[jopi] (Malendis, Creature of Darkness)
| |||||||
CONCEPTLOREPRESENTATIONMECHANICSCOMPLEXITYBALANCEIMPLEMENTATIONTOTALIs the hero idea valid with the chosen theme? Is the concept original and/or well modified? This Hero has a well rounded concept, given the fact that there are not so many anti-caster heroes in DOTA, he even has his own niche role next to anitmage. But while antimage is a carry, Malendis can be played in many different ways. A reason for this might be the fact that he does nor rely so much on farm as antimage. On the other hand the 'Mythical Creature' theme is not that clear to see here as you chose a quite free approach, choosing DOTA's lore itself as a base.
Is the lore compatible with the hero? Does the lore paint a clear picture of the hero? Is the lore specific enough in terms of origin of the hero? Does the lore fit with the overall map theme lore? This lore is very well written. Not only makes it clear where Malendis comes from and what he's able to do, it also clarifies that he has an antagonist, namely 'Zeus'. The lore blends very well into the lore of zeus, making it very easy to imagine Malendis as a part of the DOTA universe.
Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)? Did the author use enough graphic material to represent his or her hero idea to the fullest? GOOD:
How does the hero mechanics work with each other? Are the spells synergistic between each other? How difficult this hero's play style would seem for an average player? SPELLS:
SYNERGY: Ok let's first get to the good things. Malendis excels at preventing spell damage and crowd control, while also having huge damage potential once the mana pools of his victims are low. There are obvious synergies e.g. 'Dark Isolation' + 'Blades of Torment' or the crowd control reduction of 'Spell Negation' so you can quickly switch into 'Wraith Form'. On the other hand some interactions of the spells seem to be contradictory. I'm gonna try to explain what I mean: Malendis is most powerful once his enemies have low mana. The easiest way to achieve this is to make them cast spells, but Maledis' spell kit does the direct opposite. Nobody will cast spells on Malendis while 'Spell Negation' is usable and nobody will waste crowd control spells on him, as he just frees from it with 'Wraith Form'. The only situation where his spells really work together are massive teamfights against an AoE oriented lineup, where Malendis gonna be hit by spells even if they do not want to. One way to change this would be to make 'Blades of Torment' deal more damage and slow more the fuller the targets mana pool is. This would make enemies try to keep it low by casting spells, which Malendis then could throw back at them with 'Spell Negation' for example. Another thing I would change is the position of 'Blades of Torment' as an ultimate. In the current state Malendis' leveling phase will be very passive, as he actually has no damage potential, because nobody will cast spells on him he could reflect. The player would need to wait until level 6 so 'Blades of Torment' becomes available (because of the same reason Riki's permanent invisibility became a normal ability in DOTA2 recently). Overall the mechanics are good and work well together on first reading. But when you think longer about it there are some flaws in my opinion. What I like is that you did use any 'fake' synergies (I call them like this) using buffs that effect another ability (though this is valid and also comes to use in DOTA it's more LoL-ish, while in DOTA spells are a bit more separated).
Are the hero mechanics as complex as necessary? Does the complexity level of the hero provide fun and interesting gameplay? If yes, why? Most of the abilities are not that hard to use, as they are either single target or instant cast. What is most challenging on this hero and would separate beginners from pros is timing and awareness of the situation. When is the right moment to cast 'Spell Negation' to deal most damage, for example. The most challenging ability and biggest complexity by far has 'Wraith Form'. The reason for this is the fact that you also render yourself 'useless' for a small period of time. So if used wrong, you either just make enemies wait until they engage on you, or can make you be a single target when your team already died around you. Overall this hero is in good balance of complexity, having abilities that do not need a lot of practice to be used in a 'simple' way, but offer a lot of potential once you are good in using them right.
Is the hero balanced for the chosen map theme? Are the abilities, stats or attributes shown break the balance in some way? Is the hero in a playable state as described or it needs rework? If yes, what needs to be changed and why? Overall the numbers seem to balanced, first I was concerned about 'Wraith Form' but compared to Lifestaler's 'Rage' it's ok. On the other hand, 'Spell Negation's damage return on higher levels is pretty strong (should it be calculated before the damage halving) and 'Dark Isolation's mana drain is also a bit overpowered, as it's based on max. Mana and you do not even have to channel it. So using this multiple times on one target on higher levles renders it with very low mana. The rather long cooldown only makes up for that on lower levels, as 13 seconds aren't that long.
Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state? Approximately how long would an average creator need to create this hero? I guess, the main problem when it comes to implementation, is the crowd control reduction of 'Spell Negation'. Also the damage reduction and reflection could be problematic without a good damage calculation system, but I doubt there isn't such a thing already i DOTA.
CONCEPT (8/10) LORE (10/10) PRESENTATION (13/15) MECHANICS (15/20) COMPLEXITY (10/10) BALANCE (22/25) IMPLEMENTATION (8/10) TOTAL (86/100) |
[jopi] (Jhesh'Nu, Guardian of the Underworld )
| |||||||
CONCEPTLOREPRESENTATIONMECHANICSCOMPLEXITYBALANCEIMPLEMENTATIONTOTALIs the hero idea valid with the chosen theme? Is the concept original and/or well modified? You chose a clear concept: Hydra. This concept is very well implemented in most aspects of the hero. The abilities are well-designed to resemble that are mostly associated with the Hydra as a mythical creature. Yet you are still bound by WC3's engine a bit, as I guess real-time falling off and regrowing heads would be the best thing for your hero.
