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  1. #1
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    Exclamation - Mellow -

    - Mello -
    The Kindred Sloth



    Evolved from the sloth, she has always been a peaceful kindred spirit living and protecting the tropical rainforest. When the Hellbourn burned her homeland to ashes she vowed revenge for all of her fallen friends and allied herself with the legion. Using her abnormal intellect and vast amount of stored energy from the decades of exerting the least amount possible, she will fight for her fallen until she has nothing left to give.

    Range: (melee) 128

    Base Damage: 28-34
    Base Strength: 21
    Base Agility: 15
    Base Intelligence: 21
    Strength Gain: 2.5
    Agility Gain: 1.2
    Intelligence Gain:2.5
    Armor: 2.5
    Movement Speed: 295

    Hero Quote: “Slow and steady wins the race”


    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------




    1st
    ability: Sloth-Shield
    (passive)

    -Whenever Mellow becomes slowed or stunned by any effect, Mellow gains Sloth-Shield, which grants 2 Armor and 1 Magic Armor for 4 seconds.

    -This effect can stack up to 2/3/4/5 times, an additional stack refreshes the duration. In addition, At max stacks the duration is increased by 3 seconds.

    If Strength is her highest attribute: Every 7th damage from any source recieved grants a stack.
    Whenever a stack expires, she is healed for 2% of her total health.

    If Intelligence is her highest attribute: When Mellow casts a spell, she gains a stack of Sloth Shield. Each stack grants 1 M/A penetration to her abilities.
    Whenever a stack expires, she replenishes 1% of her total mana.








    2nd
    ability: Shlow
    Mana Cost: 110/120/130/140
    Range: 700 then 550

    -Hurls a huge Orb at target enemy within 700 range that causes a 40% slow for 3.5 seconds, after contact the orb splits into 0/1/2/3 smaller orbs and target any enemy within 550 range (orbs prefer enemy heroes) they become slowed for 30% for 3 seconds.

    -At the end of the duration, the target takes 50/80/110/140 magic damage.
    Cooldown is 15/14/13/12 seconds.

    If Strength is her highest attribute: Mellow heals for half of the damage dealt.
    If
    Intelligence is her highest attribute: Doubles the damage dealt.








    3rd
    ability: Dilator
    (mid-range backwards-cone)
    Mana Cost: 110/120/130/140
    Cooldown: 11/10/9/8
    Range: 450

    Absorbs Energy from her enemies body dealing 60/120/210/290 magic damage + 100% of movement speed percent enemy lost in a reverse-cone.

    If Strength is her highest attribute: Reduces mana cost by 20.

    If
    Intelligence is her highest attribute: Increases range by 100.







    Ulti
    : Ionic-Orbs
    Mana Cost: 165/240/315
    Range: Melee facing target enemy

    -Launches out (slightly) behind Mellow 3 Ion-Orbs in a line that starts at 0 movement speed and accelerate over time. Any hero many intercept these orbs that follow target. The lower the movement speed of the orbs, the more damage they do, up to a max of 175/290/380 magic damage.

    -Orbs .1 mini-stun, last 10 seconds, stacking slow of 15% for 1 second up to 3 stack (max 45% movement speed loss over 3 seconds). Using this ability slows her by 25% for 1.5 seconds.
    Cooldown is 125/110/90 seconds.

    If Strength is her highest attribute: Orbs lose 3% of max damage for each minion they pass over and reduces the slow to self by 1 second.
    If
    Intelligence is her highest attribute: Cooldown reduced by 10 seconds, but mana cost increased by 100.



    *Staff of Mastery Boosts this ability*
    Changes color to red and orange, orbs do full damage regardless of speed and reduces cool down by 15 seconds.

    *Icon of the Goddess your ability’s*
    Changes hero color to red and orange. Gain both Passive Str/int ability’s for all abilities.

    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


    Ability in depth description & Lore:

    Sloth-Shield:


    Lore: Mellow has the ability to harden her skin and regenerate her life-force the slower she moves.


