Ganker and Initiator
Strength Agility Intelligence
23 + 2.5 17 + 1.6 16 + 1.9
Range : 350
Damage : 48 - 54
Movement Speed : 290
Armor : 1.9
Attack Animation : 0.4/0.5
Cast Animation : 0.4/0.5
Base Attack Time : 1.7
Missile Speed : 1200
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Appearance : A large machine with many fire contractions on him as shown above, and chains along his arms that he drags along is must for the animation of his first ability. There is also the need for one of his arms to be a fire-forge like cannon.
Attack animation : War Machine should shoot flames from his cannon in bursts at times. The animation could be him charging it for around 0.5 seconds before or something of that sort.
Death Animation : Spikes rise up from the ground around him and flames consume his body.
Voice : War Machine should give out his lust for battle in his voice and speech, always talking of where the next fight is and of how he can't wait any longer. (Dawn of War orcs are a good example, in speech and their quotes).
Story : War Machine had been born from the forge long before the war between man and beast began. It has always been unclear who exactly created this mechanism. Regardless, this contraption was found by the Hellbourne deep within The Scar, in some metal like city. War Machine's desire to once more fight again after laying dormant for numerous years caused him to side with the Hellbourne. War Machine now yearns for any chance he gets a good fight, he often even kills many of the Hellbourne demons. War Machine's ability to easily out maneuver enemies was invaluable to the Hellbourne, however, so they had to keep him.
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War Machine violently charges to a set position, carrying the first two enemy units he encounters with him. Upon reaching his set point he will unleash chains on all enemy heroes within range binding them to him and causing agonizing pain over time. If he has no targets within his final destination he is forced to plant his chains into the ground, taking precious time to get them out.
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Spell Select : Select AoE
Cool Down : 24/22/20/18
Mana Cost: 100/110/120/130
Cast Time : 0.3 for applying chains
Range : 600/675/725/800 for charge, 275 AoE for chains
War Machine selects an AoE of 275 to charge to and unleash his chains upon his arrival. The charge will grab the first 2 enemy units he runs into, taking them with him to his final destination and dealing 20/40/60/80 physical damage to them and any more enemies he runs through, charge up to 600/675/725/800 units away. Then once War Machine reaches his destination he will unleash chains upon enemy heroes within 275 AoE. These chains will bind units to him within 250 units, pulling them in closer the further they run away (just like puppet's hold, but bound to War Machine). These chains will also deal 30/35/40/45 physical damage every 0.5 seconds; the chains will last 2/2.25/2.5/2.75 seconds.
(Max damage with grab/shove + full chain damage = 140/197.5/260/327.5)
If there are no enemy heroes within the 275 radius of War Machine upon reaching his final point he will set his chains into the ground. This will stun him for 1.5 seconds as he struggles to free his chains.
- Charges at a speed of 950.
- The chains may be be removed as a debuff.
- The chains break if War Machine blinks or teleports, but not if he uses tablet of command.
"People get really ATTACHED to me."
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[Balance] : This skill is War Machine's most efficiently/easily used ability. This can't really be used as an escape mechanic due the stun time he does not hit any units. If this seems over powered at all, keep in mind that the opponents in these chains can skill attack and cast spells. This means they could potentially stun or immobilize War Machine for the whole duration of the chains, making the chain aspect near useless. Not to mention purging the chains off his affected targets makes it have little to no affects, Electrician with Staff of the Master would be his nightmare.
War Machine calls upon the power of the forge, setting up steel spikes from the depths that will slow enemies who walk on them. The spikes are in a ring formation around War Machine from where he originally cast this spell. These spikes will fully rise up stunning and gashing anyone above them on War Machine's command.
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Spell Select : Instant Self AoE
Cool Down : 40/35/30/25
Mana Cost: 80
Cast Time : 0.4 for first activation
Range : 350 AoE around self, spikes are 125 'width'
This skill is activated twice.
The skill will first set down a team only visible set of spikes (barely surfacing) 350 units away from War Machine in a complete circle; the spikes are 125 units in density and have a sight range of 250. Before being triggered again the traps will apply the debuff 'It's a Trap!' on enemy heroes that are above the spikes anytime during its duration. 'It's a Trap!' slows their movement speed by 25%.
When the ability is triggered again it will set off the spikes stunning for 1.25/1.5/1.75/2 seconds and dealing 125/175/225/275 physical damage to all enemies above the 100 unit density spikes.
The spikes will last up to 25 seconds or 10 seconds if War Machine leaves the radius of the spikes (unless the remaining time was already under 10). The spikes will automatically trigger while planted if the duration time runs out or War Machine dies.
