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  1. #1

    Blood Countess (no Int stat or -gain!) NEED HELP

    Blood Countess

    Alternative Theme

    If you want him to be a male you can use this or this theme.



    This is new, this is unique. A hero without 1 stat gaining anything from this stat. This will require a new style of play and item build.
    Please note that the selfdamage upon casting is pure so it can't be lowered with a Shaman's.
    She'll be a good counter to Magebane like Vindicator is versus Succubus.



    27+3.1 | 20+1.8 | NO+NO


    Movement Speed: 290
    Attack Range: 150 ?
    Damage: 28-36
    Armor: 2
    Hellbourne: Legion


    Story
    not yet done

    Role
    possible tank but mainly initiater and chaser

    Visual
    not yet done

    Sound
    Moving
    not yet done

    Attack
    not yet done

    Introduction
    not yet done

    Death
    not yet done

    Misc
    not yet done





    __________________________________________________


    Bloodwave
    [Placeholder for Image]
    Description not yet done.
    Skill Type: Active (Target Area, Hostile Units)
    Health Cost: 60/80/100/120
    Cooldown: 15/14/13/12 seconds
    Distance: 600

    Damage Type: Magic
    Speed (Bloodwave): 800
    Releases a Bloodwave to the targeted area starting at your position. The Bloodwave deals 100/150/200/250 damage on impact and drags enemies along with herself till she reaches the maximum distance. At the end of the Bloodwave the dragged units are stunned for 0.04/0.06/0.08/0.1 * (distance moved / 30).

    Use: Allows you to escape, initiate a gank or push enemies right in the arms of your waiting mates.
    Balance: Balance around the numbers.
    Notes: If a unit is hit right with the start of the wave the stun will be at level 1: 0.04 * (600 / 30) = 0,8 seconds and at level 4: 0.1 * (600 / 30) = 2 seconds. If you hit it after the wave already have travelled 300 units the stuns will be 0.4 / 1 second(s). So the earlier a unit is hit by the Bloodwave the longer the stun in the end will be.

    This works like a pushback to units that have been hit by the Bloodwave.
    Visual: Bloody Wave starting from the Caster.

    __________________________________________________

    Stigma
    [Placeholder for Image]
    Description not yet done.
    Skill Type: Passive (self)
    For every 1% hitpoints missing you gain +0.15/0.3/0.45/0.6 Movespeed, +0.05/0.1/0.15/0.2 armor and +0,1/0,15/0,2/0,25 increased health regen. This buff is applied as stacks on self and lasts 3 seconds if not refreshed.

    Use: Allows you to regenerate faster after casting and allows you to escape when on low health.
    Balance: Balance around the numbers. Can change MS increase with AS increase.
    Notes: 50% hitpoints lost. Level 1: regen = 50 * 0,1 = 5. Level 4: regen = 50 * 0,25 = 12,5. MS will be +7.5/30 and armor will be 2.5/10 (
    depending on the level of the ability).
    May change +regen to vampiric buff based on health missing but dunno if this can stack with items that contain vamp.
    Note that each +regen is a stack that lasts 3 seconds. So lets say you instantly lose 20% of your health. Now 20 stacks are applied > regen = 5/sec. After 3 seconds lets say you?re now back at 18% health so only 18 stacks are refreshed (the rest wears of).
    Why stacks? Because it ncreases the effectivity of this ability slightly
    Visual: dunno

    __________________________________________________

    Corrupted Blood
    [Placeholder for Image]
    Description not yet done.
    Skill Type:Active (self)
    Cooldown: 15/14/13/12 seconds
    Damage Type: Magic
    Your next attack will corrupt the hitted enemies blood and links it with your own and applies the Coagultion debuff to the target. Corrupted Blood will deal 10/20/30/40 damage once applied and (applydamage +10) every second to you and the unit you attacked with this activated. Lasts 4 seconds.

    Coagultion

    Pulsing slow that slows the target once applied by 10/15/20/25% for 0.5 seconds and again every second till this effect wears off by (applyslow + 5%). Lasts 4 seconds and performs a 0.2/0.3/0.4/0.5 stun when wearing off.

