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Thread: Psyker - Ganker/DPS/Carry

View Poll Results: Do you like this hero?

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  1. #1

    Psyker - Ganker/DPS/Carry

    Psyker (AM - Legion - Ganker/DPS/Carry)

    Making Killing look hawt since '09.




    I've been working on this hero in the Sandbox over the last several days, and have finally moved it to full suggestions. Please vote on the concept/general idea, than the hard numbers, as these are constantly being tweaked to balance it!

    Any and all feedback is appreciated!

    Also, please see the modified/reworked RANGED version of this hero, currently in sandbox here: http://forums.heroesofnewerth.com/sh...ad.php?t=31434

    __________________________________________________



    Table of Contents

    Section 1: General Information
    1.1 Lore
    1.2 Background
    1.3 Audio/Visual


    Section 2: Stats
    2.1 Attributes
    2.2 Basic Skills
    2.3 Ultimate Skill
    2.4 Alternative Skills
    2.5 Synergy

    Section 3: Gameplay/Strategy
    3.1 Good Against
    3.2 Good Allies
    3.3 Bad Enemies
    3.4 Standard Strategy
    3.5 Public Play
    3.6 Competitive Play
    3.7 Fun Factor

    Section 4: Items Builds

    4.1 Good Items
    4.2 Bad Items

    Section 5: Contributions
    5.1 Contributors
    5.2 Balance Discussion
    5.3 FAQ

    __________________________________________________



    1.1 Lore
    Psyker is the foremost member of a secretive group of Psychic Assassins, who spend years training their bodies and minds to be the ultimate weapon. When the Hellbourne returned to this world once more, Psyker saw that there was no option but to stand united against them. She now uses her skills to aid the Legion, doing what she does best - killing.

    1.2 Background
    Psyker was initially based off the character Psylocke from Marvel's X-Men series, and the theme/concept of a Psychic Assassin is still the basis. Her first move is a trademark from Psylocke. The very first bones of the idea came in the form of the ultimate ability "Mind Bond" where damage is transferred between the hero and a designated target. From there, I went with the Psylocke-esque concept and fleshed out the idea into a Melee Agi Carry. Psyker is not meant to be just a cold-hearted killer devoid of emotions - in fact I envision her as ruthlessly efficient whilst still retaining a light-heartedness to her. And yes, the sexiness is definitely a big one.

    1.3 Audio/Visual

    Voice: Angelina Jolie, OGOG!

    Quotes
    "Do I make you nervous?"
    "Consider the matter...terminated."
    "These thighs are for more than just show, you know."
    "No questions asked.
    "

    Death Taunt
    "Next time, pay attention to my blades, not my breasts."

    Death Animation
    Spins around in the air, and is consumed by purple psychic fire, completely disappearing as she hits the ground.

    Character Visual
    Should be very similar to the picture at the top, with certain differences - the cape should be black, or a much darker grey. She should have no face mask, and the pink parts of her uniform on the picture should be purple. Sexy, mysterious and sinister all at the same time!

    Auto-attack Animation
    Without Psyblades active, Psyker fights like a martial artist, with various punches and kicks. With Psyblades active, she has glowing purple blades forming from her hands (see pic) and stabs with them as if they were punch blades.

    __________________________________________________

    2.1 Attributes
    I've designed Psyker as a standard Carry type that scales well with items. She has high agi and agi gain, as well as moderate strength and strength gain. Her base int and int gain are both low, but these shouldn't be too much of an issue as she is not a heavy mana user. The playstyle I'm looking for is slightly more than just "Right Click + Gib" - she has a unique pseudo-disable for chasing down and ganking situations, that also doubles as a "steroid" ability to increase her carry potential. What defines her playstyle most is her ultimate, that can be used to have the enemy unwittingly take out a key member of their team, or with the right items, for her to be able to dish out some serious damage to 2 heroes at once. It can also be used as a pseudo-invincibility for escape purposes!

    Strength 19 (+1.7)
    Agility 25 (+3.1) - Primary
    Intelligence 16 (+1.6)

    Movespeed: 310
    Range: 128 (Melee)
    Auto Attack Cooldown: 1.7
    Starting Base Damage: 18-29 (+25) = 43-54
    Lvl 25 Base Damage: 18-29 (+102) = 120-131
    Armour: 1.8
    Magic Armour: 5.5


    2.2 Basic Skills



    [Q] Psyblades (Toggle)

    Skill Description:
    Psyker is able to focus her potent psychic powers into blades of pure energy, though it costs her to do so.

    Skill Effects: Adds bonus magical damage to auto attacks, but deals some damage back to Psyker whenever she attacks. Also causes a magic armour debuff on the target for a short duration.

    Level 1: Adds magic damage equal to 10% of base attack damage to each attack. Deals 50% of any magic damage dealt to Psyker. Causes "Psychic Scar" on the target for 2 seconds, reducing magic armour by 1.