    Shlo:



    Lore: Using a part of her energy she drains the energy directly out of her enemy’s muscles and they become greatly slowed, gaining this energy allows her to siphon out an extra time.



    Dilator:




    Lore: Using the earth’s life-spirit she creates orbs from the ground and calls them forth to her, draining all energy in their path.

    Description:3 blue and white orbs (almost touching) form out of the ground and then move into her extended palm. Any enemy that touches the orbs take the full amount of magic damage of 290 + 100% of movement speed loss percent of target (max bonus damage of 100 [but extremely unlikely to get the full bonus when comboing])

    Ionic-Orbs:






    Lore: Using her stored energy, she excretes 3 powerful orbs that lock-on and follow the minute heat trail of her enemies muscle movements. As the energy expends it increases overall speed, but lowers the payload. Releasing this great amount of energy causes her movements to slow while she regains her focus.


    In-depth Description: Color: Blue strobing to green. Personality: The orb grows and shrinks in size and repeats the action faster the faster it is moving. Orbs “heat-seek” until duration ends. If target hero dies the orbs will target the nearest enemy hero within a 650 range. Orbs start from inside the back of hero and break off into 3 to its starting position slightly behind hero at 0 movement speed, then accelerate to target. After 2 seconds once ability is activated orbs lose 5% max damage per second. (Losses 40% max damage over total duration) Any other enemy hero may intercept orbs and the damage will be dealt to that hero instead. If an orb fly’s over any minion including neutral creeps the orbs max damage is reduced by 5% per minion. Orb hit on enemy heroes cause a .2 mini stun and a stacking movement speed slow of 15%. On hit, orb animation looks like a shrinking forced osmosis and being pulled into the skin of target enemy.


    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Why it could be OP and I think it’s not:

    Sloth-Shield: Adds a large amount of armor and magic armor, this is needed since she is a melee intel and will be squishy until she get in to her core items. This ability is in place of another damaging ability a typical intel hero would have so I wanted it to be significant buff. The str/int minor-passive will help for str jungling/survivability or int mana penetration for increased damage.

    Shlow: Since she has no real stuns or crowd control, I thought a strong slow would be a good match for her. The Idea is to use this ability to get in range for the use Dilator and get the bonus damage. The int/str buff helps her be a strong tank since using the ability will restore some life and the intel doubles the damage to fill her roll as a damage dealer better.

    Dilator: Main damage and farming ability that gets a bonus for movement speed lost. It could be overpowered as at lvl 4 you could potentially do 390 magic damage with a regular ability. However I think it’s too situational to get a combo’ed slow more than 70% movement speed loss. By herself using Shlow, she can do 330 magic damage and if a slow is combined with a friendly hero, the damage would be nearing 350. I feel those are good numbers considering it her only form of direct damage. The str/Int buff: str will help her mana wise with a lower mana pool while int will increase the range filling her role as a mage much better.

    Ionic-Orbs: The orbs could be considered OP since they have the potential to do almost as much as Pyros ult on the first lvl and the same with staff of mastery for lvl 2 and 3. In addition to that has 3 mini stuns, stacking slow up to 45% for 3 sec, and activates shield buff. The entire idea for this hero came from this ult alone so I wanted it to be something with a lot of fireworks so to speak…The damage would only be able to get it max potential within the first 2 seconds or so as the orbs speed up they lose damage payload, they also can be intercepted by other heroes, and it slows her as well so you have to be careful where you use it, definitely not when outnumbered. The str/int buff here has a draw back as well as an advantage, str does less damage with minion coverage but helps the slow duration and the int lowers the cool down but increases the mana cost.

    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Overall Hero:

    The str/int buff is what makes her so unique since she can play either roll and get distinct advantages depending on which way you go and if you want to sacrifice certain stat boost items at early lvls before you get core items you can get both these minor passive buffs as your str and int per lvl is equal, so this allows you three different ways to play the hero! Mellow has a lot of potential and her only true weakness is stuns which she has other minor ability’s that help her on that.

