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Thread: The Nomad - Original Strength Hero

View Poll Results: Should this hero be implemented in HoN?

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  • Yes

    104 92.86%
  • No

    8 7.14%
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  1. #1
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    The Nomad - Original Strength Hero

    The New Nomad




    Ganker/Initiator/Chaser


    Strengths:
    * Great initiation with Light Absorption ability. *
    * Low cooldown ultimate. *
    * Ultimate is based on regular attack so it does not lose usefulness late-game. *
    * Lone Traveler ability makes Nomad commute quickly to and from battles. *

    Weaknesses:
    * Invisibility ability slows movement speed. *
    * Ultimate ability requires substantial mana base. *
    * Very weak against ganks (especially with true sight). *

    Synergy:
    * Begin with Light Absorption (to increase strength and gain strategic position) and initiate with Bladewave *
    * The passive effects of Lone Traveler help Nomad keep substantial speed under the effects of Light Absorption during ganks. *
    * When being chased, Nomad can use Light Absorption along with Net Trap, in order to escape a powerful foe.


    Starting Attributes:

    Strength 22 (+2.9/level)
    Agility 15 (+1.6/level)
    Intelligence 17 (+1.7/level)
    Movement Speed 300
    Initial Health 465 (including strength)

    Skills

    Click image for larger version. 

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ID:	2849Light Absorption - The Nomad harnesses the energy of light by absorbing it. He then releases the excess power of the light on opposite sides of his body, rendering him invisible. The power obtained through this act is converted into excess strength for Nomad. This takes a lot of concentration and therefore lowers the Nomad's movement speed. Invisibility can last for up to 30 seconds, though energy absorbed by Light Absorption will cap off at 15 seconds. When invisibility is broken, the Nomad retains the Power of Light (effect) for 15 seconds. Invisibility is not broken by casting non-attack spells (Net Trap or other item spells).
    Mana Cost: 30 / 60 / 90 / 120
    Cooldown: 45 seconds
    Level 1 - Reduces movement speed by 45%. Increases strength by 0.5 for every second spent invisible. Costs 30 mana.
    Level 2 - Reduces movement speed by 40%. Increases strength by 1.0 for every second spent invisible. Costs 60 mana.
    Level 3 - Reduces movement speed by 35%. Increases strength by 1.5 for every second spent invisible. Costs 90 mana.
    Level 4 - Reduces movement speed by 30%. Increases strength by 2.0 for every second spent invisible. Costs 120 mana.

    Power of Light Effect:
    + 0.5/1.0/1.5/2.0 strength for every second spent invisible (capping at 15 seconds).
    Click image for larger version. 

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ID:	2850Lone Traveler - The Nomad is has learned to travel very quickly on his own. Because of his solitary nature, Nomad has learned to fend for himself in the wild. He has built a basic resistance to the magical world and the effects of slow (including slow imposed by Light Absorption.)
    This ability is passive.

    Level 1 - Plus 1 magic armor. Resists slow effects by 10%. Increases movement speed by 15. For every other hero present, ms is debuffed by *1 (0)
    Level 2 - Plus 2 magic armor. Resists slow effects by 20%. Increases movement speed by 25. For every other hero present, ms is debuffed by *2 (1)
    Level 3 - Plus 3 magic armor. Resists slow effects by 30%. Increases movement speed by 35. For every other hero present, ms is debuffed by *3 (2)
    Level 4 - Plus 4 magic armor. Resists slow effects by 40%. Increases movement speed by 45. For every other hero present, ms is debuffed by *4 (3)
    *For every hero within 500 units of Nomad a set number of movement points will be removed. For every hero within 900 units an additional set number of movement points will be removed (numbers in parenthesis). If nearby heroes are out of sight, they do not add to the debuff (this prevents Nomad from detecting hidden enemies while also allowing him to keep his buff when running from hidden enemies).
    Click image for larger version. 

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ID:	2851Net Trap - The Nomad has become accustomed to feasting on beasts caught by his net traps. He uses this skill now to catch his unsuspecting enemies. Traps can be thrown a certain distance (based on level) and will stay on the ground until another net is cast or until the net is walked into by an enemy unit. If the net is thrown and lands on an enemy hero, the hero will become instantly trapped. The trap can be destroyed, but not by a trapped hero. The trap takes 2 hits to destroy.

