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  1. #1
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    Serodoth


    Serodoth
    The War Wind
    00+0.0 00-00
    00+0.0 000
    00+0.0 0.0
    Role – Role
    Background Story
    .
    Overview
    Serodoth lacks any form of CC, but makes up for with an extreme capability for dealing damage and staying alive in a fight. Serodoth gains a lot from being farmed, so he should be played like a carry. With his passive, he also gets a a lot from being active in the ganking. Unlike many carries, Serodoth not only deals a lot of damage and is highly mobile, but he is also very capable of taking a lot of punishment. Serodoth players should not be afraid to rush into the fray and pounding down on the enemy, as a good Serodoth player can easily minimize damage by using his skills. A Serodoth-player is a real man!
    Kill Dash
    Serodoth lashes out, instantly dealing damage and passing through the enemy.
    Action: Self Position
    Type: Physical
    Range: 300
    Mana Cost: 40
    Cooldown: 5 / 4 / 3 / 2

    Activation
    Serodoth instantly attacks and passes through last attacked enemy or closest enemy unit, ending up on the opposite side of the enemy attacked. The attack deals 115 / 130 / 145 / 160 % of attack damage.
    Repulsive / Infused Skin
    Serodoth can manipulate his body to claim any pain directed at him.
    Action: Target Self
    Type: Superior Magic
    Mana Cost: 70
    Cooldown: 5

    Has two activations Repulse Skin (W) and Infuse Skin (E) which shares a cooldown.

    Activation

    Repulse Skin decreases magical damage taken by 60 % for 1.5 seconds. Once duration ends, next attack has a 45 / 55 / 65 / 75 % life steal and deals 20 / 30 / 40 / 50 % of attempted magical damage taken in the period as extra physical damage. This bonus caps at 120 damage.

    Infuse Skin decreases physical damage taken by 60 % for 1.5 seconds. Once duration ends, next attack has a 45 / 55 / 65 / 75 % life steal and deals 20 / 30 / 40 / 50 % of attempted physical damage taken in the period as extra physical damage. This bonus caps at 120 damage.
    Warmonger
    Serodoth thrives on war.
    Action: Passive
    Type: Superior Magic
    Radius: 800

    Grants Serodoth 2.5 permanent attack damage on killing an enemy hero.

    Every enemy hero within the radius grants bonus attack damage, based on how close they are to Serodoth. Enemies at 800 units grants
    1
    / 2 / 3 / 4 attack damage and enemies within 200 radius grants 5 / 10 / 15 / 20 attack damage.
    Red Mist
    Serodoth hacks his way through his enemies, gaining momentum.
    Action: Target Ground
    Type: Physical
    Mana Cost: 150
    Cooldown: 50 / 45 / 40
    Activation
    Serodoth lunges 350 units in target direction. Any enemy he hits is dealt 150 / 200 / 250 physical damage and adds 50 / 70 / 90 range to the lunge.

    Once lunge ends, Serodoth has 2.5 seconds to use this ability again.
    Using the ability again will make Serodoth attack every enemy he hit with the lunge once in the space of 1.5 seconds and ending up in his original position.
    Synergy
    .
    Last edited by GeneralGrind; 02-28-2013 at 11:43 AM.
    Pagliacci
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  2. #2
    i do enjoy the second skill, seems like it could be useful if you're good
    I always want feedback so please look at my other heroes and comment

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  3. #3
    Wow this is nice! Simple and effective, me like.

    You are right, I'm not sure about the ult either. I think the ult could be something more badass, but you gotta think a bit more about this heroes role and what items you should maybe get before deciding on that.

  4. #4
    A very Good hero:

    The Hunt: What is the Range on this skill? 1000?

    Repulsive/Infused Skin: One of my favorite skills I have seen in a while, but you need to cap the amount of damage this skill can do. If you negate say 360 damage (two standard nukes) that gives your next attack 120 bonus. When combined with the crit from the Hunt that becomes 300 damage, which is fine. But considering this skills potential to negate pyro ultis or AoE clusterscrews at the start of team fights, the damage can easily get out of hand.

    I suggest capping the damage this skill can do at 120 bonus damage.

