(Ranged Agility carry)
Primary Stat: AGI
Str:16 (+1.8) Agi:24(+3.3) Int:17(+1.9)
Health: 495 Mana:265
Hp reg:0.7 Mana reg: 0.8
Armor = 1.9 Magic Armor = 5.5
She holds her bow horisontally when shooting.Story
When idle she holds her hand up and blue lightning covers it.
-Still working on it, suggestions welcome-
This heros role is to carry taking advantage of the usual lack of magic armor.
Target type: Target enemy unit
Mana cost: 10/15/20/25
Causes the Spellbow’s shot to be treated magical instead of physical, as well as deals 10/15/20/25% extra magic damage each shot, based on your current base damage.
Notes: Yup, instead of reducing damage with armor, you reduce damage with magic armor, which often is weaker. As you can see it scales with level as well. This can be countered by a barrier idol.
Usage: This isn’t very hard to use. Early on you will not have it on auto-attack, since it draws too much mana. Instead you will use it to shoot harassing shots and maybe for last-hitting.
Visual: The arrow has no corporeal form, but is pure blue magic shaped like an arrow.
Target type: Target ground
Duration: 5 seconds
Mana cost: 85/95/105/115
Cooldown: 25 seconds
The spellbow places an invisible trap on the ground. It can then be detonated to slow all enemies from 80% to 0& over 5 seconds and reduce their magic armor by 4/8/12/16. Maximum number of traps is 3/6/9/12.
DetonateDetonates the trap closest to the Spellbow.
Notes: This requires two spells.
Usage: This spell is useful in ganging and to hold enemies to get more damage from your ulti.
Visual: The trap is blue and white with two poles which sends blue electricity between them. When detonated they send out a blue lightning nova. The debuff looks kinda like Electricians cleansing shock.
Target type: Target enemy.
Mana cost: 120/105/90/75
Duration: 2/3/4/5 seconds or until attacked by caster
Cooldown: 20 seconds
By enchanting the target the Spellbinder convinces the target to loose control over it's hero and to follow the Spellbinder wherever she goes. This effect is canceled if any unit allied to the Spellbow chooses to attack the target or the target gets within 1000 units range of a tower.
Notes: No-one can autoattack a beguiled target without right-clicking.
Usage: A very powerful hunting/disabling tool.
Visual: A blue question mark levitates and spins above the targets head if the target is attacked by the Spellbow before the duration goes out the question mark turns into a blue “!”.
Hailstorm Mirage (ulti)
Target type: Target enemy
Mana Cost: 120/150/180
Duration: 4 attacks or 8 seconds
Cooldown: 80 seconds
The spellbow creates 6 copies of herself around the target unit. The illusions will attack the target 4 times each and then disappear. The illusions deal 25%/50%/75% of total damage. The illusions can't attack anything else than the target.
Notes: This damages based on her base damage. If Arcane Arrows is activated, it will deal magic damage, otherwise physical. Attack modifiers and crits work just as with regular illusions. The illusions can't be controlled and they can't move.
Usage: This spell is great for dealing damage, but it needs something to hold the enemy unit so that it doesn't run away from the ring, as the illusions cant follow.
Visual: Creates 6 blue transparent spellbows around the enemy target. They have the same animations as the Spellbow.
Arcane Arrows + Spellbind Trap
Kinda obvious synergy. Deals more damage and also allows more hits.
Place a trap, then use Beguile to force him to walk upon it.
Trap your target, then use Hailstorm Mirage to get much damage done.
Arcane Arrows + Hailstorm Mirage
By having arcane arrows on autocast your illusions will get that modifier as well.
Beguile+Spellbind Trap+Arcane Arrows+Hailstorm Mirage
Place a trap, then use Beguile to force him to walk upon it. Then use Hailstorm Mirage with Arcane Arrows on autocast to get much damage done.
This hero's Arcane Arrows was inspired by deathdawn's Astral Sentinel: http://forums.heroesofnewerth.com/sh...ad.php?t=26192
I really liked the concept of a magical damage carry but i wanted it to have more flexibility, thus Spellbow.
Remember, numbers are changeable, it's the concept that counts.
I need some numbers for the first skill. If anyone who is better at calculating damage over levels could help me then please do, it would be appreciated.
Remade Barrage into Spellbind Trap
Remade Mindbreak into Hailstorm Mirage
I believe that covers it(first hero suggestion)
Last edited by EcchiSensei; 10-01-2009 at 04:00 PM.
Don't like the fact that you kinda got it from me, anyways.
1st: Like what I've done on my hero I've considered this possibility of attacking magically every single attack. I've understood that it was way too powerful because lategame you can easily hit for 300 magic damage per shot, which is huge when not reduced by armor. Also it not only does that but increases the base damage by 25%.
Other than that a 0.5 cooldown is useless because you only reach that kind of attackspeed when you have a full set of items and have nothing else to buy, this means that the hero will not be able to function as well as other heroes are intended to do so because reaching that kind of attackspeed isn't as benefitting as it would be to other heroes.
2nd: Too unreliable to be of any use, no matter what you do if it is based on your damage it is weak. At late game let's say you hit for 300, 50 % of that is 150 even if you crit you can only hit 5 targets for 300. You can easily do this with any other spell much like Pyromancer's Dragonfire AND stun at the same time, it can also hit unlimited units inside the AoE unlike 5 shots that probably wont hit all the heroes or any hero twice.
3rd: This is a weak version of a disable and provides no benefit to the team whatsoever, it's a selfish spell that can protect Spellbow from one hero, that's it. It does not work well in conjunction to the ultimate as the hero can just run, the Spellbow has no Chase Mechanism which will make casting this and the Ulti useless as the target will just run.
