SUPPORT ACCOUNT CLANS
Welcome, Unregistered.
 

Thread: [excellence] Priest of Flame

Results 1 to 15 of 15
  1. #1
    Offline
    Account Icon
    Join Date
    Sep 2009
    Location
    Austria, Vienna
    Posts
    12,243

    [excellence] Priest of Flame



    by Warl88


    Blastwave (Channeled, Self Position): The Priest of Flame channels for 1 second during which he pulls enemies within 350 AoE towards him. Pulled enemies and the Priest gain unitwalking while this skill is active. At the end of the channel, he releases a giant shockwave pushing enemies 450 units away from him over 0.75 seconds, dealing 55/110/165/220 magic damage. At the Priests location, and at the endposition of every enemy a ring of embers will be created if Melting Flames is skilled.
    If the skill is ended prematurely, enemies will be knocked back for half the distance and only take half damage.

    Manacost: 130
    Cooldown: 18

    *Enemies are stunned while being pulled, pushed, or held at the center of the spell.

    Flame Wall (Target Position): Creates a Flame Wall at target position. The Flame wall is 200 units long and has a width of 50. Enemies touching it take 50/75/100/125 magic damage. A ring of Embers will be created at the location of the wall if Melting Flames is skilled.

    Manacost: 60
    3 Charges, 1 regenerates every 5 seconds.
    Range: 700

    *Wall will always be created at a 180° angle from your hero.

    Melting Flames (Passive):
    Your next attack sets the target aflame, causing it to deal true damage and causes the target to burn for 1.5% of its max health per second for 5 seconds. On the location of the hit enemy, a Ring of Embers will appear. Embers have 225 AoE and reduce physical and magic armor of enemies inside it by 30%. Embers last for 30 seconds.
    Armor reduction from multiple Embers cannot exceed 60%.
    Cooldown: 20/15/10/5

    Re-Ignite (Passive/Self Position):
    Passively causes any existing embers to deal 33/50/66 magic damage to enemies stepping on them. On activation, the Priest of Flame ignites any existing embers, dealing 75 magic damage in a 225/300/375.

    Manacost: 150/250/350
    Cooldown: 60/45/30
    Range: Global
    Last edited by Skyve; 01-31-2012 at 02:48 PM.

    Forum Moderators are not S2 Games employees. My posts in no way represent the view of S2 Games or any of its staff.

    Please use the report post function to have me review a post that you believe is breaking the Forum Rules.
    Check the Sticky Threads for additional information on this sub-forum and the Announcement Threads for more information about Heroes of Newerth as a whole!

    -----------------------------


  2. #2
    Offline
    Account Icon
    Join Date
    Sep 2009
    Location
    Austria, Vienna
    Posts
    12,243
    So, added a fourth skill, yay

    Forum Moderators are not S2 Games employees. My posts in no way represent the view of S2 Games or any of its staff.

    Please use the report post function to have me review a post that you believe is breaking the Forum Rules.
    Check the Sticky Threads for additional information on this sub-forum and the Announcement Threads for more information about Heroes of Newerth as a whole!

    -----------------------------


  3. #3
    Offline
    Account Icon
    Join Date
    Dec 2011
    Location
    Twilight Town
    Posts
    3,122
    Melting Flames magic armor reduction is too much. 5.5 magic armor is 24.8% magic damage reduction. Cap of 90% reduction for both armor is too high. I suggest changing the embers into straight dot imo.

  4. #4
    maybe change melting flames into an attaching DoT, that gradually reduces amror as they stand on it, so they lose 1 armor per second they are in the aoe, but they receive the DoT just by walking over it
    Web Designer and Designer of Free Custom Account Icons (CAI) and Custom Backgrounds


    Click the pic for my mashup thread of HoN and other characters from games/movies/shows

  5. #5
    ok lets take a look.