    Trapped Effects:
    Immobilized
    Revealed
    Mana Cost: 100
    Cooldown: 24 / 20 / 16 / 12 seconds
    Level 1 - Trap throw range is 500. Hold for 1.5 seconds. Cooldown is 24 seconds.
    Level 2 - Trap throw range is 650. Hold for 2.5 seconds. Cooldown is 20 seconds.
    Level 3 - Trap throw range is 800. Hold for 3.5 seconds. Cooldown 16 seconds.
    Level 4 - Trap throw range is 950. Hold for 4.5 seconds. Cooldown 12 seconds.
    Click image for larger version. 

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ID:	2852Ultimate - Bladewave - The Nomad draws his power from the sun. That power is manifested in his strength. The Nomad unleashes a powerful wave of light, beginning at his sword. Depending on where the spell is aimed, the wave of light will have a short range, hitting all enemies in a 360 degree radius (with 300 range), or have a long range, hitting all enemies in a 40 degree cone (with a range of 700)(Clicking on Nomad with the spell will cause a 360 degree attack, the farther away from the Nomad you click on the ground the more narrow the radius will become). The power of the wave is based on the Nomad's normal attack in addition to his strength.
    Click image for larger version. 

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    Level 1 - 14 second cooldown. Regular attack plus 1.4x current strength.
    Level 2 - 12 second cooldown. Regular attack plus 1.7x current strength.
    Level 3 - 10 second cooldown. Regular attack plus 2.0x current strength.

    Initial mana cost is 25/40/55 + 3 mana per current strength points. (30 strength = 90 mana + initial cost)

    The ultimate, since it is based off of Nomad's regular attack, will benefit from some morph attack items (Frostwolf's Skull, Shield Breaker, Nullfire Blade. Effects from Items, such as Brutalizer, Hack, Hack and Slash, Riftshards, and Life Steal Items will not work with Bladewave)
    He's Nomadic!

    Click image for larger version. 

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    Let me know what you think of him!
    Last edited by SimAnt; 02-15-2010 at 03:15 PM.

  2. #2
    Awesome idea!!!

  3. #3
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    I like the idea for the ultimate, pretty unique.

    S2 Games: Dedicated employees serving dedicated gamers. Continuous development. Never-ending improvement.
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  4. #4
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    Thanks for the comment, any suggestions?

  5. #5
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    UPDATE

    Changed the slow from Light Absorptionto a percentage based slow.

    Lone Traveler
    -No longer gives physical armor buff.
    -Gives resistance to slow.

    PLEASE COMMENT ON HERO.

  6. #6
    Is this the slight remake of the nomad found in practice mode or?

  7. #7
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    I used the model of the Nomad because I am not an artist, nor do I have access to sweet pictures of heroes. This is an idea that I've had for a hero, but had never suggested. I used the Nomad model because his name and appearance matched up well with the concept and because S2 has not implemented the Nomad hero.

  8. #8
    Very original ult idea. I like.

  9. #9
    I would love to play as this guy, GOGOGO!
    Quote Originally Posted by JiggaWugga View Post
    Reading other posts by Jainay provides nearly as much funny.

  10. #10
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    I just noticed that the nomad seems to have the exact same animations as Maliken... o____o

    Look at the stand animation in the pic.

  11. #11
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    Oh nice, 6s stun with 6s cooldown without losing invisibility (which btw gives 30 str to the hero). Sounds pretty like permastun for me.

    LoneTraveler = Permanent Max Speed (with slwow resist) + some magic armor

    Work on the first three abilities.

    Ult is the only one fine, I just didn't get it...it will have 3 buttons? At least would be better than aiming, missclicks would mess things up.

  12. #12
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    I'd consider revising the cooldown and duration of Net Trap and the range. It seems really strong and doesn't really seem to fit the theme of the hero.

