Beastman The Not So Human
Role – Role - Role - Role - Role
17+2.1 47-50 17+2.0 310 20+2.3 1.5
Background Story .
Consume Hero is consumed by his own feral instincts, turning into an uncontrollable monster.
Wind Counter Hero spins around his own axis at an insane speed, searching for prey.
Something Something Hero.
Halfman is a unique hero in that his main gimmick is that the player can forsake direct control of the hero for a much stronger hero.
Halfman was born an abomination. He was half human and half demon, each side battling for dominion within his body. This eternal battle has made Halfman insane and uncontrollable, but it has also given him immense power.
Carry / Ganker
Halfman is supposed to be a hard-carry or semi-carry which can easily jungle from the start.
I have to reply to this hero.
He is very very unique! I really dig the idea of uncontrolable abilites. "High rewards come with great risks!"
But I do have to point some things out, and get some clarification.
Q: I am afraid I am gonna call OP on this. For the simple reason: All one on one encounters with Halfman (no mobs, neutral or allies near) will be in his favor. I get that he is uncontrolable, but the strength of the spell when there is only one enemy around is out of proportions. Damage to smack you enemy, speed to keep chasing, and insane lifesteal to win the fight if he dares to take you one. I would run around the enemy jungle when this is lvl 4 and just smack their soloing heroes over big time. You might need to consider some changes there. Might just be me that feels that way.
On the other hand. AWESOME mechanic. :P Love it.
W: Big issue here aswell. Let me take you through why: My friend plays Arachna. She bottles a doubledamage rune. We find target she uses and voila now there are two heroes with 600 range, +damage aura, +doubledamage. :P That is nuts. I would point to the fact that Parasites Ultimate ability steals the buffs (which is powerfull). My suggestion would be that you can copy buffs from neutrals, range from allies, and duration-negation of buffs on enemies, and then up the duration according to either (long when stealing from neutrals [might even empower it], medium duration when allies, and decent duration when enemies.). That would synergise with being a woods hero, give the advantage when you need range and got an ally near, and if the enemy got an annoying buff, you can take it out for a time.
E: I like this spell. Simple. Cool. But, and sorry for all the but's, but this one I need to say: You target magebane the moment he blinks away. He instantly recalls to well. Uses his Chalice. Poof. You die to well. That situation you need to make sure is NOT possible.
R: Simply stunned by that ultimate. Brilliant fun and I can already sense the frustation this ultimate is gonna give ragers out there. Love it! Good job!
about consume in general. I like that you can "sacrifice" your other 2 normal abilities to get some sort of control over halfman. Though I would make them more simple, like the first makes you target the enemy hero targeting your ally if any, and the second to attack the target you click with no blink effect.
Might be me that got the point of the consume effect mixed up??
The synergy with consume and ultimate is nice though!
hope you could use the feedback!
Last edited by Babylon7k; 05-10-2012 at 04:53 AM.
Consume seems kinda weak when it doesn't give you any form of protection against any CC (or slow). Plus, how does it interact with an enemy getting further away from you? Will it swap to the next closest unit?
The secondary effect on permeable mass also seems a bit impractical - on one hand you want to use the ability to improve damage uptime/output, on the other it might force you to swap your target. In addition, for a hero that seems very carryish this seems a bit odd.
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That ult is from another hero of yours, right?:P
Sorry for my bad English!
Thanks for the feedback!
So one of you think Consume is OP and one thinks it weak. Hmm, I'm not sure myself, but it definatly needs to be tweaked. Reduce lifesteal and add more movement speed perhaps? Needs more opinions on this one. And Skyve, when Consumed is cast, Halfman will lock on to closest enemy hero at casting point and attack that unit until is out of sight, disjointed or dead. If either of these happen, Halfman locks onto the newest closest enemy unit within sight.
Permeable Mass is very OP if your team gets a double damage or you have a Hammerstorm on your team. Might just remove the buff-gaining completely. And yes, Skyve, you make a very good point on the secondary effect. I'll make it so that it attacks closest enemy unit to Halfman and not closest enemy unit to target.
Babylon: Demonic Sight only triggers if the target DEALS damage, not when he TAKES it, so your scenario is not applicable. Although I guess a TB could do what basically what you just said. But that would be really good play by the TB so I do not see a problem ;D High risk / High reward.
I like some parts of the picture you suggested, but I'm just not a big fan of horns and wings and stuff like that. The arm-thing was pretty badass though, something along the lines of that would be awesum.
I'm not too big of a fan of the hero's name. I'm usually fine with creative names, but Halfman sounds like a cheesy Batman villain IMO. (Two-Face?)
EDIT: More like a Megaman boss, now that I think about it.
Consume: Lasts too long IMO. A lot can happen in 8 seconds, and you more than likely will want to back off slightly during those 8 seconds. You might as well put a "kill me" sign on your back while this is active. Reduce the cooldown as a result as well. Otherwise a great idea for a skill!
Permeable Mass: So do you end up looking exactly like the target hero in addition to all the other effects? (A la morphling ultimate?) Probably one of the best anti-carry spells possible, and allows you to stay out of fights if you mimic a high-range hero. I think it can last 8 seconds at all levels. I mean why would I want to use this spell for only 2 seconds? Exactly who is that going to fool?
Watched: Cool. I love counter-moves. This one seems to work perfectly with your other skills, and seems balanced. Nothing wrong here.
Collective Inhumanity: So is the enemy hero targettable at all while eaten? I don't think the charge system is really necessary. Just increase the duration by level. As the skill stands now, there is absolutely no reason to focus the monster, even if you can one-shot it. You'll just have to kill it again a second or two later. The skill also doesn't synergize with your others at all (assuming you can't attack someone that's merged.) Perhaps I'm misinterpreting this skill, but it seems like a fantastic idea that's not implimented very well.
You've got quite the hero here! (in a good way.) It seems like each individual skill is creative and mostly balanced, but the Ultimate confuses me quite a bit as to how it would synergize with the rest of the skillset.
MasterGeese, amateur hero designer and (mostly) support player, reporting in.
Check out my heroes here!
I agree that Halfman is a rather corny name, but I like it because of that. HoN already has it's fair share of corny names and it's part of the charm. People remember a name like Halfman.
Consume: Absolutely, 8 seconds is a bit too long. And you really do put a "kill me" sign on yourself with this skill, but that is somewhat the point :P
Permeable Mass: Yes, you look exactly like the target. But it does not have any anti-carry component as it can only be cast on allies. The scaling needs to be tweaked, I agree.
Collective Inhumanity: The point with the charges is that you are supposed to have somewhat control of yourself while you are using this spell and it basically means you can disable more than one hero in a teamfight, which makes it very potent. This might be achieved by giving him the ability to jump into another enemy while he is the monster instead of giving him charges however. Yes, I will work something like that out.
As for the synergy with Collective Inhumanity, it carries over Consume and the monster inherits most components of Halfman, which makes it a good carry spell in and of itself which does not directly synergize with the rest of the hero, but I feel that not all ultimates need to have a very stream-lined synergy with the rest of the hero, especially with high cooldown ultimates that are very strong.
Thanks for the awesome feedback =)
Oooo ! Really Original Hero ! Just the Interskill interaction is less showable ...
Nice hero anyway ! good luck with it in the contest !