    Level 2: Adds magic damage equal to 20% of base attack damage to each attack. Deals 50% of any magic damage dealt to Psyker. Causes "Psychic Scar" on the target for 2 seconds, reducing magic armour by 2.

    Level 3: Adds magic damage equal to 30% of base attack damage to each attack. Deals 50% of any magic damage dealt to Psyker. Causes "Psychic Scar" on the target for 2 seconds, reducing magic armour by 3.

    Level 4: Adds magic damage equal to 40% of base attack damage to each attack. Deals 50% of any magic damage dealt to Psyker. Causes "Psychic Scar" on the target for 2 seconds, reducing magic armour by 4.

    Animation: Whilst active, purple blades of energy come from her fists.

    [W] Meddle (Active)


    Skill Description: Psyker uses her mind to delve into the target's mind and meddle with it's workings. She confuses an enemy, or improves an allies combat efficiencies. She can also improve her own natural abilities with this technique.

    Skill Effects: Causes enemies to run in the opposite direction they are facing for a short time, silencing them for the duration. Causes allies attack speed and magic damage to be increased.

    Level 1: 70MP to activate. Causes enemies to run in the opposite direction they are facing for 200 units and silences them for the duration. Increases allies attack speed by 10% and magic damage by 5% for 5 seconds.
    Range: 600. Cooldown: 30 seconds.

    Level 2: 80MP to activate. Causes enemies to run in the opposite direction they are facing for 300 units and silences them for the duration. Increases allies attack speed by 15% and magic damage by 10% for 5 seconds.
    Range: 600. Cooldown: 25 seconds.

    Level 3: 90MP to activate. Causes enemies to run in the opposite direction they are facing for 400 units and silences them for the duration. Increases allies attack speed by 20% and magic damage by 15% for 5 seconds.
    Range: 600. Cooldown: 20 seconds.

    Level 4: 100MP to activate. Causes enemies to run in the opposite direction they are facing for 500 units and silences them for the duration. Increases allies attack speed by 25% and magic damage by 20% for 5 seconds.
    Range: 600. Cooldown: 15 seconds.


    Animation: Enemies affected by meddle should have noticeable question marks above their head. Allies affected by meddle should have briefly flash red, and then have their eyes glow red for the rest of the duration.

    [E] Sixth Sense (Passive/Active)

    **NOTES** This ability has been dramatically changed. The old version can be found in the Changelog!

    Skill Description: Psyker uses her mind to search for enemies in the vicinity, briefly revealing their location. Stealthed units are more difficult to find and therefore can only be found if they are much closer to Psyker. Psyker can then hone in or flee from her enemies at a much rapid pace, as well as preparing herself for incoming attacks.

    Skill Effects: After a brief channel time, reveals the location on the minimap of all enemies within range. Stealthed units are revealed on the minimap and on screen at a shorter range. Increases movement speed for a short duration afterwards.

    Level 1: Passive Effect: 3% Ranged Evasion, cooldown 10 seconds.
    Active Effect:40MP to activate. Requires map vision of target. Reveals target for 5 seconds. Reduces target magic armour by -1 and movespeed by -5% for duration. Cooldown: 25 seconds.

    Level 2: Passive Effect: 6% Ranged Evasion, cooldown 8 seconds. Detects Wards in a 300 range around Psyker.
    Active Effect: 55MP to activate. Requires map vision of target. Reveals target for 10 seconds. Reduces target magic armour by -2 and movespeed by -5% for duration. Cooldown: 25 seconds.


    Level 3: Passive Effect: 9% Ranged Evasion, cooldown 6 seconds. Detects Wards in a 300 range around Psyker. Grants 2 seconds of truesight in a 500 range around Psyker once every 8 seconds (Autocast).
    Active Effect: 70MP to activate. Requires map vision of target. Reveals target for 15 seconds. Reduces target magic armour by -3 and movespeed by -5% for duration. Cooldown: 25 seconds.

    Level 4: Passive Effect: 12% Ranged Evasions, cooldown 4 seconds. Detects Wards in a 300 range around psyker. Grants 4 seconds of truesight in a 500 range around Psyker once every 8 seconds (Autocast).
    Active Effect: 95MP to active. Requires map vision of targets. Reveals upto 2 targets for 18 seconds each. Reduces targets magic armour by -4 and movespeed by -5% for duration. Cooldown: 25 seconds per target (2 individual cooldowns).

    Animation: When casting the active on a target, Psyker puts her hands on her head and stands straight for a brief second, with concentric rings pulsing out from her. When truesight procs, glowing eyes appear above Psyker's head for the duration of the buff.

    2.3 Ultimate Skill



    [R] Mind Bond (Active)

    Skill Description: Psyker uses her powers to bind the targets mind to her own, causing one's pain to be transferred to the other. Psyker also uses her manipulation of the bond to drain the target of both mundane and magical protection and transfer them to herself for the duration of the bond.

