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Thread: [D2L-2] Cetos

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  1. #1
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    [D2L-2] Cetos

    Ranged Agility ganker/support

    appearance
    Floating jelly fish made out of space like Andromeda.

    Stars: you command a star to go to target location or to protect target unit. number of stars 1/2/2/3/4. stars grant heroes they are protecting 6% base damage and 3% ms and reduce enemies base damage by 6% and ms by 3% in a 700 aoe if they are not protecting a hero (stacks). cool down 0 second. Range 700, cool down 0, mana cost 20/10/5/0. Stars spin erratically around heroes. you get a free level of this ability at level 0.

    Nova: passive, the next star you command somewhere becomes charged damaging the first unit it hits for 50/100/150/200 and slows them by 20% for 3 seconds. 8/7/7/6 second cool down. Activate to command all stars to spin erratically around target point or hero. range 700, cooldown .5, mana cost 20/10/5/0. Mana costs, range, and cooldown are for the active portion only.

    Flare: for 3 seconds you and all your stars with in 800 units are connected by solar flares. Enemy units who cross solar flares take 20/40/60/80 damage and are slowed by 60/70/80/90% decreasing to 0% over 3 seconds. Mana cost 120, cool down 18 seconds.

    Black Hole: Target location becomes a worm hole and your stars transform into black holes that pull enemy and ally units towards them slightly. After 2/3/4 seconds or when you activate this ability a second time all units with in 200/250/300 units of the black holes are teleported to the worm hole. Range 300, mana cost 200/300/400, cool down 180 seconds, leash range for black hole to worm hole 1700.

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  2. #2
    Another for the contest, another to review.

    I personally don't like the hero overall. I get the vibe of passivity with all of the skills requiring Skill 1 to be cast beforehand and I don't like how permanent the stars are (enemies can't stop them nor can they prevent their debuffs with how wide the radius of effect is).

    I'd have preferred each skill had their own way of forming stars and/or their own way of throwing these stars at an opponent, but using said skill affected all stars.

    For example:

    Skill 1: Change into a single-target buff, medium duration, low cooldown (multiple allies can be affected). Target gains X% base damage for Y seconds, and is considered a star.

    Skill 2: Launches 2/3/4/5 stars in target direction, which move X units out over Y seconds. When this skill is activated, all stars within Z units of hero are chain-linked. Enemies touched by a link are slowed and dealt damage.

    Skill 3: Creates 1/2/3/4 stars around target, following them for Y seconds. All stars flare, dealing minor stacking damage over time to units within their radius.

    Skill 4: Creates a wormhole on top of hero and a star at target point (long range). All stars are now Black Holes, which pull units toward them and deal additional damage when passed through. After Y seconds or second activation, all units with a radius of a black hole are teleported to the wormhole and stunned for Z seconds if not an ally.


    I just don't like the idea of spamming Q before getting anything done, nor do I think it'd be fun to toss the same stars around trying to finish a player. The numbers of your current version are sound, though.

  3. #3
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    The idea of the hero is that the main focus is controlling the stars instead of cast spells from the hero. You are given two ways to move stars individually with q and in a group with w. I think the mass movement with w will reduce spamming q in a lot of cases and make the hero more fluid to play. The skills also don't require q to be cast q is always cast what you change is the configuration of q for different purposes. (spread out stars for area denial with e and r, nexus of stars buffing an ally, nexus of charged stars being thrown at an enemy offensively ect.

    The fun part of the hero is suppose to come from manipulating the stars so if you don't really like that part there is nothing I can change with out making a new hero.

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  4. #4
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    Ah ! Someone who understood that the main part of this contest IS the interskill interaction !

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