Hi and thanks for looking, this is my third attempt at a hero, I wanted to make a hero whose ideal progression might include taking stats early, but that died when I didn't like the passive I had origionally intended. Now its a hero based around strong CC and protecting allies, like a reverse succubus. Let me know what you think.
Numbers can change (especially stats)!
Reduced damage from Shattered slightly.
Clarified the damage type on Absorbing Stone.
Removed ministun from Endwar
Reduced range on Absorbing Stone to a static number and added a damage cap
Reduced debuff strength on Punish the Idle
Increased damage on Punish the Idle
Reworked Endwar to seem less like Engineer's Barrier
Reduced Endwar's AoE by 50
Increased damage on Punish the Idle (again)
Added Staff of the Master to Endwar
Increased base duration on Endwar
Belongs to: Legion
Stat Primary: Int
Base HP: 342
Base MP: 286
Attack Range: 600
Base Armor: 1.96
Base Damage: 22-28
Str: 18 + 1.8
Agi: 14 + 1.6
Int: 22 + 2.6
Stats Balancing Notes: Peacemaker is not designed to be attack heavy, and not to scale well over time (i.e. low armour) he isn't supposed to be glacius-esque squishy since his passive relies on his Hp total being above or below 50%, if it was too low it would swing back and forth and be very inconsistant.
Background: When the Hellbourne first came to a small town, an elder came out to meet them,
prepared to offer what he thought was a small legion troop food and lodging for the night. The hellbourne in
turn offered no such kindness. The puppet master drained his body of blood and strung him up in a
macabre marionette to die as he was forced to watch his home burn. Weeks later a skeletal figure
clad only in torn and blood stained robes was told to have been waylaying Hellbourne patrols, offering
them a chance to surrender and leave Newerth before blasting them into oblivion.
Visual: Something skeletal and forboding but perhaps a lot less evil-looking. I'm no artist. Thankfully apparently Zulmar is, and he drew this sketch for me, I think it really fits.
Notes: A tricky timing spell designed to help protect against AoE spam tactics. The counters would be visible to the player much like the number of cyclones Zephyr has.Absorbing Stone
Focusing his will into a magical stone, the peacemaker protects those nearby, turning the raw magic energy of his enemies against them.
Effect: Creates a yellow magical stone at target location. All allied heroes within 400 of the stone are protected by the buff 'Absorption'. At the end of the spell (either through duration or breaking the channeling) the stone explodes one second later, ending the 'Absorption' effect and dealing magic damage equal to the number of damage counters on Absorbing Stone to all enemy heroes within 400, max 600 damage.
'Absorption' Affected heroes take 0 damage from magic. All other effects still apply. For every 2 points of damage prevented, this adds 1 damage counter to the Absorbing Stone.
Type: Target (ground) channeling spell
Duration: 2/3/4/5 seconds
Cast Time: Instant
Mana Cost: 100/130/150/170
Cooldown: 10 seconds
Notes: It would take 100 seconds of not attacking to reach 20 health regen at level 1, and 25 seconds at level 4.Man of Peace
The Peacemaker rewards those who choose to hold their hand and stay their blade, and flies into a fury when that peace is broken.
Effect: So long as the Peacemaker is above 50% health, he has the 'Peaceful' aura. If his health drops below 50%, he has the 'Shattered' aura.
'Peaceful' All allied heroes within 800 of the Peacemaker gain 0.2/0.4/0.6/0.8 health regeneration for each second they do not attack. Max 20 health regeneration.
'Shattered' All enemy heroes within 500 of the Peacemaker take 10/25/40/55 magic damage every time they attack or use an ability.
Type: Passive Aura (Buff)
Mana Cost: N/A
Notes: Forces the hand of players, or severely punishes enemies who hesitate. The animation for this should be obvious (easy to see). I envisioned a ghostly figure being sent towards the enemy hero that either leaves them soon after (causing the 1 second stun) or screams at them, giving them the idle debuff. Max damage of Idle at level 4 is 495, but its unlikely.Punish the Idle
The Peacemaker infuses the enemy with the spirit of a martyr who died in front of an idle crowd who did nothing to help. The spirit punishes those who sit by and do nothing to end suffering, making them feel every agonizing second of their wasted time and opportunity.
