and then aims it at a target point for 1 second cast time, and then releases a laser instantly reaching the maximum range, and dealing massive damage to the first target then reduced damage of 10% for each succeeding targets.

    I think numbers are a bit balanced, since DotA's Powershot deals 360 Damage, costs 120 Mana and a 9 second cooldown. While Compound Siege costs more mana and a longer cooldown. Correct me if I'm wrong though



    __________________________________________________




    This is just a hero suggestion in progress, I will be updating this frequently, but at the mean time, this is open to any suggestions or comments and then I will repost this again with a poll based on the community's responses. Thank you for your time.
    Last edited by hellfire15; 08-23-2009 at 07:03 PM. Reason: Update

  2. #2
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    here are some ideas

    Explosive barrel: throw a explosive barrel at a enemy. then a line of flameing gunpowder forms following the hero, when it reaches him he explodes doing heavy damamge and short stun to him and any unit around him. If they run quickely they can stay out of range of the explosive line and the power will run out and they are saved.

    Bullet blaze: Pulls out 2 pistols and firest at target doing heavy damage. The skill has no recharge but befor eit can be used again you must stand still and reload for a short time. like 8 sec 6 sec 4 sec 2 sec. then you can use it agian.

    Blunderbuss: Pulls out a blunderbus doing 1 powerfull heavy shot and pushing units back. The closer they are the more damage and push back. same reload as pistol power.

  3.   This is the last staff post in this thread.   #3
    Damn you! I was making a hero called the Gunslinger ;;

    New Twitter and Blog addresses!

  4. #4
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    Okay, made a major update and skill overhaul for this hero. What do you guys think and needs changes or number balancing? Thanks and come again

  5. #5
    Quote Originally Posted by Nome View Post
    Damn you! I was making a hero called the Gunslinger ;;
    Me too. Haha!

    ~
    "You promised me, Scout, that if I followed you, you would walk with me always. But I have noticed that during the most trying periods of my life, there has only been one set of footprints in the sand. Why, when I needed you most, have you not been there for me?"
    Scout replied, "The years when you have seen only one set of footprints, my child, is when I carried you."~

  6. #6
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    Quote Originally Posted by Nome View Post
    Damn you! I was making a hero called the Gunslinger ;;
    Quote Originally Posted by cycerin View Post
    Me too. Haha!
    beh

  7. #7
    Love the first ability. <3

    Rifle is way better, atleast when you take trigger happy, dualguns passive way underpowered against rifles passive. Slow should last something like 2sec or change the static aoe dmg to splashdmg.

    Very nice concept though, you can make more builds with these 2 stances.

  8. #8
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    Giving all your skills different abilities on the first skill seems like a very versatile hero. But a windrunner port? The only thing they have in common is the ulti wich is not even that more powerfull then powershot. Make the ulti different and let Windrunner be ported the way he should be ported.

    Also, don't make the ulti do different stuff with the 2 guns, it will get VERY confusing. Your bomb should be kept for Lanaya / Techies imo, change that aswell.

    *edit* 800 yards range with the rifle is alot. I don't know how much sniper has but sniper should keep the longest range imo.
    To anser yer kwestion, I are stupid and close minded, I luv dem 12 monkeys. My faverite movie pert'near! Akord'n to yer dum-dum logic, since I luvs dis here movie and I are stupid and close minded, and you luvs dis movie too, that makes you stupid and close minded like me! Welkum to da club, booboo!

  9. #9
    add poll to t-up

  10. #10
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    Nice, just missing the poll.

  11. #11
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    14 Sec cd on the ult seems incredibly powerful and annoying. Also rifle bonus range is far too high. A total of 800 range at rank 4? seems pretty outrageous. Perhaps drop default range to 400 or even better 350 and it makes a little more sense. He still have the advantage on any ranged hero just not a massive range and he can no longer solo towers without fear. I always had sniper headshot skill and it was good enough as a solo skill. You've added it in sort of haphazardly or just on the side but that skill allow makes the character the bane of any channeled spell and because of his higher range you could easily crush any hero who has to channel or harass a lane to death. This character would be the ultimate laner.

    I think the percentages and numbers need to be toned down for balance sake but I like the concept. Reminds me of a hero from Advent of the Zenith.

  12. #12
    "A total of 800 range at rank 4?"

    DotA: Sniper: He has 550 base range + lvl 4 Take Aim = 810 range

    => reasonable
    Last edited by atombear; 08-22-2009 at 10:19 PM.

  13. #13
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    Okay, made a big update concerned on reworking most of the skills, check changelog for further details.

    Comment, thanks and come again

  14. #14
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    This is a badass hero but it has NOTHING to do with Windrunner at all! T-UP regardless -- you had me hooked at his Aresenal Tactics ability. He has some forced synergies but overall he seems like he'll work out really nice. Good job.

  15. #15
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    Quote Originally Posted by Mittsies View Post
    This is a badass hero but it has NOTHING to do with Windrunner at all! T-UP regardless -- you had me hooked at his Aresenal Tactics ability. He has some forced synergies but overall he seems like he'll work out really nice. Good job.

    The only thing I'm good about are concepts, and most likely only two or three have good synergies. Oh well, thanks for liking it, I might repost this with a poll.


    Update again

  16. #16
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    Concept seems nice.

    It's not a Windrunner Port at all, thus should not replace Windrunner.


    The ulti is OP at the moment.

    I suggest 2s Cast and longer Cool down.

    I don't know if laser is such a good thing for HoN lore, how about
    Piercing Bullet? like a High-speed bullet instead?


    Piercing Bullet


    Cast Range of 1800/1950/2100
    Radius of 150/165/180

    Deals 350/425/500 Magic Damage

    Reduces damage by 10% per succeeding target

    When reaching max range the bullet explodes dealing damage equal to all the reduction it receive for each unit it passed through

    Scenario:
    Lv. 1 Piercing bullet
    5 units in a line
    -10% bullet damage per unit it goes through

    Unit1: takes 350 damage
    Unit2: takes 350-35 = 315 damage
    Unit3: takes 315-31 = 284 damage
    Unit4: takes 284-28 = 256 damage
    Unit5: takes 256-25 = 231 damage

    The sum of the reductions the bullet has received for going through 5 units is 119 thus, the bullet explodes for 119 damage at the 2100 range limit, 250 AoE?

    or if there's a unit at the 2100 range limit, it will get hit by the bullet for 231 (after going through 5 units) then explode for 119 which equals to 350 damage.

    Point is, the more unit it hits, the less damage the bullet does, it accumulates more for the Explosion.


    It's like Kunka's boat, it stuns at max range, well, this bulelt will explode at max range, damage depending on number of units hit.
    Last edited by Maxter; 08-23-2009 at 07:33 PM.

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