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| View Poll Results: What do you think of this unique hero? | |||
| I'd love to see this hero in game! Rock on! |
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15 | 88.24% |
| No way, this hero is way too cool for HoN! |
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0 | 0% |
| With some tweaks, (that I've suggested in my post), this hero could be golden! |
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2 | 11.76% |
| Voters: 17. You may not vote on this poll | |||
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#1 |
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Join Date: Aug 2009
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Tidus - Embodiment of Water (Support Tank. Like you've never seen before.)
Note: This hero was barely entered into the Strength Hero Contest. As a nearly-late submission, it received no feedback from forum users due to thread closing. I have pasted it here to allow discussion, and to see what people think of this suggestion. Read on!
![]() Tidus - Embodiment of Water This hero is a unique type of support tank who offers his own essence as a living shield for his allies. His skills are based on high speed, self-manipulation to protect his allies in a unique fashion. Str: 22 + 2.5 Agi: 14 + 1.3 Int: 17 + 1.8 Armor: 3.5 Move speed: 300 Typhoon This spell is vector-targeted. Admittedly, it is quite similar to Zephyr's current Gust ability. The difference is that it can also pull or push allies. Targets are moved at a distance equal to the current cast range, as based on level. Cast Range: 500/600/700/800 Mana Cost: 110/120/130/140 Damage: 50/100/150/200 Magic damage Cast Time: Instant Cooldown: 18 seconds Aquatic Absorption - Passive This ability allows Tidus to absorb the water in the surrounding environment, increasing his regeneration. Adds 1/3/5/7 HP regeneration. Adds .75/1.5/2.25/3 Mana regeneration. Liquid Empowerment - Passive This ability increases the strength of Tidus' other three.
This skill is the lifeblood of the hero, that defines his play style. It allows him to encase himself around a targeted teammate. While in this state, 50% of all damage dealt to the ally is taken by Tidus instead. Keep in mind that all damage being dealt by enemies is still being given to Tidus and his team. It is just being split between them. Cast Time: Instant Mana Cost: 25 Cooldown: 3 seconds at all levels Range: 700 from self The amount of damage that can be taken by Tidus in place of his teammate: 300/500/700. If this limit is reached, the ally will have the Drenched effect applied to them. Drenched This target cannot be affected by Bubble for 30 seconds. He can remain bubbled around his teammate indefinitely, with few exceptions: Hitting the damage cap removes him. If his ally is stunned, AoE or otherwise, he will be removed. There are a few other very important aspects to this hero. While bubbled, the player can doubleclick another ally in range to jump to him. This assumes the mana cost of the spell. However, ranks in Liquid Empowerment cause Tidus not to jump to another target, but to send part of himself to the next target. This splits the damage absorption of the skill. For example, if I Bubble my allied Chronos, then double-click to Pyromancer, a second bubble will appear on Pyromancer. However, both allies will only have 25% reduced damage as opposed to 50%. While in Bubble, the Bubble skill is replaced with Precipitate. Cast Time: Instant. Mana Cost: 0 Cooldown: 0 seconds. This skill removes all Bubble effects from allies, and makes Tidus reappear at a target location that is within 700 range of one of the allies who was bubbled. Using Precipitate triggers the Bubble cooldown, and that is the only way it is triggered unless it is manually triggered by being stunned out of the spell. The nature of Bubble and Precipitate allow for even more rapid motion. If a teammate is fleeing his enemies with very low HP, the Tidus player can step in for a skillful save. Example: After a battle in the center of the map, Tidus is in Legion base. His ally Scout (That Tidus SHOULD NEVER SAVE) is out of mana and almost out of health, running towards base while being chased by Blood Hunter. Tidus uses Bubble to blink onto Scout, then Precipitate to position himself between him and Blood Hunter. This allows for him to use Typhoon and assist his teammate. ------------------- The playstyle of this hero demands that he pays extreme attention to all aspects of battle. The player must know which teammate needs his direct protection the most, and when splitting to allies will be worth the reduced effects of his ultimate. In a teamfight, his main role is to jump from teammate to teammate, reducing their damage when they are focused and nuked. When off cooldown, he deals damage using Typhoon. Despite only having two active abilites, this makes his support tanking role intense and fast-paced. The work is highly subject to change and suggestion. (An earlier version of the hero involved him creating standing water with the Typhoon, and using an active heal/mana gain place of a regeneration passive.) Thanks for reading, I will actively edit and respond to comments! (Again as a last-minute entry, I have created no backstories or flavor texts. If people highly demand -unlikely- I will be more than happy to write some up.) Last edited by Solidsneak; 03-15-2010 at 02:59 AM. |
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#2 |
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Join Date: Aug 2009
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Oh and please!
