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Thread: Tinker by DrPeckers

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  1. #1

    Tinker by DrPeckers


    This is my entry for Skyve's latest contest. He is intended to be an int Support/Pusher hero who focuses on constructing gadgets and units to support his teammates and push towers.


    I warn you in advance there are some large Walls of Text to this hero because two of the skills have quite intricate rules in how they behave.


    Tinker





    -Picture-



    -Story-
    Among the Engineers there are a special units. These units are made up of a Tinker, a Builder and a Demolisher. Each have their own specialties, the Tinker enhances other constructs, the Builder creates them, and the Demolisher takes down what goes out of control. The Tinker usually fulfills the strategic element of the trio, commanding the others to ensure victory.




    -Base Stats-


    Strength: 20(+2.0)
    Agility: 14(+1.3)
    Intelligence: 21(+2.8)


    Movement Speed: 295
    Armor: 1.8
    Magic Armor: 5.5

    Attack Range: 450
    Base Damage: 50-55
    Day/Night Vision: 1800/800







    -Tractor Beam-
    (Q)

    Description: The Tinker uses a modified version of a captured Electrician's Static Grip to stun and pull his enemies toward him.

    Type: Magic
    Affects: Enemy Units
    Range: 450 / 500 / 550 / 600 units
    Channeling Time: 1.5 / 2.0 / 2.5 / 3.0 seconds
    Mana Cost: 110 / 130 / 150 / 170
    Cool Down: 15.0 seconds

    Activation {Q}:
    Channels for up to 1.5 / 2.0 / 2.5 / 3.0 seconds. While Channeling, the target enemy takes a total of 75 / 125 / 175 / 225 magic damage over the course of the channel and is stunned, revealed, and pulled up to 350 / 400 / 450 / 500 units towards Tinker's position.

    Towers, Automated Defense Bunkers, and Mechanical Minions will prioritize attacking enemies affected with Tractor Beam.

    Notes:
    -Will not pull the target past the Tinker.




    -Automated Defense Bunker-
    (W)

    Description: Tinker can construct an Automated Defense Bunker that protects allies inside and automatically attacks any enemies that stray to close to it.

    Type: Magic
    Affects: Allied Units
    Range: 350 units
    Radius: 400 units
    Channeling Time: 3.0 seconds
    Mana Cost: 100 / 120 / 140 / 160
    Cool Down: 30.0 seconds

    Activations {W}:
    The Tinker channels for 3.0 seconds to construct an Automated Defense Bunker at Target location. Maximum of 1 / 2 / 3 / 4 Bunkers can be alive at anytime. Bunkers can not be placed within 600 units of other Bunkers.
    If the Tinker targets an existing Automated Defense Bunker, the Bunker will be healed to max hp over the course of the channel.

    Automated Defense Bunker Attributes:
    -400 radius size
    -Unlimited Life Time
    -300 / 400 / 500 / 600 hp
    -5.5 Physical Armor
    -5.5 Magic Armor
    -Gives Vision in a 650 unit radius
    -Attack with a 600 range every 1.0 seconds for 40 / 60 / 80 / 100 physical Damage
    -After not taking damage for 5 seconds, Automated Defense Bunker's recover 10% of the max hp per sec.
    -Not Splash Immune
    -Immobile


    Bunkers give 50 gold bounty.

    Automated Defense Bunkers will attack the first enemy to come inside their radius and continue to attack that enemy until it dies or leaves the radius. If the attacked enemy dies and there are more enemies inside the radius, it will shift attacking to the enemy closest to the center of the radius. If the Tinker uses Tractor Beam on an enemy, the bunker will immediately begin attacking that enemy even if the enemy is outside its radius (but not attack range) or it is already attacking another enemy.

    Allies besides the Automated Defense Bunker inside its radius gain 7.5% / 15.0% / 22.5% / 30.0% Damage reduction from damage sources outside of the radius.


    -Construction/Demolition Zone-
    (E)

    Description: Everywhere the Tinker goes is a new work zone. However, whether it is a Construction or Demolition Zone is the Tinker's preference.

