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Yes.
No.
No more radical changes to this hero. Only small tweaks.
Sheldon
Made by khaamar on DeviantArt.
I was thinking he would look something like that, just wielding a 2-handed sledgehammer instead of the staff.
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Basic information
Strength: 26 (+2.6) (Primary)
Agility: 12 (+1.9)
Intelligence: 15 (+2.1)
Attack type: Melee
Damage: 60 - 70
Range: 125
Attacks/second: 0.61
Movement speed: 275
Armor: 4.12
Magic armor: 5.00
Affiliation: Legion
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Visuals
A big sized turtle standing on two feet, wielding a sledgehammer with both hands.
His shell has clearly visible scratches from the countless battles he has fought in.
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Background
Sheldon has spent his entire life as a noble defender of his people, the Exoskeletons, and knows the twists and turns of battle on the front lines.
Enemies have ignored him because of his extreme sluggishness,
but have always regretted their narrow-mindedness in the end.
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Quotes
Speaking slowly with a very deep voice.
On move: "As quickly as I can."
"It's not easy being green."
"With pride."
"Time is money..." *sighs*
On attack: "Turtle power!"
"Charge! (...) Charge!"
"Sheldon, SMASH!"
"Bazzinga!"
On idle: "Turtling is an allowed tactic in my book!"
On taunt: "Stop trying to hurt me and HURT me!"
On taunt kill: *laughs* "Who is... slow now?"
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Role
Sheldon can withstand an immense amount of damage. Is very useful in team-battles. His brutal strength makes up for his slow movement.
Used for initiating and supporting his allies.
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Strengths and weaknesses
+ large health-pool
+ decent auto-attack
+ can absorb lots of damage
+ helps his allies in a variety of ways
+ good initiator
+ high natural threat
- hard to deal decent damage with
- very slow movement
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Abilities
Slide (Q)
Sheldon throws himself to the ground on his shell, sliding towards targeted position. Deals damage and stuns the hero he hits first, stopping.
Action:
Target position
Type:
Enemy units
Range: 600
Cast time: 0.4
Mana cost: 80
Cooldown: 30 / 25 / 20 / 15 seconds
Required level: 1 / 3 / 5 / 7
Activation:
During Slide, movement speed is increased to 522 (maximum) and Sheldon destroys trees in the way.
Knocks minions out of the way, dealing 10 / 20 / 30 / 40physical damage to them, decreasing Slide speed by 5 per minion.
Deals 110 / 135 / 165 / 235 physical damage and stuns hero hit for 1.5 seconds, also stuns enemies in a 150 unit radius for 1 second.
Visual: Sheldon jumps forward, turning 180 degrees while in mid-air, landing on his shell and then sliding across the surface followed by sparks and smoke.
Notes: Good ability for initiation. Sheldon stops sliding at targeted position if it was less than 600 units away from him. If used in junction with Unified Shelter, it's best to target a hero who can stun, so Unified Shelter won't be interrupted.
May also be used as escape mechanism.
Unified Shelter (W)
Sheldon hides himself inside his shell, creating an aura which grants himself and his allies a greater resistance to damage, as well as stun-immunity to self.
Action:
Toggle
Radius: 600
Cast time: 0.5
Mana cost: 100
Cooldown: 25 seconds
Required level: 1 / 3 / 5 / 7
Activation:
While active, applies Unified Shelter to self for 6 seconds or until canceled.
Unified Shelter effects:
Immobilized.
Stun immunity to self.
Sheldon heals 2% / 3% / 4% / 5% of maximum health every second while Unified Shelter is active.
Reduces all damage taken to allied heroes in the radius by:
10% / 14% / 18% / 22%
Visual: Sheldon jumps in the air while pulling his head, tail and feet inside his shell and stays on the ground in this state.
While on the ground his shell has an ambient green glow.
Notes: Sheldon heals himself while protecting nearby allies, which makes him a higher priority target (the clearly distinct glow makes him easier for enemies to spot during a fight). Good ability for staying in lane, and helping in big team-fights.
Slowing Spikes
Poisoned spikes grow on Sheldon's back, causing damage to attackers and slowing them.
Action:
Passive
Attacker takes 10 / 20 / 30 / 40 physical damage for every attack on Sheldon.
Decreases movement speed of melee attackers by 3% / 6% / 9% / 12% for 3 seconds.
Required level: 1 / 3 / 5 / 7
Visual: Spikes grow out of Sheldon's shell. The size of those increase per level.
Notes: Gives a penalty to anyone attacking you.
Patriotic Link (R)
Sheldon's powerful presence gives an allied hero the Patriotic Link effect, which reduces all damage taken and transfers it to Sheldon instead.
Action:
Target entity
Type:
Ally heroes
Range: 800
Cast time: 1.0
Mana cost: 125
Cooldown: 65 seconds
Required level: 6 / 11 / 16
Activation:
Applies Patriotic Link to targeted allied hero for 15 / 20 / 25 seconds or until canceled.
Patriotic Link effects:
All damage targeted hero takes is reduced by 20% / 35% / 50% and dealt to Sheldon instead as true damage.
Visual: A very bright green beam is connected between Sheldon and his target.
Notes: Good for helping low-health nukers, and makes Sheldon an even higher priority to kill first.
Damage is first reduced by targeted hero's armor, then by the 20% / 35% / 50% from the skill - not then reduced by Sheldon's armor since it's dealt as true damage.
Also note it's only the damage the targeted hero takes that is reduced and transferred, not the other way around.
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Last edited by Hellii; 10-05-2011 at 07:38 AM.
I reall like the concept and also the style of your hero.
