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Thread: Prizm (Initiator/Ganker)

View Poll Results: Would you like to see this suggestion implemented in HoN?

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    427 89.71%
  • No.

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  1. #1
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    Prizm (Initiator/Ganker)

    Prizm, the Lightbender
    Dream Link

    For all intents and purposes, this character would simply be called "Prizm" in game.

    I would like to thank everybody that voted and gave feedback to help Prizm get here.
    Without your input and ideas this would have probably found it's way to the archives.




    Story:
    The final masterpiece created by a dying engineer,
    Prizm is able to bend light to do his bidding. Agile
    and precise, he uses his power to alter light and
    shine victory in the days of his allies, and leave
    his enemies in darkness.

    Role: Initiation and Ganking, later turning to support
    Primarily an initiator hero that has a reasonable
    amount of nuking potential. Main purpose is to set-up himself
    and teammates for AOE encounters, and split
    enemy teams apart, making them easy prey.


    Affiliation: Legion

    Speed: 300
    Range: Melee
    Armor: 3.4
    Base Damage: 50-56
    Primary Stat: Int
    Str: 19 (+2.3)
    Agi: 15 (+1.4)
    Int: 21 (+2.4)

    Abilities:
    Sphere of Light




    Prizm conjures an orb of light begins 1000 units away and fires inward, slowly returning to the point where it was created, searing all foes withing it's range as it passes.


    Type: Active, target ground
    Cast Range: 1000 units
    Cast Time: 0.3 seconds
    Damage: 40/60/80/100 damage on initial pass, 45/60/75/90 magic damage per second on return
    Mana cost: 105/115/125/135
    Cooldown: 16.5/15/13.5/12
    Other Notes: Over 1 second, a fast moving ball of light 200 units in diameter fires in a straight line, damaging foes that it moves through. After reaching the cast position, the ball grows larger (300 unit diameter), and moves away, back to the point where it was created over 3 seconds. Anything within 450 units of the center of the ball will have a beam of light hitting them, dealing magic damage over time.
    Visual: A yellowish beam of light, sparks upon impacts. Moves very quickly inward, 1000 projectile speed, moves at 333 movement speed on the return path.

    For those that know it, the Prince Taldaram fight in Ahn'kahet is where I drew this idea from. I thought it was a unique damaging spell that hasn't been used in this game yet. Sorry if you don't think it's right to use this ability.

    http://www.youtube.com/watch?v=YjmCvjKwYCc

    Effect at 0:26 for those that aren't familiar with this boss fight.

    A fancy little picture to give you a better idea!


    Use and Synergy: I felt this was a little more unique and still offered just as much function as the old carom did. This is Prizm's main damage dealing spell. It is easily avoided by enemies, but Prizm has tools to try and keep them there. It can also be a mind-game for players: stay in the sphere range and take the damage, or run the hell out of there!

    __________________________________________________ ______________


    Binding Light



    Binding Light:
    Prizm channels light into a beam and launches himself across it, causing units he passes through to become illuminated, both friend and foe. These units share damage, foes with foes, and friends with friends.

    Type: Active, ground or unit target
    Range: 400/500/600/700
    Cast Time: 0.2 seconds
    Damage share: 4/7/10/13%
    Debuff Name: Illumination
    Debuff Duration: 5/6/7/8 seconds
    Mana cost: 95/105/115/125
    Cooldown: 20/18.5/17/15.5 seconds
    Other Effects: Stealthed targets are visible while debuffed.
    Prizm passively gains illumination debuff upon learning this ability.
    The size of Prizm as he moves is 150 aoe.

    Visual: Quick moving beam of yellowish light. Illuminated targets have a faint white shimmer about them.

    (Note: Very similar to fatal bonds. And I apologize for the incoming wall of text, but it's a complicated ability For clarification on how this ability would work, I'll give some examples.

    Enemies that take damage will deal 4/7/10/13% of the damage they take to all other illuminated enemies.

    Quick math for those that don't like words, all examples based off of highest rank (13%)...

    3 enemies are illuminated by Binding Light
    Enemy 1 takes 100 damage from any source.
    Enemy 2 takes 13 pure damage from illumination.
    Enemy 3 takes 13 pure damage from illumination.


    The 13% damage from illumination is NOT SPLIT between all illuminated enemies. Each enemy takes a full 13% of the damage taken by another illuminated hero. This is a change from my original idea because I realized that it would scale pathetically in large fights.

    Allies that are illuminated take 4/7/10/13% reduced damage as long as another ally is illuminated. That reduced damage is split between all other illuminated allies.