    The Sacrificial Stone boost I wanted to get your opinion on as this is the one thing that may put my hero idea in the unwanted god tier. The reason I wanted this is for two reasons: Its gives you three different ways to play the hero: an off-tank with decent dps, a tanky but almost as much damage mage, or a hybrid of the two passive strength’s. The other reason is that Sac stone is my most favorite item in the game, but because it’s so expensive I very rarely see anyone get it.

    Much like Zhypher who is agility hero, but is more of a tank I would like Mellow to appear in the intel ranks since her ability’s lean towards the likeliness of a intel class.

    If Strength is her highest attribute: Her Claws are colored RED.
    If
    Intelligence is her highest attribute:
    Her Claws are colored BLUE.
    If she equips a Icon of the Goddess one claw becomes Red and the other Blue OR both Purple.

    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Where the Ideas derived from:

    Ionic-orbs came from Ion-thrusters. What is cool about them is in the space world, while they do start slow, they continue to speed up over long amounts of time. They have 16,000 hours (1.8 years) worth of constant thrust up to a max speed of 210km/s which is = to 130 miles per second.

    I wanted to make something different that could play 2 different roles depending on what you wanted out of the hero and play them well. Something that synergized with itself and others well, so I picked ability’s that fit that roll. I put a great deal of time and thought into all the words and numbers and was constantly asking myself is this to over powered and how could I lower the numbers while still being able to sustain the roll of the hero. Intel-tank hybrid that can deal a good deal of damage or gear towards a tank.

    I feel all the abilities are unique and work great for the hero, but please give me your feedback I would love to know what you think! If this catches the eye of hero creators please PM me I would love your feedback or work with you as well! I’ve got plenty more hero creation coming so stay tuned!
    Last edited by SanniK; 11-02-2012 at 05:24 PM.

  2. #2
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    Change log: 6-04-12
    *changed text colors for ease of reading.
    *changed regen effect on minor passives from 3 to 1.
    *changed Sloth-shield from "slows resets the cool down" to set duration. Added stun conversion to immobile.
    *changed Sloth-shield armor/magic armor to solid figure to and duration adds double the effect.
    *reduced Shlow "self punishment" slow to self from 3 seconds to 1.
    *reworked Sloth-shield to be more functional. Added 75% duration silence to stun conversion.
    *changed mini-passive for Ionic-orbs from 5% damage loss per minion passover to 3%.
    *added better information for "in-depth description" in Ionic-Orbs highlighted in gold.

    6-22
    *overhauled Sloth-Shield for maximum functionality including minor-passives.
    *overhauled Shlow for maximum functionality.
    *added new information in "overall hero" section.


    6-24
    *added health and mana regen to scale slightly better late game.
    *lowered movement speed from 300 to 295 to be more appropriate to the hero.
    *fixed up Shlow to scale in power rather then being able to slow 3 enemys at once at lvl 1.
    *added some clarity to a few different parts
    *changed Shlow strength minor-passive to half heal.

    6-28
    *fixed up some of the in-depth desciptions as they were out of date.
    *fixed up and added a new picture.

    7-1
    *fixed up wording on shield, meant every 7th phyical attack made on her.

    7-5
    *removed Sac stone and added Icon of the Goddess

    7-15
    *edited colors and text flow for more clarity
    *changed M/A pen from .5 to 1 per stack

    11-02
    *changed the mini passives to work for her better. Deleted old content.

    Last edited by SanniK; 11-02-2012 at 05:31 PM.

  3. #3
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    To be honest when you asked me to look over your hero, I expected an amateur hero that was poorly designed. I was pleasantly surprised. This is one of the best designs I have seen in a long time. It's late now and my life is quite busy, but I will give a thorough writeup about it as soon as I can. I can see some minor problems that might need fixing but everything is pretty minor.

    -Formatting is good but could be improved for clarity. The abilities are difficult to understand, even with the long explanation below.

    -The hero has a lot of self-punishing in the skills, i.e. ministuns self on use, etc. It doesn't seem strictly necessary. I'll give my opinion in full on possible buffs later.

