|
|
First of all, I designed this hero because of an indirect inspiration of the member zajoman and a will to help with the UnHoN project. Also, we are lacking agility heroes on Legion side, so, let's move on
The hero is already coded by the forum member Melto, and can be downloaded and tested here:
http://forums.heroesofnewerth.com/sh...d.php?t=335520
Changelog:
-Added "HERO OVERVIEW" and "CONCLUSION";
-Now your ultimate will always provide infinite Soul Spheres, as long as it is active, instead of only giving 4 initial Soul Spheres;
-Some tooltips enhancements and a third note added to "Summon Soul Spheres", to avoid confusion;
-A tweek at "Blitz" damage per sphere. Now it deals more damage to a single target, and a little bit more damage to multiple targets;
- Added Dream link.
THE SPHERE MASTERHistory: A monk, habitant of forests and deeply connected to all living beings, once started seeking for a greater inner power and a way to control it. His unique achievement was a spiritual self-training, that helps him to mold pieces of his own soul into spheres of pure willpower, translucent like glass, hard like steel. Mastering its manipulation, the Sphere Master can now use the spheres as bullets or shields to protect both his inner and outter self.
Stats:
STR = 18 + 1.8
AGI = 23 + 2.4
INT = 21 + 2.0
Base Damage: 42-49
Base Armor: 4,3
Attack Range: 550
Attack Animation: an invisible and fast shot from the palm of his hand. A bit slower than Engineer's projectile.
Move Speed: 295
HERO OVERVIEW
Sphere Master can play the role of ganker with his stun and even support against carry dps and team debilitator with his -armor ultimate. Can easily be built as a late game dps'r with items like Shieldbreaker, Hellflower, Frostburn, Charged Hammer and such. His early game harassing potential are a bit subpar to other ranged heroes like Arachna, Flint and others, since he has 550 range and low base damage, but has a prety fast projectile and nice attack animation. His base damage can be boosted by his main ability, Summon Soul Spheres, achieving better last hit and harassing cappability at lane and can be used as gank/anti-gank/initiation tools.
He has 3 main problems: his low HP and under average move speed (survivability), mana intensive skills and no escape mechanism. Has high base armor due to high AGI gain, and relatively high INT gain to make up for mana problems, but he still need survival and mana regen itens to be effective. Hellflower seems to do great on him as second dps item (need some better damage booster item first), since it boosts his mana regen by a lot, gives a needed silence, since he can't escape easy from ganks, and a great boost to his dps with the damage amplification.
Sphere Master DON'T do any sort of magic damage, being prety effective against low armor and magic immune foes, but has his late game affected by armor growth, and need a Shieldbreaker baddly if you go for a dps build.
Good judgement is a huge part of this hero's play style, since he has to waste mana on Soul Spheres to make the other skills effective, and can be drinking around 200 mana for only 1 skill. You will probably see yourself chasing a hero with your stun, while keep pressing "Q" to summon more Soul Spheres to be able to use more skills.
VOTE ON HIM AT DREAM !
http://dream.heroesofnewerth.com/her.../Sphere+Master
SKILLS
1 - Summon Soul Sphere
Creates a sphere from a piece of his own soul. The physical presence of the sphere boosts its master's damage, and can be used in many ways in harmful situations. His soul may get weak, so the Sphere Master can create a maximum of four Soul Spheres.
Damage Bonus: +4/6/8/10 passive damage per sphere
Mana cost: 15 per Soul Sphere
Cooldown: 3/3/2/2 sec.
Target: Self, instant
Type: Physical
Note1: don't have a time limit, but vanishes when second and third skills are used.
Note2: don't have a cast time, so you can summon the spheres while walking, attacking or channeling, without interrupting orders.
Note3: when you put a point at this skill, the currently summoned Soul Spheres are upgraded automaticaly.