- There should be a timer over the skill giving the remaining time of the spikes before they are automatically triggered.
- Triggering the traps (second activation) has no cast time.
- This may be triggered (second activation), but not planted (first activation) while stunned.
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[Balance] : The spikes have a fairly small density, meaning that it would be unlikely to hit even more than one enemy with this spell if they know what you have. Overall this is just one of those spells that have to be evaluated by both players properly.
War Machine is able to steal the will to fight from enemies near him, allowing him to weaken them while increasing his own powers.
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Spell Select : Passive (Aura)
Cool Down : N/A
Mana Cost: N/A
Cast Time : N/A
Range : 350
War Machine will steal 0.5/1/1.5/2 strength from enemy heroes within 350 radius of him every second. The stolen strength will be returned to the hero after 5 seconds of not having been under the influence of War Machine's Battle Lust or if War Machine dies. Can only steal up to 2/4/6 strength from each hero.
- If War Machine happens to loses enough stolen strength that would have caused him to die, he will instead live with 5 health.
"Stick around for awhile."
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[Balance] : Will only be truly effective if the heroes have clumped together and it caps, so heroes will still be able to defeat War Machine if they are truly stronger.
The War Machine fuels his forge cannon with his rage, in order to use it to its full power to swiftly and violently begin a fight. This utterly destroys cliffs and trees that lie in the wake of the path of destruction, setting it all ablaze.
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Spell Select : Select AoE
Cool Down : 160/150/140
Mana Cost: 160/200/240
Cast Time : 1.5
Range : 1250
War Machine will shoot a beam that is 250 units in width to the endpoint AoE of 450 radius up to 1250 units away, may not use within 450 units of self. The beam will deal 150/300/450 magic damage to all enemies in the way and slow them by 20%/25%/30% for 2 seconds. Enemies at the endpoint will take 200/400/600 magic damage and be mini-stunned for 0.1 seconds, then slowed by 30%/40%/50% for 2.5 seconds.
This will destroy all cliffs and trees in the way of the beam and within the endpoint. If a terrain area is less than 400 units then it will be utterly destroyed, leveling out to the surrounding terrain, but if the area covers more 400 units then a ramp will be made on the cliff. The whole area covered by both the beam and endpoint will leave a burning trail, dealing 10/15/20 magic damage per second to enemies above it, trail and terrain removal lasts for 40 seconds.
- Terrain/cliff walking to everyone passing the area could be given instead, if terrain shifts are not possible.
"The ground is the anvil."
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[Balance] : This really only has moderate damage for an ult, although it does have some deadly potential the fact is that removing terrain can either greatly benefit or screw your team if used inappropriately. Then you must also get the targets at the endpoint for the maximum benefits. This also must be thought out ahead sense War Machine requires a 1.5 cast time.
Synergy : This would be War Machine's primary combo for jumping in on or initiating battles.
Hell's Hammer takes the main role of initiating on a team fight, making a clear path straight to the enemy for those on your team who don't have a blink/portal key and for To War! This may also be used to avoid stop an enemy's juke attempts if you can get a lead on it.
To War! Can also be combine with speed boost or a tablet of command in order to drag the enemy team into your team or into the searing ground caused by your ult. This may also be used to save a teammate that is being chased.
Then using War's Envelopment as the enemy try to escape in order to stun them within your team's hold. Can also be used to slow and then stun someone chasing after you (let first row of spikes slow, then stun on second row).
Battle Lust allows War Machine to last as he jumps in during a fight, and allows him to cause some serious damage if the enemy allow him to live. This also sets heroes in a position where they must either run into his spikes, or increase his damage/survivability over time.
Overall he seems like an initiator/ganker to me. Placing the enemy into your team's hold when they are in your chains seems like his most useful trait (then trying to stun as many as you can with War's Envelopment). The terrain removing would be very interesting in my opinion, and would help with his abilities. I'm not sure it can be done, but i assumed that anything was possible, if it's not a terrain walking affect to anyone that passes over the area would do the trick.
Some Suggested Items :
Tablet of Command would allow War Machine to quickly pull enemies bound by his chains to any area that would give his team and advantage, mainly Hell's Hammer burning trail.
Nullstone or Shrunken Head would prevent War Machine from being stopped by a spell while pulling in his opponents with chains.
Barbed Armor would be good if War Machine was being attacked by opponents after chains rather than running into his trap, War's Envelopment. This would force them to either attack him, losing a good chunk of their health or attempt to run, passing over his trap.
Daemonic Breastplate another thing to further his team capability, a good item to give dominance to your team over the enemy.
And many more...
Really a lot of other items that are fully capable on this guy, allowing you to be creative in how you build him. He won't be bound to blink key as so many initiators are now, this is probably the greatest aspect to him.
War Machine really would have a weakness to any hero with a stun, immobilize, powerful slow, or anyone capable of removing his chains debuff.
Thanks for the sigs!
Any suggestions or comments are much appreciated, and I will make changes based on them. (If anything is unclear, tell me!)
(First thumbnail is Valley to War, the second is War's Envelopment).
Sounds like a good idea, his aura is way op I think, 20% attack speed and 4 armor is a bit much, I think it would make more sense if he just gave attack speed and maybe a minor run increase(?).
I like the theme. What makes this ranged though? He doesn't seem to have anything that benefits from staying out of range or such.
Seems kind of like say... Magmus-style.
Created by... well me. Click to see the related thread.
Seems a little OP currently. He's basically a ranged tidehunter that can use his aoe stun at range, along with an AoE nuke/stun and a pretty insane aura... not to mention his charge/stun/pull ability.
Just too much damage and cc mixed together. make him more one or the other with moves (or make his ult do CC on a decently long cd, say 3min or 180sec), reduce his aoe damage on the rest of his moves, change the stuns to 1 sec slow or ministun, and reduce his aura to (max level) +4 armor, +10% increased MS
There I made some changes on the ult, and changed the aura as suggested. I am going on vacation tomorrow so I will be unable do any changes for about a week or so. If there is any feedback when I return, I will make changed accordingly. (I will have the rest of the night though).
The first spell has too much damage. When you running to a location if you hit someone they will be shoved than hit by the AoE of chains for 450 damage, other than that its a good intiating skill.
Second skill is awesome, i love traps, so satisfying killing or capturing a runner.
Third skill is a nice passive, with good numbers.
Ulti is a really awesome idea. I love how it just levels the terrain around it. The only problem is the numbers are way too high. At level 1 it does the same damage of pyromancer ulti, but this is pure and AoE and micro stuns and slows. You pretty much need to cut a third off the damage of each rank to balance it up.
All in all a nice hero, love tree destruction and traps. ill be sitting at my desk saying
“Now, I play this card face down and end my turn.” and "You fool, you have activated my trap card!"
T-up from me.
I definitely agree with the ult, and made some changes. Might still be a little on edge, but it is about the concept really.
no, we have enough radius stuners already,,,,and OP no matter what angles you at him, but I won't vote no.......
Well, answering to oyur post on my new item, let's see your hero:
Hero theme: Cool, his animation is usefull for his skills, and there isn't any previous machine hero in hon (by the way, I liked the post theme in orange and red =P). 1/1
First skill: Needs balance on range, but it's something new to hon and helps the whole team. 3/3
Second skill: a mix of techies three mine's skills. Really nice, but it's the second AoE stun of the hero, getting OP. 2/3
Third Skill: An aura, again another skill to help your team. But 10% ms in 1000 aoe is OP, specially with rampage. This doesn't bring anything new to the game, and could be remade to sinergyze better with the hero. 1/3
Ultimate: First, cliff destroying isn't possible. But it is a nice idea, a regular ult that isn't a great inovation, but works fine. 2/3
Sinergy: Yes, it has some inovation. But there is some points to fix, some concepts to remake and some numbers to be changed yet, so the whol hero view I will give 1/2. I suggest smaller stun durations, once he got an aoe slow and two aoe stuns.
Final: 10/15. Almost there, just need some small changes.
Last edited by DanieLmc; 01-05-2010 at 09:44 PM.
Skill 1: I like it, has a lot of functionality. 900 range might be a little long for something that has all the other bells and whistles on it, but not by a whole lot.
Skill 2: I like the idea and the numbers seem balanced. I think a 40 second cooldown at max rank is a little unnecessary. Maybe make it scale down 40/35/30/25.
Skill 3: Not much to say there, everything seems fine and balanced.
Ultimate: The only thing I would contend is that 600 true damage is a lot of AOE damage, even for an ult. Making it either lower, or magic damage would be my only suggestion there.
Overall great concepts, I like it a lot.
HONOR- If you need it defined, you don't have it.
Thanks for the great suggestions guys!
Changed it up a bit based on some suggestions that seemed fitting to me, feels a little closer to being more so balanced now.
The first skill is very nice, creative and i like the concept and how it could work generally in the game. Great work with this one T-up
Second skill seems to work normally and i have no concerns about it. Good skill
The aura is quite handy although the ms boost seems a bit to much... But it's just me :P
The ulti seems fair and quite nice. Very well designed ganking mechanics