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Oberon
Theme
A fae sorcerer which uses the power of the fae world to aid in battle. A very strong supportive hero that works well when combined with allies but is very weak on his own.
Lore
Oberon was once the wise and indisputed leader of the Fae, but long ago he was betrayed by him who is only known as The Bard. Through treachery, Oberon was tossed from his own world and cast into the world of filthy humans where he still walks. Cursed to walk this world forever, he gains his vengeance through sending hapless victims to the world of Avalon, making it as filthy and horrid as the world he walks himself.
Visual and Sound Design
Old Fae Sorcerer who talks in a unknown language and walks with the help of his stick. Mannerisms and body language should be as alien as possible. Most of his body and face should be shrouded in a brown robe.
Role
Oberon's power lies in helping out teammates in all situations with a very versatile skill-set. He is a force to be reckoned with in ganking, but he must have other allies with him to be useful.
Skills
Friendly Flight
Grants the power of flight.
Fairy Dust
Tosses a flask which spreads fairy dust.
Fae Gravity
Oberon plays with gravity on his enemies.
Avalon Portal
Oberon summons a portal to the Fae World using the body of an ally.
Last edited by GeneralGrind; 02-23-2013 at 12:52 PM.
i like faerie dust
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Wath is dis I don't even
Thanks Lhune!
¤
Sorry for my bad English!
I don't really think magic linl has to deal damage.
Fairy dust should stun longer, at least on lower levels.
I overall like the hero, especially the ultimate.
Last edited by Skyve; 02-17-2012 at 02:08 AM.
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Please use the report post functionto have me review a post that you believe is breaking the Forum Rules.
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Excellent hero and ability concepts.
Just a few mostly balance-related thoughts, take from them what you will:
Friendly Flight - It has good potential as an escape ability but outside of that the the numbers are a bit underwhelming (compare it to Hammerstorm's Galvanise for example). I don't think increasing the duration is a good idea or you risk situations like a having a Flint sitting in the trees attacking enemies who can't reach him, so you probably want to increase the movement speed buff if anything.
Also, just to be pedantic: You might want to keep one of the duration/movement speed buff fixed, it's smoother if only one scales with level.
Fairy Dust - For a skillshot with a reasonably high manacost, this ability has no effect in too many situations. The short duration makes it much too easy for enemies to wait to cast, and even if they do cast the damage/stun effect compares very poorly to similar skillshots such as Dragonfire and Crippling Volley
Fae Gravity/Magic Link - This ability is a bit too hard to land, it's like a Puppet Show except it doesn't work on allies, which more than halves its potential applications D: It really needs to be easier to cast on an enemy, increasing the radius at all levels is probably the easiest way to do that.
Also, given that the effect only partially immobilises you could easily get away with adding some damage to the link.
Impetus - OH GOD NERF IT PLEASE D:
If you're still tossing ideas around, here's one possible implementation of the familiar:
-Impetus is a large round impassable object (~300 radius) that falls from the sky over ~2 seconds (heralded by a shadow) onto the location of any visible enemy hero that comes within a certain radius of Fae.
-Any enemy underneath Impetus when it lands is dealt moderate physical damage and pushed aside.
-Every {ability cooldown} after landing Impetus jumps again, either to the location of the closest enemy hero within radius, or if there are none Impetus returns to the sky.
The idea behind this rendition being that it provides both an AOE effect for Fae Gravity to set up, and some impassable terrain to take advantage of with Friendly Flight.
Good luck, have fun with your Dream Team!
Thanks for all the feedback
I've adjusted the numbers of the first three skills according to your splendid feedback and made a non-lol ultimate. I've also added reveal to the Faerie Dust.
Ghnurbles: Can you cast Puppet Show on allies? And the radius of Fae Gravity is really big on level 4, but perhaps I should balance the level progress on that. I think Fae Gravity is pretty balanced as it is. It's very strong in ganking and chasing and can easily nullify an enemy gank as well.
I liked the thought process behind your ult, but I think I've made an ult which now synergizes with all his abilities and is very strong on its own.
Oh, and I went Shakespearian and changed his name.
Last edited by GeneralGrind; 02-18-2012 at 08:14 AM.
Fae Gravity would be good if it targeted like Shakleshot I imagine.
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Please use the report post functionto have me review a post that you believe is breaking the Forum Rules.
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30/60, on rare occasions 90 damage for a 140 mana skillshot is still very low. Low enough that it isn't going to give anyone tough decisions on whether to cast or not ;D
When I said Fae Gravity was hard to land I meant there are a lot less opportunities in which you can use it. Puppet Show works if there is an enemy OR an allied unit near your target, where Fae Gravity only works with an enemy unit. The allied part is especially useful for ganks as you or an allied hero can walk near your target to use it whereas the enemy unit component usually requires your gank target to be standing on top of their creepwave at early levels (so Cthuluphant is your go-to creep-pushing gank partner it would seem). Considering the Puppet Show effect is usually stronger (an effective stun vs an immobilise), there's no reason not to buff this ability.
OLD SCHOOL BLINK DAGGER KRAKEN REPRESENT. Thinking about old-school Kraken actually, you might want to add a second activation in case you want to trigger it early, and also some damage so that poor executions of it don't feel like a complete waste of a spell :P
Last edited by ghnurbles; 02-19-2012 at 12:22 AM.
Skyve: I don't remember how Shackle Shot worked. Was it that it bonded you with the first enemy in a cone behind the target you shot?
Ghnurbles: I like the comparison with Puppet Show, but Fae Gravity has a very strong displacement part which I feel makes it very strong. Perhaps I could buff the slow received? Or perhaps I can make it so that it pulls closest creep if no enemy is in radius and just applies Restrained and slow if there are noone there?
