Anti-Trilane / Crowd Control / Isolator
STRENGTH: 26 (+2.4)
Agility: 17 (+1.6)
Intelligence: 15 (+1.6)
Movement Speed: 290
Attack Range: 620 (attacks by whipping his chain, not with his Morningstar)
__________________________________________________A jailer turned soldier of fortune, the Gaoler was hired by the Legion for his unorthodox tactics. Wielding a spiked chain connected to a deadly Morningstar in addition to various instruments of torture, the Gaoler is a master of separating his enemies and decimating them one by one. In addition to this, he is followed by the menacing aura of the jail cell, disheartening any foe who lays eyes on him.
The Gaoler hurls his Morningstar at the ground, stunning targets directly under the morningstar. The Gaoler may rappel himself to the Morningstar with the use of his chain.
Type: Target Ground
Mana Cost: 140
Range: 600 / 650 / 700 / 750
Throws a spiked ball and chain in an arc towards target area. The ball and chain takes 1.2 seconds to impact. Deals 75 / 150 / 225 / 300 Magic damage and stuns for 2 seconds. Grants subskill Retract for 4 seconds. After 4 seconds, The Gaoler pulls the morningstar back to himself.
Pulls self to Morningstar instantly, with a small frontswing and cancelable backswing. No cooldown or mana cost.
The Gaoler throw the Morningstar in an arc at target ground (think Engineer's keg). When he pulls himself in, he is dragged to the weapon and picks it up.
-A decent, average stun that also doubles as a pseudoblink.
-Synergizes with Torment and Clawshot.
Type: Target Enemy
Mana Cost: 125
Cooldown: 16 seconds
Applies Torment to self and Tormented to target enemy for 5 seconds. Whenever the Gaoler is within 300 units from the Tormented enemy, he slices him once every 0.5 seconds, dealing 20 / 30 / 40 / 50 damage, for a maximum of 10 hits for 200 / 300 / 400 / 500 damage.
Tormented: -30 MS
Torment: +30 MS
The Gaoler shouts when this skill is activated. Whenever the enemy is in range, the Gaoler repeatedly strikes him with the weapon.
-Essentially a powerful single-target version of Swiftblade's spin. The AoE and 100 damage are traded off for a small speed boost as well as a short cooldown.
War of Attrition
Years in the prison have given the Gaoler superhuman patience and stamina. Additionally, the mere presence of the Gaoler causes feelings of lethargy and conscription in enemies. Finally, the Gaoler has learned that the smallest things win in a war of attrition -- he occasionally picks up rocks which he can precisely throw at enemies for 1 damage.
Type: Passive; Target Enemy Hero
Mana Cost: 0
Aura AoE: 650 / 700 / 750 / 800
Cooldown: 6 seconds
Steals passive regen from Strength and regen items from enemies in range and applies it to the Gaoler. Whenever an enemy in the AoE heal or replenish mana, 10% / 15% / 20% / 25% of the regen is negated and applied to the Gaoler instead. If the heal is an AoE-based heal, the Gaoler cannot heal more than any single enemy. Additionally, the Gaoler receives 10% / 15% / 20% / 25% more from healing effects. The passive regen steal is limited to either 15 or 2.5% of the Gaoler's max HP (whichever is higher); the amount regenerating is shown as a number in the skill icon.
Throws a rock at target enemy, dealing 1 damage.
Standard aura; whenever an enemy heals the Gaoler laughs and glows red.
-This is the Gaoler's laning skill against a trilane. Any time any of the three heroes uses a Rune of Blight, a mana potion, even Blood Chalice, its effectiveness is lowered and the Gaoler shares some of the effect. Additionally, in the lane the Gaoler essentially has the natural regen capabilities of three heroes at once. This skill is also good in teamfights; if the enemy tank has a Heart or a Sacrificial Stone, for example, they do not regenerate from it and you do instead.
-This skill also counters healers, especially Dazzle, Astrolabe, and Soul Reaper. If the opponent uses an Astrolabe, all their heroes only heal 175 while the Gaoler heals the full 250; additionally, the Gaoler will take half damage from Soul Reaper's nuke.