    Use: Allows you to chase enemies, kill a fleeing enemy or can help you to escape.
    Balance: Balance around the numbers. Can increase the time this effect lasts.
    Notes: The damage applied is dealt to target AND you. So be aware when using this.
    Some math: Level 1: 10 damage once applied, after 1 second damage 20, after 2 seconds 30, ... 40, 50 = overall: 150. Level 2 overall: 200, Level 3: 250, Level 4: 300.
    The slow works similar to this. First tick (once applied) will slow by 10/15/20/25%. The second tick along with the 2nd DoT tick will slow by 15/20/25/30%, the 3rd by 20/25/30/35, the 4th by 25/30/35/40% and the last will be replaced with the stun.
    So this is a sort of Hellbringers DoT + Slow with a stun at the end + selfdamage like Rot (Pudge).
    Visual: Your weapon shall be covered with a bloody cloud once you activate this and once applied blood drops to the ground every time the DoT ticks.
    __________________________________________________

    Blood Boil (Ultimate)
    [Placeholder for Image]
    Description not yet done.
    Skill Type: Active (Target Area, Hostile Units)
    Health Cost: 200/275/350
    Cooldown: 120/110/100 seconds
    Range: 750

    Damage Type: Magic
    Speed (Blood): 800
    Deals 400/600/800 damage over 5 seconds and applies a debuff to all hostile units in it and decreasing their movement, chance to hit and attackspeed each by 10/15/20%.

    Use:
    Should do a good a amount of damage and is very good combined with Bloodwave (push your enemies in it).
    Balance: Balance around the numbers.
    Notes: Remember the Tinker in DotA with his March of he Machines. This works similar to his spell. Your first select the area where it shall happen and your second click determines the direction. Afterwards there is a huge bloody wave damaging the area. The difference here is that the damage is applied to the area all the time instead of dealt by the machine exploding.

    Note that the debuff (to movement/hit chance/attackspeed) only lasts while a enemy is inside the area of effect.
    Visual: more blood ^^

    __________________________________________________


    Pros
    Huge strength and -gain
    Good escape mechanic
    can possibly be a tank

    Cons
    casts require health
    item dependant

    Items
    Now this start getting interresting. Without int you may think you can't use Shroud / ...
    But i'd like to see this items on her working with health instead of mana. But items with huge +int will be useless on her. With her high STR and -gain she can possibly tank and because her casts also require health items like Shaman's, Helm of the Legion, ... will be very good on her. I would prefer Shaman's because Corrupted Blood deals magic damage to self.

    I would also recommend you to buy a Elder Parasite or sth. like this

    Maybe it's possible to merge items with int into version only avaible for here with the int values split to agi and str but this is not must.

    How to play
    When an enemy engages you push him back with Bloodwave and run if needed. Initiate a fight / gank with your Bloodwave and cast Tides of Blood where the wave will end > allows the Tides to deal damage while the enemies are stunned it.

    Corrupted Blood will help you to catch up and finish them of and synergizes very well with Stigma. Can also be used in a teamfight to get a guaranteed stun on an enemy that probably gonna use Shrunkens during the fight.

    Regen health with your passive and spam your spells on every CD.
    Last edited by dezi; 11-22-2009 at 06:24 AM.

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  2. #2
    Need YOUR help to create a 3rd spell that fit the setting and to improve her

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  3. #3
    Bump

    Shall she be mid-ranged or melee?
    Still need an idea for spell 3.

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  4. #4
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    I don't really see any reason why she shouldn't have int/int gain.

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  5. #5
    Gives a complete new style of play and experience. Will also limit your choices a bit and will be very unique and with int spell 3 will be much weaker in this set.

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  6. #6
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    So a spell caster that casts spells via HP. The only reason she's a "hard" counter to magebane is the lack of MP which doesn't make a difference as a farmed Magebane is still a good carry. Also, I'm not sure how she's that different... I mean you just use HP instead of MP.

    Not sure if I like the ULT the damage is kind of alot even if you have to stay in it for a long period of time.

    Tanking/Initiating will probably be the role as your passive + other regen will allow you to take hits while dealing them.

  7. #7
    Yeah, Magebane will still be a decent pick but not that good against her as against other heroes.

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  8. #8
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    This is a great hero, the concept of no mana is new to me. (At least i've never thought of it I mean.) I love the hero, and i'll try and help you with that third move when I get a little bit of free time. Keep up the good work.

  9. #9
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    Dude you just stole the concept from the warcraft 3 map Tides of Blood.
    His 3rd skill was summoning an elemental, the hero was called Blood Mage.

    not very innovative although i agree that he was interesting to play.
    Still this hero is a copy from another AOS WC3 map.

