- Joined
- Dec 22, 2008
- Messages
- 207
Daredeamon/Qaboos : Qaboos
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![]() Qaboos, the Gatekeeper Hero Icon: (Above) Hero Model: WC3 Pit Lord model Other Models Stuff: Skin: http://www.hiveworkshop.com/forums/...ugt-60895/?prev=search=pit%20lord&d=list&r=20 Hero Range: Melee Hero Projectile: N/A Hero Sound Set: PitLord Hero Lore: He is referred to often as the "Gatekeeper", but beneath this haunting title he goes by the
ame "Qaboos". Qaboos is not just another Pit Lord, as his title suggests. No, in fact, he is THE Pit Lord, the one whose never ending reign torments the souls in Hell. One day, however, these souls stopped coming. Qaboos was infuriated as he came to know Ken, the Mysterious Wanderer, the reaper of his souls had joined some silly eternal war called "Hive Arena". This meant there would be no more souls to torture in his own twisted game he liked to call: "Enter the Pit." He has now come to the Hive Arena in attempt to find Ken and return him to his duties. Damage Base: 30-38 Attack Cooldown: ~ Defense Base: 5.38 Attributes Strength- 23 + 2.8 Intelligence- 15 + 2.2 Agility- 17 + 1.8 Movement Speed Base: 290 First SkillSecond SkillThird SkillUltimate![]() Erupt Qaboos uses his dark magic to slightly crack the earth around him, toying with and tempting the souls in Hell. They attempt to grab onto enemies as they try to climb out, before Qaboos quickly closes the crevices. PASSIVE: Each time Qaboos kills a unit he sends their soul to hell. This increases the duration of the slow by .02 seconds permanently. Area Effect: 400-500(?) to all directions Mana Costs: 60 / 60 / 60 / 60 Cooldowns: 4 / 5 / 6 / 7 Slow amount: 30-40%(?) Level 1 - .6s slow + (.02 * FarmScore) Level 2 - 1.6s slow + (.02 * FarmScore) Level 3 - 2.6s slow + (.02 * FarmScore) Level 4 - 3.6s slow + (.02 * FarmScore) (The above values are estimated assuming the average farm score is 200). (Maximum slow time (if average is reached) is 7.6 seconds.) (Slow is applied actively, so if they exit the affected area, they are immediately free of the slow.) I have no idea as to the visuals of this spell. Imagine the Diablo III - Witch Doctor's slow? Someone will have to make that, though D: If you can find a substitute, that's cool too. ![]() Take Down Qaboos storms at a target enemy unit, trampling them upon arrival. He gains speed over time, and deals damage and stuns the target based on how long he charged for. Charge lasts up to 8(?) seconds. Mana Costs: 80 / 95 / 110 / 125 Cooldowns: 20 / 18 / 16 / 14 Level 1 - 60 -110 damage, 0.5 - 1s stun, 350 max speed Level 2 - 110-160 damage, 1.25-1.75s stun, 400 max speed Level 3 - 160-210 damage, 2.0 - 2.5s stun, 450 max speed Level 4 - 210-260 damage, 2.75-3.25s stun, 500 max speed Animation: I want him to use his Walk Fast animation for this one,
and of course the normal walk for when he's not charging. Also, upon arriving, I want Qaboos to 'trample' the target, like, move through them. While giving them a small knockback, perhaps, for VFX? Anyway, point is, he should end up behind the target. This ability is canceled if he hits impassible terrain. Destroys trees. ![]() (Minus the handle and the ball tinted red) Ball of Execration Qaboos summons a large ball of rolling abhorrence which travels a set distance at a medium pace. Anyone unfortunate enough to stand in its path takes continuous damage and will be taken to the end where the ball explodes and deals extra damage in an area before disappearing. Ball Velocity: ~267 (which is 8 units per instance) Mana Costs: 110 / 120 / 130 / 140 Cooldowns: 25 / 22.5 / 20 / 17.5 Damage per instance: 1 Level 1 - 550 travel distance, 50 explosion damage Level 2 - 700 travel distance, 100 explosion damage Level 3 - 850 travel distance, 150 explosion damage Level 4 - 1000 travel distance, 200 explosion damage One 'instance' is a trigger loop with an interval of .03s, so when I say "8 units per instance", I literally mean to move the target(s) 8 units per loop. Just FYI.