2 - BlitzThe impact of the Soul Spheres are stronger as its master's mind. They can be thrown at the enemy, losing energy as they bounce on nearby foes.
Shoots all summoned Soul Spheres at the target, dealing 30/50/70/90 physical damage and .2/.3/.4/.5 seconds of stun per Soul Sphere. If there are enemies in 300 AoE of the target, the spheres hit everyone in the AoE for 2/3 damage and stun. Need at least 1 Soul Sphere summoned to be used.
Mana cost: 50/60/70/80 + 10 per Soul Sphere
Cooldown: 16/14/12/10 sec.
Cast range: 600
AoE: 300
Target: Non-structure enemies
Type: Physical
Note1: the skill has a projectile and can be disjointed like Hammer's stun.
Note2: can hit, damage, and stun magic immune targets.
Note3: deals a maximum of 360 physical damage and 2 sec. stun, on ONE target or 240 physical damage and 1.2 sec. stun on MORE THAN ONE target.
Note4: you lose all your current Soul Spheres.
3 - Repelling RingThe Soul Spheres act like a physical shield around a target ally, absorbing incoming physical damage, while builds speed to hit harder on the surrounders.
The spheres spin around the target ally, War Globe or the Sphere Master itself, absorbing 4/6/8/10% of the physical damage received per Soul Sphere, and gain speed, hitting those on 320 AoE for the same amount absorbed in physical damage. Maximum of 40/70/100/130 damage per second. Lasts 10 seconds, or until absorbs 250/290/312/325 damage. When used on the War Globe, Repelling Ring blocks 1 extra hit per Soul Sphere. Need at least 1 Soul Sphere summoned to be used.
Mana cost: 70 + 10 per Soul Sphere
Cooldown: 15 sec.
Cast Range: 500
AoE: 320
Target: Self, allied units, War Globe
Type: Physical
Note1: armor reduction is aplied before the damage reduction from Repelling Ring, so, at max. level and Soul Spheres, if you receive 300 damage, and has 30% reduction from armor, you will reduce it to about 200, and only then, absorbing 40% more from the Repelling Ring, taking a total of about 120 damage, and dealing 80 damage per second.
Note2: you lose all your current Soul Spheres.
4 - War Globe (Ultimate)The Sphere Master expel his soul in the shape of a mighty sphere of energy above him. The instability of the sphere emits waves of impact around it that damage and shatter the enemy's armor. The energy sphere can subdivide into other Soul Spheres, so the Sphere Master will always have full power for his skill's upkeep.
The War Globe moves at 320 move speed and follows the Soul Master. Releases shockwaves every 0.5 seconds, dealing 30/40/50 physical damage and lowering 0.5 armor per wave to all enemies in 600 AoE of the War Globe. The armor lost can be recovered at the same rate as the enemies leave the AoE, destroy the War Globe or its duration ends. Lasts 6/8/10 seconds, or 4/5/6 hits. Can be protected by Repelling Ring, resisting 1 more hit for every Soul Sphere. While the ultimate is activated, you don't lose Soul Spheres, but you need at least 1 point in the "Summon Soul Spheres" skill, or else you don't get this bonus.
Mana cost: 140/160/180
Cooldown: 80 sec.
AoE: 600
Target: Self, instant
Type: Physical
Note1: while the ultimate is activated, you don't lose Soul Spheres, so you can use every skill without have to summon new Soul Spheres and without losing the bonus damage from them, until the ultimate's duration is over.
CONCLUSION
The overall balance of the hero seems fine in my opinion, but I hope some of you point flaws or better balancing to my hero. Some skills damage are balanced with the mana cost and may seem a little low, but higher mana cost would make the skills much less effective, so I've put a progression for mana cost, according to the number of current summoned Soul Spheres.
Comments, opinions and thoughts please :chiprel:
Last edited by HawkeyeBR; 03-13-2012 at 04:24 PM.
