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This is my first post and my first day with the game. Got a beta key from a DotA friend. I've got plenty of experience with wc3 modding as well as plenty of play time, so I figured I'd toss out a Hero suggestion.
I don't half-ass anything, so this will be long and descriptive. If that's your kind of thing, keep reading; the basic stuff is easy enough to get out of the way at least:
Hero traits:
Base attributes:
Movement speed: 285
Damage: 36-42
Attack interval: 1.5
Range: 500
Hitpoints: 440
Primary stat: Int
Hero stats:
Str: 14 (1.75)
Agi: 14 (1.5)
Int: 20 (2.0)
Hero role/goal:
The hero's primary role will be using his minions for crowd control and damage. The player's biggest concern will be keeping their hero close enough to be in combat and supporting his minions, but making sure to keep the very frail hero protected as well as manage each minion.
The goal of the hero is to offer a unique style of micro-intensive play and utilize some new game play elements which would be difficult or impossible to be replicated in DotA, while keeping true to the spirit of the original game's design. The hero, although being based almost entirely on his minions, has his stats tied to the power of his minions in a way that keeps your item build a key factor in how the hero is played.
Hero abilities:
Conjure Hellion: Creates a being of pure mana under your control; a Hellion is a small daemon who's life force is tethered to its summoner. If a Hellion under your control dies, you lose 25% of your max HP. Can have a max of 1 Hellion per ability level under your control.
The basis of this hero; without Hellions, the rest of his skills are practically useless. The Hellion would be a small-medium red devil in its classic sense; complete with hooves, a spade tail and goat horns. Hellions sport wide sadistic grins and hollow, evil little eyes. They attack by hurling bolts of fire at their foes.
Hellion Base Stats:
Hitpoints: 600
Mana: 300
Damage: 24-30
Range: 400
Attack interval: 1.3
Movement speed: 330
Hellion Abilities:
Fireball (Ancient Power Level 1): Launches a large ball of flame at a target location. The Fireball is moderately fast but requires prediction and leading to hit moving targets. The Fireball doesn't impact enemies, but it does burn down trees in its path. Upon impact with the target point, the Fireball bursts, dealing minor initial damage and knocking enemies in the area away from the point of impact, stunning them briefly, and igniting them, dealing damage over time.
All of the Fireball's effects scale with its size, meaning a larger Fireball will deal more damage, knock back further and stun longer in a larger area; but the larger the Fireball is, the slower it moves, making avoiding it increasingly easy. The size of the Fireball is directly proportionate to the Daemonologist's Strength, meaning the hero's stats are tied to the power of his minions' spell power. The damage over time from Fireballs will stack.
Brimstone (Ancient Power Level 2): Hurls a handful of enchanted sulfur dust at a target enemy, which soldifies on contact, crystalizing the target in brimstone. The crystalization effect slows the target's movement by 30%, and leaves them unable to cast spells. The effect will last for up to 3 seconds, or if the target is hit by a Fireball; in which case, the Fireball's damage, knockback and damage over time are all increased and the crystalization effect ends.
Dark Portal (Ancient Power Level 3): Teleports the Hellion to the target point, anywhere on the map; the ability must be channeled, the longer the distance the longer the channeling time, and during this time a Dark Portal is created at the target point. The Dark Portal grows larger and brighter as the teleportation channels, indicating how close it is to releasing the Hellion. Upon completion of the teleportation, the Dark Portal implodes, sucking nearby enemies inwards and dealing damage directly proportional to the Daemonologist's Intelligence, meaning the hero's stats are tied to the power of his minions' spell power.
Hades Chain (Ancient Power Level 4): Links the casting Hellion with a target Hellion by way of a burning chain. Multiple Hellions can link these chains together to form a triangle or square between 3 or 4 Hellions. The Chain lasts 5 seconds, and if any enemy crosses it during that time it will snap, dealing heavy Area of Effect damage based on the Daemonologist's Intelligence and stunning all enemies in the area for a duration based on the Daemonologist's Strength.
In the case of 3 or 4 Hellions being linked together, the Area of Effect is extended to include all enemies within the triangle/square created by the linked chains, and the damage from every chain involved in the link takes effect.
Inner Essence (Passive): By focusing the synergistic link between himself and his minions, the Daemonologist strengthens the attributes of himself and his Hellions passively.
Each level increases the Daemonologist's Strength and Intelligence by 3; also grants an Aura which increases Hellions' hitpoints by 75, Mana by 50, Damage by 5, attack rate by 5%, Speed by 5, Armor by 2 and spell resistance by 8% when the hero is nearby.
Ancient Power (Passive): Unlocks powerful arcane secrets from long and painstaking research, granting a newfound knowledge to summoned Hellions. Each level grants Hellions a new ability useable only when in range of the hero.
Spells are listed in the Hellion section.
Inner Rage (Ultimate): Chanting ghastly incantations from a daemonic pseudo-bible, the Daemonologist causes nearby Hellions to go into a frenzy, drastically empowering them. This is a channeling spell.
Level 1: Increases damage by 35%, attack speed by 20%, and grants a 30% chance on attack to deal 20 bonus damage and stun the target for .25 seconds. Channels for up to 8 seconds. 120 second cooldown.
Level 2: Increases damage by 50%, attack speed by 30%, and grants a 35% chance on attack to deal 30 bonus damage and stun the target for .25 seconds. Channels for up to 9 seconds. 80 second cooldown.
Level 3: Increases damage by 65%, attack speed by 40%, and grants a 40% chance on attack to deal 40 bonus damage and stun the target for .25 seconds. Channels for up to 10 seconds. 40 second cooldown.
Conclusion:
The aim for this hero is a very high damage and crowd control potential, but a very high amount of micro required compared to other heroes. Some very advanced manuevars such as chaining all of the Hellions' spells together, creating multiple links surrounding the enemy team with the Hades Chain, knowing when it's safe to use your hero's ultimate, and being able to do all of this with the limitations of your hero's lack of reliable escape mechanisms and combat effectiveness, as well as the need for your hero to be nearby for your Hellions to be truly effective in combat, make for, in my opinion, a fast paced, fun and powerful hero.
I tried not to name too many specific numbers, because a hero like this would be incredibly hard to balance without a lot of playtesting. So other than the vast potential for imbalance, which I recognize here and now, I'd welcome any kind of constructive feedback.
I think he's really nice. Really has the potential to be very hurtly with a good lasthitter and microer, while being unique.
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[Vadi UI Mod]: better buff/debuff indicators (w/ time)
all mods are 0.1.51 compatible
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Very original hero idea. At first, after reading his first skill I thought, "this hero can be seriously imbalanced considering he can just camp at fountain and make his minions do all the work." I then realized you balance this by their spells only being usable in a certain range.
Seems like you put quite a bit of thought into this and I like the direction in which it's going.
I like the idea, definitely not for new players. :P The question I have is how much use will the actual hero have if he has his minions to do the work? Another question is will he die if all his minions are killed? (25% is a lot) It seems they might be hard to keep alive lategame. I like having a unique char added to the roster though.
I'd suggest giving the Hellions armor (possible magical as well as physical) proportional to the Daemonologist's Agility. The reason is that in late-game, without some serious protection, AoE effects will destroy this hero. 600 HP is low enough that a Hag ultimate (especially with Staff of the Master) could insta-kill you at level 25 with full health. That's just not right. Hammerstorm with his ult and a Runed Axe could kill 3 of these things in 2 hits.
to many passives makes it kind of boring even though there is a lot of micro with the demons perhaps move some of the minion ability's to the hero like the chain it could bounce of the minions and have ranks. (think of it like chain lighting that only targets you minions.
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