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OMG YES!
You're joking, right?
Ok so first off, like always I'm mostly just fleshing this out (no pun intended) so I can get the concepts down, so feel free to comment with numbers tweaks because I'm pretty bad with starting stats and % boosts an ability should give and what it should cost, and what kind of CD it should have, etc. So vote on concept, not numbers plz
FLESHRIPPER
Speed: 290
Range: Melee
Affiliation: Hellbourne
Primary Stat: STR
Sound and Visual Design
A juicy almost wet sound when he talks, like he's constantly salivating. In-game he would be tall and hulking with long arms and big hands with giant claws for fingers. Picture this thing minus the wings with a bit more meat on it's bones.
Storywill work on this later... He's some kind of demon from the pit with an endless hunger for flesh, and thirst for blood, one that actually feels pain when it's been too long since the last time he feasted, causing him to go on murderous bloodthirsty rampages.
Role
STR single-target DPSer / initiator / Possible carry.
Stats
Again not good at coming up with base stats, but he should have fairly decent starting HP and STR with little starting AGL and INT. Also smaller AGL gain because he will have a skill to help with attack speed, and one that compensates for little armor..
__________________________________________________Skill 1: The Hunger
When Fleshripper feels The Hunger he goes into a blood-thirsty rage feasting on the flesh and blood and bone of his victims with a blinding speed to sustain himself. He feels this need to feed so intensely that if he's unable to find something to consume he will begin to lose health.
Okay this is an activated self-buff that greatly increases Fleshripper's attack and movement speeds, but he'll begin to lose hp/sec (maybe slowly at first, and then more and more towards the end of the buff) unless he's able to attack an enemy unit, but if he does he'll gain some of his health back through lifesteal.
Descriptors: [Self-target, buff, life steal]
Lasts 10 seconds all levels
HP loss will kick in after 2 seconds of not attacking an enemy hero or creep.
Not too sure about CD or duration just yet
1. +5% Attack/move speed. -7 hp/sec when he's hasn't attacked a unit for 2 seconds. 5% lifesteal.
2. +10% Attack/move speed. -10 hp/sec when he's hasn't attacked a unit for 2 seconds. 5% lifesteal.
3.+15% Attack/move speed. -12 hp/sec when he's hasn't attacked a unit for 2 seconds. 10% lifesteal.
4.+20% Attack/move speed. -15 hp/sec when he's hasn't attacked a unit for 2 seconds. 10% lifesteal.
Balance: The loss of HP unless he's continuously attacking a unit. Maybe or probably there's a 1-2 second window that he can go before picking another target where the HP loss won't kick in. I put up 2 for now. The life steal will stack with other lifesteal abilities and items.
Visual: Fleshripper throws his hands up and lets out a roar of some kind
__________________________________________________Skill :2 Bloodlust
The weakest of the herd are always picked off first. Fleshripper charges a wounded enemy, the more damaged they are the more excited he is to reach his kill, tearing anything in his path to shreads.
This is a channeling/charge spell like Rampage's charge only you don't gain sight, but you do gain increased movement speed and attack damage based off of how much total life the target is missing. It gives no move or attack bonus if the unit is at full health, but if the target takes damage while it's in effect Fleshripper will start to gain buffs. This will stack with The Hunger. He will also gain unitwalking during the spell and do his current attack damage to any unit he passes through (which can proc on-attack effects as well). Upon reaching the target he can attack them an extra 2 times (for a total of 3 with the initial hit) then lose any movement speed and damage he gains from the spell.
So the entire channeling of the spell consists of: Charging the target, reaching it, hitting it one... then twice... three times... and then it's over. If you break it before that you lose all the buffs after 3 seconds.
Descriptors: [Single Target, charging/channeling, unitwalking]
1. +5 movement speed and +5 attack damage for every 7% max life the target is missing
2. +7 movement speed and +7 attack damage for every 7% max life the target is missing
3. +10 movement speed and +10 attack damage for every 7% max life the target is missing
4. +12 movement speed and +12 attack damage for every 7% max life the target is missing
Balance:Probably a long cooldown and high mana cost that's lost if you break channeling for any reason.
Visual:Fleshripper reaches his hands out and starts to wiggle his talons like he can't wait to get them on the target. Maybe he even starts to drool and leaves a trail of saliva on the ground as he charges. When he passes through a unit he takes a quick swipe at it without breaking stride ofcourse.
__________________________________________________Skill 3: Consumption
Sapplings, archers, imps, and warlocks make tasty treats indeed. Fleshripper is able to consume any creep to restore lost health over time.
A pretty basic spell compared to the others. Works like Doombringer's devour ability only the unit you consume will slowly heal you over time. This ability is very basic, but has so many potential advantages for this hero it's not even funny. A great skill to pick up for laning, a good way to ease the sting of The Hunger pre-cast, or even afterwards if you there's nothing left to hit and you find yourself dying of starvation.If used on a neutral creep that has an ability, Fleshripper will gain that ability until comsumption is over.
