Can't say I like it at all.
The spells aren't particularly original and it just seems like an EXTREMELY overcomplex spell selection system for no good reason other to overcompensate for rather bland spells.
Edit: Actually the ult is sort of cool. Hmm give me a second.
really unique and sounds like it would be a blast to play. Might take a bit to be effective with him but I think he would offer a lot of different play styles that would keep him interesting and hard to predict.
I think it's pretty unique, it'd add a nice amount of complexity to gameplay
Going to have to say no on this. His skills and gameplay mechanics just don't have much payoff. He seems to be trying to be a one-size fits all hero.
1) He needs to have atleast 1 summon. He's a Necromancer. It's pretty much a staple of death magic in games to have a summon of some kind. I'm aware it's not required, but give the people what they want. Not a chance to summon but a full summon.
2) I agree that this is a hugely complex system for little payoff. This includes needing lots of mana to execute kills. While he may have that manapool later on, he'd be very one-trick early game.
3) With a manapool like that, wouldn't Magebane's ult eliminate him instantly after his little onslaught? I haven't crunched any actual figures but just going from what you've said, "750" for just the ult. And a combo seems to use 2 ult swaps most of the time, you've suddenly made Magebane's ult a oneshot.
4) What was his mission? Is he a ganker/pusher/nuker/what? It looks like you want him to be a support nuke that ganks.
I may be out of line here, but I would build a necromancer more like Ophelia with more of a utilitarian scheme. Jungle for a bit. Get you some summoned corpses(persistant life), and then use them like homing nukes.
1) Rip Skeleton: Summons 1/2 persistant Skeleton Warriors from target corpse. Levels increase health, defense, damage, and max of skeleton(s). Also increases mana cost.
2) Unwilling Sacrifice: Target is slowed and all units that attack target get a % lifesteal on hit based on attack damage. Levels increase lifesteal percentage, slow effect, and duration. It also increase mana cost but reduces cooldown time(not spammably low).
3) Master's Dissapointment: Hero target's a controlled Skeleton and applies Disappoint. Disappoint lasts for 1 second and if the Skeleton dies within that time period, it detonates dealing X/X/X/X damage to enemies within a range. Levels increase damage, disappoint duration, and AOE range. It also increases mana cost and lowers cooldown.
4,ult) Undead Vigor: All Summoned Skeletons are given unitwalking, movement speed increase, and increased damage but take X/X/X/X for the duration. Levels in the ult drop cooldown and increase movement and damage. It also increases mana cost and damage over time.
The goal would be to jungle early, get some skeletons and the become a pusher by replenishing your skeletons from dead creeps. In teamfights, you would use your lifesteal/slow skill after the fight has initiated and use ulted skeletons to run in and get a few swipes before exploding. A possible choice would be to dominate the wolf commander and keep him nearby in order to further boost your skeleton damage during Undead Vigor.
But again, this probably wasn't the place for this. I pretty much just threw my idea of a hon necromancer into your thread. Take what you will.
First off 750 mana would to be to use all 3 iterations of his ult in a 30 second time frame.
Also, 1700 mana is not unheard of on many heroes. You don't see Demented Shaman or Torturer getting one-shot by Magebane late game do you?
That being said though, I think his skills could stand to be a tad less mana heavy
As for being a Necromancer and having no summons. Perhaps I'll change his name to something else.
Last edited by Warchamp7; 08-27-2009 at 10:02 PM.
I misread the ult swap. Again though, I didn't crunch numbers. My impression is still along the lines of having to do a lot to accomplish the same thing lots of heroes achieve with 3 or four button presses. Maybe I just don't understand the swapping system all that well. I'm not the sharpest, I'll admit. Heh. Until you have your ult, you can have 1 spell from each discipline, and then when you ult swap your first time, you swap all your spells to one discipline and use your ult to swap all spells to another discipline. I read it all, I promise just not sure I follow.
If you change the name, I do think it would be much better received. It's just people see necromancer and think, "Cool, i'm going to summon dead stuff". Your Necromancer appears to be heavily influenced by D2/WoW and I assume that's why you would name it as you did.
Name changed to Death Mage
Other name suggestions are welcome
I also added a bit to the ult description to clarify.
Using one of these three ults switches your first three spells to the type of mastery you used temporarily. After the 30 second duration, your spells revert to the standard 3 you picked.
Last edited by Warchamp7; 08-28-2009 at 12:45 AM.
I could see this work. it would require some tweaking tho. maybe add movespeed slow to poison mastery or atleast the poison shield. just a damage shield wont matter that much lategame atleast. i'd like this ingame for playtesting definitly!
Ehm... I think the hero is kinda all over the place... I would never use the curse one. Maybe if it gave everything a splash, and the first thing a bigger aoe? Makes sense to me... Poison should prolly get a full on poison orb (att+move, as well as damage), and death should be i dunno... death, not necromancer learns how to dance around better some forced synergy is to make a different 3rd skill, and have all of his skills release some damage around him when he casts. The thing is, you just gotta look at ur ending part with ur big combo. You say use death first, but heightened evasion doesn't do much because you switch to the next mastery right away. It seems thats your plan? Initiation/raw damage throws death on a key person, poison follows up in the team fight, and curses to finish?
Death grip could use a quasi stun, maybe for like less than a sec as they are getting pulled, like vaccum. Having it come where you are isn't incredibly rigged, and neither having them stunned while being pulled, if you have played Dark Seer in DotA recently.
I propose two skill mastery switches in addition:
Curruption <=> Grave
Spirits of the Damned <=> Fate
Heck the names would still fit the masteries too. This would make the masteries fairly clear cut in use:
Death (Mostly initiation purposes): You grip pulling an opponent closer to your allies, and yourself to theirs, then you lay down and aoe which could only really be useful as a starter anyways and armor reduction an important one for later ownage.
Poison (General Own): Slows, aoes, and shielding urself. The orb and skills of this skillset are the most important team battle ones anyways.
Curse: Finishers, and buffs for lone owning. Single target nuke, movepeed and attack speed buff, as well as evasion (or blind could make sense too) makes you a scary battler. Basically geared towards the latter parts of the battle.
As far as raw power goes, doesn't pyro's ult deal 900+ damage, and doesn't magmus deal 1000+? This isn't even counting the fact that they both have AOE stunukes. You are dealing 600 in very little aoe with very little extra effects, for a lot more effort (1.5 seconds worth of casting mastery, and even more in casting animation) and a lot more mana.
Makes sense to me, make sense to you?
Last edited by mynameisthis; 09-02-2009 at 08:16 PM.
I like your take on this. It feels like the Invoker, but with a much better system for managing his spell book. I do have to admit though that the suggested Dark Gambler (http://forums.heroesofnewerth.com/sh...ad.php?t=17868) wins for me in terms of theme for a character with this skill set.
really? shouldn't Hellborn be more fitting?
I've tweaked the boosts of the three ultimates, I'm going to go through and reduce mana costs in general soon. (Ult costs are not changing)
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