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Thread: The Daywalker

View Poll Results: Would you like to see the Daywalker in HoN?

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  • Yes

    3 33.33%
  • Yes, but he needs tuning

    3 33.33%
  • No

    3 33.33%
Results 1 to 14 of 14
  1. #1
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    The Daywalker

    The Daywalker

    ________________________________________

    INFO
    ________________________________________

    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

    ________________________________________

    SKILLS
    ________________________________________

    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

    ________________________________________

    NOTES
    ________________________________________

    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.

  2. #2
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    nice hero, 1 question though, will the targeted unit receive 140 mist dmg aswell as the impact ? or will it only take impact dmg ?

  3. #3
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    Quote Originally Posted by Amr1ta View Post
    nice hero, 1 question though, will the targeted unit receive 140 mist dmg aswell as the impact ? or will it only take impact dmg ?
    The intention was only impact damage on the target (+ stun) because he has to transform back to normal before hitting, thus no mist damage.

  4. #4
    i dunno. hes gonna be unbeatable in jungles.

  5. #5
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    Quote Originally Posted by noodle0117 View Post
    i dunno. hes gonna be unbeatable in jungles.
    Because he can move over trees?

  6. #6
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    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?

  7. #7
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    Quote Originally Posted by Maxter View Post
    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.

  8. #8
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    Quote Originally Posted by SlemmeMannen View Post
    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.

  9. #9
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    T-Down...
    -3% ms and as in day? lol...

  10. #10
    to op hero the flight thingy is to powerfull during night aswell.

  11. #11
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    Quote Originally Posted by Maxter View Post
    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.
    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.

  12. #12
    Another change possible is to just make the flight part = unitwalking like Scout's Vanish or Enhanced Marchers. Is that Viable?
    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).

    But definitely need to lower the numbers skill two at night. Maybe 30% AS, 15% MS at Max?

  13. #13
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    Quote Originally Posted by Dconnenc View Post
    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).

    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..

  14. #14
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    Added poll to the thread and nerfed the ulti some.

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