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Thread: CDU - Central Destruction unit

View Poll Results: Would you like to see this sugestion implemented into HoN?

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  1. #1
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    CDU - Central Destruction unit

    CDU - Central Destruction Unit

    Many discoveries relating to time and time travel have been made by
    the dwellers of Newerth, but during one of Chronos' experiments,
    a fiend from the distant future was brought back to this time.
    CDU was part of an ongoing war between machines, but now, it
    seeks only the destruction of Chronos, who took him from his
    home time.

    Legion: Against Chronos
    Type: Agility
    Role: Chaser, carry, psuedo disabler. Versatile.

    Stats:

    Strength: 20 + 1.7
    Agility: 18 + 1.9
    Intelligence: 16 + 1.8

    Movement Speed: 290
    Armour: 2.1
    Range: 450
    Base damage: 44-51
    Base Attack Cooldown: 1.7 seconds


    Hitpoints: 513
    Mana: 208



    Projectile speed: Medium (Forsaken's as of .1.65 type-thing)


    1. Nano Virus

    CDU lets loose thousands of Nanobots to infect any enemies which
    they come in contact with. Deals 50/100/150/200 magic damage once
    the wave comes into contact with an enemy in a cone in front of CDU,
    radius increading from 100 to 250 over 400/400/500/500 units.
    Applies Nano Virus to all targets damaged for 12 seconds.
    Any enemy who comes in contact with an infected unit
    will be infected themselves. Once infected, units are immune to
    Nano Virus effects for 20 seconds after the duration, but will still
    receive damage from the initial attack should it be cast on them again.

    Nano Virus effects:
    10/20/30/40 magic damage inflicted every 4 seconds
    10/15/20/25% movement slow, decreasing to 5% over 6 seconds
    Any ally of infected unit who comes within a 175 radius of them will be infected.
    Nano Virus immunity for 20 seconds after duration.
    When an ally is infected, lasts for 2 seconds less than the host
    (eg. Person hit = 12, Next = 10, Next = 8)


    Type: Target Position
    Magic
    Cooldown: 20/20/15/15 seconds
    Range: 400/400/500/500
    Radius: 100-250
    Mana cost: 150

    "Biological warzone"


    2. Upgrade

    CDU is able to focus more power in different systems, allowing for
    a boost in either Strength, Intelligence or Agility.

    Increases strength by 5/8/11/15
    Or
    Increases Agility by 5/8/10/13
    Or
    Increases Intelligence by 6/10/14/19
    Or
    Increases all stats by 2/4/5/7

    CDU can change which attribute is increased, but the bonus will be
    given evenly over 5 seconds.

    Attribute change Cooldown: 5 seconds
    Passive


    CDU increases his overall power, by strengtherning himself
    and the abilities at his disposal.

    Increases Nano Virus damage by 25/50/75/100
    Increases Nano Virus DoT by 5/10/15/20 per tick
    Increases Electro Magnetic Pulse radius by 25/50/75/100
    Increases all stats by 0/2/4/6
    Increases movement speed by 5/5/10/10

    At level 4, enemies of CDU will only have clearvision of him while he's
    channeling within their normal sight radius if he's within 3,500 units of
    his team's main structure (World Tree/Sacrificial Shrine).


    "I'm better than you"


    3. Shutdown

    CDU shuts down his primary systems, rendering him inert. While shut
    down, CDU takes less damage and prepares himself to unleash a
    devastating attack on all enemies around him.

    For the duration of the channel, applies Shutdown to self. For every
    3 seconds that Shutdown is active, a charge is gained. Shutdown is
    replaced by Electro Magnetic Pulse for the duration. Activating
    Electro Magnetic Pulse will consume all charges.
    Magic immunity is gained at level 4 after 4 seconds of Shutdown being active.
    Enemies gain clearvision of CDU during the channel if he is within their sight range.

    Shutdown effects:
    Splash immunity
    Magic Immunity (gained at level 4) after 4 seconds
    Takes 30/40/50/60 % less damage
    A charge is gained every 3 seconds, max 2/3/4/5 charges
    Applies Reboot to self for 3 seconds upon end of channel, unless Electro Magnetic Pulse is activated

    Reboot effects:
    Silenced
    Perplexed
    Disarmed
    Invulnerable
    Slow Immunity

    Channeling time: 60 18 seconds
    Mana cost: 100
    Cooldown: 45 seconds

    CDU cannot break the channel for the first 2 seconds of Shutdown

    Enemies within their sight radius gain clearvision of CDU while channeling.

    "I'll be back..."


    3a. Electro Magnetic Pulse


    CDU unleashes a pulse towards all enemies around him. Deals damage
    and applies Pulsed to all enemies hit by the pulse for 1 second, plus
    an additional second for every charge that Shutdown had gained.