    Again, example...

    3 Allies illuminated by Binding Light
    Ally 1 is hit for 100 damage, which is reduced to 87 damage from illumination.
    Ally 2 takes 6.5 pure damage from illumination. Damage is non-fatal.
    Ally 3 takes 6.5 pure damage from illumination. Damage is non-fatal.


    In the case of allies, the 13% damage is reduced from the main target and then SPLIT between illuminated allies evenly.

    In the combination of both enemy and friendly units being hit, both scenarios apply separately from each other.)

    And please, if you feel you do not understand the ability still, I am more than willing to explain it in as many ways possible so that this complicated ability doesn't seem so bulky, because it's really not

    Use and Synergy: This ability is the main powerhouse of this hero. Not only does it cause bonus damage from not only your attacks, but your teammates attacks (in the form of shared damage), it can help to stop your teammates from being focused, and works as both an initiator and an escape. It's a well rounded ability that helps to set up a lot of the potential, not only with his own other abilities, but the abilities of many of his teammates.

    __________________________________________________ ______________


    Void



    Void:
    Prizm drains the light from a single point, causing all nearby matter to fill the gap left in it's place, and damaging them in the process.

    Type: Active, ground aoe
    Cast Range: 650
    AOE: 325/400/475/550
    Cast Time: 0.3 seconds
    Damage: 60/90/120/150
    Mana Cost: 140/150/160/170
    Cooldown: 18/17/16/16 seconds
    Other notes: Pulls all effected enemies to the center of the aoe. Takes 0.5 seconds of "travel time" for units to reach the center.
    Visual: Black particles rushing into the center of the aoe.

    Use and Synergy: An all around useful ability. It's a shameless modified port of Vacuum, a solid ability that was useful on so many levels. It synergizes well with all 3 of Prizm's other abilities, and is probably the most useful tool in his arsenal for combo potentials.

    __________________________________________________ ______________

    Shatter



    [Ult] Shatter:
    Being made of crystal and glass, Prizm uses light for a short time to expel any broken materials from his body and sends them to cut and maim his foes, causing them pain and reducing their movement and attack speeds briefly.
    (staff of the master effects in yellow)

    Type: Active, self
    Cast Time: 0.4 seconds
    Damage Return: 55(75)/65(85)/75(100)%
    AOE: 600
    Armor Increase: 5/10/15
    Magic Armor Increase: 3/6/9
    Self Duration: 5(7)/6(8.5)/7(10) seconds
    Debuff: Maim
    Debuff Effect: -30% MS and AS reduction
    Debuff Duration: 3 seconds, non-stacking
    Cooldown: 50(40)/45(35)/40(30)
    Mana cost: 130/165/200
    Other Notes: Damage is returned as pure damage. All damage is returned (physical, magic, pure, any). When an enemy is damaged via the returned damage, they are effected by the maim debuff, and have their MS and AS slowed by 30%. This effect does not stack, but the duration is refreshed every time they take damage in this fashion.

    Visual:
    Prizm glows a myriad of colors (similar to Shrunken Head effect, but colors change) and each time damage is returned, small pieces of shrapnel fly out from him.

    (Explanation: Think of it like a barbed armor effect, but for all damage (physical, magic, pure, whatever). The damage Prizm takes is not reduced or negated, it is just returned 55%/65%/75%, divided evenly among enemy units within the 600 aoe. Obviously this is not a hero that you would typically like to encounter solo, but it gives the opponent the option to not attack.)

    Use and Synergy: This is the only ability that really stands out from the rest and may leave you wondering where the synergy is, but it mostly stems from the fact that Prizm is a melee hero. When you pull so many heroes together with Void, and then bind them all together through Binding Light, chances are they're going to want to stop you or retaliate. This is your "don't touch this" ability that allows you to set up your combos, and if someone tries to stop you, you make them pay. Offers just as much support power as both Binding Light and Void, while giving your foes an ultimatum scenario. The slow also helps to keep enemies near each other for setting up more Void and Carom combos.


    __________________________________________________ ______________
    Please vote and make discussions about IDEAS and not NUMBERS.

    __________________________________________________ ________________________________________________
    While this was floating around in the ideas pile, I didn't feel the need to changelog it so much, now that it's more complete and balanced, due to input and many suggestions from a lot of helpful folks here on the forums, I'll leave a changelog of the changes I make.

