A human who lost all humanity when entering the Rift, and now curses the Hellbourne with his insanity.
Ganker / Support
Oh Oh Bomb
Oh God! What a cool hero D
Sorry for my bad English!
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.
Very original hero ! Would be special to play though
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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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.
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.
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.
Lol it's a squirrel
All the kills, none the skills.
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.