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's SOTM definitly need a rework, reduce the cooldown on the ultimate more instead of increasing damage. Would make a hag alot more viable in todays meta and give you a reason to buy SOTM on her.
New SOTM effect: Reduce the ultimates cooldown to 40 seconds at all levels.
Last edited by Micee; 05-11-2012 at 10:51 PM.
The average penis size is a fraud to make mad ppl happy, DEAL WITH IT!![]()
Tundra:
Avalanche
Staff effect. Increases damage from 200/250/300 to 250/300/350 and range from 600 to 800/900/1000.
Last edited by genoskill; 05-14-2012 at 01:38 PM.
Staff of the Master Upgrade:
Adds one level to revenant's ult.
At level 1 of Manifestation: you may cast all of your abilities while affected by Essence Shroud. Essence Shroud also gives a 10% bonus to Movement Speed.
At level 2 of Manifestation: all abilities now cast to a 2nd target in range.
At level 3 of Manifestation: your abilities cast now cast to a 3rd target in range.
At level 3 of manifestation + Staff: your abilities cast now cast to a 4th target in range.
EXAMPLES:
Level 6 revenant wields the staff. His ult is treated as level 2.
Level 11 revenant wields the staff. His ult is treated as level 3.
Level 16 revenant wields the staff. His ult is treated as level 4.
OR:
Allows to attack twice without revealing.
Helloo, coming from the General forum thread to post my ideas.
Pandamonium - Face Smash(Pummel down): Staff of the Master adds a shockwave to pandamoniums ult. Every time he lands his hit during Face Smash, a shockwave pushes players away from him in a 200/300/400 radius. Destroys target's armor for 1/2/3.
Grave Keeper - Zombie Apocolypse(Nuclear wasteland): Wretched zombies slow their target every time they hit them by 15%. Unstable zombies now leave radioactive goo that deal 65 magic damage in a 100 radius.
Empath - As One(With you in spirit): Empath's spirit joins with an ally but it now able to run around AND auto attack outside the ally's body
- VISUAL DESCRIPTION -> (http://i.imgur.com/cSkhC.jpg)
Hammerstorm - Brute Strength(Hercule's Might): Increase the damage of Hammerstorm's Ult by 50%, adds a 25% chance to stun for 1 second with a cool down of 4 seconds
Soul Reaper - Demonic Execution(Death's Blade): Staff of the master makes Soul Reaper's Ult have a 10 second cool down IF HIS FIRST ULT DID NOT kill his target.
- Goes along with his previous buff "Staff Effect:Lowers cooldown to 70 seconds at all levels and increases Magic Damage from 40 / 60 / 90% of the target's missing Health to 60 / 90 / 120% of the target's missing Health."
Chronos - Chronofield(Chronofield Deluxe): Chrono's ult temporarily increases the age of enemy units, decreasing their magic and physical armor by 2/3/4. The ultimate turns back time for wounded allies. Allies who are caught by the ult are healed 1/2/3% per second. (or, you can make them have whatever amount of health they had 2/4/6 seconds ago. iono)
Midas - Transmute(I'm Gold, baby!): Any enemy hero that was turned into gold may now drop an additional 50/100/150 gold when killed by ANY hero. Creeps that are turned into gold and then killed will drop 5/10/15 more gold.
Maliken - Possession(Dark Lord): Maliken recieves and additional skill when he activates his ultimate called "You will serve me!". Maliken possesses one Hero for 2.5 seconds and is able to use one skill to harm enemies.
Blitz - Lightning Shackles(Flash Bang Grenades): Blitz's now targets the ground to activate his ultimate. Enemies are stunned for 1 second and are slowed down to 100 movement speed for 3 seconds
Vindicator - Final Chapter(Acquired Knowledge): Vindicator teaches the final chapter of... whatever he's reading. Silences all enemies for 5 seconds and lowers enemy intelligence by 5/10/15 and gains 5/10/15 int per second for 5 seconds
Pebbles - Enlarge(Enlarge and Overcome): With Staff Of The Master, Pebbles is now able to boost his potential even further and remove any hindrance from his growth. Pebbles move's a lot faster with the Staff of the Master! Pebble's -50 attack speed is removed and now has 30+ increased movement speed. Stalagmites cool down is lowered to 10 seconds, his chuck lowered to 8 seconds.
Last edited by NinjaPeeps; 05-18-2012 at 04:05 AM.