Ult: Considering the wording is x2 of base damage it would prove to be very weak as there is no way to pump this up, unless it can crit, which would then be too luck based.
Anyways it seems like an unpolished version of what I had made before, that's why I had to go through so many revisions.
=/ should've asked me first if you were gonna use my idea.
To the Deathdawn, if you honestly think you were the first person to think of a bad cousin to Clinkz, then get real.
On to the hero though, the first ability seems fine, I'd change the cooldown on the orb a bit. As in making it like 4/3/2/0 to be more in line with other heroes with orbs. (Just arachna as of now) An orb with a .5 second cooldown would just be obnoxious.
For the second ability, I'd say the name needs changing some how. A "Barrage" implies a heavy dosage of fire power. As is you fire a great deal of projectiles at your enemy over the course of five or ten seconds. Barrages are most commonly associated with naval strikes or mortar fire in contemporary usages, where the onslaught can last for hours. I think "Multi-shot" or like "Mystic Arc" would go better with her theme. Mostly though, the ability seems delegated directly to farming and nothing else. Five arrows at a miniscule percentage of your base damage is just useless. Give it some kind of secondary effect Al la Sniper's Scatter Shot, such as a slow, or the reduction of magic armor, to better go with her theme.
The third ability is just bad. Sorry but it won't do anything to escape or enable you in any real gank or defensive situation. This is a team game and heroes need to be able to work with their team. This ability just doesn't seem to do anything to enable her in a gank and seems more like a 1v1 skill. (Even at that it'd probably be mostly useless). I'd replace it with something more interesting or flavorful. Right now its just a bad version of puppet master's Banjo ability (I can never remember the name, so I just end up calling it banjo). Just look at it compared to other heroes with similar abilities. Lets take Succubus' Mesmerize.
Mesmerize lasts for 6 seconds or so (Im not look at exact tooltips, so forgive me if I am cutting it short) and completely disables a hero for that amount of time as long as they remained unharmed.
This ability does something similar for 4 seconds, but only disables them to you. Allowing them to freely attack your teammates. I'm sure you can see what I am saying here.
Ult is just Scout's ult copy and pasted ad nauseum. You just forgot to add the parts where it slowed and added a magical armor debuff. Feels dry and unoriginal.
Overall, I like the idea of a clinkz type hero being in the game, but I think this one may need some work. I'd just keep trying though, I'm sure youll come up with something good!
I'm sorry for not asking you for permission or anything, but from what i gathered it was only the first ability that i practically stole from you. The rest is not inspired from your hero. If it's similar, then it's just a coincidence(or subconsciuos). But again, sorry for that.
And as i said in my post, the numbers isn't the point, i just thought something up but it's hard to balance it without the ability to test it.
About the first skill, i was almost positive that this would be overpowered. So i have a few things in mind to nerf it.
About the second skill, you can get more than 150 damage to this when you deal 300 damage per shot(if we are to go by your example). As i said in scenario 3 of the description if you use it in close enough range(about 300 units) all the 5 arrows will hit, each dealing damage and each having attack modifiers &chances to crit, bash etc. This means 150x5=750 dmg on a single target.
In a game where you have 200 damage this skill would deal 500 damage. It's a little had to pull off on a ranged hero, but in lategame it's worth it IMO.
I was thinking about the same thing with beguile, and i thought about making the target unable to attack any enemy. But as stated before the balancing is hard without testing and the numbers are changeable.
I will change this now.
And besides that: You do realize that Clinkz isn't really the archetype of a magical Archer?
Why do you think this is a Clinkz type hero? There isn't even a Hit-and-Run involved in this.Overall, I like the idea of a clinkz type hero being in the game, but I think this one may need some work. I'd just keep trying though, I'm sure youll come up with something good!
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I honestly think it's not a good idea to have to be that close to deal that damage, first off all your hero does not have a slow or a stun, only way you're gonna get that close is if you have a teammate to help you or you have a portkey/source of invisibility. Other than that it might not be such a good idea to give up your range advantage on some melee heroes. This would not work on a hero such as Pestilence, you go in you shoot him you basically die once he starts to stun you and kill you. (Range advantage is very important. It's why there was never a 600 Range tank in DotA, the closest they got was Huskar.)
Fair enough, and i've changed it. As i've said before, i'm open to suggestions, since i want to create a hero people will like, not a hero that only i will like. I just don't want to change the abilities without them fully understanding it, which i wasn't certain in your case.
There, i've remade 3 spells. C & C?
first 2 sound good other 2 i dont like, they dont seem to match a spellbow theme i invision in my head.
Ahahha, damn, I had simillar idea and the exact same pic for a hero Iw as working on haha. oh well :P
First skill is good.
Second skill, seem overpowred. Lowering magic armor by 16 at level 4 + slowing, that's alot.
Third skill, seem a bit like Puppet Master second skill, except instead of making the target attack the thing closer, it make them not hit you.So, what happen if you are alone with the enemy? it make him unable t hit you until it gone? like disarm of scout?
Ultimate: Well, 6image X 4 attack. If this hero goes carry, That's almost a sure kill for using it. Having this hero with monkey king bar, lightning claw and other proc lol... that would be soooo OP :P You're mainly your own team :P
Anyhow, good idea, I hope you won't mind if I use Spellbow for my heroes design when I'm done writing the skillset. If you dont want, oh well :P first come first serve haha.
Yeah, this is probably imbalanced, and as i said, numbers is not the important part, as they are easy to change.
I don't mind you using the same design. You'd probably come up with something better anyway :P