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Sir Arthyre
Description: Picture the tower guard boss from Demon's Souls.
Affiliation: Legion.
Main Stat: Strength.
Role: Tank/Ganker/Engager.
Background: A knight from one of the human kingdoms of Newerth. He is a champion and veteraned soldier on the battlefield as well as a famous Tournament Fighter. It is said that he has never lost a jousting match. His king has sent him to fight for the Legion to stop the Hellbourne onslaught.
Skill 1: Shield Wall
Sir Arthyre raises his shield against the Hellbourne, giving a damage reduction increase while having a chance to deflect enemy ranged attacks. The consequence of lifting such a large shield causes Sir Arthyre's speed to be reduced.
Type: Toggle
Range: Self
Manacost: 30
Cooldown: 5 seconds
Effects of Shield Wall
Physical damage reduced by: 5/5/10/10%
Chance to deflect ranged attacks: 15/20/25/30%
Movement speed reduced to: 80/85/90/95%
Skill 2: Joust
Reknown for his numerous tournament wins, Sir Arthyre uses his lance to strike his enemies down. Knocking them off the horse only makes it better.
In Normal Stance
Target Enemy Hero
Type: Physical
Range: 350
Manacost: 80/80/120/120
Cooldown: 15 seconds
Target hero takes 100/140/190/260 damage and is knocked down for .5/1/1.5/2 seconds.
In Shield Wall
Line AoE
Type: Physical
Range: 350
Manacost: 80/80/120/120
Cooldown: 15 seconds
Enemy heroes in a 300 range line in front of Sir Arthyre take 90/130/165/225 damage and are knocked down for .5/1/1.5/2 seconds.
Skill 3:
In Normal Stance
Shield Swipe
Sir Arthyre swings his shield to rid himself of the filth of the Hellbourne.
Frontal AoE
Type: Physical
Range: 200
Manacost: 180
Cooldown: 8 seconds
Effects of Shield Swipe
Enemy units in a 185 range of the front side of Sir Arthyre take 125/195/265/350 damage.
In Shield Wall
Shield Push
Sir Arthyre uses his shield to make some room on the battlefield.
Frontal AoE
Type: Physical
Range: 200
Manacost: 180
Cooldown: 8 seconds
Effects of Shield Push
Enemy units in a 200 range of the front side of Sir Arthyre take 90/135/165/250 damage and are pushed back 300 range.
Ultimate: Veteran (Original)
Passive
Sir Arthyre has seen many battles and won many tournaments. His expertise in fighting has led to a stronger constitution.
Gains 15/25/35 strength.
OR
Ultimate: Form the Line (New)
Sir Arthyre's is seasoned in battle and understands that any offense requires a stalwart defense. The veteran places his shield in the ground to form a makeshift wall.
(Cannot be used if Shield Wall is active.)
Type: Target Point
Range: Melee
Manacost: 200/150/100
Cooldown: 30/25/20 seconds
Sir Arthyre places his shield at target location facing the direction that Sir Arthyre was when he placed it. The shield is 190 units wide and is a not able to be walked through (including Unit Walking and Tree Walking). The shield has a health of 250/350/450. The shield also negates most projectile skills. (Since the shield has health now instead of damage counters, it would play out like a hero that cannot be moved through. All spells though involve movement, ie Magmus stun, Kraken dash, Valk arrow, would stop at the shield. Spells like Forsaken Archer's ultimate would consider the shield a unit and reduce damage to targets hit behind it accordingly.)
Once the shield is placed, Form the Line will be replaced with the skill Grab Shield. Grab Shield cost no mana but shares a cooldown with Form the Line. While Sir Arthyre does not have his shield, he gains +50 movespeed and is unable to use Shield Wall and Shield Swipe. If the shield is destroyed, once the cooldown for Grab Shield is complete, Sir Arthyre's shield will come back to him and Grab Shield will again be replaced with Form the Line.
Skill: Grab Shield
Type: Target Shield Gadget
Range: Melee
Manacost: 0
Cooldown: Shared with Form the Line
Sir Arthyre picks his shield back up. Once used, replaced with Form the Line. Passively increases movement speed by 50. Begins with 5 second cooldown.
Note: The cooldown for Form the Line does not start until SA has picked up his shield, or the shield is destroyed. Therefore, the fastest he could place his shield, pick up his shield, and then place his shield again would be 35/30/25 seconds for each level.
Notes and Synergies have not been updated to incorporate the new ultimate.