Staff Upgrade
Ulti becomes global reduces vision of targets to 500/400/300 and armor by 10/15/20
channels for 2 sec to activate
Cd:50/40/30
Lasts:3/4/5 seconds
Texture effects a gigantic swarm of bugs fills the map
Pesti says:"RELEASE THE SWARM!"
Staff Upgrade
Ulti has 2 options To pull/push Allies or enemies
if allies pulled or pushed they recieve 10/15/20% MS boost for 5 sec
if enemies pulled or pushed they recieve 30/40/50% Ms slow for 5 sec
Cd remains the same
Staff upgrade
I suggest 2 upgrades to make Gemini a nightmare
First upgrade
POWER OF THE THREE !!!
Gemini Splits into 3
Fire
Ice
Lightning
Lightning's skills:
Q-Lightning cone deals 250 dmg and mini stuns by 0.2 sec every o.6 sec for 3 sec
W-Lightning Jump Lighting jumps dealing 180 dmg and 0.5 sec stun
Second Staff Upgrade
Fire and ice recieve:
30/40/50 As
13.5 Magic armor
recive 95/110/135/% of attributes
recice 4/8/12% MS boost
PS: each upgrade is alone not stackable![]()
Staff upgrade
After dieing Ra recieves:
50% ms boost
reduces physical and magical dmg taken by 20/30/40 %
increase dmg dealt by 25/35/45 %
Lasts for 4/5/6 Sec
Last edited by McStealer; 05-19-2012 at 07:39 AM.
Staff Upgrade
name changes to sticky explosive bolt
Channels for 1 sec at all lvls
deals 250/300/350 + 10/20/30 % of max hp in dmg
main target is slowed for 40/50/60% for 5/6/7 sec
other targets (heroes) in the aoe are slowed by 10/20/30 % for 1.5/2.5/3.5 sec
Dmg dealt is also dealt in a 300 radius
now imagine ur invis and using ulti on a 3k hp ra having his team near him (6)(6)(6)
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Last edited by McStealer; 05-19-2012 at 09:06 AM.
Tempest
Staff upgrade : Removes channeling part.Duration, cast time, damage left unchanged.
Nomad
Staff upgrade : Releases 1 concentric shockwave around nomad. Acts as the original nomad shockwave except that it stuns in 360 degrees around nomad.
Staff upgrade : Damage over time lasts until the target has 1 hp or the debuff is dispelled or the target reaches the spawn point. Damage is buffed as the original SOTM buff.
Last edited by Fruit_Goose; 05-22-2012 at 02:51 PM.
Summons a controllable spider. that has the same properties as the original ulti spider, i.e. limited number of attacks, 522 movespeed, slow and damage and reveal on attack, but now the player can actually control the spider as a minion. The spider has a lifetime of 15/20/25 seconds.
While under effects of the ultimate, crit probability percentage is 1.5/2.0/2.5 of the original percentage.
Channeling time is 3/2/1 seconds. Mana cost and cooldown halved.
Channeling time is 1.2/0.8/0.4 seconds. Damage unchanged.
Gains 600/700/800 truesight while under effects of the ultimate. Damaged buffed to 300/480/650.
Guys,be more inovative.Just adding damage doesnt do much the trick.So this is my attempt to show you some good ideas:
Auto cast ulti at 25/20/15% HP under all kinds of debuffs(stuns etc),change model like pebbles to someone bigger ,and pour flames to all directions.Flames do 10/20/30 true damage per sec for the ulti duration.All damage taken is also reflected on a 5/10/15% basis to all enemies around accursed.
Give a passive to him that leeches all nearby heroes and units hp.All lose 1.5/3/4.5HP per second and Dampeer regenarates for the same ammount.Essenses are lost 1/4th of them after death now,not all.at full Essenses,the ulti now does True Damage.
Keep it as it is,add 50/100/150 damage and exdcution damage,and add a stunning shockwave like Moraxus to stun everyone in 400/450/500 radius for 100/150/200 damage for 1 sec on all levels.
Add damage,but now TB is able to teleport to one enemy that the lighting reveals ON him in the form of ligtinh and do an aditional 100/150/200 damage.
Be able to use ulti form anytime,with the cost of mana per second.Remove the +armor at begining and add other buff.Maybe some static armor anf Magic armor plus +% based damage.
Be able to use 1st ability to charge the ulti.So after contact the target get additional damage and people arund him the same plus the stun it does.