Is the lore compatible with the hero? Does the lore paint a clear picture of the hero? Is the lore specific enough in terms of origin of the hero? Does the lore fit with the overall map theme lore? Well written lore, I can't spot any major mistakes in it. The lore describes Jhesh'Nu's origin, as well as some of its abilities. On the other hand, the connection to the DOTA lore is somehow missing. Unless there are several entities named like greek gods, as well as some places with greek names in the DOTA universe this simply does not fit to DOTA. The lore could be a bit more fitting if you would have not only concentrated on the mythology part but also on some DOTA lore.
Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)? Did the author use enough graphic material to represent his or her hero idea to the fullest? GOOD:
How does the hero mechanics work with each other? Are the spells synergistic between each other? How difficult this hero's play style would seem for an average player? SPELLS:
SYNERGY: The spells synergize very well together. Jhesh'Nu's main goal is to attract as many enemies as possible and tank their damage, while punishing them for it. The obvious combo is 'Fire Breath' and 'Tainted Blood', you used some 'fake' synergy here with a buff placer. This is no big deal as it's used very often and is completely valid. 'Blessing of Hera' also fits in once Jhesh'Nu is attacked. And to achieve this you just use 'Gaze of Hades'. Still there are some things I want to point out. First having 'Gaze of Hades' as an ultimate is not such a good idea in my opinion, as it forces the player to rush to level 6 to use Jhesh'Nu's full potential and until then you only have one active ability, what makes laneing until this level quite boring. A way to get around this would be to make 'Gaze of Hades' a normal ability (maybe switch it with 'Blessing of Hera') and make some changes to it so it's not so similar to Axe's 'Berserker's Call' (maybe make is a cone-aoe spell, this would fit, as it's a gaze/stare). The other thing is that to be fully effective Jhesh'Nu needs to take damage, but 'Blessing of Hera' works in the opposite way. The regeneration is good, but the armor buff is bad, as in conjunction with 'Tainted Blood', 'Tainted Blood' itself will proc less often. Overall this hero has a very synergizing skill set. Still there are some things that might need to be tweaked in my opinion to make it work together even better.
Are the hero mechanics as complex as necessary? Does the complexity level of the hero provide fun and interesting gameplay? If yes, why? This hero is pretty easy to use. With only one active ability that is a skillshot and the long cooldown ultimate, you're mostly wait to be hit and then use 'Fire Breath' to trigger 'Tainted Blood'. This means you have a quite passive playstyle, was isn't bad at all, but might tend to be a bit boring. As I've already mentioned in the 'Mechanics' category, making 'Gaze of Hades' a normal ability might be a way to get around this. Still this hero is not super easy, as such tank heroes need a bit of knowledge on when to engage. All in all you did well in terms of complexity.
Is the hero balanced for the chosen map theme? Are the abilities, stats or attributes shown break the balance in some way? Is the hero in a playable state as described or it needs rework? If yes, what needs to be changed and why? Very well balanced numbers. The only thing that is problematic is the ultimate, as it's a bit weak for an ultimate in comparison with Axe's 'Berserker's Call' as you can't even move. So making this stronger, or making it a normal spell (as mentioned in 'Mechanics') would be the way to go.
Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state? Approximately how long would an average creator need to create this hero? This hero should be no problem to implement into DOTA, at least for someone who already worked on it, as every spell has something at least a bit similar already in the map.
CONCEPT (9/10) LORE (8/10) PRESENTATION (11/15) MECHANICS (16/20) COMPLEXITY (7/10) BALANCE (24/25) IMPLEMENTATION (10/10) TOTAL (85/100) |
[jopi] ( Chiron, Centaur Grand Hunter) | |||||||
CONCEPTLOREPRESENTATIONMECHANICSCOMPLEXITYBALANCEIMPLEMENTATIONTOTALIs the hero idea valid with the chosen theme? Is the concept original and/or well modified? The concept here is clear: Centaur. You chose 'Chiron, the centaur' from greek mythology, making him a skilled hunter also reflects the mythological base. Also attributes that are associated with centaurs are implemented into your idea.Also the lore resembles the mythological base very well, but also altering it enough to fit the DOTA lore.
Is the lore compatible with the hero? Does the lore paint a clear picture of the hero? Is the lore specific enough in terms of origin of the hero? Does the lore fit with the overall map theme lore? Well written lore, though there are some minor mistakes in tense and plural. Also there are some parts which could use some slight changes to make reading it a even bigger fun. The lore itself resembles the original story of Chiron very well, while also making the turn to the DOTA lore. On the other hand the fact that you stay that close to the original story also is a bit of a problem in my eyes, as you mention so many other characters from greek mythology that your lore loses some of the connection to the DOTA universe.
Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)? Did the author use enough graphic material to represent his or her hero idea to the fullest? GOOD:
stretched. A wider orientation which is more compact vertically so not so much scrolling is needed, is better in my eyes, as it makes overviewing a hero idea easier and faster.
How does the hero mechanics work with each other? Are the spells synergistic between each other? How difficult this hero's play style would seem for an average player? SPELLS:
SYNERGY: Well, the only real synergy is the one between 'Stun Arrow' and 'Bow Mastery' still I somehow like the spell kit you created. I think this hero really excels in combination with other heroes, just imagine him roaming with another stun-heavy hero. Also 'Leechcraft' makes trading damage with Chiron and his allies very dangerous. It's sad you didn't chose to add some travel distance interaction to 'Stun Arrow' then it would also synergize well with 'Centaur Kick' but on the other hand would be very similar to PotM's 'Elune's Arrow'. Overall a interesting spell kit but not so much synergy. In my opinion there is still some potential for a bit more synergy between some of the spells.