    Possibly totally revise the spell. No idea what to do though. (Not a big help, I know)

  13. #13
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    the hero is nice, but Net Trap is so freaking OP, hold for 6 seconds,has 6 seconds CD, 1100 range and can be used as trap, it can be destroyed in 3 hits but the other number are way too high.
    btw is this trap a single hero holder?

    that was my only complain...

    i still vote t-up for this... just fix the net x.x

  14. #14
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    Version 1.2 Update

    *Base movement speed raised to 300

    *Light Absorption
    -Stays the same

    *Lone Traveler
    -Passive slow resist reduced to 10/20/30/40 from 20/30/40/50
    -Reduced passive speed increase from 10/25/40/55 to 15/25/35/45. This puts his base speed at 345, only when he is by himself.
    PLEASE NOTE: This passive speed increase only applies its fullest effect when the Nomad is alone. Read skill explanation for more specifics.

    *Net Trap
    -This was way too OP. Agreed.
    -To be clear, the trap can hold only one unit.
    -Reduced trap destruction to 2 auto-attacks (from 3)
    -Increased cooldown to 24/20/16/12 from 18/14/10/6
    -Decreased trapped time to 1.5/2.5/3.5/4.5 from 1.5/3/4.5/6
    -Decreased range to 500/650/800/950 from 800/900/1000/1100

    *Ultimate - Bladewave
    -Casting explanation: This skill is targeted by clicking on either Nomad or the ground in front of him. The farther away you click from the Nomad in any direction, the more narrow the cone of damage gets. I would imagine that a casting graphic could appear to help you see what the area will be like. When you click on the Nomad it will do damage in a 360 degree radius, but with shorter range.

    Please comment on changes made. Thanks.
    Last edited by SimAnt; 01-26-2010 at 07:32 PM.

  15. #15
    Wow pretty nice hero all around, a very unique ganker.

    (Special thanks to roflwtfbbq and AvunaOs for the sweet sigs!)
    Rampage Changes
    Chaos Sorcerer [Intelligence Ranged]
    Ravener [Agility Ranged]


  16. #16
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    Nomadic boner!

  17. #17
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    Please no Mr_Positive comments, and bump.

  18. #18
    still too op.... net trap last almost as long as electrican's grab... and thats his BEST skill(well it use to be)

    1st skill-doesn't quite make sense. He goes invis and gains ap? if ur gonna try to do something like that ur gonna have to up the slow rate

    2nd skill-excellent concept, mix between corrupted disciple and sandwraith

    3rd skill-i noticed to changed it so the trap can only get 1 person at a time... so that kinda lessens the OP'ness of it but it should prolly be like FA's stun is, dodgeable (aoe casting)

    ultimate-this doesn't seem to make any sense either, so he has lego's spin with the damage of panda's ult?

  19. #19
    SimAnt, you come up with a lot of awesome ideas, this not being an exception.

    Allthough, Lone Traveler should have its debuff scaling (The one that decreases his alone movementspeed bonus for each enemy/ally hero in range). Otherwise it feels like it will be too bad to use at early levels, and not needed in later levels since the movementspeed bonus is not scaling itself, and will always be 45 maxed out.

    Also, how would this effect Ghost marchers? If you start running out of range, will your running speed be affected when enemies/allies come in range again?

    So I personally think it should start at maybe reducing 1 at close range, and 1 at longer range at level 1, then scale with each level put into the spell, but always making sure that it gets better each skillpoint put into it.

    Like 15/25/35/45 movementspeed buff.
    -1/-2-/-2/-3 for each enemy/ally far away from him.
    -1/-2/-3/-4 for each enemy/ally close to him.
    Didnt really count on those numbers, so they might be way out. But you get my concept.

  20. #20
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    Thanks StrangeFox. This is a great suggestion. I originally thought that if you were to upgrade this at early levels having multiple enemies around would be rare, but it would be very weak if you were to upgrade it as a skill mid-game. One thing that I have been thinking about is that you would be able to tell when there are people sneaking up on you because your buff will decrease. In addition to making the fix you suggested I am going to lower the range of the two thresholds.

    Update 1.3
    * Lone Traveler
    - The passive debuff put on the Nomad when heroes are nearby has been altered in the following ways:
    1. The thresholds are lowered to 500/900 (from 600/1200)
    2. The movement speed debuff now only applies when enemy heroes that are in range are visible
    3. The movement speed buff does not add into Ghost Marchers's activation and instead is just added on top of the new movement speed total.
    4. Debuff now scales by level
    - Level 1: 1 (0)
    - Level 2: 2 (1)
    - Level 3: 3 (2)
    - Level 4: 4 (3)
    Last edited by SimAnt; 02-09-2010 at 06:37 PM.

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