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Thread: Night Hound Remake

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  1. #1
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    Night Hound Remake




    1) Smoke Bomb - No changes , this skill is fine as it is .

    2) Pounce - increase cooldown a bit because it is a bit too spamable in fights : New Cooldown - 32/24/16/8 seconds. Reduce bonus damage by half.

    3) Passive - Does 15/30/45/60% of Night Hounds agility as a bonus physical attack , in addition have 5/10/15/20% chance to apply Wounded on attack.Wounded have 3 seconds of cooldown time. Targets affected by wounded can't be affected by it again until it expires.

    Wounded - Movement is slowed by 3/6/9/12% for 0.66/1.26/1.92/2.6 seconds
    Deals 25/50/75/100% of enemys primary stat as a magic damage 5 over 15 seconds




    - Made slight changes to the passive , now instead of agility it does targets primary stat as a samage over time.

    4) Ulti - Night Hounds becomes invisible when out of fight with 3/2/1 seconds of fade time. When invisible Night hounds have-10/0/+10% boost to its movement. Deals 30/60/90 bonus damage and applies Wounded on first attack when invisible.

    SoTM Effect

    Ulti -
    Deals 60/90/120 bonus damage on 1st attack
    have 0/10/20% boost to his movement speed

    Smoke Bomb - Night Hound can now place 2 smoke bombs ( mechanic similar to Pandas 1st skill )
    Last edited by kpobococ; 03-07-2010 at 09:41 AM.

  2. #2
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    So, um, make the passive even more of a must get?

    Apart from that interesting changes, although why would SotM effect a non-ult skill?

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  3. #3
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    Quote Originally Posted by GorbMort View Post
    So, um, make the passive even more of a must get?

    Apart from that interesting changes, although why would SotM effect a non-ult skill?
    Night Hounds Passive is a bit crappy atm , yes it does do great damage from the back but apart from that its pretty useless , most enemys will turn face to face asap , those little changes i made just make it more usefull.

    As for SoTM i thought it would be a nice change to actually affect other non-ulti spells.

  4. #4
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    His 'new' passive seems a bit overpowered to me ATM. Seems a bit unfair vs Agility characters. But I vote on the idea, not on the numbers.

    Nice idea.

    Suggestion for Wounded:
    Movement is slowed by 3/6/9/12% for 0.66/1.26/1.92/2.6 seconds
    Deals 15/30/50/70% of enemys primary stat as a magic damage 5 times over 15 seconds

    Have a cooldown on applying wounded of like 5 seconds. Otherwise NH becomes just a ''Wound the enemy'' hero. Invi > wound > invi > wound > invi > wound.. and so on.

  5. #5
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    is this a nerf?

  6. #6
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    Quote Originally Posted by emiltheboy View Post
    is this a nerf?
    This is balance

  7. #7
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    nh is fine just buff his ult

  8. #8
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    Quote Originally Posted by ImmaPwnYou View Post
    His 'new' passive seems a bit overpowered to me ATM. Seems a bit unfair vs Agility characters. But I vote on the idea, not on the numbers.

    Nice idea.

    Suggestion for Wounded:
    Movement is slowed by 3/6/9/12% for 0.66/1.26/1.92/2.6 seconds
    Deals 15/30/50/70% of enemys primary stat as a magic damage 5 times over 15 seconds

    Have a cooldown on applying wounded of like 5 seconds. Otherwise NH becomes just a ''Wound the enemy'' hero. Invi > wound > invi > wound > invi > wound.. and so on.
    Nice idea. Concerning numbers , any hero at lvl 25 non-geared have around 120~ of his primary stat and geared hero would have around 200 or so ; that means at lvl 4 wounded would do 120/200 of magic damage per tick , not counting magic defence , seems fair.Not to mention it can be cured/removed

  9. #9
    NH is fine.

  10. #10
    I must say I think id prefer not to give him a negative movespeed at the first level of invisibility, the 3 second fade can be painful enough for one as squishy as him, start at 0% sure, but not negative, that feels like overkill.

    Otherwise interesting changes, unsure if I want those changes or not so I'll think about it.

  11. #11
    NH is fine how is it, most of time enemy will run away from him/out of smoke so you can easy backstab + pounce put you on the back.

    + if you play teamfight, you are supposed to go on when fight started = people don't see you jumb on them and get owned.

  12. #12
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    Heroes Suggestions are a place for *new* hero suggestions only. As this is a remake, I'm moving this to Other.

  13. #13
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    He needs NO CHANGE.. and definitly not something that makes him more op!

  14. #14
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    how about making him invis at lvl 5 and give him a deathward at lvl 6? : ))))))))

    who remembers those good ol' days ?

  15. #15
    Wayy to complicated lol

  16. #16
    The hero is crap atm...for several reasons. Your remake basically doesn't fix any of these problems.

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