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Rocket Engineer
Speed: 305
Range: Melee
Affiliation: Hellbourne
Primary Stat: Int
Strength: 19 (+2.2)
Agility: 14 (+1.3)
Intelligence: 25 (+2.7)
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Shielddome (?)
OR
Places a ward on the ground that absorbs a part of the incoming damage dealt to allies nearby and could be used for restoration.Skill Type: ActivePlaces a ward with 500/750/1000/1250 hitpoints and 5 armor. The ward absorbs 25% of the damage dealt to allied heroes nearby until he is destroyed. Absorbed damage will reduce its health by the amount he has absorbed. The ward will lose 20 hitpoints per second until he’s destroyed.
Mana Cost: 100/120/140/160
Cooldown: 30 seconds
Casttime: 0.5 seconds
Area of effect (Ward): 900
If you or an ally in melee range right clicks the target you are bound to him transferring 10/15/20/25 health to self per second. The channel lasts until you make a move or until the ward runs out of health.
Once you stop channeling on the Ward you’ll also get a +4/6/8/10 armor buff that lasts as long as you have channeled on the Ward.
Use: Could be used to heal yourself or allies. Main usage is for defense but could also be used during offense > place a Ward and channel for +armor before attacking the base of the enemies.
Balance: Balance around the numbers.
Notes: Some math: 500 hitpoints / 20 damage to self > Ward lasts 25 seconds at level 1 (if no health transfer or damage to heroes nearby occurs or the ward itself takes damage). 1250 hitpoints / 20 damage to self > Ward lasts 62.5 seconds at level 4 (if no health transfer or damage to heroes nearby occurs). Health restored over 10 seconds: Level 1 = 100, Level 4 = 250.
A Ward can be damaged by normal attacks but not by spells.
Visual: A small Ward with a blueish glow and a blueish dome (like from the Chronos ulti that is as huge as the area of effect) with a high transparency (80%+).
Heroes that channel on the Ward should look like they use a sort of static grip (Electrician) on it > flow goes from the Ward to them.
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Acid burns (?)
Throws a bottle of acid that deals damage and weakens enemies.Skill Type: ActiveThrows a bottle of acid at a target location that explodes on impact dealing 40/55/70/85 damage and covers the area with acid. Acid deals 10/15/20/25 damage per second. Stacks up to 3 times when enemies stay in the acid. Acid lasts 10 seconds. The stacks themself last 3 seconds each. Enemies within the acid also got their armor reduced by 2/3/4/5.
Mana Cost: 100/110/120/130
Cooldown: 15 seconds
Casttime: 0.5 seconds
Area of effect (Acid): 300/350/400/450
Damage Type: Physical
Speed (Bottle): 750
Range: 700
Use: Your spell for pushing / farming. Also perfect combined with spells that keep enemies in position (Tempest).
Balance:Balance around the numbers.
Notes: Example to the stacks (Level 4): Acid was thrown and you are in the area of effect you take 85 damage. After 1 second you take 25 damage. After 2 you take 50 damage. After 3 you take 75 damage. After 4 first stacks runs out but a new one occurs > you take 75 damage. Now you leave the Acid. The second stack runs out you take 50 damage. The third stack runs out you take 25 damage.
Visual: Could look like the poison cloud from the Alchi in DotA.
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Spidermines (?)
[Placeholder]
Creates a spidermine at the targeted position that can be used to damage the enemies.Skill Type: ActivePlaces a Spidermine at the targeted position. The Spidermine will dig itself into the ground after 1 second and is invisible. When an enemy comes within a range of 250 the mine will undig itself and hunt the enemy to explode upon contact for 100/150/200/250 damage. Spidermines that are diged could also be set to passive mode. This will prevent them from undiging. In this mode they could also be exploded while diged. But they only deal 75% of their normal damage. When a Spidermine explodes it will also deal damage to Spidermines nearby forcing them to explode too. Spidermines could be selected to move them (this will undig them over 0.25 seconds). When they didn’t have been moved for 1 second the will dig themselves again. You could have a maximum of 6/9/12/15 Spidermines.