Example: Say a unit gets caught by a level 1 cast, and the ball has already traveled 250 units. 300 remain. 300 / 8 = 37.5 damage + 50 explosion damage = 87.5 total damage Example: Say a unit gets caught be a level 4 cast, and the ball has only traveled 50 units. 900 remain. 900 / 8 = 112 damage + 200 explosion damage = 312 total damage This ability ends early if it hits impassible terrain. Destroys trees. Abilities\Weapons\MakuraMissile\MakuraMissile.mdl
rolling ball. ![]() (Absolutely non final, I just picked this because it has fire and something that resembles a structure) Drag Them To Hell Qaboos opens a gate to hell that lasts for 15 seconds. The portal detects and drags any hero with less than a given percentage of their health to the gate. Once a unit gets to the gate, it is released. Mana Costs: 150 / 175 / 200 Cooldowns: 130 / 120 / 110 Level 1 - Heroes under 10% get pulled 4-8 units depending on their HP Level 2 - Heroes under 20% get pulled 5-9 units depending on their HP Level 3 - Heroes under 30% get pulled 6-10 units depending on their HP IMPORANT Enemy heroes under the effect of the pull can right click at a location away from the gate/portal. Each click will move them a fixed number of units away from the portal, depending on the current move speed of the affected hero. -ALSO- Affected heroes have their unit collision turned off so they WILL be dragged over impassible terrain. Destroys trees if units are pulled through.
Escape speed of affected heroes depends on their movement speed (not base movement speed). For example, a hero with 450 movement speed will be moved something like 20 frames with each click(?) If you don't get it, here's an explanation: Suppose Qaboos' team nearly wins a team fight, but 3
enemy heroes get away with near to no HP. The Pit Lord can cast his ultimate. Suppose one of those heroes only had 50 HP left. That could be 1 or 2 percent of that heroes' HP, depending if it was a mid/late game team fight. In any case, this hero takes full effect of Qaboos' ult. Basically what happens is no matter where on the map the hero is, he will be pulled towards the gate. The only way the player can prevent being brought all the way back to the gate is by spamming right click to try and get away. Of course he has low health, so he will be pulled at a faster speed. If any of his nearby teammates have a a heal, they could save him by slowing or even removing the effect. (If they bring him back above 10/20/30% HP |
Anything with a question mark I wasn't sure about yet... And of course all the things I said I wasn't sure about, I'm not sure about either huehue.
I tried writing his abilities according to his character. I think they turned out quite nicely, though I don't know about the stats just yet. If they seem OP, we will fix em
. He's supposed to be a tank/initiator/support, though I don't know how his mana pool sits throughout the game.. I guess we'll see if he's an effective support. In any case, he does some bad ass slowing/stunning.
Also, here are all the resources I linked, though I must say, if you think you have something that fits his theme better, feel free to change the icon/skin/model accordingly.
The skin - http://www.hiveworkshop.com/forums/...ugt-60895/?prev=search=pit%20lord&d=list&r=20
The icon - http://www.hiveworkshop.com/forums/...3/?prev=search=flesh%20juggernaut&d=list&r=20
The charge - http://www.hiveworkshop.com/forums/icons-541/btncharge-126984/?prev=search=charge&r=20&d=list
The slow - http://www.hiveworkshop.com/forums/...1/?prev=search=dark%20ball&r=20&d=list&page=2
The ball - http://www.hiveworkshop.com/forums/...55028/?prev=search=morning%20star&d=list&r=20
The gate - http://www.hiveworkshop.com/forums/...er-95161/?prev=search=hell&r=20&d=list&page=2