    Lame.
    Last edited by d0ri; 11-13-2009 at 05:33 AM.

  10. #10
    Stole bwaha ... i already said in many other threads i'd like to see some ToB heroes in HoN. So stfu if you don't have anything important to say.

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  11. #11
    So with no Int/Int Gain, she won't be able to:

    Place Wards
    Use Blademail
    Use Homecoming Stone
    Use Assassin's Shroud
    Use Portal Key
    Use Codex
    Use Shiva's
    Use Sheep
    Use Eul's

    Etc, etc.



    Next?
    Last edited by Forfeit; 11-14-2009 at 02:32 PM.
    Build a man a fire, and he's warm for a night. Set a man on fire, and he's warm for the rest of his life.

  12. #12
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    Quote Originally Posted by Forfeit View Post
    So with no Int/Int Gain, she won't be able to:

    Place Wards
    Use Blademail
    Use Homecoming Stone
    Use Assassin's Shroud
    Use Portal Key
    Use Codex
    Use Shiva's
    Use Sheep
    Use Eul's

    Etc, etc.



    Next?
    What he said.

    Just make her like huskar, give her mana but dont make her mana dependant (although huskars heal was amazing)
    [Guide]
    The all inclusive guide

    From the author of Tip of the Week.



  13. #13
    I also said that those item may cost health instead of mana when she uses them.

    Still need a good 3rd skill fitting her (maybe another ToB Skill could work?).

    If everyone dislikes the idea of creating a hero without mana i'll gonna revamp her :/

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  14. #14
    3rd skill: Jet of Blood.

    The Countess sprays her enemies with her acid-like blood applying a small DoT over 5 sec and the Coagulation-debuff which reduces movementspeed over time.
    DoT could be made like basedmg+2*B where B is %hp Countess is missing and debuff like 20% over 5 sec, building in power towards the end of the duration, like blood hardens over time.
    (Animation possibly like Slithers nova but instead a red burst only in front of Countess, alt. like Malphas firebreath..)

    The idea is to synergize with her other spells.
    Imagine Countess initiating a fight with Bloodwave dragging an enemy back to where your allies are hiding. Unknowingly or not the enemy team starts to chase you, pulling off a spell or two on you. When Bloodwave reaches its end you turn around to face the path where you came from, and where your dragged enemy most prob is running towards. By now your allies are right behind you and (hopefully) a few enemies running to help their teammate are right in front of you. Now if you can time Tides of Blood with Jet of Blood here you will have a better effect from your ulti aswell as a small slow to initiate your team to chase the enemies.

    Ofcourse the spell can also be used as an escape.

    Skill can only be used after Countess has taken 500hp dmg within 10 sec? Only usable below 50% hp?
    Ofcourse Jet of Blood uses Countess' own blood so the cost could either be big and instant or be made like a DoT, like: Countess looses 3/4/5/6% hp over 20 sec. This would synergize with Stigma aswell.

    I suck at numbers so dont mind them. Just a few thoughts that came to my mind as I reviewed your hero.

  15. #15
    Very cool idea, gonna try to look into it during the next days (very busy right now).

    Short question: Would you also prefer here to have mana or shall i keep the concept with only using health to cast?

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  16. #16
    Why not stay with health only? See no reason to include mana and a hero like this would bring more diversity to the game which would broaden the variety.
    The intent was to bring a counter to Magebane?
    Balance would be the main issue as Countess always would need an item with lifesteal as she has no heal except the low-hp regen and want to be mid/low on hp, but not die :P, to benefit from Stigma.

  17. #17
    Well, made a 3rd spell but changed it but it's still inspired by your idea. Also added a +armor to spell 2 (also depending on % health lost).

    Spell 3 don't uses health to be cast but deals equal damage to self and the target. Slow pulses and finishes in a short stun when the effect wears off and the damage increases over time like you mentioned.

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  18. #18
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    This is a Great idea! i love the build of this character as its extremely interesting. The only thing i could really pick apart is the name of the ult -.-' funny thing to pick apart....
    the ability sounds less like a tide but like a boil. because a tide would do instant damage and come out from the character yeah? but like Blood-Boil would be a constant effect around her? other than that i think its a great idea and i hope this is considered.
    oh!- and i think she would be a melee character.

  19. #19
    Thanks, gonna look into it soon

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  20. #20
    Maybe giver her int back, and give her a mana-shield type ability?
    Does the walker choose the path, or the path choose the walker?

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