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Author Topic: [Sticky] Hero Suggestion  (Read 241770 times)
zHaKkAs
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Posts: 350


GANGNAM STYLE (강남스타일)


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Reply #795 on: July 20, 2015, 02:05:22 PM

On the request of honorable LOD I m again uploading my suggestion , Even though I m using mobile to upload but still I will try to change the format so that I will be readable and also I m changing some of heroes uniqness after dicussing it with my WD friends...

INT

1.Goblin Techies

17 STR
14 AGI
22 INT
Uniqueness :-Learns Suicide(Mana use 1000)...

** Can do suicide dealing 1500/2000/2500 damage and losing 90% of his cureent gold and 1 death added..
Suicide has 60/70/80/90/100% of success rate...

2.Pugna

17 Str
16 Agi
26 Int
Uniqueness:- Has 15 % more magical damage and 30% less fizzle rate..

3.witch doctor

Str 16
Agi 13
Int 24
Uniqueness :- 25/30/35/40% chance to paralyse target..
Paralysed target can not switch lanes...

4.Zeus

Str 19
Agi 15
Int 20

Uniqueness:- Has 20/30/40% More mana regn than other int...

AGI

1.Broodmother

17 STR
18 AGI
18 INT

Uniqueness :- Has 5/10/15/20/25% chance to blind the target whom she hit.. (once target is blind he will get 30 % miss on broodmother..)
Or else give 10/20/30% lifesteal..

2.Drow Ranger

17 STR
22 AGI
15 INT

Uniqueness:- Each level up gives 7 agi bonus...

3.Faceless Void

Str  23
Agi  21
Int   15

Uniqueness :-Has 20% Chance to Bash the target when attacking and 20% more damage

STR

1.Bristleback

22 STR
17 AGI
14 INT

Uniqueness:-10/20/30% chance that a attack will be taken by bristleback on his back and will be reduced to 50%...

2.Axe

25 STR
20 AGI
14 INT

Uniqueness:-40% more return damage...
Learns culling blade (from lvl 1)

** Culling Blade(Mana use 200)
Will kills a target if his hp is lesser than or equal to 800\1000\1200.
(Deals no damage if enemy has hp higher than mentoned.)
(Will kill the target even if the enemy having mana shield.)

3.Omni Knight

20Str
15agi
17int

Uniqueness :-Has 15% chance to block the magical attack and physical attack when lvl 2 and above.

4.Rogue Knight

Str 23
agi 16
int  14
Uniqueness :-Adds 75/150/300/600 armour ...

Thanks ....
Last Edit: July 20, 2015, 02:37:08 PM by zHaKkAs Logged

zHaKkAs
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GANGNAM STYLE (강남스타일)


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Reply #796 on: August 05, 2015, 01:41:44 AM

After Giving a list of new heroes now i am giving a list of new heroes with new uniqueness as LOD is more focusing on improving the old heroes Embarrassed

1.Pandaren Battlemaster

Primary:    Strength   
Strength:    22   Sentinel
Agility:    15
Intelligence:    13
Uniqueness:
Amplify base attack damage by 300% based on total enemy and Pandaren strength points

 
2.   Centaur Warchief

Primary:    Strength   
Strength:    22   Sentinel
Agility:    14
Intelligence:    14
Uniqueness:
10 permanent strength bonus with every increasing of level and 30% more Return Damage.

 
3.Beastmaster

Primary:    Strength   
Strength:    22   Sentinel
Agility:    17
Intelligence:    15
Uniqueness:
Extra 1 turn per cycle when level 2 and above and can store max turns upto 135.