    Skill Effets: Any damage taken by one target under the effect of Mind Bond is instead transferred to the other, subject to their own reductions. Enemy target has reduced physical and magical armour for the duration, Psyker has her own physical armour and magical armour plus however much of each the enemy target has had reduced.

    Level 1: 200MP to activate. Drains 33% of target's physical and magical armour and transfers it to Psyker.
    Duration: 4 seconds. Cooldown: 110 seconds.


    Level 2: 250MP to activate. Drains 66% of target's physical and magical armour and transfers it to Psyker.
    Duration: 6 seconds. Cooldown: 100 seconds.


    Level 3: 300MP to activate. Drains 100% of target's physical and magical armour and transfers it to Psyker.
    Duration: 8 seconds. Cooldown: 90 seconds.

    Animation: Psyker raises her hands to her chest and quickly pushes them out towards the target. A shimmering magical bond briefly appears between Psyker and her target, before disappearing. The bond reignites everytime Psyker or the target takes damage, to indicate damage being transferred.


    2.4 Alternative Skills



    [E] Meltdown (Active)

    Skill Description: Psyker overloads her mind and unleashes the psychic energies in a deadly nova around her, dealing damage and confusing enemies minds for a short time.

    Skill Effects: Deals damage in an AoE around Psyker, and triggers shortened cooldowns on basic abilities of heroes.

    Level1: 105MP to activate. Deals 75 damage to enemies within a 300 radius. Triggers cooldowns on basic abilities at 50% of the standard duration.
    Cooldown: 20 seconds.

    Level 2: 110MP to activate. Deals 125 damage to enemies within a 300 radius. Triggers cooldowns on basic abilities at 50% of the standard duration.
    Cooldown: 18 seconds.


    Level 3: 115MP to activate. Deals 175 damage to enemies within a 300 radius. Triggers cooldowns on basic abilities at 50% of the standard duration.
    Cooldown: 16 seconds.


    Level 4: 120MP to activate. Deals 225 damage to enemies within a 300 radius. Triggers cooldowns on basic abilities at 50% of the standard duration.
    Cooldown: 14 seconds.


    Animation: Psyker places her hands to her head, and then a shockwave erupts from her moving outwards to the max range of the ability. Enemies effected by the skill should briefly have stars above their head.

    [E]Mind Shatter (Active)

    Skill Description: Psyker uses her honed agility to launch herself through the air towards the target victim. Upon reaching her enemy, she impales the target with a psyblade, causing their mind to shatter momentarily. Enemies that are near the target are affected by "Psychic Aftershock".

    Skill Effects: Leaps to target, dealing damage and slowing enemies near the target.

    Level 1: 100MP to activate. Leaps to target upto 600 range away. Deals 75 damage. Target an Enemies within 300 units of target are slowed by 60%, decreasing to 0% over 6 seconds.
    Cooldown: 24 seconds.

    Level 2: 105MP to activate. Leaps to target upto 650 range away. Deals 125 damage. Target and Enemies within 300 units of target are slowed by 60%, decreasing to 0% over 6 seconds.
    Cooldown: 21 seconds.

    Level 3: 110MP to activate. Leaps to target upto 700 range away. Deals 175 damage. Target and Enemies within 300 units of target are slowed by 60%, decreasing to 0% over 6 seconds.
    Cooldown: 18 seconds.


    Level 4: 115MP to activate. Leaps to target upto 750 range away. Deals 225 damage. Target and Enemies within 300 units of target are slowed by 60%, decreasing to 0% over 6 seconds.
    Cooldown: 15 seconds.

    Animation: Psyker crouches and then leaps towards the target, back arched and fist pulled back, a Psyblade active on the fist. Upon reaching the target, slams fist (and psyblade) into enemy. A small shockwave should ripple through the air upon impact. Enemies affected by the slow should have stars above their head.

    [E] Mind Trick (Active)

    Skill Description: Psyker's keen grasp of her mind powers allow her to trick her enemies into not seeing her. In order to do this she must be standing still. When she is under the effects of Mind Trick, she is able to prepare herself for her next attack, making it all the more deadly.

    Skill Effects: Causes Psyker to enter stealth whilst remaining stationary. Causes her first attack upon leaving stealth to be a critical strike and to immobilise the target. Cannot gain immobilise or damage increase buff more than once every 10 seconds.

    Level 1: 70MP to activate. 1 second fade time. First attack within 5 seconds of leaving stealth deals 1.4x damage. Immobilises for 2 seconds.

    Level 2: 80MP to activate. 1 second fade time. First attack within 5 seconds of leaving stealth deals 1.6x damage. Immobilises for 2 seconds.

    Level 3: 90MP to activate. 0.5 second fade time. First attack within 5 seconds of leaving stealth deals 1.8x damage. Immobilises for 2 seconds.