Are the hero mechanics as complex as necessary? Does the complexity level of the hero provide fun and interesting gameplay? If yes, why? This hero has a skillshot, instant cast, passive and singletarget ability, what makes him quite balanced in terms of complexity, but also needs a bit skill to land the spells. Especially a long ranged 'Stun Arrow' might be hard to land. Another thing that might be something players need to get used to are areas that count as 'in front and behind' for 'Centaur Kick'. The only other thing I have to mention is that the description of 'Leechcraft' is unnecessary complex, and could be written much easier to understand. Overall you have a good balanced complexity and I imagine kicking enemies around is a lot of fun.
Is the hero balanced for the chosen map theme? Are the abilities, stats or attributes shown break the balance in some way? Is the hero in a playable state as described or it needs rework? If yes, what needs to be changed and why? The numbers tend to be either a bit too low, or too high. For example 'Stun Arrow' is very similar to PotM's 'Elune's Arrow' but weaker in any stat. On the other hand 'Centaur Kick's knockback especially in the 'Back' version, is very overpowered in later levels, as the knockback is way stronger than the one of 'Force Staff'. Other than that the numbers seem to be ok.
Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state? Approximately how long would an average creator need to create this hero? I think the hardest ability to implement, would either be the knockback of 'Centaur Kick', or at least the AoE it uses, or the 'not moving' thing of 'Bow Mastery', as it could turn out difficult to know if a unit is moving the moment it is hit.
CONCEPT (10/10) LORE (8/10) PRESENTATION (10/15) MECHANICS (11/20) COMPLEXITY (9/10) BALANCE (22/25) IMPLEMENTATION (9/10) TOTAL (79/100) |
[jopi] (Raza'rr the Blade Tempest)
| |||||||
CONCEPTLOREPRESENTATIONMECHANICSCOMPLEXITYBALANCEIMPLEMENTATIONTOTALIs the hero idea valid with the chosen theme? Is the concept original and/or well modified? While having many other great qualities this hero concept lacks a bit of 'mythology' in its theme. I can't really recognize any mythological creature, apart from the griffin or the egyptian gods Ra or Horus. Given these as a base, I can not see that many aspects which your concept and the possible mythological bases have in common. With some thinking you can see the 'light and sun' theme in the 'altar of faith' ability, in addition to giving multiple characters from DOTA or LoL as inspiration, a mythological creature would have been a good thing here, in my opinion.
Is the lore compatible with the hero? Does the lore paint a clear picture of the hero? Is the lore specific enough in terms of origin of the hero? Does the lore fit with the overall map theme lore? The writing is good, still I found two minor mistakes in it. Also the lore is a bit short, this itself does not make it bad but it's hard to bring everything needed in such a short text. This is also the biggest problem I see here, you barely get to now something about Raza'rr but you still do not know who is his father, and how he died. Why does Raza'rr thinkthe scrouge killed him?. This lore leaves some open questions to the reader. Still it manages to describe the basic things about Raza'rr and his abilities, though it's very unclear why he can summon a whole altar. Is he some kind of god? Or was his father one?
Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)? Did the author use enough graphic material to represent his or her hero idea to the fullest? GOOD:
seems like you would 'show off' your 2D skills and concentrate more on them than the actual hero idea.
How does the hero mechanics work with each other? Are the spells synergistic between each other? How difficult this hero's play style would seem for an average player? SPELLS:
SYNERGY: The only obvious synergy is between 'Hawk Drive' and 'Altar of Faith'. Still there are some more things. If you think about the main damage source this hero has, his attacks, there are some more things. For example 'Melting Blades' gives some ensured damage nukes, and 'Blade Imprisonment' ensures you can beat down one target without being harmed. Overall this hero follows one idea: Attack! This is very clear when you read through the abilities.
Are the hero mechanics as complex as necessary? Does the complexity level of the hero provide fun and interesting gameplay? If yes, why? This hero is quite balanced in complexity, with a passive, Aoe and single target spell. The only ability that is too complex in usage is 'Hawk Dive'. While the fact you dash to the closest target in range might be fun and bring some strange and unexpected situations and also shows if someone is good with this hero, DOTA is a game of control. 'Hawk Dive' might easily work the same way, also with 'Altar of Faith', being a normal skillshot.
Is the hero balanced for the chosen map theme? Are the abilities, stats or attributes shown break the balance in some way? Is the hero in a playable state as described or it needs rework? If yes, what needs to be changed and why? Very well balanced stats and numbers, though 'Hawk Dive' has a pretty big damage potential when used at max range. Also the ultimate could get out of hand easily the way it is now. Still outstanding balancing here.
Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state? Approximately how long would an average creator need to create this hero? The normal spells should be rather easy to implement, at least for someone who worked on DOTA already, as there are some similar things in the map (e.g. scripted crits). The main issue is the ultimate, which freezes not only the units but also their regeneration or buff durations.
CONCEPT (3/10) LORE (6/10) PRESENTATION (14/15) MECHANICS (18/20) COMPLEXITY (9/10) BALANCE (25/25) IMPLEMENTATION (7/10) TOTAL (82/100) |
[jopi] (Gor'thir'hel the Blood of Gore)
| |||||||
CONCEPTLOREPRESENTATIONMECHANICSCOMPLEXITYBALANCEIMPLEMENTATIONTOTALIs the hero idea valid with the chosen theme? Is the concept original and/or well modified? This concept has nearly no immediately recognizable mythological creature as base. The best resemblance I could find after some research was the 'Big Bad Wolf' from multiple tales. A link or mention in the 'credits and links' section could have helped with this.
