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Thread: [D2L-2] Scarlet

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  1. #21
    Ok!
    - Changed the Second Movement combo for the first and second spell.

  2. #22
    like the concept, and a passive ult thats interesting, great hero.

  3. #23
    Thanks! Someone know if I can still change my hero? To the hero party?O;

  4. #24

    [HPC1] Scarlet

    I don't know. Ninjapants did say the contest was closed and the judging would take place over the next few weeks. So i would pm him personally.


  5. #25
    Bump for the Draw to Life contest 2 Still need some adjustments, but I will see make them later.




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  6. #26
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    <3 Dat Ult ! Think about Combos for a specific utilisation, disable, Damage etc...

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  7. #27
    Yeah, I think I will give some different effects, like a heal effect, purge maybe...but I still want this hero to be offensive! And remember that the normal skill effects remain, the combo just add more effects, expect the first skill that becomes a single-target skill, but Im plaining in change that so it is a skillshot the whole time.




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  8. #28
    I'm pretty sure D2L is Agi heroes only, according to the thread. You might want to change that.


    Dance With Me- Pretty straightforward, but I'm confused as to exactly how the animation works. Does it end up pulling the hero towards you over 1.5 seconds? Or does the total animation last 1.5 seconds?
    2nd Movement- An Enemy-Target Ability? Exactly what does that mean?
    3rd Movement- A 3-second stun for 2 people. I guess since this is an ultimate and that getting this has certain prerequisites, it's fine.


    Painful Slash- Again, really straightforward. A single target nuke, not much else to say about it.
    2nd Movement- Adds some utility. But does the nuke benefit from the -magic armor? It would be kind of silly not to.
    3rd Movement- Ouch. I can imagine this would hurt quite a lot. It's a shame you won't be able to benefit from the -magic armor, though.

    Whiprlwind- So all the damage is evenly dealt over 1 second? That's what it sounds like.
    2nd Movement-I assume the AoE is the same as the original skill.
    3rd Movement- Again, something I'm sure the enemy team would hate to be in.

    I'm impressed by how the 2nd movement skills all add some utility, and that the 3rd Movement skills are all understandably powerful. There really isn't too much else for me to say on this hero. She seems well-balanced in every way I can imagine.
    MasterGeese, amateur hero designer and (mostly) support player, reporting in.

    Check out my heroes here!

  9. #29
    Quote Originally Posted by MaTz0r View Post
    So, should I remove the stun, or lower the duration?:P
    this char seems like you just took abilitys off other chars and s\changed them alittle. plz come up with something new. there is too much alike now-a-days.

  10. #30
    @Mg
    The full duration is 1,5 seconds. It is really simillar to devourer hook. With the combo movement, you can click on the enemy, you can't click on the ground...but I will change that anw.
    Yes, the magic armor reduction works with the damage.
    The damage on the third skill is instant, but you will spin for 1 second, so if any enemy come close to you, they will get hurt.

    I'm glad that you liked my hero, thanks a lot for your feedback!

    @Leon1tas
    I've never seen a hero that work this way in Hon. Its not about giving new skills, its about a new mechanic that gives the hero a lot of utility and ganking potential.




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  11. #31
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    Why manacost are so high and intelligence gain so high ? To make her cast as she want?
    Just lower manacosts and intelligence gaiin, and instead give her more agility, IMO...

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  12. #32
    Ya, I will change!




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  13. #33
    Changed some movement combos and added staff of the master.




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  14. #34
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    I don't think the SOTM is needed here, when in some case it make you be more powerful, i many on case it's a nerf:

    I need to cast 3 spells to have, the second move... = More time to cast, more Mana...
    I need to cast 4 spells in a row to have the fourth move, but I have 3 spells.


    One Idea, might be that, SOTM make the Ult become activable, after activation instead of casting 1 - 2 - 3rd move, you cast 2 - 3 - 4th move.
    or make the ult don't have cooldown...

