Great idea, I love it! - go make it S2!
Eh? Bin job
Good concept, needs some work
No this is not a joke....
Okay, so S2 gave you Glacius.... Now im giving you...
Been a long time Dota player and been playing HoN for a good while now but never really bothered to come up with the hero suggestions, but today this idea came to my head!
The model would be a giant pink blob, pretty much identical to the blobfish (as seen above) and its whole synergi is based around its gelatinous makeup.
His primary role is to act as an initiate and team ganker with team boosting abilities to boot. This guy will very much encourage team play to execute and maximise his abilities!
Base Attack Damage - 44 - 49
Base Movespeed - 300
Base Armor - 1.2
STR - 21 + 1.9
AGI - 13 + 1.3
INT - 23 + 2.3
First Skill - Sling shot (Channeled Spell)
Mana cost: 80/95/110/125
"Globulus extenes his arms onto the target enemy and Channels for X seconds. During this time, if the enemy exceeds X range or Globulus releases tension, he will Sling Shot himself into the enemy causing X damage and slow the enemy for X% move speed per distance travelled."
Globulus first skill is Globulus' primary initiate, a grapple/nuke skill that still allows the enemy some form of counter control. The method to this is that the "grip" has a cast range, however due to the nature of Globulus' makeup, his "grip" can extend to a maximum range (dependable upon rank of spell). Due to the stretching Globulus can only hold this grip for X number of seconds before having to either break the hold or sling shot himself at the enemy.
Rank 1 - Mana cost: 80
Cast range 300, Sling range 600, damage 0.15 per unit of sling (2s channel)
Rank 2 - Mana cost: 95
Cast range 375, Sling range 700, damage 0.2 per unit of sling (3s channel)
Rank 3 - Mana cost: 110
Cast range 450, Sling range 800, damage 0.25 per unit of sling (4s channel)
Rank 4 - Mana cost: 125
Cast range 525, Sling range 900, damage 0.3 per unit of sling (5s channel)
Enemy slowed for 0.5s per 100 range of sling
Enemy slowed for 5%ms per 100 range of sling (move speed increases back to normal over duration)
+ During "Sling" Globulus is invulnerable
- some quick maths for you guys...
At rank 1, at full sling range (600) Globulus would deal 90 damage and slow the enemy to 30%ms for 3s (increasing towards end of duration - similar to dark ladies nuke)
At rank 4, at full sling range (900) Globulus would deal 270 damage and slow the enemy to 45%ms for 4.5s (increasing towards end of duration as above).
Second Skill - Mount up! (Toggable Skill)
Mana cost: 10/15/20/25 mana per second
Cast range: 175
"Globulus moulds himself to his allies, acting as a physical shield absorbing 50% of their damage recieved. Globulus can only sustain X attacks before his armoured form breaks down"
Globulus second skill is to act as a shield for his team mates whilst taking some of the damage himself, in order to balance this out there is a mana upkeep cost involved with this - aswell as the fact that he can only recieve X attacks from before returning to his normal form.
Globulus loses form after recieving 2 attacks
Globulus loses form after recieving 4 attacks
Globulus loses form after recieving 6 attacks
Globulus loses form after recieving 8 attacks
When you are Mounted up! You can also unmount yourself. Whilst mounted you can still cast all your spells but cannot attack.
Third Skill - Sticky Stuff
Mana cost: 90/100/110/120
Cast range: 550
"Globulus rips part of his body away and hurls it towards the enemy, latching onto the target and any object behind it for X seconds. Whilst stuck together both units have a tether range of 250, stretching to 325 but elasting back to 150->250"
For those of you who have played windrunner in Dota, youll be familiar with this skill as Shackle Shot - However this version doesn't stun, only tether them to an object for X seconds. And yes, objects do include trees .
Stuck together for 2s
Stuck together for 3s
Stuck together for 4s
Stuck together for 5s
Ultimate - Splatter
Mana cost: 120/170/220
Cast range: 600
"Globlus explodes himself in an area causing X damage to all enemies. As he is scattered across all units in its range, his life still exists and can reform on any target unit, drawing energy from all those he has touched to boost an Allie or cripple an Enemy"
Globulus launches himself into the air and impacts on a point causing X damage in a 550 AoE. Whilst exploded Globulus has 6 seconds to reform before killing himself.