-The maximum healing clause is to prevent Gaoler from healing something like 500 HP every time Soul Reaper heals.
-If the enemy uses a Health potion, he will only heal 400*.75=300, while the Gaoler heals 400*.25=100. When the Gaoler uses a health potion, he heals 500.
-The thrown rock is mainly to cancel Bottle, Health Potion, etc. but can also stop Portal Key.
The Gaoler fires his Clawshot, his personal tool used to apprehend fleeing prisoners. The Clawshot stuns down the target briefly and attempts to chain it to either another enemy or a tree, pulling the two together for a long duration.
Type: Target Enemy
Mana Cost: 150 / 175 / 200
Cooldown: 70 / 60 / 50 seconds
Fires a clawshot at target enemy, which then attempts to grab an enemy unit or tree behind it. Stuns initial target for 1.5 seconds and deals 100 / 150 / 200 damage. If there is an enemy unit or tree at most 525 / 500 units behind target, the clawshot either retracts and pulls both enemies into each other, dealing 150 / 225 / 300 damage to both and stunning for 2 / 3 / 4 seconds, or pulls the enemy into a tree, dealing 150 / 225 / 300 damage and stunning for 2 / 3 / 4 seconds and destroying a clump of trees. The clawshot detects targets at most 30 degrees behind the primary target (essentially hits right behind the target with a 15 degree margin of error on both sides).
Max damage is 200 for a solo target and 300 if you chain onto something.
SotM Upgrade: Target angle increased from 30 degrees to 180 degrees (grabbing anything in range behind the target), prioritizes grabbing heroes, cooldown reduced to 20.
Shoots a device at target, which chains him and shoots a claw behind it. If the claw hits something, it pulls the two together, knocking them down.
-Based on Windrunner's Shackleshot
-Extremely powerful ganging tool if you know how to use it; synergizes well with the disable from Morningstar.
-Staff of the Master basically guarantees you will chain something every time.
The Gaoler, again, is a specialist in destroying trilanes. While he can be played decently solo mid with his high armor, natural tanginess, and high base damage, he is less effective because he will have a hard time killing his lane enemy, and won't enjoy large benefits from War of Attrition. In a dual lane, Gaoler can play kind of like Swiftblade, maxing Torment to chase foes down. He can even be played in his own trilane as 3v3, or as 3v1, due to level 1 of all his skills already being pretty strong.
However, his best lane is still 1v3. In this lane, he enjoys very high natural HP regeneration, and with his high base damage can keep up easily with last hits. With his level advantage, he will probably be level 5 when his lane opponents are level 2 or 3, meaning if they step out of line once he can disable a group and deal massive damage to one target with Torment. At level 6, 1 good ultimate pretty much grants you a double kill. And if they ever try to bottle up, you get the benefits too!
Good items include Portal Key for positioning, Helm of the Black Legion as he is not naturally tanky, Staff of the Master for obvious reasons, Barbed Armor, Insanitarius, etc.
__________________________________________________Q: What is his role and overarching theme?
A: His theme is control and attrition, which is why he's a prison guard.
Q: Are any of his skills influenced / rehashes of old skills?
A: Morningstar: Generic AoE target ground
Torment: Swiftblade's Blade Frenzy
War of Attrition: Original
Clawshot: Windrunner's Shackleshot
Q: lol imba tdown
A: Not really a question, but please don't post this -- give me constructive criticism!
Q: lol awesome i wanna play tup
A: Again, not a question, but don't post this either please! What parts did you especially like?
Q: What are good allies / enemies?
A: NO ONE. GAOLER FIGHTS ALONE
I tried pretty hard not to make him OP, but as usual he probably is. Criticism appreciated!
-Morningstar is now target ground instead of target enemy; in return it has 2 second cooldown reduction, a range increase, and an AoE increase. It also now merely slows instead of dazing (stun removed upon taking damage)
-Chain Frenzy renamed Torment; added Magic Immunity and removed slow, and damage drastically increased. Range cut in half.
-War of Attrition changed so you can't heal insane amounts of HP from enemy AoE heals. Also made weaker all around but a lot stronger level 1. No longer heals team; effect only selfishly applies to self.
