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Korlash
Korlash Dream Link
http://dream.heroesofnewerth.com/her...echips/Korlash
(Credits to Daarken of the Magic the Gathering art team.)
One of the original five guardians of the Blind Prophet, Korlash was a mighty king of olden ages, known for both his ferocity in the field of battle, and the Blackblade; a deathly sword that brought doom to many a foe. On the eve of war between the Hellbourne and Legion, Hellbourne priests approached his magnificent stone tomb, and resurrected him from the dead. Korlash charges into battle once more with Blackblade in hand, this time not in the glorious name of Sol, but in the name of the twisted Hellbourne.
Korlash's Stats
Range: 128
Base Damage: 54-59
Base Strength: 22
Base Agility: 18
Base Intelligence: 16
Strength Gain: 2.7
Agility Gain: 1.9
Intelligence Gain: 1.5
Armor: 2.7
Movement Speed: 295
Unholy Surge
Skill Description: Korlash slams Blackblade into the earth, sending forth shockwaves of dark energy in front of him that devastates his enemies.
Death Pact
Skill Description: Korlash forcefully rips the life out of a lesser ally healing himself and damaging enemies near the now dead ally.
The Blackblade
Skill Description: Korlash's sword, the legendary Blackblade, siphons the energy of those around Korlsah, weakening them. At any moment Korlash may activate the energy stored within the Blackblade to empower himself.
Necromancy
Skill Description: In death Korlash has been granted necromantic powers and may call on his long dead soldiers to serve him once more on the field of battle.
Basically a tougher more personal oriented version of Elspeth. Instead of caring for his allies like Elspeth, Korlash abuses his allies and foes, all for his personal benefit.
Both Korlash and Elspeth were conceptually made at the same time. I had wanted to make a minion based hero and these two heroes are two different approaches of how a hero could associate with his army.
One empowers its army (Elspeth), one abuses it (Korlash). This is why you may see a similar format/theme to skills. The first skill revolves around the blade of each hero. The second revolves around healing. The third revolves around increasing potency of a unit. The ultimate revolves around summoning minions.
In the end I am a bit iffy on Unholy Might, as it is similar to Blood Hunter's Blood Crazy and Blackblade's Edge might need a nerf. Other than that, I believe the numbers are fine. I look forward to any and all feedback!
I guess you have played your WoW?
I read both Elspeth and Korlash, and I have to say I like Korlash more.
You could lower the -base damage on 1st ability, because the damage buff on your hero makes it already a powerful ability.
Death Pact sounds fine.
I'd lower the numbers on Unholy Might. At the moment the drawbacks make it pretty situational spell, even if it requires a lot of thought behind using. I just feel 60% -armor is pretty hard on most carries, while 60% base damage is a killer.
With ultimate you can have 5 skeletons at level 6, and that is scary. Pushing a tower becomes a no problem. In teamfights the ultimate is weaker for sure, but this pushing power on a semi carry worries me. Perhaps make them do lower damage on towers? At the moment he pushes harder than Ophelia, who can down towers in like 10 seconds.
A good concept, just needs some tweaks and a limitation on pushing power.
I feel obliged to tell you that your second skill should really really really not be able to be done to your own allies. First of all, it has major griefing potentional in public play. (People kill you before you get to proc "no help" in spawn, removing all of your starting goal. That is just way too much griefing potentional.
Secondly, it gives you a way to easy method of denying teammates sure to die. Denying allies should in my opinion always be very hard or situational, or you're bound to severly imbalance.
Thirdly, I see no reason why this skill shouldnt only be usable on creeps. It would be still be hell of a powerful and great. Just tweak the numbers some.
For your fourth skill, with it's current numbers I see no reason why this skill should be used on anyone except your enemies. The ratio is just not good enough. Boosting the damage by a tad or reducing the armor reduction would fix it, not by a much, but by some. Other then that, a really good spell that has multiple functions.
That's my two cents.
Last edited by GeneralGrind; 03-03-2011 at 06:17 AM.