 
   
4.Alchemist

Primary:    Strength   
Strength:    24   Sentinel
Agility:    10
Intelligence:    16
Uniqueness:
35%more gold from creeping and 15% chance to Stun the enemy(Stunned enemy cannot switch lanes)

Dont Mix stun and Bash Please Tongue
 
5.Sacred Warrior

Primary:    Strength   
Strength:    17   Sentinel
Agility:    19
Intelligence:    17
Uniqueness:
1 extra damage for every 8/6/4 missing health points, capped at 50% missing hp

 
   
6.Holy Knight
    
Primary:    Intelligence   
Strength:    19   Sentinel
Agility:    14
Intelligence:    20
Uniqueness:
15% more magic, 10/20/30% more healing effectiveness & Sunder Health

 
7.Ogre Magi

Primary:    Intelligence   
Strength:    21   Sentinel
Agility:    13
Intelligence:    16
Uniqueness:
10/20/30/40% chance for multi cast

 
   
8.Lina Inverse

Primary:    Intelligence   
Strength:    16   Sentinel
Agility:    12
Intelligence:    20
Uniqueness:
Learned powerful Sanity's Eclipse & Sunder Health

 
9.Silencer

Primary:    Intelligence   
Strength:    16   Sentinel
Agility:    15
Intelligence:    20
Uniqueness:
Learns Curse of the Silent.

Curse of the Silent deals damage equals (20/30/40/50)*enemy intelligence
*** Mana cost 1500/1250/1000/750

10.Jakiro
   
Primary:    Intelligence   
Strength:    23   Sentinel
Agility:    9
Intelligence:    27
Uniqueness:
Has 20/30/40% Chance that twin head deals extra damage based on intelligence of jakiro when casting a spell.

***Extra Damage Equals to (8/10/12)*Jakiro's Intelligence.
 
11.Stealth Assassin

Primary:    Agility   
Strength:    16   Sentinel
Agility:    22
Intelligence:    13
Uniqueness:
Rikimaru becomes partially invisible when level 2 and above which gives him 15% evasion.

 Max Evasion 30%.
   
12.Ursa Warrior

Primary:    Agility   
Strength:    22   Sentinel
Agility:    17
Intelligence:    15
Uniqueness:
Each attack opens the wound deeper in the target, causing subsequent attacks to deal increased damage and more armor penetration.
**Each Attack increase 10% damage and decrease armor  by 30% (Max Attack increase is 50% and armor reduction 100%) Attack may or may not be consecutive attack.
 

13.Anti-Mage

Primary:    Agility   
Strength:    15   Sentinel
Agility:    21
Intelligence:    14
Uniqueness:
40%spell resistance and  Increase damage based on mana missing of enemy .
** Increased damaged equals to 0.2 times mana missing of enemy

 
   
   
14.Lifestealer

Primary:    Strength   
Strength:    14   Scourge
Agility:    25
Intelligence:    14
Uniqueness:
Regenerate 4/6/8/10% of enemy's current HP and deal the same bonus as attack damage

 
   
15.Night Stalker

Primary:    Strength   
Strength:    20   Scourge
Agility:    17
Intelligence:    13
Uniqueness:
Immune to spell damage & 30% More Evasion at Night.
Max Evasion for Night Stalker is 45% in night only and 30% in day.


16.Butcher

Primary:    Strength   
Strength:    24   Scourge
Agility:    13
Intelligence:    13
Uniqueness: 20% extra magic resistance to spells. +1 STR for every 4 hero kill streak.
 
17.Tidehunter

Primary:    Strength   
Strength:    21   Scourge
Agility:    14
Intelligence:    15
Uniqueness:
Each strength blocks 2/4/6 attack damage & 2/3/4 spell damage.

