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  1. #1
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    Queen Adadeia

    Since birth, Adadeia has been imbued with the fragmented soul of a spirit of light. Her unique condition bestowed upon her unique powers that very well aided her in the protection of her lands from the influence of the Hellbourne. For a long time, that protection was enough. Or so she thought.
    In her pride, Adadeia thought herself and her people invincible to the Hellbourne threat. Long ignoring any calls for help from the Legion, the queen was ignorant to the storm that was brewing over her lands. And so one day the Hellbourne came. Focusing a numerous amount of forces on Adadeia's kingdom all she ever charished was wiped out in one night.
    Broken, the former queen sought out the Legion. Having nothing else left, she dedicated her remaining life to vengeance and joined the Legion's efforts to erradicate the Hellbourne once and for all.



    Intelligence Ranged

    18 + 2
    16 + 1.5
    23 + 3

    Range: 600
    Damage: 44 - 46
    Movementspeed: 300

    Orb of Light

    Send out an Orb of Light that deals 30/60/90/120 magic damage to units it touches and provides 350 radius clearvision around it while it travels. Activate the skill again to have it explode for 60/120/180/240 magic damage and reveal units in a radius of 600.
    Range: 1600 (400/s)
    Manacost: 120
    Cooldown: 12


    Luminiclasm

    Adadeia causes an explosion of light at target location, stunning enemies hit and leaving enemies facing it blinded.
    Stuns for 1.75 seconds. Enemies facing the Luminiclasm have a 100% chance to miss on attacks for 3/3.5/4/4.5 seconds.
    Range: 500
    AoE: 325 (stun), 600 (blinding)
    Manacost: 80
    Cooldown: 12/10/8/6

    To the Light

    With a thread of light magic, Adadeia pulls target allied unit towards her, increasing her and the targeted ally’s movementspeed for a short duration.
    Increases MS by 60% for 3 seconds.
    Range: 575/600/625/650
    Manacost: 60
    Cooldown: 8/7/6/5
    May be cast on self to just apply the movementspeed buff.

    Queen's Protection:

    Adadeia covers the area around her in light magic, granting magic immunity to herself and nearby allies while channeling. Channels for a maximum of 2 seconds.
    Manacost: 100
    Cooldown: 30/20/10
    AoE: 600

    Changelog:


    Replaced Sanctuary with Queen's Protection. Old Version:

    Sanctuary

    Adadeia places a Sanctuary at the target location. Allies inside cannot fall below 1 HP for the duration of the ability. At the end of the ability damage dealt to Adadeia and her allies will be unleashed in a nova that damages enemies.
    Lasts for 5/6/7 seconds. Deals 100% of enemy damage dealt to heroes inside the Sanctuary at the end of the ability.
    Manacost: 200/300/400
    Cooldown: 180/160/140
    Range: 300
    AoE: 500



    Reworked Orb of Light. Old version:

    Orb of Light

    Adadeia sends an Orb of Light to follow the target, damaging it and revealing it.
    Lasts for 4/6/8/10 seconds dealing 32 damage per second.
    Range: 550
    Manacost: 120
    Cooldown: 10
    Last edited by Skyve; 07-24-2012 at 01:03 PM.

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  2. #2
    Hi. Like the hero mate.

    An alternative for the first skill is that Adadeia sends orbs out to every hero within a certain range. Damaging enemies as you have and will heal allies. Making this skill very good in team-fights. Prehaps make the damage/heal dependent on how many lightorbs are sent out. Prehaps also incrasing the range at each lvl.

    An idea for the ultimate may be to add a trigger for Adadeia to release rhe nova at any given time. Making it harder for enemies to predict.
    Great job!

    I could realy use some feedback on my hero Shade if you can spare some time. He is on the first page of this forum. Or can be found on my dream site. Thx

    -Lirion
    Last edited by Lirion; 04-24-2012 at 01:12 AM.

  3. #3
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    Skills 2 3 4 are totally awesome and original !!! As you said, skill 1 should be reworked a bit... About, ult I think its op ! 500 AoE especialliy, i would put a 300 AoE with a 100s cd !

