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Thread: Hero concept: Choppa [R4R]

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  1. #1

    Hero concept: Choppa [R4R]

    Its just a concept of a hero, and I want you to assess it.
    If I get at least some positive comments, ill continue developing this one.

    Dream: http://dream.heroesofnewerth.com/hero/Forest_Elf/Choppa

    Any comments are welcome.

    __________________________________________________

    Choppa

    ---------------------

    Base characteristics

    Stats
    Speed: 290
    Attack Range: 128

    Str: 26 + 3.30
    Agi: 14 + 1.30
    Int: 15 + 1.00

    Damage: 51-60
    Base Attack Cooldown: 1.8 (0.45 Damage Point, 0.3 Attack Backswing).
    Role
    Primary Role: Semi-carry.
    Secondary Role: Initiator.

    Choppa cant live without a fight, that's why he has his ulti that grants him some bonuses (making his skills faster and deadlier, and boosting his own strength), that fade away preaty fast when not facing an enemy.
    He is manadependent to some extent.
    Visual
    Choppa is a big orc with two cleavers in his hands. Ulti levels will change his sounds and some animations, making them more loud and brutal.
    ---------------------

    Abilities

    Furious Slash
    Ability Type: Attack
    Type: Physical.
    Target: Enemy/neutral units.
    Manacost: 15/15/20/20.
    Cooldown: 5/5/4/3 seconds.
    Range: 175.

    Visual: Choppa swings with both his cleavers. Should have a couple of different animations (like swinging cleavers from left to right and from right to left).

    Choppa swings his axes in an arc in front of himself, dealing his attack damage + 40/40/50/50 to main target and 40%/50%/60%/70% of his attack damage to each target in 150 radius semi-circle ahead of him.
    Stomp
    Ability Type: Self Position.
    Type: Magical.
    Target: Organic enemy/neutral units.
    Manacost: 80.
    Cooldown: 12/11/10/9 seconds.
    Range: 275/300/325/350.

    Visual: Choppa violently stomps the ground with one leg raising clouds of dust.

    In a rush of rage Choppa stomps the ground with such force, that nearby enemies receive 75/125/175/225 magic damage and their movement speed and turn speed are slowed for 15%/20%/25%/30%, attack speed slowed for 20 for 4 seconds.
    Dash
    Ability Type: Toggle.
    Target: Self.
    Manacost: 10 upon activation.
    Cooldown: 2 seconds.

    Choppa gains 30/40/50/60 movespeed and looses 25% of turnspeed while skill is activate. Can store up to 5/7/8/10 charges. 1 charge is used per second when skill is active (when there are no charges skill is disabled), when skill is disabled 1 charge is restored every 2 seconds.

    Note: Leveling this skill also gives Jump ability.
    Jump
    Ability Type: Target - Ground.
    Manacost: 20.
    Cooldown: 4 seconds.
    Range: 200/200/250/250.
    Casttime: 0.25.

    Visual: Choppa hops a small distance with both hands up in the air.

    Choppa can leap over small distances. Consumes 4 Dash charges. Deals direct attack if landing directly on enemy.

    Note 1: This is a secondary Dash ability.
    Note 2: Can jump over units and cliffs. Cannot jump over buildings and trees.
    Ult: Enraged! (May be confusing a bit)
    Ability type: Passive.

    Visual: Each Rage level changes the overall animation of hero - more gore, more sounds and so on.

    Choppa can accumulate up to 40/70/100 Rage points (RP in short). He is granted rage point only when he is in battle by dealing direct damage to enemies or using his abilities. RP start fading 2 seconds after the last point was gained with a rate of 10 points per second.


    RP Build up:


    Direct Attack:
    On successful hit builds up to 4/5/6 RP.

    Furious Slash:
    If at least one non-hero unit is hit, it builds up to 4/6/8 RP. If at least one hero unit is hit, it builds up to 8/10/12 RP. If this ability misses Choppa losses 5/8/11 RP.

    Stomp:
    If Choppa has no RP, Stomp builds up to 10/15/20 RP. If Stomp hits at least one non-hero unit, it builds up to 8/11/14 RP. If at least one hero is hit, it builds up to 10/14/18 RP. If it doesnt hit a single enemy, Choppa losses 10/13/16 RP.

