Complete the Hero

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Level 8
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Hi to everyone.
I have a Intelligence hero, with a modified model of a Banshee.
his name is Shanae The Damn Queen.
I hope that someone can give me a idea to its 3rd and 4th spell.

List of abilities:
1.- Vampiric Horde
Sends a horde of bats towars the target point, the bats stickys in a limited number of enemies based on level. Drains Hp every second (Hp removal not damage). the bats can be destroyed be using an amount of mana. when effect ends or the bats are destroyed, heals shanae a percentage of total life drained.

2.- Banshee Cry
Damages and silences the enemies in a line, if a enemy is affected by Vampiric Horde, is silenced more time.

//The current 3rd spell
3.- Spectral Hollow
Hit all enemies around with a missile that deals damage plus a percentage of current health drained by vampiric horde and increasing the duration of Vampiric Horde (if the enemy is affected).

4.- i have no idea for this

The hero is basically a disabler (with his silence) and a bit tank with the heals of vampiric horde. i think that his principally work is bothers enemies with Vampiric Horde the longer the buff affects the enemy, the more dangerous it is. but is fragile and depends of silence.

Thanks for read.
 
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Ultimate: Marked for Death (Channeling, Active): Targets a non-hero unit (no level limit) and channels for X seconds. The unit dies 120 seconds after the channeling ends (can't be dispelled, maybe have a special effect to show how close it is to dying), terrifying nearby allied and enemy units and reducing their damage. If the unit is killed before the curse kills it, the terror effect doesn't happen and the caster regains a small amount of mana.
 
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In what kind of a map? What are the objectives, what other types of units does the player control? etc.

IMO you put way too much emphasis on abusing the 1st spell. If you want 75% of the kit to interact with that spell I think it would actually be more interesting if instead of having an autoattack, the hero would send its horde of bats at targets you right-click when in range. Rising_Dusk made a cool hero without an autoattack in AotZ: Greel the Mind Raker. I think this is much more interesting because instead of the identity of the hero being "the bat lifedrain spellcaster" it becomes something like "the spellcaster that spreads lifedrain bats around for an attack and interacts with them with her spells". With that in mind a kit like this makes a sort of sense to me:


Spell 1: Make the bats stronger/better for a period of time, or against a specific enemy.
Spell 2: Spell that works fine without any bats active, but is in some way buffed by the presence of bats so the hero has something to do when they don't have bats up. Line-silence ability like you described is perfect for this.
Spell 3: Move the bats to new targets in some interesting way, perhaps functions as a mobility skill for the hero if no bats are active.
Ultimate: Low-cooldown skill that applies a brief crowd control effect so you can keep things in bats longer, thematically fear seems appropriate here.


Ult idea, "Face the Unknown": Marks an area for X (1-3?) seconds, after which the mark 'activates', slowing enemies in the area by Y% for Z seconds. Those facing away from the center of the mark when it activates are also feared away from the center for Z seconds. Probably no damage if it's actually a low-ish cooldown.
 

ISL

ISL

Level 14
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Nov 7, 2014
Messages
242
List of abilities:
1.- Vampiric Horde
Sends a horde of bats towars the target point, the bats stickys in a limited number of enemies based on level. Drains Hp every second (Hp removal not damage). the bats can be destroyed be using an amount of mana. when effect ends or the bats are destroyed, heals shanae a percentage of total life drained.

2.- Banshee Cry
Damages and silences the enemies in a line, if a enemy is affected by Vampiric Horde, is silenced more time.

3.- Soul Wither
Curses the targeted enemy unit, causing them to lose mana every time they lose health.

//Considering that she can already deal damage with her other two abilities, as well as the fact that one of those spells can prevent her enemies from using their spells, this one should secure her role as an anti-magic hero killer, or a strong magic-disabler.
//The spell can also be turned into an AoE ability for it tobe combo'ed better with the rest of her spell kit


4.- Howl of Sorrows
Lets out a horrible and distrubing screech, filling the hearts of all enemies nearby with fear and terror.

//The choise of ultimate heavily depends on the type of map your hero is played in. For an altered melee it would be totaly fine to have a massive and strong debuff as your ultimate. For a more hero-based map, a single-target nuking option could be taken.
//The 'fear' effect could be the one that causes units to run around in terror. Alternatively, this could be a severe combat stat reduction, such as a heavy decrease in enemy attack and movement speed, armor, or attack damage.


Well, hope it helps. Wish you best of luck. :)
 
Level 8
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Oct 4, 2016
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210
Thanks for reply, very interesting ideas.

Ultimate: Marked for Death (Channeling, Active): Targets a non-hero unit (no level limit) and channels for X seconds. The unit dies 120 seconds after the channeling ends (can't be dispelled, maybe have a special effect to show how close it is to dying), terrifying nearby allied and enemy units and reducing their damage. If the unit is killed before the curse kills it, the terror effect doesn't happen and the caster regains a small amount of mana.

Could be useful, the problem is the on dead condition, maybe replace this with a expiration buff and apply The fear to all units around the target
In what kind of a map? What are the objectives, what other types of units does the player control? etc.

IMO you put way too much emphasis on abusing the 1st spell. If you want 75% of the kit to interact with that spell I think it would actually be more interesting if instead of having an autoattack, the hero would send its horde of bats at targets you right-click when in range. Rising_Dusk made a cool hero without an autoattack in AotZ: Greel the Mind Raker. I think this is much more interesting because instead of the identity of the hero being "the bat lifedrain spellcaster" it becomes something like "the spellcaster that spreads lifedrain bats around for an attack and interacts with them with her spells". With that in mind a kit like this makes a sort of sense to me:


Spell 1: Make the bats stronger/better for a period of time, or against a specific enemy.
Spell 2: Spell that works fine without any bats active, but is in some way buffed by the presence of bats so the hero has something to do when they don't have bats up. Line-silence ability like you described is perfect for this.
Spell 3: Move the bats to new targets in some interesting way, perhaps functions as a mobility skill for the hero if no bats are active.
Ultimate: Low-cooldown skill that applies a brief crowd control effect so you can keep things in bats longer, thematically fear seems appropriate here.