As for his utli,I would rather have it be target and then target a hero and that hero would be in a constant Taunty effect a la Legionaire and forced to fight Maphas.
So keep the stun and forced ONE opponent to fight Maphas.
SOTM effect:Make Maphas permanent and add some buff across the board.More HP,Mana,Damage etc.
He dies too easily.
I strongly believe SOTM should work on intel heroes however and for str based heroes and agi there should be another item that does the same stuff.
tempest:
Increase the radius on the ult by 100 and reduce the cooldown by 30 seconds would be more then nuf reason for me to pick it up every game )
His ultimate now has a 1sec. delay after MK takes damage before it's canceled. While his Ult is not on cd MKs skills get a 3rd activation:
He can use his vault a 3rd time for 1/4th of the original dmg.
He can use dash a 3rd time if the 2nd hit an enemy.
His Wan jin slam erupts a 3rd time after 4sec.
Increases the puppet takes from 140/160/180% to 160/180/200% and the puppet transfers now also amplified overkill dmg.
Increases the duration of the Illusion from 4/4,5/5sec. to 6/6,5/7sec. Illusions also gain attack modifiers from sw.
Increases dmg from 300/400/500 to 400/500/600
Gauntlet also gets a subskill to infuse his Gauntlet Blast with one of his other spells.
If the Blast is infused with Infernal Instabilty the Blast will explode at impact and deal dmg depending on the lvl of Instabilty
If the Blast is infused with Grapple his ult will move Gaunt and the target to target location in its flight path, also deals dmg and stun depending on the lvl of Grapple.
This "Combo skill" can only be used if both skills you want to infuse are off cd
Double casts every spine burst or snot storm he uses but all Spells cost 100% Mana, can be turned off.
Reducres the Cast time to 0,7sec. and increases the MS/Base dmg reduce from -15/20/25% to 25/30/35%.
Creates a Subskill, Channels Face Smash only for 1sec. but hits the target every 0,25sec. with 30/70/120% Bonus base dmg.
Increases the number of spawned Zombies from 10/16/24 to 16/24/34 and gives every Zombie a Frenzy for the first second.
The Frenzy increases MS and AS by 100% and grants Magic Immunity.
Creates a Subskill after the ultimate is activated, Kraken can teleport every Hero at the center to his feet. If he does the ultimate will end and Kraken will deal the remaining dmg to all enemies portet and slow them for the remaining duration by 50%.
Every enemy in range of absolute zero generates twice as much stacks of frosted. Also increases the pulse from every 0,1/0,08/0,06sec. to 0,08/0,06/0,04sec.
Zephyr can summon his Typhoon now map wide, also grants a Subskill, Zephyr can use 8 Cyclones and 75 Mana to tp to his Typhoon, the TP takes 3sec.
Also reduces the cd to 60sec.
Facehug reduces the targets magic armor by 5 for 2/3/4sec. Also increases the dmg from 200/300/400 to 300/400/500.
Increases the dmg on additional targets from 60% to 100%.
Disarms the target of his Hemorrhage.
Hits every enemy hero on the map with a small lightning blast, the blast deals additional 125 splash dmg in 300y around the target.
NH doesnt show on the enemies Minimap and while NH is invisble he gets 20/30/40% splash dmg reduction.
Only one of his Wolves needs to channel his ult to recombine (like pre nerf).
Hammerstorm masters the sword on his back, creates a subskill to change from hammer to sword.
Sword Throw, Hammer throws his sword at an enemy (like Maliken), every enemy hit around the target or in the path of the sword is stunned and dmgt depending on the lvl of Hammer throw.
Mighty Swing, only deals Splash dmg in a 90° cone with 300y in front of HS, but increases the dmg dealt from 15/30/45/60 to 45/70/85/100%.
Brute Strength, adds 50/75/100% Base dmg to the attacks and grants 100% AS for 25sec.
Switch to Hammer, this Subskill replaces Switch to Sword and can be used to switch back to his original skills.
SB also gets 10/15/20% of the targets main attribute added to his other attributes. (e.g. STR hero with 100 str, 16 int and 14 agi, a lvl 3 ult will grant 40 str and 20 int/agi)
If Nomad gets struck while using Edge Counter he will turn Invis for 4sec. and spawn a illusion near every enemy that got hit by the shockwave, the illusions deal 100% of Nomads dmg and take 300%, the illusions despawn after 2/2,5/3sec. Every Illusion uses True Strike as they spawn.