    Jump:
    If there is no enemy in 200 radius semicirlce ahead of Choppa - he looses 20/25/30 RP.


    Benefits:


    Upon reaching 30/50/80 RP Choppa gains a new Rage level.

    Level 1:
    Grants 20% attack speed.
    Grants 10% movement speed.
    Grants 10 damage.
    Decreases Furious Slash cooldown by 1 second.
    Adds 5 damage to Furious Slash.
    Decreases Stomp manacost by 10.
    Decreases Stomp cooldown by 2 seconds.

    Level 2:
    Grants 15% attack speed.
    Grants 10% damage reduction.
    Grants 30% slow resistance.
    Grants 10 damage.
    Decreases Furious Slash cooldown by 1 second.
    Decreases Furious Slash manacost by 5.
    Adds 10 damage to Furious Slash.
    Choppa has 10% to perform a stunning attack in 100 radius circle ahead of him (deals attack damge and stuns for 1 second, 2 seconds cooldown).
    Reduces current Stomp cooldown timer by 5 seconds.
    Decreases Stomp cooldown by 2 seconds.
    Increases Stomp damage by 20.

    Level 3:
    Grants 10% attack speed.
    Grants 10% damage reduction.
    Grants 20 damage.
    Any debuffs last 30% less.
    Furious Slash deals additional 25 damage.
    Decreases Furious Slash cooldown by 1 second, making it 0 (down to base attack speed).
    Choppa has 15% to perform a stunning attack in 100 radius circle ahead of him (deals attack damge and stuns for 1 second, 2 seconds cooldown).
    Decreases Stomp manacost by 10.
    Increases Stomp damage by 30.


    Note: After loosing a rage level - cant gain it back for 10 seconds. That's in order to not allow to abuse cooldown resets etc.
    ---------------------

    Changelog

    21.07.2011
    Added Visual description to hero and his skills.
    21.07.2011
    Stats: Agi gain up to 1.3 from 1.1.
    Stomp: Radius rescaled to 275/300/325/350. Manacost increased by 15 to 80. Increased cooldown by 1 second at all levels. Damage increased by 15 at all levels. Attack speed decrease to 20 instead of 15%. Movement speed decrease now scales - 15%/20%/25%/30%.
    Enraged!: In non-combat RP loose rate is 10 per second.
    20.07.2011
    Added hero role and a small description.
    20.07.2011
    Stats: Int gain down to 1.00 from 1.20.
    Stomp: Manacost up to 65. Type from physical to magical. Damage rescaled to 60/110/160/210.
    Dash: Manacost down to 10 from 25. Turn speed slow down by 8% to 25%. Now has 2 seconds cooldown.
    Jump: Cannot jump over buildings/trees. Can jump over units/cliffs. Cooldown decreased by 1 second to 3 seconds. Removed additional effect on Stomp.
    15.07.2011
    Initial version.
    Last edited by Forest_Elf; 07-21-2011 at 01:18 PM.
    [R4R]

    Hero suggestions:
    [IM] Mineral
    [SM] Choppa
    [AR] Hunter [Suspended] (temporary suspended, due to EW =_=)

  2. #2
    Good concept I like the ult's system and it's synergy with all the other skills, although it is a bit confusing so he'll probably be dificult to learn at first. And the classic stomp haven't seen much of those in HoN, and once again I like how the stomp also has synergy with his ult.

    1st: good, although a bit like panda's but without the push and a wider area, is what it sounds like to me. Overall good.

    2nd: Another good skill, classic like I mentioned.

    3rd: This one's quite original and interesting, sounds like fun too, does the jump work over cliffs/trees?

    Ult: I believe this is the strong point and overall attractive of the hero seeing how the first two are old skills but implemented into an original (to HoN at least) gameplay system and how the ult improves on them.

    You should give some visual's on the hero, how you see him, atleast try stealing something for deviantart that represents him nicely xD. And I'm sorry but I can't help you with the numbers 'cause as you know that's not my strong point, although I can see you got them quite in order, as for the skill and gameplay concept I think it's really good as I said before, specially the fusion of old and new into a unique gameplay style. So T-up, waiting to play him in-game.