Whether or not you vote, please drop a comment! I would like to read what you thought of my work, and what changes you think make this hero realistic! As with many suggestions, the actual numbers in abilities are highly subject to change; The concepts are what I would like feedback on if nothing else! ![]() This post will also serve as a workspace for changelogs and notes as they come. Changelog Notes -A little more on the aforementioned "standing water" concept.. Originally, this hero was designed to have Typhoon operate quite like it does in the above post, with the exception that it creates standing water over the area of its effect. This water has no movespeed effects or anything like that, but allows for the use of other abilities. The first was a whirlpool-like effect that would require Tidus to be in the water; On use, it would immobilize or slow all enemies who were in the same pool of water. Another ability was a toggled passive that would pull all enemies in the same pool towards Tidus at a certain speed, or when toggled, push enemies away from him instead. This would serve to distort the enemy team's positioning in a battle. Finally, (under the standing water concept), Tidus' passive regeneration was replaced with an active skill that restored health and mana by consuming the standing water. This, in my opinion, was superior to the current form of the hero, but ultimately too complex. What do you all think of the standing water concept? -This hero has a very high dependency on HP regeneration. While he is granted a fair amount from his Aquatic Absorption passive, he is encouraged to tank out. Helm of the Black Legion is an ideal item on him, as well as Shaman's Headress (perhaps even more than Helm). In my opinion, one of the best possible items he could attain is Behemoth's Heart. By gaining a massive amount of health and regeneration he can continue to fill his highly damaged position. Furthermore, hyper regeneration of that sort allows steady amounts of health to be given to his allies. Last edited by Solidsneak; 03-14-2010 at 11:23 PM. |
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#3 |
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Join Date: Jan 2010
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this guy probably has the coolest ultimate that I've ever seen. really good job on that. i think maybe his first skill could be different somehow?
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#4 |
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Join Date: Aug 2009
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I'm not sure, honestly I think that his ultimate is the only truly solid thing about him that I wouldn't want to change.
In my mind he needs some sort of healing/regeneration in some form as well, though that of course can come in multiple ways. As for his Typhoon, I feel that its the most out of place skill in the lot, and currently am thinking of alternatives. Ideas? |
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#5 |
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Join Date: Aug 2009
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I liked him... A lot...
The only thing I would add, is on the second skill, an interaction with the river... Would be nice, e enemies would not try to go on river knowing some one wil be there... T-Up One more thing... Use binary pool... If hero need chages, ppl will say... XD And makes easier to promote hero... |
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#6 |
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Join Date: Aug 2009
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It's funny that you mention it Cavallero, originally when I had thought of the standing-water concept the river was to be used in conjunction with that.
If I ever return to that concept, I'll definitely make the river play a part somehow. Also, how can I edit the poll to binary and remove my third option? Thanks for the support, by the way. |
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#7 |
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Join Date: Aug 2009
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Now tha you mentioned... I don't know... lol
But count on me to help make this hero go to HoN... XD |
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#8 |
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Join Date: Aug 2009
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Thanks a lot mate! I'll make sure to look at your heroes some as well.
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#9 |
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Join Date: Aug 2009
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![]() Thank a lot!!! |
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#10 |
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Join Date: Aug 2009
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In my official thread, got some hate towards every skill but the first "which is just a copy anyway" =( I'm not changing the ult concept, but as I said I think that Typhoon needs editing. And of course, the second and third skills are currently "filler."
What do you all think? Last edited by Solidsneak; 03-16-2010 at 08:43 PM. |
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#11 |
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Join Date: Jul 2009
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Hmm interesting hero concept, and yeah if you changed the ultimate on him you would change the hero concept.... Well my post is more a suggestion to do with typhoon since it is very close to zephyr why not give him admirals water sprout thingy from dota? For those who don't know what that is.
You target a position x range away and after a delay any enemy unit standing in an aoe of that position is thrown in the air violently by water and dealt damage/mini-stun/and slowed for a duration. Now I would think to change it up a bit to something closer to this: You target a position x range away and after a delay any enemy unit standing in an aoe of that position is thrown in the air violently by water and dealt damage/mini-stun/and slowed for a duration and any allied caught in the water sprout(thingy) is not thrown in the air, but instead is giving water armor(+/1/2/3/4 physical armor and +1/2/3/4 magic armor) and has their movement speed increased the same amount the enemy is slowed(ex: if enemy is slowed %5 the ally(s) are speed up by 5%. just an idea and the magic armor or physical armor can be removed, but I thought they fit his roll as a tank and also makes you make a decision(sometimes) about wether to throw the enemy in the air or give your allied faster movement and armor and if your lucky both
__________________
Ever wanted to play a TD in HoN? Well here it is
Element TD (Currently in alpha state, but being worked on still) |
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#12 |
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Join Date: Aug 2009
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Hey Severon, I think that is a pretty neat idea that fits with the theme. I'll see about incorporating it.
