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[New Hero] Infested.Carter


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Infested Carter

InfestedMarine_SC2_Head2.jpg

 

 

Name: Infested.Carter

Unit Base: Infested Terran

Unit Portrait: Infested Terran

Type: Ranged, Int

Script: Carter was a demolition specialist for the dominion before he was infected with the zerg hyper-evolutionary virus. After infection he has become hostile and obsessed with destruction. He massacred an entire colony just to watch it burn and blew up the zerg that occupied it because he enjoys the smell of burnt flesh regardless of origin.

 

Starting Stats:Base Health [350]

Movement Speed [2.75]Attack Range [3]

Attack Speed [2]

Base Damage [30]

Base Armor [1]

Strength – [25] + [4]

Agility – [22] + [4]

Intelligence – [35] + [7]

 

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Abilities:Heroic Passive: Panic

When Carter's life is below 30% his movement speed increases 20%.

 

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Ability One: Neurotoxin Blast

Carter channels the toxin within and then fires it through himself at the target. Pressing Q initiates the channel and pressing Q again releases it. The longer it is held, the longer the duration for the stun and damage. However if the target gets out of site or Carter forgets to release the neurotoxin he will turn green and be stunned for 1 seconds.

Energy Cost: 70/90/120/150

Cooldown: 40/30/30/20

Range: Channel must start within in 5 and extends to being in site similar to Jim.Raynors Ultimate.

 

Level 1: Deals 15(+35%int) damage and stuns for 0.5 sec per second of channel. Channel can be held for up to 4 seconds.

Level 2: Deals 30(+35%int) damage and stuns for 0.5 sec per second of channel. Channel can be held for up to 4 seconds.

Level 3: Deals 45(+35%int) damage and stuns for 0.5 sec per second of channel. Channel can be held for up to 4 seconds.

Level 4: Deals 60(+35%int) damage and stuns for 0.5 sec per second of channel. Channel can be held for up to 4 seconds.

 

Note: Example if Carter targets an opponent within range and holds for the maximum 4 seconds,Neurotoxin Blast level 1 will do (40 damage) + (%10 INT damage x 4) and stun for 1 seconds. If Carter doesn't release the blast within 5 seconds he is temporarily disabled for 1 second. Stunning or pushing back carter while he is channeling will cause him to release the blast early.

 

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Ability two: Oil Slick

Carter spills oil around a targeted area slowing down the movement of opponents making them more prone to spell damage. Slick has a 3 unit radius and lasts 4 seconds.

Energy Cost: 60/70/80/90

Cooldown: 15/12/9/6

Range: Base 4

Level 1: Decreases movement speed by 20% and increases spell damage by 10% to enemies on top of the oil.

Level 2: Decreases movement speed by 25% and increases spell damage by 15% to enemies on top of the oil.

Level 3: Decreases movement speed by 30% and increases spell damage by 20% to enemies on top of the oil.

Level 4: Decreases movement speed by 35% and increases spell damage by 25% to enemies on top of the oil.

 

 

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Ability Three: Blazing Inferno

Carter ignites the oil slick a blaze and does periodic damage to those on top of the oil.

Energy Cost: 60/70/80/90

Cooldown: 15/12/9/6

Range: 4

Level 1: Deals 50(+20%int) spell damage per second while the oil slick is up.

Level 2: Deals 70(+20%int) spell damage per second while the oil slick is up.

Level 3: Deals 90(+20%int) spell damage per second while the oil slick is up.

Level 4: Deals 110(+20%int) spell damage per second while the oil slick is up.

 

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Ultimate Ability: Shrieking Decoy

Carter releases a very annoying decoy of himself that gives off a very bad odor and a high shrieking cry that will attract just about anything to kill it. Creates a decoy at a location with 120% of Carter's health and forces all enemy units to attack the decoy. The decoy explodes on death or after duration is up. Has a radius of 3 units.

 

Energy Cost: 200/300/400

Cooldown: 120/90/60

Range: 4

Level 1: Decoy lasts 3 seconds and deals 150(+70%int) spell dmg after death or duration up.

Level 2: Decoy lasts 4 seconds and deals 225(+70%int) spell dmg after death or duration up.

Level 3: Decoy lasts 5 seconds and deals 300(+70%int) spell dmg after death or duration up.

 

Scenario

 

Carter has 400 INT and atleast level 16

(This would have to be channeled perfectly to get both affects).

 

so with level 4 Q and level 4 W

 

Channels for 4 seconds on opponent and releases blast dealing 60+(400*.35)=200*4 = 800 + amplified spell damage 800*.25 =1000 damage plus stunning opponent for maximum value of 2 seconds which would allow Blazing Inferno to get 2 ticks off with 110+(400*20)=190*2= 380 damage. so total damage 1380 off just using QWE combo not including ultimate.

 

This also doesn't included modifiers from items either that is why I was afraid to give high percentages on an ability that gains damage through channel.