  3. #3
    Quote Originally Posted by Dazius View Post
    3rd: This one's quite original and interesting, sounds like fun too, does the jump work over cliffs/trees?
    Yes, he should be able to jump over everything (but still dont know if to let him jump over the trees).

    Ult: I believe this is the strong point and overall attractive of the hero seeing how the first two are old skills but implemented into an original (to HoN at least) gameplay system and how the ult improves on them.
    The idea was to make this hero a usual not that strong hero without his ulti charged, but when he has it charged (and this does not occur in an instant - he must waste some time ~5 seconds to fully take advantage of it) he becomes a deadly foe, that hs to be controled.

    You should give some visual's on the hero, how you see him, atleast try stealing something for deviantart that represents him nicely xD.
    Choppa is intended to be a huge orc with two big cleavers in his hands. When gaining Rage levels he should produce more random sounds, roaring and some crushing animations on hit.

    ult's system and it's synergy with all the other skills, although it is a bit confusing so he'll probably be dificult to learn at first
    It is not necessary to put this all into tooltip - something like "Boost his other skills and base stats" or smth like that is enough. Those numbers are just to get the average time to reach Rage levels.
    [R4R]

    Hero suggestions:
    [IM] Mineral
    [SM] Choppa
    [AR] Hunter [Suspended] (temporary suspended, due to EW =_=)

  4. #4
    Hey there !
    Nice concept, need skill from the player and the ult rewards you well if you play right.

    First skill:
    I don't see any problem here. Useful for farming, and dish some damage. Spammable.

    Seconds skill:
    I saw some problems here. The skill seems a bit op, not for the damage, but for the slow it aplies. It has only 8 seconds cd, with a ridiculously low mana cost (50), and aplies a strong slow (even turn speed slow and a percent attack speed), and the skill is physical! Totaly anti-carry. Even on level 1 its prety strong.
    You can do that: raise mana cost to 60, change it to magic type (you will have to nerf the damage a bit to like 50/100/150/200 magic damage), and fix the cooldown to 10 seconds.
    The point in doing this, is that the skill will scale better in latter levels, since the damage is not the important part of the skill. The way it is, I would just get a level 1. Right now the only benefits in leveling this skill is to upgrade its AoE.

    Third skill:
    A good skill for the setup, but with a anti-synergy. The turn speed slow you receive is not necessary. It even make harder to hit the first skill. I think you should remove that.
    Some questions: since you already have 3 activable skills, the jump will be on "R" hotkey right? How it doubles the Stomp slow? When you use Stomp right after jump it will double? Also, put an AoE on the jump (like 200 AoE) when he hit the ground. It should also be able to jump over cliffs, but not trees or buildings.

    Ultimate:
    Prety cool idea, but it would be good if you could simplify it a bit. Of course the hero is not suposed to be noob friendly, but no one will ever be in pair of all those effects and stats change all the time. It can realy mess you up, since you will have to pay too much attention on what you are doing and hitting, and forcing a nervous state on the player. It also confuses the enemy a lot, since part of the HoN experience is to watch which itens your enemy has, and which skills he is using, and this one will completely catch all of them off guard.

    Good job so far ! Keep it up man !

  5. #5
    Quote Originally Posted by HawkeyeBR View Post
    Hey there !
    First skill:
    I don't see any problem here. Useful for farming, and dish some damage. Spammable.
    It is trully intended to be spammable - and even becoming his main attack with his ulti.

    Seconds skill:
    I saw some problems here. The skill seems a bit op, not for the damage, but for the slow it aplies. It has only 8 seconds cd, with a ridiculously low mana cost (50), and aplies a strong slow (even turn speed slow and a percent attack speed), and the skill is physical! Totaly anti-carry. Even on level 1 its prety strong.
    You can do that: raise mana cost to 60, change it to magic type (you will have to nerf the damage a bit to like 50/100/150/200 magic damage), and fix the cooldown to 10 seconds.
    The point in doing this, is that the skill will scale better in latter levels, since the damage is not the important part of the skill. The way it is, I would just get a level 1. Right now the only benefits in leveling this skill is to upgrade its AoE.
    Ye, this one should be Magical with a bit decreased damage.
    Increasing AoE for this skill is more than enough for a reason to level it. You also get a small decrease in cooldown and better damage.
    Due to this hero's extemely low int gain he is mana dependent, so i dont think he will spam this ability every here and there.