    More to come.

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  4. #4
    Ty for working hard and making a hero thats rlly unique and abit complicated but rllly orgional concept
    that much dedication shows how much u r excited for this hero + 9000<X
    If One of my suggestion gets impelented i will rest in peace

  5. #5
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    Thanks alot guys I really appreciate the feedback. Yes I am very excited about her

    Ill start working on clarity since I know it pretty complex. Any help you could offer would be excellent.

    Yea I know their is 2 self punishment but I did that for 2 reasons: the slows to self for Dilator & Ionic-orbs are because it activates Shield buff to self (I wanted ways to activate the the shield without relying on enemies) and I wanted their to drawbacks since if comboed right you can keep someone almost imoblized for close to 5 seconds with Dilator. Ionic-orbs simply because the high potential damage out put even without staff of mastery.

    What I love most about Shlo-mo is that you can play her three different ways although I will admit the hybrid of both using Sac stone is expensive and hard to get too.
    Last edited by SanniK; 06-04-2012 at 09:23 PM.

  6. #6
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    I like your hero!

    I also agree with Apostate !

    Just, the only problem I can see it is the" If Strength / Intelligence is your highest attribute: " There should not be this kind of mecanism if you don't have a manner no switch between them other than by items...

    And please use more light color !

    I didnt read the in-depth explanation, but your draft is rather good !


    Keep up the good work man !

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    Your Sloth Shield is pretty 'bad'.

    What you still need to state: What happens if both, strength and agility are the same?

    What is problematic: The effect of the ability is "spiking" quite a bit in various scenarios. It's completely useless when enemies have no slows (or don't use them on you), and still gets weakened a lot if they have any kind of stun (which most heroes have nowadays).
    On the other hand, fightning against any hero with any form of slow aura means the ability is permanently activated - because you don't state anything that would suggest otherwise. Having a hero that gains 3% of its HP every second for doing nothing seems quite OP, the armor and magic armor on top of it also seem too good.
    So you definitely need to do a lot of tweaking on this skill.

    Your second skills slow scales as follows: 16.6667/20/25/33%
    Is that really necessary, or shouldn't that be a bit "cleaner"?

    Your third ability seems very much like a better version of Blitz' Q (works perfectly fine without having to boost your own MS and doesn't get weaker if you get slowed), and doesn't really seem too original.

    Your intelligence/strength mechanic also has a giant flaw: Unless you get steamboots with no other item that increases either int or strength by more than 9 more than the other stat you are always forced into using the same of those effects on each ability (ie, either Strength or Intelligence). You have no way of alternating between the effects outside of having steamboots. You basically have to decide which one to use in base and then walk around with the same ones all the time.

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  8. #8
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    Melto said:
    I like your hero!

    I also agree with Apostate !

    Just, the only problem I can see it is the" If Strength / Intelligence is your highest attribute: " There should not be this kind of mecanism if you don't have a manner no switch between them other than by items...

    And please use more light color !

    I didnt read the in-depth explanation, but your draft is rather good !


    Keep up the good work man !
    Thank you Melto I really apprciate your feedback. I updated the colors, sorry about that I work in low light conditions so dark text is easier for me to read

    I see what you mean, as in a button you can press to switch from either or minor buff. It would have to be "Q" as its the only free key and it would be a global for all 4 abilitys. I do like your change that you could switch back and forth at will, so you have alot of minor stregetys that you could play with.

    The reason I chose items as oppose to a manual switch is because I wanted your items to define which roll you were looking to play. Sac stone gets you both of the minor passives for all skills so a switch would'nt matter at the point.

    Its hard to pick which I like better, I'll have to leave it up to the forum
    Last edited by SanniK; 06-06-2012 at 12:01 AM.
    Hero Drafts:
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  9. #9
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    Exclamation

    Skyve Said:
    Your Sloth Shield is pretty 'bad'.

    What you still need to state: What happens if both, strength and agility are the same?

