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Thread: Knife Dancer (semi-carry) [R4R]

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  1. #1

    Knife Dancer (semi-carry) [R4R]

    THE KNIFE DANCER




    Stats:
    STR = 19 + 1.6
    AGI = 28 + 3.0
    INT = 18 + 1.7

    Base Damage: 43-50
    Base Armor: 2,9
    Attack Range: 600
    Attack Animation: throws a knife at the target.
    Move Speed: 300

    HERO OVERVIEW



    SKILLS

    1 - Knife Dance



    Spins for 4 seconds, throwing knives in 4 directions every 45º she spins. The Knife Dancer is silenced and disarmed while spinning, gains unitwalk and +20/40/60/80 movespeed. The Knife Dancer spins 4/5/6/7 times for the duration, throwing knives faster every level. Each knife deals 5 magic damage, and travels 400 units, at 700 ms, piercing targets.

    Mana cost: 120
    Cooldown: 20 sec.
    Target: Self, instant
    Type: Magic

    Example:



    In this image you can see when she throws the knives. Every 45º (the red lines) she throws 4 knives. So, when she turns in the direction of the horizontal and vertical lines, she throws one knife to each side (purple squares), and when she turns in the direction of the diagonal lines, she throws one knife to each diagonal (pink squares). Each full spin is equal to 32 knives being thrown.

    Note1: the projectiles are small knives, maybe 40-50 AoE.
    Note2: the skill synergyze with the third skill, as for every 180º she spins, she will throw 2 more knives ahead and 2 backwards, for a total of 40 knives per spin (also aplying a slow from third skill).
    Note3: the math (you can hit aproximately 12 knives per spin in a very close target):

    lvl 1 = 48*5=240 max damage (4 spins = 48 knives hit at best, 5 damage each);
    lvl 2 = 60*5=300 max damage (5 spins = 60 knives hit at best, 5 damage each);
    lvl 3 = 72*5=360 max damage (6 spins = 72 knives hit at best, 5 damage each);
    lvl 4 = 84*5=420 max damage (7 spins = 84 knives hit at best, 5 damage each).

    If the enemy is far away, you may hit 1/3 of the knives, lowering the damage output by the same amount.

    2 - Wind Spin



    The Knife Dancer jumps to the target place, dealing 70/140/210/280 magic damage in a 300 AoE, stunning the enemies hit for 0/0.4/0.8/1.2 seconds, and knocking them back 300 units. The Knife Dancer has 1 second fly time before reaching the ground, making a 360º spin in the air.

    Mana cost: 80/100/120/140
    Cooldown: 13 sec.
    Cast range: 600
    AoE: 300
    Target: Ground
    Targets affected: Enemy units and neutrals
    Type: Magic

    Example:



    First, you click the target location.



    Then, the Knife Dancer jumps, spining 360º in the air.



    When she lands, all the enemies in 300 AoE are pushed 300 units, damaged and stunned.

    Note1: the spin synergyze with the third skill, that will activate twice (since you will turn 180ºx2), throwing 4 knives in the direction you jump and 4 backwards, also aplying a slow.


    3 - Knifethrower




    For every 180º the Knife Dancer turns around, she swings her hair, throwing 2 knives ahead and 2 backwards, that moves in a 30º, 400 range cone. Each knife deal 3/6/9/12 magic damage to every unit it passes through, and aply a 5% stacking move speed slow, up to a maximum of 30%, that lingers for 3 seconds. Also, passively gives +5/10/15/20% turn speed bonus.

    Targets affected: Enemy units and neutrals.
    Type: Passive/Magic

    Example:



    You are facing the side of the arrow.



    When you turn 180º, you automaticaly throw 2 knives in the direction you were facing and 2 in front of you.

    Note1: on closer targets, you can hit both knives.


    4 - Knife Mastery (Ultimate)



    For every knife the Knife Dancer hits on a target, she gains 1 charge. You can gain charges by constantly attacking or hitting your skills on any target. If you don't hit any knife in a 3 seconds window, you start losing charges by a rate of 2 per second. Maximum of 25/50/75 charges.

    For every charge you have, the Knife Dancer gains +1.2 attack speed and +0.4% evasion bonus.

    Type: Passive

    Note1: Maximum of 30/60/90 attack speed and 10/20/30% evasion.
    Note2: Evasion don't stack with Wingbow or Snake Bracelet.
    Note3: Only knives that hits the target will give you charges, to prevent spamming Knifethrow while away from battle and still gaining charges.