    Deals 50/100/150/200 magic damage in a 300 radius around CDU, plus an
    additional 50 damage per charge. Radius is increased by 25 per charge.
    Applies Pulsed to all enemies in radius for 1 + (number of charges)
    seconds.

    Pulsed effects:
    Perplexed
    -3 magic armour
    Silenced for 3 seconds, regardless of Pulsed' duration

    Self Position
    Type: Magic
    Mana cost: 25


    4. Overclock

    CDU overclocks his central processor, massively increasing his stats
    for the duration, but requiring him to cooldown afterwards.

    Applies Overclock to self for 20/20/25 seconds

    Overclock effects:
    + 10/20/30 Strength for the first 10 seconds, decreasing to +5/10/15
    over the remaining duration.
    + 10/20/35 Agility for the first 10 seconds, decreasing to +5/10/15
    over the remaining duration.
    + 15/30/60 Attack Speed
    Base movement speed set at 350/375/400
    Silenced for the first 5/4/3 seconds
    Perplexed for the first 3/2/1 seconds
    Homecoming Stone, Post Haste and Portal Key immunity at level 1
    At level 3, gains an aura 600 units around CDU which boosts allied movement speeds by 15%

    At the end of Overclock, applies Drained to self for 5 seconds, provided that it was not purged.

    Activation: Self
    Type: Superior Magic
    Mana cost: 100/150/250
    Cooldown: 150/120/90 seconds
    Cannot be purged for the first 10 seconds

    Drained effects:
    Decreases movement speed by 50%, decreasing to 0 over the duration
    -25% all damage
    Cannot be purged

    "Run run run as fast as you can..."



    Explanation: CDU would be an extremely versatile hero as he would be capable of ganking (provided that he has mana) at level 6 easily, by activating Overclock, running into a dual lane, slowing both opponents with a well-positioned Nano Virus and then beating the crap out of his enemies. While he would be an excellent, ganker, he has such a high cooldown on his ulti early on that he would only be able to perform a few such ganks before the midgame phase began. CDU would not be item dependent until the late game, unlike most carries, but won't be as viable as other carries due to poor stat gains. He would be able to fit many roles but at the same time, isn't the perfect candidate for many, if any.

    Numbers can easily be tweaked. While his first skill is a watered down version of Wretched Hag's ultimate (but with the new "passing-on-infected" quality), the rest of his skills are new, and nothing quite like them exists yet. There are similarities, such as Insanitarius - Ulti (but the ulti is.... Better). The skills themselves are unique, however.

    The point of CDU in team fights is to be able to take minimal damage until he is required, and then be vulnerable while he is dangerous.

    Voice: mechanical. Think psuedo-Electrician.
    CDU comments:

    Upon selection:
    "Killing to do"
    "Why am I here?"
    "What?"
    "Charged, and ready to go"

    4+ consecutive selections:
    "Click me one more time and I'll Shut Down for good"
    "Maybe that ain't such a good idea..."
    "Are you going to keep clicking me or are we going to kill?"
    "I was once a screenplay writer. Look at me now..."
    "Imagine being pulled from your time and into the past. At least I have reason to kill"

    Movement:
    "Rolling out"
    "I hope they're headed there too"
    "Fine then"
    "Be there in a flash"

    Attacking:
    "Let them die!"
    "I have no mercy!"
    "They will feel my pain"
    "I'll use their fear to power my circuits!"

    No mana:
    "I lack the power to do so"

    Cooldown:
    "I may not be a mac, but things still take time"


    Hero image: Picture your typical two-legged robot, but made entirely of cubes and rectangular prisims. Silver and bright blue in colour. Attack animation is a square beam of light moving towards the enemy, leaving a trail behind it. Beams of light come from what appears to be a monitor on the end of CDU's arm, rather than a hand.
    Last edited by Gumbie; 05-18-2010 at 05:17 AM.

  2. #2
    What do you propose for the cooldown on his autoattack animation and what do you propose his autoattack animation should entail in terms of graphical design?

    EDIT: I approve of this.
    Last edited by Transvestor; 01-23-2010 at 11:29 PM.

  3. #3
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    Base Attack cooldown: 1.7 seconds. It's in the post.

    Picture the beams of light that Flashman uses to put Lan's (Netto's) friends into a sleep-like state in Megaman Battle Network 3.

  4. #4
    He's pretty interesting...

    I suggest bringing down the intital damage on the 1st skill a little maybe down to 240 at max, since it already come with a pretty powerful dot and slow (that's spreadable).

    I think skill 2 is alright, except for the .5 stat gain at lvl 4, I think it should be removed honestly (you didn't specifically say if it's hero kills only, but I assumed it was).