    Type: Magic
    Affects: Enemy Units, Enemy Towers, Allied Units, and Allied Towers
    Radius: 800 units
    Cool Down: 1.0 seconds

    Toggle {E}:
    Toggles his aura between Construction Zone and Demolition Zone and his Mechanical Minions between Builder Mode and Demolisher Modes.

    Construction Zone:
    Increases Allied Heroes, pets, and gadget's Physical Armor by 1/2/3/4.
    Increases Allied Heroes, pets, and gadget's Base Damage by 5%/10%/15%/20%.

    Demolition Zone:
    Decreases Enemy Heroes, pets, and gadget's Physical Armor by 1/2/3/4.
    Decreases Enemy Heroes, pets, and gadget's Base Damage by 5%/10%/15%/20%.


    -Mechanical Minions-
    (R)

    Description: The Tinker's greatest tools and weapons are his self built Mechanical Minion. They are semi-autonomous robotic helpers programmed with the personalities of the Tinker's two partners: the Builder and the Demolisher.

    Type: Superior Magic
    Range: 300 units
    Channeling Time: 2.0 seconds
    Mana Cost: 150
    Cool Down: 30.0 seconds

    Activations {R}:
    After Channeling for 2.0 seconds, a Mechanical Minion spawns at the target location. Channel time is reduced by 0.5 seconds per Mechanical Minion alive. Max of 1 / 2 / 3 Mechanical Minions.
    If you target an existing Mechanical Minion, the Mechanical Minion is healed to full hp over the course of the channel.

    Mechanical Minions Attributes:
    -Uncontrollable
    -An unlimited lifetime
    -400 hp
    -250 mana
    -4 physical armor
    -5.5 magic armor
    -Give vision in a 650 radius around self
    -Movement speed of 320 ms
    -Attack for 50 physical damage every 1.25 seconds
    -Two modes: Destroyer and Builder
    -Skills: Static Burst and Upgrade.
    -Passive: Helping Hands.


    Mechanical Minions are considered Gadgets for the purposes of Spells.

    Mechanical Minions give 50 gold bounty.

    Mechanical Minions will have a 650 unit leash range around the Alien Technician. When not attacking or channeling, Mechanical Minions will patrol a 250 unit radius around the Alien Technician to search for a tree on which to use Upgrade if it is off cool down. Mechanical Minions will prioritize attacking and casting spells in this order:
    (1) enemy heroes recently affected by Tractor Beam.
    (2) enemy heroes or towers recently attacked by Tinker.
    (3) enemy heroes within a 250 radius of the Mechanical Minion.
    (4) enemy towers within a 250 radius of the Mechanical Minion.
    (5) enemy and neutral creeps within a 250 radius of the Mechanical Minion.

    Static Burst:
    Type: Magic
    Affects: Allied and Enemy Units
    Radius: 250 units
    Mana Cost: 50
    Cool Down: 10.0 seconds

    While in Destroyer Mode:
    Deals 100 magic damage to all enemies in a 250 unit radius applies a stacking 15% movement speed slow for 3.0 seconds.
    Will only use this skill if at least 2 enemies are within a 250 unit distance of the Mechanical Minion.

    While in Builder Mode:
    Heals all allies in a 250 unit radius for 60 health and applies a stacking 10% movement speed buff for 3.0 seconds.
    Will only use this skill if another ally is within a 250 unit distance of the Mechanical Minion.


    Upgrade:
    Type: Magic
    Affects: Trees
    Range: 450 units
    Mana Cost: 50
    Cool Down: 60.0 seconds

    Consumes a Tree to Upgrade the Mechanical Minion by 1 level. Max of 2/3/4 level upgrades.

    While in Destroyer Mode:
    Increases Max hp by by 75 per level.
    Increases Max mp by 50 per level.
    Increases Base Damage by 10 per level.
    Static Burst does 25 more magic damage per level.


    While in Builder Mode:
    Increases Max hp by by 75 per level.
    Increases Max mp by 50 per level.
    Increases Armor by 1 per level.
    Static Burst heals for 15 more health per level.