    Changes:
    Reduced duration on Binding Light
    Minor change to Binding Light operation
    Minor Clarifications and Wording changes to abilities for clarity's sake
    Added Harkon's Blade/Runed Axe combo to item synergies. It's as if they were made for him!
    Added ministun to first hit of carom.
    Increased bounce range on carom from 400 to 500.
    Changed thread title from "Lightbender" to "Prizm"
    Increased Carom damage significantly, from 30/32/34/36 to 36/39/42/45, to be more in line with other AOE nukes by int characters
    Increased cooldown of Carom, and scaled mana cost; previously 7/7/6/6 and 85 at all ranks, changed to 9/8/7/6 and 85/95/105/115
    Added SotM effects to ultimate, which are in yellow
    Made Shatter have a constant slow of 30% instead of a scaling one
    New ability, Sphere of Light, replaced Carom

    Old first skill...
    Carom



    Carom:
    Prizm blasts an enemy with a beam of light, so powerful that it bounces between enemies. If it's power cannot continue to move, it explodes in a bright light.

    Type:
    Active, single target that then bounces between enemies like Acidic Cocktail
    Cast Range: 650
    Cast Time: 0.3 seconds
    Number of Bounces: 6/9/12/15
    Damage: 36/39/42/45 (totals to 216/351/504/675 max aoe damage)
    Mana cost: 85/95/105/115
    Cooldown: 9/8/7/6
    Other Notes: Initial shot mini-stuns the first target for 0.1 seconds. In order to continue bouncing, units must be within a 500 range of each other. This ability can repeatedly bounce between 2 or more units. If the light cannot continue bouncing, half the remaining damage is instantly dealt to the "end" unit.
    Math: 338 to single target at highest rank, 360/315 respectively between 2 targets at highest rank.
    Visual: A yellowish beam of light, sparks upon impacts. Moves very quickly, 1600 or so projectile speed.

    Use and synergy: It's a somewhat generic nuke that works a lot like Plague Rider's ultimate. It works well with his other abilities, specifically Binding Light. The damage is relatively low in large fights, but it excels most in the small 2v2 and 3v3 skirmishes that frequently happen in the middle of forests and rivers. It can help with last hitting creep waves, or on a single target deal a moderate amount of instant damage for finishing.
    Last edited by dandylion; 05-10-2010 at 10:40 PM. Reason: Way too many changes to count.
    HONOR- If you need it defined, you don't have it.

  2. #2
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    Seems like a very interesting/fun hero to play, my only point of contention would be the duration of his ult, or the % amount that it reflects. 100% Damage reflect during a group aoe fight seems like a little too much, it's like using all the aoe from 2 teams against 1 team. maybe 50-75% would be more reasonable, or an increasing per rank duration so it's harder to use. (8-10-12s) etc.

  3. #3
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    I will agree that all of that bunched into 1 ability does seem a little OP. It's kind of the arachna counter. She wants to put a spider on you? You want to put some glass in her eyes...
    HONOR- If you need it defined, you don't have it.

  4. #4
    Dusa/DS/warlock hybrid eh? Sounds like it would be alot of fun to use, i have a feeling that DS won't get ported into HoN so it would be nice to see vacuum make it over. The Chain lightning spell dealing half damage to single targets seems like a good idea that is fairly balanced. 10s reveal is a nice touch to fatal bonds which was somewhat of an outdated spell to begin with.

    As far as the ult, how would it work with BKB or Blade mail? Is the damage pre-modified dealt as spell, physical or Pure?

  5. #5
    melee here like this are useful and balance isn't as hard to achive. i just hope it won't suck up all my computer power with refraction effects.
    Last edited by Battle_Fury; 09-01-2009 at 02:08 AM.

  6. #6
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    Quote Originally Posted by syphen View Post
    Dusa/DS/warlock hybrid eh? Sounds like it would be alot of fun to use, i have a feeling that DS won't get ported into HoN so it would be nice to see vacuum make it over. The Chain lightning spell dealing half damage to single targets seems like a good idea that is fairly balanced. 10s reveal is a nice touch to fatal bonds which was somewhat of an outdated spell to begin with.

    As far as the ult, how would it work with BKB or Blade mail? Is the damage pre-modified dealt as spell, physical or Pure?
    Thanks for the comments, as far as working with blade mail, it would override blade mail, so you can't double dip on the damage returns. With a BKB you're pretty much limiting the amount of damage that could come in to hit you, so you're hindering your own ult by using it. All damage is returned as PURE DAMAGE and damage returned includes spells, physical, aoe, whatever. The damage Prizm takes is NOT REDUCED simply RETURNED and split evenly among enemies (creeps and heroes) inside the aoe area. Think kind of like spectre, except you actually take the damage.
    Last edited by dandylion; 09-01-2009 at 10:20 AM.
    HONOR- If you need it defined, you don't have it.

