THE LEAF WEAVERStats:
STR= 17 + 1.6
AGI = 18 + 1.9
INT = 25 + 3.1
Base Damage: 42-47
Base Armor: 1,8
Attack Range: 600
Attack Animation: she throws a green orb followed by leaves
Move Speed: 290
The Leaf Weaver is a supportive hero, with great ganking potential, and some pushing power with ultimate.SKILLS
First skill allows her to set up ganks from up to 850 range away, and can stun multiple enemies. Second skill is a great anti-ganking spell, that pushes enemies away, or can be used to push them in the direction you want (by casting the spell behind them). Third skill is a multi-purpose skill. It prevents enemies from breaking trees around you, making it harder to be ganked, and has a global effect that heals allies and damages enemies when they destroy any tree in the map. Also, the skill can help to set up deadlier Tree Smashes. Ultimate is a support/pushing tool, summoning an invaluable Treefolk with useful auras and tower-pushing power.
Itens should be supportive and defensive. Idol, Stormspirit, Sheepstick, Frostfield Plate, are all good pickups.
1 - Tree Smash
The Leaf Weaver uproots a tree with her mind and throw with anger at anyone.
The closest tree to the start of the vector is raised from the ground and thrown 400 units in the direction of the vector, damaging all enemies in a line with 60/120/180/240 magic damage, and stunning them for 0.5/1.0/1.5/2 seconds. If a petrified tree is thrown, enemies receive +60 bonus magic damage and 0.5 sec. stun.
Mana cost: 130
Cooldown: 10 sec.
Cast range: 450
Cast time: 1 sec.
Target Type: Target vector
Targets affected: Enemy organic units
Note1: the tree is considered destroyed when raised from the ground (allowing health recovery from third skill).
2 - Typhoon Ward
The Leaf Weaver conjures a enchanted ward made of branches that shoots powerful wind waves at closer enemy heroes, pushing them away.
Places a ward at target location. The ward shoots a wave of wind every second at the nearest enemy hero in a 400 AoE around it, dealing 25/50/75/100 magic damage, and pushing him back 150/200/250/300 units. The wave has 200 AoE, and moves up to 500 units, at 600 ms. The ward can be destroyed in 4 hits, after shooting 4 wind waves or after 7 seconds. Other enemy units caught by the wind also receive the damage and knockback. The ward can't be damaged while inside the Petreefication aura.
Mana cost: 120
Cooldown: 20 sec.
Cast range: 400
Cast time: 0.5 sec.
Targets affected: Enemy heroes/units and neutrals hit by the wind wave
Note1: the Typhoon Ward is immobile. It can be destroyed in 4 hits, or after it releases 4 wind waves, or after 7 seconds. Can't be destroyed while under third skill aura, only when life time ends or it shoots the 4 waves.
Note2: Typhoon Ward provides 500 day and night vision around it.
Note3: Units knocked back destroy trees.
3 - PetreeficationAll trees inside a 450/550/650/750 AoE around the Leaf Weaver are indestructible to enemies. Leaf Weaver and allies can destroy them normaly. If an enemy destroys a tree anywhere on the map, it receives 8/16/24/32 magic damage. If an ally destroys a tree anywhere on the map, it recovers 8/16/24/32 health.
The Leaf Weaver presence fortifies the trees around her, turning them into unkillable natural walls. Also, every enemy suffer from harming nature, and allies absorb its life force.
AoE: 450/550/650/750 - 99999
Targets affected: Trees / Enemy and allied units
Note1: units receive the damage/heal when they break trees. So, if an ally uses a Tablet of Command on an enemy, making it destroy the trees, the enemy will take the damage. If the Tablet is used on himself, and it destroy the trees, he will recover the health.
Note2: another example like the above, if Tablet is used by an ally, the enemy affected will break the trees inside the petreefication aura, and if the ally use on himself, he can break the petrified trees normaly too. This also aplies to the Leaf Weaver.
Note3: petrified trees acts like walls, blocking movement from both allies and enemies.
4 - Treefolk Guardian (Ultimate)
By merging the living energy of a group of trees, the great Treefolk Guardian is created to aid the Leaf Weaver.