[R4R]
Leaf Weaver - Ancestral Ghost - Solunar - Tormented Prisoner - Earthlifter - Knife Dancer - Monk - Sonic Lancer - Sphere Master
Reserved.
[R4R]
Leaf Weaver - Ancestral Ghost - Solunar - Tormented Prisoner - Earthlifter - Knife Dancer - Monk - Sonic Lancer - Sphere Master
Projectile
What do mean by "invisible projectile"?
Theme
Every ability and the overall theme seem so magical. And yet, it's all physical... Just doesn't fit. I have absolutely no problem with the mechanics, but the theme really hints use of high magic, but it's not.
Summon Soul Sphere
Neat, neat idea. I like it very much. Something that you need to keep conjured at your disposal and then just use it when the time is right. Really nice. Much better than the typical +7/14/21/28% base damage passive.
A question: Are the other spells disabled if you have 0 spheres summoned? If no, they would deal no damage. So perhaps make a note about that or make the spells deal some minimal damage if no spheres are summoned.
Blitz
If I get this right, using Blitz at level 1 with 4 spheres summoned costs you 150 mana. You need 60 mana for summoning 4 spheres and 90 for casting Blitz (50 + 4 * 10). So 150 mana for 120 physical damage and a 0.8 second stun. That... is a lot! Another problem is that it loses a third of its effectivness when used on clumped enemies. I suggest you to just remove that. Make it 100% effective no matter what.
Other than that, I like it.
Repelling Ring
250/290/312/325 is a weird scaling for the absorption. Why is it like that? The mana cost is too high, again. I can't imagine this quite right, because it's a bit complicated. Would need to see it in action to get a good grasp of it. Not saying it's bad. Just hard to imagine (at least for me).
War Globe
The damage output scales really well here. I think it's okay considering enemies can just evade it or even focus and destroy it. Synergy with the stun, of course. And I love the little detail that you get all 4 spheres summoned during the ultimate. That adds a nice color to it.
Overall
Really good job, man. I like your hero. Would love to see him in practice mode.
First of all, ty for the time you took reading this thread.
I mean, its like an air push, he fires "air" in the enemy direction, and it does a hit animation on the target, but the projectile is actualy nothing (not shown), its more like a glass ball thrown at the enemy, but with like 90% trasparency. Hope i was clear, but I realy doubt it xD
I have to agree with you. Both the second and third spells seems to release magic damage, but I though it would have more synergy with the hero itself if it was physical, since his role is to dish out damage to magic immune and low armored targets. This can be changed, though. I think 300 magic damage and 130 magic dps won't change de hero effectiveness.
Yes, you're suposed to get at least 1 level of Summon Soul Spheres to be able to use the other 2 spells. If you don't get any level of first skill, the ult won't give you spheres too. But you can't play at all without this skill. I'll update the thread soon with informations about that, I was realy wondering if I forgot something...
Thats the actual idea. Think with me, you need 90 mana to deal 120 damage and 0.8 sec. stun, and it can be deat at level 2. It seems prety balaced to me, since the 15 mana cost for every Soul Sphere are for another bonus, the passive damage bonus. Thats why I said in the Hero Overview "Good judgement is a huge part of this hero's play style", because you will need to always have the 4 spheres summoned for the damage bonus, and only use them to stun or shield when you realy need. You're actualy using 90 mana for the stun, not 150, since you have 2 sec cd between every sphere summon, you can't summon them all at once. If you are without spheres and needs to stun, something went wrong, you made a bad judgement and yes, you will have to summon all spheres again to do a desperate stun, and the cost for that will be 150 mana.
For the part you mentioned about the damage distribution, I think I agree, but the idea is a better reward for a single person stun. So maybe if I can make it deal more damage to one person (raising the damage numbers a bit) it will deal more damage at the AoE too, you agree with this change?