    Level 4: 100MP to activate. 0.5 second fade time. First attack within 5 seconds of leaving stealth deals 2.0x damage. Immobilises for 2 seconds.
    Animation: Psyker fades out in swirls of translucent purple energy. Upon attacking with the damage buff, Psyker crouches low and steps through with a powerful uppercut strike, a psyblade active on her hand.
    2.5 Synergy

    +

    The self damage from Psyblades works to damage the target of your Mind Bond

    + +

    The IAS from Meddle (on yourself) increases the number of psyblades attack during mind bond, which increases the self-damage, which increases the damage to the bonded target!

    +

    Using Sixth Sense to maphack to set up a gank, opening with meddle to reverse their movements, and gib away!


    Psyker has a fairly unusual skill synergy that rather than basic synergy of X + Y = Kill, there's a lot of strategic synergy. Sixth Sense is a unique strategic tool to avoid ganks or to set them up yourself. Meddle can be used as a pseudo-disable or a steroid buff. Mind Bond can be used to take out 2 enemies that are together, or as an escape mechanic if you get jumped. I'm trying to move away from your basic "Steroid + Right-Click = Kill" Carry type, and go for a much more strategic Carry type that requires a bit more thought (and thus fun!) to it.
    __________________________________________________

    3.1 Good Against


    Any low health heroes that can quickly be killed using Mind Bond e.g Glacius.


    Spike Damage nukers, e.g Pyromancer.


    3.2 Good Allies


    Allies that buff base damage (more Psyblades damage)


    Allies with healing abilities to counteract allies damaging bonded enemies.


    3.3 Bad Enemies


    Enemies with disables (stun/silence) preventing you from getting your ultimate off or dealing damage through ultimate via Psyblades.


    3.4 Standard Strategy

    Id prefer to lane bottom (Legion) or top (Hellbourne) with this hero, as it generally is easier in those lanes. A babysitter would be brilliant here, one that can harass and deny whilst you focus on last hitting.

    During the ganking phase, if confident enough, and with the right skill setup, you could move around and join in ganks. Meddle would be good here.

    The standard team fight stategy as I see it would be to:

    - Get into the middle of combat with Psyblades active
    - Pick a support hero on the enemy team to bond (and TELL your team beforehand)
    - Start on an important target (e.g the Carry)
    - Lol at the damage to 2 people at once. More lol if the enemy team tries to focus you.

    The reason you choose a support rather than the Carry for instance, is because it gives the Carry pseudo-immunity from your team, during which he could well destroy your team, even if you eventually manage to kill him with Mind Bond. That being said, if the enemy team is unco-ordinated (read: Pub) you could bond the carry and lol as they kill him themselves.

    If at any time you get ganked, hopefully you'd have your ulti up and would be able to ulti one and flee whilst it is active. Hell, if its 2v1, you could even turn it round and kill them if farmed enough.
    More to come, feel free to comment and criticise (constructively please!) as I go about fleshing the hero out.

    3.5 Public Play

    In Public play, this hero could go either way in terms of usefulness. In the hands of a player of moderate+ skill, it could be a great pubstomping hero, with strategic use of the ulti to get the enemy team to gib their own teammates. However, this can backfire as public games largely lack co-ordination, and could therefore backfire as your team kills you through the bond. A "noob" player would also likely misuse the ultimate at first, and end up getting himself killed.

    Overral, I'd say it's got potential to be a great pubstomping hero, but would be a moderately difficult hero to learn for a "noob" player, as well as having the risk of it backfiring due to lack of co-ordination.

    3.6 Competitive Play

    In competitive play, this hero's ulti would change in functionality - whereas it is a move to get the enemy to gib their own team in public play, players in competitive play would, obviously, know what to look for, and not then attack you. It is still useful to pump out some self-damage and kill people through the bond that way (would require the Elder Parasite build and lots of +base damage/+agi and +attack speed to be truly effective), but would be more useful to (a) save yourself from ganks through the pseudo-invincibility aspect and (b) perform ganks on 2 or more people either on your own, or with 1, maybe 2 none-aoe friends.

    In team fights, her role would be as a kind of initator with Mindshatter, and primarily a DPS.

    3.7 Fun Factor

    So what would be the fun factor of playing this hero? Why would anyone play it at all? High DPS/Carry types are clearly fun to play as they are played a lot. This hero has a few more diverse abilities rather than the standard "Right Click and Kill" Carry types, with an initating move/slow, a toggle damage increaser, a steroid buff/psuedo-disable. This makes it more interesting to begin with.

    I think, however, the real fun factor for this hero in particular, would largely come through the effective use of Mind Bond - in public games it would be the lol factor of watching a Pyro or a Magmus eat their own ulti's, in competitive play it would be the thrill of a well timed bond before a spike nuke, or a solo gank on 2 people if used properly.