    Helping Hands:
    Type: Passive

    Whenever Tinker begins to channel to Construct or Heal an additional Mechanical Minion, all Mechanical Minions also channel to reduce the channel time by 0.5 seconds per minion.
    Whenever Tinker begins to channel a Homecoming Stone, all Mechanical Minions begin to channel also. If the Tinker completes his channel, him and all Mechanical Minions who completed the channel are teleported to the Tinker's target.

    While in Destroyer Mode:
    Whenever Tinker begins to channel for Tractor Beam, all Mechanical Minions begin to channel reducing the total channel time by 0.4 seconds per minion. When the channel is completed the target is stunned for an additional 0.4 seconds and has his/her armor lowered by 3 for 3.0 seconds per Mechanical Minion who completed the channel. Max additional Stun time of 1.2 seconds and 9 armor lost.

    While in Builder Mode:
    Whenever Tinker begins to channel to Construct or Heal an Automated Defense Bunker, all Mechanical Minions begin to channel also reducing the channel time by 0.75 seconds per minion. When the channel is completed the Bunker has an additional 2 magic armor per Mechanical Minion who completed the Channel. Max Magic Armor increase of 6.



    __________________________________________________
    Change log:



    • 8/19/12
      • Created the Hero.

    • 8/25/12
      • Construction/Demolition Zone
        • Replaced Tinker
        • Radius 800.
        • Is a toggle that switches between the two zones and switches the ai of his Mechanical Minions.
        • Construction Zone:
          • Increases Allied units and tower's Physical Armor by 1/2/3/4 + 1 per Mechanical Minion alive.
          • Increases Allied units and tower's Base Damage by 5%/10%/15%/20% + 5% Mechanical Minion alive.

        • Demolition Zone:
          • Decreases Enemy units and tower's Physical Armor by 1/2/3/4 + 1 per Mechanical Minion alive.
          • Decreases Enemy units and tower's Base Damage by 5%/10%/15%/20% + 5% Mechanical Minion alive.

      • Mechanical Minions:
        • Removed Tinker from their skill set.

    • 8/27/12
      • Tractor Beam
        • Changed damage dealt to a total of 75/125/175/225 magic damage over the course of the channel.

      • Automated Defense Bunker
        • Reduced max number to 1/2/3/4 from 2/3/4/5.
        • Increased Vision to 650 from 450.
        • Added the option to target an existing Automated Defense Bunker to heal it to max health over the course of the channel.

      • Mechanical Minions
        • Reduced Health to 400 from 400/500/600.
        • Tweaked mana to 250 from 200/250/300.
        • Added the option to target an existing Mechanical Minon to heal it to max hp over the course of the channel.
        • Added a third Skill Helping Hands: Whenever Tinker begins to channel, his Mechanical Minions will channel with him.
          • If constructing or healing a Mechanical Minion, reduces the channel time by 0.5 seconds per minion channeling.
          • If using a tp stone, all minions who complete the channel are teleported with the Tinker.
          • If in Destroyer Mode and channeling Tractor Beam, reduces channel time by 0.4 seconds per minion, adds a 0.4 sec stun per minion after the channel completes, adds a -3 armor per minion for 3.0 seconds after the channel completes.
          • If in Builder Mode and channeling Automated Defense Bunker, reduces channel time by 0.75 seconds per minion and adds an additional 2 magic armor per minion after the channel completes. Max of 6 magic armor increase.

    • 9/27/12
      • Construction/Demolition Zone
        • Renamed Foreman
        • Can no longer affect creeps or towers.

      • Mechanical Minions
        • Removed Purifying Shock
        • Replaced with Upgrade
          • If a tree is within a 450 radius, the Mechanical Minion consumes it to upgrade itself.
          • Max of 2/3/4 upgrades
          • Upgrade improves its health by 100 and its mp by 50
          • In Destroyer Mode, it improves its base damage by 10 and the damage of Static Burst by 50 per upgrade
          • In Builder Mode, it improves its armor by 1 per level and the heal of Static burst by 15 per level.

