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Thread: Lirpa

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  1. #1
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    Lirpa

    Lirpa



    Theme
    A human who lost all humanity when entering the Rift, and now curses the Hellbourne with his insanity.

    Lore

    Lirpa is.


    Role
    Ganker / Support



    Skills

    Oh Oh Bomb


    Action: Target Self and Target Ground
    Type: Self and Enemy Units

    Lirpa whips up a bomb which hurts himself along with his enemies.

    Type: Magic
    Manacost: 90 / 100 / 110 / 120
    Cooldown: 12 / 10 / 10 / 8
    Range: 500

    Activation:
    Spawns a bomb in the hand of Lirpa. The bomb will explode after 5 seconds, dealing 80 / 140 / 200 / 260 magic damage
    and stun for 1.0 / 1.25 / 1.5 / 1.75 seconds in a 200 radius. Lirpa can be hit by the bomb as well.

    Using this ability again will toss the bomb towards target position. If it hits an enemy, it will explode before the timer ends.
    If it lands, it will stay there until it explodes or is hit by a boomerang.

    I AM ABOUT TO BLOW


    Chaos Boomerang


    Action: Target Ground
    Type: Enemy and Ally Heroes

    Lirpa sends out his boomerang, unsure what it does.

    Type: Superior Magic
    Manacost: 70
    Cooldown: 20 / 15 / 10 / 5
    Range: 1100

    Activation:
    Sends out a projectile which arcs towards target position and then comes back to Lirpa after hitting it.
    Traveling towards point, grants allies hit 100 % movement speed for 0.4 / 0.8 / 1.2 / 1.6 seconds and forces enemies hit to walk backwards for 1.0 second.
    Traveling towards Lirpa, it grants allies 50 / 100 / 150 / 200 attack speed for 1.5 seconds and forces enemies to walk forward for 1.0 second.

    What is this, I don't even.


    Unstable Mass


    Action: Target Ground
    Type: Enemy Heroes

    The image in the pond is not your friend.

    Type: Superior Magic
    Cooldown: 20
    Manacost: 150
    Range:500

    Activation:
    Creates a 250 radius pond for 4 / 5 / 6 / 7 seconds. Enemies walking onto the pond spawns an invulnerable shadow-illusion of themselves which attacks them while they are in the pond.
    The shadow-illusion inherits all attributes from it's creator.

    Cry into the reflection, and it only grows bigger.


    Shared Insanity


    Action: Self Position
    Type: Enemy Heroes

    Lirpa is so insane he must share it.

    Type: Superior Magic
    Manacost: 200 / 300 / 400
    Cooldown: 100 / 80 / 60

    Activation:
    After a 2.0 second cast time spawns a critter carrying a bomb at the edge of the view radius of all enemies in a 1500 radius.
    The critters move at 450 movement speed and have omni-walking and can only be killed by being attacked once by the one they are running towards and upon making contact with their enemy, they will explode, dealing 200 / 275 / 350 magic damage in a 200 / 250 / 300 radius.


    THEY ARE EVERYWHERE
    Last edited by GeneralGrind; 02-17-2013 at 07:28 AM.
    Pagliacci
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  2. #2
    Oh God! What a cool hero D




    Thanks Lhune!
    ¤
    Sorry for my bad English!

  3. #3
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    Added a second skill and considering making the third skill a active with a somewhat similair effect or making something new entirely, as I feel he is somewhat passive at the moment. Perhaps making him have a very high attack damage would counter that, but considering his first skill he wont be that much out and about hitting people. Any ideas would be welcome.
    Pagliacci
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  4. #4
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    Very original hero ! Would be special to play though

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  5. #5
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    The manacost on Q seems unreasonably high, and quite annoying to use. Why not make it work similarly to Empath's ultimate/Nainx (Lifestealer) and allow you to target someone? You could even take control of non-hero units you target and run away on them (in a Parasite manner ).

    The ultimate seems... um... odd.

    I also would suggest you change the MS of the critter from your passive to something higher than 522 (ie, 600) so it WILL hit someone at some point, otherwise a hasted enemy can kite it around for ages.

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  6. #6
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    Completely remade this hero.

    I wanted to make a hero which was completely crazy, with spells that were very fun to use and created laughs and chaos on the battlefield. I feel like the first three abilities are very solid and very fun to use, but not so sure about the ultimate yet.
    Pagliacci
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  7. #7
    Hey, this hero looks REALLY fun. Everything is fine except one thing. I really think that the first spell is nice but for people who can actually count 4 seconds the 340 damage is soo easy to deal to an enemy that 90 manacost is a little too low should go like 90/100/110/120 or something. Cause countable abilities are most likely pretty easy to use. Otherweise PRETTY nice hero. Would really like to see him inside the game!!!


    Edit: And with a little bit of skill u can actually go for 680+ damage in just 3 seconds with Q activated (throwed after 4 seconds) getting a new bomb 3 seconds later and instantly explode it with the boomerang thats a reason for MAYBE up the cooldown for 2 seconds and still apply the 90/100/110/120 manacost.
    Last edited by OIiviaWiIde; 02-01-2013 at 10:00 PM.