    __________________________________________________


    4.1 Possible Items

    Early Game

    Start with a selection of standard items:

    - This is clearly all down to personal preference

    OR
    Fortified Bracelet / Soulscream Band
    -Personal preference, bracelets if you need more survivability, bands if you dont and want more DPS.


    Enhanced Marchers
    - The obvious boot choice for a Carry

    Mid Game

    Elder Parasite
    - Not only does this item have some really nice IAS for more attacks during ulti, but it also increases damage taken by 30% for the duration = more damage to bonded enemy! Also, the lifesteal is a good counter to self damage!


    Warpcleft
    - For IAS (always good for DPS) that also synergises with her ulti (more attacks in the time = more self damage = more damage to bonded enemy!)

    Late Game

    Wingbow
    - Clearly the superior choice for late game item for this hero, gives IAS, +agi and evasion to boot. Sexy.


    Riftshards(5) / Shieldbreaker / Savage Mace
    - Any standard DPS items will help this hero late game in her carry role.


    Harkon's Blade
    - Synergises very nicely with Psyblades and Meddle, converting your attack damage to magical, increasing it, reducing their magic armour for magic damage. This also causes you to take more self-damage through Psyblades which in turn equals more damage to a bonded enemy!


    Charged Hammer
    - Can be made if you got a Warpcleft mid game, for some more IAS (and damage as a bonus)

    Situational Items

    Insanitarius
    - This is a possible option to rush early/mid game for the damage/health increase, as well as the synergy with your ulti from the self-damage. Personal preference.


    Shrunken Head
    - A situational for any hero, and this hero is no different. Used against heavy stunners/disablers.


    Behemoth's Heart
    - If you really need the survivability

    (No Pic Yet)
    Abyssal Skull
    - Ideally you want a support hero carrying this for you so you can save your gold for other items, however it is a viable choice if no one else is carrying it, as the 15% base damage and 15% lifesteal both synergise well with this hero.

    __________________________________________________

    5.1 Contributors

    The original Sandbox thread with feedback can be found here: http://forums.heroesofnewerth.com/sh...ad.php?t=28707

    Xtrykr (lots of input and a sweet format that I shamelessly stole!)
    EvilKitty
    P1ngu
    Tatteh
    Sordak
    Arogs
    Zethos
    Drevon
    Devi
    Rentaromon
    Lankz
    Reznor
    Corpulence
    Many many more!

    5.2. Balance Discussions
    Psyblades - This spells seems like a very strong boost at first, giving an extra 40% base damage as magical damage, on a toggle. The balancing with this is in the self-damage aspect, where Psyker takes 50% of all magic damage she deals each time she strikes. There is also a magic armour debuff (-4 at max rank) which may be viewed as a little OP, however the duration is only 1 second so to keep it up you literally have to be striking your opponent once every second at least.

    Meddle - A funky disable, similar to Tablet of Command, but makes them move in the opposite direction rather than the direction they are facing. This means it requires skill and timing so as not to make the enemy run in the opposite direction you want them to. A good chasing tool.

    The buff aspect of Meddle is balanced by it not being chain-able, and the fact that you have to choose between the buff or the disable aspect, so in theory, it will be even less uptime.

    Sixth Sense - Reveals normal enemies at twice the normal sight distance, and stealthed enemies at are revealed at the normal sight distance. Nothing gamebreaking, as it only reveals for 2 seconds. The speed buff is short, and on a long cooldown. The 1 targetted spell immunity is of short duration, but gives her another strategic ability for combat.

    Mind Bond - the main balance point here is that Psyker herself takes the damage that the enemy would normally take, as well as the enemy taking Psyker's damage. This means that your own team, unless co-ordinated, could well end up killing you if they focus the wrong person. Also, in a heavy AoE team fight situation, unless you can keep the bonded target on the fringes of the battle, this spell has no real use because you'd only end up killing yourself. It has many other uses in different situations, however, and is a very tactical ability. The other balance point here is that it doesnt transfer status effects, so Psyker can still be stunned/silenced etc, but the damage would be transferred to the enemy.

    5.3 FAQ
    TBA
    Last edited by Bane2k4; 11-02-2009 at 08:28 AM.
    Hero Suggestions:
    Psyker (Original Melee Agi Carry) - Popular!