Effect: For 2 seconds this debuff does nothing. If target enemy hero does not use an ability or attack in that time, they suffer from the 'Idle' debuff for the remainder of the duration. If they do attack or use an ability within the time allotted they are stunned for 1 second as the spirit leaves them and this debuff ends.
'Idle' Target enemy hero has their attack speed slowed by 15/35/55/75% and has their cast speed slowed by 25%/50%/75%/100%. For every second spent without using an ability or completing an attack, 'Idle' gains 1 charge. When this debuff is removed or ends, the hero takes 40/45/50/55 damage for each charge.
Type: Single Target Magic Spell (Debuff)
Mana Cost: 90/110/130/150
Cooldown: 15 seconds
Notes: Similar to Pharoh's wall of mummies, but its a targetable AoE with a larger radius. Note that you can still use items (like Post-Haste, Homecoming Stone, Tablet of Command and Portal Key) to escape, hence the 'penalty' for leaving.Endwar(ult)
As a desperate attempt to bring pause to the battle, Peacemaker conjures a barrier to separate his enemies away from his allies, if only briefly. Breaching the barrier incurs the wrath of the gods, who hang a mark of shame on those who break the bargain.
Effect: Creates a ephemeral barrier in a 250/350/450 AoE that does not allow movement out. All allied units are automatically pushed out of the barrier. Enemies within the area are given the debuff 'Peace Bargain'.
'Peace Bargain': Disarmed, silenced, invulnerable. This debuff ends if the hero is no longer within the barrier. If this ends before the duration of Endwar is up, the hero suffers from the debuff 'peacebreaker' until Endwar's duration is up.
'Peacebreaker': Ability and item cooldown increased by 150%/300%/450%, base damage decreased by 50%/75%/100%
This ability is affected by Staff of the Master. Staff of the Master increases the duration and reduces the cooldown.
Type: Target (ground) Channeling Spell
Duration: 3/5/7 (4/6/8) seconds
Cooldown: 120 seconds (75)
Summary: So here we have a hero with two channeling spells, a debuff and a passive. The idea behind this is that Peacemaker won't spend as much time attacking, which will thus keep his passive HP regen up high. If he gets focused his enemies will suddenly have to deal with 'Shattered'. Heroes who get trapped in his Endwar barrier will likely want to jump out of the gate with spells and abilities when the silence ends, which allows him to instantly drop his Absorption Stone to absorb the damage and deal it back at them- which results in a mindgame between enemy nukers and the Peacemaker.
In addition- heroes attempting to avoid 'Shattered' will suddenly find themselves forced to act by Punish the Idle, or be rendered even more useless. The low cooldown on Absorption stone means that the enemy will be strongly encouraged to attack Peacemaker in teamfights, which works with his passive to keep himself alive and then punish the enemy team. This hero obviously combos well with disabling abilities, and other activatable items, since he will be at his best when not attacking (to keep up his Peaceful bonus).
For teamfights his CC abilities are obvious, and he can force the enemy to hesitate with the threat of Absorption Sphere- which can single-handedly make portal key allstars like behemoth careful about their use. His 'Peaceful' passive is a powerful laning tool that can combine well with Punish the Idle to babysit a lanemate well, and even early his ult can sideline an attempted gank quickly while the rest of the team deals with those who remain.
So what are your thoughts?
Last edited by Sabre; 02-17-2010 at 05:36 PM.
Ulti awesome and very creative, also love Man of Peace ability. Quick question about Absorbing stone. Would it absorb ultis? such as slither's or i think bloodhunter's hemorrhage is magic. Cause if so it could be a little OP, besides that though a good way to counter heavy AoEing teams
Hemorrage does magic damage when cast, but true damage as you move.