When cast on a group of trees, they are consumed, and a Treefolk Guardian is summoned. The stats of the Treefolk changes depending on the type of trees used on the summoning.
If more common trees were consumed, summon a Treefolk Healer for 45 seconds.
HP: 500/700/900 + 50 for each tree consumed on cast.
Magic Armor: 5.5
Attack damage: 70/140/210 - 200 range.
Attack cooldown: 1 sec.
Move speed: 350
Unitwalking, Treewalking (destroy trees).
Skill 1 - Root: Immobilize target enemy unit for 2/2.5/3 seconds. 50 mana. 10 sec. cooldown. 400 cast range.
Skill 2 - Nature Affinity: +1 HP regen for each tree in 500 AoE around himself. Passive.
Skill 3 - Healing Branches: +3/6/9 HP regen aura. 600 AoE. Passive.
Skill 4 - Demolish: +30% damage to buildings. Passive.
If more petrified trees were consumed, summon a Granite Treefolk for 45 seconds.
HP: 300/500/700 + 80 for each tree consumed on cast.
Magic Armor: Magic Immune
Attack damage: 60/120/180 - 200 range.
Attack cooldown: 1.35 sec.
Move speed: 350
Unitwalking, Treewalking (destroy trees).
Skill 1 - Granite Smash: Stuns target enemy unit for 1/1.5/2 seconds. 80 mana. 12 sec. cooldown. 400 cast range.
Skill 2 - Fortificated Body: +0.5 armor for each tree in 500 AoE around himself. Passive.
Skill 3 - Protective Presence: +2/4/6 armor aura. 600 AoE. Passive.
Skill 4 - Demolish: +50% damage to buildings. Passive.
Mana cost: 200/300/400
Cooldown: 140 sec.
Cast range: 1200
Cast time: 1 sec.
Targets affected: Trees
Note1: the trees destroyed when cast are considered destroyed (allowing health recovery from third skill). Also, every tree destroyed by the Treefolk when walking over them will heal it.
Note2: the skill has 1200 cast range, which means you can cast far away from your aura to break more normal trees (and summoning the Treefolk Healer), or cast inside your aura, breaking more petrified trees (summoning the Granite Treefolk).
Comments, opinions and thoughts please :chiprel:
Hm... well where to start... The first thing I notice is that for all the skills, you should probably transform the trees into gadgets (ie make them attackable and have either a certain number of hits or an amount of hp). The reason for this is that it's either too easy to counter these skills (in the early game) or to situational (it's a waste of an item slot in the late game to have runes of blight or a hatchet, but those with a runed axe will be completely fine). People in the competitive arena dislike invis heroes because they are completely countered by a 100 (single use, rev ward) or 700 (permanent, bound eye) gold item, your hero gets countered by a 30 (single use, 30 per rune) or a 255 (permanent, hatchet) gold item. And hatchet doesn't even drop on death. Also certain heroes will be completely helpless (witchslayer/myrmidon/behemoth/any non tree destroying non unitwalking hero) and other heroes will just laugh at him (tempest, zephyr, deadwood, any mass tree destruction hero or anyone with a blink or anyone with any sort of escape skill or anyone with unitwalking). Anyway that covers all the trees, though I do like how you made all the skills work together.
On the first skill I do see a few issues... the first is that you will usually want to be able to destroy your own walls quickly if you need to so you don't end up getting a behemoth syndrome where one wrong cast can completely ruin your own team. For this I suggest allowing you to attack your own bushes destroying them in one attack. The other thing I notice is that you can essentially wall in an enemy with no real way to escape for 6 seconds... While it is theoretically impossible to create a full box away from trees, if the gap left is smaller than the distance needed to path by your hero you might as well have immobilized them for 6 seconds... which isn't cool... the issue becomes worse when they are close to trees as you can actually wall them in and then you really do have a full 6 second immobilize... and since you're ranged this is invaluable. This power once again becomes too fickle with tree destruction mechanics... just make them have hp and be splash/magic immune... this will solve many of the problems this skill has.