1. Death Pact can't be used on heroes.
[*] Can be used on all allied units excluding hero units and pet units like Booboo.
The wording is a bit iffy I guess. I'll make that more clear to understand.
2. By fourth skill do you mean third? If yes then I will tweak the numbers some more.
When you think about it, the Undead Warriors are a buffed version of Balphagore's minions and are not that overpowered when brought into line to other pushers. Korlash only ever overtakes Ophelia in pushing power once he reaches level 16. Ophelia outclasses him until then all game, with her reaching maximum potential at level 7, when spells aren't strong enough to take her minions down.Originally Posted by Dayew
Defiler's pushing power remains stronger all game as well, with her ultimate taking down towers much faster than the Undead Warriors ever could. She is also considered a powerful semi-carry with a potent silence. This draws attention to the point that, on the grand-scheme of things, Korlash has no personal disable, slow or silence to take advantage of, unlike all of the aforementioned heroes.
Oooh, excluding! Yeah, I got confused with the note below saying "Can use no help to stop griefing" and didnt think about summons. Good, cause I really didnt believe such a stable hero creator as yourself could do such an error and it seems that is true.
And yeah, silly mistake. Ment the third skill.
Blackblade's Damage
- Damage reduced by 20 damage at maximum level. Numbers adjusted to scale correctly.
Death Pact
- Made it more clear that Death Pact only targets allied non-hero units.
Unholy Might
- Reduced armor and magic armor reduction from 60% to 40%.
Necromancy
- Increased Undead Warrior Movement Speed to 425 from 400.
- Indicated that Unrelenting Assault does not effect towers.
Im not a fan of the target-click mekanism of the ultimate, since the spawn is a mobile unit. I think it either should spawn all skeletons instantly around you (like balphagore), or be a toggled auto-cast ability that spawn skeletons from corpses (one at a time).
By cooldown you mean that he gains one charge each 20 seconds?
Last edited by Jonasies; 03-20-2011 at 09:44 AM.
skeleton without stun. A big brick in space that hurts and can get big ammount of summons which he will use to heal himself. at 16 it is a 300hp pot every 20sec with a extra nuke on it. Im not impressed with the concept of the hero but Korlash would be a greatly needed and very straight forward addtion to newerth.
Just needs a bit of tweeking on skills, shockwave might be too much dmg when used with Death pact. Lower it's dmg and raise the -base dmg buff in some way. Or you chould change the pact a bit. atleast make the cd on it not so staggering low from 50 to 20. 40/35/30/25? idk just a thought. Thumbs up anyhow)
iLike.
The second skill, hmm..
Wouldn't the second skill be useful to deny your own ally heroes? I'm sure someone denied me before with an item or skill, I don't remember cause it was during closed beta.
Don't mind the hero idea but a couple of points:
Q: What is his desired roll, is the aim for another STR anticarry (ie pestie)?
Reason for Q: He seems too strong through all the stages of the game.
Early game:
His first ability is a 290 damage AOE nuke on a STR hero.
2nd ability gives him good lane control, a heal and a nuke. I like the idea of this skill through so would like it included.
1 lvl of his 3rd ability gives him an AOE hero detector - 1000 range if you pay attention to the charges and the creeps/heroes in lane
Midgame:
Dont like the thought of a str hero being able to do 350 + 290 ranged magic damage
Lategame:
Youre a STR hero.
You reduce damage of the enemy carry by 1/3. This combined with a vanguard is HUGE. The other team has to focus the tank... Seems a little excessive.
All that said:
1. Buff the ulti creep time from 50--> 55, so you can almost keep 3 alive if people dont kill them off, while timing team fights to get the 2nd set of 3.
2. Change the Darkblade skill so that it is 2/4/6/8 damage per charge, creeps give 1 charge heroes give 5? Anyways more charges for heroes. Fix the numbers obviously.
3. Make the damage reduction part of the activatable, reduce mana cost to 60 or 70, make the range 700/800/900/1000, increase cooldown to 35 or 40 second.