  2. #2
    CHANGELOG:

    06/10/09
    - Did some basic formatting
    - Changed Psyblades to a toggle ability
    - Gave Psyblades a self-damage aspect equal to 40 pure damage at max rank, per hit.
    - Added notes to Mind Bond (ulti)

    06/10/09 pt2
    - Did some more formatting
    - Changed Psyblades self-damage aspect from 40 pure damage at max rank to 100% of bonus magic damage at all ranks.
    - Added Third Skill, "Meltdown" an AoE damage skill that hurts Psyker
    - Added armour/m.armour leech effect to Mind Bond
    - Stipulated the method of damage reduction on damage triggered through Mind Bond
    - Added Base Stats and Stat Gain
    - Upped the attack speed increase on "Meddle" from 5/10/15/20% to 10/15/20/25%

    06/10/09 pt3
    - Nerfed self-damage on Psyblades from 100% of bonus magic damage to 50%.
    - Removed Meltdown self-damage aspect
    - Added disable aspect to Meltdown, triggering cooldown on enemies abilities at 50% of standard cooldown
    - Increased cooldown of Meltdown from 10 seconds to 14 seconds at max rank to compensate for the changes

    06/10/09 pt4
    - More formatting
    - Added visual concept pic
    - Added more in-depth base stats, including base damage at lvl 1 and lvl 25
    - Added in values of bonus magic damage on Pysblades at level 25, sin +agi items.


    07/10/09
    - Changed magic armour reduction effect on Psyblades from erroneous 3 ranks to correct 4 ranks.
    - Nerfed total magic armour reduction effect on Psyblades from 2/4/6/8 to 1/2/3/4.

    07/10/09 pt2
    - Added alternative skill, "Mind Shatter", a targetted leap attack that ministuns and silences enemies within an AoE of the target.
    - Updated To-Do List and Issues To Resolve List


    07/10/09 pt3
    - Shamelessly stole Xtrykr's format from Skullknight, it's the best format I've seen yet! (though it took a lot of editting lol)
    - Improved maximum duration of Mind Bond from 6 seconds to 8 seconds at Rank 3
    - Added General Info Section
    - Added Gameplay/Strategy Section
    - Added Item Section
    - Added Contributors list
    - Updated To Do List


    08/10/09
    - Put Meltdown into Alternative Skills, and moved Mind Shatter into basic skills
    - Changed Mind Shatter from a targetted ministun and AoE silence to an AoE slow, starting at 100% and reducing to 0% over 5 seconds
    - Added the Alternative Skill "Sixth Sense", a short channeled spell that reveals the location of enemies on the minimap for a short duration, as well as revealing stealthed enemies on the minimap and on screen for a short duration, but at a shorter range.


    09/10/09
    - Nerfed mana cost of ultimate from 200/275/350 to 200/250/300.
    - Added missing cooldown of rank 4 Mindshatter at 15 seconds.
    - Nerfed slow on Mindshatter from 100% decreasing to 0% over 5 seconds, to 60% decreasing to 0% over 6 seconds.

    09/10/09 pt2
    - Added Public Play, Competitive Play and Fun Factor overview sections.
    - Added Balance Discussions section.
    - Updated Item Build list and added item icons.
    - Added skill icons to current 4 skills.


    10/10/09
    - Moved to full Hero Suggestions Board!
    - Added skill icons for alternative abilities
    - Swapped Mindshatter into Alternative Abilities section
    - Moved Sixth Sense into Basic Skills section
    - Upped the mana cost of Sixth Sense from 70/75/75/80 to 70/80/90/100
    - Upped the cooldown of Sixth Sense from 30/25/25/20 to 30 at all ranks
    - Added Synergy Section


    13/10/09
    - Meddle - REWORKED!
    --- No longer reverses enemy movement actions. Instead forces enemy to move in opposite direction to which they are facing for 3 seconds.
    --- No longer increases enemy mana costs. Instead, silences for duration.
    --- No longer reduces ally mana costs. Instead, increases magic damage by 2.5/5/7.5/10% for duration.
    --- Cooldown set to 30/25/20/15, up from 25/20/15/10.
    - Sixth Sense
    --- Increased mana cost to 90/100/110/120, up from 70/80/90/100.
    --- Increased cooldown to 45 seconds, up from 30.
    --- Added 5/10/15/20% movement speed increase for 5 seconds after effect.
    - Mind Bond
    --- Reduced cooldown to 110/100/90, down from 130/120/110.
    - Mind Trick - REWORKED!
    --- No longer passive, now active with mana cost of 70/80/90/100.
    --- No longer has a wait time after standing still
    --- Fade time set to 1/1/0.5/0.5, up from 0.5 at all ranks.
    --- Time before Psyker can gain damage buff increased to 10 seconds, up from 6.

    21/10/09
    - Tweaked Psyblades so the self-damage aspect is from ALL magic damage Psyker deals whilst they are active. This makes Psyblades correctly synergise with the +%magic damage from Meddle, and paves the way for a Harkon's Blade build, as an all-in Ulti build.
    - Added Harkon's Blade to item build section


    23/10/09
    - Upped duration of Psychic Scar magic armour debuff on Psyblades to 2 seconds, up from 1.
    - Significant buffs to Sixth Sense
    --- Increased the range to 1800/2400/3000/3600 for normal enemies, and 450/900/1350/1800 for stealthed. Up from 2000/1000 at max rank respectively. This makes it double the normal sight range for normal enemies, and at normal sight range for stealthed.
    --- Added an effect that negates the next targetted spell on Psyker within 5 seconds of casting Sixth Sense. This was added in order to give Sixth Sense some utility in combat, as well as some defence. Requires good timing to be truly effective, avoiding big nukes or potentially destructive stuns. Does NOT effect AoE abilities, so none-targetted stuns (e.g. Pyro, Magmus) will not be cancelled, neither will non-targetted disables or nukes (e.g. Defiler Silence, Pyro Phoenix Wave).
    --- Reduced cooldown to 30 seconds, down from 45.