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    I don't like her E. It doesn't feel right on her for some reason. Otherwise, excellent work Skyve.
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  5. #5
    skill 2,3 and 4 are amazing, really interesting concepts
    the numbers might need some changes, but their concepts are really unique and thought out

    the first skill is kinda boring and bad though, but you are aware of that it seems

  6. #6
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    Sends an Orb of light to enemies in a 500 AoE around you.
    Whenever an enemy affected by an Orb of Light attacks or casts a spell the Orb of Light deals 25/35/45/55 damage to the enemy.
    Lasts for 5/6/7/8 seconds.

    Does that seem fine?

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  7. #7
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    Quote Originally Posted by Skyve View Post
    Sends an Orb of light to enemies in a 500 AoE around you.
    Whenever an enemy affected by an Orb of Light attacks or casts a spell the Orb of Light deals 25/35/45/55 damage to the enemy.
    Lasts for 5/6/7/8 seconds.

    Does that seem fine?
    Seems fine. It's like an anti-carry move late game.
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  8. #8
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    Not fan of this skill 1 suggestion, Also, she need another reliable damage source !

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  9. #9
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    Quote Originally Posted by Melto View Post
    Not fan of this skill 1 suggestion, Also, she need another reliable damage source !
    I was gonna add some base damage to the skill too, like ~90ish.

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  10. #10
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    still not convinced by the ability 1...

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  11. #11
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    This hero kinda of reminds me of Io - The Guardian Wisp from Dota
    So I googled, and read his 2nd skill:

    Io summons 5 ancient Spirits over the course of 4 seconds; the Spirits dance around Io in a circle to protect him. If an enemy hero moves close enough to touch a Spirit, the Spirit releases its life energy in a burst, damaging all enemies in a 300 area of effect. Non hero units only take minor damage upon touching a spirit and do not cause them to explode.
    I personally think this skill would have more synergy with a slow (not a stun) but I do think it would fit into her skillset of protector and damage deflection.

    I don't want you to port the skill, just look at it and it might give you an idea for the 1st skill, instead of an orb following an enemy - maybe it follows an ally.
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  12. #12
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    Yep, could be cool, to make it applyable on a single target ally, and adding a sub-skill to drop on the ground one by one theses spirits, to forbid enemies to follow the ally.
    Spirit would be like pets auto-attacking enemies, when an attack success, the spirit would burst in AoE !

    That only my opinion, but also, skill 2 should damage to have a reliable damage source, or put a high base damage to this hero...

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  13. #13
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    bump 4 your cool hero !

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  14. #14
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    Reworked the first skill.

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  15. #15
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    for skill 1 cd should be very low so, and about E you should add an effect when you activate skill 3 on enemies...

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  16. #16
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    You can't cast any of her skills onto enemies though (well, W always affects them, and Q can deal damage t them, but there's no possibility to actually target an enemy unit as such).

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  17. #17
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    Question: Does E actually pull an ally? How far?

    Question: How does your ultimate deal damage to enemy units? Does it calculate the total amount of damage dealt to all allies in the duration, then deals that? That might be too powerful, especially when multiple units are hit by an enemy aoe spell, which would effectively multiply damage by 5.
    :balp
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  18. #18
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    In fact, I mean that E is too situation with only this effect to be reliable...

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  19. #19
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    Reworked Q to something that is better.

    Also I don't really think E is "too situational". It can be used defensively primarily, but also has offensive uses. And I don't want for it to be an andromeda ult.

    Question: How does your ultimate deal damage to enemy units? Does it calculate the total amount of damage dealt to all allies in the duration, then deals that? That might be too powerful, especially when multiple units are hit by an enemy aoe spell, which would effectively multiply damage by 5.
    That is something that primarily would be needed to be playtested. It probably shouldn't count any damage done to units at 1 health though.

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  20. #20
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    Good skills, but needs better synergy in my mind. Only thing that really seems to work together is the third and fourth ability. The rest are just good supportive abilities on a supporter, which might be fine and as they are all useful skills, they inherently have some synergy. I guess what I'm saying is that it feels like a hero with a lot of good abilities, but not a lot of comboing or overlapping abilities. W and R are actually somewhat unsynergistic. The miss chance should be 100 % as 75 % just seems strange and with RNG nobody but frustration and flaming wins in the end. I also think your ultimate might be very, very OP if the damage done once the duration ends equals all damage done inside the area done to all enemies inside the area. ( As in, Pyromancer hits 3 people for 300 damage, Pyromancer is dealt 900 damage once it ends). Not sure how it works, you should probably specify.
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