    I didn't like skill 3 at first but then I saw how it would work with the ult, but the whole -75% damage reduction is a little too much at max, makes it really annoying by the time he has a lot of defense and health.

    Ult is fine to me.

    (Special thanks to roflwtfbbq and AvunaOs for the sweet sigs!)
    Rampage Changes
    Chaos Sorcerer [Intelligence Ranged]
    Ravener [Agility Ranged]


  5. #5
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    Thanks for the feedback.

    - Removed .5 stat gains (but yes, it was hero kills only)
    - Damage on skill 1 reduced
    - Damage reduction reduced to -60% at level 4 for Shutdown
    Last edited by Gumbie; 01-24-2010 at 11:04 AM.

  6. #6
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    Shameless bump. Tweaked the ulti to better scale.

  7. #7
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    Wow I really don't see anything wrong with this, you got your spam spell, your strategic stat bonus choice, your go to sleep pewpew skill, and your SDJFSDLFJS rage skill. T-Up

  8. #8
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    Ultimate changes:
    - Removed extra damage taken
    - Included a supporting aura (level 3 only), to give more viability late game in a team fight, especially for chasing down/pushing.
    - Expressed that the ultimate is superior, so CDU cannot avoid the Drained effects.

  9. #9

  10. #10
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    BUMP

    Ultimate description now makes sense.

  11. #11
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    Unlike other people who thumbs down ideas, I actually like to talk rationally about them.

    Honestly, I'm sorry mate but I just don't see this character helping the game. We're already locked in an issue with the fact that turtling is the most overabused tactic in the game, and this character would make it worse. Gonna do a run down of skills to show a bit of perspective.

    The first skill is, as you said, Hag's ult. Now copying (even if you're nerfing it) an ultimate skill and making it a normal one is a recipe for disaster, but then you added the viral effect from Hellbringer's DoT spell. This skill takes what was already dangerous about hags ult (not the initial damage so much, but the possibility for a mass slowing) and makes it better with an infectious property.

    I don't really understand the second skill enough to comment on it properly. It seems like a stat booster, but there are no (unless I'm reading it wrong) durations or limitations on it. Will deal with again after clarification >.>

    Returning to the third skill in just a bit.

    The ultimate seems to be Alchemist's ult with some more balances put into play. Kind of a random skill on a hero with a syncronization of skills and overall theme.

    Now...back to the third skill.

    Shutdown/EMP....you hit the creative nail on the head...at an angle >.< . This skill isn't combat oriented, nor is it conducive with a fast, agressive character (which is what this characters other skills would warrent). This skill is a nightmare against agressive lines, and I'm going to go ahead and set up scene for you to explain why.

    Your enemies are moving on your mid lane. First two towers are down, now comes the hard part: Base entry. They've got a powerful line up, and once the fight starts they'll be able to do a large chunk of damage in a short period of time. Only one problem:

    THERE IS NO GOD!!!!!....wait, sorry...

    ITSA ME, CDU!!!!

    At the lovely edge of the base where the visionless hill of doom starts, there sits a god amongst time traveling robots. Worse yet, hes chargin' his lazer. Now any intelligent team isn't going to rush this guy and risk a large number of possible bad outcomes. Solution? Wait him out. Only issue here is that you have to maintain vision on the visionless hill of doom so that you know when exactly his lazer stops charging, because given the combination of his channeling time and the skill cooldown, he could simply fire and begin channeling again and nothing but the edge of an explosion would be a tip off that you have anything like a chance to move in.

    Now while I think thats sufficient, and that noone wants another turtling jesus in HoN, I think I'll simplify this by saying what would be worse than this: CDU + Kraken

    That is a technique we'll refer to as the "Limitless Turtle Combo Of The Heavens" (catchy isn't it?).

    All this said, I've TD'd this. Would be willing to discuss the matter in another text wall if you're at all interested.

    v(-.-)v I am not a crook.

  12. #12
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    I really enjoyed your post, and have thought of some suggestions:

    1. Lowering the maximum channeling time significantly on Shutdown
    2. Giving all opponents within their sight radius clearvision of CDU while he is Shut Down
    3. Removing the magic immune period
    4. Nerfing the first skill

    Also, the second skill works the same as Steamboots. The difference is that if CDU wants to change which stat is upgraded, the new stat is added gradually, over 5 seconds, rather than instantly.

  13. #13
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    OMG RECOGNITION!!!! I'd like to thank the academy, my mom, all my friends and family, my dog....umm...who am I forgetting...oh, duh. I'd like to thank God for programming my beats and making me hard like I'm from the streets....

    ^this is what 30 seconds of sleep in 2 days looks like.

    Dealing with the response in numbers because I lack the mental capacity to do anything else atm.

    Ready? This is gonna be lulz.