    CONCLUSION

    Added some pictures to explain better the skills, some improvements, and now I think the hero will work better =]

    Comments, opinions and thoughts please :chiprel:
    Last edited by HawkeyeBR; 07-24-2011 at 11:55 AM.

  2. #2
    Looks like a semi-carry with some ganking potential.

    1st:
    Description is a bit confusing. So she throws daggers every 45 degrees she turns or once per full turn? As if every 45, then on first level she can deal ~1440 damage.
    What's the projectile size?
    Anyway seems a bit more powerfull, then Skillblade's swirl. Ye, this one deals less (?) damage, but gains additional movespeed and unitwalking.

    2nd:
    This skill enales her to be able to gank, as it incorporates a small range blink, damage and stun.
    I would have made the manacost a bit higher.
    And just a thought: in most cases giving a stun to a carry-like hero is a problem (Madman had it once...).

    3rd:
    A strange one.
    How long does the slow effect last?
    Cant see the purpose for this skill except for random shots in battle. I'd prefer leveling stats than that.
    And also this will look ridiculous when KD throws her daggers just running around the base etc.

    4th:
    Seems OP.
    You will gain almost the same amount of aspd as Madman, get even more movespeed AND evasion (30%), not taking into account that you maintain this effect for some time and can even get a bit of it out of combat. This is really easy to build up. It will be almost imposible to get away from her due to ms boost and a small distance blink.

    Cant say anything more, as i see this hero has both uniqe ideas and ridiculous ones. Just my opinion, nothing more.
    [R4R]

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

  3. #3
    Quote Originally Posted by Forest_Elf View Post
    Looks like a semi-carry with some ganking potential.

    1st:
    Description is a bit confusing. So she throws daggers every 45 degrees she turns or once per full turn? As if every 45, then on first level she can deal ~1440 damage.
    What's the projectile size?
    Anyway seems a bit more powerfull, then Skillblade's swirl. Ye, this one deals less (?) damage, but gains additional movespeed and unitwalking.

    2nd:
    This skill enales her to be able to gank, as it incorporates a small range blink, damage and stun.
    I would have made the manacost a bit higher.
    And just a thought: in most cases giving a stun to a carry-like hero is a problem (Madman had it once...).

    3rd:
    A strange one.
    How long does the slow effect last?
    Cant see the purpose for this skill except for random shots in battle. I'd prefer leveling stats than that.
    And also this will look ridiculous when KD throws her daggers just running around the base etc.

    4th:
    Seems OP.
    You will gain almost the same amount of aspd as Madman, get even more movespeed AND evasion (30%), not taking into account that you maintain this effect for some time and can even get a bit of it out of combat. This is really easy to build up. It will be almost imposible to get away from her due to ms boost and a small distance blink.

    Cant say anything more, as i see this hero has both uniqe ideas and ridiculous ones. Just my opinion, nothing more.
    I made some changes, I was at work, so I couldn't make the hero completely. Now I added some pics to represent better the skill, and made some changes, especialy to third and fourth skills. I think it will work much better now.

    For the first skill, with some numbers adjusted, she will probably be dealing a maximum of 400 magic damage to a target, and yet it will be prety hard, since the knives are small. The cooldown is also high.

    For the second skill, I lowered a bit the mana cost on first level (since it gives no stun) and raised on the 4th to 140. I don't see a problem on giving her a stun, since she's not a hard carry, and its only 1.5 sec. The range is also not that impressive, maybe I should raise from 500 to 600.

    In this one I tried to explore the turn around concept. It realy wasn't working, so I changed to knives being thrown ahead and backwards when she turns 180º (not 90º anymore). This way, the skill will be more direct and useful, and I incorporated a little turn speed bonus to this skill too.

    As for the ultimate, it sure wasn't working, so I changed it completely. Now you gain charges as you throw knives, and it only gives attack speed and evasion. Its also not that easy to keep the charges up all the time. You will have to move a lot slowing with your passive knives and attacking, and using first skill to raise it faster.

    Ty for the feed ! I remember to comment one of your heroes today. If you have time, take a look at my other ones. Cya !