    02/11/09
    Changed Sixth Sense as suggested by Corpulence
    THE OLD SIXTH SENSE

    [E] Sixth Sense (Active)

    Skill Description: Psyker uses her mind to search for enemies in the vicinity, briefly revealing their location. Stealthed units are more difficult to find and therefore can only be found if they are much closer to Psyker. Psyker can then hone in or flee from her enemies at a much rapid pace, as well as preparing herself for incoming attacks.

    Skill Effects: After a brief channel time, reveals the location on the minimap of all enemies within range. Stealthed units are revealed on the minimap and on screen at a shorter range. Increases movement speed for a short duration afterwards.

    Level 1: 90MP to activate. Reveals enemies within 1800 range for 2 seconds. Stealthed enemies are revealed at a 450 range for 2 seconds. Increases movement speed by 5% for 5 seconds. Negates the next targetted spell or ability used on Psyker within 10 seconds.
    Channeling Time: 1 seconds. Cooldown: 30 seconds.

    Level 2: 100MP to activate. Reveals enemies within 2250 range for 3 seconds. Stealthed enemies are revealed within 900 range for 3 seconds. Increases movement speed by 10% for 5 seconds. Negates the next targetted spell or ability used on Psyker within 5 seconds.
    Channeling Time: 1 seconds. Cooldown: 30 seconds.


    Level 3: 110MP to activate. Reveals enemies within 2700 range for 3 seconds. Stealthed enemies are revealed wtihin 1350 range for 3 seconds. Increases movement speed by 15% for 5 seconds. Negates the next targetted spell or ability used on Psyker within 5 seconds.
    Channeling Time: 1 second. Cooldown: 30 seconds.


    Level 4: 120MP to activate. Reveals enemies within 3600 range for 4 seconds. Stealthed enemies are revealed within 1800 range for 4 seconds. Increases movement speed by 20% for 5 seconds. Negates the next targetted spell or ability used on Psyker within 5 seconds.
    Channeling Time: 1 seconds. Cooldown: 30 seconds.


    Animation: Psyker puts her hands to her head and stands up straight. Several concentric rings pulse out from her, extending to the max range.
    New Sixth has both a Passive and Active segment.
    -- Passive gives 12% ranged evasion at max rank, with internal cooldown of 4 seconds.
    -- Passive grants truesight of wards within 300 range of Psyker at max rank.
    -- Passive autocasts truesight at 500 range around Psyker every 8 seconds for 4 seconds at max rank (with obvious visual)
    -- Active targets 1/1/1/2 enemy heroes Psyker has map vision of and reveals them for 18 seconds at max rank.
    -- Active also reduces magic armour by 4 and movespeed by 5% at max rank on targets.

    Other Changes
    - Changed Meddle (enemy target) to force targets to move a certain number of units in the opposite direction instead of moving for a number of seconds. At max rank, this is 500 units (equivalent to Tablet of Command).
    Last edited by Bane2k4; 11-02-2009 at 08:27 AM.
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  3. #3
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    I have to say, you took a lot time and effort to make this this truly good looking

    I love the way you posted all so good and clearly and readable , GJ on that

    As for the hero, i like the hero a lot, you have some of the skills i tried to input in som of my Past heroes, reversed directions, Magical damage imbues that reflects a little to your self as for the balance, damage pass over (as your ultimate) And such Like i made a hero my self.

    I have no comments to say whats bad , so far i like it all, Concept vise .

    T-UP

  4. #4
    Thanks for the comments

    Bump for justice and more votes!
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  5. #5
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    Hot chick + well done skills gets my approval

  6. #6
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    I approved. Like the final product

  7. #7
    With obvious tweaks needed, the concept is very unique and would make a fun addition to the game over the games current abundance of FARM -> WIN carries. Skill + thought > 45 mins of farm.

  8. #8
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    great that you finaly released this thing. still please change both look and theme. PLEASE. the look is rediculous and the story doesnt fit.

    However lets face it youve changed so much its very different from the initial concept but you made it into a good direction and it gets T-up from me. just keep making it better and you will get pop suggestion soon.

  9. #9
    Thanks for the comments again.

    Whats wrong with the look and theme?

    Still balancing around cooldowns/mana costs etc, so any feedback on that is appreciated.

    Also, if anyone prefers one of the alternate abilities to any of the current basic ones, then please let me know why, and if its the majority opinion, I can change it.

