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Hi again and thanks for looking, this is my fourth attempt at a hero now. I had alot of time to kill at my cottage while relaxing on the beach so here is what I came up with.
I wanted to make an agility hero who could tank/absorb damage meaningfully, but in a speedy sort of way and contribute to the fight without being gimmicky. I've vowed to make the next hero I make as simple as possible, I swear. I hope you like animation canceling on ranged heroes.
Numbers can change (especially stats)!
__________________________________________________ ____
Changelog:
Updated and Clarified Breaking Wave
Buffed Evermoving Body slightly and added SotM compatability.
Increased AoE sizes of Grasping Pools and Caustic Vortex
Changed the counter generation mechanism for Evermoving Form
Slightly modified counter degeneration to allow for shopping at the pool
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Name: Quicksilver
Belongs to: Hellbourne
Stat Primary: Agi
Base HP: 361
Base MP: 247
Base Movespeed: 310
Attack Range: 300
Base Armor: 3.08
Base Damage: 44-51 (22-29 + 22 Agility)
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STATS:
Str: 19 + 1.4
Agi: 22 + 2.5
Int: 19 + 1.8
Stats Balancing Notes: Quicksilver has high initial HP to help early game, but generally poor stat gain to balance out with her elusive nature. While agility gain certainly isn't low, she's no Arachna.
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Background:
Origionally a water sprite, its body is now saturated with toxins and metals fallen from legion technology. Her mind ruined by the experience, Quicksilver swore vengance against the source of her poison- the legion. Her dogged determination and speed help the Hellbourne with reconnaissance, and Quicksilver always enjoys hunting down scouts, whom she feels a particularly strong grudge against.
__________________________________________________ ____
Visual:
Basically a typical water elemental/sprite but filled with rolling colours (like the ones you see in a gas spill) and silver.
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Abilities:
Notes: The pools do not dissipate if they deal their damage. Enemies who step on the pools are immune to that exact/specific pool for 2 seconds, after which encountering it again will apply the damage and armour debuff all over again.Grasping Pools
Quicksilver leaves acidic pools behind her that pull and tug at foes as they pass, hampering their defenses and damaging them with their poison.
Effect: 150 aoe pools drop behind Quicksilver every second as she walks. Pools will not continually drop if she is not moving. Enemies who come in contact with a pool are dealt 30/40/50/60 physical damage and have their armour reduced by 0.5/1/1.5/2 for 7 seconds. This stacks infinitely, with each debuff charge having its own duration timer. Pools last 15 seconds.
Type: Self targeting buff (unremovable)
Range: N/A
Duration: 10/15/20/25 seconds
Cast Time: Instant
Mana Cost: 75
Cooldown: 35
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Notes: Creates immovable, impassible terrain like Behemoth's Fissue does. Useful for blocking paths and snaring people. This pull does not break channeling, otherwise exactly like Devourer's grab's status effects.Caustic Vortex
Calling to her past as a water spirit, Quicksilver creates an impassible small vortex that hampers the movement of those who draw near.
Effect: Creates a small vortex with a radius of 225. The vortex is impassible terrain. Any enemy hero within 150 of the vortex without the 'Pull of Pool' debuff has it automatically applied to them.
'Pull of the Pool' Move speed reduced by 15/20/25/30% for 5 seconds. Enemy heroes with less then 1 armour are sucked into the vortex over 0.5/1/1.5/2 seconds, though this causes the vortex to break.
Type: Ground Target Magic Spell
Range: 400
Cast Time: 0.2 seconds
Mana Cost: 75
Cooldown: 10 seconds
__________________________________________________ ____
Notes: The push effect is again using the same status effects as devourer's grab. Unlike Caustic Vortex this does break channelling.Breaking Wave
With a surge of energy, Quicksilver throws a wave of toxic water that knocks back enemies caught in the blast and poisons them.
Effect: Sends a 175 wide wave of water in a line moving at a rate of 800, pushing them to the end of the wave. All enemies hit by this are given the 'Mercury Poisoning' debuff.
'Mercury Poisoning': 15/25/35/45 magical damage per second and slowed by 20/20/30/30% for 5 seconds.