Mana Cost: 100
Cooldown: 16/14/12/10 seconds
Casttime: 0.5 seconds
Range: 200
Speed (of the Spidermines): 450
Hitpoints (of the Spidermines): 5
Damage Type (of the Spidermines): Physical
Area of effect (Explode from Spidermines): 300
Use: Could be used for defense and scouting, prevent jungling, pushing and farming Best used combined with acid due to the reduced armor and the damage type = physical.
Balance: Balance around the numbers.
Notes: Some math: Spidermine Level 4 that explodes undiged deals 250 * 0.75 = 187.5 damage. This will add a subspell to explode all Spidermines at once (only works on passive Spidermines). If you cluster all 15 Spidermines at Level 4 you’ll deal 2812,5 physical damage.
This could be countered by Wards / Stealth detection.
Due to the low health Spidermines could be easily killed but note that they can’t be targeted by spells!
They won’t be useless when the enemies get Ward due to the ability to move. You can still try to harass with them. But be aware to controll them well cause a Spidermine that explodes also forces nearby Spidermines (that may be out of range of the target) to explode.
Visual: Could look like the Spidermines in Starcraft or like this: Example. Spidermines that are in passive mode should look much darker to self and allies.
Subskill: Explode
Costs no mana and just forces all Spidermines that are in passive mode to explode.
Subskill (of Spidermines): Toggle Mode
Costs no mana and toggles from active (automatically hunts nearby enemies in range) to passive mode (stays diged and can be exploded diged).
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Rocketman (Ultimate) (?)
Places a rocket on the ground that can be used for traveling or to slaughter your enemies.Skill Type: ActivePlaces a Rocket at the targeted position. The Rocket has 5 health, 60/80/100 fuel and thou could be easily destroyed while not used. You can have a maximum of 3/4/5 rockets.
Mana Cost: 150
Cooldown: 25/20/15 seconds
Casttime: 0.5 seconds
Range: 200
Range (Air Raid): 99999+
Damage Type (Rocket): Physical
Speed (Missle): 1500
Area of effect (Explode from Rocket): 600
You could also mount a rocket (by rightclicking in melee range). Once you have done this you’ll lose the ability to attack and all your spells while you are on the rocket. Rockets that are mounted move with a Speed of 800. You’ll gain 2 new abilities while you are on a rocket (Parachute and Air Raid).
When you mount a rocket your manabar is also replaced with the fuelbar of the rocket. For each 25 yards traveled you/the rocket will lose 1 fuel and once you mounted a rocket and ordered a move command you are forced to move until the fuel is empty or you drop of the rocket with Parachute. The rocket will then fly until the fuel is empty and explode like Air Raid has been used.
When a rockets is destroyed while on ground the explosion in the area of effect only deals 20/40/60 damage.
Use: This sounds fun and hell i think it isYou could use it for a good amount of area damage (750 with 5 rockets) or to escape (place a rocket and mount it). Could also be used to initiate (think of a Legio flying into a battle with a rocket) or also to engage the enemy (whole team flying).
Balance: Balance around the numbers.
Notes: Some math: 60/80/100 fuel: 1 fuel per 25 yard > you can travel a max distance of 1500/2000/2500. While you're on a rocket your move type is changed to flying > you can cross any terrain and can't be attacked be melee attacks.
Rockets don't take damage from spells.
Visual: Red rockets with a big trail behind them and explosions upon impact.
Subskill: Let them lose
Launches the closest missle you have placed at the targeted area. Each missle deals 150/175/200 damage upon impact, stuns for 0.5 seconds and slows movement by 25 for 2/3/4 seconds. Costs 20 mana per rocket launched. This skill has no cooldown.
Subskill (when you've mounted a rocket): Parachute
Costs no mana. Enables you to drop of a rocket slowly falling down to earth over 1 second.