 

However it will require a lot of skill to get off the combo in combat against a decent player. Basically we will need an ally to stun or slow the opponent so you can get your channel off and be able to use WE with it. Using R should allow enough time to get off QWER.

 

QWER combo with same scenario you are look at 1380+300+(400*.7)= 1960. This is what the target will take. the AoE damage within the 3 unit radius will be the blazning inferno + the damage from Shrieking Decoy which is 300+(400*7)+380= 960 damage.

 

I know Cyprus can put out more damage but cyprus isnt stunning using crowd control and this is late game so any smart hero by now will have spell resist and a good amount of hp.

 

Additionally going a build with more INT you are going to do more damage but ult will be less affective. Going a build with more HP you are going to have more crowd control with ult but do less damage.

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HP: Isn't this just Mohandar's heroic but with only movespeed instead of Timescale? (I wish he had unlimited energy back though)

 

Q: This is super-weak. Why is the maximum channel time the same? The maximum damage (assuming FOUR SECONDS of channel) is 40-160 (+40% INT) which is absolutely pathetic. Don't get me wrong, I like the idea of an ability that does more damage and stuns based on time channeled for, but you really need to get your numbers straight because not knowing the amount of damage you're doing can really hurt your gameplay...

 

The 2 second stun is really annoying. Why should you punish the player like that? Why not just have it not refund mana... 2 seconds is a long time to be stunned for messing up. 2 seconds for the TARGET is fine, because what kind of doofus sits there and lets you channel for four seconds... he deserves it. But I don't see a need to stun the user of the skill since it will really mess them up for a totally arbitrary point.

 

Now, if the entire point of the hero was that everything is skill-based and he gets punished for messing up (e.g. sacrificing 20% health for a spell that leeches up to twice that if it hits), this would fit, but either way, 2 seconds is too long for the user and it doesn't really fit the hero.

 

W: Cooldown is too long, the idea is fine though since the point is that it lets you set up your E's. I'd suggest a cooldown of 9/8/7/6 since it's a tiny radius. What is with the note though?

 

E: Good idea, but the damage isn't too rewarding. If it had a channel time you could justify making it deal a lot more damage. Also the cooldown scaling is far too steep, 30 to 15 is a lot.

Question: does the oil slick retain its properties during the burn?

 

R: This could mess up a team, but I guess it's a good counter for a team full of casters (it seems to me that this hero is designed to kill squishies due to the crowd-control, but the fact that his Q is channeled makes me think that he will have a hard time killing casters with disables until he gets his ult to disable their disables). What is the radius? If it's too big it's overpowered because 5 seconds is a long time.

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The maximum damage (assuming FOUR SECONDS of channel) is 40-160 (+40% INT)

 

yes it may seem small but if you have 200 int thats 20+ damage per second of the cast and if you have an oil slick up you doing more damage too. I will change the Q to 5 seconds then you disable yourself and ill switch it to 1 sec from 2.

 

Also upped the damage on Q ability.

 

Reduced CDs on W, E, and R ability.

 

Expanded Oil radius by 1 unit from 2 to 3.

 

Increased damage of Blazing Inferno but reduced +INT% from 35% to 20%.

 

does the oil slick retain its properties during the burn?

 

Yes it does, so the Blazing Inferno is amplified by the oil and you need oil for it to last 4 seconds otherwise it just does the initial damage of 1 tick.

 

What is the radius? If it's too big it's overpowered because 5 seconds is a long time.

 

It will last 5 seconds if it is not killed. so if carter doesn't have much health it isn't going to last too long. I was thinking of giving it a radius of 3 units.

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Raised Neurotoxin Blast +damage from +10% INT to +35% INT

 

Scenario

 

Carter has 400 INT and atleast level 16

(This would have to be channeled perfectly to get both affects).

 

so with level 4 Q and level 4 W

 

Channels for 4 seconds on opponent and releases blast dealing 60+(400*.35)=200*4 = 800 + amplified spell damage 800*.25 =1000 damage plus stunning opponent for maximum value of 2 seconds which would allow Blazing Inferno to get 2 ticks off with 110+(400*20)=190*2= 380 damage. so total damage 1380 off just using QWE combo not including ultimate.

 

This also doesn't included modifiers from items either that is why I was afraid to give high percentages on an ability that gains damage through channel.

 

However it will require a lot of skill to get off the combo in combat against a decent player. Basically we will need an ally to stun or slow the opponent so you can get your channel off and be able to use WE with it. Using R should allow enough time to get off QWER.

 

QWER combo with same scenario you are look at 1380+300+(400*.7)= 1960. This is what the target will take. the AoE damage within the 3 unit radius will be the blazning inferno + the damage from Shrieking Decoy which is 300+(400*7)+380= 960 damage.

 

I know Cyprus can put out more damage but cyprus isnt stunning using crowd control and this is late game so any smart hero by now will have spell resist and a good amount of hp.

 

Additionally going a build with more INT you are going to do more damage but ult will be less affective. Going a build with more HP you are going to have more crowd control with ult but do less damage.

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