  4. #4
    Quote Originally Posted by HawkeyeBR View Post
    For the first skill, with some numbers adjusted, she will probably be dealing a maximum of 400 magic damage to a target, and yet it will be prety hard, since the knives are small. The cooldown is also high.
    !
    Back to Skillblade.
    He does 80 damage per second in 250 aoe radius, cooldown is 30 seconds (20 in case of KD).
    KD throws 32 daggers on first level, 1/4 of them are approximately directed the way you face (so its 8 per second). They travel 400 units. Lets say at least half of them hit the target you want, then your dps will be 80. The same as SB has. BUT! Your skill has larger AoE. AND!!! Gains unitwalking and bonus movespeed (for this reason Swift sometimes has to buy boots really early, and you can juke him around creeps pr the like - but that is not the case with you hero).
    And now lets see what can both of them do on 7 lvl.
    SB - 140 dps for 5 seconds.
    KD - 350 dps for 4 seconds + ~200 dps (3rd skill lvl 3) + unitwalking + 80 movespeed. Or am i missing something? (If not - they are so dead ^^)

    For the second skill, I lowered a bit the mana cost on first level (since it gives no stun) and raised on the 4th to 140. I don't see a problem on giving her a stun, since she's not a hard carry, and its only 1.5 sec. The range is also not that impressive, maybe I should raise from 500 to 600.
    I should say her ulti enables her to be at least a semi-carry with hard carry perpective.
    Madman had 2 seconds stun, and despite him being a melee hero he left no chance for an enemy. There's almost no carry with a stun in game atm.

    In this one I tried to explore the turn around concept. It realy wasn't working, so I changed to knives being thrown ahead and backwards when she turns 180º (not 90º anymore). This way, the skill will be more direct and useful, and I incorporated a little turn speed bonus to this skill too.
    Its still a bit strange seeing a hero running around his own base and throwing stuff =)

    As for the ultimate, it sure wasn't working, so I changed it completely. Now you gain charges as you throw knives, and it only gives attack speed and evasion. Its also not that easy to keep the charges up all the time. You will have to move a lot slowing with your passive knives and attacking, and using first skill to raise it faster.
    Back to ulti.
    Madman - 40/80/120 attackspeed for 30 secs.
    KD - 30/60/90 attack speed for almost any time she wants.
    It will take you 8 seconds to get your 3 lvl ult fully charged using only your third skill. And after that you'll remain on that number until you die, as i bet you do at least one 180 degree turn per 4 seconds.
    And 45% effective hp boost.
    [R4R]

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

  5. #5
    Quote Originally Posted by Forest_Elf View Post
    Back to Skillblade.
    He does 80 damage per second in 250 aoe radius, cooldown is 30 seconds (20 in case of KD).
    KD throws 32 daggers on first level, 1/4 of them are approximately directed the way you face (so its 8 per second). They travel 400 units. Lets say at least half of them hit the target you want, then your dps will be 80. The same as SB has. BUT! Your skill has larger AoE. AND!!! Gains unitwalking and bonus movespeed (for this reason Swift sometimes has to buy boots really early, and you can juke him around creeps pr the like - but that is not the case with you hero).
    And now lets see what can both of them do on 7 lvl.
    SB - 140 dps for 5 seconds.
    KD - 350 dps for 4 seconds + ~200 dps (3rd skill lvl 3) + unitwalking + 80 movespeed. Or am i missing something? (If not - they are so dead ^^)
    Yeah, you do have a point. And you actualy miscalculated, since you throw 32 knives PER SPIN (making it even more imba xD), for a total of 128 knives for the entire duration. You can hit, at best, 12 knives per second if the enemy is very close, for a total of 48 knives and 960 damage at lvl 1 O_o I'll also lower the damage on the passive, else it will be dealing 800 more damage at lvl 4 xD

    I'll lower the damage to 5 per knife. The math:

    lvl 1 = 48*5=240 max damage (4 spins = 48 knives hit at best, 5 damage each);
    lvl 2 = 60*5=300 max damage (5 spins = 60 knives hit at best, 5 damage each);
    lvl 3 = 72*5=360 max damage (6 spins = 72 knives hit at best, 5 damage each);
    lvl 4 = 84*5=420 max damage (7 spins = 84 knives hit at best, 5 damage each);

    The more far away, the less knives will be hit, reducing that damage by like 1/3. That's why you need the move speed, to keep closer to the target. SB has magic immune for 1 more second and can still attack at lvl 4, so I think it will be balanced now, with the 20 sec cd.

