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Thread: [DREAMTEAM] Arika, the Unstable

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  1. #1
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    [DREAMTEAM] Arika, the Unstable

    Arika, the Unstable



    Stats
    Range: 500.
    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
    Armor: 1
    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]

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    Mechanics: Warp shard deals magic damage to the initial target, and then bounces to another enemy hero within range. The further enemy heroes are from each other, the less damage they take, and vice versa: closer = deadlier. Deals from 5/6/7/8 magic damage (max range) to 20/24/28/32 (less then 150 range) per jump, and occur every .1 seconds at very fast projectile speed. Warp Shard will bounce a total of 100 times, unless it can find no new hero to bounce to. Maximum range of jump: 400/500/600/700.

    Visuals: A bolt of purple lightning.

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    (1) Deals 40 Magic Damage.
    (2) Deals 80 Magic Damage.
    (3) Deals 120 Magic Damage.
    (4) Deals 160 Magic Damage.
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    Mana cost: 75/85/95/105.
    Cooldown: 3.5 seconds.
    Range: 700.
    Type: Magic.






    Plasma Torrent [W]

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    Mechanics: This is a toggleable skill that functions similarly to Cthuluphant's ultimate. Arika is disarmed while using this skill. Arika shoots out 1 bolt of plasma every .1 seconds, each dealing magic damage. The bolts spray out into a wide cone in front of her and have a very narrow hit box, meaning that only targets who are at VERY close proximity to Arika will be hit by all of them. Bolts have 700 range and pierce enemies, dealing half damage to every target after the first.
    Every second that this skill is active, the skill gains a charge. For every charge on the skill, the manacost of each bolt is raised by 1(raises manacost per second by 10). Plasma Torrent loses one charge every .5 seconds it is inactive.

    Visuals: Arika raises her hand, and shards of energy shoot from her palm outward in front of her.

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    (1) Each bolt deals 5 Magic Damage.
    (2) Each bolt deals 8 Magic Damage.
    (3) Each bolt deals 11 Magic Damage.
    (4) Each bolt deals 15 Magic Damage.
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    Mana cost: 4/4/6/8 mana per bolt (40/40/60/80 mana per second).
    Cooldown: Toggle.
    Range: 700 cone shape.
    Type: Magic.






    Chaotic Mantle [Passive]

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    Mechanics: Arika gains bonus magic armor.
    Whenever an enemy is damaged by one of Arika's spells within a 800 radius of her, there is a 20% chance that chaotic energy will lance from Arika to the target hero, dealing an additional magic damage and ministunning the hero.

    Visuals: When the skill is leveled, electricity starts buzzing around her more, and when it procs lightning strikes out at the enemy

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    (1) Gains +1 magic armor. 20% chance for spells to deal 10 bonus Magic Damage and ministun for .01 seconds.
    (2) Gains +2 magic armor. 20% chance for spells to deal 20 bonus Magic Damage and ministun for .01 seconds.
    (3) Gains +3 magic armor. 20% chance for spells to deal 30 bonus Magic Damage and ministun for .01 seconds.
    (4) Gains +4 magic armor. 20% chance for spells to deal 40 bonus Magic Damage and ministun for .01 seconds.
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    Type: Magic.






    Heart of the Void [Passive - R]

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    Mechanics: This skill has a passive effect and an activated effect.
    Passive Effect:
    If Arika receives damage from an enemy hero, she instead ignores the damage and charges equal to the damage dealt are added to Heart of the Void. After she hasn't been damaged by a hero for 2 seconds, the charges are removed and she takes equal superior magic damage(she cannot avoid the damage using a shrunken head, but the damage is reduced by magic armor). Damage from DoT spells do not refresh the timer.
    When Heart of the Void gains charges, Arika receives the debuff Unstable. This debuff gives her -1 magic armor for every 100 charges on Heart of the Void.

    Active Effect:
    Arika removes a % of the charges from Heart of the Void, and deals it to an enemy target in magic damage. Arika then takes the rest of the damage instantly. After using this ability, Heart of the Void loses its passive effect for three seconds.

    Visuals: Arika glows brighter and brighter the more charges the skill currently has. At high charge levels she appears to be distorted and vibrating, about to explode. When activated, all of the energy currently in the skill is shot at an enemy. If there is only a small number of charges when activated it is not very impressive, but at high charge levels the activated effect is a huge blast of energy.

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    (1) Remove 50% of charges and deals it as true damage.
    (2) Remove 60% of charges and deals it as true damage.
    (3) Remove 70% of charges and deals it as true damage.
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    Mana cost: 200/250/300.
    Cooldown: 120 seconds.
    Range: 500.
    Type: Magic.



    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; 05-06-2012 at 11:50 PM.

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  2. #2
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    Bump!

    I'm curious what non-oldtimers have to say about Arika.

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  3. #3
    Hi.

    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.

    Babylon7k

  4. #4
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    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 ^.^
    Community Contributions Fan
    What do you think about Luna Moth Monarch? or maybe you would prefer to have Possessed Legionnaire?
    Or do you want to add Magic Armour to the Detailed Hero List?
    Click the name of the suggestion you want and go vote!

    Entwife



  5. #5
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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; 05-06-2012 at 11:45 PM.

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  6. #6
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    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
    Community Contributions Fan
    What do you think about Luna Moth Monarch? or maybe you would prefer to have Possessed Legionnaire?
    Or do you want to add Magic Armour to the Detailed Hero List?
    Click the name of the suggestion you want and go vote!

    Entwife



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