Absorbing Stone doesn't discriminate between ults and non ults, all it cares about is magic damage. Also, keep in mind that it only protects heroes, not creeps, so you won't have ridiculous damage being dealt by the explosion due to creeps being hit by an aoe.
ok cool, guess it would also have to rely on the players ability to react as well for timing purposes. I can see that being a very good spell for team fights where your entire team is present. Nice job on the hero.
another quick question about the absorbing stone. Is the damage that it puts out pure damage or magic based damage? Also want to point out how well Punish the Idle and Endwar synergize. Didn't see it when i first looked through it yesterday but now second time reading through it, definite T-up from me.
Absorbation Stone seems extremely imba if I've got it right. So basically, if a Magmus blinks in with ulti while this is under effect, the ulti will be negated, and half of the damage will be sent back to the Magmus and other heroes in the area? That seems harsh.
Man of peace looks neet, although the regen can be realy wicked in a push\escape,maybe just a small nerf there. The return damage of the aura though, that one seems extremely imbalanced lategame against heroes like Madman. Madman will be completely devastated by this skill. Maybe just make it spell oriented and up the damage, or decrease it, or maybe make it only trigger once every second to each hero, or something like that.
Punish the Idle is awesome, although the casting time debuff should be nerfed alot I think, I'm not realy sure though. 200 % seems like ALOT.
Ultimate is kewl!
Absorption stone only absorbs magic damage, right? So True Damage and Physical Damage spells will still get through? That's important.
You also say that his ultimate does not allow movement out of the area, but part of the debuff is based on them moving out of the area - so the "Peacebreaker" debuff would only ever hit blinkers? Please clarify that.
Punish the Idle and Man of Peace are both quite nifty, good work.
Overall, a good hero. Clarify that ultimate ASAP, though.
a little hard to understand. the idea of a shattered hell haiter is interesting but not all that unique, maybe add a bit to his story?
1st: so its a channeling magic damage stopper, interesting. maybe change how the damage works, like whoever trys to deal damage will have 50%(or lower) of that damage done to them instantly. or maybe make them lose mana.
2nd: i would make it work on what you hero is doing, if he has attacked in the last fiew seconds he dosent have the buff. and if he hasent attacked the buff grows in power.
as for the damage how about it works as long as you are attacking. or maybe when enemys attack they take damage, that would add to the punishment for attacking.
3rd: might be a bit op. and dosent realy fit his story, if they dont attack they are punished? i would get a new power here.
ulti: another idea: he makes a wall of energy in front of him(turn bahemoths wall power 90 degrees and you get the idea). enemys trying to walk threw it are slowed and take heavy damage, enemys are sped up for a short time.
overall i love the idea of punishment for action, it realy is good. just keep working and he will be golden.
Bump- I'm on vacation, I'll reply to everyone when I get back.
In regards to Punish the Idle- keep in mind that current cast times are, for the majority, only 0.1-0.2 seconds, increasing these by 200% won't be as gamebreaking as you think, though I understand how someone could just see '200%! wow that sounds broken' without taking into consideration the math behind it.
In regards to Man of Peace- Shattered is only active when he has 1/2 HP, which means he's a squishy int with half HP within 500 of Madman in order to really be hurting him with the skill. In these sorts of cases you would think the advantage to madman is so great that a little damage feedback wouldn't totally destroy the hero.
As it says in the notes, there are items that would allow you to escape the barrier, as we've seen with Pharoh's wall of mummies. This punishes them for that, though I have removed t he ministuns from Endwar to allow for homecoming stone use, since its use would also trigger peacebreaker.
2. It literally says they take damage when they attack already. Please read over the hero more.
3. It does fit his story enough. If they are IDLE they are punished (when they came for the jews I did nothing kindof theme) Frankly, there is never a guarantee that S2 will keep the hero's theme directly when/if they accept the suggestion, so don't judge based on the theme or story.
4. That is a totally different skill. Please try and give actual feedback and not rewrite heroes other people have made.
If there is no major work needed/suggested, I'll add the public poll at the end of the week.
