Obviously all the ability details are not set in stone so any "OP" abilties would be subject to change. Please click on the link if you can spare the time, and if you like the hero feel free to give it a THUMBS UP. It helps tremendously. Any constructive critisism you have on the Hero are welcome and I will attempt to reply, as well as answer any queries. Apologies for any typos.
-I rushed making the final details for this hero due to the release of the Hero "Riftwalker" who shared an extremely similar idea to this hero. I wanted to "release" the hero before it got to the point where if I released this hero people would most likely say I took ideas/inspiration from Riftwalker. Despite the similarities, I came up with the idea for this hero and his abilities/visuals 2 weeks before the Hero spotlight of Riftwalker was released. Yes I understand that the Dev. team definitely had these ideas before I did to have created the Hero but I just wanted to state that I took no inspiration from their recent release, althouth it did cause me to change a few abilties to try and differentiate the hero and still make it viable to be (hopefully) made. Ability 1: -Meant to be spammable blink, low CD/mana cost. Short distance makes it just as effecient as longer blink abilties. Give him good survivability despite his low STR/STR gain.
Ability 2: - This was the first ability I thought up, I wanted to make a Jungle hero who was either an AGI or INT hero. Junglers usually have one of three things: Lifesteal, Minions, the ability to Tank. I didnt want to make hero with minions, nor does the "tank" mentality fit the AGI/INT hero I wanted so I went for lifesteal. I could of either done this as a % or a specific value so I went for the value, enabling high HP gain early game for farming which then becomes less effective late game.
Ability 3: - Originally I had thought a stun or slow nuke, even a silence to give the Hero some Crowd Control. I then came to the idea of an ability which would "suck in" all enemy heroes to the target location amazingly similar to an ability that Riftwalker has but discarded the idea before she was released as I thought that the ability would be OP, enabling amazing synergy with other heroes with AOE and the fact that one of my favourite heroes (FLUX) has a similar ability as his ultimate, yet has no abilities himself to immediately synergise and follow up with it other than his single nuke. I then thought of the idea that Void Beast currently has, increasing his ability to chase down heroes, giving him a bit of CC and an ability to deal magic damage with.
Ability 4: Think horror films when a light is flickering on and off and the "monster" is getting closer and closer. Thats the idea I was going for, giving Void Beast the ability to disorientate enemies making it harder to land skill shots, allow team mates to escape and to allow his team to come out on top in static fights.
Just trying to get you into my mindset and explain my thought processes.
Thanks for your time,
Mate, you've done so well, take your time before you publish the draft
However, the design theme seems solid enough except for the 1st skill. A jungler hero either needs to be VERY TANK (minions), medium tank with aoe dmg or lifesteal, or squishy with enormous lifesteal or massive aoe. However, you went with squishy blinky, hit and run, chase hero with lifesteal added. To me, it feels very unpolished and you haven't thought everything out like you have with your other heroes.
But then I read the Dream... -.-
1. Void rift reminds me of Poof from Meepo in Dota and of Elemental Warp from Midas. Fine enough. However, I would remove the stun as you already have a stun.
2. Lifesteal - Gaping Maw: This is a weak lifesteal, however you did do something unique and DEFINATELY COOL! Well done! I would suggest adding a "+weak% of att damage" so it does scale into the mid to late game. Question: would it be an attack modifier? Maybe spell vamp?
3. Void Shock! This is a different skill, making your enemy choose between going to safety near the team or isolating oneself to avoid teamstunning yourself. I think this skill has good stun duration but needs the cooldown reduced (in it's current state you can only get a stun every 10 seconds) and a nerf to the delay (maybe make it so you can activate it whenever you want)
4. The ultimate - I am sad at this skill. It does fit in with the theme but it doesn't seem right. However, the not being revealed on attack, cast etc. etc. is identical to that of my own hero, only your's is aoe and quite op. The evasion doesn't sit right either :S I would suggest reworking this skill.