    Heres some suggestions

    1. I like your first ability, It's unique.

    2. Should change the wall to target - Vector (Like empath)

    3. Instead of just decreasing the cooldown, Maybe also have it's power scale on all levels. Either than or, Embers occur on every attack but is nerfed by about 50%. and have scaling levels. (therefore more embers occur but do less, Works better with your ultimate)

    4. Passive should do magic damage per second, not just flat magic damage. The active ability in your ultimate should do more damage as it levels up, Not just increase the radius
    Who is Captain utility you ask?
    One asian and a chinese cup stuck to a forehead later and this is what you get

    He may be only a legend amongst the drunk people of Hawkesbury, but one day he will save the day

    Sindred: An epic Hard carry adept at taking down grouped enemies

    http://dream.heroesofnewerth.com/her...tility/Sindred

  6. #6
    Offline
    Account Icon
    Join Date
    Sep 2009
    Location
    Austria, Vienna
    Posts
    12,243
    Quote Originally Posted by R0XAS View Post
    Melting Flames magic armor reduction is too much. 5.5 magic armor is 24.8% magic damage reduction. Cap of 90% reduction for both armor is too high. I suggest changing the embers into straight dot imo.
    Why is the magic armor reduction too much? It's only ~5 reduction on enemies without any additional magic armor, more on enemies with it, but I think it's fair, since that's the only thing the skill does.
    The armor reduction is also rather weak until much much later in the game.
    Static armor reduction early on usually goes something like -2/4/6/8 (eg Panda's Flick), while this skill will only reduce armor by such values once an enemy gets to 10 armor, and only if he remains in the ember AoE.

    And the hero is somewhat balanced around the potential of the 3rd skill, which is why the other abilities aren't extremely strong.

    4. Passive should do magic damage per second, not just flat magic damage. The active ability in your ultimate should do more damage as it levels up, Not just increase the radius
    Re-Ignite's passive part isn't a DoT, because this way it synergizes better with the way the other abilities work and produces a more consistent outcome, making it easier to judge its effect and thus evaluate balance.
    At the moment, perfect positioning with your skills can get you a bonus of 66 (from Blastwave) + 66 (Melting Flames) + 66 (Flame Wall, increases with each Wall placed before using Blastwave)).
    What you'll want to do is place your Flame Walls in a way that causes enemies to be pulled through them when using blast wave, triggering the damage twice. Enemies will also always take damage twice during blastwave, once when they start getting pushed (the first ember is created) and once when they land (second ember is created).
    Numbers above are with lvl1 ultimate.
    Another reason to not make it a DoT is that the hero has no means to lock enemies in place for a long duration, safe for the use of the first skill, and that isn't really too long, thus heavily decreasing the use of the ability.

    2. Should change the wall to target - Vector (Like empath)
    There's a reason I didn't do that: You have 3 charges on the wall, and want to be able to hit those with relative ease. Vector targeting somewhat increases the time it takes you to place all your walls, and I don't really think it's necessary to have a Vector here, since the facing of the wall isn't as crucial as Empath's.

    3. Instead of just decreasing the cooldown, Maybe also have it's power scale on all levels. Either than or, Embers occur on every attack but is nerfed by about 50%. and have scaling levels. (therefore more embers occur but do less, Works better with your ultimate)
    I'm not really sure if I should allow too many embers to be created too easily though. Flame Wall already allows you to create 3 (thus having maximum reduction from Melting Flames) and should be somewhat easy to get off as a bonus 225 damage nuke on single targets, 300 damage with Melting Flames. That seems to me like it would be enough, although I was thinking that the longer cooldown on early levels might be somewhat annoying/limiting.
    Last edited by Skyve; 01-28-2012 at 05:17 AM.

    Forum Moderators are not S2 Games employees. My posts in no way represent the view of S2 Games or any of its staff.

    Please use the report post function to have me review a post that you believe is breaking the Forum Rules.
    Check the Sticky Threads for additional information on this sub-forum and the Announcement Threads for more information about Heroes of Newerth as a whole!

    -----------------------------


  7. #7
    Do the wall block enemy/ally from walking? The ult, passvely deals damage, is it per second?or every time it walks in? That ignite effect will consume the ember?




    Thanks Lhune!
    ¤
    Sorry for my bad English!

  8. #8
    Offline
    Account Icon
    Join Date
    Sep 2009
    Location
    Austria, Vienna
    Posts
    12,243
    Walls don't block movement. The ult does damage everytime you step on it, but not after you entered it (as in, you can cross it and only take damage once, but everytime you step on it afterwards you take damage again).