    Also, please balance the hero, and keep the movement similar and intuitive to the native spells...

    That's only my opinion...

    I think your hero has a very good potential !

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  15. #35
    No Melto, you got it wrong. I said that the normal moves WILL BECOME the second combo movements. So a normal hook will also immobilize the enemy, painfull slash will burn the enemy mana, and then the next skill will be the third combo and the next a forth combo.

    What do you mean about balance the hero?:P I think the stats are cool, and I gave her even more utility, trying to stay near the original version of the skills.




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  16. #36
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    aaah ok !

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  17. #37
    While I do like the stages concept of the ultimate, I strongly disagree with changing the very nature of the skills based on previous castings.

    No/1x combo whip does the same thing (the latter being improved if the target is already close), but it changes from a single-target control skill to an Illusory wall of some sort on 2x to a line stun with decreased single-target value on 3x.

    The second skill is generally fine. Raw damage, etc. I still disagree with losing effects based on cast order, which happens between 1x and the 2/3x. Also, that execute is way too high. 4400 gold is nothing for an agility hero, and 40% execute should never exist on a hero that already scales well with time.

    The third skill suffers the same issue as the second. Its effects vary too much, from a speed boost to a damage boost to a short-duration magic immunity period. Also, 900 is hilariously oversized. Summon Malphas is 600. Most on-demand AoE ultimates never pass 500 without having the hero crippled without it. Consider that.


    The problem with this design is the hero will either not have the skill effects desired when they need it, or they'll get useless effects from skills because they desire to benefit from a different one's higher tier. This is not good hero design, and I suggest looking into Balphagore's ultimate. Each previous stage is in the upper stage, and the utility behind it doesn't truly change beyond AoE damage/potential disable. It increases its threat without changing the uses the skill may have.

    I suggest rethinking the ultimate into more defined skill alterations, with each combo increase still benefiting from the prior combo, if any. I'd personally decrease the effects across the board both to compensate for each skill getting all previous combo effects, but also to decrease the combo cooldown timer from 25 seconds to something around 15 to 5.

    It seems like a fun effect if properly balanced, and locking it out for 25 seconds in a teamfight seems counterintuitive to this.

  18. #38
    Ok, I kind agree with you. The things that I changed on the skills, are the way to cast them. For ex: First skill is a ground ability, second is single target and the third is self position; those things I didn't change.

    About the second skill, haviong a 40% execute skill, I don't know...you said it is easy to get, but you will jump a lot of another combo items like portal key, assassin sshroud...etc. Thats a big price if you want to rush a sotm. But I kinda agree, I will reduce it to something like 20%, but I really wanted is the single-target finishing combo: use the first skill to bring the enemy to you, use the third removing the magic armor and finish him with the second :P

    About the third skill, I kinda agree xD I didn't really thought in numbers. I just want a realllyyyyy good effect for the third skill, because with the old combos the skill seems to be the weakst of them.

    About the design problem, I agree in some parts. There are NO useless skill, you can use the skill to get a better tiert from the other skill, but then you are wasting mana, and if it pleases the player...I don't have any problem with that. The difference with balph ult is that it gets reallyy strong, but Scarlet is designed to gain utility between the skills, but they will always deals more damage regardless of what skill you casted before. It is worth remembering that It doesnt matter what you used before actually, for ex, if you cast the first before the second, the movement combo will always be the same. I'm actually thinking to chage the duration on the movement combo, to 5 seconds and then 7 seconds, so you can use combos like 2-1-2 etc...

    I changed the cd to 5 seconds, I don't really know why it was 25 :P

    Thanks for your feedback.




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  19. #39
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    I agree with beroya ! Concept is awesome, but effect need to be instinctive... boost of the previous one...
    And nerf that opness, kill a unit under 40% HP?? 200 True damage in 900 AoE?

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  20. #40
    So, what you mean is the second combo for the second skill is burn mana. The third combo for that would deal even more damage with the mana burn?




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