  8. #8
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    You are absolutely right. I adjusted the skill accordingly.
    Pagliacci
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  9. #9
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    A few comments.

    Q: Reminds me of Alchemist's Q but with a lot less risk and a lot more reward. It also has 5 levels [80 / 140 / 200 / 260 / 320]. Overall a solid and simple skill.

    W: I think its a bit too low of a cooldown as forcing an enemy to walk is the same as a stun. Maybe make it into a non-stunning push instead if you want to keep the low Cooldown.

    E: I really don't like the execution of this skill. The idea is really good though. I feel that losing your attacks while gaining a poor aura isn't a good tradeoff. Ignoring the hero leaves you with only the Q to blow it up and chain the stun; and you can potentially be stuck being unable to auto and be a threat as the game progresses. Being forced to move with the W will also break the idle count, so changing that to a push can help here too. Overall, I like the morph concept but I don't feel that the Fear makes sense and the way it breaks makes it worthwhile. Its a strong combo on paper, but I'm not sure.

    R: I like the idea, but the cast time is somewhat uneeded. I'm wondering if the E and R are the same critters, it would make things much more interesting as to who to attack. I think the critters die too easily and/or can be stopped almost indefinitely.

    I think the ideas in Q and W work well together and the ideas in E and R work well; but I don't see a real role outside of ganking and the damage he outputs seems to be not entirely worth the effort for how complex the skills can be. You have 2 major ideas going on (Land control/gadget manipulation and the critters) and I can see both of them being separate heroes. Thats just my opinion though. Overall, seems interesting and very different.
    The sign of lost Carcosa appeared in the air, paralyzing us with dread older than the very idea of time.
    As we looked on in horror, the unholy sign dissolved into a lone figure, shrouded in yellow.

  10. #10
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    Quote Originally Posted by Hubaris View Post
    A few comments.

    Q: Reminds me of Alchemist's Q but with a lot less risk and a lot more reward. It also has 5 levels [80 / 140 / 200 / 260 / 320]. Overall a solid and simple skill.

    W: I think its a bit too low of a cooldown as forcing an enemy to walk is the same as a stun. Maybe make it into a non-stunning push instead if you want to keep the low Cooldown.

    E: I really don't like the execution of this skill. The idea is really good though. I feel that losing your attacks while gaining a poor aura isn't a good tradeoff. Ignoring the hero leaves you with only the Q to blow it up and chain the stun; and you can potentially be stuck being unable to auto and be a threat as the game progresses. Being forced to move with the W will also break the idle count, so changing that to a push can help here too. Overall, I like the morph concept but I don't feel that the Fear makes sense and the way it breaks makes it worthwhile. Its a strong combo on paper, but I'm not sure.

    R: I like the idea, but the cast time is somewhat uneeded. I'm wondering if the E and R are the same critters, it would make things much more interesting as to who to attack. I think the critters die too easily and/or can be stopped almost indefinitely.

    I think the ideas in Q and W work well together and the ideas in E and R work well; but I don't see a real role outside of ganking and the damage he outputs seems to be not entirely worth the effort for how complex the skills can be. You have 2 major ideas going on (Land control/gadget manipulation and the critters) and I can see both of them being separate heroes. Thats just my opinion though. Overall, seems interesting and very different.
    That's a lot of astute commentary Hubaris!

    Q: The 5 levels were a silly mistake. Thanks for pointing out so I was relieved of looking more stupid than needed. Hoho I think it's a lot less rewarding than Alchemist's stun, if I remember that one correctly it can stun for 5 seconds? This one has pretty mediocre stun which can be chained if play correctly. Also, it can pretty easily be sidestepped if an enemy sees you with it in hand.

    W: That's a good point, and the idea behind it being so strong is that it should be a skill that involves a lot of skill from the player to be hit just right. Also, it has no direct damage attached to it.

    E: A lot of good feedback, and honestly I agree. I want to keep the basics of the spell the same: Turning into a critter (similar to the one in the ultimate), the critter having an aura and the something happening when the critter dies. The combo with the bomb is an interesting aspect, so it probably be something that synergize with it, and not a strange fear :P. Great feedback.

    R: The idea with this skill was to have something that works well with the chaos created by the rest of his skills. Remember that a critter can only be killed by the one enemy they are charging against, making it tricky in a clash situation knowing which one of the critters to attack. I wanted the cast time for the obvious synergy with the third skill and I felt like it was a really strong spell with a possible nuke of 1750 magic damage in a 300 radius area if enemies are close together (Tempest and Flux - Kaboom).

    Great feedback on the disparity between two different ideas going on. I made the skills from 1-4, and after coming up with the critter idea I fell in love with it and made a ultimate that only partially worked with the two first skills and so the divide was made.

    As a small side note, the two first skills are heavily inspired by a character in another game.
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  11. #11
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    Lol it's a squirrel
    All the kills, none the skills.

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