Another interesting hero we've got here made by Sabre:
AOE magic absorber, then spits it out in Fire Shield style. If this spell can only be interrupted by hitting the channeler, and there is no limit to how much damage is absorbed, then we have a really OP first spell here, especially in pushes. Tweak with the numbers a bit!
Man of Peace:
Well done, I like this one. But why is there a radius change for enemy heroes? Why not have that 800 as well? Does his Peaceful buff apply to self?
Punish the Idle:
Crushing against the right heroes. A risky idea, but I am also content with this one, except for that 90% slow. That is way too much, giving no chance against heroes with high mana spells and high cooldowns.
Unique spell reminding me somewhat of Naga's sleep song. Together with Absorbing Stone Peacemaker can be one scary pushing hero!
In overall good job. Not sure about my vote yet though.
The Tall Man(Expired):
If you leave a comment and vote, I will be sure to check out any suggestions you might have made!
His ult and punish the idol work pretty well together if you time it right. Kind of wish allies where not pushed out of your ult so it was harder to use.
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hmm, after thinking about absorbing stone should have a cap on the amount of magic damage it can absorb. Like if magmus, behemoth and tempest were all to pop their ultis while this thing is up, this thing would eat all of those ultis, which is pretty game changing to begin with. Now it realeases all the damage of those ultis back, is even more devastating. I think if it is not going to discriminate between an ulti and a normal spell than it should have a cap for sure. Besides that it is a very effective counter to such heroes like defiler, pyromancer, zeus. And i like the idea
1st thing i like the idea
but it needs at least on the adsorbtion stone:
1. reduce the cast range on adsorbtion stone 800 cast range is just way too far, with a this high cast range this skill is sick, because you will always stay out of trouble while your team is save of magic damage
and this is just such a sick synergy with jereziahs skills, with both on a team you will make a whole team unkillable for several seconds, the only way to counter this would be tempest (so this hero would get banned in any competitve game)
and what are the numbers on naga sirens ulti again?
but well its kind off fair enough, but i think this hero really has a way too good synergy with jereziah, perhaps if you add a cap on how many magic damage is adsorbed (maybe per hero, maybe an overall damagecap; both has its benefits and flairs)
and just something personal, but i would not say something against suggesting other spells on heroes other people have made, because sometimes it can really fit in a for a hero better (may happen, does not have to be) and it is actual feedback for the hero; it is afterall just a suggestion to make the hero better, if you use this suggestion is still your decision
Added cap to amount of damage done by Absorbing Stone and reduced cast range to static 450 (800? What was I thinking)
Good work on nerfing and the like, though I still feel 200 % is alot for heroes like Pyromancer,Puppet Master,Torturer and the like. The timing will be extremely off and I believe some of their spells have a casting time at around 0.5 seconds.
Other then that thought, this hero is the ****. Thumbs up.
a few thinks have come to my mind again:
adsorbtion stone is very nice and looks balanced now but perhaps scale the max bonus cap of adsorbed damage up with the level because like it is now you could even use it with just lvl 1 with a really good timing to adsorb 600 magic damage what is still quite alot esp in early-/mid-game where you will be on lane most of the time helping your carry out (sort off) perhaps scale it up from 450-600 or something like that and one question is the 600 for all or per hero point this better out in the description, because it may confuse readers
to the idle thing, i would add a little damage when the spirit leaves you like 25/50/75/100 magic doesn't really hurt but is still fair enough and perhaps even give some little damage when the ghost enters like 50 true damage or so
also let the 90% as and 200% cast time fade down to 0 during the duration because this are really high numbers you have set there or lower them a bit
and another thing about idle what do those number on the duration mean are the 2 sec nothing happens time in there or do those numbers accure to the idle buff? clearify this too plz
hope i could help you
In order for Absorbing Stone to deal 600 damage, it has to absorb 1200 damage. The only things I can think of that could do that before level 7 are behemoth, pyro and slither, and even in those cases they're basically walking into dealing that sort of damage to themselves. As it stands I think its safe enough to say 'you brought this on yourself' if it gets bumped up to a large amount of damage before mid-game.