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Thread: HammerHead

View Poll Results: Do you yhink HammerHead should make it into HON?

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  • hell yeah!

    1 25.00%
  • that crappy thing? no way.

    3 75.00%
Results 1 to 10 of 10
  1. #1
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    HammerHead

    HammerHead


    Story
    these mountain dwelling giants used their head armor to punch holes in solid rocks in order to build their lairs. that ability granted them a unique role in the beast horde as a living siege machins, as they could easily take down walls and towers. after the beginning of the war against the hellbourne, the legion saw that their human siege machinery wasent as effective as they hoped, so ophelia once again called upon the hammerheads to tear down the enemy walls, this time alongside the humans.


    Role
    hammerhead can be a viable part of any pushing team, as his main role is a pusher, especially as a tower killer.

    Skills
    Offensive stance



    HammerHead presence does not go unnoticed by the enemy towers, they immediatly begin to attack him, ignoring every other target in their range.
    HammerHead is prepared for it and strentghen his skin against the attackers.

    manacost - 100/110/110/110
    cooldown - 25/30/30/30
    duration - 3/4/5/6 seconds.

    towers and creeps focus their fire on Hammerhead.
    Hammerhead recieves an additional 15/20/25/30% damage reduction.

    this ability helpes hammerhead push the lane as well as assisting towerdiving, the damage recution is also usefull against enemy heros and can verywell be the factor that will decide wether hammerhead lives or dies.

    Rocketer


    Hammerhead changes his attack type to ranged, throwing rocks that cause splash damage. he is so strong that he can even outrange towers with his rocks.

    manacost - 10/14/16/17 mana points per shot.
    damage - 20% off his melee damage, but with an aoe splash damage of 15/30/45/60 hp in 100/150/200/250 range.
    range - 900/1000/1000/1000.
    Attackspeed reduction - 30%/30%/25%/25%
    missing and damage reduction - this attack is not accurate, and hammerhead tend to not hit exactly where he aims. the rock can hit anywhere in a 325 radius circle of the original target. the rocks ministuns for 0.1 the enemy it hits directly. (splash damage does not ministun)
    structures also recieve damage from splash damage.

    this ability comes handy in siege situations or as an initation tool to counter a portal key strategy.

    Blockade


    Hammerhead grows so big he is able to block some projectiles that are fired upon his allies.

    range - 200 range aura.
    effect - plus 12/14/16/18 armor against ranged attacks only.
    -15/15/15/20% enemy attack speed in that aura. (including melee)
    passive abilty.

    Bonehead


    HammerHead is growing his head thicker and stronger, allowing him to inflict much larger damage on structures.

    +50/63/75% damage against structures.

    passive ability.

    this is hammerhead main weapon against towers, as soon as he hits level 6 he is becoming a major threat to them.

    base stats
    agi - 14 (+1)
    int - 19 (+1.5)
    str - 32 (+2.9)
    movement speed - 290

    -----------------------------------------------------------------------

    Note - this is my first suggestion, and it may well be unbalanced, but please vote for the concept not the numbers. discussion regarding the stats and abilities is more than welcome.


    all of the art is made by me, if you wish to improve on it, feel free doing so.
    Last edited by Benkashmir; 02-18-2010 at 02:48 PM.

  2. #2
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    reserved

  3. #3
    Sorry i didnt like it.
    The concept of a tower-killing hero is nice and everything, but the hero is kinda boring :/
    The Art is good though.
    Apart from destroying structures, he doesnt really help the team much .
    Sorry but its T-Down from me ):
    Heroes Suggestions:

    -Captain Laura (pusher,and Anti-Ganks) ~ Popular suggestion!
    -The Blob (Tanker,disabler, initiator)
    -The Faun (Support,Carry, Anti-Carry)

    Now Naap's Designs are also on Dream.
    Check the first one : Truffle

  4. #4
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    no problem mate, your honesty is important and welcomed.

    any ideas of how to preserve the general concept and make him abit more team helpfull while keeping him balanced?

  5. #5
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    You call him hammerstorm multiple times, might wana fix that

  6. #6
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    thanks, fixed.

  7. #7
    Skill 1 - Nice little twist on the taunt idea, could be really beneficial in the right lane. Will also allow this guy to tank some heavy damage later on.

    Skill 2 - Generally like the idea, but it seems rather weak. Maybe scale up the %? Like 10/20/30/40% and then reduce the splash to 10/20/30/40. That way it scales a little better.

    Skill 3 - Range is extremely low, and the armor starts extremely high (and ends a little high). I'd increase the range to at least 300, and have the armor go from like 6/8/10/12

    Otherwise it's not a bad idea.


    Ulti - Very bland. I know he's supposed to be a tower killer, but having a ulti that only increases your damage on towers is kinda meh. It would work, but it would just be a little boring.

    I'd readjust this to be a proc of some sort that has an effect against enemies but does additional damage to structures.

    ----

    Overall the idea works, but doesn't seem very fun. I think it could be made to be more fun, but I'm not really sure where to start with it. Null vote for now.
    You may pm me at anytime to review a suggestion. I'm always willing to help. All that I ask is that you keep an open mind about my comments and keep an open mind if you come into one of my threads.

    Tycho - Semi-Carry/Initiator
    --------------
    OLD -[Hero] Astral Witch - Legion Anti-Carry
    OLD -[Hero] Terror - Never be Alone


  8. #8
    I like skill 1. Lower the mana cost and increase the reduction %. I mean, SW has a 20% passive reduction that reflects damage back.

    For skill 2, it's way weak. 20% damage and 30% reduced attack speed means you're doing about 1/8th DPS than your auto attack. I like the concept, but it's useless as it is right now.

    Skill 3 has too small of a radius to do anything. Melee range is 110-150. The +armor is crazy high... even if it is just ranged. I would suggest this go down to maybe 4/5/6/7 armor and a 400 aoe.

    I like the idea of pushing towers, tweak the numbers, maybe rework the second or third skills (stun possibly?) And you've got my yes :P

    If you get a chance, check out my hero.


  9. #9
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    Concept- Good
    Balance- WAY off. I wont judge for this though, because you did ask only for feedback on concept. Just wanted to be clear that some serious balance would be needed.

    Try to refocus one or two skills away from towerkilling. It wont always be Hero Vs. Tower, and it should still be a fun char when facing an enemy. I reccomend swapping skills 3 and 4 out for active skill types, rather than toggles/passives.

    Just my two cents.

  10. #10
    Maybe instead of a passive ult you can make turn it into a hard hitting melee attack that increases your damage by % and deals extra damage to towers.

    Mana Cost: 60/70/80
    Cast time: 1 second
    Cool Down: 10/8/6 seconds
    Range: Melee

    Deals 20/40/60% more damage.
    Stuns unit for 1/1.2/1.5 seconds.
    Deals an additional 50% more damage to structures.

    Just to give you an idea of what i mean.
    Last edited by babsa_90; 02-19-2010 at 01:54 AM.

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