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Adrenaline Rework Suggestion


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Inspired by this thread: 

Thought Process:

Spoiler
  • Adrenaline could be concepted as hero with no cooldown but having huge mana cost as side-effect.
  • Engineer's pre version 4.7.3 (known by his turret) could be reintroduced by the existence of Adrenaline (by using Ember Shard).

Current:

Spoiler

Shard Blast [ Q ]

Cast Time: 0.1 / 0.15 seconds
Target Position - Enemy Heroes
Type - Magic

Adrenaline launches a cluster of fractures in target direction.

Range: 800
Cooldown: 6/4/2/0 second(s)
Mana Cost35% Max Mana

Target a direction to throw a projectile, dealing 50/100/150/200 Magic Damage to the first enemy hero it hits and applying 6/7/8/9 Dread Stacks if Rush is leveled.

Projectiles that hit bounce off the target into the air with a 0.9 second air time. If Adrenaline catches the projectile, he regains 35% of his max mana and reduces this ability cooldown by 2 seconds.

If the projectile hits the ground, it will spawn an Ember Shard for 5 seconds, acting like illusions with 400% Damage taken, 10% Base Damage dealt and have high attack range but cannot move and only attack 3 times.

If the target is less than 200 units away from Adrenaline, then the dagger will land 175 units behind the target (relative to Adrenaline). Otherwise, the projectile will land in a random location in the line between Adrenaline and the target, but at most 350 range away from Adrenaline.

Notes

  • Projectile travels at 850 speed and 80 touch radius.
  • The secondary projectile has a 100 touch radius for when it can be caught from the air.
  • The secondary projectile will travel at most 1200 units away from the target.
  • Ember Shards are uncontrollable illusions and their appearance is distinguishable from heroes.
  • Ember Shards have an attack range of 1800 and a maximum duration of 5 seconds.
  • Ember Shards grant vision of its attack target while alive.
  • Ember Shards will attack the hero it spawned from until it dies or is out of range. If the hero the Fracture spawned from can't be attacked, it will attack the closest attackable unit within 1000 units instead.

Rush [ W ]

Cast Time: 0 / 0 seconds
Target Position - Enemy Units

Adrenaline dashes in target direction, dealing massive damage to enemies with Stacks of Dread.

Range: 450
Mana Cost: 40% Max Mana

Target a direction to dash 450 units, dealing 20 True Damage to enemy units you pass through and consumes all Dread Stacks on them, dealing an additional 1% of the enemy unit's Max Health per Dread Stack consumed. Damage dealt is reduced by 30% if the target has immunity either physical or magic.

Passively causes auto-attacks from self and illusions to apply 2 Dread Stacks on a target, lasting 6 seconds and refreshing on hit.

The max number of Dread Stacks is determined by the level of this skill. Maximum of 15/20/25/30 Dread Stacks.

Notes

  • Cannot pass through terrain.
  • Has a 140 touch radius for contact damage.
  • Destroys trees within 100 radius while dashing.
  • Cast Range of this ability can not be boosted by Jade Spire.

Ember Shard [ E ]

Passive

Adrenaline's shard of the burning ember grants him unequalled mana regeneration.

Passively grants Adrenaline Mana Regeneration equal to 4/5.25/6/6.75/7.5% of his max Mana per second. If Adrenaline kills an enemy hero, he receives 20/40/60/80/100% of his Max Mana. (5/10/15/20/25% for non-hero units).

Death's Halo [ R ]

Cast Time: 0.5 / 0.5 seconds
Target Unit - Enemy Heroes
Type - Magic

Adrenaline surrounds his target with Fractures of himself, inviting them to death's door.

Range: 400
Mana Cost: 30% Max Mana
Cooldown: 100/80/60 seconds

Target an enemy hero to Stun and reduce their vision to 400 radius for 1.6 seconds. Applies 14/22/30 Dread Stacks to the target, and creates 6 Ember Shards surrounding the target, with each of them lasting 5 seconds.

Adrenaline spawns randomly instead of one of the Shards and gains everything-walking for 2 seconds. Ember Shards receive 400% Damage, deal 10% of your Base Damage and have high attack range, but cannot move and only attack 3 times.

Notes

  • Adrenaline and Ember Shards spawn in a 250-radius ring formation around the target.
  • If the target is killed, the Ember Shards will attack the closest enemy hero within aggro range (600) until they expire.

Proposed:

Spoiler

Shard Blast [ Q ]

Cast Time: 0.1 / 0.15 seconds
Target Position - Enemy Heroes
Type - Magic

Adrenaline launches a cluster of fractures in target direction.

