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The Daywalker
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INFO
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Affiliation: Hellbourne
Strength: 20 + 2.5 (main)
Agility: 20 + 2.0
Intelligence: 16 + 2.0
Starting Health: 554 (174 + 380 from str)
Starting Mana: 228 (10 + 208 from int)
Starting Damage: 51-59 (31-39 +20 from str)
Starting Armor: 3.8 (1 + 2.8 from agi)
Attack Range: 128
Movement Speed: 310
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SKILLS
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Skill 1 - Vampire's Kiss (channeling)
The Daywalker sucks blood from target hero draining health points. Target becomes disabled while channeling and dazed a while after.
1%/2%/3%/4% of current health transfered per second.
Channeling: up to 3 seconds
Slow Duration: 40% slow for 2 seconds per second channeled after channeling.
Cooldown: 24 seconds
Mana cost: 110
Description: Comparable to Devourer's ulti. Think of it as The Daywalker standing behind his victim with his teeth deep in his victims neck. The victim will actually enjoy this feeling and thus being "paralized" and not try to resist.
Examples:
Level 1 targeting a Hero with 600 HP results in a total of ~18 HP drained.
Level 4 targeting a Hero with 3000 HP results in a total of ~346 HP drained.
NOTE: This is if they take no other damage, as it will be less if other sources damage them between each tick.
Skill 2 - Daywalking/Nightwalking (passive)
Strengthens The Daywalkers resistance to sun during the day and enhances him during the night.
Nightwalking:
Level 0: 5% increased movement speed, 10% increased attack speed
Level 1: 15% increased movement speed, 20% increased attack speed
Level 2: 20% increased movement speed, 35% increased attack speed
Level 3: 30% increased movement speed, 55% increased attack speed
Level 4: 35% increased movement speed, 75% increased attack speed
Daywalking:
Level 0: -15% decreased movement speed, -15% decreased attack speed
Level 1: -12% decreased movement speed, -12% decreased attack speed
Level 2: -9% decreased movement speed, -9% decreased attack speed
Level 3: -6% decreased movement speed, -6% decreased attack speed
Level 4: -3% decreased movement speed, -3% decreased attack speed
NOTE: "Level 0" refers to his inate abilities during the day/night and is his "default" penalty/bonus. This skill changes to nightwalking during the night and daywalking during the day.
Skill 3 - Mist Charge
The Daywalker transforms into a poisonous mist charging target hero. Anything in his path will take damage and upon reaching his target he will transform back dealing damage to and stunning the target.
Level 1: 80 mist damage, 120 impact damage, 2 second stun.
Level 2: 100 mist damage, 160 impact damage, 2 second stun.
Level 3: 120 mist damage, 200 impact damage, 2 second stun.
Level 4: 140 mist damage, 240 impact damage, 2 second stun.
Cooldown: 14 seconds
Range: 600
Mana cost: 140
Description: Would kinda look like Morphling's Waveform, except like a mist instead of water.
Ultimate - Bat Form
The Daywalker transforms into a giant bat gaining lifesteal, immunity to slow effects and unitwalking for a short duration.
Level 1: 15% lifesteal, 7 seconds duration
Level 2: 25% lifesteal, 9 seconds duration
Level 3: 40% lifesteal, 11 seconds duration
Cooldown: 90/70/50 seconds
Mana cost: 150/200/250
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NOTES
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At level 1 without boots and no points in Daywalking/Nightwalking he is extremely slow during the day (310 - 15% = ~263).
The Daywalker's main role is chasing down enemy heroes and disabling them. His ultimate allows him to travel over trees to surprise enemies or retreat if he's in trouble. It also allows him to fly over units and buildings.
Edit: Changed Mist Charge a bit
Range: 900 -> 600
Stun: 1.75/2.0/2.25/2.5 -> 2 seconds on all levels
This should be closer to other ranged stuns currently in the game.
Edit: Changed Bat form
Duration lowered from 20 to 7/9/11 seconds.
Flight changed to unitwalking.
Passive immunity to slow during night changed to immunity to slow for the duration when ulti is used.
Last edited by SlemmeMannen; 08-12-2009 at 04:36 AM.
nice hero, 1 question though, will the targeted unit receive 140 mist dmg aswell as the impact ? or will it only take impact dmg ?
35% increased movement speed, 75% increased attack speed
40% life steal, no Unit, Tree and Structure collision.
Leaping 900 range(whole screen) with
2.5 second stun
Cooldown: 14 seconds
so, that's him without any items yet?
During nighttime, yes.
This is only a suggestion, thus the numbers are up for discussion.
He might need some balancing. Decreased duration on ulti? Increased cooldown? Reduced range on Mist Charge? Other changes? I'm open for suggestions..
900 range isn't the whole screen, unless you liked to play a bit zoomed in.
Hook range is 1000.
Reduce range on Mist Charge.
1st skill doesnt synergize with other abilities. What's Devour doing in a carry heroe?
Bat form is imba in my opinion.
Basically, at night you can fly at 522 speed, fly over trees, through units.
plus and cannot be slowed and have 40% lifesteal and 2.5s stun = best carry.
Rework ulti.
to op hero the flight thingy is to powerfull during night aswell.
What about lowering duration on the ulti to 10 seconds and/or increasing cooldown to 100 sec on all levels?
Another change possible is to just make the flight part = unitwalking like Scout's Vanish or Enhanced Marchers. Is that Viable?
As for the first skill, why do you say it doesn't synergize?
I think it's a nice synergy for what a vampire is. It has slow which synergizes with his "chasing theme" and lifedraining which is a typical vampire thing.
I was originally thinking about Mist Charge having 550 or 600 range which is a typical attack range for ranged heroes. Also I'm not sure about the range on some of the other stuns, but surely it's more than 600?
Last edited by SlemmeMannen; 08-11-2009 at 02:33 AM.
Indeed. He could turn completely mist for a while. I'd suggest giving it a sort of damage reduction, or evasion (since you're air).Another change possible is to just make the flight part = unitwalking like Scout's Vanish or Enhanced Marchers. Is that Viable?
But definitely need to lower the numbers skill two at night. Maybe 30% AS, 15% MS at Max?
I based those numbers on Balanar's (DotA) skill "Hunter in the Night" which has the same numbers. It's been around forever so I thought it'd be ok? I even nerfed it a bit with the daytime penalties..
The idea of some sort of Mistform sounds cool, but I wanted his ulti to be a bat form with lifesteal.
For a Mistform ulti I see a couple of effects that could be suitable:
Activated
- High evasion + spell damage reduction for some time
- Allround damage reduction
- Spell immunity
Passive
- Permanent unitwalking
- Permanent evasion
- Permanent damage reduction
This is just some quick thoughts about making his ulti mist based instead of bat based, I'm sure it could be tweaked other ways. Suggestions?
I still feel a bit more comfortable about having him turn into a bat with lifesteal though..