    Thanks again!
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  10. #10
    Bump before bed.
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  11. #11
    Very well thought out and presented, I especially like the concept behind Meddle and the synergy between Psyblades and Mindbond (Not to mention the fact that the skill is multi-functional).

    I also like the new Stealth mechanic in Mind Trick, although I would prefer the other skills you suggested before that one.

    Only problem I see is that by design, this would be a carry that can pretty much annihilate most any type of hero. Being great against low health targets while also being good against tanks may lead to a bit of a catch between where the hero is and where it should be.

    Overall though; Psyblades, Meddle, Mind Shatter and Mind Bond would make one hell of a hero, imo.
    Quote Originally Posted by Ops_Neo View Post
    S2 once said:
    -We will never do something that affect the game.

  12. #12
    Psyblades - Adds bonus magical damage to auto attacks, but deals some damage back to Psyker whenever she attacks. Also causes a magic armour debuff on the target for a short duration.
    An interesting ability, which has a very nice synergy with her ultimate. I quite like this skill's concept.

    Meddle - Causes enemies movement commands to be reversed and mana costs of all abilities to be increased. Causes allies attack speed to be increased and their mana costs of all abilities decreased.
    I love the reversed movement part of this ability, but question why you chose a mana increase/reduction as the second component to this spell? If they are running away generally they won't be using spells, and this spell on you would hardly benefit you other than the attack speed. Personally I would suggest a magic damage increase when applied to an ally and a minor movement decrease when applied to an enemy.

    Sixth Sense - After a brief channel time, reveals the location on the minimap of all enemies within range. Stealthed units are revealed on the minimap and on screen at a shorter range.
    While I understand this skills purpose it really doesn't help the Psyker other than preventing ganks in most scenarios. Seeing as she has no way to actually gain on a target like most carries do this skill, especially with its channel time, seems more of a detriment and has almost no synergy with her other skills. While you could argue meddle would keep a target in range, it would be rare outside pubs unless you added a movement speed decrease to it.

    Mind Bond - Any damage taken by one target under the effect of Mind Bond is instead transferred to the other, subject to their own reductions. Enemy target has reduced physical and magical armour for the duration, Psyker has her own physical armour and magical armour plus however much of each the enemy target has had reduced.
    I personally really like this skill and think it is perfect the way it is. Might need a cooldown reduction, though I am probably wrong.

  13. #13
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    T-UP

    Skullknight (AR - Legion)
    Click to support my Hero!


    [F4F]

    My Hero Archive: Mr. T (IM - Legion)

  14. #14
    Tired.... will comment tomorrow. But reserved.

  15. #15
    Bump before work, and reserved for replies to feedback.

    EDIT:

    @Passthechips

    Psyblades: Thanks!

    Meddle: The mana cost increase/reduction was something to make it a bit different to the standard slow. Fair point on the chasing ability though, will consider changing this.

    Sixt Sense: Thinking of reducing the channel time at low ranks so its more useful, and possibly give a speed boost of some kind for a short duration after using the spell, to make it synergise more with ganking/anti-ganking, and chasing.

    Mind Bond: Was thinking of a cooldown reduction myself, will take another look at the numbers!
    Last edited by Bane2k4; 10-11-2009 at 12:44 PM.
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  16. #16
    Shameless bump for feedback/votes!
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  17. #17
    Bump for feedback/votes!
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  18. #18
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    sorry i already voted. did you change anything? (was busy getting my hero to polls wich is finaly done!!!)

    btw: BUMP

  19. #19
    Thanks for the bump hehe

    Not changed anything yet, but gonna have a little look over numbers tomorrow and tweak them around to be more fitting, so watch this space!

    Also: bump before bed
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  20. #20
    I like the concept, not too imbalanced but just enough damage to be considered a carry.

    1) first skill is good, doing extra damage at the cost of your own health, however it should be that you only take half of the bonus damage that you deal to them, and the magic armor reduction should be increased to 3-5 seconds otherwise 1 second does nothing really.

    2) second skill is iffy. I don't think its possible/needed to reverse people's direction. It's not like we are controlling the heroes with a controller or joy stick, we are clicking, so i dont think its possible to change direction really. However, if you just take that out, i think that the increase of mana cost is a good spell.

    3) Range is way too big. Wards only see a distance of 1600, and that includes trees/cliffs getting in the way of blocking vision. And since this spell has both regular wards and true sight reveal, the range needs to be decreased a lot since im guessing you will be able to see the entire radius and not areas due to obstructions like trees. Also you may want to increase the cooldown a little bit at lower levels.

    4) I dont understand the ulti, i know you take their armor and stuff but does it keep the target immobilized? also do you take damage still and give it to them like blademail or does it just transfer all to the target and you take no damage?

    Thats my input on this hero, but overall a good hero concept wise. gj.
    Check out my hero ideas:


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