I've missed old school Kraken. The second activation seems counterintuitive for me, as I want the spell to be a high risk\high reward spell. The added damage could be good, not sure at the moment.
I appreciate all the great feedback you've given =)
Community Contributions Fan
What do you think about Luna Moth Monarch? or maybe you would prefer to have Possessed Legionnaire?
Or do you want to add Magic Armour to the Detailed Hero List?
Click the name of the suggestion you want and go vote!
Entwife
Before I made the ult I had a joke-ult that had "scary scary synergy, woop woop" in it's notes
Dust applies to both enemies and allies hit. If they cast a spell, they will stun and deal damage to all enemies in the radius. I think that's how easy I can explain it.
Yes, that's it. Imo that makes it easier to create a predictable result.Skyve: I don't remember how Shackle Shot worked. Was it that it bonded you with the first enemy in a cone behind the target you shot?
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 functionto 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!
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Community Contributions Fan
What do you think about Luna Moth Monarch? or maybe you would prefer to have Possessed Legionnaire?
Or do you want to add Magic Armour to the Detailed Hero List?
Click the name of the suggestion you want and go vote!
Entwife
Cool, I'll take a look into your hero concept and his spells
Friendly Flight:
It only increase the speed?
I'd rather go: 60/85/110/135 to make the spell more viable. Why not add a melee AOE damage after the effect have ended after a duration of 5sec?
Then why aren't you able to use it on your self? and Why not make it able to target enemies for same speed boost and explode for even more AOE damage but to the enemie and all his friends?
Could even incorporate if target stop running after 1sec duration of the spell, it will make target dissy, stunning him for 2-3sec or something?
Fairy Dust:
Sounds rather complex to be viable in the game. I like the fact that you can increase damage to your allies attacks, but would that also mean the AOE spells? And why would we need another vindicator to prevent enemy heroes from using positive spells on his allies? for such a low damage and stun one would also think the spell would cost less?
Fae Gravity:
A hero pulling ability should never have a range longer than 450-500 because it would be too strong and too hard to avoid. This is a absolute no-go.
Avalon Portal:
So you want to re-implement Kraken's old ulti into your hero? No, no, no...
There was a reason it was removed in the first place. Too strong.
Conclusion:
As you can see, the only aspect about your hero (in my opinion) is his speed boost. Try to add some damage to the hero so he is more viable in the early game. Most int heroes will usually run around with intellect items to CC the enemies anyways. make him more viable without destoying the team-play totally.
Hope my point of view helped!
Lassowie, thanks for the feedback =)
Friendly Flight:
This spell does not only grant speed, it also grants flight, as in the ability to move over any terrain for the duration. He is not able to use it on himself because Oberon is designed to be a hero which forces the player to take a supportive role.
Fairy Dust:
You might be right about the complexity of the spell. Vindicator has a spell which forces people to use spells, not the other way around. Vindicator's passive also only punishes the target casting the spell, not his allies around him.
The spell has a very high maximum damage output: 9 x 75 = 675 damage, thus the high manacost. It's high risk\high reward at play.
Fae Gravity:
Have you met Devourer or Gauntlet oO?
Avalon Portal:
This is very reminiscent of old Kraken, but unlike that spell this has a cap for how far you can travel with an enemy and it requires massive teamplay. Also, the pull will not be instant like the old Kraken ult which was a very part of it's imbalancing factor. The unit needs to travel with them for the duration before the are released, making the enemy able to react and anticipate what is coming. Perhaps I should add Restrained to the target who is carrying all the enemies, but that's about it. I believe this spell is perfectly balanced.
Conclusion:
While I appreciate the feedback and you've helped me realize I need to better describe my spells and maybe add a few tweaks, you draw a number of false conclusions and seem to not think through your arguments a great deal.
Friendly Flight:
Making a flight animation to all heroes in game would be too much for S2 to handle.
Fae Gravity:
Action Type: Target Enemy.
Devourer and gauntlet don't have target enemy. That is a grab motion that can easily be avoided. And I was thinking you had a single target instant cast. :P
Good luck with the hero buddie![]()
The slow is fine as you have it at the moment aside from being overpowered at higher levels (having both the slow and the duration increase with level makes it scale exponentially, you might want to keep the duration fixed and scale only the slow).
The main problem I have here is that the displacement effect triggers so rarely/it's useless in most situations. It's fine to have an ability that has a greater effect if you use it in the optimal situation, but for the ability to ONLY occur then seems wrong - better a weaker effect rather than an effect that you rarely see.
One way to address this would be to change the displacement into a large AoE effect that pulls enemy units at a speed based on their distance from the target for the duration (the closer you are, the stronger the pull - gravity), and have the pull speed increase with level. When I say pull I here I mean one that alters movement rather than immobilises, though it will effectively immobilise enemies close to the target due to the pull strength there.
What if the enemy stuns or slows your ally and walk out of range before it triggers/your ally goes onto a hero that simply blinks away before it triggers/the enemy stuns your ally after it triggers so there is 0 displacement?
The final case is essentially an aggressive stormspirit but with a 70-90 second cooldown, hence the suggestion it should do a bit of damage too.
The first and second cases are examples of the ability being easy to whiff even if your ally doesn't screw up much, hence suggesting you should be able to trigger it early (there's high-risk, and there's easy-to-counter, currently you have a bit too much of the latter).
Last edited by ghnurbles; 02-23-2012 at 11:42 PM.
Added scaling on radius on Fairy Dust and tweaked scaling on damage and stun accordingly.
Set a static duration on Fae Gravity and reduced range but increased slow.
Added damage to Avalon Portal.
Thanks ghnurbles!