    What is problematic: The effect of the ability is "spiking" quite a bit in various scenarios. It's completely useless when enemies have no slows (or don't use them on you), and still gets weakened a lot if they have any kind of stun (which most heroes have nowadays).

    On the other hand, fightning against any hero with any form of slow aura means the ability is permanently activated - because you don't state anything that would suggest otherwise. Having a hero that gains 3% of its HP every second for doing nothing seems quite OP, the armor and magic armor on top of it also seem too good.
    So you definitely need to do a lot of tweaking on this skill.

    Your second skills slow scales as follows: 16.6667/20/25/33%
    Is that really necessary, or shouldn't that be a bit "cleaner"?

    Your third ability seems very much like a better version of Blitz' Q (works perfectly fine without having to boost your own MS and doesn't get weaker if you get slowed), and doesn't really seem too original.

    Your intelligence/strength mechanic also has a giant flaw: Unless you get steamboots with no other item that increases either int or strength by more than 9 more than the other stat you are always forced into using the same of those effects on each ability (ie, either Strength or Intelligence). You have no way of alternating between the effects outside of having steamboots. You basically have to decide which one to use in base and then walk around with the same ones all the time.

    Ouch, didn't want to let me down easy did you Skyve? That's ok I like a challenge so Ill go through it one by one.

    I haven't spent alot of time on the mechanics forum and it seems you are really getting down to the roots, but as you know it's a draft and up for changes which I will keep tweaking as more feedback comes in.

    I don’t know what spiking means but you are right I do see a major flaw with stuns and unlimited shield against slow only heroes. My original thought is the shield would be significantly strong and stun’s would be the weakness, but as to certain heroes with only slows it would be like fighting a god so I will have to rework the skill. I’ll start by making it limited to the duration so new slows can't reapply the effect.

    It’s not useless to heroes with no slows since you have 2 different ability’s to activate it. That could be a form of forced synergy when facing certain heroes so I’ll find a way to work that out. Perhaps if your attack speed is lowered it also activates the shield, which would help against a few more heroes in solo fights.

    As far as the minor regen for the shield ability, what do you think would be a better number 2, 1, .5? Whatever number you feel is better, the mana will either have to match or be lower.
    For Shlow I did the hard calculation for the max lvl skill being which as you stated 33% so 66.6% speed and the second usage would be at about 55% speed. Since that was a solid number in order to make the skill not over powered I decided to lower the strength of the slow per lvl synced into it but didn’t run the calculations backwards. What could you suggest would help clean that up since I want the per level increase to be an equal increasing figure.

    I see what you mean by blitz “Q” ability however it is a reverse cone so with proper juking you could avoid the damage all together and it doesn’t stun. It synergizes with the slow ability nicely and is the farming tool for her as she doesn’t have the damage or attack speed of blitz to farm otherwise, so I will stand by the ability.

    The purpose of the mini-passive is to assist with the tank or mage rough one could take with items. The idea is to strethen you in which ever roll you decide, but eventually you have to pick one if not right away with starting gear. The reason I chose items over a click-able button to switch your passives is because I wanted to add some strategy to the item selection and the possibility to keep both passives for all ability’s if you can keep your stats the same number using items. Your base stats and per lvl increase are identical so your items define your passives and at the time it seemed more practical than an alternation button.

    Sacrificial Stone gets you both minor-passives anyways.
    Hero Drafts:
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  10. #10
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    Anyone's thoughts on the change on shield from stun to immobile? to over powered or good change?
    Hero Drafts:
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  11. #11
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    I have some thoughts but unfortunately I still haven't had time to post (all my forum time has been spent arguing with people about diablo 3, lol.).

    After my last final, which is Tuesday, I will certainly share my thoughts.


    The only thing I will say now is that I think the shield should have no duration, and simply be in effect whenever the hero is slowed. Then tweak the numbers to account for that. Whether or not it is countered by stuns is sort of iffy to me. Stuns are such a huge part of the game, and most of the damage you take will occur when you are stunned if you're being focused. I would err on the side of making an overpowered hero and remove that mechanic entirely.