Subskill (when you've mounted a rocket): Air Raid
Costs no mana. Marks an area and depletes your fuel. Once you’ve marked an area the rockets speed is increased to 1500 and you'll crash at the targeted area. On impact the rocket deals 50/100/150 damage to you and enemies in the area and stuns you and enemies for 0.5 seconds and dazes enemies slowing their movement by 25% for 2/3/4 seconds.
Once casted this can't be aborted and you can't drop of the rocket with Parachute.
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Numbers are subject to change
Vote on concept
Last edited by dezi; 10-30-2009 at 03:28 PM.
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-Items- Gift of the Wise -Items-
-Sandbox- Rocket Engineer . Blood Countess -Sandbox-
Numbers are subject to change - Vote on concept
I know it's a wall of text but give it a chance
Most of the text is just to explain the skills.
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I really do like both wards and the acid bottle, but please rename skills and the hero. "Rocket Engineer" is pretty clichee. Be creative on the names!
The ulti sound fun, no real criticism on the skills, just that I do not like mines that much. Also, the ulti could be removed for something... let say "more effective" or maybe more specified. I dont like skills that have one million different options and uses, but well, I cannot judge the mechanics on that ulti.
Nice character, I'd give it a try, but PLEASE change the name(s)![]()
Hmm.. I'd prefer the Acid instead of the Cannon, because having 2 gadgets to use your transfer on would be kind of .. I dunno you'd have to decide on which you transfer. But else I really like it. And about the Mounting-the-rocket thing, 500ms is really slow, since this is HoN, not DotA we could easily break the 522 limit and make him move at 600-700 movespeed (a little slower than kraken's charge i think), would make him faster than anyone else, except if they have a blink type spell
Love the concept art.
Will comment fully later. But, man, do I love that magic card![]()
[F4F]
Contest Heroes:
Arcane Warrior | The Unknown
Recipe Items:
Enfeebler | Possessed Scimitar
Basic Items:
Glove of Astral Absorption | Spike Shield
Seems like a very fun hero to play but could be difficult to balance. Anyways GJ! I still want it in HoN:P
Thanks for the feedback. Gonna change several things tomorrow![]()
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looks realy like a concept that would fit the good ol Savage bulder (first and third skill)
ok so my comments.
the first skill seems nice however the chenneling thing feels a bit messed up and maks me ask WHY. The damage reduction of 25% is good . The hitpoints however feel WAY to high. especialy witht his channeling thingy.
the second skill is nice too some nice nuke that could be used to controll enemies. by forcing them to run out of its effect.
the turret with channeling looks simmilar to Voodoos ultimate. and could do some insane damage. however still most heroes would be more usefull i not channeling.
ult: this one is realy nice done. the damage on the raks could even be abit higher if you ask me. You could also make possibilities to destroy rockets. oh yeah flight speed of mounted rocket should be increased at leas thats what i think. the Idea of the skill is just awsome.
Alright - tower will thrown out and i'll rework spell 1 and the others, too
Thank you all for your feedback.
//edit
For his name - this is just the work in progress name - but you can help me there. If you've a cool name just post it.
Could be something like Doc Brown, Crazy Savant, ... i don't have an idea at the moment ^^
Last edited by dezi; 10-05-2009 at 04:54 PM.
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Reworked Skill 1. Skill 2 now would be the bottle thingy. Skill 3 would be the mines and of course the ultimate would be the rockets ^^
Still need some good names AND
He's a melee Int hero. Should i keep this? Another idea i came up with yesterday is to change him to strength ranged and completly remove the int stat. He then would cast everything with some of his health > this would force him to build hod, vanguard, ... pure strength and health gain items ^^Range: Melee
Affiliation: Hellbourne
Primary Stat: Int
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-Sandbox- Rocket Engineer . Blood Countess -Sandbox-
Numbers are subject to change - Vote on concept
Hmmm I would not make him Strength, at the moment I like him being a melee-int, since his role is practically Area Denial or Area Support, kind of like the engineer in teamfortress. This guy would propably get mana items and some items increasing his damage and survivability, then set up a few spidermines, acid the floor and as soon as someone enters your prepared trap you can charge into them with your rocket, after your Shielddome gave you the +10 armor buff. As soon as you are standing next to the enemy with all your buffs and debuffs set, and your spidermines attacking you whack him to death. He would require similar items as an offensively oriented Demented Shaman, although you could play him support as well. I don't think Rocket Engineer is a good name, but I still prefer Class names over real Hero names, like how I prefer Predator or Plague Rider over Jereziah and Accursed. I would propably call him something like Scientist, Alchemist, Engineer, Sage...
