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Thread: Making a hero as a group [2/4 done]

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  1. #21
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    I like trees as a mechanic, but I think Elune is worrying that it may turn out to be a bit forced. So its up to the group to figure out a way to create this hero without forcing the synergy.

    Vermin Infestation: Creates a swarm of terrible insects stemming from target location. The insects move to the nearest enemy hero within 800 units, applying a charge of Vermin to the target for 3 seconds and disarming them for 0.3/0.6/0.9/1.2 seconds before moving to the next enemy hero. If there is no hero nearby, they will apply another charge of Vermin. The insects apply a maximum of 5 charges during the duration.

    Vermin Effects
    15/30/45/60 magic damage a second


    Polluted Bonds: Passive. Each step Infection takes creates an unholy ground of pollution. Each 300 units Infection moves spawns a Corrupted Root. A maximum of 7 roots can be made at one time before the oldest one is killed.

    Corrupted Roots
    Immobile
    Have 50/75/100/125 health
    Have an attack range of 150/160/170/180
    Deal 8/15/22/29 damage
    Lifetime of 15 seconds
    Magic Immune

    The skill can be toggled off.
    The sign of lost Carcosa appeared in the air, paralyzing us with dread older than the very idea of time.
    As we looked on in horror, the unholy sign dissolved into a lone figure, shrouded in yellow.

  2. #22
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    Hubaris, i got an actual idea from your swarm ability.

    Blighted Swarm

    Vector targetting. An swarm slowly moves from an area 600 units in a direction, causing enemies caught inside to be slowed by 20% / 30% / 40% / 50% and dealing light damage over time. It also drags enemies caught inside slowly into the targetted direction.

    Its an all round spell that synergizes wonderfully with the tree explosion, and can be used without it too.

  3. #23
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    I like the mine change for the first skill. Make it some what like old keepers eyes but it will detonate if some one is in the vector area.

    I like the corrupt ground when you walk over it. It could be integrated with the first skill for aditonal ways to spread it. Not so sure about the effect.

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  4. #24
    Photosynthesis

    Mechanic: Immobilizes enemy, reduces attack speed, counts as a tree.

    Target unit is immobilized over 1/1.75/2.5/3.25 seconds, loses 35% attack speed, reduces magic armor by 2/3/3/4 and counts as a tree.

    Note: Infect Tree can be casted on targets that are affected by Photosynthesis and also receive the damage by Infect Tree.
    Good ganking tool which makes Infect Tree even useful while being too far away from a tree.
    Last edited by Deva; 02-03-2012 at 03:38 PM.

  5. #25
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    To build on what i said before.

    Corruption: passive, the ground in a 200 radius under infection is corrupted for 12 seconds slowing units on it by 10% and drains 1 str a second. You gain the str back after being off corrupted land for 3 seconds. infected trees spread corruption in the area they damage.

    I actually like devas idea of giving units the tree state. I can see a single target disable working decently or maybe an aoe debuff that does damage and makes units have the tree state with a visible growth effect on them.

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  6. #26
    Maybe a skill that would make the enemy turn into a tree(immobilizing) and the infest would deal x1.5 damage if casted on that enemy. Also, Loggers hatchet would deal damage that would be fun




    Thanks Lhune!

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  7. #27
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    But what about uproot and other skills that require trees to be used. Should they count as a tree too then?

    Sorry, but there is way to much forced synergy in this IMO.

  8. #28
    Tree Virus (Aura)

    Mechanic: Decreases Armor of units, causes Treeformation after some time

    (1): Every enemy unit gains 1 charge for every second it is in 500 AoE of Infraction, when a unit has 5/5/4/4 charges it suffer under Treeformation. Max charges 5.

    Unit loses 0.4/0.8/1.2/1.6 armor for each charge.
    Charges are lost every 2 seconds the unit is outside of Tree Virus radius.

    Treeformation

    Unit loses 5/7.5/10/12.5% movement speed and counts as a Tree. Lasts 4 seconds after unit starts losing marks.
    With this skill we definitly would aim of making this hero a Tank that constantly tries to stay in the middle of the battle. Skill synergizes well with his current first skill.

  9. #29
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    Things that destroy trees could remove the debuff. I don't consider this forced synergy. Forced synergy is more along the lines of wildsouls passive or drunken masters drunk charges where it specifically states stuff. These abilities just target trees or re classify things as trees. (my corrupted ground spread with the first skill would be forced synergy but not super intrusive forced synergy)

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  10. #30
    I really don't think its forced synergie at all since the effect of giving the target the status of a tree is just an extra effect.

    Also one should note that the hero can only be targeted as if he would be a tree, meaning that the only effect that can be used would be skills that use trees like Infect Tree and Tree Graple (Silu)
    Last edited by Deva; 02-03-2012 at 04:27 PM.

  11. #31
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    You know what else could be interesting a spell that does some thing if an enemy is close to or gets near a tree.

