Theme: A swampy bog lord, a monster of the marshlands of Newerth. Covered in mushrooms and murky mud oozing off his body.
Strength Melee (128)
Str: 22 (+2.6) Agi: 15 (+1.4) Int: 16 (1.9)
Ms: 295 Armor: .9
Backstory: The Marshlands of Newerth are known to be an inhabitable land of extreme harshness. The few creatures that live there are some of the most vicious and perdurable, with Mire being no exception. As the war tore onward, it drove the creatures of the marsh out of their dens, eventually destroying the swamp. Mire seeks vengeance for the destruction of his swamplands, and will show them the harshness he had to endure to live there.
Ability 1 - Bogged Earth
Think Moraxus's stun mixed with defiler's wave with no damage whatsoever. Synergises with ult well.
Ability 2 - Shroom Swamped
Spawns mushrooms which can be used to obstruct player movement as well as damage on death. Useful for fleeing enemies or to entrap enemies. Downside is the manacost outweighs the mana gain and base mana that Mire has early-mid game, especially if he wants to use his other abilities.
Ability 3 - Marshland Monster
A Passive ability that reduces stun duration, slow resist, and some armor while stunned.
Ult - Quicksand
This ult does not work well with a tempest ult, as they would be moving constantly and take no damage, however this would work exceptionally well with other stunners, keeper, etc. Initation would consist of portal keying in, using Bogged Earth, following with his ultimate, Quicksand to deal massive AoE damage. Following up with some expertly placed shrooms to cause even more havoc.
Pros: Massive AoE Damage
Long AoE stun (that does no damage)
Annoying Mushrooms obstruct player jukes, entrap enemies.
Cons: Melee hero
Low base mana
Extremely low base armor
Low agility and low agi gain
Low base ms
Expensive mana costing abilities
Last edited by Repugnance; 06-24-2011 at 06:18 PM.
first skill: lower the duration of the stun. even if it does cost that much mana, it is simply too easy to chain stun people that are grouped up. making it more like hammerstorm's stun would probably be the best idea.
second skill: interesting. i sort of think that there should be slow on touch, which would reward players able to place shrooms right infront of people. something like a 10% slow should be enough even (and then you could actually remove the slow on the ulti).
third skill: i really dig the conditional +armor. solid skill overall.
ulti: needs channel time at the beginning, like magmus' ulti. like i said before, i think the slow should be moved onto shrooms instead, but either way it is still a pretty solid ulti.
interesting hero concept, it's sort of like a mix between pesti and magmus with some slither over it (wards/shrooms). no doubt a hero that would receive much use if it was in game.
feel free to give a review of this hero: http://forums.heroesofnewerth.com/sh...d.php?t=283638
that would make less sense because of the missing synergy. it's more worth/a better choice to have it deal damage in aoe radius around, at least for this hero, even at the cost of lower stun duration.
It's not really supposed to hit everyone around, but a select few in front of, it's a trade off. It also makes the spell much harder to aim (hard=skill!), which the game always needs more of.
Simply doing damage/stunning in a circular is a spell many heroes have: moraxus, pesti, hammer, etc.
His trade off is a longer than usual stun, with no damage, and a forward facing cone.
-Awesome. Give the bogged earth a duration so you can setup up few of them. But on the bright side the CD is short and therefore seems okay by itself.
-Increase damage or add perplexed affect when the shroom explodes for 3 seconds. It is a Shroom afterall
-Decent - tank like passive
-Blood Hunters Ultimate and Quicksand is a guaranteed kill J
-Works wonders with Bogged Earth.
Decent hero and would love to play it.
Hero Spotlight + Playable - Obelisk
Hero Spotlight + Playable - Putraiden
Bogged Earth: Considering the smaller aoe and longer cooldown compared to similar stuns from Pestilence and Moraxus, I'd say the longer duration of the stun is fine. Heck if it wasn't for the excellent synergy with the ult, I'd have even suggested adding some small damage to it.
Shroom swamped: Overall, the shown numbers appear fine. Its the unlimited durarion and unstated sight range I am worried about. If that sight range is larger than say 300 units, this skill would be way to versitile as an aoe nuke, wall, and scouting skill.
Marshland Monster: A really creative skill, I really like it. However due to the reduced stun time, you won't be getting alot of use out of the bonus armor and magic armor. What if they tapered off over the course of say 2.0 seconds after a stun ends?
Quicksand: The slow makes no sense because you will want the enemies to be stunned/imobilized for the entire duration. Instead what if you made the damage per second scale up to 110/130/155 based off the percentage moveme speed they are slowed currently. For example if they were under a 50% movement speed slow the ult would be dealing 55/65/73 magic damage per second. Odviously, If the enemies were imobilized or stunned it would count as a 100% ms slow for the sake of this skill.
Shrooms have 300 sight, and they're semi-useful as scouts but there's a limit of 4 on the map, and e will blow up ALL mushrooms without discrimination like scout wards.
Probably right on the 1 second after being stunned having the bonus armor still.
Well think about how quicksand in general works.
In reality: The only way to escape is to maximize your area and lay on your back, slowly pulling yourself out. Moving will quickly sink you faster.
In this iteration: Moving will get make you slower and slower, and if you stand still you will sink. Pairing it up with another stun will mean maximum damage (and there are a lot of stuns in this game that can work just fine). Being able to move is a counter, however, the slow is a superior magic will go through shrunken head immunity.