 
18.Lich

Primary:    Intelligence   
Strength:    17   Scourge
Agility:    14
Intelligence:    17
Uniqueness:
30% more mana regeneration per cycle & 5 turns extra protection

 
   
19.Obsidian Destroyer

Primary:    Intelligence   
Strength:    18   Scourge
Agility:    14
Intelligence:    25
Uniqueness:
Every spell casting has 40% chance to restore 10% of maximum mana pool
 

20.Death Prophet

Primary:    Intelligence   
Strength:    16   Scourge
Agility:    13
Intelligence:    19
Uniqueness:
Decrease 30/40/50% mana cost

 
   
21.Warlock

Primary:    Intelligence   
Strength:    17   Scourge
Agility:    9
Intelligence:    23
Uniqueness:
Learns Shadow Word.
** Shadow Word deals damage equals to 20/25/30/35% of enemy's current HP.
Mana Cost 800/700/600/500

22.Netherdrake

Primary:    Agility   
Strength:    16   Scourge
Agility:    20
Intelligence:    14
Uniqueness:
30% More attack damage when Agi 60 & above and 70% more return damage

 
   
23.Gorgon

Primary:    Agility   
Strength:    13   Scourge
Agility:    19
Intelligence:    18
Uniqueness:
Has 10/20/30% chance to deal additional damage when attacking.
** Additional damage equals to 50% of her Normal damage.

 
24.Shadow Fiend

Primary:    Agility   
Strength:    14   Scourge
Agility:    19
Intelligence:    17
Uniqueness:
Stores Enemy's Soul when SF kills him and Each Soul increase damage of SF by (50/100/150 per level ).
Max Can store upto 10 souls and SF will Loose half the when when dies..

   
25.Nerubian Weaver

Primary:    Agility   
Strength:    15   Scourge
Agility:    19
Intelligence:    10
Uniqueness:
Has 30/35/40/45% for conditionally full hp restoration.

 
26.Bloodseeker
Click to choose    
Primary:    Agility   
Strength:    17   Scourge
Agility:    23
Intelligence:    17
Uniqueness:
Increase the damage for the same % as the target's missing HP and heal himself by 20% after killing enemy.




Thanks Hope you all like my suggestion and kindly help by improving my suggestion Smiley Smiley Smiley Smiley Smiley Smiley
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Reply #797 on: August 05, 2015, 08:25:28 PM

On the request of honorable LOD I m again uploading my suggestion , Even though I m using mobile to upload but still I will try to change the format so that I will be readable and also I m changing some of heroes uniqness after dicussing it with my WD friends...

INT

1.Goblin Techies

17 STR
14 AGI
22 INT
Uniqueness :-Learns Suicide(Mana use 1000)...

** Can do suicide dealing 1500/2000/2500 damage and losing 90% of his cureent gold and 1 death added..
Suicide has 60/70/80/90/100% of success rate...

2.Pugna

17 Str
16 Agi
26 Int
Uniqueness:- Has 15 % more magical damage and 30% less fizzle rate..

3.witch doctor

Str 16
Agi 13
Int 24
Uniqueness :- 25/30/35/40% chance to paralyse target..
Paralysed target can not switch lanes...

4.Zeus

Str 19
Agi 15
Int 20

Uniqueness:- Has 20/30/40% More mana regn than other int...

AGI

1.Broodmother

17 STR
18 AGI
18 INT

Uniqueness :- Has 5/10/15/20/25% chance to blind the target whom she hit.. (once target is blind he will get 30 % miss on broodmother..)
Or else give 10/20/30% lifesteal..

2.Drow Ranger

17 STR
22 AGI
15 INT

Uniqueness:- Each level up gives 7 agi bonus...

3.Faceless Void

Str  23
Agi  21
Int   15

Uniqueness :-Has 20% Chance to Bash the target when attacking and 20% more damage

STR

1.Bristleback

22 STR
17 AGI
14 INT

Uniqueness:-10/20/30% chance that a attack will be taken by bristleback on his back and will be reduced to 50%...

2.Axe

25 STR
20 AGI
14 INT

Uniqueness:-40% more return damage...
Learns culling blade (from lvl 1)

** Culling Blade(Mana use 200)
Will kills a target if his hp is lesser than or equal to 800\1000\1200.
(Deals no damage if enemy has hp higher than mentoned.)
(Will kill the target even if the enemy having mana shield.)