Is the lore compatible with the hero? Does the lore paint a clear picture of the hero? Is the lore specific enough in terms of origin of the hero? Does the lore fit with the overall map theme lore? Quite unique approach to the lore part, the writing itself is good, I can't spot any major mistakes. It has something from a poem, but I can't see any pattern in it. Still you manage so tell something about the hero, up to a point. But while the night is a element in the lore it's no where to find in the heroes spells and abilities. Also it's unclear where Gor'thir'hel comes from, what he wants and why he is the way he is. While I really like the idea and can imagine that someone who is skilled in writing poems can make a good and unique lore this way, I have to admit I find yours lacking in terms of content and information.
Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)? Did the author use enough graphic material to represent his or her hero idea to the fullest? GOOD:
made of three individual parts and the credits section is just put after it without the general theme.
How does the hero mechanics work with each other? Are the spells synergistic between each other? How difficult this hero's play style would seem for an average player? SPELLS:
SYNERGY: The obvious combo is 'bullet Dive' into 'Blood Hunger' or 'Dancing Hell' if you engage into a group. Should the hit rate of 'Dancing Hell' be affected by attack speed, 'Blood Hunger' also increases the ultimate's dps. Other than that there are no direct synergies. Also all the build in lifesteal of the abilities makes up for the additional health cost of the ultimate. Still the ability set is well-rounded to fit a hero that focuses on his attacks to deal most of his damage.
Are the hero mechanics as complex as necessary? Does the complexity level of the hero provide fun and interesting gameplay? If yes, why? This hero has not much complexity. The only skilshot is 'Bullet Dive', and its main damage source are his attacks. After entering meele range you just use 'Blood Hunger' to deal even more damage and stay alive. In teamfights just pop the ultimage and watch everything around you die. The gameplay is pretty straight-forward what is good, but on the other hand it's also not very complex. I'd say your hero is pretty balanced in terms of complexity, making him a good beginner hero.
Is the hero balanced for the chosen map theme? Are the abilities, stats or attributes shown break the balance in some way? Is the hero in a playable state as described or it needs rework? If yes, what needs to be changed and why? The normal skills are very well balanced, the big issue on this hero is the ultimate. It is similar to Juggernaut's 'Omnislash', but hits every target in range. The number of hits is the same 'Omnislash' haswith Aghanim's Scepter (!). If this wouldn't be enough you also critical strike and lifesteal to it, what makes this spell simply very overpowered.
Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state? Approximately how long would an average creator need to create this hero? The the only problem I see with implementing this hero, is the ultimate. The reason for this is, that it attcks all units in range at the same time, but can crit independently on single attack (at least that's how I understand it, so when crit-ing not always all units are hit with an critical strike). So acctually you would have to make the hero 'attack' all units in range one by one really fast.
CONCEPT (3/10) LORE (5/10) PRESENTATION (11/15) MECHANICS (15/20) COMPLEXITY (8/10) BALANCE (20/25) IMPLEMENTATION (7/10) TOTAL (69/100) |
[jopi] (Morikk the Dwarven Prodigy)
| |||||||
CONCEPTLOREPRESENTATIONMECHANICSCOMPLEXITYBALANCEIMPLEMENTATIONTOTALIs the hero idea valid with the chosen theme? Is the concept original and/or well modified? With 'dwarf' as a theme you chose a mythological creature, which is quite easily fitted to any fantasy-like lore. The inability of using magic is also associated with dwarves (e.g. warhammer). On the other hand chosing such a fantasy related theme also makes it hard to really bring the 'mythological creature' feel. Still you have a good concept here, and managed to bring in some DOTA lore, too.
Is the lore compatible with the hero? Does the lore paint a clear picture of the hero? Is the lore specific enough in terms of origin of the hero? Does the lore fit with the overall map theme lore? Well written lore, I can only spot one minor flaw (at least I would have written it different). The lore gives good insight in Morikk's orign and background. It also has a connection to the DOTA lore. What I'm missing here a bit is something about Morikk's actual abilities and how he fights the scrouge. Also with 'dwarf' being your chosen 'mythical creature' it seems kind of easy to make a fitting lore, as dwarfs are a part of the WC3/DOTA univerese already.
Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)? Did the author use enough graphic material to represent his or her hero idea to the fullest? GOOD:
unnecessary to me the way it is now.
How does the hero mechanics work with each other? Are the spells synergistic between each other? How difficult this hero's play style would seem for an average player? SPELLS:
SYNERGY: Good approach on a caster hero that can scale into lategame. Obviously all normal abilities synergize with the ultimate, either by increased damage or potentially increased damage taken, what results in more mana restored. Other than that there are no other big synergies. Still this hero as a well-rounded skill set, making him a big threat if not controlled well. Also you managed to not use any buffplacers or so to justify some abilities (you didn't use 'fake' synergy).
Are the hero mechanics as complex as necessary? Does the complexity level of the hero provide fun and interesting gameplay? If yes, why? This hero has very funny spells which can be used also by beginners, still they have a lot more potential when usedby a very skilled player who knows when to use them best. For example 'Arcane Barrage' is good to counter push, or tokill small groups of heroes. Also the ultimate is very powerful with the right team composition, but also can be dangerous for allies when fighting a magic damage heavy team. I'd say this hero is balanced in terms of complexitywhile also offering multiple ways of using the abilities once you know how to use them right.
Is the hero balanced for the chosen map theme? Are the abilities, stats or attributes shown break the balance in some way? Is the hero in a playable state as described or it needs rework? If yes, what needs to be changed and why? Both of Morikk's active normal spells have insane damage potential, also in lategame. Still especially 'Discharge Energy' is easily couterable. Also 'Assimilate Magic' is quite powerful, as the mana gain is pretty high on higher levles. The ultimate seems to be pretty balanced, though the damage amplification on allies gives it a bit of a 'weakness'
Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state? Approximately how long would an average creator need to create this hero? The only things I see that could be tricky to implement on this hero, are either the missile splitting of 'Arcane Barrage', or the walking channel of 'Discharge Energy', but here mainly the fact that is has to be cancelable by stuns and silences, so you have to detect them within this time window.