Notes on hero:
He is similar to Legionnaire in tanking ability except moreso for ranged foes than melee. This allows him to lane with another melee hero and not be completely usesless against two ranged heros.
He is intended to have a slower attack speed and low mana pool as his skills cost are generally low. Is he intended to get a lot of strength and use this to take damage so that other heros can do their work.
His first skill is similar to that of the Defend ability used by Footmen in Warcraft 3 except it changes the affect of his 2nd skill and gives him a different 3rd skill.
Shield Wall is to allow SA to move in close to heroes while not being mowed down by ranged attacks. It also allows him to be bait or ignored by ranged heros so he can move in further and disrupt the enemies. The penalty to movement speed early is so that it is not abused in early/mid game situations but is significantly reduced so he is not immobile in late game.
His second skill allows him to chase, escape, or interrupt an enemy if used without shield wall. In shield wall he can strategically use it interrupt groups of heroes that bunch together. It does not have a long or wide range so SA will need to be close and have the enemy heros close to each other as well. Its main purpose is to prevent melee heroes from beating down on SA too much.
His third skill is his damage skill. It is primarily used in normal stance early/mid game to gank and kill heros as it has a quicker cooldown and decent damage. It can also be used to take out creeps quickly to push/defend a lane or farm in the jungle. If shield wall is active this skill is used mainly to push away enemies that may be chasing SA or a friendly hero. This does not stun the enemies, only pushes them back and may or may not interrupt channeling (may be too OP to interrupt). Also can be used to keep melee heros off of him later in game as this spell will be used mostly late game or in pure tanking situations.
Synergies
Portal Key + Shield Wall + Joust
Portal Key + Shield Wall + Shield Push
Shield Wall + Joust -> Shield Swipe
Shield Wall + Shield Push -> Shield Swipe
Shield Swipe -> Shield Wall + Shield Push
Joust + Shield Swipe
Sound Set
Selection
"Your leige"
"I am your champion"
"My lord"
"I will make this, a Knight to remember"
"For country and honor! Charge!!!"
"Sir Arthyre, not King Arthur"
"Ni!"
Movement
"With honor"
"As you will"
"Yes my leige"
Attack
"Joust!"
"For the king!"
"En guarde"
Epilogue: Please do not judge this hero based on numeric data, but moreso on the concept of his skills and design. Please ask if you'd like a more detailed explanation of a part of the hero and I will edit/reply with the best answer I can give. If you'd like to suggest a change/addition/removal of a piece of the hero please state what and why in a polite manner. Flame will be ignored. Thank you for your time and critique, all feedback is appreciated.
Edit 1/6/10: Added picture of Tower Guard Boss from Demon's Souls.
Edit 1/7/10: Added notice to Ultimate of currently undergoing rework.
Edit 1/8/10: Reconstructed the ultimate to incorporate a more creative idea.
Edit 1/9/10: Edited ultimate.
Edit 1/21/10: Buffed resistance % from Shield Wall. Increased damages for Joust and Shield Swipe in both stances. Changed ultimate to have shield have health instead of damage counters.
Edit 3/22/10: Pictures courtesy of L`ANANAS.
He seems okay of first look, doesn't really seem overpowered or anything, since he is all physical damage. T-up
(Special thanks to roflwtfbbq and AvunaOs for the sweet sigs!)
Rampage Changes
Chaos Sorcerer [Intelligence Ranged]
Ravener [Agility Ranged]
Skill 1: I really like it, though I feel it's a little weak. I had an idea while I was reading it, bear with me. It would be neat that if when toggled on, it was more of a permanent state until cancelled. He would remain facing the direction he was when the ability was used, and would reduce damage he takes (or AOE incoming from that direction) by a large margin, say 50% at max rank. This way you would be able to intervene between damage friendly units are taking and yourself, making it truly a tank ability. I know this totally borks a lot of the synergy with your other skills, but it was just a thought that I found interesting.
Skill 2: I like it, works well and seems fairly balanced.
Skill 3: I think maybe adding a small slow to the non-shield-wall ability would be nice, as it seems a little generic without some flavor, but overall good.
Ultimate: I think you could have done something way more awesome with this. Passive strength is nice, but most people want something more exciting! You can always make an active ability and still keep a passive say 5/10/15 strength in there too. I would say something where he throws his shield, having it bounce kind of like Plague Rider's Ult, stunning every enemy it hits and putting a debuff on them, reducing their armors. I dunno, but do something exciting with it!