Descriptors: [single-target, creep only]
1. Regenerates consumed enemy's remaining life over 45 seconds
2. Regenerates consumed enemy's remaining life over 40 seconds
3. Regenerates consumed enemy's remaining life over 35 seconds
4. Regenerates consumed enemy's remaining life over 30 seconds
Balance: not too sure here, it's pretty basic. Probably a high cooldown because of insta-kill and duration.
Visual:Flesh ripper grabs a creep unit, and just about stuffs it into his mouth. Maybe the arms and legs or head snap off and fall to the ground while he swallows the rest.
Ultimate: The Fear
Fleshripper's very presence alone causes his enemies to be so stricken with fear and anxiety that their dexterity and memory suffers. Warriors' blows will not always find their mark, and spellcasters will fumble with their incantations.
A simple but powerful aura that will make enemy units have a chance to miss on any attack. Not just against Fleshripper, but ALL attacks. Also casters will have some increased cast speed penalties.
Descriptors: [Aura, target enemy, 700 aoe]
1. 10% chance for enemies in 700 range to miss on attack and decreases cast speed.
2. 12% chance for enemies in 700 range to miss on attack and decreases cast speed.
3. 15% chance for enemies in 700 range to miss on attack and decreases cast speed.
Balance:You have to be smack dab in the middle of the fight for it to take full effect and reach ranged units and casters.
Visual:Some sort of aura-looking thing under his feet ofcourse.![]()
Invaluable Items:
:HelmOfTheBlackLegio:Brutalizer::RunedAxe::BehemothsHeart::ShrunkenHead:
:Insanitarius::Mock:aemonicBreastplate:Shieldbreaker::Steamboots:
:EnhancedMarchers:
Bestest Buddies:
:jera:
I'll keep on fleshing it out more later, but comments are always welcome in the meantime. I think I have a decent enough concept here even if the first two spells seem a bit complex maybe?
Last edited by ShadeOfMcLvn; 01-23-2010 at 07:22 PM.
Okay, just read it all and it's pretty interesting.
Skill one is pretty basic a movement,attack speed, and life steal boost. I suggest something like 5/5/10/10 for the life steal percent. Only problem I have is that later in the game 10 damage every second won't be a problem at all, causing little to no downside if you can't attack someone in time. You could either make it deal more damage if you don't attack anyone as the dot in higher levels or make it do a big damage spike to yourself if you didn't hit anyone within the whole duration, or the last two seconds, up to you. Otherwise this would make an escape mechanic as well for this guy, which is not what I think you intended.
I like the second skill, good chaser and finisher. Only thing though is I'm wondering if it follows through fog, I know you said it doesn't give sight. I would suggest giving it the signal like Blood hunter's Blood Sense if it does follow through fog, so you know when they have teleported and just for more synergy in general. I was also curious if the 'swipe' damage he does as he runs by targets is his current base damage. Just one more thing I am wondering is if when you break it mid charge to stop chasing them, would you still have the movement speed and creep walking buffs for a short amount of time just like Rampage's charge?
Skill three is pretty basic, but it works. I would like to see an additional effect like they did with Doombringer's devour. You could just do the same were it will give you the ability of a neutral creep if used on one, I could see that working pretty well on this guy.
The ultimate seems fine, nothing really overwhelming and we could use some miss chances. This may even could be buffed a little, maybe with a side passive effect or something.
Last edited by War_Mech; 01-21-2010 at 06:15 PM.
(Special thanks to roflwtfbbq and AvunaOs for the sweet sigs!)
Rampage Changes
Chaos Sorcerer [Intelligence Ranged]
Ravener [Agility Ranged]
I bumped up the hp loss to -15 at lvl 4. Not impossible to overcome, but still very taxing even if he has comsumption to ease the pain.
Yeah I guess it wasn't clear enough but the 'swipe' attack would be his current damage.
Also I added in that he'd keep the buffs for a couple seconds if he breaks the charge.
Sure I suppose it could do that.
I added a cast speed debuff for casters too.![]()
It's an interesting concept, but I don't really like the skills. I think your first spell, The Hunger, should be a toggle ability which drains health but gives Life Steal and maybe attack speed. Very straight forward, because IMO he could need such a skill.
The first skill isn't really needed and could be swaped for some kind of stun or debuff. Some damage ability should do well.
And the last skill, as it seems you want him to be dangerous 1v1, I think should be and active spell rather then an aura.
This is just my thought, if you disagree with me entirely so be it![]()
This actually could be interesting as a toggle ability, but I think it might be too OP unless it had some CD after you deactivate it. I might still consider it though, just to make it a little less ordinary.
Not sure what you mean here, you said he could need a skill like The Hunger. The Hunger IS the first skill.The first skill isn't really needed and could be swaped for some kind of stun or debuff. Some damage ability should do well.
And the last skill, as it seems you want him to be dangerous 1v1, I think should be and active spell rather then an aura.
I think it works better as an aura, it gives him a lot more team utility, and he already has 3 spells that cost mana.
This is just my thought, if you disagree with me entirely so be it![]()
seeing as how I keep getting yes votes I'm just gonna keep bumpin.![]()