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Base Attribute: Agility
Base Movespeed: 300
Base Damage: 50-54
Range: 550
Necrotic Breath
Skeletal Wings
Infect
Unending Blight
Last edited by Apostate; 02-11-2012 at 04:59 AM.
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Someone needed to do an infect hero.
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Necrotic Breath:
There is some confusion about this skill. If it only debuffs the maximum health does that mean that an already damaged hero will not receive any damage since all that is being reduced is how much he can have maximum? Making it look like your healing them even though your not
Or does the reduction reduce the available health as well to maintain percentages.
Skeletal Wings:
Peculiar if I did my math right at 32% health loss you get a buff of 8% It doesn't seem much till I noticed that the base movement speed of many heroes is in the 300 range. That is a boost of +24 Movement Speed, I like it.
Infect:
If I read correctly this skill punishes attacks done on you. Making you relatively tanky and the debuff means that for 30s anything that attacked you first will have a hard time dealing damage to anything else. I feel that 30 seconds is to long. 15 seconds maybe?
As for the second part of this skill. Is it only if you attack them or if anyone attacks?
Unending Blight:
The cooldown resetting whenever someone affected dies seems interesting but my question is if it's stackable. Or can be used on multiple enemies.
[R4R]
The Architect has a cinder block with your name on it
http://forums.heroesofnewerth.com/showthread.php?t=384380
None of Skithiryx's skills actually do damage at all. So if a hero has 500/1000 health and Skithiryx reduces their health by 300, they are now at 500/700 health, effectively taking no damage. If they were at full health, however, they have effectively taken 300 true damage that will heal back 10 seconds later.
It is more than that. At 50% health you gain 12.5% movespeed. Might need to nerf this ability, unsure.Skeletal Wings:
Peculiar if I did my math right at 32% health loss you get a buff of 8% It doesn't seem much till I noticed that the base movement speed of many heroes is in the 300 range. That is a boost of +24 Movement Speed, I like it.
You interpret the ability correctly. The second part of the skill only applies when YOU attack an enemy.Infect:
If I read correctly this skill punishes attacks done on you. Making you relatively tanky and the debuff means that for 30s anything that attacked you first will have a hard time dealing damage to anything else. I feel that 30 seconds is to long. 15 seconds maybe?
As for the second part of this skill. Is it only if you attack them or if anyone attacks?
40% base damage is not that significant, I don't think. What it basically means is that the enemy team needs to kill Skithiryx with spells, not with physical DPS. Considering that he is a fairly fragile agi hero I see no problem with that. If I reduced the duration, I would probably increase the base damage reduction. Which isn't a bad idea, I'll consider it.
It is impossible to stack it because you CANNOT use the ability again until the first affected target dies.Unending Blight:
The cooldown resetting whenever someone affected dies seems interesting but my question is if it's stackable. Or can be used on multiple enemies.
Any overall thoughts on the hero? Thank you for the specific feedback![]()
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I can see this hero being very difficult to kill anything. Since there does not seem to be much in the way of damage, that being said your hero looks like it would make a good support ward monkey.
The fact that Unending Blight can only be used on one hero period means that you are out of a skill till the hero dies AND you need to wait for the cooldown. I would suggest letting the ultimate tick it's cooldown regardless if you can use it once it reaches 0.
Can you imagine using Unending Blight on a Parasite only for it to facehug you?
It seems to me that you would be a counter to heroes like Nymphora in that your abilities cannot be healed since there is no lack of hp to regain.