    In addition, I believe this skill should reduce damage before armor.


    Warmonger: Wish you had done more with the seed skill. But considering the Crit strike multiplies the damage of this skill, I do not know what.

    Avatar of War: I am not happy with this skill. I get the combo of this skill with Hunt and Skin, but it feels lacking overall. Moreover it just feels like a reverse of skin.

    Overall very good hero though.


  5. #5
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    Completely redid the ultimate and added cast range on The Hunt. Also added damage cap on Repulsive \ Infused Skin. Thanks for the good feedback, especially Peckerman, the Doctor.
    Pagliacci
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  6. #6
    I really Like the redid ult. Is the attack damage on moving back to your starting position boosted by the original lunges damage? If not, you should probably boost the lunges initial damage to 200/350/500. That places it better in line with similar aoe ults.

    Also does the lung make Seridoth Magic Immune?


  7. #7
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    The damage is not boosted, but I agree that it was slightly gimped with the current numbers. Instead of buffing the damage, I nerfed the damage slightly but reduced the cooldown by a lot.

    I also redid his first skill so that it no longer is target enemy, but target area. The thought behind this was making the skill more skillshot based and it also felt more in tune with the rest of the hero. Problems with this is that it perhaps becomes a bit too strong this way? Or perhaps that it he becomes more of an initiator now?

    Also, the lunge does not make him magic immune, but good luck trying to hit a dude speeding at 700 ms. Not sure if I want to keep it that way as stray AoEs and **** might still hit him, but that's what his second skill is for. In theory you can boost yourself by using W, E and R while , for example Magmus, is using his ult to slam into enemy heroes with a really hard hit. What are your thoughts?

    Thanks for the feedback =)
    Last edited by GeneralGrind; 02-09-2012 at 08:11 AM.
    Pagliacci
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  8. #8
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    Bump. (wow, long time since I've done that)
    Pagliacci
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  9. #9
    Killing Field: You need to go into more detail about what the "marked area" is. I do not know if you mean Serodeth has free control of his movement, but if he is in the "marked area" after 3.0 seconds any enemies near or if he charges like lego towards an area and stuns everyone inside it.

    Red Mist: The damage is still very low, except if Serodeth can attack freely while lunging. I imagine this would be similar mechanics to Swiftblade's ult.


  10. #10
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    Your first explanation of the skill was correct, but I tried to make it easier to understand with a new explanation.

    The ultimate is designed to be a very versatile skill that can be both used as a AoE nike, but also as a charge/blink if that is desired. You can easily use the skill to escape or engage enemies or deal good damage to the enemy team.
    Pagliacci
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  11. #11
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    Simplified the first skill, removing the stun, speed buff and the placement. It's now just a basic point blank critical strike and a very short blink.

    Remade the passive. Gives static permanent damage but the aura is now based off of range between Serodoth and enemy heroes.
    Last edited by GeneralGrind; 02-16-2012 at 07:32 AM.
    Pagliacci
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  12. #12
    I've been looking through the heroes in the contest, and as I read through them I was like. "Crap, Crap, Crap, OOOH!" I honestly like this hero a lot his ulti reminds me of swiftblades ult plus like chulu's charge. Great idea's for Q and R but not so sure about the other skills, (pssttt, I think the passive they tell you to use is kinda lame :P)


    -----------------------------------------EDIT-------------------------------------

    So basically this is swiftblade, but cooler. ya he's got soem pretty sick spells, good work
    Last edited by pixeltic; 02-27-2012 at 08:50 PM.

  13. #13
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    Small bump before the judges descend, as to see if any major mistakes are still present or the newly added hero stats are grossly imbalanced
    Pagliacci
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  14. #14
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    You chose a technical hero ! It's harder to balance !
    For the skill 1, isn't 150 Radius a bit short? You did this skill short to be sure to aim your target? or to use it with the ult?

    Can you explain me a bit more about the ult activation, the sub-skills etc please...