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#13 |
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Join Date: Jul 2009
Location: Winnipeg, Mb
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don't like typhoon.
you should replace it with a skill that adds +base damage, with attack range coupled to his passive. EG Hydroblast: increases Tidus' base damage by 8/12/16/20 Liquid Empowerment - Passive This ability increases the strength of Tidus' other three.
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#14 |
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Join Date: Aug 2009
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I really really like the concept of this hero's ultimate and theme! However I feel the other spells fall short so here is my suggestion.
Typhoon is replaced with the skill Geyser. -------------------------------------------------------------------------- Skill Description: Tidus forces a Geyser to erupt from a target point. The Geyser will initially heal any ally that was under the Geyser as well as damage enemies. After erupting from the ground the Geyser will continue to heal/damage the area it spouted for a duration. Cast Target: Target Area Cast Range: 700/800/900/1000 Cast Radius: 200/225/250/275 Rank 1: After a 1 second delay, deals Magic damage to enemies and heals allies in radius for 55. The geyser remains for an addition 12 seconds healing and dealing 5 damage every second. 18 second cooldown. Rank 2: After a 1 second delay, deals Magic damage to enemies and heals allies in radius for 105. The geyser remains for an addition 12 seconds healing and dealing 15 damage every second. 18 second cooldown. Rank 3: After a 1 second delay, deals Magic damage to enemies and heals allies in radius for 155. The geyser remains for an addition 12 seconds healing and dealing 25 damage every second. 18 second cooldown. Rank 4: After a 1 second delay, deals Magic damage to enemies and heals allies in radius for 205. The geyser remains for an addition 12 seconds healing and dealing 35 damage every second. 18 second cooldown. --------------------------------------------------------------------------------- Aquatic Absorption altered Skill Description: Tidus draws water from the nearby environment bolstering his form. Cast Target: Passive Cast Range: Passive Cast Radius: Passive Rank 1: Health Regeneration increased by 3. Armor increased by 2. Rank 2: Health Regeneration increased by 6. Armor increased by 4. Rank 3: Health Regeneration increased by 9. Armor increased by 6. Rank 4: Health Regeneration increased by 12. Armor increased by 8. ------------------------------------------------------------------------------------- Liquid Empowerment altered Skill Description: Tidus becomes more adept in his control of water, increasing the power of his skills. Cast Target: Passive Cast Range: Passive Cast Radius: Passive Rank 1: - Geyser: Reduces the cooldown of Geyser by 3 seconds. [I]- Aquatic Absorption: Units affected by Bubble gain 30% of Tidus' Health Regeneration, Armor and Magic armor. - Bubble: Units affected by both Bubble and Geyser have their health increased by 5% for 5 seconds after leaving the Geyser radius. Rank 2: - Geyser: Reduces the cooldown of Geyser by 6 seconds. - Aquatic Absorption: Units affected by Bubble gain 40% of Tidus' Health Regeneration, Armor and Magic armor. - Bubble: Units affected by both Bubble and Geyser have their health increased by 10% for 5 seconds after leaving the Geyser radius Rank 3: - Geyser: Reduces the cooldown of Geyser by 9 seconds. - Aquatic Absorption: Units affected by Bubble gain 50% of Tidus' Health Regeneration, Armor and Magic armor. - Bubble: Units affected by both Bubble and Geyser have their health increased by 15% for 5 seconds after leaving the Geyser radius Rank 4: - Geyser: Reduces the cooldown of Geyser by 12 seconds. - Aquatic Absorption: Units affected by Bubble gain 60% of Tidus' Health Regeneration, Armor and Magic armor. - Bubble: Units affected by both Bubble and Geyser have their health increased by 20% for 5 seconds after leaving the Geyser radius Geyser gives Tidus a support spell that is skill based and supports his team. His new Aquatic Absorption and Liquid Empowerment compliment bubble a lot more, and add a lot more power to bubble. In addition the Geyser + Bubble thing just sounded cool! T-up and if you could please check the hero in my signature!
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Last edited by Passthechips; 04-01-2010 at 09:03 PM. |
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#15 |
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Join Date: Jul 2009
Location: Winnipeg, Mb
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SotM + ulty = Tidus can auto-attack while in bubble?
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