3.Omni Knight

20Str
15agi
17int

Uniqueness :-Has 15% chance to block the magical attack and physical attack when lvl 2 and above.

4.Rogue Knight

Str 23
agi 16
int  14
Uniqueness :-Adds 75/150/300/600 armour ...

Thanks ....

only like pugna and faceless a bit, others are weak Cheesy
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Bhootn4th
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Reply #798 on: August 05, 2015, 10:13:56 PM

After Giving a list of new heroes now i am giving a list of new heroes with new uniqueness as LOD is more focusing on improving the old heroes Embarrassed

1.Pandaren Battlemaster

Primary:    Strength   
Strength:    22   Sentinel
Agility:    15
Intelligence:    13
Uniqueness:
Amplify base attack damage by 300% based on total enemy and Pandaren strength points

 
2.   Centaur Warchief

Primary:    Strength   
Strength:    22   Sentinel
Agility:    14
Intelligence:    14
Uniqueness:
10 permanent strength bonus with every increasing of level and 30% more Return Damage.

 
3.Beastmaster

Primary:    Strength   
Strength:    22   Sentinel
Agility:    17
Intelligence:    15
Uniqueness:
Extra 1 turn per cycle when level 2 and above and can store max turns upto 135.

 
   
4.Alchemist

Primary:    Strength   
Strength:    24   Sentinel
Agility:    10
Intelligence:    16
Uniqueness:
35%more gold from creeping and 15% chance to Stun the enemy(Stunned enemy cannot switch lanes)

Dont Mix stun and Bash Please Tongue
 
5.Sacred Warrior

Primary:    Strength   
Strength:    17   Sentinel
Agility:    19
Intelligence:    17
Uniqueness:
1 extra damage for every 8/6/4 missing health points, capped at 50% missing hp

 
   
6.Holy Knight
    
Primary:    Intelligence   
Strength:    19   Sentinel
Agility:    14
Intelligence:    20
Uniqueness:
15% more magic, 10/20/30% more healing effectiveness & Sunder Health

 
7.Ogre Magi

Primary:    Intelligence   
Strength:    21   Sentinel
Agility:    13
Intelligence:    16
Uniqueness:
10/20/30/40% chance for multi cast

 
   
8.Lina Inverse

Primary:    Intelligence   
Strength:    16   Sentinel
Agility:    12
Intelligence:    20
Uniqueness:
Learned powerful Sanity's Eclipse & Sunder Health

 
9.Silencer

Primary:    Intelligence   
Strength:    16   Sentinel
Agility:    15
Intelligence:    20
Uniqueness:
Learns Curse of the Silent.

Curse of the Silent deals damage equals (20/30/40/50)*enemy intelligence
*** Mana cost 1500/1250/1000/750

10.Jakiro
   
Primary:    Intelligence   
Strength:    23   Sentinel
Agility:    9
Intelligence:    27
Uniqueness:
Has 20/30/40% Chance that twin head deals extra damage based on intelligence of jakiro when casting a spell.

***Extra Damage Equals to (8/10/12)*Jakiro's Intelligence.
 
11.Stealth Assassin

Primary:    Agility   
Strength:    16   Sentinel
Agility:    22
Intelligence:    13
Uniqueness:
Rikimaru becomes partially invisible when level 2 and above which gives him 15% evasion.

 Max Evasion 30%.
   
12.Ursa Warrior

Primary:    Agility   
Strength:    22   Sentinel
Agility:    17
Intelligence:    15
Uniqueness:
Each attack opens the wound deeper in the target, causing subsequent attacks to deal increased damage and more armor penetration.
**Each Attack increase 10% damage and decrease armor  by 30% (Max Attack increase is 50% and armor reduction 100%) Attack may or may not be consecutive attack.
 