    More later.

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  12. #12
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    Arrow

    Quote Originally Posted by Apostate View Post
    I have some thoughts but unfortunately I still haven't had time to post (all my forum time has been spent arguing with people about diablo 3, lol.).

    After my last final, which is Tuesday, I will certainly share my thoughts.


    The only thing I will say now is that I think the shield should have no duration, and simply be in effect whenever the hero is slowed. Then tweak the numbers to account for that. Whether or not it is countered by stuns is sort of iffy to me. Stuns are such a huge part of the game, and most of the damage you take will occur when you are stunned if you're being focused. I would err on the side of making an overpowered hero and remove that mechanic entirely.

    More later.
    Haha, well I haven’t bought the game yet I usually wait till all the hype dies down a bit and till they have a patch to fix all the bugs players found.

    If the shield had no duration and be in effect whenever she is slowed, you would still have to have a duration on it since most slows in the game don’t last very long. The only thing I can think of to make that work is to greatly increase the duration of the “self-punishing” slow from Shlow and Ionic-Orbs but decrease the amount slowed to self i.e:

    Reduces movement speed of target in 600 range by 1/5|1/5|1/4|1/3 (I thought about changing it to those numbers) of current movement speed for 3.5 second duration and also slows herself by 5% for 7 seconds.

    And likewise for ulti, but that’s seems too self-punishing to me as that is a long slow to self.

    I had a thought on changing it to a strait armor/magic armor increase indefinitely with the relatively the same buff added. IE:

    Shlo-mo gains 1/2/3/4 Armor and .5/1/1.5/2 Magic Armor. Whenever you lose movement speed for any reason, double that armor/magic armor for 7 seconds. Any stuns remove this effect, if the stun came from enemy hero it is converted into a same time duration immobilization.

    What do you guys think of that instead? That way you don’t have to entirely rely on being slowed, actually I really like it so I’m going to make the first part of that change now. The stun converting to immobile is what I’m on the fence about since it could be too overpowered so I need some real feedback on that.
    Last edited by SanniK; 06-10-2012 at 12:31 AM.
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  13. #13
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    What if the hero had stun immunity, and stuns instead hyper-slowed the character? Something like, "Whenever she is stunned, she is instead slowed by 80%, which tapers over 4 times the stun duration."

    Then have the buff that applies when slowed also included.

    Just an idea I'm throwing out there, not a serious suggestion.

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  14. #14
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    Jesus. I thought I could comprehend any fan made hero, but I guess I was wrong. Idk...why a sloth? He doesn't seem like a hero that enjoys str/int steroid injections...
    My goal is for at least one of my heroes to be ported into HoN! Help my cause and get S2 to see these!
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    Apostate said:
    What if the hero had stun immunity, and stuns instead hyper-slowed the character? Something like, "Whenever she is stunned, she is instead slowed by 80%, which tapers over 4 times the stun duration."

    Then have the buff that applies when slowed also included.

    Just an idea I'm throwing out there, not a serious suggestion.
    Thank you I really appreciate any ideas or suggestions anyone throws out there.

    Immunity to stuns would be a very strong ability so the drawback would have to be significant. The slow would have to be a set number and 80% as you suggested is a good number. Now when you say tapers off 4 times the stun duration do you mean if I was hit with a stun that lasts 1 second that she would be slowed starting at 80% and reduces to 0% over 4 seconds?

    I think that sounds pretty good, but would that count for mini stuns since if anyone got a [Savage Mace] she would be super slowed in-definitely. The other flaw would be long stuns like Valkyrie’s Javelin at max range hit would incur a 20 second slow so the obvious course of action is to add a cap.

    My question to the community is how do they feel about a hero with stun immunity regardless of the draw backs, is it too powerful?

