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NEW hero Suggestion: The Defender
Prelude:
Absolutely nothing in this suggestion is set in stone, names, skills, leveling increases, storylines…etc. I am willing to change anything if someone has a good argument as to why it should be so. However please respect that this is MY suggestion, and also that it’s not likely to ever see the light of day :P . what I mean by that is it’s my little dream and unless what someone else comes up with sounds a lot cooler than what I have, it stays. Enough with the intro’s and on to the ideas.
P.S. The white sections explain the purpose of the content below, reading a white section and its blue section below qualifies you to post regarding that section.
Defender
Story:
The lands of mankind were once a peaceful place for the most part, humans had their skirmishes but they all were for good reasons and mankind did not kill for the sake of killing. This changed when the hellbourne army first marched. They took down the villages and outpost closest to where their vast evils were organized, burning buildings and bodies alike in their wake. They hacked and they slashed with no regard to the lives they destroyed.
The first village was worst, back when no one understood what was happening, before the forces of good united against evil. One man alone survived the onslaught, the terrible genocide, he came home from a hunting expedition to find his wife and child decapitated, their heads carried as flags to announce the hellbourne presence. He wished only that he could have been killed instead, that he might have born their burden, shared their pain.
From then on, the man hunted the hellbournes agents, killing many a foes who got in his way, but he was only a man, and one man alone cannot stop an army from its march, nor survive its fury. The man knew this, that he might survive a battle, but it would do no good for those who would not.
He sought out a powerful enchantress who fought for the legion, nymphora, the great healer, and asked her to lend him her power. That day she imbued in him the power to shield the weak from death, to share the pain he longed so hard to spare others from.
He forgot his old name that day, and took up his mantle, a defender of freedom, a defender of goodness, a defender of life. In his might, to this day he stands firm, toe to toe with black souled demons dragged from the darkest pits of hell, and to this day, he has not lost…..
Skill set:
The selection of skills currently in preparation for use with the character.
I fully expect all of these to get balanced, changed, rewritten and many, many, more abusive things to be done to them, I do NOT however, expect them to be criticized without suggestion, please for the sake of all that is good in hon, tell me what is wrong with it, not just that its wrong.
Soul Link
The defender links the souls of all units in an aoe of like teams, allies take a percentage of damage spread evenly across the link, enemies take full damage and linked enemies take a percentage of what their allies take
Range: 700
Aoe: 300/350/400/500
Damage:
Allies: 95/85/80/75% of damage is spread across linked allies
Enemies: 5/10/15/20% of damage dealt to one enemy, is felt by all enemies
Cost: 90
Cooldown: 25 secs
Duration: 10/13/16/20
Range limit: 800/900/950/1000
Ring of Fire
The defender remembers what was done to his family, igniting a deep anger within him, he sets fire to a circular patch of ground, severely damaging any enemies who cross into or out of it
Range: 600
Aoe:700
Damage: 100/125/150/175 each contact
Duration: 4/5/6/7 secs
Cost: 120
Cooldown: 20 secs
Determination
The defender gives extra regen to nearby allies, more so if they are below 50% hp
*Regen aura*
*passive*
Radius: 200/400/600
Effect: + 1/2/3/5 hp regen per second
Conditions: for every allied hero in a 1200 diameter range
+1 hp in aura
Life Reserve
The defender allows an allied unit to access his health and mana reserves. Hp will only be drained once the ally reaches 1hp, mana will be transferred upon use of a spell that exceeds the allies mana pool
Range: 750
*Non-lethal to caster*
lvl1-
*Channeling*
Duration: 10 seconds
Cast time: 1.5 secs
Range Limit: 900
Cost: 100
Cooldown: 70
Lvl2-
*non-Channeling*
Duration: 17 seconds
Cast time: 1 secs
Range Limit: 900
Cost: 125
Cooldown: 50
Lvl3-
*non-Channeling*
Duration: 30 seconds
Cast time: .1 secs
Range Limit: 900
Cost: 150
Cooldown: 30
SotM-
range limit: 1200
1- drain starts when ally hits 400hp
2- 600hp
3- 700hp
Initial Stats:
The Statistical performance of the character at the very beginning of the game (Currently not well thought out, ill need suggestions here as to what is appropriate)
Affiliation: Legion
Type: Melee Strength
Range: melee
Health: 625
Mana: 350
Attack damage: 62-69
Move Speed: 305
Attack Speed:
Leveling stats:
The Statistical performance of the character over time
Strength: 25 + 3
Agility: 17 + 2
Intelligence: 15 + 2
Skill Combos (IE Synergy):
The point of this section is to show the synergy that the characters skills have, this may be removed to conserve space if it grows too large or is deemed not useful.
Soul link enemies for team fights, and to prep for ring of fire
Soul link allies to dissipate some damage before it hits the health reserve
Ring of fire for traps, escapes and initiations
Suggested items:
General good items to use with the skill and stat build of the character.