Overall good idea, I think it could use some refinement, and maybe a little bit of clarification on some skills, but overall great idea. T-Up.
HONOR- If you need it defined, you don't have it.
Thank you for the detailed feedback!
From what you described for the first skill it would sound like it would make SA immobile which I believe would hinder him more than helping him even with the increased damage dispersion %. Also like you said it would lose a lot of the synergy with his other spells as that was its main purpose, to extend his usability in different situations.
On the third skill, I was considering a slow but then thought about Jeraziah and how it would be almost exactly similar to his passive slow save for it being an activated skill. I tried to make it more of a close range small nuke to add to his gank ability, say he's chasing a hero and gets close he can swipe and they die. Or to push a lane of creeps by just getting in their face and swiping away.
If you meant the push part of the skill when he is toggled, that would sound good if it doesn't sound too OP, have a push back with a small slow at the end?
And about the ult, haha thanks, I'll see what I can think up in the next few days and see if I can rework it to something more fitting than Centaur Warchief.
i like it! no balance issues, save maybe shield wall being a bit week on it own merit. joust + shield swipe sounds fun to use, but the ulti is... well boring (and yes i know its been said but its the only thing wrong with the concept). i would make it a get the **** out of dodge ability, in the same vain and accurseds ulti (but weaker) or electricians (but stronger)
Seems actually a fairly interesting hero. Good tank with a bit of support and nothing that screams overpowered.
Got my vote.
I wasn't so much thinking immobile, having him still be able to move (at a reduced speed, say 70-85%) would be particularly awesome. Think more like a riot shield in Modern Warfare 2 (if you've played it) or a SWAT member holding one up. You can still move, it would just be a way to intervene some damage and would actually counter some of the AOE cluster that has developed in this game. It's certainly fine the way you have it, was just an idea I had while reading =P
Again, centaur's ult was nice and all, but I always felt like him having 2 actives and 2 passives was kind of "blah" and I didn't want the same kind of feeling on your hero! Thanks for the feedback on my suggestion, it's always greatly appreciated![]()
HONOR- If you need it defined, you don't have it.
Oh I like the new ultimate! Seems like a little more can be done to it though, like blocking all enemy abilities that have to go through it. Doesn't have to be exactly that, but you get the point, I like the idea, but so many new opportunities have opened up from it.
I kinda see its worth though, block off enemies from assaulting your team, or a deadly combo in tight places of blocking off opponent's path so your team can aoe them down. Works great with his portal key basis you set up, knock them down/slow while you have the shield for time, right after blinking in, and then place your shield.
(Special thanks to roflwtfbbq and AvunaOs for the sweet sigs!)
Rampage Changes
Chaos Sorcerer [Intelligence Ranged]
Ravener [Agility Ranged]
I like the idea, but it would be awesome if the shield automatically redirected X attacks to it automatically. I still like the way you have it, as an intervene, but I feel like actually placing the shield handicaps the hero too much as a trade-off.
For melee: If you're standing within Y range of the shield, it will absorb X attacks from yourself and nearby allies (not creeps).
For Range: Will redirect any projectiles within Z range of the shield, absorbing X attacks or sources of damage.
X could be anywhere from 5 to 15. Maybe it has 15 charges, absorbing magic removes 3 charges, physical attacks and projectiles only remove 1. Then maybe when it breaks have it shatter, slowing all nearby enemies. This would give you kind of a "duck and cover" area to retreat to, and then when it breaks gives you a chance to make a break for it, or turn it around.
My 2-and-a-little-more cents =P
HONOR- If you need it defined, you don't have it.
(sorry for double posting a reply but the first attempt now says unused)
i was considering the spell blocking mechanism where it could block projectile spells like valk's arrow, but then i considered other spells like fa's ult and it wouldnt be able to block that, so i could implement it to block some projectiles
the slow on explosion would be a good tactic and i'll consider that a little bit and perhaps add that, I added a movement speed bonus to him when he drops his shield so that he can run away faster or chase faster if in gank situations, this is to offset him losing two spells but this skill would most likely be used defensively late game so the slow or maybe a small aoe stun on death might be appropriate for late games.
If say there was a stun, would it make more sense to have less hits required as it levels up or as is?
I would say just make the cooldowns lower and the AOE larger as it levels up, leaving the charges the same. I'm sure there's a way you could have it "eat" FA's stun or say Pebble's avalanche, but that would be up to the coder's =P
HONOR- If you need it defined, you don't have it.