    I should say her ulti enables her to be at least a semi-carry with hard carry perpective.
    Madman had 2 seconds stun, and despite him being a melee hero he left no chance for an enemy. There's almost no carry with a stun in game atm.
    I can lower a bit more the stun time then, to 0/0.4/0.8/1.2, and raise the range to 600.

    Its still a bit strange seeing a hero running around his own base and throwing stuff =)
    Actualy, she don't throw knives when running ahead, just when she turns 180º around xD

    Back to ulti.
    Madman - 40/80/120 attackspeed for 30 secs.
    KD - 30/60/90 attack speed for almost any time she wants.
    It will take you 8 seconds to get your 3 lvl ult fully charged using only your third skill. And after that you'll remain on that number until you die, as i bet you do at least one 180 degree turn per 4 seconds.
    And 45% effective hp boost.
    So I should lower the max evasion to 30% and make her lose more charges per second ? Like 3 per second ?

    Ty, your feeds are realy opening my mind to math xD

  6. #6
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    For me Q ability is bit underpowered. You wrote max damage that can be dealt to target IF it hits him with all 84 daggers. This should deal more damage. And also it's pretty like one LoL's hero ultimate. Played that game one day so can't remember it. But maybe you had same idea. Great job because I very like that ability.

    W for me is again underpowered. I think it should stun for 0.5 / 0.9 / 1.4 / 1.8. Also E ability should deal more damage.

    And at last R. Can't say much, because this hero is great and should be tested in game for damage, armor reduction etc. All I can say on this moment is to boost him up a bit. I very like this, very unique. I think other people would enjoy him too.

  7. #7
    Quote Originally Posted by Ensid View Post
    For me Q ability is bit underpowered. You wrote max damage that can be dealt to target IF it hits him with all 84 daggers. This should deal more damage. And also it's pretty like one LoL's hero ultimate. Played that game one day so can't remember it. But maybe you had same idea. Great job because I very like that ability.

    W for me is again underpowered. I think it should stun for 0.5 / 0.9 / 1.4 / 1.8. Also E ability should deal more damage.

    And at last R. Can't say much, because this hero is great and should be tested in game for damage, armor reduction etc. All I can say on this moment is to boost him up a bit. I very like this, very unique. I think other people would enjoy him too.
    I don't think he is underpowered. Swiftblade deal more damage with his spin, but it have way less range. Also, you get a great move speed bonus and unitwalk to make easier to hit more knives. Plus, third skill raises the damage output by a lot. If I make it bigger, it will probably break the first skill.

    Second skill can't have a too high duration on stun, because the hero is a semi-carry with carry potential. Raising this will also break the hero.

    But good to know you liked him ! Ty !

  8. #8
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    I do like this hero, fresh concept but it might remind some folks of Silhouette in artwork-concept. But overall the skillset is cool.

    First skill is nice and I guess is the main skill for this hero. Though I do think the +80 ms on lvl 4 is too much, should be balanced with maybe a constant on all levels that's close to 30 or smth. If you did I think you could consider increasing her base MS cause she would need it without entry-skill.

    Second skill is nice, it doesnt make an initiation-skill but still works as a good nuke.

    Third skill creates a rly nice synergy to the others, but I think it should have a cap. And a pretty rough one so you can spam it while you're on lane. Else I promise it'd be the solely thing I'd do if I played her.

    The ultimate with the second skill might synergize too well. I mean you could just spam knives at fountain until you reach the cap and just keep it up until you get to an enemy hero. Maybe you should make it stack for each time she hits an enemy hero/unit with a knife and make the duration on the buff longer.
    Or you could make it so that the buff doesnt refresh itself. So you had to use your skills very close to each other to get a strong ultimate buff.


    Hero Suggestions:
    Knight Templar (self-made)
    Spartan (Ursa Warrior port)

    Skin suggestions:
    Alucard from Hellsing: Vampire Slayer

  9. #9
    Quote Originally Posted by BisforBoman View Post
    I do like this hero, fresh concept but it might remind some folks of Silhouette in artwork-concept. But overall the skillset is cool.
    Actualy, the artwork was a random picture I found on Deviantart, doesn't means this is her xD, but yeah, she is a female with knives in the tip of her hair and such.