CONCEPT (7/10) LORE (8/10) PRESENTATION (13/15) MECHANICS (17/20) COMPLEXITY (10/10) BALANCE (21/25) IMPLEMENTATION (9/10) TOTAL (85/100) |
[jopi] (Mandalgor Frostblaze, The Dragon Overlord)
| |||||||
CONCEPTLOREPRESENTATIONMECHANICSCOMPLEXITYBALANCEIMPLEMENTATIONTOTALIs the hero idea valid with the chosen theme? Is the concept original and/or well modified? Dragons are for sure some of the most known mythical and fantastical creatures. They are associated with fire in most casesbut you also add the aspects of frost to it. The approach itself of combining two oppositional themes to form one concept is very good. The concept of a fire dragon, that can fight from ground and from air is also a valid approach.On the other hand chosing the dragon as base, makes it quite hard to distinguish this 'mythical creature' from a 'fantasy creature'.
Is the lore compatible with the hero? Does the lore paint a clear picture of the hero? Is the lore specific enough in terms of origin of the hero? Does the lore fit with the overall map theme lore? First of all I have to say that you really should try to improve your writing, it's ok when you're noot a native speaker, but then you should'vemade the lore a lot shorter. There are many mistakes in tense and syntax (sentence structure/word order). This makes some passages of the lore hard to understand, and I had to read some parts multiple times to get an idea what you might mean. While the lore itself fits quite well to your hero, it does not really fit to the DOTA lore. You bring in so many new characters and even places. Who is Oxadius? Is he a servant of the Lich King? This is just an example, and your lore leaves many other open questions after reading.
Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)? Did the author use enough graphic material to represent his or her hero idea to the fullest? GOOD:
everyone has to start someday. But you should've used one of the templates that were linked to the opening post, instead of trying to make such a massive and ambitious entry just by yourself.
How does the hero mechanics work with each other? Are the spells synergistic between each other? How difficult this hero's play style would seem for an average player? SPELLS:
SYNERGY: I really have to admit I find it very hard to find any synergy between the abilities. Nearly every ability deals damage in some way and does an additional effect. The only synergy I can find is 'Wings of Fan' with any other ability as you just group up the enemies and then throw everything on them, pushing anyone whosurvived (not many I'd say) away from you with 'Wrath of Flame'. Overall a pretty basic playstyle with a 'wombo-combo' orientation. The synergy itself is not that big, but the sheer mass of abilities gives a lot of possibilities.
Are the hero mechanics as complex as necessary? Does the complexity level of the hero provide fun and interesting gameplay? If yes, why? Well, this hero is special, as he has more than the normal amount of abilities. The main idea is good, but it also makes the hero quite complex to play. The biggest problem I see with this is, that this kind of complexity is unnecessary. The type of gameplay/synergy of the spells (pull in --> damage --> push back) can be easily achieved with the normal amount of four spells and simply doesn't justify ten spells. Sure this amount of spells can be fun to use, once you are able to control them. But contrary to invoker (who also has many spells, which are quite different from each other or very situational) most of Mandalgor's spells simply deal some form of damage and offer some kind of crowd control. This might end in a spam gameplay, where you just throw out every spell in land form, switch to flying and do the same and then switch back. This on the other hand is not complex gameplay, but just button smashing.
Is the hero balanced for the chosen map theme? Are the abilities, stats or attributes shown break the balance in some way? Is the hero in a playable state as described or it needs rework? If yes, what needs to be changed and why? Well, the stats and numbers on this hero are hardly balanced at all. The hero starts with around 100 base and 58 (!) armor. This is just way too OP. The spells on the other hand just seem unfinished to me, as only one normal spell has four levles, or at least leveling him is a bit strange. The other thing are the values on the spells. While the damage is pretty high (mostly on the damage over time spells, as the durations are just too long) their manacost just seem pretty random. What I mean is for example 'Wrath of Flame' on level one costs 226 mana, what even with 32 starting Int (what btw is also too high for an starting value), is just too much for an normal spell. Normal spells in DOTA tend to have manacosts ranging from 50 to 150 mana, while none of Mandalgor's spells with manacost is below 200.
Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state? Approximately how long would an average creator need to create this hero? The spells are pretty easy to implement, with only the knockback being a bit more work intensive. On the other hand you just have more abilities, so the number of spells is simply bigger and this will be the main thing that matters.
CONCEPT (6/10) LORE (4/10) PRESENTATION (5/15) MECHANICS (11/20) COMPLEXITY (4/10) BALANCE (10/25) IMPLEMENTATION (8/10) TOTAL (48/100) |
[jopi] (Merlinae, The Fairy Sorceress Knight)
| |||||||
CONCEPTLOREPRESENTATIONMECHANICSCOMPLEXITYBALANCEIMPLEMENTATIONTOTALIs the hero idea valid with the chosen theme? Is the concept original and/or well modified? Choosing 'fearie' as base theme is a rather unique approach, as fearies are mostly painted as rather fragile, magical creatures. I'd still say that they are a good base to start up from and for sure make up for a 'mythical creature'.
Is the lore compatible with the hero? Does the lore paint a clear picture of the hero? Is the lore specific enough in terms of origin of the hero? Does the lore fit with the overall map theme lore? Ok apparently there went something wrong with your lore here, this is really sad. On the other hand there is now less for me to read, so keep in mind you did me a small favour with this
Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)? Did the author use enough graphic material to represent his or her hero idea to the fullest? GOOD:
versions of your entry, but I only can judge what I see. Still I'd really like to see the actual 'final version'.