    Third skill:
    A good skill for the setup, but with a anti-synergy. The turn speed slow you receive is not necessary. It even make harder to hit the first skill. I think you should remove that.
    Some questions: since you already have 3 activable skills, the jump will be on "R" hotkey right? How it doubles the Stomp slow? When you use Stomp right after jump it will double? Also, put an AoE on the jump (like 200 AoE) when he hit the ground. It should also be able to jump over cliffs, but not trees or buildings.
    Lowered a bit the turn speed and decreased manacost. 25% decrease in turn speed will not affect Choppa's (or any other hero's) battle abilities, as it will still be really fast.
    Think the main use of this skill will be the Jump ability, that allows him to get close to enemies fast.
    And about double slow effect - this was from old revision (and i dunno why its still here).

    Ultimate:
    Prety cool idea, but it would be good if you could simplify it a bit. Of course the hero is not suposed to be noob friendly, but no one will ever be in pair of all those effects and stats change all the time. It can realy mess you up, since you will have to pay too much attention on what you are doing and hitting, and forcing a nervous state on the player. It also confuses the enemy a lot, since part of the HoN experience is to watch which itens your enemy has, and which skills he is using, and this one will completely catch all of them off guard.
    Well, technical description may be really confusing and big - the main thing is to let the ones really interested in it to get what it does etc. Tooltip ingama (as i already said in my previous comment) may contain only the basic info - for example smth like "Boost other abilities and base stats" or something like that. The only thing player has to know is that it boost his hero only when in battle.
    And by the way, you should always pay attention on what you are doing


    Thanks for reply. I tuned some specs.

    Will be glad to hear more.
    [R4R]

    Hero suggestions:
    [IM] Mineral
    [SM] Choppa
    [AR] Hunter [Suspended] (temporary suspended, due to EW =_=)

  6. #6
    Ye, this one should be Magical with a bit decreased damage.
    Increasing AoE for this skill is more than enough for a reason to level it. You also get a small decrease in cooldown and better damage.
    Due to this hero's extemely low int gain he is mana dependent, so i dont think he will spam this ability every here and there.
    Still says the damage is physical. You forgot to change to magic xD
    I don't see a point in giving the skill so much importance in the AoE, since its main purpose is the slow. You should fix the AoE to 300 and make a scaling slow imo.

    Well, technical description may be really confusing and big - the main thing is to let the ones really interested in it to get what it does etc. Tooltip ingama (as i already said in my previous comment) may contain only the basic info - for example smth like "Boost other abilities and base stats" or something like that. The only thing player has to know is that it boost his hero only when in battle.
    And by the way, you should always pay attention on what you are doing
    Its just that so many numbers are too confusing for such a fast game, and those changes on cooldowns and effects realy crushes enemies, since every second can be decisive. If you don't know in how many secs the enemy skill will be ready, you can't realy predict movements and tactics. Also, the RP gain is kinda random for every skill. You can make something more straightforward so you don't need to remember how many points you get or lost with every skill. You read my Knife Dancer ultimate. This is a predictable way to know how many charges you can gain with your skills. Random numbers will confuse even more the already confuse skill.

    Just some thoughts. Keep it up !

  7. #7
    Quote Originally Posted by HawkeyeBR View Post
    Still says the damage is physical. You forgot to change to magic xD
    I don't see a point in giving the skill so much importance in the AoE, since its main purpose is the slow. You should fix the AoE to 300 and make a scaling slow imo.
    Ye - changed it to magic on Dream, but forgot to do this here.
    Rescaled Stomp a bit (see changelog). Think this will do better now.

    Its just that so many numbers are too confusing for such a fast game, and those changes on cooldowns and effects realy crushes enemies, since every second can be decisive. If you don't know in how many secs the enemy skill will be ready, you can't realy predict movements and tactics. Also, the RP gain is kinda random for every skill. You can make something more straightforward so you don't need to remember how many points you get or lost with every skill. You read my Knife Dancer ultimate. This is a predictable way to know how many charges you can gain with your skills. Random numbers will confuse even more the already confuse skill.
    Yeah, the numbers were a bit random at first, but then i saw that they fit preaty good. For example, using his skills to the max at ulti level 3 he will gain level 1 rage in aproximately 1-2 seconds, level 3 in 4 seconds and level 3 rage in 5 seconds. However with his ulti level 1, he will reach level 1 rage in about 3 seconds.