    First skill is nice and I guess is the main skill for this hero. Though I do think the +80 ms on lvl 4 is too much, should be balanced with maybe a constant on all levels that's close to 30 or smth. If you did I think you could consider increasing her base MS cause she would need it without entry-skill.
    I'll probably lower the ms bonus, to like 15/30/45/60. She realy needs it to hit the most number of knives she can, cause far away targets will take way less damage, so she needs to stay closer to the target.

    Second skill is nice, it doesnt make an initiation-skill but still works as a good nuke.
    Yeah, the main purpose of the skill is close gap and escape, since she don't have any other escape mechanism besides the bonus move speed from first skill, wich most of the time won't save her. She can as well use it for farming or save allies. Using as initiation tool against many enemies is prety retarded, since shes way too squishy.

    Third skill creates a rly nice synergy to the others, but I think it should have a cap. And a pretty rough one so you can spam it while you're on lane. Else I promise it'd be the solely thing I'd do if I played her.
    The damage it deals on lane in early game is prety low, and by throwing knives you will probably miss a chance to do a normal attack harass, lowering even more the damage output. The skill works more like a compliment to their other skills, and to boost her damage a little, as well as providing some advantage in move speed.

    The ultimate with the second skill might synergize too well. I mean you could just spam knives at fountain until you reach the cap and just keep it up until you get to an enemy hero. Maybe you should make it stack for each time she hits an enemy hero/unit with a knife and make the duration on the buff longer.
    Or you could make it so that the buff doesnt refresh itself. So you had to use your skills very close to each other to get a strong ultimate buff.
    I'll make some changes in the charge system of the skill. Think about it, you sure can spam it on fountain, but you get 4 charges per use and lose 3 per second. For a hero that needs farm, its prety retarded to lose time with that since you can get most of the charges in lane using the first skill. Also, if you keep going back and forth throwing knives just to get charges, you won't even walk properly.

    But, I'll actualy change how it works, making you get charges only for the knives you HIT, and lower the charges lost per second.

    Ty a lot for the feed !

  10. #10
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    Knife Dance seems like a complicated version of Silhouettes Death Lotus (not the active part, more like the passive one). The interesting part about this is that, if you run in a circle around an enemy, you can deal massive amounts of damage.
    Also reminds me of an ability for a hero I could do

    I don't think I get your math though. You throw 4 knifes every 45°, so in total, you throw knifes 8 times per spin (which equals 32 knifes), and unless I'm missing something, you can only hit a single target once per throw, which leaves us with 8 hits per spin, or 40 potential damage. And since you spin 4/5/6/7 times, it would be 160/200/240/280 total damage - which is arguably low, considering the investment/dedication.

    The second skill seems okay, even if the synergy between this skill and skill 3 is a bit forced (there is NO reason to turn, except to activate skill3). It also seems like it would be better if you threw the knifes (the ones from skill3) upon landing, instead of while in the air (which it sounds like currently).

    Knifethrower seems a bit underpowered on its own, and is only really useful with your first skill it seems.
    Also, I am asuming that you have some idea in your mind how exactly you'd want the turn degrees to be counted, but for the sake of simplicity and useability, here's my suggestion:
    Implement a "turn" counter that gains charges whenever your hero turn, and then simply let it throw knifes and remove all charges once you have 180 of them. That way, even if you're just walking in a straight line, you could just angle yourself slightly while moving to gain charges and throw knifes while following someone.

    For the ultimate, it might be too difficult to consistently gain charges. A possibility to change that would be/could be to change Knifethrower so the number of knifes thrown scale with the skill level.

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  11. #11
    Quote Originally Posted by Skyve View Post
    Knife Dance seems like a complicated version of Silhouettes Death Lotus (not the active part, more like the passive one). The interesting part about this is that, if you run in a circle around an enemy, you can deal massive amounts of damage.
    Also reminds me of an ability for a hero I could do
    Actualy, its not suposed to work that way. You do can turn yourself while spinning, but the direction the knives are thrown are fixed around a circle (centered on the hero), and not like Silhouette. The only purpose on turning while spinning is to change the direction of the Knifethrow.

    I don't think I get your math though. You throw 4 knifes every 45°, so in total, you throw knifes 8 times per spin (which equals 32 knifes), and unless I'm missing something, you can only hit a single target once per throw, which leaves us with 8 hits per spin, or 40 potential damage. And since you spin 4/5/6/7 times, it would be 160/200/240/280 total damage - which is arguably low, considering the investment/dedication.
    You can actualy hit 12 knives per spin in a very close target, since you will hit 2 knives from the diagonals, and 1 from the perpendiculars, every 90º (due to the size of the enemy hero model and the size of the knives). If the target is far away, he might get hit by only 1 knife, maybe 2 every 90º. If 12 were hit every spin, you get a total of 420 damage, not counting the bonus from knifethrow (4 knives per spin = 48 damage X 7 = 336). 336+420=756. Kinda high when you are lvl 8. The drawback is that you have to be right beside your enemy, and you might die very quickly, since you don't have any kind of immunity, like swiftblade.

    The second skill seems okay, even if the synergy between this skill and skill 3 is a bit forced (there is NO reason to turn, except to activate skill3). It also seems like it would be better if you threw the knifes (the ones from skill3) upon landing, instead of while in the air (which it sounds like currently).
    Yes, you spin in the air, throwing the knives before you land. I think this way is easier to hit the knives in the air, and it will fit better to the hero concept to do the spin in mid-air.

    Knifethrower seems a bit underpowered on its own, and is only really useful with your first skill it seems.
    Also, I am asuming that you have some idea in your mind how exactly you'd want the turn degrees to be counted, but for the sake of simplicity and useability, here's my suggestion:
    Implement a "turn" counter that gains charges whenever your hero turn, and then simply let it throw knifes and remove all charges once you have 180 of them. That way, even if you're just walking in a straight line, you could just angle yourself slightly while moving to gain charges and throw knifes while following someone.
    I was thinking about you throw knives only when you spin a full 180º AT ONCE, so you can't 90º+45º+45º, because you will probably mess up and will never fire the knives in the direction you want. The only way to buff the damage on knifethrower is if I make it deal only half damage along with skill 1, else it will be godly op (you saw my math at the start of the post, 336 damage in 4 seconds, imagine if I raise it more). The maximum I can do is make it 4/8/12/16 instead of 3/6/9/12, but I realy don't know.

    For the ultimate, it might be too difficult to consistently gain charges. A possibility to change that would be/could be to change Knifethrower so the number of knifes thrown scale with the skill level.
    I changed a bit the mechanics on ultimate charges. Take a look now. Now its easier to keep the charges gain, but its harder to gain charges, and now it prevents spamming knives abuse.

    Ty a lot for the feed ! Want to hear more !

  12. #12
    I have an imput on this. Since your First ability gives unit walking.. Its possible to walk THROUGH the hero you're killing. and if the knifes spawn INSIDE or have enough touchradius to rouch the hero inside you.. you could hit every single knife, Or hit not a single knife. This could be a Fatal flaw, or a factor that makes the skill op. I say this with the knowledge that, a player who knows about this, would instead of run stand inside KD in order to take 0 damage.

    I also have some input about her Third skill. Most heroes can turn 180 degrees in a matter of 0.5 seconds. its true. try Auto attacking and turn around, In most cases you'll still have to wait for your auto attack 0f 0.6 attacks second to start. I'll give a scenario for this. you stand next to an enemy carry, ex madman. hes gonna start pounding you. what do you do? what I'd do is, turn around twice, putting him on a 20% slow in 1 second. Then use Q's movement speed increase and unit walking to escape, and possibly kill madman by keeping out of his auto attack range. I think you need another solution for the Passive ability. perhaps only make it shoot daggers while using abilities than spin you. and changing its manual way of shooting daggers. such as an active ability that does some damage and slow.

    Numbers are always subject to change afterall. I hope my input was valuable and not considered annoying.

  13. #13
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    I like it. 3 skills that complement each other, well done sir.
    The ult is meh... Did she have to become a carry? Try to think of some alternatives to the ult.
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  14. #14
    Quote Originally Posted by Angstfisher View Post
    I have an imput on this. Since your First ability gives unit walking.. Its possible to walk THROUGH the hero you're killing. and if the knifes spawn INSIDE or have enough touchradius to rouch the hero inside you.. you could hit every single knife, Or hit not a single knife. This could be a Fatal flaw, or a factor that makes the skill op. I say this with the knowledge that, a player who knows about this, would instead of run stand inside KD in order to take 0 damage.