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  15. #15
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    Hmm, I have no idea about coding so I'm sorry if this hero is very technical. ( I assumed the ultimate would be hard to code, but the rest I was not sure)

    The first skill has a very short range so as to not make it a initiation tool nor an escape-mechanism. This spell is only used to deal additional damage and perhaps avoid damage from other enemies while in clashes. It can also be used when chasing if the enemy does not manage to create a short distance between himself and Serodoth. Maybe I should make it target enemy instead of closest enemy?

    The ultimate is first activated to send yourself 300 units toward target position. If you hit any enemy units while traveling towards position, you travel further. If you activate this skill again while you are traveling, you will stop traveling. If you activate this once you have stopped traveling you will attack every enemy hero you traveled through (Think Swiftblade ultimate animation) and end up where you started traveling.

    I hope that helps
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  16. #16
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    Quote Originally Posted by GeneralGrind View Post
    Hmm, I have no idea about coding so I'm sorry if this hero is very technical. ( I assumed the ultimate would be hard to code, but the rest I was not sure)

    The first skill has a very short range so as to not make it a initiation tool nor an escape-mechanism. This spell is only used to deal additional damage and perhaps avoid damage from other enemies while in clashes. It can also be used when chasing if the enemy does not manage to create a short distance between himself and Serodoth. Maybe I should make it target enemy instead of closest enemy?

    The ultimate is first activated to send yourself 300 units toward target position. If you hit any enemy units while traveling towards position, you travel further. If you activate this skill again while you are traveling, you will stop traveling. If you activate this once you have stopped traveling you will attack every enemy hero you traveled through (Think Swiftblade ultimate animation) and end up where you started traveling.

    I hope that helps
    I meant technical for low cooldown and deplacement spells ! not for coding ! no pb for coding...

    I think it is better for the closest enemy, and if you put something like 200 range, you can't really escape with it nor initiate with it. It also send you back to an enemy... (for example, Drunken's stagger is 300 and Monkey king's illusive dash is 300 too, and d you can do it in the direction you want, which make it be also an escape tool)

    Ok for the ultimate !

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  17. #17
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    Aaah, in that respect it's pretty technical. The encourages very active play and has a high skill factor, but I also believe he would be pretty easy to understand for people just starting up. They could just use Q for damage and W\E for the lifesteal and random damage reduction and the ultimate for escaping. Easy to learn and hard to master, as they say.

    Good points on the range and I made it 200 as you suggested
    Pagliacci
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  18. #18
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    Congratulation ! You're the Winner of
    - Draft to Life Contest - The Lust For Battle :ElderParasite: -


    Serodoth


    Theme
    A barely human individual wielding a katana who flies around the battlefield, dealing tremendous damage.

    Lore
    He is named Serodoth, the avatar of war. His tale is unknown and his motivations unclear. You can always find him on the battlefield, usually spotted by the red mist which preceeds him, as he slays minions by the dozens. Those who fall before him may be Legion or they may be Hellbourne, his only allegiance is with war and his enemies are those who seek to stop him in his onslaught.


    Skill Overview


    Visual and Sound Design
    Serodoth does not walk, he prowls along.


    Role
    A carry that excells in a teamfight and if he gets close to the enemy.

    Hero's Stats



    625 Health
    221 Mana


    .25---17---17--


    +2.4-+1.7-+2.0-


    .305-.3.2--5.0--


    52 - 57


    ________________________________________________

    Kill Dash



    Serodoth lashes out, moving faster than the eye can see.
    Skill Mechanics: Serodoth instantly attacks and passes through closest enemy unit, ending up on the opposite side of enemy he attacked.
    Action Type: Self Position
    Radius: 200
    Mana cost: 50
    Cooldown: 5 / 4 / 3 / 2

    Notes
    • Attack and movement takes 0.3 seconds.

    (1) Deals 115 % of attack damage.
    (2) Deals 120 % of attack damage.
    (3) Deals 125 % of attack damage.
    (4) Deals 130 % of attack damage.

    Discussion: Good spell for chasing enemies as you can just cast this while behind them to end up in front of them in no time. Also useful for getting last hits on enemy heroes and moving around the battlefield. A good Kill Dash can dodge Target Ground spells like Pyromancers stun. Lacks predictability as it attacks closest enemy and not target enemy, so must be used with caution.