How does the hero mechanics work with each other? Are the spells synergistic between each other? How difficult this hero's play style would seem for an average player? SPELLS:
SYNERGY: Well there is no real synergy between the abilities. This hero fills the supporter role added with some damage potential. It's pretty straight-forward and not very complex.
Are the hero mechanics as complex as necessary? Does the complexity level of the hero provide fun and interesting gameplay? If yes, why? This hero is not very complex. It has an AoE spell, one single target, passive and an instant cast (at least I think so)ultimate. That being said, it's a pretty basic spell set at average complexity without being too hard to master or too easy so it's boring. Still there could be a bit more complexity in the spells, so they are not that similar to some other spells or make the hero more unique.
Is the hero balanced for the chosen map theme? Are the abilities, stats or attributes shown break the balance in some way? Is the hero in a playable state as described or it needs rework? If yes, what needs to be changed and why? 'Pain Haze' seems quite balanced, but basing 'Pixie Potion's restore on the target's own regeneration is pretty weak, as regeneration values in the early game tend to be between 1.00 to 2.00 health/mana per second. And even in late game they rarely exceed 20.00 health/mana per second (unless you buy 'Heart of Tarrasque' of 'Bloodsone' obviously). Also 'Tejhanah's Blessing's damage increase of +3 on level four is just way too low and could also be neglected completeley, the movement speed increase on the other hand is way too powerful as it would make the whole team have around 450 movement speed (Spirit Breaker's movement speed aura increases by 18% on level four, for comparison). To say something about the ultimate is a bit hard, as its description is quite vague.
Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state? Approximately how long would an average creator need to create this hero? The normal spells are really easy to make, the only thing that bothers me is the ultimate, because of its vague description, so I can't really say something about it.
CONCEPT (8/10) LORE (0/10) PRESENTATION (8/15) MECHANICS (10/20) COMPLEXITY (6/10) BALANCE (15/25) IMPLEMENTATION (8/10) TOTAL (55/100) |
[jopi] (Romagus the Time Elf)
| |||||||
CONCEPTLOREPRESENTATIONMECHANICSCOMPLEXITYBALANCEIMPLEMENTATIONTOTALIs the hero idea valid with the chosen theme? Is the concept original and/or well modified? The base theme 'elf' is is a valid approach to the 'mythical creature' theme though it can be seen more as 'fantasy creature'. Also choosing 'time' as second theme, this makes up for a really ambitious concept, as at least in my opinion time based concepts tend to be either very complex or waste a lot of potential. Also you've used WC3 and DOTA lore itself to make yours what makes it fit into the map very good.
Is the lore compatible with the hero? Does the lore paint a clear picture of the hero? Is the lore specific enough in terms of origin of the hero? Does the lore fit with the overall map theme lore? Reading the lore it's clear where Romagus comes from and what his abilities are. I like the idea with Romagus switching universes to gain a second chance. It gives the story a nice twist and also makes the connection to the DOTA lore. On the other hand the fact your 'mythical creature' is something from the wc3 lore, it's kind of easy to make a fitting lore. Also I've spotted some mistakes that would need to be corrected.
Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)? Did the author use enough graphic material to represent his or her hero idea to the fullest? GOOD:
much easier to overview and read.
How does the hero mechanics work with each other? Are the spells synergistic between each other? How difficult this hero's play style would seem for an average player? SPELLS:
SYNERGY: Well, this hero got a lot of ways his spells synergize with each other. The main reason for this is you work with a buff placed by 'Time Wave', called 'Time Magic'. This buff grants every other active ability some special bonus effects. Working with buffs is a good and easy way to make spelly synergize, but that's also the big problem I have with it. It's something I call 'fake' synergy, as it can simply make each and every spell you can think of synergize with any other spellas long as the buff is active. Still it is a valid and often used (also by me) technique to make a well rounded spell kit, but I think when compared to a spell kit that synergizes well with out the use of 'fake' synergy, I like the one without the buff placer more, as I think it takes much more effort to make a good spell kit that way. Overall I really like the way the spells and the sheer mass of different uses, but on the other hand the excessive use of the buff synergy just makes it seem to me that there also might be any other fourspells as long as they work around the 'Time Magic' buff.
Are the hero mechanics as complex as necessary? Does the complexity level of the hero provide fun and interesting gameplay? If yes, why? This hero's spells itself are nor very complex being one skillshot and two single target spells. What makes this hero complex are all the 'Time Magic' interactions. This being said, the complexity still isn't that big. Another thing is that some abilities scale with attributes. This itself isn't bad, but makes predicting the actual effect 'harder' as you need to make some small calculations, as well as scaling spells are not usual in DOTA. Overall you've got a good balance in terms of complexity, but there are some minor things that might be changedso it's not more complex than needed.
Is the hero balanced for the chosen map theme? Are the abilities, stats or attributes shown break the balance in some way? Is the hero in a playable state as described or it needs rework? If yes, what needs to be changed and why? The abilities by themselves are pretty balenced. The most problematic spell in my eyes is 'Fate Denial' as its healing potential is huge, to balance this you come up with a very long cooldown, what is good. Still you can double cast it, when used in conjunction with 'Time Lock'. Other than that the spells seem to be pretty balanced, with only the potential healing of the fully upgreaded 'Time Wave' being a bit high with some luck.
Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state? Approximately how long would an average creator need to create this hero? The abilities itself are pretty easy to make, the only thing that might take some time, are all the 'Time Magic' interactions.
