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Thread: Rosevine

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  1. #1
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    Rosevine

    Rosevine


    Legion soldiers tell of a field that used to be littered with roses, a place which was used to pay respects to the dead. As the war raged on, this sacred place was defiled and the roses were painted the deep red of Hellbourne and Legion blood alike. From the ground arose an abomination, a mass of thorn and hatred; having the single desire of seeking more of this blood. Harnassed by the Hellbourne the demon became known as the Rosevine, and with it grew stories of bloodshed and torment.

    Agility
    Hellbourne
    Melee
    Movespeed 295

    Vinelash - Q

    Range: 300
    Cooldown: 15 seconds
    Mana Cost: 60

    The vines surrounding the beast lash out wildly, hitting foes who stray too close. Attacks random targets within 150 units around Rosevine.

    Performs 3/4/5/6 additional attacks over the course of 3 seconds. Targets struck by Rosevine's Vinelash attacks are inflicted with Immobilize for 0.1/0.5/0.7/1.0 seconds, refreshing if they are hit. Rosevine can move freely during the skills activation.




    War's Rose - W

    Range: 500
    Radius: 275
    Cooldown: 15 seconds
    Mana Cost: 115/125/135/145

    Rosevine's hatred spreads throughout the ground, creating an area that absorbs the fallen blood. Creates a Rosegrove on the ground with a radius of 275 units which lasts for 5 seconds. Applies Rosebed to enemies within it, with a 2 second linger time. Applies Rosehome to Rosevine within it, with a 2 second linger time.

    Rosebed Effects
    When attacked, pulls the unit 25/50/75/100 units closer to the center of the Rosegrove.

    Rosehome Effects
    7/14/21/30% Lifesteal, stacking with other modifiers




    Bloodthorn Bramble - E

    Passive
    Range: 600
    Cooldown: 6/5/4/3 seconds

    Every time the Rosevine is attacked, the aggressive vines strike out at the nearest victim. When attacked by a hero unit, a thorny vine strikes out at the nearest enemy hero. The vine deals a physical attack equal to 25/35/45/55% of Rosevines damage and heals Rosevine for the damage dealt. The hero struck by the vine receives Bloodthorned for 3 seconds.

    Bloodthorned Effects
    -20/40/60/80 Attack Speed




    Strangling Grasp - R

    Range: 700
    Cooldown: 90 seconds
    Mana Cost: 100/180/260

    Rosevine sends out a barb that entangles itself in an opponent, creating a link between the two. Applies Stranglehold to the target for 5 seconds.

    Stranglehold Effects
    Silenced
    Pulls the unit 150/200/250 units closer to Rosevine every second
    Deals 80/120/170 Magic Damage per second

    Cannot be dispelled or denied.

    Stranglehold is canceled if Rosevine dies or if the unit moves more than 1000 units away from Rosevine.




    Hope people like it and comments would be swell as I'm probably going to make an actual playable hero with what comes from this.

    Last edited by Hubaris; 05-09-2012 at 11:53 AM.
    The sign of lost Carcosa appeared in the air, paralyzing us with dread older than the very idea of time.
    As we looked on in horror, the unholy sign dissolved into a lone figure, shrouded in yellow.

  2. #2
    Hey cool hero! Nothing much to say about, just some things

    Is she melee?Agi? Is she designed for what role?

    At the first skill, a target will be immobilized for 4,5 seconds? if he stays in the 3 seconds duration?

    At the second skill, the radius scaling is kinda meh, I would put a static 275 AoE, just look at SR, I guess he was the only one with that kinda of scaling radius, and it got changed to a fixed ammount! Maybe 250/250/300/300 if you want to scale. I don't really like how the area is kinda small, and if you walk out theres no effect. I think a buff would be better maybe.. Like, you create an area around you, that will follow you. Don't know... this actually depends on her range, that you didn't say.

    The third skill is cool and simple, fits the hero well.

    Ult is cool, even if the effect is the pulling again, like the second skill. I would add a sotm effect to it, that you could use on 2 targets :P




    Thanks Lhune!
    ¤
    Sorry for my bad English!

  3. #3
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    Thanks for the feedback!

    Yea, it said AGI Melee at the top but I clarified in the edited post. The immobilize duration was reduced at max rank, the thing is it hits random enemies, making it less restrictive in a teamfight but better when chasing stragglers. Rescaled the AoE on its W. I like the idea of a moving area but it would be too strong with the mobility and damage granted with the Q. Personally I don't like SotM on semi-carry type heroes, and the 2 pulls were a requirement made to me (I tend to take hero design requirements from friends, makes it more interesting).

    As for a role, with 2 scaling skills and a semi-lifesteal, I'd think it would be some sort of semi with a weak-mid strength ganking potential when paired with someone else.
    The sign of lost Carcosa appeared in the air, paralyzing us with dread older than the very idea of time.
    As we looked on in horror, the unholy sign dissolved into a lone figure, shrouded in yellow.

  4. #4
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    Bump for feedback because Snap was teased.

    Hmph.
    The sign of lost Carcosa appeared in the air, paralyzing us with dread older than the very idea of time.
    As we looked on in horror, the unholy sign dissolved into a lone figure, shrouded in yellow.

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