    Over your dead body


    Repulsive / Infused Skin



    Serodoth can manipulate his body to claim any pain directed at him.
    Skill Mechanics: Upon activation, Serodoth takes decreased damage from either physical or magical sources for a short period. After period is over, Serodoth's next attack will have lifesteal and deal a percentage of physical or magical damage taken in the period.
    Action Type: Target Self
    Mana cost: 70
    Cooldown: 5

    Notes
    • W decreases magical damage take by 60 %.
    • E decreases physical damage take by 60 %.
    • Each has a duration of 1.5 seconds and share cooldown.
    • Boosted damage is physical.
    • Boosted damage caps at 120 extra damage.

    (1) Deals 20 % of magical/physical damage taken. 45 % lifesteal.
    (2) Deals 25 % of magical/physical damage taken. 55 % lifesteal.
    (3) Deals 30 % of magical/physical damage taken. 65 % lifesteal.
    (4) Deals 35 % of magical/physical damage taken. 75 % lifesteal.

    Discussion: Potent skill in every scenario in the game, but requires timing and knowledge of what type of damage is coming your way. Keeps you alive in the middle of clashes and in 1 vs 1 scenarios.

    Give me all your sugar


    Warmonger



    Serodoth thrives on war.
    Skill Mechanics: Passive that adds permanent attack damage on a hero kill. The passive also adds attack damage to Serodoth based on how many enemies are within range and how close they are.
    Action Type: Passive
    Radius: 900

    Notes
    • Grants 3 permanent damage each hero kill.
    • Minimum damage at 900 units.
    • Maxmimum damage 200 units.

    (1) + 1 to 4 damage from nearby enemies.
    (2) + 2 to 6 damage from nearby enemies.
    (3) + 3 to 8 damage from nearby enemies.
    (4) + 4 to 10 damage from nearby enemies.

    Discussion: Buffs you in teamfights and grants you extreme late game capabilities with a ganking team.

    I'm breathing down all your necks


    Red Mist



    Serodoth hacks his way through his enemies.
    Skill Mechanics: Serodoth lunges in the direction chosen, dealing static physical damage and extending the lunge for each enemy unit hit. He can activate the ability again to stop the lunge and can then activate the skill one more time, attacking every enemy hero he hit in his lunge, ending up in his original position.
    Action Type: Target Ground
    Touch Radius
    : 125
    Lunge Range
    : 350
    Lunge Speed
    : 700
    Mana cost: 100
    Cooldown: 30 / 25 / 20

    Notes

    • 2.5 seconds to use the two secondary activations.
    • Takes 1 second to get back to starting position.
    • Attacks every enemy hero hit on you way back to starting position.
    • Range added for each enemy unit hit.
    • Gains cliffwalking while lunging.

    (1) Deals 150 physical damage. Adds 50 range.
    (2)
    Deals 225 physical damage. Adds 70 range.
    (3)
    Deals 300 physical damage. Adds 90 range.

    Discussion: An ultimate with multiple purposes. Can be used both to travel across the battlefield fast and attack weak enemies in the back, as an escape mechanism or as a plain AoE nuke.

    Follow the trail of blood

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  19. #19
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    ah that ult... >.< "

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  20. #20
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    Changelog Incoming Playable Version in comparison of native Draft.
    - Kill Dash Radius from 200 to 250.
    - Kill Dash Passing through enemy unit duration from 0.3 seconds to at 3000 movement speed.

    - Repulsive & Infused Skin Also grant movement speed equals to 20/25/30/35% of damage taken. While gaining charges and before the boosted attack.

    - Warmonger Permanent Damage bonus for each hero kill from +3 to +4.
    - Warmonger Bonus Damage from nearby enemies capped to +60.

    - Red Mist Lunge speed from 700 to 1000.
    - Red Mist Gains Omniwalking and destroys trees while Lunging.
    - Red Mist Even If Lunge deals static damage, it is considered as an attack (thus applies Modifiers).
    - Red Mist Gains Unitwalking 2.5 seconds after the Lunge.
    - Red Mist Takes 0.5 instead of 1second to get back to starting position after Lunge, Serodoth is Invulnerable during this time.

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