-Added SotM to ultimate
-Added pictures, analysis, etc.
-Rebalaced War of Attrition; lower range at lower levels and +some range at max level, and the effect now scales again.
-Removed ministun from War of Attrition's rock throw, removed now useless charge system.
-Torment changed to a constant MS bonus instead of a scaling one.
-Starting strength +1, Strength growth -0.2 (loses 4 str overall)
-Agility growth -0.2, Int growth +0.2
-Cooldown on Morningstar reduced by 1, cast time reduced by 0.3.
-Lowered range on War of Attrition at higher levels, nerfed 5% at all levels.
-Rebalanced base damage and range so Gaoler now has extremely high range with normal base damage, to better facilitate harass.
-Rebalanced Morning Star so the stun component is extremely difficult, but it is quite easy to harass with it.
-Reduced cooldown on Torment
-Simplified Q, now just a regular old stun.
-Buffed W a little bit (now has a very minor slow)
-Nerfed E's lategame a little bit with a healing cap
And I want to keep the spell at only 1 damage... the point is that even 1 point of damage can make a difference. I feel the skill would be less flavorful if it did 25 / 50 / 75 / 100 damage.
Thanks for the small images! And I was actually talking about Flint's autoattack... 40% chance to ministun. And yes, War on Attrition was designed to be a skill you can leave at level 1 for most of the early game. Reading it again, it's a little TOO strong early game... I adjust the AoE a little bit.
The third skill would be completely fine without the active component. Besides, if you need an ability to stop channeling spells that badly, you'd still have skill 1 to do that, so it should be completely fine to remove the active part from skill 3.
Also, isn't Torment an almost strictly worse version of Swiftblades Spin? I mean Swiftblade deals up to 400/500/600/700 damage in an AoE, which allows him to farm, in addition to get easy firstbloods.
Rest seems fine to me though. Torment might also be fine, since, unlike swiftblade, your hero posesses a stun/slow himself.
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And yes Torment is quite a bit worse than Swiftblade's spin. The tradeoff is the cooldown is nearly half that of Swiftblade's, and the Gaoler possesses a stun, and he also gets +movement speed when using it.
This Hero has quite unique perks! Well done.
Afaik trilaning is only a problem (or something making the game a bit boring) in high-level play? Nevertheless, this hero could influence the current metagame a bit in the right direction, and in my opinion he would be very funny and rewarding to play. Do you have dream poll? Would be T-up by me!
To increase his team-fight capabilities you might want to consider this:
Change the SoTM effect to increase target angle to only 90 degrees but instead jump to an additional target dealing only half the damage.
You could also consider making it a "target unit vector". Where you first target the unit, then you get to aim where the claw should travel next. When it hits either tree or hero it pulls them towards each other, just like it is now. But when you buy SoTM it bounces of the second target in a 90 degrees behind him and becoming the shackleshot you can't aim. Then dragging the first and third target towards the second, providing none of the targets is a tree. That would further increase his control capabilities as he can, if aimed correctly (which would be quite hard. most likely a tree will be involved) stun 3 targets. Though that might be a bit iffy ^^
Only thing that really bugs me is that this hero is obviously for countering tri-lanes, though he does it so good (1v3) your own team will most likely tri-lane, and meeting him 2v1(if other team gives up tri-lane but your team doesn't) will also be really devastating. Maybe you should chance the aura to share the enemies HP regen with allies instead.
Only giving the Gaoler 50% HP reg for the enemies and giving the other half to nearby allies. Enemies will loose 100% HP reg if The Gaoler and one or more of his team-mates is nearby. If The Gaoler is alone they only loose 50% HP reg. The Gaoler is a greedy bastard and always take 50% of the enemies health reg for himself, leaving the other half for his allies to share on (if 1 ally nearby he gains 50%, if 2 they gain 25% each, if 3 they gain ~17% each, if 4 they gain 12,5% each). Though that would destroy his "GAOLER FIGHTS ALONE" theme. Take it under consideration if you wish ^^
Anyways. Really awesome theme/concept. I give it a Thumbs up. HoN really needs something against those tri-lanes.