Also I like that he is a melee int, that way he will propably be more combat-orientated and less like Techies, preparing for 5 minutes to get a double kill or something. Oh and I hope you considered making all your spells physical, wouldn't make much sense with your Acid if it were magical
So actually this guy would be something like an offensively orientated Pusher / Defender, with Supporting capabilities. I really like it. I would consider moving this guy out of Sandbox, it's really awesome. The only thing that is kind of bugging me is that I might imagine him to be really complex and difficult to play with all those Subskills.
edit: I just noticed your shielddome does not grant mana-regen anymore, any reason?
I taught this was to complex. Gonna change this if requested![]()
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I really like the concept of being able to kill the rocket. A few questions though, will the rockets be classified as a siege unit and therefore immune to magic damage? Or are rockets susceptible to all kinds of damage? I'm just worried, because if rockets do take magic damage before launch, people can make a hard counter to rocket engineer with pharoah, defiler, pyromancer, glacius, and anyone who can do a quick aoe to destroy multiple rockets.
Another thing, would rockets deal damage to nearby enemies in the 600 radius if destroyed before mounting?
2 nice points.
The would just be destroyable by normal attacks and i think i implement a small explosion when destroyed while on ground (25/50/75) maybe![]()
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I just noticed how far you can travel with your rocket, I think that his is too strong, you should be able to travel max 2500 distance in my opinion, since you could make some Rocket chains which allow you to travel across the map with 800 movespeed. Also with 800 movespeed and 2500 max distance you could travel 3.125 seconds, which I think is enough when you consider that you are able to cross any kind of terrain. Or I don't know I think Numbers should be left to the developers.
Anyways, I really really really love this hero. I can already imagine it. Lvl 6, with a bottle, you use your rocket previously placed at the bottom runespot, see that the rune is not there, so you use your rocket to fly up to the top runespot, where you bottle the rune and enter the Hellbourne forest, you dig your Spidermines behind the Hellbourne tower, and you set up another rocket in your forest. You mount the rocket, charge into the enemy where you and your teammates whack on him, as you chase him behind his tower you place down a Shielddome, absorbing the damage dealt by the enemy tower. The enemy still manages to escape and walks back to his base laughing. Suddenly your Spidermines undig from the ground and blast his ass off. You hear the anouncer shouting BLOODLUST, and use another few rockets to return back to your base.
Edit: Please make the spidermines and generally all of his spells deal physical damage. Makes more sense and synergizes better with his Acid and the fact that he is a melee-int.
Last edited by Bobnintendo; 10-07-2009 at 12:47 PM.
Thanks, gonna look into it tomorrow ^^
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I just got a CRAZY Idea that could actually be alot of fun.
Make the rockets destroyable in mid air by ranged heroes give them like 200-300 HP but let the rocket engineer be able to switch between those rockets in mid air.
thats just some very random Idea i just came up with but it would be rather crazy and very Unique. And of course would add some nice twist to his gameplay. However the damage of the rockets needs to be buffed if you take this in.
edit: oh yeah and could you explain why exactly he is melee?
I think he would be to strong if he'll be a ranged caster. Drop Spidermines and those Acid and always stay out of range. But this could be changed if needed.
Refering to your other idea: Change rockets mid air sounds nice but ... those have to be placed before to use this. But could be used as quick return to base way. While mounted he can't create a new one.
Gonna change some other things now and gonna look into this after that.
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He should stay melee to prevent people to keep turtling with like they did with Techies, and what would be the sense in charging into the enemy with the rocket when you are ranged anyways?