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Nimble Duelist
Image by Hamsterfly
Strength: 19 + 2.2
Agility: 27 + 3.2
Intelligence: 10 + 1.0
Damage: 49 - 54
Movementspeed: 310
Quickstep:
The Nimble Duelist is known for his quick feet, quickly moving 250 to the left (Q), forward (W), or to the right (E).
Using this ability multiple times in succession applies Exhaustion to the Nimble Duelist.
Exhaustion effects:
+5 manacost per stack
0.05 second of Immobilization after ability use per stack
Manacost: 25
Cooldown: 2/1.5/1/0.5
Parry:
Passively adds a 10/15/20/25% chance to reduce the damage from incoming attacks to 0, reflect any secondary effects of those attacks to the attacker and increase your attack speed by 40/60/80/100 for 2 seconds.
Precise Strikes:
On every attack, the Nimble Duelist has a 25% chance on attack to penetrate any of the targets armor, dealing his 80/90/100/110% of attack damage and an additional 15/30/45/60 as true damage.
Pure Skill:
The Nimble Duelist focuses, eliminating any chance from his mind and turning it into guarantee. For 5/7/9 seconds, any procc chance for the Nimble Duelist is 100% and any procc chances against him are 0%.
Manacost: 150
Cooldown: 60/45/30
What the skillset overall does:
Obviously this hero is a pretty strong hardcarry with decent immunity to attack modifiers and similar shenanigans.
He also won't be using one of the most common attack modifiers - Shieldbreaker - since Precise Strikes allow him to ignore enemy armor quite often, especially when combined with Pure skill.
Overall, Wingbow is going to be incredibly strong on this hero, since he works well with attack speed and he can also make great use of the Evasion, since it stacks with Parry.
Hellflower is also going to be a great item to have on the hero if you can get decent early farm, since it allows you to gank early on.
Brutalizer should allow for you to create a strong lockdown - disabling a single target pretty much guaranteed for 1.4 seconds every 2 seconds should be quite useful.
Similarly, Charged Hammer can yield pretty crazy results, as your opponents simply won't want to attack you, and will try everything they can to prevent you from getting close to them:
Which is why a Shrunken Head is definitely an item you will want to consider to be able to apply all the damage potential you hold.
Last edited by Skyve; 05-09-2012 at 03:41 PM.
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Just a FYI. Games are moving away from a more "luck" based skillset. It makes the game more competitive as well as provides better feedback for the player. Your hero is based around 2 random chances with a ult that makes it not random for a few seconds. Just dont see it working
Edit: Also his first skill is similar to that of MK and almost has the same range at max level. (not saying its bad to have a similar ability) With a insanely low CD makes the ability easy too spam and making this hero almost impossible to target. Imagine MK on Crack imo.
Last edited by g0dAr1es; 04-26-2012 at 10:08 PM.
I really love him but in another hand I think he's so OP and weird !
Q His First skill, I don't think it is needed to increase both cooldown and range with level, 1 of those should be static, the range rather.
Also, it got 0.5 cd so each 0.5s he can move foward? All depends of the duration of this dash, but I would put it charge based with a higher cooldown to get 1 charge than 0.5s.
W Next Skill, First, it's Rng, that's really not reliable with a powerful effect like that, (you should put a each 4 incoming attacks or something unpredictable) and I don't think it should block all the incoming attack, but a Part...
E Seems fair, Only the Rng is bad there but since it's damage boost, it has less impact, so it's ok...
R seems fair...
I really like this hero because it remembers be old good dota carries, that's why I really want you to tweak his skill to be a more reliable hero ! I hope you will do it !
And I really want to see the final version !
I think you are overthinking the RNG. It's based on being attacked and attacking, ie, gets lots of "sample size" every fight.
Basically you could as well see it as crit and evasion (ie, Wingbow and Riftshards), which both still have their RNG and on neither item the RNG is problematic.
I also didn't think of the similarity to MK's Dash, however, this skill doesn't give any damage (and originally moved backwards instead of forward, however, I decided against it, since the hero was lacking the ability to chase).
The idea here is to have a skill that allows you to quickly dodge enemy skills, while also providing you with some form of mobility to apply auto-attacks.
I probably could see the travel distance going down per use (as a form of "exhaustion" mechanic) so it will be possible to use the ability a couple times in quick succession to give you at least some somewhat guaranteed attack uptime.
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bump 4 it ...! Looks like you're right about the RNG ! Can you please fix it... especially exhaustion system on skill 1... I could do a playable version of it...
Done![]()
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Ok for the mana cost, but imobilization of 0.05s , I need to use it 10 times to have a slight immobilization of 0.5s !
What do you think of reduce distance of quickstep by 25 after each utilisation (up to minimum of 125), reset after 4s without using it...
Think about it that way: You can use it twice a second. 0.05 -> 0.1 is already 0.15 for the first second. Then 0.15 + 0.2 the next second (yes, the immobilize stacks too, guess I didn't make that clear).Ok for the mana cost, but imobilization of 0.05s , I need to use it 10 times to have a slight immobilization of 0.5s !
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What happens for skill 2 vs True Strike?
I also got some issue to code this hero:
- Since it isn't possible to know a unit attack modifier, I tried to make a unit self attack itself doing 0 dmg, but looks like it can't be done...
- Also, any procc chances against him are 0%, it's totally uncodable...
For the others skills, there're no pb, I'll try to check more deeply, because I want to finish it...
I don't know about you but my thought on duelist is he should be looking like this one.
Source: http://nwn2.wikia.com/wiki/Duelist
A one handed rapier wielder. What do you think? More aesthetic?
The idea was to have it work against auto-attacks only. Although I guess Nomad's skill is an attack command, so it'd have a chance at blocking it.
For the other thing - would it be possible to create an invisible illusion to do the attack? It's not perfect, but at least achieves it somewhat.
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