Yes, the scaling is weird. Based on my maths, if the Ring reaches max speed (max dps for that skill level), thats the max damage it can absorb. For exemple, 4 spheres at level 2 can block 24% damage, and max out at 70 dps. when it reaches 70 dps, it means that the Ring absorbed exactly 290 damage, so it will be destroyed. At level 3, it max at 100 dps when absorb 312 damage and is destroyed. Since armor reduction is aplied BEFORE the Ring, the Ring actualy blocks an already reduced damage, so its less reduced, meaning that the dps will grow slower and will not be imba, nor the Ring will be broken so easily. At lvl 4, you have to take like 1k damage (with no reductions) to destroy the ring, but at level 1 it can absorb like 600 damage, since the percentage absorbed are very little. Its weird, but its math. Math is weird.
Thats why I don't wanna change the skills to magic damage. Dunno, but maybe if I change, the ult will lose half of his purpose.
Thank you for the feedback, I realy wanna see him too, and I hope you guys from UnHoN can make him soon. I have many more ideas, as good as this one, and I'll realy appreciate if you take a look at them in the future.
Last edited by HawkeyeBR; 01-25-2011 at 04:15 PM.
[R4R]
Leaf Weaver - Ancestral Ghost - Solunar - Tormented Prisoner - Earthlifter - Knife Dancer - Monk - Sonic Lancer - Sphere Master
Absolutely do not change him from physical to magic, please. He's fine as is as far as mechanics go. It's just the theme. And that can get changed easily, it's just pictures...I have to agree with you. Both the second and third spells seems to release magic damage, but I though it would have more synergy with the hero itself if it was physical, since his role is to dish out damage to magic immune and low armored targets. This can be changed, though. I think 300 magic damage and 130 magic dps won't change de hero effectiveness.
I know you cannot. It's just that you need all four spheres to be at full effectiveness.Thats the actual idea. Think with me, you need 90 mana to deal 120 damage and 0.8 sec. stun, and it can be deat at level 2. It seems prety balaced to me, since the 15 mana cost for every Soul Sphere are for another bonus, the passive damage bonus. Thats why I said in the Hero Overview "Good judgement is a huge part of this hero's play style", because you will need to always have the 4 spheres summoned for the damage bonus, and only use them to stun or shield when you realy need. You're actualy using 90 mana for the stun, not 150, since you have 2 sec cd between every sphere summon, you can't summon them all at once.
Yes, it makes sense, actually. The spheres are beneficial all the time, not only for the spell.If you are without spheres and needs to stun, something went wrong, you made a bad judgement and yes, you will have to summon all spheres again to do a desperate stun, and the cost for that will be 150 mana.
Hmm. Challenging. 300 physical damage seems quite enough, but only 200 if there are more targets seem weak. ... Well, I just took a look to realize you've already changed it. 360 seems fine for the mana cost and all that. Good.For the part you mentioned about the damage distribution, I think I agree, but the idea is a better reward for a single person stun. So maybe if I can make it deal more damage to one person (raising the damage numbers a bit) it will deal more damage at the AoE too, you agree with this change?
Math is weird.
No way are you going to change it to magic, man! It's okay.Thats why I don't wanna change the skills to magic damage. Dunno, but maybe if I change, the ult will lose half of his purpose.
I will take a look if these mechanics can be applied. Not sure just now. If yes, I would like to create him. But first, we have other heroes in cue already. Will have to wait....and I hope you guys from UnHoN can make him soon.
Keep em coming.I have many more ideas, as good as this one, and I'll realy appreciate if you take a look at them in the future.![]()
Yes, you do need the 4 spheres to use the skill to its full effectiveness, but if you look, even if you use a skill with 1 Soul Sphere, it has its purposes. Blitz can do a mini-stun, stopping channelings and stuff, maybe even canceling an attack that has a cast time going to your ally if you're lucky (Succ Heartache for exemple, 1 sec cast time), and thats why it has only 10 sec cd. The shield can still block 10% with 1 sphere, and can still cap his dps at 130 (but you will have to receive a lot more damage for that).