    1./2./3. - I like Shutdown and I like EMP and I like them both so much (I'm a channeling skill whore) but I have some bad news: Your gerbil is dead

    God damn I need a nap...

    You have to kill this skill mate. It outright is the opposite of your hero. Its a great idea, it just can't fit here >.<

    4. I'm actually reluctant to touch this skill now. I dislike it, but I can't figure out if thats more of a personal choice or a balance issue, but I'd rework it (no suggestions as to how >.< )

    The second skill is slightly odd for this hero, but not unworkable. Its a funny little widget >.> . Not really anything more to be said.

    Your move Jose.

  14. #14
    S2 said they wont add a neutral tavern in this game so change the hero to either hellbourne or legion

  15. #15
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    Good concept, few thoughts-
    1- EMP Range needs buff. considering how long it needs to channel to be of any siginificant use, it should at least approach 400-500 units range.
    2- Nano Virus is too powerful unless the cooldown is global (I.E, infected unit has 6s remaining, touches another unit, instead of the unit being infected for the full 12s it should only recieve the 6s.) Great concept skill though, I really like the idea. The DoT seems somewhat OP though. Nerf the numbers on that, or ditch the slow.
    3- Remake upgrade. Its boring, and to be honest if this hero got made by S2 and that skill was on it, I would just assume they ran out of ideas for skills and threw that in there.

    Last thing- This hero would need some SERIOUS balancing if implemented.

    Nice idea though- always a fan of the terminator based stuff :P

    Just my $0.02.

  16. #16
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    Furosuto:
    1. Sleep is for the weak!
    2. I can see where you're coming from with Shutdown being wrong for the hero. It's one of those personal things I suppose. Few heroes have good synergy throughout all of their skills though.

    DrJoni: Fair enough. I can see him being Hellbourne (evil) or Legion (against Chronos).

    Iamthe0ne23: EMP range grows with charges. Radius = 300 + (25 * charges). Maximum (5 charges) = 425. 425 is a decent radius.
    2. Nano Virus does little damage, has a reasonably short range + radius and the slow is only 25% at level 4, which decreases over 6 seconds. Slither's Poison Spray skill is more powerful in terms of damage and slowing. The nuke itself is more powerful than Slither's though and infected can pass to others, but the immunity means that being hit by another ally with infected or another shot of the nuke won't slow or anything, only damage.
    3. I'll think of a change to it. I suppose raw stats are a little boring.

    I really like the feedback. I'm not ready to ditch Shutdown/EMP yet though, Furo. In the mean time, perhaps you could do with a Shutdown

  17. #17
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    Could do with a shutdown?..........! O_O OMGICWUTUDIDTHAR!!!!

    Seriously though, after my 17 and a half hour nap (just waking up) I do believe I am oozing weakness.

    And...in retrospect...this was a waste of a post, as I don't think I have anything to say >.>

    Hooray for trying to think without food in your system!

  18. #18
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    I'm going right ahead and adding you as a buddy.

    Favourite hero: Kraken.
    I approve.

    Also, changes:

    1. New Upgrade concept.
    2. Yet another nerf to Nano Virus (but the new Upgrade concept makes up for it, sort of like with Defiler and Engi)
    3. MS reduced to 290 from 300. Upgrade fully compensates at level 3.

  19. #19
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    We would make good friends. We both suffer from Nerfitus (the need to completely decimate any skill that we think requires balancing by applying more nerfs than we can count)

    That said, I like what you've done with the place. Are those new curtains over by the reworked version of Upgrade? Never seen anyone make magenta look so appealing...

    I know next to nothing (and I'm too lazy to find out) when it comes to common MS, so the new MS is...great! (I think >.> )

    With that said, keep it up. I still say you should cut the EMP, but we'll cross that bridge when we get to it I suppose.

    Unrelated: Taco salads are the shizzle.

    EDIT: It suddenly occured to me that in your story for CDU theres a...how to put it... Discrepency? If CDU is from a machine war in the future, why doesn't he automatically kick 17 variations of ass? And, even if it was for the sake of balance (which is fair), then wouldn't his abilities actually be designed for killing enemy robots? I mean granted his skills are all "robot" themed, but not so much robot-killing you know?

    Secondary Unrelated: The "Leave-A-Penny, Take-A-Penny" things don't promote the idea of charity. They promote the sharing of germs. Subtle, deadly, brilliant. Well played Christianity.
    Last edited by Furosuto; 03-11-2010 at 12:16 PM.

  20. #20
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    EMP and Nano Virus would totaly destroy other robots, and the fact that he doesn't 'kick 17 variations of ass' is due to the lack of true magic...

    Also, after reading your post a second time....

    I think I love you.
    Last edited by Gumbie; 03-14-2010 at 10:59 AM.

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