The first ability is great and works well with your second and fourth.
However the 3rd ability seems a bit lackluster in my eyes and too similar to maliken's zeal. While it maybe work with the whole tanking idea i could imagine better fitting abilities. Here a suggestion:
Shield spin (thats the best name i could come up with in like 10 secs, lol)
Sheldon starts spinning in a circle pushing back all heroes too close to him.
Spinning for 2/3/4/5 seconds and pushing away all units that enter a 200 aoe radius by 400/500/600/700 units. Deals damage to %health missing * 250/300/350/400 (example: 50% health missing at skill level 4 -> 0.5 * 400 = 200 dmg to all units in 200 AoE).
Visual: Jumps on his shell and starts spinning.
This would give him some ability that relies on him taking damage while still being very useful and unique and providing synergy.
Another small suggestion:
Patriotic Link should (must?) have a max. range. It can be as high as 1500 but when for example one hero ports away it shouldn't hold up across the whole map imo.
PS: Check out my hero suggestion if you like![]()
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I really thought you were going to suggest a hero based off from Big Bang Theory's Sheldon.
Good thing about playing with friends: you will never get kicked when picking Night Hound as Orange or Brown.
I love his first 3 skills but I feel like his ultimate is complete garbage. The visual effect would be better if a shell appears on the affected ally instead of a green beam.
I voted yes but I hope you come up with a better ulti.
BTW does the third skill stacks each time it is attacked?
Good thing about playing with friends: you will never get kicked when picking Night Hound as Orange or Brown.
I'm gonna come out and be honest and say, even if your abilities were garbage id still thumbs up you, because i love being a turtle.
Edit: not that i think your abilities are garbagei like em.
First I don't recommend using centre justify for everything such as the skills... just makes it hard to read so much xD
1st skill:
Seems like a weaker single target version of Lava surge... You should buff this skill up a bit either one or some of these ways:
~ Lower the cooldown to say around 7-10secs
~ Make it AoE on impact on the target, so when you hit someone all enemies in a 300 AoE get stunned too.
~ Increase the range to around 800 - 1000.
~ Make the skill target-able to make it easier to aim.
~ Increase the damage to about 320, since it's a physical attack not magic, and armour is easier to come by.
2nd skill:
Might want to consider making it so you only have your movement speed reduced by 1/2 instead of no movement at all.
You could always make this a toggle-able skill, so instead of 100 mana cost it's like 10 mana per sec, and when you untoggle it, the cooldown timer starts with say 10 sec cooldown?
I don't think you need to lose 1% HP per sec...
3rd skill:
Might want to lower the numbers when things come into effect may every 5 or 10% not every 30. Other wise it sounds good.
4th Skill:
Yea I love the whole tank skill... Not sure if it needs to be the ulti, and you should be taking reduced damage eg: the selected ally takes 50% damage and you take 40% of the damage while 10% of the damage is mitigated., since it is an ulti. There's so many different ways you can pull of this idea of sharing damage...
This would be another skill that could do well with toggle.
Conclusion:
Seems like a cool idea with a little more refining it could work pretty well.
[17:23] <@Warchamp7> You can't spell 'Sucker sucks' without "Sucker sucks"
Nice feedback.
1st skill:
I want this ability to be used as initiation and fleeing.
I don't want it to be so spam-able in the beginning of the game, hence the 30 second cooldown early on.
Range shouldn't be too overkill either, only just enough to perhaps initiate through trees.
Because you should be able to flee with it, and it should require a bit skill to play as him, I made it target-position instead of target-entity.
You're right on the impact and damage though. It's basically his only damage output and I don't want him to be a pure tanker not able to attack properly. Tweaked the 1st skill a little bit to accommodate.
2nd skill:
This is a toggled skill. And I'm going to keep the -1% HP per second because I don't want you to play the entire game lying on the ground.
3rd skill:
Considering it boosts both speed on attack and movement, I think it's quite decent. Of course, it'll have to be tested.
4th skill:
First, it is actually a toggle. It lasts the duration or until cancelled. Tweaked a bit to reduce damage done on both targets by a small amount.
ah finally a new thread. voted again![]()
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I'll vote. Just wondering why this pacific looking turtle is Hallbourne and not Legion.Do you have any background story to support that in mind? ^^
Offtopic:
Had to, sorry :P
EDIT: Love the concept on the hero. But isn't Unified Shelter a lot better than Patriotic Link?
Last edited by SyKot; 12-14-2009 at 06:35 PM.
Funny picture, haha!Originally Posted by SyKot
On topic though: Depends how you see it.
The ultimate can be used while Sheldon is running around hurting people -- or right before he starts his second skill. I wouldn't say the ultimate is worth less than Unified Shelter, because you can basically keep a friend alive for quite some time, where Unified Shelter just builds up some natural threat and basically makes you a high priority -- but hey, that one is nice for initiating (combined with Slide) when your team is ready to charge!
bump
Votes appreciated
Shameless bump.
So I guess barbed armor would be kinda core for him?
You use shelter and activate armor. The other team can't touch you and your allies get 31% reduction.
Hmm, I'm not sure what to do about that one..
You can't do anything while sheltered (except for toggling it off), but if you use it before sheltering..
Maybe adding in that you can't use shelter when you got some specific effects on or something?
bump
like everything apart from powerful rage passive. doesnt fit at all since he is a tank, support.
Trying to get a bit away from having every "tank" needing Portal Key - without any extra get-away method like that passive (kinda along with Unified Shelter), Sheldon will really need that item.. and I don't like a hero having to buy a specific item
What's your suggestion for another passive then (though i don't want to change it much, unless absolutely necessary)?