Skeletal Wings might be fixed if you adjust it's movement speed gain to every 8%
at 35% you get 4% boost if you have 300 move speed that is a boost of +12
at 50% you would get a 6.25% boost for +18.75
90% would provide 11.25% boost for +33.75
[R4R]
The Architect has a cinder block with your name on it
http://forums.heroesofnewerth.com/showthread.php?t=384380
Yeah, I've realized that since the abilities don't actually do any damage it makes them much less powerful in many settings. In fights you need to get your abilities out before anyone else or they will essentially not do anything at all. <br><br>For instance if you deal 100 damage per autoattack, then your first attack would move a target from 1000/1000 to 800/900. However, your second attack would only move them to 700/800. The second stack of Infect does nothing. <br><br>I'm gonna tweak things up to make it better. <br>
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Only way that would work is if the maximum health loss is greater than your auto attack
[R4R]
The Architect has a cinder block with your name on it
http://forums.heroesofnewerth.com/showthread.php?t=384380
Tweaked his stuff. Now he is much more relevant. Necrotic breath now does magic damage and the debuff lasts way longer. Infect now reduces their maximum health by his attack damage. <br><br>Necrotic Breath is a great ability late game because it allows him to do his attack damage in a huge AOE. Early game, all of his abilities can cripple other heroes. Unending Blight on a fragile Madman at level 6 is going to pretty much reduce him into a ranged creep as far as durability. <br><br>I think of him as a Forsaken Archer type hero. A very solid laner with an ability that lets her scale to late game through her ability to do aoe dps. Skithiryx is the same way. <br>
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Bumping this.
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Hello,
First of all i have to say i really like the concept, it feels unique.
The first skill: I like it, i think it shouldn't be a channel but work when you move, scales better with the other skills but that might make it too powerfull as well, thats your call.
Second skill: Nicely done, simple and effective, keep it or at least, keep the numbers for the max lvl, perhaps lower it a bit on lower lvls.
Third skill: On of the skills i do not like that much, not that the skill is bad, but i can't find a propriate role for your hero. It is not a ganker, it is no carry and i think it's no tank either. Your skills are that kind of type that you get disables when you use the first spell, and then you get completely ignored. I think it wouldn't fit to the hero......Perhaps just make it a debuff on a target?
Ultimate: Cool skill, but it feels so lame against people who play glacius or something, they are glass cannons already and then nobody would want them to play anymore (for example, you go mid with Skithiryx, opposing team got support glacius, glacius is lvl 3/4 when ur 6, you ult glacius, he got 300 max hp
You get my point?
If you allow me, i find this skill so nice that i think the solution would be to do this skill % as well. That would be a fine solution against all those tanky heroes as well, after all. a 3k HP RA loses much more hp when u let him lose 30% instead of 500 hp![]()
A cool SOTM effect would be to make it globaly casted, but thats my opinion ^-^
You had me with this concept
P.S. I have to admit i was planned to bash your hero when i saw the name of your hero, i was afraid i would meet a SKYRIM concept with 'arrow' jokes![]()
I'ts good to see a good concept, these days i see the worst concept getting so much positive votes because of the 'models'
^-^
Thank you for the feedback!![]()
My goal with Skithiryx was to make a strong "counter" hero. Consider:
-None of his damage can be healed back with regen items, lifesteal, astrolabes, or similar
-Many strong ganking mid heroes like Fayde, Nomad, Soul Stealer, Hag, Bubbles, and so on are already fragile and can be crippled as gankers if they lose 300 max health that early
-If you have 200 attack damage Necrotic Breath does 800 magic damage in a large aoe over 4 seconds... That can't be healed back for 40 seconds.
When you think about it, Skithiryx can really completely level the laning phase like a Slither or a Vindicator can. He's one of those heroes that is insanely frustrating early game and then in the late game becomes a simple nuisance. His Breath does scale, but not very well. That's why I like the ultimate as a static number-it lets him ruin heroes early who need to be stopped, while not being as good late game or against very tanky heroes. If it scaled with % then it would be much less effective early game when the hero is supposed to shine.
I really like the SOTM idea and I think I will include it. I am glad that I surprised you![]()
If you have any other ideas let me know, I really appreciate the feedback.
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Ok, I really liked this hero and it is really innovative. The thing is, I could see him a really overpowered hero.
Lets do this, lets imagine he have 80 base damage at level 11( I don't know his base agi/agi gain per level :P).