        • Increased the base heal of Static Burst to 60.




    __________________________________________________
    Other/Extra Comments:

    Thank you to I_Purpose_I for the template.
    Last edited by DrPeckers; 09-26-2012 at 10:37 AM.


  2. #2
    Cool hero design, numbers look pretty nice actually. I don't have much to add he seems to fill a great pushing role. One thing I want to state though is that the 40% damage reduction from Bunker is pretty strong. Gladiators ult does a similar thing except the damage is taken at the end as well, just nonlethal. To prevent 40% of all incoming damage to multiple allies would be a little insane though.


  3. #3
    Good to see you btw Peckers, I used to frequent Hero Drafts and am just now coming back. I've liked a good deal of your designs and think that there are many taht S2 could implement.

  4. #4
    The reason the Bunker's Damage resistance is so high is that the bunker is not splash immune. So when you are sitting in the Bunker taking AoE, it will die Pretty fast. Its to simulate the Bunker being bombarded by Artillery.

    The damage resistance maybe still to high, but I will wait for more feedback before changing it.

    I am glad you liked me designs and good to see you again.

    Edit: I reduced the damage resistance of Bunker to 7.5%/15%/22.5%/30%. Also, I readded one of my original ideas for the Mechanical Minions and changed them to channel with Tinker when Tinker constructs a Bunker or Minion and when channeling a Tp Stone. The idea behind this is to simulate the Minions helping Tinker "construct" the gadget. Also, it allows the minions to Tp with Tinker instead of having to walk all the way back to him.
    Last edited by DrPeckers; 08-19-2012 at 08:01 PM.


  5. #5
    Still, the bunker is extremlly strong. Kill one bunker, just place another one on the top of that dead bunker. Seems a bit OP for me!




    Thanks Lhune!
    ¤
    Sorry for my bad English!

  6. #6
    Changed it so you had to channel to construct a bunker. That way if they do kill the bunker they can stop the second one being placed.

    Edit: also reduced the Bunker's hp pool to 300/400/500/600.
    Last edited by DrPeckers; 08-19-2012 at 08:06 PM.


  7. #7
    Very nice changes! Do want to see something like this implemented! +1

  8. #8
    I am glad you liked them!

    Edit: Made a nerf to Tractor Beam and some buffs to the Mechanical Minions.
    Lowered the range and pull on Tractor Beam by 100 units to place it more in line with similar spells.
    Increased the Mana of the Mechanical Minions to 200/250/300.
    Increased the damage of the mechanical minions to 50/65/80 physical damage.
    Last edited by DrPeckers; 08-19-2012 at 11:04 PM.


  9. #9

  10. #10
    I will give some minor feedbacks that come in mind.
    Don't you think the first skill is a bit strong? 3 seconds stun that pull the enemy. The thing with electrician is that he goes inot the enemy, puting himself into a risky position AND tinker is ranged, isnt he? Why not a grip like pollywog? even tho it would pull the enemies to your scrutures...I still don't know if that is powerufll or not

    btw, I would highly appreciate your feedback on my Bee hero!




    Thanks Lhune!
    ¤
    Sorry for my bad English!

  11. #11
    I have been meaning to comment on Bee Queen (especially considering the similarities between her and Tinker's ult), but I have not been able to find the time because my school just started.

    Polly's grip lasts 2.5/3.25/4.00/4.75 seconds. Tinker's grip lasts only 1.5/2.0/2.5/3.0 seconds but it also pulls the target. Personally, I feel it is rather balanced compared to the other grips in the game all things considering.


  12. #12
    *bump*

    Major Update:
    Replaced Tinker with Construction/Demolition Zone. The Zone is a passive aura that either increases allies base damage and armor based or decreases enemies base damage and armor. The aura's strength is increased by the number of Mechanical Minions alive.

    The reason for this is two fold. The first is that the old tinker was a blatant ripoff of Engineer's old Tinker combined with KotF's old Nature's protection. The second is that the hero had 5 activatable abilities. The new toggle aura switches the Mechanical Minions modes giving this version of Tinker only 4 activatables.