Range: 800
[Cooldown: 0 second]
Mana Cost30% Max Mana

Target a direction to throw a projectile, dealing 35/35/70/70 Magic Damage to [enemies it passes through and stops at the first enemy hero it hits. All enemies hit has a stacking charge for 8 seconds and refreshing on hit by this ability to increase magic damage of this ability by 15/25/25/35 per charge. Also grants 40/80/120/160% tapering movement speed with unit-walking to self over 1.5 second after activating this ability].

Stopped projectiles on hero hit bounce off from the target into the air with a 0.9 second air time. If Adrenaline catches the projectile, he regains 30% of his max mana.

If the projectile hits the ground, it will spawn an Ember Shard for 5 seconds, acting like illusions with 400% Damage taken, 10% Base Damage dealt and have high attack range but cannot move and only attack several times.

If the target is less than 200 units away from Adrenaline, then the dagger will land 175 units behind the target (relative to Adrenaline). Otherwise, the projectile will land in a random location in the line between Adrenaline and the target, but at most 350 range away from Adrenaline.

Notes

  • Projectile travels at 850 speed and 80 touch radius.
  • The secondary projectile has a 100 touch radius for when it can be caught from the air.
  • The secondary projectile will travel at most 1200 units away from the target.
  • Charge stacks but individually timed.
  • Ember Shards grant vision of its attack target while alive.
  • Ember Shards will attack the hero it spawned from until it dies or is out of range. If the hero the Shard spawned from can't be attacked, it will attack the closest attackable unit within 1000 units instead.

Death's Halo [ W ]

Cast Time: 0.5 / 0.5 seconds
Target Position - Enemy Units
Type - Magic

Adrenaline creates a death's halo to gradually surround his enemies with the Shards of himself.

Range: 500
Radius: 250
Mana Cost: 35% Max Mana
Cooldown: 0 seconds

Target a location to unleashes a death's halo for seconds, applying 50% movement slow and reducing enemy vision to 400 that tapers off over 1.5/2.5/2.5/3.5 second(s) to enemy units inside its radius.

The halo generates 1/1/2/2 Ember Shard(s) and every 0.5 second generates additional Ember Shard if at least an enemy hero is inside the halo, up to 6 Ember Shards could be generated by the halo. Ember Shards receive 400% Damage, deal 10% of your Base Damage and have high attack range, but cannot move and only attack several times.

Every Ember Shard generated by the halo restores Adrenaline's Max Mana by 5%.

Notes

  • The debuff affects the enemy units once they enter the same halo.
  • Magic immune hero still generates Shard if they are within radius of the halo.
  • This ability could be assumed only spend 30/30/25/25% of max mana.
  • Ember Shards are generated starting from the furthest position from Adrenaline in a 250-radius hexagon formation around the center of halo, then fill the rest of position to either sides of existing Shard.
  • Ember Shards will attack the hero it spawned from or unit within the halo until it dies or is out of range, If the unit the Shard currently focused at attacking can't be attacked, it will attack the closest attackable unit within 1000 units instead.

Ember Shard [ E ]

Passive

Adrenaline's shard of the burning ember grants him unequalled mana efficiency.

Passively regenerates Adrenaline Mana equals to 200/250/300/350/400% of his Mana Cost over 25 seconds.

[Passively grants Ember Shards a tapering attack speed by 0/60/60/120/120 over 1.5 seconds at the start of their spawn and sets Ember Shards' attack limit to 3/4/5/5/6.]

Notes:

  • Ember Shards from any of Adrenaline's abilities have an attack range of 1800 and a maximum duration of 5 seconds.
  • Ember Shards from any of Adrenaline's abilities are influenced by this ability.
  • Ember Shards are uncontrollable illusions and their appearance is distinguishable from heroes.
  • Adrenaline starts with level 1 of this ability.

Rush [ R ]

Cast Time: 0 / 0 seconds
Target Position - Enemy Units

Adrenaline dashes in target direction, dealing massive damage to enemies with Stacks of Dread.

Range: 450
Mana Cost: 40% Max Mana

Target a direction to dash 450 units and leave an Ember Shard to original location, dealing 20/35/50 True Damage to enemy units you pass through and consumes all Dread Stacks on them, dealing an additional 1% of the enemy unit's Max Health per Dread Stack consumed and restores Adrenaline Max Mana by 1% per Dread Stack consumed. Damage dealt is reduced by 35% if the target has immunity either physical or magic.

Ember Shards act like illusions with 400% Damage taken, 10% Base Damage dealt and have high attack range but cannot move and only attack several times with 5 seconds lifetime.

Passively causes auto-attacks from self and illusions to apply 2 Dread Stacks on a target, lasting 6 seconds that refreshed on hit and applying 1% damage output reduction to the affected unit per Dread Stack.

