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Intelligence
Hellbourne
Deamont, once taunted by his peers who looked down on him as a worm, isolated himself to expand his vast intellect and growing wisdom, however, his concentration and lust for power and control soon enveloped him, and he emerged from isolation a changed man, taking up the Hellborne's offer to join their ranks after learning of their quest for ultimate power, he sees them as a mere tool to achieve his own goals and holds a very fickle alliance.
Abilities
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Lunartic(passive) Unstable magical energies building inside Deamont gives him the increased chance to critically hit against enemy players. 2% chance to crit 1.3/1.8/2.2/2.5 extra spell and regular cast damage per rank.
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Shooting stars:
(I'm not sure what a good range would be)
Manacost-/110/140/180/210 per rank.
Cooldown 25 secs.
Deamont launches a star-like magical missile at the nearest enemy, which splits apart to hit close enemies in a radius around him.
causes /140/175/210/250 damage per rank.
(up to 5 split pieces are released, each piece hitting 50% base damage)
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Wormhole.
Deamont tears a small hole in the fabric of reality, causing a miniature wormhole to emerge, impeding enemy units considerably.
Manacost-possibly 40/90/130/170 per rank?
Cooldown 40/35/30/25 secs. Otherwise would be a bit unbalanced :P
Wormhole expands over a period of 4secs, pulling enemies in that it touches, (AOE of 700 Radius of 350 from center of cast point.) then explodes outwards sending a shockwave which knocks both allies and enemies out of the area, causing no damage or stun effects.
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Comet Storm(Ulti.)
Deamont uses his sheer strength of magic and will to tear chunks from comets orbiting newerth, bringing them crashing down upon his enemies at the expense of his health.
Cooldown- 150 secs after ult has been fully channeled
Any time the hero chooses, he may begin to sacrifine his HP to gain a higher order in the cosmos. While communing with the galaxy he is granted enormous power equal to half his channeled hp in the manifestation of a string of an asteroid field that he can control. When he chooses he can bring 3 waves of asteroids down. Each wave has the power of half of his sacrificed HP. No mana cost (you're paying for this in blood). 300 hp/600 hp/900 hp per level and with scepter waves damage is boosted so that it hits .75 damage per hp point channeled.
After channeling has begun, you cannot regain hp until the skill is cast. You channel hp at 100/200/300 hp/s so it takes 3 seconds to channel at all levels(just had to copy paste that, because i can't explain it better than that!) It is impossible to regain hp before first breaking the mental link with the galaxy, as it takes a lot of effort. whilst chanelling, if the hero is damaged to <5% of his base hp, or half the amount of hp taken to channel the ult is returned to the hero, however, if the hero is hit to 0%hp instantly. he will die with no hp returned.
I will keep this vigilantly updated! Any requests don't hesitate to ask!
Last edited by Piranha; 07-12-2009 at 09:13 AM.
I'm going to help you cause I <3 people
This is cool except if the other team doesn't pick a single Invis hero, they sure won't be getting ww from items if you're in the game so skill is kind of cool, but loses function.
I like this. Since it's an aura it should be 7/10/13/16% chance to do 1.25 or 1.5x crit. I think that's your best bet with this one. Anything over that would be yuck. You could do something like 1/2/3/4% chance to do 2x. But I think those are close numbers to your best options
Good skill. Needs number tweaks: Mana/110/120/130/140 | Dmg/140/175/210/250 on initial and 1/2 dmg to splits pieces, max of say... 5.
I'd really like to see Enigma (dota) ported directly and this is his ultimate. If you want to use this skill, use it exactly as Enigma does (as an ultimate) or think of something else. How about a "wormhole" that Expands from the center of a point and anyone hit by it gets moved to the center of that point and slowed slightly. Matches your mana cost and cd pretty well.
Reading this seems like Glacius's (Crystal Maiden's) ult paired with Mirana's (DoTA) animation for starfall.
Expanding on the idea of % total Health Due to strain, how about this: The caster does a channel that drains his hp (direct removal) and the amount of HP removed is multiplied .5. Then after channeling, the skill can be stored for a set amount of time and triggered to release damage. This does 3 waves of dmg equal to that amount (half the hp drained) with waves coming every 2 seconds over 6 seconds. If not used by the set amount of time, you recover Half the HP removed.
How's that sound?
Last edited by summ1else; 06-25-2009 at 06:45 PM.
That's some really good ideas right there.I'm glad that some experience is helping me out ^^. Thank you very much.
And for the comet storm, i'd put the cooldown to about 200 secs, and do you mean like storing charges by taking health away periodically? This would make the ult quite underpowered early game, but would mean that by endgame he becomes very powerful indeed. As of course he will have more health. And perhaps the ranks will increased the amount of health taken, with damage mulitplier increased by say... .5/1.0/1.5/? so then if he was taking away...let's say 150 hp as a full charge, or maybe 200 would be better he would hit 300 per charge on first rank, then 400 next rank, 500 final rank, and that in 3 waves, would you say that each comet falls for a percentage of damage out of x300? so if the comet ability was stored up for 3 charges, that would be a total damage counter of 900 for the first rank, so each comet deals a handy portion of that damage until the whole 900 damage was spent? and then with the full 1500 at the end, that would mean that enemies aren't obliterated which makes that more balanced, but one more question, should it be around the caster, or in a set area of AoE set by the caster?