Voif SHIFT - Why not shift your team to the location but swap them into mirror positions (opposite to what they were before... e.g if Behe was in the back left hand corner he would end up in the right hand front corner)
Yeah this hero is definitely unpolished mainly because I kinda rushed trying to finish it, and I'm gonna blame some of it on the fact that I'm super ill but i completely agree. However I made sure I didnt formally "publish" the hero so the Dream page can easily be changed. I wanted to make sure I could implement feedback into the changes I made. Hindsight also helps a lot. I was hoping that people like you would help make the hero better than I could have made it myself.
For this hero I was kinda hoping that the squishyness in the Jungling could be countered by lifesteal, his high starting armour and some bucklers. I was thinking of having a higher STR but since I started making the hero revolve around AGI/INT I didnt want to spread the stats too thin if you now what I mean. The lifesteal probably wasnt high enough, I was just a tad afraid of making it OP as it is HP/attack as apposed to % so high attack speed with low base damage could help negate a large portion of damage dealt too you (the skill also increases attack speed). I should give it a slight buff though. Maybe giving 30/40/50/55 with a sleight boost on creeps? At least something along the lines of that. I like the % idea, possibly a +10/12/14/16%?. For me that skill was not gonna be an attack modifier meaning that it could possible be mixed with lifesteal items but I definitely would like some input on that, if it were to have the +% idea then I would make it an attack modifier. However being an INT hero this shouldnt be too much of a problem as I doubt you'd buy something like a Frostburn on a hero like this, and with a passive lifesteal you shouldnt need to buy more.
I havent played DOTA before and lack any knowledge of certain heroes from it but for the first skill I just wanted a short distance blink, which combined with a high mana pool due to the fact that he's a INT hero could be spammed. Thought it fitted in which the Hero Concept, though not too well with the hero design, but I was a bit stubborn not wanting to force synergy, it would definitely help with ganking. I put in the stun not only for cool sake but thought it'd give the hero a unique chance to quickly leap in and interupt channeling abilities, as well as stutter those running away from you, as soon as I thought of this ability Jumper came to mind. The stun and silence would also decrease the chances of the person you were chasing turning around and giving something back. I was hoping to give the hero more CC and disruption but then tried to narrow it down to single target killer which is maybe where some of my problems lie.
For the third ability, decreasing the cooldown is a must (damn you hindsight!). I originally thought of a 6 second CD with a 2 second delay but changed my mind thinking it was OP, lol. As for activating it, that thought crossed my mind but I wanted to stray a bit further from Bombardiers ability but I should reconsider.
As for the 4th ability it is a bit of a shamble, I agree. I'm definitely going to rework this skill. The evasion was an after thought, although I do think the idea of it fits with the hero concept. I'll either put it in a more fitting skill or cut it all together (more likely). As for the actual ability, originally I thought of having all the durations halved. So it would be a 0.5 second invis every 0.5seconds for X seconds but increased it to 1 second mainly to make sure people understood what I was going for. I'd still like to keep the concept as long as I can rework it into a balanced ability. Decreasing the duration and increasing CD would definitely be a step in the right direction but the main thing I was afraid of is that if it had a too short duration then the other team would be able to back of and just wait for the effect to subside although I suppose thats gotta be a risk. As for the name Void Shift - I just came with that outta nowhere, I think thats the illness talking, I rushed to give it a name. Something that would hopefully suit it but I failed. Having an ability which would displace people would definitely be cool and I'm gonna think about that. I just know that its gonna be hard to get away from the flashing invis idea, it seems so cool in my eyes. I guess I just have to make sure the invis properly balanced using feedback. Unfortunate that there is not actual way to test these things in game, like a mod where you can make your own heroes and play only with friends or something.
Thanks for your feedback, its always awesome to have someone assess your creations and help change them for the better. I'm gonna make a couple of changes now to the hero just for the time being, I'm definitely going to change more in the future, just doing some minor ones now. Tad more HP, lifesteal, nerfed ulti a bit, may nerf it more etc. just taking some time to ponder everything,