  7. #7
    I really like the synergies between not only his own abilities, but the team functions this hero is able to do. Grab a shiva and some phase boots and there's a lot of slow/grouping power in this hero, without being too overpowered

  8. #8
    I like the story for the hero

  9. #9
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    Overall this seems like a fascinating hero, i particularly like the Carom idea, sounds like it would be alot of fun to use. His other spells are also useful in team battles, and none are overpowered. However, as a scaling int, the fact that none of the higher ranks of his spells reduce in cooldown is a huge disadvantage IMO. I think the Vacuum and the Carom should have some sort of downscaling cooldowns with increased ranks, even if it's just a second per rank.

    As for the ult, i would actually think it's probably underpowered in actual use. It's basically a weaker version of barbed armor with a minor slow. I would highly suggest decreasing the cooldown per rank to make it usable each battle, or causing it to increase his speed or giving him some sort of speed increase for it's duration to make it easier to use.

    Thumbs up though, with some number tweaking this would be an amazing addition to HoN.

  10. #10
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    Not only do the abilities and the concept of the hero sound amazing but the hero is replacing ports that probably won't make it into HoN anyway.
    Very nice to see what you have done-good pictures well thought moves.
    Out of all the hero suggestion threads I've seen so far this has to be my favourite.
    Well done.

  11. #11
    I love how the 3 people to vote no have had 0 posts ever, probably the same person with multiple accounts pissed off that the OP voted no on his hero. GG

  12. #12
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    Quote Originally Posted by sol43306 View Post

    As for the ult, i would actually think it's probably underpowered in actual use. It's basically a weaker version of barbed armor with a minor slow. I would highly suggest decreasing the cooldown per rank to make it usable each battle, or causing it to increase his speed or giving him some sort of speed increase for it's duration to make it easier to use.
    I would agree with this post, Seems like a good hero.

  13. #13
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    Thank you all for the positive feedback and suggestions the ult is a very tricky thing if you ask me, because bumping it just a little in certain places could be the balance between overpowered and underpowered. I think a minor speed increase, or maybe no true speed increase, but pathable through creeps like a built in phase boots might be better. It would allow the spell to be used as somewhat of an escape in addition to being a ganking move. I feel that carom might be a little overpowered with a 4-6 second cooldown come level 7 (if you decided to go that route which would only make sense) however vacuum could be scaled down to 12 or so at max rank I think. I'll change some numbers and see what the overall picture looks like. Thanks again
    HONOR- If you need it defined, you don't have it.

  14. #14
    I really like this hero concept and it seems you have already done quite the bit of editing

  15. #15
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    The concept is very good, I like it a lot. Thumbs up.
    Ultimate seems OP at later levels though. 30 seconds cooldown for 11 seconds active seems way too powerful. More than one third of the time he could have his ulti on. And since he is tank, killing him would be just impossible. But that's just my opinion.
    Anyway I liked it very much.

  16. #16
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    this hero is sweeeeeeeet. Id play this char anyday. AWSOMEEEEEEEEEEEE!!!

  17. #17
    this hero is epic mang, i would buy hon if they had this hero. Hes the **** and i want him created now!

  18. #18
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    Quote Originally Posted by Kaliuz View Post
    The concept is very good, I like it a lot. Thumbs up.
    Ultimate seems OP at later levels though. 30 seconds cooldown for 11 seconds active seems way too powerful. More than one third of the time he could have his ulti on. And since he is tank, killing him would be just impossible. But that's just my opinion.
    Anyway I liked it very much.
    Think of it this way, spectre's dispersion has a 100% uptime in 1000 aoe with 20% damage reflection. That means 20% is mitigated, and redirected amongst foes.

    This ult is ~38% uptime (if you always used it when up) with 75% damage return (not reduced at all). It works out to roughly the same amount of effectiveness (in the damage return portion). The only difference is the fact that this slows in addition, and as an ult, I think it should be somewhat more powerful than the other skills. Again, numbers are numbers for now
    HONOR- If you need it defined, you don't have it.

  19. #19
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    Edit: Added in synergies/weaknesses/possible items
    HONOR- If you need it defined, you don't have it.

  20. #20
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    I said it in the other post, I guess you needed to remake. I really like the way the skills synergize not only with themselves, but with so many other hero combinations. It would be a lot of fun to play as this hero, and brings in some semi-ported moves I don't think will be fully ported in on their respective dota counterparts.

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