Stout shield x2
Behemoths heart
Demonic breastplate
Barrier Idol
Shrunken Head
Shamans Headdress
Suggested Allies:
Electrician: Electric shield + life reserve = never dying
Carries in general: a carry with a tanks hp is everyone’s problem
Jereziah: Immunity on the Defender will help protect his target
Tempest/magmus/behemoth/kotf: aoes are amplified by soul link
EX/ Tempest lvl 3 ult does 140 magic damage/second to targets in the middle of his vortex. For a max total of 560 damage per target, if there are 5 targets and they have all been hit by lvl 4 soul link, they will each take 1008 damage from elemental void + soul link
Tough enemies:
Legionaire: his ult can go through the life reserve to kill low hp heroes
Last edited by argondey; 11-05-2009 at 09:57 PM.
added images, please excuse any imperfections as i am not a perfect artist. also, if you choose to down vote, please tell me why, and feel free to give me a chance to address your concerns before voting
Last edited by argondey; 11-05-2009 at 07:37 PM.
Pretty nice idea, spells could use a little more spicing up though and the numbers worked with. +10 HP per second aura is very OP, so is 225 damage per second from the flame wall.
His starting health should be 625, the formula for this is 150+(STRx19). His starting attack damage is also pretty high and his starting mana is extremely high. These things are very important to balance since 1/3 of the game is early game.
Not voting yet.
thank you for the corrections, most of the numbers were just guestimates and placeholders so ill update thos now and lower the damages a bit
edit: numbers for hp and mana updated(i dont know if there is a formular for mana), lowered flame ring damage so now you should take 350 damage if you walk straight across both sides of the ring, i may need to lower that further to take into account people who might end up walking in and out of it over and over. lowered regen to 1/2/3/5, so at lvl 4 with all members of your team in a 1200 radius below 50% hp, the aura will be 10hp/s until one is above 50% which would cause the regen to drop to 9 then 8 etc
Last edited by argondey; 11-05-2009 at 10:01 PM.
Very interesting hero, the images made me LoL. The ultie seems way to rape in teamfights if im reading it correctly, say if there was 4 people fighting 2 legion 2 hellborne. Then the person with the tank would be able to sap away as much hp from the tank until he gets down to 1 hp?
until the tank does yes, and it only drains once the character reaches 1 hp himself, unless you have sotm, but it may need some balancing, in any case, votes should be for the idea not the balance, feel free to suggest a better balance for the ult tho
I think that the ult should have some sort of cap to it, like each hero can only drain so much hp each
how about a constant heal from the casters hp at a certain rate?
hmm... ulti is certainly quite interesting and most likely gonna get quite a lot of talk on.
But seriously, consider what it would be like if the ulti was casted on a carry. The carry would essentially be able to take an extra 200% damage or so, which would make them ridiculously difficult to kill.
btw,
The defender gives extra regen to nearby allies, more so if they are below 50% hp
*Regen aura*
*passive*
Radius: 200/400/600
Effect: + 1/2/3/5 hp regen per second
Conditions: for every allied hero in a 1200 diameter range
+1 hp in aura
(how much hp if they are below 50%?)
That Soul Link ability - basically, imagine your allies got under 30% health each, and you use soul link. If one enemy just nukes one unit immensely, everyone on your team would die, and it would all be Defender's fault.
Last edited by Hellii; 11-18-2009 at 09:04 AM.
yeah the ulti will need some balancing to help that, i justed hadnt changed anything since the suggestion has more downvotes than up, if i get any amount of interest in the char then ill change stuff
its listed in the skill as +1 hp
yeah, thats the danger, though if you think about it, even pyro's nuke ulti with sotm is 1050 damage, so it would do 762 damage split 5 ways is 152.4 damage each before reductions, so its not likely for a nuke to rape an entire team, but yeah, if two low hp people are linked or something, they would be in trouble
Last edited by argondey; 11-23-2009 at 01:46 PM.
second skill is the same as engineers ulti now so i think it needs changing
i like the last skill
didnt vote because its not a bad suggestion but i dont think its a good hero either
the third skill should add armour and regen or something, or bigger numbers
i dont think the backstory should have another hero included in it, or at least not the way you have included nymphoria anyway
maybe if it was more accidental and they both join the legion afterwards or something
Last edited by Cyber_Cheese; 12-05-2009 at 02:37 AM.
A poll to implement timezones in time on the match stats interface.
http://forums.heroesofnewerth.com/sh...d.php?t=137098
With the nazi-zombies missions complete, there is finally time to work on the grammar-nazis for the next patch!
I voted down, sorry.
I find most of the skills to be relatively uninspired. Uninteresting.
The suggested ulti is gamebreaking. A nice concept, but definitely not viable.
that passive is...alright..although when it comes to late game it could be extremely useless...although 10 hp regen is nice..guess it would sorta benefit from that chain link..idk i guess im more of a straigh heal kinda person >.<
Sorry but I just had to T-Down this hero.
1st skill: Is a nice idea, but doesn't suit the idea of a Defender very well, instead of one ally taking full damage, your whole team takes a portion.
2nd skill: A seemingly needless idea with a free 350 damage on a creep wave. It's the same as Engi's ult so it shouldn't be implemented at all, period.
3rd skill: Regen is nearly obsolete on a tank, even if it is an aura. +10 per second isn't going to stop that nuke killing you unless you're RIDICULOUSLY lucky. Compare it to Voodoo's current one, which i believe is 40HP when you need it most. Much more necessary than a constant aura.
Ultimate: A worthless sacrificial move that kills the tank instead of a carry, and it's way to OP for a PUB. A carry with 4k HP isn't something I'd really want in HoN.
Sorry, T-down.
Last edited by Nytemair; 01-29-2010 at 08:40 PM.
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