  13. #13
    *bump*

    Made two big changes. The first is I added the ability to target existing Automated Defense Bunkers or Mechanical Minions to channel and Heal them to max hp over the course of the channel. The second is I switched the Mechanical Minions ability to channel to be a third skill. If you use Automated Defense Bunker while in Builder mode, the channel time is reduced by 0.75 seconds per minion who completes the channel and the magic armor of the bunker is increased by 2 per minion who completes the channel. Max magic armor buff of 6. If you use Tractor Beam while in Destroyer Mode, the channel is decreased by 0.4 seconds per minion, and if the channel completes, the target is stunned for an additional 0.4 seconds per minion and has his armor lowered by 3 per minion for 3.0 seconds.

    The reason for the stun upon channel completion is so the channel reduction does not decrease the overall stun time of Tractor Beam. No matter how many mechanical Minions you have the skill will always stun for 1.5/2.0/2.5/3.0 seconds if you complete the channel.


  14. #14
    Since you commented on mine (even if I didn't agree with what you brought up), I decided I would read yours and try to give my insight on it

    The first thing I have to say is that.. well, I found it really complicated :/

    1- Tractor Beam is basically Doctor Repulsor's magnetic pull thing or electrician's grab, reversed... but it deals damage, and "stuns" the user instead of slowing, and makes it so everything wants to kill the target (I find this insanely strong to be honest).

    2- I didn't get that skill much either.. is it like terrormount, but everone can get in it and are protected from everything as long as the bunker is up.. and the bunker itself attacks..? I got confused by it, but I don't think it is... game breaking

    3- That however, is overpowered beyond belief. I will just say that old Engineer used to have a skill to lower tower's armor and attack speed (and damage as well I believe), but it was a single target, and really was judged broken to the point it never got put back when they changed Engineer (they modified the turret, but completely removed the "tinkeer" skill, for a good reason). I believe that aura is just way too strong for the game, and S2 removed Engineer's skill that did that for a reason. What your propose here is stronger than what engi had, so do what you want with that information

    4- Biggest source of complicateness.. So they are controllable? not controllable? Just what are they and what can you do to them? They use spells randomly? Are they like forsaken archer's skeletal minions? I just don't get it, I really don't :/ I would personally focus on creating a HUGE army of mechanical minions with low HP if I were you, and then have the bunker be the ultimate, and have only your mechanical units go in them (aka, change the focus)

    If I were to fit that page to the "Hero" page of the website, or make a summary for in-game details, I would have a reaaallly hard time
    Last edited by MushidoZ; 09-23-2012 at 09:10 AM.

  15. #15
    I will admit this hero is majorly complicated. I went way over board in designing him.

    Tractor Beam: Its channeling, so your target's lane partner can stop you from competing the cast by stunning or silencing you. Granted the pull makes it stronger than elect's skill and the damage makes it stronger that repuslor's skill, but this is the heroes only nuke or CC option. Both elect and Repulsor have multiple nukes and CCs in addition to their stuns. Its the same logic as why Pesti's stun stuns+deal damage+slows on an 8 sec cool down.

    Automated Defense Bunker: Terror mound adds global movement capabilities, can be placed by far away from tremble with a pet, and can not be damaged by nukes. This skill can be damaged by nukes and cannot be placed by a pet, but it gives its bonuses to all allies inside and has an attack feature. Considering this and the fact that Tremble is a semi-carry, while Tinker is a pusher/support, ADB is balanced when compared to Tremble's Terrormounds.

    Construction/Demolition Zone: I feel a better comparison would be to Sol's Bulwark or Andromeda's aura than Engineer's old Tinker. And this skill's numbers is comparable to theirs.

    Mechanical Minions: They are similar to EW's Bird in that when certain conditions are met they will either attack or cast a spell. I agree this skill is complicated, but it is a necissity if I want to get across what I want with this skill.