He have lvl 4 first skill: channels for 4 seconds, dealing ~280 Magic Damage in a cone and reducing target max life ~280 points.
Then he have level 4 infect, he auto attack 2 times, reducing target health by 100 and dealing 100 phisical damage.
Then he used his ultie, before the battle, reducing target life for 400.
So wath you've done is: reduced target health by 400+280+100= 780 and dealt that way ~320 damage. For me, that is ok, burst heroes do even more damage, comparing pebb ~800 Magic Damage. The problem I see here are the durations... the ult last untill death, the breath last 40 seconds and the passive 30 seconds.
With that "math" that I'm pretty terrible at, it will be impossible to lane against him, if he have a good babysitting or any stun hero, that will kill the enemy since he have no health at all. Like this situiation: use your ult, pyro goes and will kill ANYONE at lvl 11 with just one ult, then you get your ult back. I just don't know, I feel that this ultimate seems broke to me, since you can't minimize the effects or remove with purge/magic immunity. Taking away 500 health from the enemy carry and he can't do nothing about feels wrong to me :P it is even better that some ultie, since you can ult someone, then your team kills the target(imagine during a teamfight) then you just go and ult another one, since you don't have spells that cost a lot of mana.
So, wath I want to say is that I really liked this kind of hero(slitherish :P) but I think there are some numbers/mechanics that need to be change.
Thanks Lhune!
¤
Sorry for my bad English!
Bump!
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Bumping back from page 3..
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You should give Unending Blight a cooldown/refresh so you can change the target you used it on. At the moment, if you used it on someone and can't kill him, you're always going to be without an ultimate.
Also, how does the ultimate interact with targets? If they have, for instance, 500/1000 health, would they end up dying, or having 500/500 health or 250/500?
I also really don't like the "ignores nullstone effects" thingy.
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It would reduce their health to 500/500.
You wouldn't *really* be without an ultimate, because that whole time one of their players will have less health. It would just be like a passive ultimate.
How should I improve the cooldown system? Just give it a really long cooldown that is supposed to act as a contingent for if the target never dies?
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It doesn't even need to be long. It's just 500 "damage" and your hero doesn't have any other "real" nuke damage, so I think 30-60 would be fine.
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For this hero, I primarily like the ultimate, and I could actually see that being put into the game at some point.
Skeletal Wings is good too.
The rest however is somewhat awkward.
Your first skill basically is a channeled Runed Cleaver. A carry shouldn't need to channel to deal his auto-attack damage (unless it serves a purpose, like Drunken Master's Q or Panda's R).
The biggest problem with your skill comes from the fact that at some point your auto-attacks are going to surpass the strength of the skill. Especially if you have procc on attack items (just think about Thunderclaw).
The other part about your skills that won't necessarily work the way you want it to is the "Wither/Infect" mechanic. Only damage you deal creates this effect, which means any other damage dealt will not reduce the enemies health. And now what is the whole point of reducing an enemies max health? The only thing I can see this would be useful for would be to create a scenario where an enemy is taking damage that can't be healed. But this only works for damage your hero deals, any other damage can be healed. This isn't exactly problematic, but it makes me question the point of the mechanic - is it really going to be useful, or will it result in being barely noticeable?
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It's primarily supposed to be an early game mechanic that lets you destroy the laning phase. Infect is a one-point wonder that only needs levels into it later to add to the defensive perk. Late game the main advantage is for lifesteal and the like, but that isn't that significant.
I was a little concerned about making Necrotic Breath overpowered, so I kind of toned it down. The way I see it though, if you hit multiple people with it in fights you will probably do significantly more damage using Breath than you would be attacking a single person. This is especially true if you build the hero with Breath in mind, not getting any attack speed and building pure damage items. If you hit even two people with it, you will be dealing as much damage as you would if you had two attacks per second.
I've still been thinking about it though. Is there a better way to implement Infect into the hero that would end up being more meaningful? I'd love to hear your ideas, especially if you have an alternative to Breath in mind.
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