Ult idea, "Face the Unknown": Marks an area for X (1-3?) seconds, after which the mark 'activates', slowing enemies in the area by Y% for Z seconds. Those facing away from the center of the mark when it activates are also feared away from the center for Z seconds. Probably no damage if it's actually a low-ish cooldown.

Yeah, i try to make heroes that makes combos with his own spells, with a not much complicated mechanics. While the hero is very dependant by the first skill, the second and third spell are spells with low cooldown, can be "spamed", dealing low-medium damage. And deals more damage if the bats are present.
The hero you linked is very interesting but i try to not overcomplicated the mechanics.
the ultimate you suggest is very interesting, i think that a ultimate with fear is the way to go with this hero.
Anyway very interesting ideas, the link is very useful to get some inspiration thanks.

3.- Soul Wither
Curses the targeted enemy unit, causing them to lose mana every time they lose health.

//Considering that she can already deal damage with her other two abilities, as well as the fact that one of those spells can prevent her enemies from using their spells, this one should secure her role as an anti-magic hero killer, or a strong magic-disabler.
//The spell can also be turned into an AoE ability for it tobe combo'ed better with the rest of her spell kit


4.- Howl of Sorrows
Lets out a horrible and distrubing screech, filling the hearts of all enemies nearby with fear and terror.

//The choise of ultimate heavily depends on the type of map your hero is played in. For an altered melee it would be totaly fine to have a massive and strong debuff as your ultimate. For a more hero-based map, a single-target nuking option could be taken.
//The 'fear' effect could be the one that causes units to run around in terror. Alternatively, this could be a severe combat stat reduction, such as a heavy decrease in enemy attack and movement speed, armor, or attack damage.


Well, hope it helps. Wish you best of luck. :)
Good abilities, the kind of spells that i searching Soul Wither is my favorite, the Bats can be destroyed by using an amount of mana, the silence is to prevent the easy destroy of the bats, but is a missile that travel in a line, so can be dodged.
The third spell can be this, every time the enemy loss hp with the bats, also loss mp. This reduces the capability of hero to combat after silence and make the bats hard to destroy.

The mana required to destroy the bats is 250/300/450/400/450. (Mana that is used when a spell is casted)

And the ultimate can be a Fear effect in area. That gives the hero another disable for that bats make his work.

The map i been work is this [Arena] - Golden Lands Battle
Is a hero arena, with classic control points.

Thanks guys.
 
I would agree with many things Pyrogasm pointed out. Although it is definetly possible to keep the same abilities but give them a twist to create the same synergies while opening up the skills for other synergies:

Ability 1: Just make them increase the overall effectiveness of the banshees abilities. This removes the need to the silence enhancing effect on the second ability or the spectral hollow subline. It can also be used to increase the effect of other spells of the queen, like from items or others.

Ability 3: I would really thing if you want to give it autotargeting with an increase in bat lifetime. Or at least restrict the range. If you would give enemies methods to evade the bat duration increase you could create interesting dynamics where is is good to stay away from the hero so you dont get debuff increased.


For the ultimate, i would think about what works together with her skills. She is certainly a debuffer. As i see the moba, you have stuff like corpses or disposeable units avaible, which enrichens the pool of possible skills.

I would have 2 ideas:

Strings of Fate (Unit targeted): Attach an tether between the target and the world beyond (Indicated by a buff), revealing the hero for the duration. Creating a new tether breaks the old one. Cooldown: 60 seconds. Duration: 180 seconds Range: Melle
Sub-Ability: Sever the strings (Untargeted): Rips on the strings attached to the victim of strings of fate, dealing 150 damage and slows by 40% for 3 seconds. If the unit dies while affected by the slow, gain 1 permanent intelligence. Cooldown: 30 seconds (Note: This ability has an infinite range, being untargeted)
Note: This is a very tricky skill to use. You can snipe an enemy that is fleeing or try to hold on the use until an ally is in range of the enemy to let him engage due to the slow. The intelligence gain is an incentive to boot, although it could lead to kill stealing :)

Discord (Untargeted): After a 2 second casting time, brings discord into the enemies ranks, converting all creeps with a level below 5 with a 50% chance into neutral units while making them attack random targets. Units turned to neutral will die at the end of the spells duration. Units and heroes affected by the spell and not converted will have their attack speed reduced by 15% and suffer 15% more spell damage. Range: 800 Cooldown: 240 seconds Duration: 30 seconds
Note: Absolutely devestating skill against any push, this why it has such a huge cooldown. Having you deprived of your pushing units and your whole team debuffed reads into a lost teamfight if you cannot dispel or disengage. This will likely take some balancing. Probably by trying to convert your creeps, too.​
 
Level 8
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Interesting ideas men.
The first ability has a limit, 3/3/4/4/5 max enemies can be affected. Units, heroes and llusion can be counted, the drain method are Hp removal, that is not lethal. Considering this, i think this is a medium-power ability, that has to be improved in some way.
The second ability can be dodgeable but if is effective enhance the effectiveness of first ability.
You suggest very good ability. String of Fate and sever the strings can be useful for third skill, as you say its a debuffer hero, its better to stay away. If the bats affect you.
So this ability can be useful to avoid the enemies to escape while they is under of effects of your debuffs.
Maybe increase the drain speed while he is slowed.

Thanks for the suggestion. Its a very cool idea.
 
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