  16. #16
    I think the major problem with the aura is that, as you said, it has comparable numbers to a limited quantity of auras. What happens when you add in Plated Greaves into the mix? 40% extra damage on creeps (or Normal damage+20%+20% which is even more) allong with armour in the same skill would be quite 'ard. Then again, half a second ago, I was CERTAIN that aura buffed itself depending on how many helpers he had active O.o did you ninja-edit that in between me checking other threads and returning for the comments?

    I think Construction-zone is fine-ish, especially if it doesn't apply to allied heroes (but then again, that's a LOT of buffed creep damage), I would maybe consider lowering the whole thing by one "step" in some way (1/1/2/3 armour?, 4/8/12/16% damage?). I am, however, fairly new at this whole numbers-thingie and making heroes etc.

    As of now, I'd just leave it on construction-zone, get plated greaves and get an abyssal skull and demolish towers soon as I got a creepwave, especially with two minions of my own to provide a whole lot more damage. Also, what happens if I bunker down next to an enemy tower? Does that too protect my creeps with an additional 30% reduction? I think it's just an overall combination of damage reduction on his skills that make him incredibly powerful when you add in the auras already existing in-game. Maybe make the bunker not work on creeps? And make the Construction-zone creep-only whilst also preventing buffs from Plated, Sols and RotT-items.


    EDIT: Also, the bounties are very small, Terrormounds gives 50, Engi Turret gives 50, I'm not sure on his mines though. FA skeletons give 5 each but they die in one hit. Any idea on puzzlebox minions? Basically, this guy uses a lot of gadgets that give a LOT of bonuses, but you lose very little in them duying. Artesia's ult, Hellbringer's Malphas and Wildsoul's Booboo all give 100 gold each upon death.


    EDIT 2: Gawain works on only warden, these minions, although killable, are a lot stronger I'd reckon. By being gadgets, they are not affected by AoE attacks, meaning that they'll be moving around a teamfight unprohibited, supplying 30% movementspeed to the team, and healing everyone whilst also dealing damage at a constant basis (attacking rather than one strike every X seconds).
    Last edited by Seasons; 09-23-2012 at 07:17 PM.

  17. #17
    I did edit Construction/Demolition Zone and removed the bonus per number of helpers alive. Realized after my comment that while the min damage was acceptable the max damage was not.

    That is a very good point on the bounties. I have updated accordingly.

    The helpers have 400hp. That is not very tanky even with splash immunity.

    Edit: Overall the damage boost and defensive boost is roughly equivalent between the two modes of the Construction/Demolition Zone. This is to encourage the player not to choose the mode based on what benefits his pushing strength, but on what mode the helpers will do best in. Keeping helpers constantly in defensive modes will be a bad idea on ganks.
    Last edited by DrPeckers; 09-23-2012 at 07:51 PM.


  18. #18
    At the start of a gank would be the only time I can imagine. At the end of the gank however, I'd gladly switch to construction to be able to towerdive with little effort, what with me having at least one aoe heal for the towerdive, allong with increased armour. Then again, maybe for diving, I'd keep the 20% reduction in damage taken.

    The more I'm looking at this however, the more I'm starting to feel that Construction Zone maybe only should apply to buffed damage to the towers. Whilst demolition should apply the -damage percentage to enemy creeps only. This way, you can't towerdive easy breezy with it, nor can you push a tower with ludicrous ammounts of basic minion buffed-damage. On his own, those stats may seem ok, but together with a minion-making hero such as Ophelia or Keeper, you are looking at a LOT of creeps all getting something like:

    +6 armour (4 from skill, 2 from abyssal) and +20+20+15% damage, blocking 10 damage (boots), and, if we're talking extra nasty, a bulwark for a lot more damage.

  19. #19
    I hate to admit, but your right. Especially when I have been pushing her to build said items.

    However, I have been wracking my brain for a suitable replacement and I can come up with nothing. Only requirement is that it needs to be a passive.


  20. #20
    Don't replace it, just change what the buff applies to.

    Construction - Boosts friendly towers
    Destruction - Nerfs enemy creep damage, helping the creepwave push through to the enemy tower whilst not nerfing the enemy tower itself

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