    Should i remove RP loss on skill misses?

    And enemy and allies will always know what stage he is in, as animation will change acordingly, as his sound effects will too.

    Also for player's convenience the number of current charges can be placed on skill's icon (like Chipper's rockets).

    PS: Oh and why should an orc should care about those little nuisances like the amount of charges? JUST HACK AND SMASH!
    Last edited by Forest_Elf; 07-20-2011 at 08:25 PM.
    [R4R]

    Hero suggestions:
    [IM] Mineral
    [SM] Choppa
    [AR] Hunter [Suspended] (temporary suspended, due to EW =_=)

  8. #8
    Quote Originally Posted by Forest_Elf View Post
    Ye - changed it to magic on Dream, but forgot to do this here.
    Rescaled Stomp a bit (see changelog). Think this will do better now.
    You might want to raise the mana cost to 90, since it's cooldown is prety low, and the slow lingers for almost half the cooldown duration.

    Yeah, the numbers were a bit random at first, but then i saw that they fit preaty good. For example, using his skills to the max at ulti level 3 he will gain level 1 rage in aproximately 1-2 seconds, level 3 in 4 seconds and level 3 rage in 5 seconds. However with his ulti level 1, he will reach level 1 rage in about 3 seconds.

    Should i remove RP loss on skill misses?

    And enemy and allies will always know what stage he is in, as animation will change acordingly, as his sound effects will too.

    Also for player's convenience the number of current charges can be placed on skill's icon (like Chipper's rockets).
    I would make a more easy to understand way to get charges, like based more on the frequence you use your spells (so, based on their cooldowns).

    First skill, gives 3 charges (gives nothing if you miss).
    Second skill, gives 9 charges (gives nothing if you miss).
    Third skill, gives 2 charges (you always gain, cause you can't miss that) and Jump gives 4 (gives nothing if you miss).
    Normal attack gives 1 (gives nothing if you miss).

    Then, you lower the max number of charges, and adjust the number of charges depleted each second. Also, remove the "lose charges if you miss", because if you miss a skill, you already have a disavantage, you don't need to make things even worse. You are already losing charges per second anyway.

    PS: Oh and why should an orc should care about those little nuisances like the amount of charges? JUST HACK AND SMASH!
    Oh, he's an orc ? Forget everything I said then... :P

  9. #9
    Furious slash almost like pandas flick without the knockback. I'd experiment with some cool before / mid / or after effect to make it unique.

    Stomp sounds cool. I like how it reduces Turnspeed

    Dash & jump sound really cool!! in fact too cool =P

    His ulti looks like a lot work to code xD . The given stats are decent enough and having 10% DR is semi huge depending on his state of course.

    +1 to Hero & Dash & Jump ^_^
    Priestess
    http://forums.heroesofnewerth.com/showthread.php?t=327828

    Hero Spotlight
    + Playable - Obelisk
    http://forums.heroesofnewerth.com/showthread.php?t=314403

    Hero Spotlight + Playable - Putraiden
    http://forums.heroesofnewerth.com/showthread.php?t=259094
    [R4R]

  10. #10
    Thanks for a comment =)
    But i'll continue developing this hero after Mineral (by the way comments are welcome =D ) - atm im getting some art for him and looking for people to create/import a model for him.
    [R4R]

    Hero suggestions:
    [IM] Mineral
    [SM] Choppa
    [AR] Hunter [Suspended] (temporary suspended, due to EW =_=)

  11. #11
    3dsm8 + scripts kgo! It's not that bad to learn it's just time consuming as it always is. =(
    Priestess
    http://forums.heroesofnewerth.com/showthread.php?t=327828

    Hero Spotlight
    + Playable - Obelisk
    http://forums.heroesofnewerth.com/showthread.php?t=314403

    Hero Spotlight + Playable - Putraiden
    http://forums.heroesofnewerth.com/showthread.php?t=259094
    [R4R]

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