CONCEPT (8/10) LORE (7/10) PRESENTATION (11/15) MECHANICS (13/20) COMPLEXITY (8/10) BALANCE (21/25) IMPLEMENTATION (9/10) TOTAL (77/100) |
[jopi] (Breken Vile Fiend)
| |||||||
CONCEPTLOREPRESENTATIONMECHANICSCOMPLEXITYBALANCEIMPLEMENTATIONTOTALIs the hero idea valid with the chosen theme? Is the concept original and/or well modified? A cloned and mutated spider, well I have to admit it is very hard for me to make this a 'mythical creature' as it feels very futuristic and scientific, two things that aren't associated with 'mythology' in most cases. Still adding the 'poison' theme rounds it up a bit, but does it not fit more to the 'mythical creature' theme. On the other hand you provided some resource on the character it's based on. Sad the resource gives nearly no lore information.
Is the lore compatible with the hero? Does the lore paint a clear picture of the hero? Is the lore specific enough in terms of origin of the hero? Does the lore fit with the overall map theme lore? Your lore gives some insight of Breken's origin, that he is a failed and later mutated experiment. But it still leaves open many questions, e.g. who created him. Was it someone who works for the Lich King? What species does Breken belong to? And why was is nearly extinct? The problem I see is there is no real connection to the DOTA lore. Also there quite a lot mistakes in the lore. Sometimes you switch around tense in the wron way and sometimes the whole syntax of a sentence is wrong.
Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)? Did the author use enough graphic material to represent his or her hero idea to the fullest? GOOD:
even more pleasant to read and feel more consitent. Still you made very good use of the siple 'table' tags to list things.
How does the hero mechanics work with each other? Are the spells synergistic between each other? How difficult this hero's play style would seem for an average player? SPELLS:
SYNERGY: Obviously there is a lot of synergy here. The simple reason for this is, that each ability has some form of control effect, thus being a setup spell for the next spell, and so on. In adddition you use summons that attack the enemies, here 'Venom Drench' offers a way to amplify their damage by armorreduction. Overall a pretty straight-forward spell set, though overloading it with slows and stuns is a really simple and basic way to make them synergize. Here you could have make the spells more diverse, sothe spells are not that similar to each other, or at least do not have a similar way of using them.
Are the hero mechanics as complex as necessary? Does the complexity level of the hero provide fun and interesting gameplay? If yes, why? This hero has no single target ability. All his normal abilities are either skillshots or AoE spells. In addition his ultimate is a summoning spell so even some micro skills are needed. This makes Breken quite interesting in terms of skill. As obviously people who are good at hitting skillshots will be better with this hero. On the other hand this might be a problem, as it would be quite easy to zone heroes out, because of the huge area Breken can control. All in all this hero is well made in terms of complexity but the number of skillshots/Aoe spells is a bit high, and could use some diversity (also in terms of balance, but I will cover this in the 'balance' category).
Is the hero balanced for the chosen map theme? Are the abilities, stats or attributes shown break the balance in some way? Is the hero in a playable state as described or it needs rework? If yes, what needs to be changed and why? Damage is not what makes this hero overpowered, it's the sheer mass of control. Every spell slows or stuns in some way, with 'Venom Drench' being the most overpowered, as it can perma-slow a group of enemies for 40% (12 sec cooldown with 25 sec duration, maybe there went somewith wrong when writing down?). In DOTA there is no hero with four control spells (or at least I can't thinkof any, with exception of Invoker but he's special), so this hero would be very powerful, as every of his spells can be a setup for any other of his spells, making nearly impossible to get away once you were hit by one of his abilities.
Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state? Approximately how long would an average creator need to create this hero? Someone with basic or only a bit advanced knowledge about coding should not have any problem to make this hero.
CONCEPT (5/10) LORE (5/10) PRESENTATION (12/15) MECHANICS (12/20) COMPLEXITY (8/10) BALANCE (12/25) IMPLEMENTATION (10/10) TOTAL (64/100) |
[jopi] (Atryxar the Archfiend)
| |||||||
CONCEPTLOREPRESENTATIONMECHANICSCOMPLEXITYBALANCEIMPLEMENTATIONTOTALIs the hero idea valid with the chosen theme? Is the concept original and/or well modified? The 'bat' and 'blood' theme is a quite basic theme in my opinion, together with the 'vampire' theme. The name itself makes me think of 'Aatrox' from LOL which also shares the 'blood' theme. While not being a classic 'mythical creature' it's still a valid approach.
Is the lore compatible with the hero? Does the lore paint a clear picture of the hero? Is the lore specific enough in terms of origin of the hero? Does the lore fit with the overall map theme lore? Atryxar's lore covers its origin is some way, still the circumstances that led to Atryxar becoming what he is now are pretty unclear. Was it the Lich King's work? Is he even fighting for the Scrouge? Also his abilities are described rather 'vague' and do not give any real information in the playstyle of Atryxar. Also I missing some kind of connection to the DOTA lore. On the other hand the writing itself is very good and I can't spot any major mistakes in it.
Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)? Did the author use enough graphic material to represent his or her hero idea to the fullest? GOOD:
you to make the presentation quite stuffed with text. Still I could overview it pretty well. Also it seems to me that your main focus on this hero idea in the end was its presentation. As mentioned there are still somethings that might be added or changed to make this presentation even better than it already is.
How does the hero mechanics work with each other? Are the spells synergistic between each other? How difficult this hero's play style would seem for an average player? SPELLS:
SYNERGY: Overall, the playstyle is clear: Attack! This is what the spell set is made around. You can jump onto enemies and increase your damage output, while also keeping up with them easily. 'Vicious Shreds' makes 'Life Essence' proc more often while also keeping itself active longer. 'Plasma Tide' them rounds up the spell set by giving Atryxar a good finisher. Good spell set, with clear synergy and playstyle. What I'm missing is a bit of versatility, as there is mostly only one way to use an ability.