And it's very true that if you play 1v3 you're also going to have a 3v1 lane... honestly I hadn't thought very much about that. So this hero is just going to be reinforcing trilanes, which is bad... to compensate, I'm tossing around the idea of making his stun duration very short but still isolating, and making his second skill strongest at level 2 and 3 and weaker at level 4, to better suit 2v3 scenarios. Sigh, so frustrating. Expect changes...
Seems like my wall of text was redundant ^^
Well, happy to help ^^
Better to change him now then regret it later :P
I've considered making a hero that countered trilanes, but I must say, I hadn't thought of a way as creative as this. It's hard to say just how powerful that regen-steal spell would be; Id have to see it in action first. Right now it seems incredibly strong, even if he wasn't healed for what he stole.
I have no other criticisms at present, to be honest I really can't say that there's anything I would change.
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For what it's worth, every hero starts with 0.25 regen/second, with 0.03 regen per strength. So for an average hero with 20 strength at level 1, that's 0.85 per second. So at level 1, in a 1v3 Gaoler will have about 3.4 HP regen a second. A few levels on, at around level 6 he will probably have around 5 HP regen a second given that the opponent / you don't buy +regen items. So for most of the lane phase you will be hovering at a +4 HP regen a second, meaning that leveling up doesn't really impact this but buying a Trinket of Restoration has a giant impact. This is just an estimation but in the mid-late game I can see Gaoler as having 50-60 HP regen a second, which is a little crazy, but I feel it's balanced as none of Gaoler's skills are particularly threatening once he blows his ultimate. Though considering if the enemy team has lifesteal or something, or if you have lifesteal, and the fact that you can use Insanitarius extremely well, might mean that this skill needs toning down. I'll let some other people give their input.
I wasn't that concerned with the healing part, only the stealing part, particularly in fights. It just feels like the skill counters healing heroes extremely well.
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Well, he ends up with about the same regeneration as Alchemist in DotA, and that's assuming the enemy DOESN'T have regen items. I nerfed the aura range quite a lot, and also reduced the healing effect.
He does counter healing heroes quite well, I kind of designed it that way because no real hero counters healers as of now. Gaoler won't heal massive amounts because of the cap I added, though.
I'll stick to my suggestion. dunno if you took particular notice of it when i gave most of my attention to the ultimate.
Simple version of it:
When The Gaoler is alone, he steal 50% of nearby enemies regeneration (this nerfs the skill to half of it's strength)
When The Gaoler has one or more team mates nearby he also steals the other half of the enemy's reg fairly distributing it among his team mates. E.g
1 team mate present: The Gaoler steals 50% of nearby enemies Hp reg for himself and 50% for his team-mate
2 team mates present: The Gaoler steals 50% of nearby enemies HP reg for himself and 25% for each of his team-mates
3 team mates present: The Gaoler steals 50% of nearby enemies Hp reg for himself and ~17% (16,666...) for each of his team-mates
4 team mates present: The Gaoler steals 50% of nearby enemies Hp reg for himself and 12,5% for each of his team-mates
Note: The other passives and the activation ability should remain.
As it is now you almost encourage tri-lane for one team while discourage it for one. Which is quite unfair. Changing in the direction above will rather encourage a 2v3 lane instead of a 1v3 lane. Which would kinda remove tri-laning when this hero is picked (which i guess was his purpose). This would also fix the 50-60 HP reg late-game (he would gain 25-30, which is still a little crazy, but what can you do? ^^).
Though he might be a little to crazy on lanes then. E.g if he would lane with nymph they would have infinite HP and mana and disable the other sides HP reg, ouch.
Last edited by Evulrabbitz; 11-04-2010 at 08:20 PM. Reason: edit 1:removed quote, didn't need it edit 2: added the "note" section
I'm thinking more about removing his disable so he has to rely on someone else to get in to deal damage. The problem is that if the opposing team transitions to 2v2 then he is just a subpar Hammerstorm pretty much.
I'm still thinking about solutions. I feel that your skill is a little too complex; I like to keep my skills fairly simple, and as it is the skill is already a bit complex for my tastes.