360 seems fine to me now, since its physical damage. 240 is also not that bad to the AoE.
Ok, put him on the list !
Ty again for the feedback !
[R4R]
Leaf Weaver - Ancestral Ghost - Solunar - Tormented Prisoner - Earthlifter - Knife Dancer - Monk - Sonic Lancer - Sphere Master
Bump*
[R4R]
Leaf Weaver - Ancestral Ghost - Solunar - Tormented Prisoner - Earthlifter - Knife Dancer - Monk - Sonic Lancer - Sphere Master
Bump !
[R4R]
Leaf Weaver - Ancestral Ghost - Solunar - Tormented Prisoner - Earthlifter - Knife Dancer - Monk - Sonic Lancer - Sphere Master
Bump !
[R4R]
Leaf Weaver - Ancestral Ghost - Solunar - Tormented Prisoner - Earthlifter - Knife Dancer - Monk - Sonic Lancer - Sphere Master
I've started to code this awesome hero... (Don't Worry UHoN isn't dead especially when S2 says that Multiplayer custom map will be playable soon enough... http://forums.heroesofnewerth.com/sh...&postcount=162)
Last edited by Melto; 05-24-2011 at 05:17 AM.
Holy f*** I love u so much Melto ! Would be cool to see my hero in action, good luck with the work !
And ty for the good news of the custom maps !
[R4R]
Leaf Weaver - Ancestral Ghost - Solunar - Tormented Prisoner - Earthlifter - Knife Dancer - Monk - Sonic Lancer - Sphere Master
Bump !
[R4R]
Leaf Weaver - Ancestral Ghost - Solunar - Tormented Prisoner - Earthlifter - Knife Dancer - Monk - Sonic Lancer - Sphere Master
Summon Soul Sphere:
Q/C1: Does the ability contain a maximum number of Spheres? I think this would be key because if no... I could pay 150 mana at level 1 and get an additional 40 damage putting your ranged hero at 82-89 damage. Essentially double damage.
I would suggest something like 2/3/4/4 Spheres.
Q/C2: Have you ever thought of making the Sphere's cooldown stack so you could release all 4 spheres at once for 60 mana? This would allow your Hero to use his abilities back to back.
Just a side Note: The ability is interesting but limits the player on how to Skill Build Hero. Granted this isn't a must but some people don't like HAVING to build a certain way. This is minor in nature.
Blitz
Q/C3: I'd like to comment on this but I really can't until you tell me how many spheres you plan to have. Thats critical.
Repelling Ring
Still Pondering this one.
War Globe
Q/C4: I feel like your ultimate is a mix betweenand
ult. In that it acts like CD's (With the pulsing and -armor) but is an AOE Gadget like Engi. It seems like you took all the weaknesses and none of the bonuses of the two abilities. The ability is just plane weak. At level six if you activate your ultimate you will deal 180 Damage and -3 Armor. This is my first thought -
That would give you at your lowest 50*5= 250 Damage in an AOE with -2.5 Armor loss. Which is still kinda weak. But at your maximum would Give 90*7=630 Damage in an AOE with -7 Armor. This is not overwhelming but a good ultimate and gives people options on how to build, whether Ulti Focused or Ability Focused.The War Globe moves at 320 move speed and follows the Soul Master. Releases shockwaves every 0.5 seconds, dealing 30/40/50 physical damage +10 Damage Per Sphere and lowering armor by 0.5/.75/1 per wave to all enemies in 450 AoE of the War Globe. The armor lost can be recovered at the same rate as the enemies leave the AoE, destroy the War Globe or its duration ends. Lasts 5/6/7 seconds, and takes 3/4/5 Hits to Destroy. Can be protected by Repelling Ring, resisting 1 more hit for every Soul Sphere. While the ultimate is activated, you don't lose Soul Spheres.