Are the hero mechanics as complex as necessary? Does the complexity level of the hero provide fun and interesting gameplay? If yes, why? Overall pretty balanced in terms of complexity. It has two skillshots so some aming is needed, but this is ok. The other two spells are passive or instant cast, so no problem there. Once this hero comes to meele rang everything should be ok with some backup.
Is the hero balanced for the chosen map theme? Are the abilities, stats or attributes shown break the balance in some way? Is the hero in a playable state as described or it needs rework? If yes, what needs to be changed and why? The numbers on this hero seem to be pretty balanced, as his attack damage is his main damage source. The only ability I'm concerned of. is the ultimate, as it not only deals flat damage (which is balanced, taking the other damage instances into account), but the fact the damage is dealt twice and at least once is based on max health is just overpowered. 'Plasma Tide' can just kill anybody whith health below 20%, and the fact it's a slow moving skillshot does not really make up for that, as it can easily secured by any form of crowd control.
Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state? Approximately how long would an average creator need to create this hero? The spells should be pretty easy to make for someone with a bit advanced knowledge. The main issue are the increased effect durations, mainly the one of 'Vicious Shreds', as you have to check for proccs of 'Life Essence' and end the effect manually.
CONCEPT (6/10) LORE (6/10) PRESENTATION (13/15) MECHANICS (16/20) COMPLEXITY (10/10) BALANCE (23/25) IMPLEMENTATION (8/10) TOTAL (82/100) |
[jopi] (Zeineia, The Mistress of Hell)
| |||||||
CONCEPTLOREPRESENTATIONMECHANICSCOMPLEXITYBALANCEIMPLEMENTATIONTOTALIs the hero idea valid with the chosen theme? Is the concept original and/or well modified? You chose 'succubus' as your theme. Together with the 'blood' and 'torture' theme this makes a good and round concept. Though there is already a 'succubus' in DOTA, namely 'Queen of Pain', yours differs from it completely. Adding some WC3/DOTA lore makes up to a very good concept to work with.
Is the lore compatible with the hero? Does the lore paint a clear picture of the hero? Is the lore specific enough in terms of origin of the hero? Does the lore fit with the overall map theme lore? I like the main idea of a creature that had nothing to do with the Scrouge vs Sentinel conflict but later was manipulated by the Lich King, also granting her increased powers. You give good insight on Zeineia's origin and background story, but it's still not clear why Lilith send the succubus on eather in the first place, was it for pure amusement? The passage with Zeineia's 'severe wounds' also somehow describes her actual abilities that wound herself but also increase her survivability. Content wise this lore is pretty good and well rounded. The main problem I see is the writing. You make some mistakes in tense and syntax, and also end some sentences without any reason. The writing should be improved here.
Are the hero stats, attributes, abilities, lore and other shown in a clean, readable user interface (UI)? Did the author use enough graphic material to represent his or her hero idea to the fullest? GOOD:
How does the hero mechanics work with each other? Are the spells synergistic between each other? How difficult this hero's play style would seem for an average player? SPELLS:
SYNERGY: This hero might be a good carry or support, as it has huge damage potential, even without a lot of items, as well as good survivability. With 'Boiling Blood' you can bring your health down, to trigger 'Blood Lust'. 'Compact Blood' works well with 'Blood Scream' by increasing max. health. Also with 'Blood Scream' you can keep enemies in range that were hit by 'Boiling Blood'. On the other hand there are some things that do not fit together in some way. An example is 'Compact Blood' and 'Blood Lust', as the first one decreases incoming damage a lot, but you want to be below 40% health as fast as possible and then you want to be hard to kill. So one way to get around this would be either to make the damage reduction increase with missing health (it's weak when at full health but is stronger when at low health), or add an active part to the passive health increase. For example you could make an damage shield that soaks up damage or just make the damage reduction active. Overall a good spell set with clear synergy. Still there are some things that could be changes to make it more consistent and synergizing.
Are the hero mechanics as complex as necessary? Does the complexity level of the hero provide fun and interesting gameplay? If yes, why? Balanced in terms of complexity. Though not having any skillshots you still need to keep an eye for your health, so you know when not to cast 'Boiling Blood' or when your 'Blood Lust' is about to get active. Still the health threshold thing might be a bit complex to master.
Is the hero balanced for the chosen map theme? Are the abilities, stats or attributes shown break the balance in some way? Is the hero in a playable state as described or it needs rework? If yes, what needs to be changed and why? Overall the spells seem to be pretty strong, with only 'Boiling Blood' being somehow balanced. 'Blood Scream' is very weak in early game but just deals way too much damage in late game (assuming the 2000 max health is realistic for Zeineia). Also the procentual damage reduction on 'Compact Blood', especially for physical damage is just way too high, while the health increase is merely noticable. The ultimeate is a bit strange, the most important thing here, the attack speed gain is not scaling with levels, and also very strong when health is really low (200% increase if I calculated right at 10% health remaining).
Can this hero be created into the chosen map? If yes, what is the complexity required for a playable state? Approximately how long would an average creator need to create this hero? The normal abilities should be pretty easy to make (at least with a good damage calculation system). The big work would be the ultimate as you have to constantly check Zeineia's health for multiple things and changes in health are happening quite often.
CONCEPT (9/10) LORE (6/10) PRESENTATION (12/15) MECHANICS (16/20) COMPLEXITY (9/10) BALANCE (15/25) IMPLEMENTATION (8/10) TOTAL (75/100) |
Last edited: