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Ascension

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Level 16
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Jul 31, 2012
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2,217
@Firefly

E is OP, too much AS bonus along with the third effect and the first effect of the spell

@Ghoulreaver

W is tooooooo OP, toooooo much heal 500 heal + 15% corpse's max hp (let's say he has 1000 hp (half of the normal hp heal of the spell), 500 + 150 hp = 650 hp healed...wtf)

other abilities of the heroes are great

E: i guess my work is done, brb dota 2 xD
 
Level 7
Joined
Jun 21, 2011
Messages
674
Name:Coeus
Model: http://www.hiveworkshop.com/forums/models-530/bloodelf-paladin-50653/
Main Attribute:Strength
Role:Tank/CC

Spells:
Defender of the Faith(Passive)
Coeus connection with the holy grants him +10 HP for every heretic(enemy) he kills

Light's Retribution
Coeus strikes an enemy with the power of light dealing 60/80/100/130/160 +40%AD and slows 20% for 3sec
(single target spell)

Holy Battlecry
Boosts Armor and Health and takes 3/6/9/12% less damage by all sources.On lvl 5 restore 10% of missing hp

Disorienting Strike
Blinds the enemy for (1inlvl1/2inlvl3/3inlvl5)sec and deals 20/30/40/50 damage.Target takes 10% more damage by all sources

Heaven's Gate(channel)
Coeus channels holy energy creating explosion on all enemies that are close to him for 5 seconds or until canceled
Each blast deals 200/400/600 hp but Coeus gets dealt 20% of his current health (if you can) in damage
 
Sorry for late reply, lost internet.
What do you mean ?
AP = Int, GetHeroInt isn't available on constant funcs.

Name:Coeus
Model: Bloodelf Paladin
Main Attribute:Strength
Role:Tank/CC

Spells:
Defender of the Faith(Passive)
Coeus connection with the holy grants him +10 HP for every heretic(enemy) he kills

Light's Retribution
Coeus strikes an enemy with the power of light dealing 60/80/100/130/160 +40%AD and slows 20% for 3sec
(single target spell)

Holy Battlecry
Boosts Armor and Health and takes 3/6/9/12% less damage by all sources.On lvl 5 restore 10% of missing hp

Disorienting Strike
Blinds the enemy for (1inlvl1/2inlvl3/3inlvl5)sec and deals 20/30/40/50 damage.Target takes 10% more damage by all sources

Heaven's Gate(channel)
Coeus channels holy energy creating explosion on all enemies that are close to him for 5 seconds or until canceled
Each blast deals 200/400/600 hp but Coeus gets dealt 20% of his current health (if you can) in damage

I LOVE YOU PAL
Can you code that? xD
 
Okay, I realized that creativity with knowledge is better than knowledge alone, so no matter how great the spells are but the synergy is missing, it won't work. You are encouraged to suggest skillsets for unfinished heroes in the Hero Central. They will have atleast one skill missing, you can suggest anything though.
 

models_7243_screenshot_tnb.jpg

Model: Conjurer
Roles: Mage - DPS
Attribute: Ability Power
Specialty: Summoning

[Q] - Summon Crocodiles
Summons marsh crocodiles that are balanced in defense and offense at your side.

[W] - Summon Turtles
Summons thorn turtles that specialize in defense.

[E] - Summon Panthers
Summons nightsaber panthers that specialize in offense.

[R] - Call of the Wilds
A global passive that increases allied AS/MS by 5/12.5/20% and damage output by 10%. The additional damage is dealt by the Conjurer.

Innate - Rabid Pets
Every 4 summons receive a leveled up unit. At level 4 of the skill, that unit instead upgrades and has 2x stats of the level 4 summon.

Summoned Units Stats:
Deal 20/30/40/50 + 7% AP as damage per attack. Lasts 10 seconds, cooldown of 25 seconds. Has 300/400/600/800 average health, 1600 for rabid upgrade.

Rabid Pets Level 5 Summons:
Swamp Crocodile, Ionshell Turtle and Nightfang Panther.

 

models_9053_screenshot_tnb.jpg

Model: Armored Wolf(Black)
Roles: Assassin
Attribute: Attack Damage
Specialty: None

[Q] - Shadowcharge
Dashes to a target within a 500 range, slowing it by 10/15/20/25% for 1.5/2/2.5/3 seconds if it is an enemy. The debuff makes physical attacks critically strike against the target, preserving insta-crit.

[W] - Vehement Shreds
Claws enemies in front, dealing 30/60/90/120 + 100% AD as damage over 3 seconds. Enemies hit get reduced armor by 1/2/3/4 for the duration.

[E] - Empowered Claws
Each attack has a 7.5/10/12.5/15% chance to bash the enemy for 1.25/1.5/1.75/2 seconds. Also increases critical strike damage by 25/40/55/70%.

[R] - Claw of Shadows
When nearby enemies within 500/750/1000 range get below 20/30/40% health, the Ghostwolf goes invisible with a transition time of 0.75 and bonus movement speed of 15/25/35%. Every 5/4/3 seconds of invisibility grants an insta-crit stack, to be consumed by your next attack on a target with no Shadowcharge buff.

Activate to immediately have the invisibility buff, but cancels on any action(other than moving). Active stacks with passive movement speed.

Innate - Strength of the Moon
Physical attacks grant 25% movement speed that wear off within 2 seconds, slowing the target for half the amount and duration.

Additionally, at night, gains double insta-crit stacks.



#reviewspls
 
Level 7
Joined
Jun 21, 2011
Messages
674
Q is like Kha'Zix e or like rengar brush attack?
W seems fine but when you say front is it 120 degrees?
E is a passive right?
About the innate passive well IMO is too weak
Perhaps a passive Attack speed or Critical Strike?
When you strike an enemy that has 50% Hp deal 30% more damage?
 
Q = Dash, Akali's R.
W = 180 degrees.
E = Yes.
Innate = Hehe. You haven't played it yet. :p
I promise, it's OP. I'll just ready the map for an Alpha and you can test from there. (Not until Malh gives me the line damage. :O)

Anyways, have you read the R? Hehe.. you said 'critical strike', so it seems you haven't read this:
Every 5/4/3 seconds of invisibility grants an insta-crit stack, to be consumed by your next attack on a target with no Shadowcharge buff.
An insta-crit is.. an instant critical strike. So when working with your E, you get the best crit in the map.

Thank you for the review, it's appreciated!! :D
 
Pending

models_9053_screenshot_tnb.jpg

Model: Armored Wolf(Brown)
Roles: Fighter/Assassin
Attribute: Attack Damage
Specialty: None

[Q] - Disturbing Pounce
Punces (350 + 20% MS) range forward, dealing 20/40/60/80 + 110% AD to nearby enemies. Upon activation, gives 2.5/5/7.5/10% damage output increase for 4 seconds, increasing the effect by 50%(stacking) if either your ultimate is activated, or it is daytime.

[W] - Daylight Stir
Blinds/silences enemies in front for 1/1.5/2/2.5 seconds. When the ultimate is on, applies a 2.5/5/7.5/10% damage amplifier debuff for 4 seconds on enemies hit.

[E] - Sunstrider
Passively gives 5/10/15/20% bonus movement speed on daytime. Attacks that deal below 12.5/15/17.5/20% max hp get reduced and reflected, both by the same percentage.

[R] - Dawn of the Tempest
Passive - Takes 2.5/5/7.5% less damage from normal attacks, but takes
10/15/20% more damage from critical strikes.

Active - For 8 seconds, reduce incoming critical strikes' chances by 10/15/20%, double the passive damage reduction, and deal 5/10/15% more damage.

Innate - Coming of the Storm
Deals 5% more damage to enemies facing away, and another 5% if the ultimate is active. Attacks in this instance apply a stacking 3% movement speed slow.


^I'm not going to make this last one until someone tells me if the synergy is good enough.
 
Level 7
Joined
Jun 21, 2011
Messages
674
Wrathion his w is better off as blind imo
So with passive you can deal as much as 110% damage without actually enchancing it with crits/even more damage?Wouldn't be a oneshot(I imagine) op?
 
models_13461_screenshot_tnb.jpg

Model: Warden of Elune
Roles: Mage/Marksman
Attribute: Ability Power
Specialty: None

[Q] - Golden Spear
Throws a spear that travels up to 1200 range, damaging enemies by 80% Ability Power and increases based on how far the target is from the caster(5/10/15/20% of total distance into bonus damage %).

[W] - On the Hunt
For 6 seconds, increases movement and attack speeds by 15/25/35/45%. Also increases targets by 2 for the duration, dealing a bonus 10/15/20/25% AP to each.

[E] - Improved Aim
Upon leveling the skill, gains 50 permanent attack range(450 -> 650 total). Damage instances have a 15% chance to apply a DoT for 3 seconds, dealing 27.5/35/42.5/50% AP.

[R] - Thornspear
Throws a spear that deals more damage the more units it has hit(5/10/15% damage increment per unit). Deals 200/300/400 + 80% AP as base damage and travels 1600 range.

Innate - Marksman's Instincts
Upon leveling your ultimate, your first, second and third abilities respectively gain bonus effects.

Golden Spear - Enemies hit take burn damage over 3 seconds, taking 25% of the damage dealt.
On the Hunt - On hero kills, activates this buff for half the duration.
Improved Aim - Raises DoT chance to 25%.
 
But come on. Nidalee has no CC(aside from that 1 micro-second root from bushwhack, which deals like 1% of AP as damage), spears don't affect the whole enemy team(rendering her almost useless in clashes), her heal is too weak to even matter and her cougar form is worthless to a team with team work. She could work out in early game but when the time comes for team fights, she loses. :D
 

character.gif

Model: Hellscream
Roles: Fighter/Assassin
Attribute: Attack Damage
Specialty: None

[Q] - Grievous Slash
Swings the axe in a 350 AoE, dealing 20/60/100/140 + 110% AD as damage with a 20/25/30/35% chance to spell crit.

[W] - Lethal Thrust
Thrusts the axe forward up to 450 range, dealing 20/50/80/110 + 70% AD. Enemies near the blade take double damage.

[E] - Deadly Strikes
Gives 7.5/10/12.5/15% bonus critical chance. Target an enemy to increase its critical damage taken by 20/30/40/50%. Allies only receive 10% critical damage increase.

[R] - Fatal Assault
Deals (100/150/200 + 175% AD) + (20/25/30% of target's missing health) damage to an enemy. Upon killing a unit with this, the cooldown is refreshed.

Innate - Grave Wounds
Basic attacks and spell damage applies a DoT equal to 15% of AD over 3 seconds. Critical strikes apply 45% AD as DoT instead.

 
Level 7
Joined
Jun 21, 2011
Messages
674
I really think the extra damage from critwill be op in passive
There are going to be Creeps right?Then will we be able to use r on creeps?
 
I really think the extra damage from critwill be op in passive
Not really, because it deals a total of 45% AD over 3 seconds, which means 15% AD per second. In case you thought that it deals a total of 135% AD(45 * 3).

Also wouldn't one-shotting creeps be op?I mean you will get the buffs way too early imo
Buffs play a role too little here, because even if you have 3 of them the enemy can just kite you and.. kill you. Though I think I will remove creeps from allowed targets.
 
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