For the black hole, yes i agree, i wouldn't want to remove a good ulti from another potential chari agree with your wormhole, and simply the duration of the hole increases and then sits at maximum size for a few seconds, pulling anyone in, this could be a great combo with comet storm!
I will stick with the Lunartic aura, as you are probably right, that is a much better idea xD. I will make it 2/4/6/8% crit chance of 1.3 per rankas that seems to be the most balanced, and means you wont be criting every other attack
And with the shooting stars, yes, i'd say the first bit of broken off star, causes 50% of the damage, then every other piece that hits, will hit about 10% less each time, and maybe about 80 mana for first rank, it would depend on the starting mana i guess, no i think you're right actually, because it's quite a powerful skill from start! And yeah, up to about 5 pieces, because by the end of that, the last part will hit something like 10 or something :P yet it's still not underpowered, as that's like an added bonus for scoring a direct quite damaging hit on the target, and not sure if this is a good idea, but maybe stun the enemy for 1.2 secs? As the cooldown on his spells is massive
Thank you again friend for your kind critisicm ^^
Please explain 1.3 extra per rank. It's truly best if you use your 2/4/6/8 to stay between 1.25x and 2.5x crit. The reason is that there are some heroes that acquire extreme damage late game. One such hero in dota has an ultimate that affects ONLY her and adds a 4x crit multiplier at what I believe is a 15% chance. Having such a large multiplier team wide would be far too much I'm afraid, even at low percent chances. If you meant to have it stay at 1.3x for the game and only level the percent chance, you can increase the percent chances slightly. If you are leveling them both, keep the chance the same and stay between my suggested numbers above probably.
Between 450 and 650 (600-650 probably) is a good range for nukes that can apply high damage to multiple units, ultimates excluded. I can't remember what I suggested for this but you could easily leave the damage for all pieces that split off from the main shot that go to hit other heroes at 50% damage. That would be fine sicne you're paying good mana for it.
I apologize for something I said earlier. I found that Enigma has been ported directly as Tempest. If you wish to use black hole type animation here, it would no longer directly affect a possibly incoming hero's current skill. If you don't want this to apply a slow effect to this, you definitely want the heroes to be well split up when it ends. Most skills like this are about either separating heroes or bringing them together. I think it's fine that you've decided this first grab heroes then spread them outward, utilizing both effects. 6 seconds is a long time to escape the center of this once you move a hero there. There is a good chance he will not be there to feel the final effects of this skill (breaking heroes up). The worm hole collapsing back on itself and pushing heroes out after 4 seconds should be plenty of time for this skill to work. AOE of 700? Radius of 350 from center of cast point.
I like that you're taking this in a good direction now. It's not exactly what I meant, so let me re-explain myself and let you take it from there.
First thing is, do away with the charges. If a hero has to charge 3 times to fire his ult it becomes more annoying than fun. This is what I like best: Any time the hero chooses, he may begin to sacrifice his HP to gain a higher order in the cosmos. While communing with the galaxy he is granted enormous power equal to half his channeled hp in the manifestation of a string of an asteroid field that he can control. When he chooses he can bring 3 waves of asteroids down. Each wave has the power of half of his sacrificed HP. No mana cost (you're paying for this in blood). Just put a max hp channel per level. 300 hp/600 hp/900 hp and with scepter waves do .75 damager per hp point channeled.
After channeling has begun, you cannot regain hp until the skill is cast. You channel hp at 100/200/300 hp/s so it takes 3 seconds to channel at all levels (ballparking it on this, I have to go somewhere).
So basically, he wants to jump in and ult, so he channels for the max hp removal, which at 16 is 900. After this he cannot regain hp until he breaks his mental bind with the galaxy by casting his ult. (channeling the ult should not kill him. There should be a counter that counts the amount of hp you have channeled. You should be able to be interrupted and then begin channeling where you left off. he main point here is that you have to stop what you're doing to do this.) Then you jump in and ult doing 3 waves of 450 damage in a large (800) aoe. The cd does not have to be over 2.5 mins (150 seconds at all levels). If the hero is attacked to below 5% of their max hp, the amount of hp channeled is cut in half and returned to the hero. (lvl 16 this would be 450 hp) If the hero does not cast the ultimate within 30~45 seconds of beginning channeling, the channeled hp is cut in half and returned to the hero.
If the hero is dealt enough damage so that their hp drops from >5% (edit: or 2% idc it's up toyou really) to <=0 (edit: in one blow, ala pyromancer's ult or similar) then the hero dies without having the HP returned to him. As you can see there is a lot to this ult, but is very powerful/unique and as a consequence complicated and costly. You can play around with that how you see fit. The numbers for damage I've listed are not terrible give the no HP regain and HP you have channeled that it's costing you. I think this would be semi-balanced. Gotta run. PM me when you get somewhere with this.
Last edited by summ1else; 06-29-2009 at 11:50 PM.
Hmn...interesting concept.
Read any Dragonlance?
Sounds like he could have a backstory like Raistlin Majere
http://en.wikipedia.org/wiki/Raistlin_Majere
(the whole tragic event warping the mage kinda thing)