Type: Ground Target Magic Spell (Debuff)
Range: 125/200/275/350
Cast Time: 0.2
Mana Cost: 90/100/110/120
Cooldown: 20
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Notes: Blocks spells as Null Stone does. Note that this is not perfect magic immunity, and that it would take 60 seconds to actually regain all 3 charges after they are spent. Any sustained attacking on Quicksilver's part will reduce charges, as will impeding her move (i.e. Wall of Mummies/Bodyblocking) __________________________________________________ ____Evermoving Body(ult)
Quicksilver's body is formless and constantly moving, making it difficult to hit. The toxins that make up much of her form also interfere with magical abilities the more they mix about.
Effect: Every 6000 units traversed gives Quicksilver 1 momentum charge.
Every time Quicksilver does not move for 2.5 seconds, she loses 1 momentum charge unless Quicksilver is in the fountain/pool.
Max 1/2/3 charges at once.
Every level of this passive increases Quicksilver's move speed by 5
'Momentum': Negates 1 spell per charge. Each spell negated removes 1 charge.
For each charge, Quicksilver has an evasion to physical attacks equal to 15% of her agility.
This can be improved by Staff of the Master, which increases the max charges by 1 for each level to (2/3/4)
Type: Passive (Self Only)
Cooldown: See Above
Summary: So- the idea is keep moving to win. In teamfights This hero combines well with those who lack strong movement speed, as two of her abilities help even the playing field, while a Grasping Pools and Caustic Vortex can also be used to corral enemy heroes who are running. In team fights she tries her best to litter the area with Grasping pools in order to make good use of the disabling characteristics of Caustic Vortex before pushing heroes into them with Breaking Wave.
When laning, she does better with a partner then solo, since she shares many of the failings of Moon Queen, but without the everpresent threat of strong nukes, though Grasping Pools can make for a good escape method.
Her strong combination of pushing and ganking skills maker her a versatile support hero, while her ult allows her to initiate and 'tank' when others wouldn't dare.
__________________________________________________ ____
So what are your thoughts?
Last edited by Sabre; 10-28-2009 at 12:18 AM.
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Seems pretty tedious you have to always make sure your moving even while shopping or waiting to last hit. So after a minute you would negate 3 spells? wouldn't that pretty much make you spell immune. I am not much of a fan of passives so its does not spark my awesome radar but it looks like an interesting hero.Evermoving Body(ult)
Quicksilver's body is formless and constantly moving, making it difficult to hit. The toxins that make up much of his form also interfere with magical abilities the more they mix about.
Effect: Every 20 seconds of continuous movement gives Quicksilver 1 momentum charge.
Every time Quicksilver does not move for 2 seconds, he loses 1 momentum charge.
Every level of this passive increases Quicksilver's move speed by 10
'Momentum': Negates 1 spell per charge. Each spell negated removes 1 charge.
For each charge, Quicksilver has an evasion to physical attacks equal to 15% of his agility.
Type: Passive (Self Only)
Cooldown: See Above
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The idea is that you 'store' the charges and then they get consumed as you get targeted in a fight. Its like having 3 null stones at level 3, plus an evasion. You're certainly not forced to keep moving, but it helps given the design of the hero.
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you did not state a limit to the number of charges overall i don't like the ult why do you lose one for not moving and why would you not be moving?
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Please use the report post functionto have me review a post that you believe is breaking the Forum Rules.
Check the Sticky Threads for additional information on this sub-forum and the Announcement Threads for more information about Heroes of Newerth as a whole!
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Yeah, I just noticed that, I went back and edited it in. You would not be moving because you would be either disabled/blocked/standing and attack? You lose charges when you don't move representing that this ability is based on speed and 'dodging'?
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Forum Moderators are not S2 Games employees. My posts in no way represent the view of S2 Games or any of its staff.
Please use the report post functionto have me review a post that you believe is breaking the Forum Rules.
Check the Sticky Threads for additional information on this sub-forum and the Announcement Threads for more information about Heroes of Newerth as a whole!
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You don't choose to use them or not. You could just as easily lose your three charges to chump spells and get stunned, depends on how your enemies choose to tackle you.
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Still looking for feedback!