This is just a suggestion on numbers, not grammer or core idea. I like the concept but believe it still needs some tweaking. Good Work Overall.
In the description of the Summon Soul Spheres, its written that the maximum is 4 soul spheres at all levels. I guess it will explain a lot to you :P
Well, the point is, if you want to use your other 3 skills, you need at least 1 point in Summon Soul Spheres. You upgrade it for the faster cooldown and the extra damage. It comes in hand especialy when you ult, cause you don't lose soul spheres. I liked the idea of summoning them all at once. I will implement that.
The ult will be op the way you suggest. -14 armor in AoE and 350 damage, plus not getting your soul spheres drained (and using freely your skills) is kinda too much for a 80 sec cooldown skill.
Ty a lot for the feed, I will look closely at those things tomorrow. So tired today =/
[R4R]
Leaf Weaver - Ancestral Ghost - Solunar - Tormented Prisoner - Earthlifter - Knife Dancer - Monk - Sonic Lancer - Sphere Master
Hi HawkeyeBR, As I told you few month ago I started to code this hero, I stopped a bit, then I restarted it now, all abilities are all almost coded, I just have few suggestions and interrogations,
First: About the Repelling Ring > So it is like Ra's Passive ability 3 ? Why not make the damage returned be instant? And a shield will be broken faster if you have more sphere, because it will absorb more... fix it by putting a damage before absorbsion limit...
About Warglobe > Damage and amor reduction seems balanced but 6 hit + 4 hit with repelling Ring seems a bit OP if the total damage is 1000, in a teamfight you can't kill a summoning with 10 hits to kills, (arakna's ult got 4 hit, Engineer's Ult got 4 hits to kills) i suggest you to put a 4 hits to kill at all levels it will become 8 with the repell ring...
I also suggest you to make the debuff persist for 5 seconds after last appliction...
Anyway, this hero is awesome and versatile gj for it...
Good to know you are still working on it!
About third skill, its more or less like Ra's passive. It works like that: the more physical damage the repelling ring absorbs, the more dps it will deal in a 320 AoE around the hero with the ring. Basically, the reason behind that diminishing damage cappacity, is because for the ring to deal 130 dps (with 4 spheres) it has to absorb 325 physical damage (if you do the math you will get it). The same works with the other levels. We can actualy change that and make a static damage cap for the ring to be destroyed, like 275/300/325/350, and the dps is maxed when the 250/290/312/325 damage is absorbed. Hope you got it.
About the War Globe, it sure seems op, but while hard to destroy, you can't use the ring on any of your teammates or yourself again for the next 15 seconds (cooldown of the ring). So, you either protect the Globe if it get focused, or a mate if he get focused. I think a good change would be making it destroyable with 5 hits at all levels, +4 with the spheres (total, 9 hits). About the debuff lingering for 5 seconds, its a good addition. I stated that the debuff starts to drop at the same rate as you get it when you leave the AoE, so it actualy ends faster if you stay less inside the AoE, but ends slowly if you stood there for longer (cause you will have too much -armor, regaining +2 armor per second). I realy don't know which one should I pick, your idea or mine. Both have different pros and cons.
Ty for the feed! Keep up with the work, realy wanna see this hero working.
[R4R]
Leaf Weaver - Ancestral Ghost - Solunar - Tormented Prisoner - Earthlifter - Knife Dancer - Monk - Sonic Lancer - Sphere Master
Ok ! I understood what did u mean for the repel ring !
All ability are now coded, now time for esthetism !
[R4R]
Leaf Weaver - Ancestral Ghost - Solunar - Tormented Prisoner - Earthlifter - Knife Dancer - Monk - Sonic Lancer - Sphere Master
Me...
You should look in the playable hero repository, for the result I can do....
[R4R]
Leaf Weaver - Ancestral Ghost - Solunar - Tormented Prisoner - Earthlifter - Knife Dancer - Monk - Sonic Lancer - Sphere Master