13.Anti-Mage

Primary:    Agility   
Strength:    15   Sentinel
Agility:    21
Intelligence:    14
Uniqueness:
40%spell resistance and  Increase damage based on mana missing of enemy .
** Increased damaged equals to 0.2 times mana missing of enemy

 
   
   
14.Lifestealer

Primary:    Strength   
Strength:    14   Scourge
Agility:    25
Intelligence:    14
Uniqueness:
Regenerate 4/6/8/10% of enemy's current HP and deal the same bonus as attack damage

 
   
15.Night Stalker

Primary:    Strength   
Strength:    20   Scourge
Agility:    17
Intelligence:    13
Uniqueness:
Immune to spell damage & 30% More Evasion at Night.
Max Evasion for Night Stalker is 45% in night only and 30% in day.


16.Butcher

Primary:    Strength   
Strength:    24   Scourge
Agility:    13
Intelligence:    13
Uniqueness: 20% extra magic resistance to spells. +1 STR for every 4 hero kill streak.
 
17.Tidehunter

Primary:    Strength   
Strength:    21   Scourge
Agility:    14
Intelligence:    15
Uniqueness:
Each strength blocks 2/4/6 attack damage & 2/3/4 spell damage.

 
18.Lich

Primary:    Intelligence   
Strength:    17   Scourge
Agility:    14
Intelligence:    17
Uniqueness:
30% more mana regeneration per cycle & 5 turns extra protection

 
   
19.Obsidian Destroyer

Primary:    Intelligence   
Strength:    18   Scourge
Agility:    14
Intelligence:    25
Uniqueness:
Every spell casting has 40% chance to restore 10% of maximum mana pool
 

20.Death Prophet

Primary:    Intelligence   
Strength:    16   Scourge
Agility:    13
Intelligence:    19
Uniqueness:
Decrease 30/40/50% mana cost

 
   
21.Warlock

Primary:    Intelligence   
Strength:    17   Scourge
Agility:    9
Intelligence:    23
Uniqueness:
Learns Shadow Word.
** Shadow Word deals damage equals to 20/25/30/35% of enemy's current HP.
Mana Cost 800/700/600/500

22.Netherdrake

Primary:    Agility   
Strength:    16   Scourge
Agility:    20
Intelligence:    14
Uniqueness:
30% More attack damage when Agi 60 & above and 70% more return damage

 
   
23.Gorgon

Primary:    Agility   
Strength:    13   Scourge
Agility:    19
Intelligence:    18
Uniqueness:
Has 10/20/30% chance to deal additional damage when attacking.
** Additional damage equals to 50% of her Normal damage.

 
24.Shadow Fiend

Primary:    Agility   
Strength:    14   Scourge
Agility:    19
Intelligence:    17
Uniqueness:
Stores Enemy's Soul when SF kills him and Each Soul increase damage of SF by (50/100/150 per level ).
Max Can store upto 10 souls and SF will Loose half the when when dies..

   
25.Nerubian Weaver

Primary:    Agility   
Strength:    15   Scourge
Agility:    19
Intelligence:    10
Uniqueness:
Has 30/35/40/45% for conditionally full hp restoration.

 
26.Bloodseeker
Click to choose    
Primary:    Agility   
Strength:    17   Scourge
Agility:    23
Intelligence:    17
Uniqueness:
Increase the damage for the same % as the target's missing HP and heal himself by 20% after killing enemy.




Thanks Hope you all like my suggestion and kindly help by improving my suggestion Smiley Smiley Smiley Smiley Smiley Smiley
nice
lod should do it
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HaTE
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Reply #799 on: August 19, 2015, 05:59:13 PM

So here's my Hero Suggestion (some guys already suggested the same Hero but I'll stick with the facts from real DoTA).

HERO: AXE
PRIMARY: STRENGTH
Starting STR: 21
Starting AGI: 18
Starting INT: 15
Uniqueness:
5%/10%/20% Chance to bounce back Physical Attack damage and take 5%/10%/20% reduced Magical Damage. Got 10%/20%/30% chance to instantly kill a target if target's hp is below 10%/20%/30%
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McMasTeR
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Reply #800 on: August 19, 2015, 06:58:05 PM

So here's my Hero Suggestion (some guys already suggested the same Hero but I'll stick with the facts from real DoTA).

HERO: AXE
PRIMARY: STRENGTH
Starting STR: 21
Starting AGI: 18
Starting INT: 15
Uniqueness:
5%/10%/20% Chance to bounce back Physical Attack damage and take 5%/10%/20% reduced Magical Damage. Got 10%/20%/30% chance to instantly kill a target if target's hp is below 10%/20%/30%
99% Chance to bounce back Physical Attack damage and take 99% reduced Magical Damage. Got 99% chance to instantly kill a target if target's hp is below 99%. Note: only  player HaTE can pick this hero.
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HaTE
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Reply #801 on: August 19, 2015, 07:14:29 PM

99% Chance to bounce back Physical Attack damage and take 99% reduced Magical Damage. Got 99% chance to instantly kill a target if target's hp is below 99%. Note: only  player HaTE can pick this hero.
Just 99%? Your standards are lower than your esteem Cheesy.
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StTomato
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Reply #802 on: August 20, 2015, 11:10:03 AM

99% Chance to bounce back Physical Attack damage and take 99% reduced Magical Damage. Got 99% chance to instantly kill a target if target's hp is below 99%. Note: only  player HaTE can pick this hero.
Just 99%? Your standards are lower than your esteem Cheesy.

lol
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Reply #803 on: September 01, 2015, 02:21:55 PM

Buff Alchemist Please

1. Bring Back More Gold per Creeps Killed
2. Increase Chemical Rage Duration or Chemical Rage dispel only on Death
3. Enable Alchemist to see Creeps During War. Creeps killed during war will give 50% less gold or 0 Gold

----------------------------------------------------------------------------------------------------------------------------------------------------

Change Ursa Warrior

1. Bonus Damage Depending on HP at 5/6/7/8%

----------------------------------------------------------------------------------------------------------------------------------------------------

Buff Medusa

1. 50% more armor effectiveness and additional reduction 1/2/3 Damage reduction per Armor.
 (Armor effectiveness is pretty much useless with terror atleast add another)(Additional Reduction cannot be bypassed by terror)
2.  Regenerate 1 mana for every 5 attacking damage points

---------------------------------------------------------------------------------------------------------------------------------------------------

Rework Blood Seeker

1. Extra % attack damage depending on targets remaining HP ( Cap at 50% ) -
       Bonus Damage is calculated as this "But CAP at 50%"      
       Bonus Damage = AttackDamage * ( targetremainingHP / targetHP )

2. Restore 80% of hp based on enemy's hp pool when killed

---------------------------------------------------------------------------------------------------------------------------------------------------

Rework Nerubian Weaver

1. Chance to Germinate on Single Attack  10/20/30/40%
2. Conditionally full hp restoration

---------------------------------------------------------------------------------------------------------------------------------------------------

Buff Centaur Warchief

1. 10 permanent strength bonus PER level (Works even at Level 1)
2. 2 Bonus Return damage for every Strength point

---------------------------------------------------------------------------------------------------------------------------------------------------


LOD Should buff this heroes, im not asking this Must be the changes but LOD must change them.
WEBDOTA is just getting no where, it revolves around AM, Leviatan, Lich, OD.
Please buff other heroes, Webdota is getting repetitive.

Players thoughts are always like this, Why should we choose lousy heroes when we can get the Best?
Why choose these heroes when we can get cheap heroes like Levi, AM

Levi just needs to Pump hes strength and get BOTH Damage and Defense
Anti Mage have Mana burn and Spell Resistance

Both heroes have Offense and Defense capability.

Round by Round we can see the results all Top Rankers have the Same heroes. LOD please take action over these matters.

I have not seen a Nerubian Weaver, Alchemist, Centaur Warchief, Medusa, Ursa, Warlock and other heroes made it to Top Rank.  Roll Eyes

ALSO Asking LOD to give Statistics Every End of Round of All Heroes. Are players even picking them? Or they just pick them for Multies use?
Last Edit: September 03, 2015, 09:48:59 PM by -19- Logged

                
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Reply #804 on: September 02, 2015, 11:12:37 PM

Alchemist;
Current uniqueness;
 35% extra damage on creeping and enter a chemically induced rage when a creep is killed
* Chemical Rage: Last 45 minutes, invulnerable to return damage and 3x base damage bonus
Why should change?
Extra damage on creeps doesn't mean anything especially after introducin Hand of midas. Chemical rage has very low bonuses because strenght heros don't rely on base attack damage. The main damage comes from enrage.
Here is the calculation; Lets say lvl6 alchemist has 150 strenght;
His base damage will be 295 - 305. His enrage damage will be 13% of his Hp which approximately equals to 1450.
So his total damage will be 1750. If reged it will be 2650.
The idea is to spend turns when raged but if we compare alchemist with panda and naix, we will see that they have more bonus damage at all times not at some specific 45 minutes.
If alchemist wanted to spend his turns when he is raged, then after 5-8 attacks he will have no mana left. His damage without enrage is about 1200. That means he will need 10 turns to kill his twin.
Since there are no creeps during war, he will not be able to use his abilities when they are most needed.

AS YOU SEE CURRENT ALCHEMIST IS NOT FUNCTIONAL

NEW ALCHEMIST;
Alchemist: For each creep he kills, alchemist permenantly gains 100 mana points regeneration and 100 healty points regeneration per cycle. Alchemist also gains 1 permenant strenght point per creep he killed.
What mana and hp regen will change in playstyle?
Many str players know that the last items for a STR hero are;   2 BF, BS, HoT,2HOOD, BKB
As you know bloodstone is an essential item only for str heros. Motive to prefer BS is not 25% bonus hp but the mana regen it gives. Otherwise STR can not attack with enrage. At late game, alchemist will regenerate about 2-3k mana per cycle. This means 1 empty slot.
Actually pro STR players do not see it wise to spend +40k gold just for  +25% HP. Because they know they can train 60 str points with the same amount of gold. The optimal time to get BS is when the hero has 240 str because only then BS and 60 str points have the same hp increase rate.
An average number of creeps killed by a player during the round is 30-35.
Game play of new alchemist;
When alchemist is lvl2 and above, he is the first one to ask for creeps. Since he can enrage more often, he will return the favor with enrages.
During war;
He will not buy many potions and will still have the chance to use all his turns. Apart from that, enemy will not be able to eleminate him by just leaving him very low hp. He will regenerate HP very fast.


Regards
Last Edit: September 06, 2015, 10:59:50 PM by C Logged

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Reply #805 on: September 06, 2015, 10:58:47 PM

Anti Mage;
Current uniqueness;
 Mana burn based on 100/200/300% of attack damage  40% spell resistance
Why should change?
Obviously AM is the most preferred hero each round. Yet, AM players are mostly used as manaburners and assisters. Current uniqueness encourage players to create multiple accounts. Besides, AM is not a very good mage (intelligence hero) killer. He should be able to kill mages not help mages with killing str.
NEW ANTIMAGE;
ANTIMAGE: Burns 2%, 4%, 6% 8%, 10% of total mana points. Antimage deals half of the amount of mana burned as attack  damage.