    The answer to that question is what’s keeping me on the fence about the stun to immobile converter that I have mentioned alot, but your idea works in the same regard and I like it alot too.
    Last edited by SanniK; 06-10-2012 at 10:56 PM.
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  16. #16
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    I'll be sincere, I didn't look at your hero yet. I saw many words and got like "man, I'm tired of my OWN many words... not gonna look this one now....". Though I'm reading one post here and one there, and this last one I did. My opinion NOW is that a hero with stun immunity would be overpowered, unless the following happen:

    A- it has no stun for itself. Having it would mean you can never escape, your can never stop him from stoping you. And even without it, it can still get items like Kuldra, Brutalizer and Savage Mace to stun everyone.
    B- it can't be a hard carry. If it was, it's easy to imagine that Maliken/Flint with Shrunken Head on, but without the need to buy it.

    I think such feature could really be a good implementation to HoN, but must be very carefully analyzed, or else it becomes too strong.

  17. #17
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    IsmaelVera said:
    Jesus. I thought I could comprehend any fan made hero, but I guess I was wrong. Idk...why a sloth? He doesn't seem like a hero that enjoys str/int steroid injections...
    I know it was alot to read, but I did mention where the idea came from. Ionic-Thrusters I converted into an ultimate ability, then I designed the other abilities around it that where congruent and synergized together.

    I extensively read other threads on what format and rules I should follow so I knew I wanted to create a beast. Of all beasts to pick from I picked the sloth because they have no natural predators and are one of the slowest moving creatures (very hard in our world two have both of those things!). The slow part fit the roll perfectly for the abilities and it just stuck for me.

    I will admit that I couldn’t find a great picture as I was looking for a blue-green colored 3 toed sloth that was armored warrior-mage type of a picture, but after an hour on Google pictures I didn’t find anything good enough.
    Last edited by SanniK; 06-10-2012 at 10:52 PM.
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  18. #18
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    Imakuni said:
    I'll be sincere, I didn't look at your hero yet. I saw many words and got like "man, I'm tired of my OWN many words... not gonna look this one now....". Though I'm reading one post here and one there, and this last one I did. My opinion NOW is that a hero with stun immunity would be overpowered, unless the following happen:

    A- it has no stun for itself. Having it would mean you can never escape, your can never stop him from stoping you. And even without it, it can still get items like Kuldra, Brutalizer and Savage Mace to stun everyone.
    B- it can't be a hard carry. If it was, it's easy to imagine that Maliken/Flint with Shrunken Head on, but without the need to buy it.

    I think such feature could really be a good implementation to HoN, but must be very carefully analyzed, or else it becomes too strong.
    I know it’s a big wall of text but if you read the base stats and the abilities you will see what I’m trying to accomplish. Everything else is for the mechanic people and the "too op'ers" as a pre-meditated argument to consider before posting.

    I really appreciate you giving me you two cents Imakuni. Your point is exactly what I’m trying to get alot of feedback on, stuns make squishes safe(er) and so being immune to it completely, is entirely over powered unless there was some major draw backs. Apostate and I have been brainstorming alot of different ways since stuns are a weakness in the heroes design but if I simply remove it then the ability become bland to me.

    She is still a work in progress however I don’t want to stray too far from what she has now.

    As far as the two things you suggested:

    A: Since the base stat and per level stat for agility is quite low in both regard, I don’t think going the carry rough would be competitively viable. She has no stuns and in-fact her own slowing ability used a second time mini-stuns yourself which also removes shield buff.

    B: I was hoping the low base stats and per level increase for agility would make him a bad carry and I really want her only to be tank or mage. I could lower the agility stats further if you think that might help.

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    Please anyone feel free to respond to any of my posts as if I was talking to you, I really appreciate anyone who takes the time to post in my thread
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  19. #19
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    I did alot of thinking on the self-punishment and decided to "nerf" both of them.

    I found in repeated combat situations that even if it does activate shield buff it's actully is more of a hinderence than worth it.