    Carrier: For 6 seconds when ever target enemy hero is with in 300 units of a tree the tree explodes dealing 25/50/75/100 physical damage in a 450 unit radius.

    only problem is it will probably end up being weak a lot of the time and insane in the right set ups. this skill would definitely need you to have some one to control peoples proximity to trees through the ability to make more trees or move people into trees.

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  12. #32
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    With that skill, Drasha, the whole point of using trees would vanish. If the enemy goes near trees and destroys them, the other skills will be useless. Just throwing this out here.

  13. #33
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    Valid point lets tweek it.

    Carrier: For 6 seconds when ever target enemy hero is with in 300 units of a tree or a tree corpse the tree becomes infected spewing out plague around it dealing 25/50/75/100 physical damage in a 450 unit radius.

    The corpse line is for synergy with the first ability so even if they are not near trees you can blow up a section of trees to surround them then make them a carrier causing more damage.

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  14. #34

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  15. #35
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    ^When doing that, it would be nice to have some sort of debuff on the tree that then prevents any further effects on those trees, because it would be pretty OP unless you wouldnt add that.

    Like: For 6 seconds, you are able to run past about 10 trees. Thats a total of 1000 damage at lvl 4, not counting in that there are other trees behind the 10 trees or other spells of the hero that create trees.

    My suggestion: Make the number a bit higher, and make the plague the carrier carries get less effective over time. When the enemy runs past an already infected tree by the first skill, the plague gets its full stregth again, and then reducing over trees ran by again.

    Dunno if you understand what i mean, cause im pretty tired atm and going to bed now.

  16. #36
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    Quote Originally Posted by Metal View Post
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    you don't need permission feel free to contribute.

    stuff like that wouldn't definitely need to be considered elune_

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  17. #37
    Suggesting Ability 2
    Wooden Labyrinth
    Casted a target area animating trees for 2/3.5/3.5/5 seconds. Limiting vision of enemy heroes trapped inside to themselves ( Same mechanic as TDL ultimate ).

    It could aslo have great synergy with the explosion and a potentional 3rd ability i have in mind. It also give great ganking nature to the hero.

    Suggesting ability 3
    Ironwood Alliance.

    Global passive aura - Every allied hero gets 1/1/1.5/1.5 armor and 0.6/1/1.4/1.8 magic armor for every tree in a 50/100/150/200 radius around them. Max 5 charges

    Hope you liked

    In my scenario Infection would be a tanky ganker hero with potential of going to jungle. Seems cool to me.
    Last edited by Metal; 02-04-2012 at 07:07 AM. Reason: added scenario
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  18. #38
    Infection's mere presence causes trees to begin to wither in his prescence, removing their fog of war blocking capabilities for himself (allied linked vision though him as well). AoE of 200/400/600/800, also slows enemies for 5/10/15/20% if they are near an infected tree. Once Infection leaves the aoe of a tree it returns to normal over 0.5 seconds.
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  19. #39
    My major issue with trees is that once you create an ability that is not portable which comes from the use of a tree, You then need a mechanic to sprout more trees. And often this ability is usually very basic and fairly uncreative and more of a sacrifice to be able to use the first ability

    In saying that, I also picked up that you said "Slows by 40%" Which does not define attack or movement speed.

    But enough of the negativity lets get cracking on making these tree abilities

    Idea 1: (Ultimate)
    Blighted Shrooms
    On cast Infection Sprouts Blighted Mushrooms Randomly over a 500/600/700 Radius around self. Mushrooms Leave Spores in a 150 Radius around self dealing 30/60/90 Damage per second and slowing enemies movements by 10% as long as they are within 150 Radius of a mushroom, If an enemy walks over a Mushroom, They are dealt an extra 20/40/60 Damage per second and an extra 40% Slow for 2 Seconds (So 50/100/150 DPS and 50% movement Slow for 2 Seconds)
    Shrooms can be used as trees for Infections first ability but shrooms are not destroyed if they are in the vector radius

    Idea 2:
    Mushroom Pedestal
    (Target - Ground)
    Infection throws a mushroom spore at a target locaton, Which grows over 1 Second, At full size the mushroom has 1/2/3/4 Health, Allies can right click the mushroom to be launched 250/300/350/400 units forward or enemies can attack it, removing 1 health
    Every 1 health removed, The mushroom releases a spore cloud over a 450 AOE dealing 15 damage per second and slowing movements by 5%
    Mushroom Can be used as a tree for infections first ability, releasing the remaining spore clouds

    I was going to write more but i ran out of time =(
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  20. #40
    I would prefer a skill that explode the tree, dealing damage around that tree, and all trees around will fly in the vector you positioned, pushing the enemy to the selected area. The problem I see using a lot of trees, that you will have less areas to use this skill during the lane phase :P.

    I don't really think that if you created a skill that depends on tree, you will need ability to create trees etc, see deadwood, he use a skill that grabs a tree and have another one that destroys them.

    I would like the skill to have a cast time to explode, but the enemies could'nt see it, making good uses for trap, initiation and such.




    Thanks Lhune!

    Sorry for my bad English!

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