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SOLUNARStats:
STR= 20 + 1.8
AGI = 17 + 1.5
INT = 26 + 2.9
Base Damage: 42-47
Base Armor: 2,8
Attack Range: 600
Attack Animation: shoots solar sparkles from his hand during the day, or stars during the night.
Move Speed: 300
HERO OVERVIEW
I wanted to create a day/night hero different from the other guys on this forum. I found its quite complicated and boring to have 2 different effects for every spells every time day or night swaps. So, I made 4 single spells, that are affect by day and night, but that don't have their purposes completely changed by it.SKILLS
Basicaly, when it's day, spells deal magic damage. When its night, they deal mana burn. Only the second skill have a different effect, wich is provide vision on an area, or limit the vision on that area. Your ultimate provides a great global buff/debuff, and a boost to your AoE damage, as well as providing more versatility to your skills.
The hero can deal a good amount of AoE damage, as well as mana burn. He has a spammable skill, a supportive one, a long range nuke with scouting and juking purposes and can be a good farmer/CC with third skill. While versatile, he don't have reliable disables or good survivability/in-built escape mechanism.
1 - Sun Ray / Moon RayDuring the day/with Sol summoned - Fires a sparkle at the target, dealing 30/60/90/120 magic damage, and aplying a 100% tapering slow over 1 second. Then, the sparkle divides, hitting another 2 units in a 200 AoE around the target, dealing half the damage and the slow. The sparkle keeps dividing, for a maximum of 3 divisions, always giving half the damage and slow than the last divide.
Solunar fires a sparkle or star from his hand, debilitating foes and dealing damage depending if its day or night.
During the night/with Luna summoned - Fires a star at the target, dealing 30/60/90/120 mana burn, and aplying a 100% tapering slow over 1 second. Then, the star divides, hitting another 2 units in a 200 AoE around the target, dealing half the damage and the slow. The star keeps dividing, for a maximum of 3 divisions, always giving half the damage and slow than the last divide.
Mana cost: 100
Cooldown: 5 sec.
Cast range: 600
Target Type: Enemy unit or neutral
Type: Magic
Note1: Can't bounce again on units already affected by it.
2 - Sunlight / Moonlight
Solunar can summon the power of Sol or Luna to strike an area with a damaging and bright or dark light.
During the day/with Sol summoned - After 1.5 seconds delay, a sun beam comes down at a 300 AoE around the target point, dealing 50/100/150/200 magic damage and 10/15/20/25 magic damage per second for 5 seconds to all enemy units hit or that stays in the area. You gain vision of the area for the duration.
During the night/with Luna summoned - After 1.5 seconds delay, a moon beam comes down at a 300 AoE around the target point, dealing 50/100/150/200 mana burn and 10/15/20/25 mana burn per second for 5 seconds to all enemy units hit or that stays in the area. It leaves an area covered by darkness, limiting the vision of enemies inside it to that area only, until they leave or the duration ends.
Mana cost: 140
Cooldown: 16 sec.
AoE: 300
Cast range: 2000
Target: Enemy unit
Targets affected: Enemy units and neutrals
Type: Magic
Note1: Enemies inside the dark area lose vision from outside (so they have their vision limited to 300 radius).
3 - Solar Sparkles / Lunar SparklesAffected targets: Enemy units and neutrals
Solunar constantly summon magic sparkles around himself to protect him from external harm.
During the day/with Sol summoned - Summon one solar sparkle every 3 seconds, that floats around Solunar, randomly. When it comes in contact with an enemy, the sparkle damages it with 40 magic damage, and divides in two, damaging another 2 enemies in a 200 AoE around the enemy with half the damage. Maximum of 2/4/6/8 solar sparkles.
During the night/with Luna summoned - Summon one lunar sparkle every 3 seconds, that floats around Solunar, randomly. When it comes in contact with an enemy, the sparkle causes 40 mana burn, and divides in two, causing half the mana burn to another 2 enemies in a 200 AoE around the enemy. Maximum of 2/4/6/8 lunar sparkles.
AoE: 400
Type: Passive/Magic
Note1: When day and night swaps (or Sol and Luna), all currently summoned sparkles changes. Ex: If its day, and you have 6 solar sparkles, then it became night, all 6 sparkles instantly turns into lunar sparkles.
Note2: Can't bounce on units already affected by it.
4 - Sol and Luna (Ultimate)
Solunar calls for the aid of Sol and Luna. Solunar can't control them for too long, and lose some power after a few seconds.
Toggle between Sol and Luna. Each instance works like stated for 10 seconds, then it gets weaker, providing only half of the effects. When you change stances, the skill start working at full power again for another 10 seconds. When weaker, the ultimate will not affect your other spells anymore, meaning they will be affected by the current real day or night time.
Sol - A little sun is summoned over Solunar's head, providing +100/150/200 vision sight to all alied heroes on the map, and deals 15/30/45 magic damage per second to all enemies in a 400 AoE around you. Your skills are affected based on wich Sol or Luna are currently summoned.
Luna - A little moon is summoned over Solunar's head, providing -100/150/200 vision sight to all enemy heroes on the map, and deals 15/30/45 mana burn per second to all enemies in a 400 AoE around you. Your skills are affected based on wich Sol or Luna are currently summoned.
Mana cost: 50 (to toggle)
Cooldown: 35/25/15 sec.
AoE: 99999/400
Targets affected: Enemy heroes, units, neutrals/allied heroes
Type: Toggle/Magic
Note1: your skills are affected by your ult, independent of the current time of the day. If you have Sol summoned, they will work like if was daytime, and if you have Luna summoned, they will work like if was nighttime.
Note2: "working with half of the effects" means that it will only provide +-50/75/100 vision, and 7.5/15/32.5 damage/mana burn per second until you toggle the skill again.
Note3: At level 3, the skill will have an effective 5 seconds cooldown, giving you the most versatility.
Comments, opinions and thoughts please :chiprel:
Last edited by HawkeyeBR; 07-24-2011 at 09:41 PM.
[R4R]
Leaf Weaver - Ancestral Ghost - Solunar - Tormented Prisoner - Earthlifter - Knife Dancer - Monk - Sonic Lancer - Sphere Master
So you basicall you can swap whenever you please between Sol/Luna version of your spells by casting the ulti, but the ulti has 130/100/70 seconds cooldown and costs 50 mana? Thats strange O.o
I dont agree with your first spell; It can burn 120 every 5 seconds for 100 manacosts itself - thats quite strong and makes it kinda too easy to harrass Heroes which high mana costs and low manapool in laning phase. Maybe %burn is a more fitting solution.
Can't say much to the second spell, seems legit for me - but 140 manacosts for lvl 1? :/
Are those Sparkles consumed when they jump onto the enemy target?
All in all a quite interesting concept, but you could scale your manacosts by levels (Like 100/120/130/140).
You could lower the Movement Speed by 5. It won't cripple him, but I think he fits into the 295ms tier bracket
Feel free to criticize me when you have points which can out-argue my.
I don't think night/day really effects your hero that much. Also the hero is a lot stronger at night.
Also you should probably spell out what you mean by mana burn because if it works like the rest of them once the hero hits zero mana your nukes will have 0 effect.
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First I like your Day/Night Hero Concept. Now to the Review.
It is fortunate that the rounds starts as day.
#1 Ability: Sun/Moon Ray
This ability is very god as I read it now but I might have been confused about one part. Will get to that later. It is comparably bad when looking at day and night on this one. Since mana is usually more desirebly taken away in the start then health. In those numbers at least. It's splitting ability is interesting.
So it would be like this?
100% dmg/manaburn/slow first target
50% second targets
25% third targets
And now with my question: Can this bounce back to a previously hit unit?
#2 Ability: Sun/Moonlight
A bit the same with this ability. Though I think this one is much better balanced then the first ability. With a huge ass range of 2000 at all levels this one is pretty useful if you can cast it in dark areas to gain vision.
Question: Don't have one for this skill.
#3 Ability: Solar/Lunar Sparkle
This one seems a lot like fun. Like Zephyrs Whirlwinds but they disappears when given contact. But it seems like if one Sparkle is spawn every 3 seconds wouldn't it be incredible powerful at low levels? Does it not seem that way?
Ultimate: Sol and Luna
I think this one is pretty clear on what it does but I have just one question.
: Is the summons permanent until you change them?
Cause it seems like it is a waste to have day and night effect on all abilities if you can just permanently overwrite them with the ultimate. Also by making the summons not permanent you could lower the cooldown.
Say the Summons last 20 maybe 30 seconds then the cooldown could be 80 seconds at all levels. And the damage on this skill could be set to a certain amount as well, like keeping it at 30 damage at all levels.
And the Question: Is it a shared cooldown for both summons?
PS: I know numbers are easily changed for balance issues.
All in all a good interesting hero that I would like to see come to life. I just wish people noticed my hero as well :P
This hero is interesting but it does not feel like day/night is the center theme of the hero. It feels more like the splitting with lesser affects is the center.
Sun/Moon Ray: Decently interesting, only complaint is that it feels like most people will only get 1 point in it for the slow because it will never deal that much magic damage/mana burn.
Sunlight/Moonlight: On one side, the damage feels to high, on the other, it feels like it takes to long to apply the full amount of damage. I would increase the secondary dot damage to 25/50/75/100 per second but lower it to a duration of 1.5 seconds. I would leave the 5 second reveal/darkness affect though.
Solar/Lunar Sparkles: A rather confusing description. The way I am reading it is that 2/4/6/8 lunar sparkles circle Solunar and when 1 touches an enemy it damage the enemy and splits and damage 2 more enemies. I do not really know how I feel about the skill. It has a decent affect, but feels weak number wise. I mean its only about 13.3 dps per second at max level. I think it should have an activateble portion similar to Silhoutte's(spl?) daggers.
Sol and Luna: Ok, I do have some problems with this skill. You can just toggle to whichever style (day or night) you need for the current situation. That completely defeats the purpose of the Day/Night competition. Your skills should be based off the Day/Night cycle without having to resort to external sources.
If it just switched Day to Night and vice versa like Balanor, that would be one thing, but this skill allows your hero to ignore what time of day it is and use the skillset that best fits the situation.
My apologies, I copied the layout from a hero I had done, and changed only texts, and forgot to clear the cooldown field on ultimate. It has a little cooldown, not that big xD
Keep in mind that the game starts as day. You won't be burning any mana from anyone that soon, at least till you hit lvl 6 and get your ult, so the skill have to be more balanced for mid-game and still be useful later.I dont agree with your first spell; It can burn 120 every 5 seconds for 100 manacosts itself - thats quite strong and makes it kinda too easy to harrass Heroes which high mana costs and low manapool in laning phase. Maybe %burn is a more fitting solution.
I thought on put a scaling cooldown, but since the range is static (and BIG), and it has the same scouting/darkness effect from lvl 1 (that's prety useful even in low levels), I think a static high mana cost should fit better, but it can be changed if I'm wrong.Can't say much to the second spell, seems legit for me - but 140 manacosts for lvl 1? :/
They are. I forgot to include on the tooltip xDAre those Sparkles consumed when they jump onto the enemy target?
I don't think I'll do that. For an int hero that have one skill with low range (third skill) and no true disable besides a 1 second slow, lowering his ms even more will prety much make him more easy to kill than Vindicator.You could lower the Movement Speed by 5. It won't cripple him, but I think he fits into the 295ms tier bracket![]()
Ty a lot man !
Drasha:
Like I said, I didn't wanted to make a hero with different skillsets depending if its day or night, so I made this affect him only on the skill effects. While in daytime he deals more damage, in nighttime he is a better support, dealing less damage but burning mana.I don't think night/day really effects your hero that much. Also the hero is a lot stronger at night.
Also you should probably spell out what you mean by mana burn because if it works like the rest of them once the hero hits zero mana your nukes will have 0 effect.
Its intended to work like normal mana burn, dealing I don't know, 50% or 60% of the mana burned as magic damage to the target. That's why you use your ult, to make it easier to manage your needs. If the target has 0 mana, you change to Sol and deal more damage.
SimD:
You got it right. But like I said, you start in daytime, so you can't burn mana early. Later you won't have time to spare burning all their mana in the lane, cause the game won't be focused anymore in the lane, but in multiple lanes by ganks. And no, it don't bounce back to targets already affected. I included that in the skill notes, ty!#1 Ability: Sun/Moon Ray
This ability is very god as I read it now but I might have been confused about one part. Will get to that later. It is comparably bad when looking at day and night on this one. Since mana is usually more desirebly taken away in the start then health. In those numbers at least. It's splitting ability is interesting.
So it would be like this?
100% dmg/manaburn/slow first target
50% second targets
25% third targets
And now with my question: Can this bounce back to a previously hit unit?
You can only have 2 sparkles, giving only 10 damage each. Its actualy prety low at the start. I'll even raise it to a constant 40, making the total damage 80/160/240/320. To deal all that damage, the total cooldown of the spell is 24 seconds, wich is high, and the enemy have to be close to be hit by the sparks (like 400 units), and you are a little fragile int hero with no escape mechanisms.#3 Ability: Solar/Lunar Sparkle
This one seems a lot like fun. Like Zephyrs Whirlwinds but they disappears when given contact. But it seems like if one Sparkle is spawn every 3 seconds wouldn't it be incredible powerful at low levels? Does it not seem that way?
I'll have to make adjustments, but my first thought were making it permanent, but then night and day won't affect the hero at all anymore. The cooldown was also wrong, I forgot to delete from my custom layout. Its actualy way lower.Ultimate: Sol and Luna
I think this one is pretty clear on what it does but I have just one question.
: Is the summons permanent until you change them?
Cause it seems like it is a waste to have day and night effect on all abilities if you can just permanently overwrite them with the ultimate. Also by making the summons not permanent you could lower the cooldown.
Say the Summons last 20 maybe 30 seconds then the cooldown could be 80 seconds at all levels. And the damage on this skill could be set to a certain amount as well, like keeping it at 30 damage at all levels.
And the Question: Is it a shared cooldown for both summons?
Ty a lot for your feed, expect mine on your hero very soon !All in all a good interesting hero that I would like to see come to life. I just wish people noticed my hero as well :P
[R4R]
Leaf Weaver - Ancestral Ghost - Solunar - Tormented Prisoner - Earthlifter - Knife Dancer - Monk - Sonic Lancer - Sphere Master