    I also have some input about her Third skill. Most heroes can turn 180 degrees in a matter of 0.5 seconds. its true. try Auto attacking and turn around, In most cases you'll still have to wait for your auto attack 0f 0.6 attacks second to start. I'll give a scenario for this. you stand next to an enemy carry, ex madman. hes gonna start pounding you. what do you do? what I'd do is, turn around twice, putting him on a 20% slow in 1 second. Then use Q's movement speed increase and unit walking to escape, and possibly kill madman by keeping out of his auto attack range. I think you need another solution for the Passive ability. perhaps only make it shoot daggers while using abilities than spin you. and changing its manual way of shooting daggers. such as an active ability that does some damage and slow.

    Numbers are always subject to change afterall. I hope my input was valuable and not considered annoying.
    Your post wasn't in any way annoying. It actualy made me think about things I didn't before.

    The spawn radius of the knives on first skill were suposed to be a bit bigger then a common hero touch radius, this way you can avoid hitting all knives while "inside" the enemy, and will be harder for him to avoid all knives by standing "inside" you. Also, its a matter of skill to go back and forth or in whatever direction you have to go in order to hit most of the knives on your target.

    I thought about that, to actualy put a cooldown between the turns, maybe 0.5 sec or 1 sec, to avoid abuses, or even 2 seconds cd after the skill activates twice. And when used along your first and second skill, the cooldown is 0 (to make sure it spam the full number of knives while you spin, without limit). I think a short cooldown like that can solve this problem, or maybe lowering the slow per charge. What do you think?

  15. #15
    Quote Originally Posted by IsmaelVera View Post
    I like it. 3 skills that complement each other, well done sir.
    The ult is meh... Did she have to become a carry? Try to think of some alternatives to the ult.
    Actualy, my point was realy to make her a semi-carry with some carry potential, and since she already has 3 skillshot-like skills, the best option I had was to make a passive that benefits from your ability in landing knives (which is the purpose of the hero) and at the same time giving her a late game potential, without making her even harder to play.

    Thank you both for the feed !

    (for some strange reason I can't make bigger posts lately.. have to divide in two ¬¬')

  16. #16
    Well, It can sometimes be annoying if people nag onto details. as for your suggestion, sure it could probably work.
    But I have another suggestion, turning
    a(180)amount of degrees adds b (1) amount of charges and upon activation you useb(1) amount of charges to shoot the projectiles. Max charges could be 2 Once you aqcuire a charge it will be unable to collect a charge for c seconds(0.5 or 1) Skill would have a cooldown of perhaps 1 second.
    Numbers, always subject to change.

  17. #17
    First skill: Nice concept, but if she takes a slow or some turn rate slow, she spins less? Does the target need to stay close to hit more knives?

    Second: I liked it, but dont the push effect makes anti-sinergy with the first spell?

    Third: Loved this skill, I made a hero that is kinda absed on turn rate, but this idea is just amazing, well done.

    Ult: Really good and cool, it sinergyses a lot with this hero!

    I really liked your hero, pretty good and well done! Can you please review my hero when you have free time? http://forums.heroesofnewerth.com/sh...d.php?t=313275

  18. #18
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    Heres an addition for Knife Mastery.

    Gains 10/15/20% Spell Evasion when charges are maxed.

    It's a newish concept for evasion that will add more ingenuity for you hero. Closest thing to it is Chronos' Rewind, except this evads target skills.
    My goal is for at least one of my heroes to be ported into HoN! Help my cause and get S2 to see these!
    Check out "IsmaelVera's Vault of Heroes" in the Hero Drafts section!
    http://i.imgur.com/XaDGr.jpg
    IsmaelVera, President of the HoN Forums

  19. #19
    Quote Originally Posted by Angstfisher View Post
    Well, It can sometimes be annoying if people nag onto details. as for your suggestion, sure it could probably work.
    But I have another suggestion, turning
    a(180)amount of degrees adds b (1) amount of charges and upon activation you useb(1) amount of charges to shoot the projectiles. Max charges could be 2 Once you aqcuire a charge it will be unable to collect a charge for c seconds(0.5 or 1) Skill would have a cooldown of perhaps 1 second.
    Numbers, always subject to change.
    The thing is, with a change like that it will probably take away the main concept of the skill. The point is to make her throw the knives from the tip of her hair when she swings it (by turning around). Making it activable will make the turn around mechanic a bit nonsense. I believe the best choice is to add a cooldown but keep it as a passive spell.

  20. #20
    i no like this heroz, i like scaut.

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