The max number of Dread Stacks is determined by the level of this skill. Maximum of 24/32/40 Dread Stacks.

Notes

  • Cannot pass through terrain.
  • Has a 140 touch radius for contact damage.
  • Destroys trees within 100 radius while dashing.
  • Cast Range of this ability can not be boosted by Jade Spire.
  • Staff of the Master boost is shown in emerald color.
  • Ember Shards grant vision of its attack target while alive.
  • Ember Shards will attack attackable unit Adrenaline passed through until it dies or is out of range. If the attacked unit is invalid / no longer valid, the Ember Shards will attack the closest attackable unit within 1000 units instead.

Changelog

Spoiler

Version 0.01 -

  • Changelog Created, Reformatting Thread, Some Numbers Adjustment, and Shard Blast Buff.

 

Edited by datfizh

If anyone wonders about my intelligence regarding this game, then consider yourself visiting this thread:

Alternatively, visit this blog below to see the compiled version of the threads/posts I made on this Official HoN Forum:
newerthbrainstorm.blogspot.com

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15 hours ago, MassDivide said:

I think to fix adrenaline, he needs to gain damage immunity while using rush and have a small magic lifesteal (0.5/1.5/2.0/2.5% of damage) from his shards.  This would give him some nice survivability. 

thats the last thing he needs, that would just make him absolutely broken.
at this point his shards from q deal 0 damage and are at most just annoying as they break potions/bottle/regen and trigger some abilities but have no actual proper benefit other than stacking maybe 1 additional or if you are lucky 2 additional dread stacks onto an opponent.
for the most part their huge attackrange is just extraordinarily annoying to deal with and allow adrenaline to crete a shortlived wall against certain heroes, other than that they are actually horrendously useless whereas picking up their falling bounce is an insane boost to his abilities.
this needs some heavy revising to make shards even considerably useful while also allowing opponents to counteract them.
increase their base damage (drastically!) and reduce the amount of mana received for adrenaling for catching them. simultaneously HEAVILY nerf their attackrange (400 should be by far enough!!!!!!) and remove their truesight of the target, if they still ahve that. also allow heroes to kill them in 1 hit and give a bit of xp and gold.
this would not only benefit adrenaline as they suddenly actually serve a proper purpose, but also opponents as they can engage them and kill them, even using hatchet only or as ranged by hitting them, without having to deal with the annoyance of the lanepresence that a level 3 adrenaline is compared with the annoynce of counterhealing mechanic in early game, they currently hold.
tl;dr: embershards suck big time and need heavy rebalancing.
additionally add to his passive to deal a certain amount of flat damage to neutrals/creeps with all abilities as they pass through them.
for example 20/40/60/80 damage versus creeps and that amount +40 to neutrals.
this allows adrenaline to actually catch back up while farming and incentivizes picking up his passive earlier instead of skipping it or only taking it once for pure damage. simultaneously also puts him at risk for unwantingly pushing a lane while using abilities to harass so he now actually also has to consider positioning.
(numbers for display, dont get hung up on them).
ps please forgive me for not formatting this in any way i really dont feel well but i needed some brainactivity so i decided i might aswell check the forums and respond here since adrenaline is a hero i find both interesting but also very cancerous to both, opponents and the player xD

the hero simply has To MANY pitfalls for EVERYONE to make any sense, which is why i made above suggestions to both buff but also hurt him.

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5 hours ago, MerryHONmas said:

thats the last thing he needs, that would just make him absolutely broken.
at this point his shards from q deal 0 damage and are at most just annoying as they break potions/bottle/regen and trigger some abilities but have no actual proper benefit other

 

How could that make him broken if they deal 0 damage? Elaborate please.

 

Adrenaline is a glass cannon, and while in theory its fun to rush in and rush out, his survivability is so low that a stealth item is mandatory. 
 

How about a comprimise then? Magic immunity for the 0.2 seconds and has a disjoint mechanic when using Rush.

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19 hours ago, MassDivide said:

 

How could that make him broken if they deal 0 damage? Elaborate please.

 

Adrenaline is a glass cannon, and while in theory its fun to rush in and rush out, his survivability is so low that a stealth item is mandatory. 
 

How about a comprimise then? Magic immunity for the 0.2 seconds and has a disjoint mechanic when using Rush.

he is a "either you die or i die within the next 3 seconds" hero....
flint is a glass cannon.
why would they have lifesteal that translates to you if they deal no damage?
if 1hp/s is what you are looking for, get a trinket. thats literally not gonna solve him.
what i was referring too and this should have been very obvious is immunity on a 0 second cooldown spell that also grants mobility.
thats just... no just no

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