On the second I notice that there isn't a time between attacks mentioned... when I see this I assume that it has an infinitesimally small foreswing and backswing for it's "attacks". Meaning that it can essentially shoot four times at once. This brings up some very interesting questions... since I'm assuming instant firing and it takes time to be pushed away, will it shoot all 4 at a single hero at once? If so that's a 400 damage AoE nuke-push... What if there are 4 heroes in the radius all at once, are they all knocked away at once? Does the gadget shoot all of them at one hero? The concept is fine and the cooldown/manacost/range placement really seem ok, I just think there needs to be clarification on how this will work ingame...
The third skill is both useful and useless at the same time... While in theory this skill has some very interesting possibilities, it is inherently flawed in a few aspects... the main issue being the delayed nature of the spell. In HoN 2 seconds is a big deal... the problem I'm seeing is that if you don't reveal the vines when in a certain proximity it becomes overpowered as there was no real way to avoid this skill. If the reveal distance is shorter than the triggering distance, you run into the same issue. If the reveal distance is greater than or equal to the triggering distance, people will never go near the tree unless they can kill it. The only way I can see this skill being useful at all in it's current incarnation is the fact that you can essentially wall someone in with your first skill, place this on a tree, and use your second skill to continuously push them back into the detection area... Also 250 range is freaking tiny... you should do something about that... and a 14 second cooldown seems a bit long for this skill.
The ult seems like it would be broken buff, but I've never actually bothered to count trees and creeps on the screen during any sort of teamfight, so I wouldn't know how to judge balance on this. I do see an issue with having no cap though... healing 1200 in a burst is just silly... even for an ultimate... From a gameplay standpoint you should probably have a something along the lines of this skill having a charge for each tree and allied unit in the AoE so you have a general idea of how good of an idea it is to use it. The only thing I don't like about it conceptually is how it's such a selfish skill for a support hero... not that self heals are bad, but for a hero like this that thrives on working with teammates, having a self heal and nuke ult seems out of place. Perhaps if it healed self and allies while still dealing damage to enemies or something and had a certain cap heal/hurt... I dunno, I just think this skill should be a little more supporty... Numerically unless you tested it I'd have no clue even if they're in the right ballpark... Also in your flavor text you used "the dryad" instead of "the leaf weaver". I know what you're talking about, but others might not.
Overall the idea has merit, but the way the skills currently function is far too dependent on enemy skills and too easily counterable. It also seems that Deadwood is your greatest nemesis... I like the basic concept, but right now it just doesn't work. I realize I probably sound a tad harsh, but don't read emotion into my critique... it's as objective as my reviews come.
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Ty a lot for your time.
The hero do needs some changes, but I just don't have time to think about them right now. The main problems I see (like you stated) are the mechanisms of the first skill, third and ult. I don't want to radicaly change those skills (maybe only the first), but I realy want to improve them.
About second skill, its stated in the description that it shoots 1 wind wave every 1 second in the nearest enemy in a 400 AoE. If many heroes enters the AoE at the same time, it will shoot on the closest one, and wait 1 second to shoot the next wave. It shoots on a single target, but if there are more enemies close/behind/in front of this target in a line, they are hit too.
I'll make some changes when I get some time, and will try to make the hero a bit more supportive (especialy with ult).
Ty a lot man !
Its funny how u put so much time into this fail troll
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You talking about enemy as HE on third ability.
Is she lez.?
Third ability is weak.
Idea is great but if its like add. effect.
So add something like this;
She gets x int/damage/mana/or something for every tree in x aoe.
What is the range?
It must be more than third abilitys aoe? Am I right?
Sry, I'm not american, sometimes my grammar sucks.
I don't think its weak. It has several purposes, like prevent ganks, make jukes easier, counter heroes like Tempest, Deadwood, Hellbringer, Zephyr and other tree destroyers, can help allies early game, since Runes of Blight will heal them even more when they eat a tree, as well as damaging enemies on the other side of the map now and then. If its realy weak, I can raise the numbers a bit.
For ultimate, its stated at the end of the tooltip. Range is 1200, so you can cast outside your third skill AoE.
I still believe third ability is weak.
If enemy hero don't cut the trees?
If ally hero don't buy any tree?
This ability weak at the beginning but weakest at the later.
Ty for the feed !
Incredible sir! One of the best counter mechanics I've seen.