    I made all the self-punishing abilitys because of the mini-passives for each ability that way they cannot be precieved as overpower, however since I have nerfed a bit of the mini-passives, so shall I too the draw backs. This way Shlo-mo stays competivly viable.
    Last edited by SanniK; 06-13-2012 at 12:27 AM.
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  20. #20
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    Okay, here we go:

    First off, I think Shlo Mo is sort of a weird name for a female sloth warrior. My name suggestion is Mellow. Mellow is much more feminine, less silly, and I think fits the hero better. You should really get a new picture too. The current one is rather abhorrent, not slothlike at all really. I'd suggest browsing the internet and deviant art specifically for "sloth warrior" or "sloth shaman" or something similar and see what you can find.

    On the overall I like the idea of a flexible tank/caster hero that uses the premise of slows and can move between being focused on damage and survivability. I think you have a lot of great ideas that move towards that, but I think most of the skills are overly complicated and would be better if they were streamlined to be easier understood, implemented, and used.

    What I'm going to do is offer my thoughts on how you could improve each of the abilities. Some of my suggestions may be dramatic, others not. You probably won't like all of it but I hope it's still of some use to you with your hero

    1st
    ability: Sloth-Shield (passive)
    Whenever you lose movement speed for any reason, Shlo-mo gains 2/4/6/8 Armor and 1/2/3/4 Magic Armor for 7 seconds. Any stuns remove this effect, if the stun came from an enemy hero it is converted into a same time-duration immobilization and silenced for half that duration.

    If Strength is your highest attribute: Regenerates 1% of total health over the duration.
    If Intelligence is your highest attribute: Regenerates 1% of total mana over the duration.

    As I've said, I think this is a very clever ability, but I think it's a bit poorly implemented and could be optimized. It's also quite underpowered. This is a passive that does NOTHING unless you are slowed, and then applies a small buff. The interesting part is how the buff currently is countered by stuns, but also mitigates the strength of stuns.

    It's a nice ability, but it's rather intricate and iffy still. The bonus effects based on int/str are also very minor, and aren't even that useful really--if you have int as your highest attribute, you already have a lot of mana but not much health, and vice versa. Also, 1% over 7 seconds is practically nothing, even lategame. Here's my writeup of how I would adjust this skill:


    1st
    ability: Sloth-Shield (passive)
    Whenever Shlo-Mo becomes slowed or stunned by any effect, Shlo-Mo gains the Sloth Shield buff, which grants 2 Armor and 1 Magic Armor for 4 seconds. This effect can stack up to 2/3/4/5 times, and additional stacks refresh the duration. In addition, each stack of Sloth Shield reduces the duration of stuns by .15 seconds, down to a minimum of .01 seconds.

    If Strength is Shlo-Mo's highest attribute: Shlo-Mo gains 1 permanent stack of Sloth Shield. Whenever a stack expires, she is healed for 25/50/75/100 health.
    If Intelligence is Shlo-Mo's highest attribute: Whenever Shlo-Mo casts a spell, she gains a stack of Sloth Shield. Each stack grants .5 magic armor penetration to her abilities.
    Frankly I love abilities with stacks. Stacks are fun to maintain in fights, they allow for a cool progression of intensity in fights, and did I say I love abilities with stacks? I think this stays relatively true to your vision for the ability while making it a stronger ability, much easier to understand, and simply less convoluted. I've also made the str/int bonuses considerably more impacting on the game. Notice the change to the int part; I've removed the self-slows from her other abilities so that she doesn't have to punish herself to get stacks, which is an iffy mechanic to begin with.

    My changes to Shlow:

    2nd
    ability: Shlow (Mid-range)
    90/95/105/115 mana cost.


    Target enemy is slowed for 40% for 3.5 seconds. At the end of the duration, the target takes 50/80/110/140 magic damage. While this ability has no cooldown, it can only be cast on the same target once per 15 seconds.

    If Strength is your highest attribute: The damage is instant, and heals Shlo-Mo for the same amount.
    If
    Intelligence is your highest attribute: Doubles the damage dealt.

    With these changes this ability is a great one-point wonder ability that helps support ganks, providing a really strong slow all game. Overall I think this change makes the ability a more clean skill with mainly the same effect.


    I'll toss up some more later. It's really late.

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