Serodoth The War Wind
Role – Role
00+0.0 00-00 00+0.0 000 00+0.0 0.0
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
Repulsive / Infused Skin Serodoth can manipulate his body to claim any pain directed at him. Action: Target Self
Warmonger Serodoth thrives on war. Action: Passive
Red Mist Serodoth hacks his way through his enemies, gaining momentum. Action: Target Ground
i do enjoy the second skill, seems like it could be useful if you're good
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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.
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.
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?
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 =)
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.
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.
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.
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)
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.
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...
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 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 !
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
ah that ult... >.< "
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.