Arika, the Unstable
Base Damage: 48-50
Base Strength: 22
Base Agility: 6
Base Intelligence: 24
Strength Gain: 2.2
Agility Gain: 1.4
Intelligence Gain: 2.5
Movement Speed: 300
ROLE: Arika is an extremely durable hero which relies on her own survivability and the spammable nature of her spells to dominate. While she has no disables or slows, she does have very intense magic damage in both ganks and in team fights.
Warp Shard [Q]
Plasma Torrent [W]
Chaotic Mantle [Passive]
Heart of the Void [Passive - R]
Notes: This is one of my oldest hero designs. Some of you may remember her, posted from Disco_Bison's account for popularity reasons. Enjoy!
Last edited by Apostate; 05-07-2012 at 12:50 AM.
I'm curious what non-oldtimers have to say about Arika.
Well. I can try and give some feedback.
First. I look at your stats for Arika. 6 in agility? I dont know if it is a typo or what?.
But in the case that it is not. I can see why she would not need autoattack with plasma torrent. Most ranged heroes got 600 range, so she could stand safely away with her low armor aswell. I dont know if she will be to hard to "aim". Since she will be disarmed, you would have to try and move her into position for it to hit where you would want. I hate (from experience :P) chtulus ulti, because its so damn hard to hit in the direction you want when you get juked around trees etc.
Maybe make it so that the ability becomes her autoattack with a fixed attackspeed? I dont know.
Im a big fan of your Q ability. Hitting an enemy hero standing next to another and letting the spell tear them appart. I dont like that the spell doesnt end until they seperate. It seems unbalance considering that the spell also got 700 range, which is very far for most spells in HoN. I would suggest that you lower the range of the spell to 500-600 range or so and add a cap to the bouncing effect. Making the cap high will get the same response when hit by the spell, but wouldnt make it go out of proportions.
About you E passive.. I actually only got one question. Does the 20% chance apply to each bolt from plasma torrent? and if yes, then the range on plasma torrent needs to go down. I can see myself standing at 700 range throwing spells down the range and if luck is on my side i can burn a hero down by simply plasma torrent damage and chaotic mantle procs. The defensive version on Corrupted Disciple cant trigger everytime you hit him with a spell. So being able to trigger every time (every 0.1 sec) plasma torrent hits would be devastating. Maybe need to clarify the synergy between those two.
And before i go on. Does the chance also apply to the bounce effect? and if yes, my repsonse would be the same as above mentioned. Need to clarify and do the math on it.
Now for the most exciting part of the hero. The ultimate. I like the idea of an ultimate that absorbs damage before you return it back in their faces! what I dont like, is that it is passive. There are drawback, yes, like you cant stop the damage after you leave combat for 2 seconds, but what when you are in combat?
- What if you recieve more damage than you got health? would you instantly die or would you just keep fighting? If no death, I wouldnt care about building hp really, because I would always get my combo/nukes of before I went down finally.
- I tried to do the math, and correct me if I misunderstand the mechanics. Im playing Arika and take 1000 damage. My ulti is lvl 3. I now active it dealing 700 TRUE damage to the target, taking 300 magic damage myself (with -10 magic armor?)?. This way i dodged 700 damage that fight, dealt 700 true damage that fight, and got smacked in the face with 300*-10 magic armor. The damage you "dodge" is immense, and could be higher?, the damage you deal is true and ignores damage resistance making Akira the worse target you could ever try and kill, the return damage wouldnt be high enough to kill any hero lategame. AND now the enemy got 3 seconds to burst Akira down, before she can just ignore getting hit and keep bursting at them, until they stop hitting her for 2 sec? she will be so hard to kill. So very hard.
I hope my thoughts on Akira helped.
This is a suggestion - for everyone who doesn't know how to do it. Give a suggestion on what something should be, don't expect S2 to make it for you.
Now... To you hero - Arika, the Unstable.
A fairly well balanced and interesting hero. However, I do have a couple of comments on both "fun"ness and balance.
Arika's 2nd skill seems weird. By weird I mean, I am not sure if balanced, UP or OP. 150 magic damage a second in a 700 cone and with a fairly low mana cost - However, it's power would wain significantly, though, not entirely towards late game, unlike many other skills. This skill has no snare (slow,stun,hold) and only damages those in front of you, meaning you can't run away from them and hurt them. Also, this skill is kinda boring, even with the trade off of being disarmed. I will say for now, that it isn't a great skill balance wise but would be quite boring to use. (If it does the damage to all units in the 700 cone - Does it?)
Arika's ultimate is very, very OP. Being able to survive to the end of a team fight is OP (assuming some form of damage is dealt to you throughout it) and then being able to mitigate the damage TWICE (initial mitigation + 2nd mitigation - while both are magical). I would remove the absorbing part and just make this skill reflect the damage (un-mitigated) back at a specified target. It would gain power the more mana used in an aoe or the damage dealt directly to you.
Other than that I like it and I hope my feedback isn't illiterate and is helpful. Please do converse with me over my critisism, as I am here to help ^.^
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Such insightful replies! Thanks guys!
I'll reword the mechanics of the second skill as it seems that its been misunderstood. The way the second skill works is that it fires in an inaccurate spray, like a machine gun. The bolts go a total of 700 units, or until they hit a target. It is very difficult to hit an enemy with all the bolts unless they are stationary or directly in front of Arika. This skill is very difficult to use effectively, and becomes very mana consuming as well.
The third skill is balanced around proccing from bounces and plasma bolts. It adds a total of 80 dps(two procs a second on average) to both skills, making them much better.
While the first skill sounds extremely annoying, it really REALLY isn't that much damage. Two or three casts is the equivalent of a Mock on one or two people. It's just an extremely annoying spell that can be comboed with others to do really nice sustained damage. That said, I nerfed the max bounce range to 600. Nonetheless, I've capped the bounces at 100 bounces--ten seconds of bouncing.
The ultimate is a tricky thing. I've gone through a lot of steps to get it to where it is now, and it's the main thing I like about the hero. Arika is designed to be a very difficult to kill hero, with sustained DPS.
What you need to realize though is that two seconds without damage happens all the time in fights. It isn't as OP as it sounds. Silences, and any stun lasting 2 seconds or longer will force her to take damage. She is very easy to pile on if you disable her, she just requires good team coordination to take out. At least in theory.
Last edited by Apostate; 05-07-2012 at 12:45 AM.
Ok... Maybe, for balance, make it so only physical damage is absorbed and magic is dealt straight away? Or it will deal the damage after 2seconds of not taking physical damage (thinking of mock and aoe dps). I like the idea, but you need to change it just slightly, just... just... slightly
Sometime, if you up for it, I can skype you and tell it to you verbally... As it would explain it 100% better
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