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You sneak, you upped his attack range to 550
My first thought is that the Staff is simply incredibly broken. Incredibly, incredibly so. A halved cooldown is excessive enough considering other existing SotM effects. An eight second Silence (and Perplex!) on top of that?
And then 0 mana regeneration? You might as well just kill the hero outright regardless of any defensive modifiers or states (Shrunken, etc)
However, this ties in with SotM being a lacklustre pick. I'm still undecided on providing a super-duper-huge-mega-buff, though. Something that provides an alternate piece of functionality would be better (see: Nymphora/Accursed/Voodoo and so on. As supposed to Pyro/WS/Pollywog, et al).
As for posting more than once, eh, I like your hero. I really like it. I'd probably comment a lot more on hero and item drafts in general (see my sig where I have two nigh-abandoned Dream heroes) but gone are the days when I had a moderate amount of free time!
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Yeah, its a bit overkill but its better to start off OP and then shrink it down. It was just the first idea I came up with when updating the OP.
It does add more functionality, by giving you the ability to start off a fight with the Ultimate and shutting down a trouble target for the duration; and if it goes on too long it should be up again to use for its standard usage. Its hard to justify 4200 gold for an item, so I figure a unique disable would help in assisting in that justification. 0 Mana regen isn't that painful, even a lategame DR will only have about 20~ ish regeneration, which translates to -160 mana lost over the duration. A little more than 2 Magebane hits.
Removing the Perplex is probably the first step, and I should have mentioned that the debuff is red bordered and thus dispelable. Perplex is very very strong the more I think about it. Might not halve the cooldown, but reduce it somewhat until I get a better idea for a more functionality based SOTM effect.
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.
Bump up for feedback. Looking for help with SotM effect.
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.
Bumparoni!
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.
Necroed. Completely reworked the W that I was very unhappy with.
The playable version does not reflect the current W.
Soon I will update it (tm).
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.
This hero looks incredibly interesting. Some clever mechanics all around, I like including banish (sue me), ultimate makes for some nasty mind games, and kinda counters the current high str low mana str ganker picks.
Props, very imaginative design.
Updated with 2.0 version.
Downloadable now.
Trash some BOTS with Abandon Hope and tell me it isn't a satisfying ability.
EDIT: Forgot SoTM Upgrade. In the next update!
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.
Great synergy and interesting niche, even though I hate playing against mana leechers in the laning phase.
The only problem I see is that the ultimate is immensely OP versus low mana pool heroes who will in almost any scenario have little to no mana after their initial burst and thus be basically a free kill with this ability. I think it needs to be balanced by some form of cap. Also, with the added Staff bonus it becomes an even more stronk ability.
Its easy to counterplay around.
All you need is a Gravelocket/Sac or a RoS. As a low mana hero you would know you are ripe picking; you can easily control your mana and play around with it. The amount of times you see a hero with really low mana is very slim; and with Chalice's and other restoration items (PSupply), you can easily counterplay around it. Like Carp it forces the choice into your enemies hand.
As for laning mana drain, Q isn't that bad as it does hit creeps; spreading the damage out. He was designed during the tanky metagame though so its sort of apparent with what he does, and he does it well. Capping it also wouldn't work as it doesn't deal damage, it just sets you down. The cast time is a noticeable 1 second though. People are always scared to make big gamechanging ultimates like Tempest and Mag; and I feel that shouldn't be the case.
EDIT: Thanks for the comment though!
Last edited by Hubaris; 03-13-2013 at 11:03 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.
I think you could cap it with something like "Can't reduce health below 25 / 20 / 15 % maximum health" or something.
I could... but then it would only be 'Set Hope Aside In A Corner'.
This is no more gamechanging than a Magebane against a high mana target, an SR against a high hp target or a Pyro against a squishy Gravekeeper. It seems very strong on paper, but as the game goes on, it does get easier and easier to stop. He really reaches his peak midgame where porting around and dropping a saving W is very useful but as people get items and more mana its usefulness starts to wane.
These are only experiences from Bot games, but I think a solid player would know a safe way to stop it; Mana Rings, Chalice, Supply and Locket all contribute large amounts of mana he can't burn through alone. So the Kraken has to build a Ring before his Daemonic; so be it. You itemize against many heroes (Nullfire for HB for example) and this is no exception. I think the idea of counterplaying with it makes it interesting as opposed to a Silver Bullet which is an absolute 950 (?) damage.
EDIT: I'm hugely biased though. I feel that gamebreaking ultimates really are few and far between (Last Wish? Grappling Shot?). The recent S2 designs have nothing that sticks out (Maybe Rift) as gamebreaking in a positive or negative sense. I truly think that an 'anti-tank' ability would do very good things.
EDIT2: Speeling errors!
Last edited by Hubaris; 03-13-2013 at 11:29 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.