Welcome to my second hero suggestion. This is an agility hero who probably won't be the best carry. However she might be able to go in first as she can use her Dissolve ability to redirect attention from herself, much like Pug from dota. She will be effective early compared to many other agility heroes and definately won't need a lot of farming to do well. Lucky for her since she has absolutely horrible farming potential.
Numbers can change, vote on concept!
Name: Shadow Dancer
Belongs to: Legion
Stat Primary: Agi
Base Movespeed: 295
Attack Range: melee
Base Armor: 0 (+ armor from AGI)
Base Damage: 20-24 (+20 Starting Agi) = 40-44
Str: 16 + 1.6
Agi: 20 + 2.4
Int: 17 + 2.1
Stats Balancing Notes: I've given a rather low agi gain as most of the damage will come from Writhing Shadows.
Visual: Sleek and agile. Should be "dancing" around the battlefield. Consider Darth Maul from Star Wars I. His movement is very much like dancing in the big end fighting scene. The shadow dancer has dark twisting shadows wrapped around the front part of her arms.
A lot of people are afraid of shadows, a very select few find comfort in it, and even fewer feels only at home while completely engulfed. Shadow dancers are more likely to be afraid of the light than the darkness. They wield the power to command shadows to do their bidding and even become shadows themselves for short periods of time. Not very many knows where these agile fighters come from, and even though some may think they are evil they have allied themselves with the Legion in order to fight the Hellborn.
Notes: Does NOT have a limit on stacks. This is effectively a blink strike and a defensive ability in one. It will allow the shadow dancer to let her Writhing Shadows deal damage while she sits in safety for two seconds. Then come back and fight for 4 seconds and have the ability to go back in hiding again.Dissolve
The shadow dancer dissolves, taking shelter in the shadow of an enemy or friendly unit nearby.
Effect: Removes the shadow dancer unit completely from the map for 2 seconds. After those 2 seconds he will appear next to his target. If the target was an enemy he appears, attacking that target.
Also applies 10/13/16/20 stacks of Writhing Shadows on the target if it's an enemy. Same amount of stacks are removed when the 2 seconds are up.
Cast Time: Instant
Target: Friend or enemy
Mana Cost: 60
Cooldown: 15/12/9/6 seconds
Visual: The shadow dancer unit should disappear in a small cloud of darkness which will immediately rush to a target to surround it. The cloud of darkness disappears when the duration is up.
Notes: Cannot apply stacks beyond 30.Empowering Shadows
The shadow dancer is empowered with shadows, twisting and twirling around him. Each attack he does engulfs the enemy in cold, silent shadows, tearing at their flesh.
Effect: Each attack the shadow dancer delivers applies one stack of Writhing Shadows.
Type: PassiveWrithing Shadows
Effect: 1% Movespeed reduction and 1/1.5/2/2.5 damage per second per stack for 3 seconds. Duration is refreshed when new stacks are added.
Mana Cost: na
Visual: Some of the shadows around the dancers arms moves to the unit on attacks. Will really just be part of the attack animation.
Notes: Cannot apply stacks beyond 20.Darkness
The shadow dancer summons shadows to attack his enemies.
Effect: Applies one stack of Writhing Shadows per second.
Type: Magic Debuff
Cast Time: instant
Area: 600/700/800/900 radius around the caster - only affects heroes
Duration: 8 seconds
Mana Cost: 100
Visual: Some darkness animation on each enemy hero hit. The shadow dancer will do a brief casting animation.
Notes: Cannot apply stacks beyond 30.Command Shadow
The shadow dancer commands a targets shadow to attack him.
Effect: Creates a shadow illusion of the target. The illusion will only attack him, takes normal damage and deals no damage. Instead it applies 1/2/2 stacks of Writhing Shadows to the target with each attack. The illusion has a movespeed of 500.
Cast Time: instant
Duration: 30/30/40 seconds
Mana Cost: 150
Cooldown on an enemy: 80/60/40
Staff of the Master: Reduces the cooldown to 15 seconds.
Visual: an illusion of the target, but with only black/white colors used so it becomes a 3 dimensional shadow.
Summary: An agility hero, based on confusion and tricks more than actually attacking. Her dissolve should make up for her low strength and her high int gain is necessary to spam her abilities as much as she needs to. She got very limited farming, but probably doesn't need the same amount of items as a lot of other agility heroes. She won't be able to carry well either though as she doesn't have any scaling passives.
I hope you like this hero or maybe just some of the skills. Be kind and leave comments.
Last edited by TheSpid; 03-22-2010 at 11:27 AM.
I like the stacking buildup, could make the duration 10 seconds as it is what this char is based on? Not sure what's overpowered. I will need to make a character that uses charges. I haven't attempted yet. Anyway, t-up.
I did think a lot about the duration. It can't be too long as it will effectively kill an entire enemy team if you're allowed to cast Darkness a few times. The duration might need to go up a little, but i've purposefully made it 3 seconds so you'll have time to reapply charges before the current ones run out in most cases.
This hero will be difficult to balance without play testing.
Thanks for your vote.
I like the concepts, and the numbers are really tricky with the whole "stack" thing so I'm not sure where to start with that.
I think the ultimate would be fine to add 3 stacks per hit without being OP. The duration may be a little long though. Think a hero like glacius who can't kill things on his own easily, would just get literally auto-gibbed by the ult alone.
I'm trying to think of it this way 1 stack = 7.5 magic damage.
Dissolve deals 100 magic damage on it's own (20 stacks at 2.5 damage each, but for only 2 seconds because of conditional).
Passive auto attacks at 30 stacks (which would be hard to reach) deals 225 magic damage over 3 seconds when you hit that (feels more like slither's passive really)
Darkness deals 90 damage AOE on it's own (2.5+5+7.5+10+12.5+15+17.5+20 over the 8 seconds) which seems a little on the low side. I would think maybe actually adding a base damage (30/50/70/90) would be a good way to bump it up without making stacks scale faster (which would be something I'd want to avoid in the end).
I really like the idea, and like you said, it's hard to see what the balance would be without actually playing it out, but I think the numbers you've chosen are reasonable. It's a hero that really benefits from focus firing the same target, and has a penalty for switching targets, which I think is a good step away from the norm these days.
HONOR- If you need it defined, you don't have it.
Many thanks for the detailed reply. You have some good points and i'll keep them in mind for now.
I might add that small amount of initial damage on Darkness, however it is a very big aoe (900 radius around the caster) so it is extremely easy to hit with it. But anyway, i'll consider it a bit and see if others have the same ideas as you.
I think I forgot to add the 2 last seconds of the stack after Darkness ends, adding another 40 damage in total to the end of it (130 to each thing hit by it). I guess the premise is more or less to overlap the spell, making the 2nd application begin where the first one left off (22.5, 25, 27.5, 30, 32.5, 35, 37.5, 40) and so on and so forth.
The second time you'd deal a grand total of 250 + 80 damage to each thing hit, so if you pulled it off twice in a team fight (over the course of 20 seconds) you'd have dealt 460 damage. That's really a pretty decent number after all, even considering it takes 20 seconds to do it, so perhaps the minor base damage isn't necessary if that's the kind of style and idea you're going for.
HONOR- If you need it defined, you don't have it.
Exactly the style i was going for yes.
I was just out and got to thinking: "Did he add the last two seconds of 20 damage each?"
It's true that the damage won't be impressive with just one cast, but with two casts it's rather decent and with 3 it becomes quite powerful. The idea is to have a small ramp up time and in the end become rather deadly. Sort of like armadon's spikes, but instead of being able to take a lot of damage the shadow dancer can "Dissolve" to help her live longer.