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Completely random thoughts while doing college work:
Change the concept to a queen bee with have holes in her abdomen.
Skill 1 would be a passive/toggle, creating bees over time and having them fly out of the abdomen to attack nearby enemies.
Skill 2 would be an active AoE similar to Chipper's Tar Pit but with honey instead, affected enemies are slowed and the bees from the passive target them first, affected allies are healed. Smaller radius and change the numbers around.
Skill 3 would be an orb effect, throwing a soldier bee to deal bonus damage based off of base(Or item damage) with an effect at the end if they're under the effects of the honey. Effects could be an added stacking slow/extended honey duration or even returning some healing based off of the damage to the queen bee.
OR
A stationary AoE that deals damage over time for enemies that are inside, a swarm of bees covering an area, if there is an enemy(-ies) affected by honey, it follows the closest under the effect. An AoE you can aim to be stationary or moving, nifty!
Skill 4 would be the same, flight with movement speed/vision/carrying allies.
Would be something like an all rounder, with support, initiation, pushing and carry. With the theme you could focus on damage items and aim for a single enemy or aim for astrolabe for stacked AoE heals for survival.
The interesting part would be that the hero would end up as internal micro management, having to control the bee creation, hit enemies with honey and trigger the bee attacking, using the orb in combination with the honey and careful use of the ult for bursts of speed while chasing, disabling it before hit to avoid snare/stun.
I like this hero a lot. I have no immediate concerns about balance. Epic Goblin Zeplin ult btw.
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Which incarnation of the hero? XD The new one would be more interesting in a way, though I liked the idea of a worm queen that could grow huge and fly, just for the sake of scaring the **** out of people when you get ganked and smashed.
Either way, all incarnations keep 2 things:
The mini-minions that fly out and attack.
The ult that flies and carries allies.
I just think it's a mechanic that hasn't been used enough, plus, zeppelin = win! People complained when I used to have this character literally created as a dwarven/goblin airship/zeppelin that uses hang-glider units as the mini-units and used cannon fire and the flight ult+carrying allies.
Airship/Zeppelin that lets allies board it, with mini-gliders(Think of the goblin courier's flight form)
Queen Bee that store allies within a hive on her back section, with mini-bees.
Worm that devours allies and carries them inside its body, with mutant mosquitoes.
Great work i love starcraft hope i can play with that hero someday![]()
This hero has existed for many, many years now. Undergone so many transformations because I could never reach a consensus with the community on how I could handle the skills or even hero appearance. People complained about the Zeppelin/Airship, but they also complained about the mutant worm.
Like the idea ( both the bee and the worm one ). As for the creating bees overtime, the exact dmg and effect is needed to determine whether op or balanced ( if it is like a passive mock, it is op imo ) Also the ulti also sounds a bit op. If it has a certain duration or max distance or something like the heroes inside take dmg equal to what the bee/worm takes or something, it would be better balanced. All in all a nice and unique concept.
And a bump![]()
So many iterations over around 3 years, and only 2 concepts have been sustained through all versions: Mini-units that deal damage and carrying allies. And to think I still get ideas and changes that I'd love to see. Funny how I've said over the ages I'd add it to Dream or polish it up and update it, but I just never get around to it.
Looked back to the original: http://forums.heroesofnewerth.com/sh...s-arrived-quot
2316 views for this, 8198 views for that. Oh how time has flown.
Last edited by Cesious; 06-16-2012 at 09:19 PM.
First off, I really like the idea behind the hero and what you're trying to make. I think you've got a great hero here. But I also have a few suggestions and remarks.
Is the first skill an "on attack" effect or do you just lay eggs beneath yourself? I think it needs to be clearer specified or perhaps I've overlooked something.
Pretty sure his second skill is OP. It's like a super-buffed Pollywog Tongue Tied. It deals more damage, cost less mana, has lifesteal and it gives extra health upon killing with it. Speaking of that, the added "gain health on killing enemies" is really redundant and seems tacked on. Increasing size in HoN is iffy, especially if it's not an activated ability and if it increases hero hitbox. My suggestions would be to severely nerf this spell, remove the added increase in size. Perhaps reduce cooldown, reduce hold duration but keep the life steal component. This way this hero becomes more involved in team fights, and can stay alive longer due to a steady influx of health.
If you want to have this hero be a int melee, I suggest you make this a toggle as well, giving the hero added bonuses for having intelligence. Might make it very similar to Tort ult, but I think the differences is enough to make it warranted.
How does the ultimate work? Do allies just walk into you or do you target them and they get "sucked" in? Should probably specify.
Last, I know the inherent synergy and playstyle you can have from the increase in size from Parasite, but I think it will be more of a hindrance than a help if it's on constantly. You could make it an activate, perhaps make the third skill omit gas AND increase your size.
Actually, the second skill is the one I've been meaning to get around to changing for over a year now. An AoE snare that disables attacking and skill use of all affected(And the hero itself) for the duration but allows the hero's skills to still apply affects. So it would be an effective trap to hold people in place while they take the gas damage.
Another thing I thought of after all this time was to lose the first skill, though that was the figure piece I originally worked with, I've actually changed that to be the ally carrying itself as a unique skill to the genre(Closest is Nymph's teleport really). And change the general appearance of the hero to this:
The worm queen is a massive worm that only rears her head from the ground, burrowing through the grounds of Newerth after prey. (Literally a worm that only shows the upper half raising out of the ground)
Skills would be:
Subterranean Maw: The other end of the worm queen's body is a giant maw as well, which she raises from the ground upon unsuspecting foes. (A large fanged mouth raises and snares all target in the area of effect for a short duration)
The current AoE cloud.
Ally carrying as skill 3 with the flight removed.
Burrow: The worm queen submerges and travels through the underground as a hunting mechanism. (It would be a false invisibility where you will be unable to be targeted, but able to be hit by AoE effects. Any disables would remove the effect and act as the current iteration. It would still have terrain walking. The appearance would be the ground tearing up in the path as if it was a Fissure traveling. Could possibly have tremors to minor deal area of effect damage and slow to enemies hit around the fissures, as well as a damage/stun AoE upon surfacing.)
I should really consolidate all of the potentials into one post and get comments about people's ideas behind it all, could come up with a nice skill synergy.
Last edited by Cesious; 06-17-2012 at 09:43 AM.