    And at the moment, Ignite doesn't consume embers, although I guess it could do that. Not sure atm though.
    Last edited by Skyve; 01-28-2012 at 08:18 AM.

    Forum Moderators are not S2 Games employees. My posts in no way represent the view of S2 Games or any of its staff.

    Please use the report post function to have me review a post that you believe is breaking the Forum Rules.
    Check the Sticky Threads for additional information on this sub-forum and the Announcement Threads for more information about Heroes of Newerth as a whole!

    -----------------------------


  9. #9
    I see, just need to know for some balance issues :P When I ready about the wall I thougt: this could be charge based, then I ended reading and I saw the charges and I liked it lol

    The ult shoudn't consume the flames, or it will be really week.

    The other skills are fine, the first is really powerfull, but it is ok considering the other ones.

    Suggestion:
    Since your hero is based on his passive, I can't change the passive a lot :P
    Your attacks will leave a circle of ember at the target location. The circle will deal x damage to everyone that walks in, and after they leave the circle, they will take xdot, that can stack everytime they enter/leave the circle.




    Thanks Lhune!
    ¤
    Sorry for my bad English!

  10. #10
    Offline
    Account Icon
    Join Date
    Sep 2009
    Location
    Austria, Vienna
    Posts
    12,243
    Since your hero is based on his passive, I can't change the passive a lot :P
    Originally every skill added the embers by itself, I just placed it onto the passive because:

    a.) The passive is too good to skip anyways
    b.) Less wordy :P

    Forum Moderators are not S2 Games employees. My posts in no way represent the view of S2 Games or any of its staff.

    Please use the report post function to have me review a post that you believe is breaking the Forum Rules.
    Check the Sticky Threads for additional information on this sub-forum and the Announcement Threads for more information about Heroes of Newerth as a whole!

    -----------------------------


  11. #11
    Yeah, I expressed wrong, they all leave the flames, but it is the passive that unite all the skills :P I hope you can give a feedback on my hero too!

    http://forums.heroesofnewerth.com/sh...d.php?t=385798




    Thanks Lhune!
    ¤
    Sorry for my bad English!

  12. #12
    Offline
    Account Icon
    Chat Symbol
    Join Date
    Nov 2009
    Location
    404 Error
    Posts
    1,101
    are ember consumed when you walk over them? If no, make ember ticks when walking on them, so you pushing combo will still work. I also think 60% reduced both armor and magic armor is too big... to -x armor instead of a percent, or put an armor penetration if you want it be bigger...

    Anyway nice hero, I think this hero would be really fun to play in game ! but it don't really fit Support/ganker of the excellence contest

    ________


    Come to test, Awesome Custom Heroes @


    Playable Heroes Repository
    LINK HERE


    ________

  13. #13
    Offline
    Account Icon
    Join Date
    Sep 2009
    Location
    Austria, Vienna
    Posts
    12,243
    Tinkered a bit with the 3rd ability. Maybe it's more interesting now

    Forum Moderators are not S2 Games employees. My posts in no way represent the view of S2 Games or any of its staff.

    Please use the report post function to have me review a post that you believe is breaking the Forum Rules.
    Check the Sticky Threads for additional information on this sub-forum and the Announcement Threads for more information about Heroes of Newerth as a whole!

    -----------------------------


  14. #14
    So, if you don't skill the passive, the ult does nothing?
    "I never realised that in order to become a jockey you have to have been a horse first."

  15. #15
    Offline
    Account Icon
    Join Date
    Sep 2009
    Location
    Austria, Vienna
    Posts
    12,243
    Yes and no. It could easily be made so that every spell spawns them by itself, I just didn't do that because it reduces the wording and because I feel like the passive is still too good to not spend 1 point into it, just for the bonus damage for ganking/harassing anyways.

    Forum Moderators are not S2 Games employees. My posts in no way represent the view of S2 Games or any of its staff.

    Please use the report post function to have me review a post that you believe is breaking the Forum Rules.
    Check the Sticky Threads for additional information on this sub-forum and the Announcement Threads for more information about Heroes of Newerth as a whole!

    -----------------------------


Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •