Image credit to Wizards of the Coast
As the war of the Legion and Hellboune continued across Newerth, an untold number of heroes have fallen to the blades and magics of their foes. These nameless heroes, unrecoverable from field of endless war, laid lifeless in the wilderness; their lifeblood seeping into the war-torn soil. A singular flower remained undisturbed, ingesting the blood of the fallen for years. This flower's feast imbued it with a brutal sentience, and a thirst for more nourishment. Known as Deathblossom, it stands alongside the Hellbourne to drink the essence of all living things who will not aid its quest.
20+2.1 | 24+2.5 | 16+1.9
Movement Speed: 295
Attack Range: Melee (150)
Base Attack Time: 1.26 Seconds
Deathblossom sprays pollen at foes, seeking a carrier.
Deathblossom fires a patch of pollen on the ground, dealing damage and slowing enemies within its area of effect. Damage and slow increase over time.
Skill Type: Active
Cast Time: 1 second
Cast Range: 550
Cooldown: 16 seconds
 Pollen covers a 250 unit area and lasts 8 seconds. Foes inside the area of effect suffer 5 Magic damage the first second, growing by 5 every second they remain in the effect (180 over full duration). Foes inside the area of effect are also slowed by 5% the first second, increasing by 1% every second they remain in the effect. When Pollinate expires, Deathblossom gains health equal to 10% of the damage dealt to heroes over its duration.
 275 unit area. 10 initial Magic damage (220 over duration), 15% initial slow.
 300 unit area. 15 initial Magic damage (260 over duration), 20% initial slow, 2% increase every second.
 325 unit area. 20 initial Magic damage (300 over duration), 25% initial slow, 2% increase per second.
[Balance] Deatblossom's primary initiate/chase ability. Low mana cost makes it usable as a fairly powerful harass early game, especially if partnered with a disable. Easy to escape the effect altogether due to the 1 second delay from cast time to application, and relatively simple to move from as well. Also, a powerful farming tool.
[Visual] A dull beam of yellow powder fires from Deathblossom's flowers, landing in the AoE after 1 second. The circular patch is the same color and has the look of powder. Foes inside kick up yellow dust when they move, and glow a dull yellow.
The suffering of Deathblossom's foes invigorate and embolden it.
Damage dealt by Deathblossom causes it to Bud. Buds increase Deathblossom's damage and allow it to release a powerful finishing move.
Skill Type: Passive | Active
Cast Time: Instant
Cast Range: 600
Cooldown: 12 seconds
 70 Physical damage creates a Bud. Each tick of Skill 1 creates one Bud. Maximum of 5 Buds.
 90 Physical damage creates a Bud. Maximum of 10 Buds.
 110 Physical damage creates a Bud. Maximum of 15 Buds.
 130 Physical damage creates a Bud. Maximum of 20 Buds.
Bud: Increases Deathblossom's melee damage by 3. Each attack restores 0.1% of Deathblossom's maximum health.
Bloom: Consumes each stack of Bud on Deathbloom and deals 10 magic damage and slows movement speed by 0.75% per Bud to all targets in a line in front of Deathblossom. 450 range, 100 area of effect, 1000 projectile speed, slow duration of 6 seconds.
[Balance] Boosts Deathblossom's damage and survivability over the course of longer periods of time. Increased damage required per level in order to not grow Buds at too quick a pace. Use of the nuke reduces her damage by a significant amount for a time, but is a powerful initiating ability and finisher for running foes.
[Visual] Each time Deathblossom acquires a Bud, a small bud appears on his model (Perhaps have pre-made buds which start to flower when it acquires Bud). The nuke is a line of blood red vines with sharp thorns which moves from Deathblossom to the max range.
Deathblossom produces a thorn from its body and impales a foe.
Deathblossom impales the target, causing instant damage, damage over time, and causes the target to become Nauseous.
Skill Type: Active
Cast Time: Instant
Cast Range: Melee
Cooldown: 17 seconds
 100 Physical damage. Target bleeds for 15 Physical damage per second for 3 seconds. Nauseous effect for 2 seconds after the bleed expires.
 150 Physical damage. Bleeds for 20 Physical damage per second for 3 seconds.
 200 Physical damage. Bleeds for 25 Physical damage per second for 3 seconds.
 250 Physical damage. Bleeds for 30 Physical damage per second for 3 seconds.
Nauseous: The next source of Physical Damage caused to the target causes them to vomit uncontrollably, stunning them for 1 second.
[Balance] Provides a burst attack with a good amount of damage, though the Physical nature of the damage makes it less effective over time. Since it is Physical, however, it provides Deathbloom with Buds at the normal rate.
[Visual] Deathbloom swings a thorn at the target, and blood spurts from their chest. For the duration, they continue to trickle blood. When the Nauseous effect appears, the target turns a dull shade of purple for the duration.
Nature's Abomination [Ultimate]
Deathblossom remains one with nature, and the forest allows the abomination to utilize its resources to remove the interlopers from the land.
Deathblossom merges with a target tree. While merged, Deathblossom may teleport to any tree currently in line of sight of an ally. When emerging, the tree explodes, causing damage and stunning nearby foes.
Skill Type: Active
Cast Time: Instant
Cast Range: Melee
Cooldown: 160 seconds
 Tree Explosion causes 200 Physical damage to all foes in a 300 radius from tree which Deathblossom emerges, and 200 Physical damage to Deathblossom. Foes hit are stunned for 1 second.
 300 Physical Damage to foes, 200 to self.
 400 Physical Damage to foes, 200 to self.
[Balance] Cooldown and cost of this ability are used when Deathblossom attaches itself to a tree. While attached, Deathblossom is still able to be targeted. Stunning, disabling, or otherwise destroying the tree it is attached to will waste the ultimate. Damage suffered from Tree Explosion is lethal to Deathblossom and foes alike, and the health loss makes the use of this skill more tactical than other teleports(imho, obviously).
[Visual] Deathwhisper merges with a tree next to it (Perhaps simply disappears and applies the health bar on said tree?). When emerging from the tree, the used tree, the target tree, and all trees in a 300 radius of the target tree explode, and Deathblossom takes the place of the target tree. Bark and tree pieces fly outward in a 300 radius of the target tree.
+or+After bursting through the target tree, stunning foes around you, an immediate drop of Pollinate would boost overall damage output and reduce the chance of your foes escaping alive.
Blood Blossom benefits from damage. The more you do in a shorter period of time, the better it is. As such, you can go the route of high damage items or high attack speed items; each has its benefits.
Thorn Spike's rather uncommon quality of being a Physical nuke allows it to benefit greatly from armor reduction items, causing the ability to scale even at end game.
Armor reduction once again plays a role here, as the tree explosion in Nature's Abomination is also Physical damage. The Physical Damage of tree explosion also gives Deathblossom Buds, which boosts its damage immediately and prepares it for combat, while also providing it with a slowing line nuke if needed.
Heroes with hard, lengthy disables. Coupled with Pollinate, these heroes can force enemies to endure painfully long durations of the AoE.
Obscene long range coordinated ganking is made easy with Deathblossom and any of the following heroes. Deathblossom is the only hero with a high mobility maneuver and a hard disable, making team ganking all the more successful.
,,A major part of Deathblossom's power comes from its ability to quickly regenerate health through the combination of its three core skills. Heroes with a high amount of disables will shut Deathblossom down before it has a chance to respond.
Debated between Int Melee and Agi Melee. May go back to Int in order to make it harder to carry, but that all depends on what people think
Both Skill 3 and Skill 4 are entirely up for re-do. I wasn't quite sure what I wanted to have for synergy when I made them. I like them, but if you have other ideas, please let me know what and why.
Skill 1: Completely re-worked due to comments. Let me know what you think of the new one! Debating changing the heal from this skill to heal Deathblossom every time damage is dealt, since waiting 8 seconds will seem like a lifetime when you need it. Also debating adding higher % at higher levels, or keeping it low but having the heal work on creeps.
Skill 2: Numbers on this skill seem reasonably sound, although the gain of Buds may need to be reduced through some means (Most likely reducing the number of Buds gained through spells) Idea: Should the Physical Damage boost from Blood Blossom affect Thorn Spike and Nature's Abomination?
Skill 3: Somewhat low on damage, considering the effect is physical. Also requires melee range, making it a very poor harass tool and dangerous to use in many situations. The delayed stun makes this a rather atypical ability, allowing a quick disable to trigger on a hero who may nearly escape otherwise.
Skill 4: Yes, I know we have other teleports, and even conditional/specific ones (SW), but I thought this would be a rather interesting take on it. It's usable by all, but with finesse it can be a very, very dangerous tool in any fight.
Last edited by Neksol; 01-14-2010 at 12:25 PM. Reason: Scrapped/Redid Skill 1
I really liked the ultimate skill, but i'm not quite sure about the rest... Anyway keep up the good work
Updated with synergies, images, and builds. Thanks for reading, and please comment so I can update Deathblossom and utilize your advice for future hero concepts!
Bump for great justice!
I LOVE the ultimate, the first skill I think is seriously imba, your hero sounds like a carry, and I think that is a ******* long ass disable.
What if there are no allies around to protect them from the peas in a pod. Then the blossom basically has free reign to obliterate a single target. Needs rework.
Me like another Physical damage hero awesome though to me this.
2: Awesome spells
3: thx for synergies
4: Awesome to lane with
5: Pure WiN!
Just want to make sure I clarify that while the first skill is active on a player, you CANNOT TOUCH that player at all. No target spells, no AoE, not even auto attacks. They are, in essence, not there for the duration. For those of you familiar with DotA, it's basically a rehash of Obsidian Destroyer's Astral Imprisonment ability with a longer duration and the ability to have it broken early by allies.
Hope that clears up any confusion, (Let me know if I'm still making no sense), and, of course, keep up the feedback! I really appreciate it.
Forced synergy is bad, and the healing from skill three+skill two is forced synergy. How about changing that special healing to any DoT's already placed on them?
Great work anyhow.
As stated in the Changelog (And random thoughts log, I suppose), I'm still debating AM vs IM. I decided on AM with the current implementation because of the following reasons:
Almost all of its attacks are Physical, and I wanted to have that as a theme. As Physical damage, it benefits greatly from Daemonic and Shield Breaker, two items which are not generally used in the IM build.
AM restricts its ability to spam abilities, pure and simple. The mana pool requires timely use of skills, and cannot be spammed early.
IM would, as stated above, somewhat change the item build, and could lead to certain builds being more powerful than they should be with the skillset/base stat combo.
As always, any arguments to the contrary are awesome
Quite good Ult and I liked Peas in a Pod. But you forgot one thing....
FIGHTING PLANTS IS NOT COOL!
That is all...
Why the plant hate
i like it, but the skill icons are copies of guild wars assassin skills..
That they are. If you check the threads in the Suggestions main page, there is a "Useful Links" thread which links to Guild Wars, WoW, DotA, and HoN icons for use in creation. They're obviously not what would be used, just something to be thematic and give a feel to the skill.
I like the Ulti! It's like a good 'chase' skill (at least what I am imagining on the method to use it).
Though I personally think that the first skill is a bit strong. 6 seconds of disable and so many effects going on. Even though it works like Obsidian's 'disable'.. it only steals INT and lasts only a short duration of time.
But I really like the idea though! ^^ A yes!
my only problem with this hero would be the peas in a pod skill, the first skill which basically holds... i think that some other skill can easily take its place... but the ultimate where you swap places with a tree... i love this idea so much especially because it has to be in an allied heros line of sight so its balanced that you cant just pop up out of nowhere when an enemy is running, unless of course you have observer wards >
So, judging by people's responses, I should rework/scrap and redo the first skill. I'll mull over something to take it's place in a bit. In the meantime, feel free to keep commenting, and check out my new/old heroes in my sig
Last edited by Neksol; 01-13-2010 at 03:57 PM.
As per comments, scrapped Peas in a Pod and went for a more Agi-style maneuver. Updated synergies and such to reflect it. This may make Thorn Spike (And the heal from Blood Blossom) a little too underpowered in their current iterations, but let me know what you think of the change!