What will change in play style?
Since his damage depends on enemy's mana pool, AM will try to hunt best int players instead of playing as their stalking horse. Another change in play style is that even AM will need a diffusal blade if he wants to burn mana to 0 (especially against agility and str heros). This way, we will get Mjollnir out of the "Last Items' List" and players will have various item compositions.
Another very important point is that AM will not have bonus resistance. At late game If AM chooses to be a killer then he will have weak defance, if he chooses to be defender then he will not kill that easy.
Since half of the mana burned will be attack damage, the critical strike items will affect this damage. That means if AM has burize then he will have the chance to deal 10% (2X * 5%) because of the burizes) of current mana as damage.
Suppose that AM has no damage at all and he uses terror skill on an int hero. If the enemy int hero has full mana then the worst scenario will be deletion of 30% of total mana. ( 10% mana burned right away + 4* 5%= 30% (each damage removes 4 mana points from shield)
Antimage against nonmages: Antimage will still burn mana but since he burns only 10% of total mana, BKB and AEGIS will work even after many attacks of AM. This way intel heros will not own using one AM puppet. Int heros will have to ask their mates to buy Diffusal blade.
This change is actually a nerf for the int heros. Not a nerf on AM. He will be much stronger against intelligent heros. But dont expect him to be a tank.
Why is it 2,4,6,8,10% and not 10% from the beginning? Answer; because intelligent heros are very fragile at early game. Yes, since the mana pool is less the damage will be less too but intelligent heros can not even lvlup without mana. For the balance it should be gradually increasing.
Let's do some calculations;
The calculations are from after lvl5. Let's suppose there is an int player with 10k mana pool , 3k hp and 50% armor. (These are average stats at of an int player at lvl5) An agility hero at the sama lvl should have about 400 damage with one burize. Here is the calculation;
Against this int hero AM will have 400+ 5%*1000= 900 damage. So if not missed he will get the int hero with 5-7 consective attacks (depending on burize). If he uses terror; Since only the first attack of a consecutive attack is terrored AM will have to use turns one by one. First attack will burn1000+ 900*4= 4600 mana (8200 if burize works) second attack will burn another 4600 (will burn 1000 mana and deal 1800 damage if burize works).. it goes on like this.
The worst scenario is when the opponent has no mana at all. If AM does not burn mana then there will be no extra damage.
Best scenario is when AM has 3 burize and enemy has very high mana points; Suppose that the enemy has 20k mana pool and 4k hp with 65% armor. In this case AM should have about 1k damage at late game. 1 terror will equal to (5%20000  + 1000) *2 = 4k damage (will get blocked by mana shield). So if he uses 2 consecutive attacks with 1 terror then he will kill a very poverful intelligence hero with just 2 turns. (miss chance and revival chance are not included.)
During war;
He is the best mana burner ever. He can disqualify all intelligence heroes and even kill them whenever he wishes.

Please make sunder 20-30% again. I believe this change of Antimage will decrease the number of intelligent players in top ranks. This is the way of nerfing int heros (BKB will work even after AM attacks with 5 turns). Making sunder 50% is a very big buff for STR heros. Sundered Str is not killed by his sunderer anyway. Sunder is an assist skill rather than killing skill. Ofcourse SReaper skill should be 0.20-0.25 of hp missing after sunder change.

Best regards
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Reply #806 on: September 06, 2015, 11:58:30 PM

Centaur Warchief
Current uniqueness;
 7 permanent strength bonus with every increasing of level
Why should change?
At lvl 6 Centaur has 35 more strenght points. Sange which cost 9k gold gives 30 strenght points. What I mean is that Centaur has a uniquness equals to an item which is not even a main build item.
AS YOU SEE CURRENT CENTAUR WARCHIEF IS NOT FUNCTIONAL

NEW CENTAUR WARCHIEF;
Centaur Warchief: 7 permanent strength bonus with every increasing of level. Centaur Warchief has extra return damage equals to 25% of damage taken.
This way attackers will think twice before attacking him. If someone sees CW dead on killboard players will attack his killer.
Another point is; other than Naix STR heros will not aim CW. Since str damage is dependent on current HP (because of enrage) str damage will decrease after hitting CW.

Best regards.
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