+ If Globulus reforms on an Allie he heals them for X per unit whilst granting them X%hp/mana regen for 5s and +X%ms
- If Globulus reforms on an Enemy he damages them for X per unit whilst slowing them for X%ms for 5s
Deals 150 impact damage
+ Heals for 25 per unit (+1% hp/mana regen sec for 5s, +3%ms)
- Damages for 25 per unit -(-20%ms for 5s)
Deals 225 impact damage
+ Heals for 35 per unit (+2% hp/mana regen sec for 5s, +6%ms)
- Damages for 35 per unit (-30%ms for 5s)
Deals 300 impact damage
+ Heals for 45 per unit (+3% hp/mana regen sec for 5s, +9%ms)
- Damages for 45 per unit (-40%ms for 5s)
Okay so thats Globulus for you... and now for a quick look into why I think hes balanced in his abilities, but also opens up some exceptional ganking and intiate prospects and really prove to be a golden pick for teams.
All of his skills only allow a slow, so the enemy still has full control of their hero to counter with other CC and nukes.
His "Mount up!" ability has a high mana cost for early game that balances out late game, but also has the hit count so you cant just use him as a meat shield on your carries without any consequence.
As you may have noticed, the "Mount up!" ability allows you to cast spells... cast spells I hear you say? oh yes! Now picture my vision....
You're playing as Legion, hiding in the forest bottom lane, your lane mate is swiftblade (just for irony ), you mount onto him and get him to walk within cast range of "Sling shot". You intiate your sling which requires the enemy to be as far away as possible for maximum effort... Now because your mounted up, Swift can run away from the enemy whilst you have it channelled... thus creating the gap quickly. Within a second "Sling shot" activates and you and your mounted swiftblade land on top of the enemy - they take the damage hit and slow debuff, swift initiates his whirlwind, you dismount and fire off a sticky stuff with the enemy next to a tree...
FIRST BLOOD! +200g
Also the ultimate itself can cause huge damage or nothing at all, its all dependable upon the number of enemies within range (same as behemoth). And this power can be used to either buff your team or cripple the enemy opening up plenty of opportunities in team play.
Let me know your thoughts please!
mini bump seeing as it flew off the front page pretty quickly without any comments.
pos/neg feedback be grateful
1 vote and no comments - atleast some feedback would be handy guys
Hero Concept - Etheral(Int Melee Hard Carry / Ganker)
skills and concept are cool, ultimate confuses me a little bit and the picture scares the sh*t outta me !!
I wanted to think of a blob character, but didn't have anything. This is cool. T-up!
The initial cast is a circular aoe nuke, generic cast nothing special (think pandas cannon ball but larger aoe). For each unit (ally and enemy) caught in the aoe explosion it would effectively apply "1 charge". During this time you are effectively out of the game as you only exist as "charges" splattered all over the enemy.
You only have a set time to reform (approx 5s) and when you reform, for each "charge" that was applied you can choose to either heal+buff an allie, or damage+debuff an enemy.
For example, lets say you are in a team fight and at the time of the initial impact aoe you hit 8 creeps and 3 heroes (11 charges). Each enemy unit recieves the aoe damage (150/225/300), At this point your character is visually "dead" you cant control anything, you would only have one skill to reform on an enemy or allie and would have to cast this within a preset time frame - 5s.
So you could cast this skill on an allie who was hit by the splatter - in doing so this would heal them for: (25/35/45)x11 = 275/385/495 and then apply a buff to them which would regen hp/mana at 1%/2%/3% and +3%/+6%/+9% ms for 5s
On an enemy it would deal (25/35/45)x11 = 275/385/495 damage and apply move speed debuff of -20/-30/-40ms for 5s - so including the intial explosion this would deal 425/610/795 dmg to the target enemy
Hope thats cleared its mechanic a little for you
Hero Concept - Etheral(Int Melee Hard Carry / Ganker)