Increases the Number of max. charges to 140 and grants an additional effect if 120 charges are reached, 375/450/525, tapering -90% slow, spawns volatile minions, if an enemy dies from Hell on Newerh or one of the volatile minions his guts will splatter and release 5 corpses at once.
Binds the target with a chain to the ground for 2/3/4sec. the target cant move more than 300y away from the chain. The chain breaks if the target is forcefully moved more than 300y away, e.g. andro swap, tablet. Also reduces the cd to 60sec. at all lvls.
Renames his pet from Boris to Shudder.
Increases the duration from 3 to 5sec. and the radius from 400 to 600. Also makes the slow and dmg on the main target superior magic.
Every hit of the spiderling stuns the target for 0,5sec. also increases the number of attacks the spiderling does from 5 to 6.
Increase health and adds a ranged attack to his ultimate.
Ultimate also fires 3 random missiles in a 1000 range that targets enemy heroes, deals 150 physical damage each.
Spawns a water elemental with 200/300/400 health and a ranged attack every wave. Elementals last 20 seconds.
When ultimate is on cooldown, 3 dark terrors surrounds Salforis, dealing ranged damage and healing Salforis for each attack dealt. They have 200 range.
Healed unit are blessed and receive 1% hp regeneration for 10 seconds after being healed. Owned creeps goes berserk, increasing attack speed by 30 / 50 / 70 % for 10 seconds.
Also spawns ranged zombies (additionnal), exploding zombies leave a strange goo on the ground dealing damage over time for 3 seconds after exploding.
When the ultimate is not on cooldown, a swarm of bugs surrounds Pestilence, any unit that comes in contact with it are applied the debuff and the cooldown fires.
Instead of slashes, juggernaut dashes towards the enemies dealing 33% less damage for each enemy passed through. Resets to 100% each dashes.
Each swapped buffs/debuffs gives stacks to parasite, which increase his power when infesting creeps and his passive infest ability. Adds 2% damage, move speed and attack speed per stacks.
Dramatically increase the power for each hit, dealing 30% of the damage dealt and ministunning in a 400 AoE.
Reduce cooldown to 25 seconds, calls down a meteor that deals 200/300/400 magic damage dealt upon impact and a 2 second stun. Spawns a lesser malphas.
When placed, the puppet taunts enemy units for 1 seconds, upon death, the puppet takes the appearance of the killed hero for 5 seconds. Dealing 100% damage but taking 200% damage.
Upon activation, leaves your unmovable physical body (also unattackable) at your position giving sight of the area. You can choose to teleport back to your corpse at any time when inside someone (the host is not teleported).
Upon landing, creates a 300 unit spider web at the target's ground location, any unit that enters the AoE are applied your actual level of spider web debuff.
You have a 20/30/40% chance that your fireball will deal 200 AoE damage around your target. (Each cast in a multicast checks for the chance)
Last edited by CrashLemon; 08-20-2012 at 09:46 AM.
Nomad: Allows Nomad to act freely after casting ultimate (Ult becomes a buff, nomad is no more "Stunned" during ultimate)
Moraxus: Shield also absorbs damage taken by allies in X radius
Engineer: Automatically places all mines randomly inside ultimate radius.
Hammerstorm: Each attack increases damage further by X%.
Tempest: Ultimate cooldown reduced by 60 seconds and automatically casts Meteor where ultimate is used.
Empath: Can now attack while inside allied hero.
:rift: (riftwalker) Adds new spell: Reverse wormhole.
Essentially The exact same spell, but instead of Blinking to target location, everything in target location is blinked to you. They take the same damage and are stunned for the same duration. Range increased or CD decreased.
They share the same CD as each other.
Last edited by bangatron; 07-11-2012 at 10:29 AM.
Grey out MM until X amount of bot and pub games have been played suggestion, vote here. (11 more votes needed.)Forum Moderators are not S2 Games employees. My posts in no way represent the view of S2 Games or any of its staff.
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Bramble: instead of his ult being linear, you can draw how you want it, so curved or angled.
Also make it longer with a slow or add poison dot/regen debuff.
Grey out MM until X amount of bot and pub games have been played suggestion, vote here. (11 more votes needed.)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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:Ramp: add his old ult before they get chained.
Grey out MM until X amount of bot and pub games have been played suggestion, vote here. (11 more votes needed.)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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