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This hero looks great for if you are already in front of the enemy hero, the only thing that worries me is a lack of any real chasing ability. Caustic Vortex does help but if it is like behemoth's fissure than phase boots will solve that. Behemoth's at least has a stun. I think increasing the chance of getting getting pulled into the vortex might increase the effectiveness of the ability. Possibly have it so that the armor cap for when they get pulled into the pool is raised as you level up the ability. Something like "Enemy heroes with less then 1/2/3/4 armour are sucked into the vortex". Or possibly giving the pull of the pool the ability to deteriorate armour the longer the target has it on him, so he is losing a certain amount of armor per second he has the pull of the pool on him. Also, for the ultimate i think being still for 2 seconds is a bit quick for wearing off a charge , possibly raising it to 3 seconds so Quicksilver can last hit without really having to worry about possibly losing a charge. All in all, a very unique hero that brings some very good cc type abilities to a team
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I see what you're saying about the scalability of the vortex and evermoving form. I will need to do some experimentation in the numbers to see what vortex's armour minimum should be, as it shouldn't end up being more then Int heroes base armour.
Need more feedback!
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The ideas are okay, but the numbers are completely off. pools last for 15 seconds? 5 seconds or chasing already gives you -10 armor and 300 damage. Ultimate is 3x linkens + evasion + 30 movement speed on a hero who has already 310 base?
I'd downscale the pools abit and decrease their manacost to make up for it.
The ultimate might need a change, because asorbing 3 spells and constantly clicking around to build up charges might be as unbalanced as annoying.
Maybe let the charges increase her speed, as in: 1 charge every 3 seconds of moving. Maximum of 15 charges. Each charge increases speed by 1/2/3.
On attack all charges are lost and she deals +10/20/30 physical damage per charge.
Standing still for 1 seconds reduces charges by 1. Standing still for 3 seconds removes all charges.
Activate: 50 mana, gain "Momentum" for 1 second for every 5/3.75/3 charges. "Momentum" grants magic immunity. When "Momentum" ends you lose all charges.
So basicly shes slowly building up speed while moving around, then she can use her momentum to deal additional damage which scales fairly well and even gain magic immunity for some seconds.
This would synergize with her mud puddle ability as people chasing her take some damage and lose armor; she builds up speed so they cannot finish her and finally she can turn around and blast them into oblivion with high physical damage vs reduced armor.
This would also make her a powerful hero to chase down runners.
Originally Posted by laserblade
The point of this is a hero using movement speed and positioning in place of consistent attacking. At higher levels, by constantly moving, Quicksilver can't possibly make best use of her physical attack which leaves her with dealing damage via the pools as her main source.
I like what you've done with your version of it, but I think I like the idea of replicating a Linkin's effect. She acts as a strong counter to Int heroes, and will usually eat many of their cheap nukes (since no-one would waste disable) to help the team. Don't freak out at her evaision either- at level 11 with her base she only has 14% evaision, 30% at level 25, and each time it drops by 1/3 after taking a spell. Yes, heroes like magebane would probably not fair well, but thats what the rest of the team is for.
I think most people play by clicking around constantly anyways, so I doubt this would annoy players much more.
I'll halve the move speed buff from the ult, to make it more reasonable.
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Cool idea, well worked abilities. I got only 1 point to mention.
If she's caught by an aoe stun that lasts 4 seconds (e.g. Keeper of the Forests's ulti lvl 2) then she loses 2/3 charge cos she isnt moving, making her ulti almost useless there, right?
Yes, which is the point. Though with all her movement speed, the challenge is to hit her if she's constantly dodging.
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If this is the point then you are supposed to use it like that right?
Oke with that, but then the ultimate ability is sacrificed for another ability. Maybe switch the spells and put another as ultimate. None hero wants his ultimate spell to work for another spell, but the exact opposite.
I'd personally increase the time taken to lose a charge from the ulti to maybe 4 seconds - that way you can take focus off of your hero for a moment (shopping, looking at another hero, etc.) without having to worry about queuing up your hero to run in a circle a la Starcraft SCV blocking.
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I'm saying that in Quicksilver, she has to move cos of her 1st ability in order to be useful in team battles. That's her main utility right? Why not making that her ultimate instead of the one right now? As an ultimate the current one isn't so impresive while the 1st spell is.
Giving her her ult at level 1 would be broken. In addition, it doesn't scale well to a 4 level spread over 3.
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Vernise. Well thought out and would be very useful. T-Up
HONOR- If you need it defined, you don't have it.