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[1.44] Hero renamed: Elemental.Conflux


Baggins
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So, I haven't made a hero in awhile, but i had some ideas floating around, and here is the plan:

 

Elemental.Conflux

 

Changelog:

09/04/2012

- Hero made!

09/04/2012

- Changed Natural healing to scale with HP.

- Re-Changed Natural healing to heal less

- Changed How freeze works, and the damage it deals

-Added Internal Cooldown to Heroic Passive

-Added more Detail to Heroic Passive

-Changed Scaling on Heroic Passive

- Changed Scaling on Ultimate

09/17/12

- Changed Name of Hero

- Updated thread and descriptions

- Increased damage on ultimate

- Increased Cooldown on ultimate

- Changed look of scaling

- Added casting time to Power of Water

09/21/12

- Reduced scaling on power of fire (Q)

- Reduced scaling on Elemental Arena ®

09/23/12

- Reduced damage on power of water (W)

- Increased scaling on power of fire, slightly (Q)

- Reduced Attack range

- Increased Healing power slightly

 

Name: Elemental.Conflux

Portrait: Archon

Unit Base: Archon (changes colors periodically)

Type: Agi

Script: Originally a being of pure energy, Conflux, an archon, became acquainted with the wrong crowd who would betray him. This crowd would soon come to bring everything he held near and dear to him into the void. To gain revenge on those that did this do him, Conflux mastered the arts of the elements, turning himself into the (now) famous Elemental Conflux.

 

Conflux can be played as any role that is required of him, meaning, he is a jack of all trades. With his abilities, he can quickly stop and surround a fleeing enemy with his freeze and ultimate combo, or can simply walk along side an enemy hero and slowly roast them. His heroic passive makes for good farming in turn with the power of fire, and when the going gets tough, heal up with the power of nature.

 

Starting Stats:

Base Health 280

Movement Speed 2.95

Attack Range 5.5

Attack Speed 1.8

Base Damage 35

Base Armor 3

Strength – [28] + [6]

Agility – [30] + [7]

Intelligence – [28] + [6]

 

 

--

 

Abilities:

 

Heroic Passive: Power of Earth

"Every time Conflux kills a unit, he unleashes a shockwave that does 50+(7*level) spell damage in an AoE of 3 internal Cooldown of 7 seconds, the damage originates from Conflux. If multiple enemies are killed simultaneously, one shockwave is generated per unit killed."

 

 

Effect: Used as a Farming Skill and a potent way to punish enemies who refuse to deny or those that let the player last hit, acts like Cyprus's W.

 

--

 

Ability One: Fire Power!

"Conflux generates a forever burning flame around himself that damages enemies in an AoE of 5 unit from Conflux."

Energy Cost: N/A

Cooldown: N/A

Range: AoE of 5 around Conflux.

 

Level 1: Passively Deals 20 (+.5% max HP) spell damage per second

Level 2: Passively Deals 30 (+.5% max HP) spell damage per second

Level 3: Passively Deals 40 (+.5% max HP) spell damage per second

Level 4: Passively Deals 50 (+.5% max HP) spell damage per second

 

Effect: This can be used as a chase skill and farming skill in turn with the Passive. It works like a superheated mantle (if my range is off, correct me) that is a good way to keep enemies away early game.

 

--

 

Ability Two: Power of Water.

"Conflux forces water to surround the target and freeze them where they are in an AoE of 2. Frozen enemies are immobilized for the duration. Target is a location. Casting time of .3 seconds."

Energy Cost: 80/100/120/140

Cooldown: 18/16/14/12 Seconds

Range: 8

 

Level 1: Deals 150 (+80% INT) Spell damage. Immoblizes for .5 seconds

Level 2: Deals 200 (+80% INT) Spell damage. Immoblizes for .5 seconds

Level 3: Deals 250 (+80% INT) Spell damage. Immoblizes for 1 second

Level 4: Deals 300 (+80% INT) Spell damage. Immoblizes for 1 second

 

Effect: Can be used as a chase skill, initiation, or even escape.

 

--

 

Ability Three: Natural Healing.

"Conflux Calls upon the powers of Nature to heal him. Casting time is .3 seconds"

Energy Cost: 100/120/140/160

Cooldown: 25 seconds

Range: self

 

Level 1: Heals 120 HP (+10% Max HP) and Gains +6 HP regen for 3 seconds.

Level 2: Heals 170 HP (+10% Max HP) and Gains +8 HP regen for 3 seconds.

Level 3: Heals 230 HP (+10% Max HP) and Gains +10 HP regen for 3 seconds.

Level 4: Heals 280 HP (+10% Max HP) and Gains +12 HP regen for 3 seconds.

 

Effect: Heals Conflux, but becomes Immobile for 2 seconds.

 

--

 

Ultimate Ability: Elemental Arena

"Conflux Charges all elements into one large focused beam. The beam surrounds a target area, an AoE of 6. The Circle deals massive damage to enemies who touch it. Casting Time of 1.3 seconds."

Energy Cost: 200/350/500

Cooldown: 2min 10 sec/ 1min 50 sec/90 seconds

Range: 10 (casting the center)

 

Level 1: Circle Deals 400 ( +60% INT) lasts 5 seconds

Level 2: Circle Deals 600 ( +60% INT) lasts 6 seconds

Level 3: Circle Deals 800( +60% INT) lasts 7 seconds

 

Effect: Can be used as a team fight ability or can be used to create an arena for an epic team fight. Can be used to chase and to run away, as it will scare away most enemies, and allies can run through it harmlessly.

 

 

Let me know what you think, I will try to get any suggestions in ASAP and hope you enjoyed reading this!

 

I came up with this name, i have no clue why there is another hero made with the name... Obviously mine is better :D trololol. Maybe its because I said i might change the name, to this, and obviously was used...

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Darn, i though i got all of those.

 

So, the AoE damage you are referring to is...?

 

The Q is manageable, its a mantle, the W is a skill shot, you hit or miss, gonna add a slight cast time.

 

The ultimate, its a circle of death, if they walk into it GG, if not, oh noes you just wasted an ulti (unless you trapped them with it.

 

And, what other Agi heroes do we have that deep down want to be INT, Rancor and Virgil.

 

No, RaKuRa, I'm not trolling you, I honestly came up with the name on my own... I think it was before you did but w/e, two heroes CAN have the same name, its kinda hard to tell with your endless suggestions, soooo...

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No, RaKuRa, I'm not trolling you, I honestly came up with the name on my own... I think it was before you did but w/e, two heroes CAN have the same name, its kinda hard to tell with your endless suggestions, soooo...

 

My hero was created as you can see almost a month before yours ... and I also explain how i named it.

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Alright the feedback on your uniquely re-named hero:

 

- Your AGI hero's skills are an INT hero skills. Nothing about this hero helps you as an AGI hero.

- His passive is mostly nonsensicale as your range has a radius of 6, your spells have long range meaning your shockwaves originating from you are not gonna reach anything. (only works with Q

- His Q is pretty much Drake's Martyr (I know, i know you created it independently as well and its just a coincidence) but just saying. Ang also doesn't fit with the stated AGI nature of the hero. And a range of 5? is A LOT...

- Why do you have healing ... when you are not exposing yourself to with all those range spell/AA... and you are not a healer

- Passive: Why you call your Passive in a similar way you call your Actives. Doesn't indicated too much though behind it.

- Judging by your skill names you are going by the basic "elements" but you have not included Air ( the 4 basic: Earth, Water, Fire, Air... which might be extended to include secondart: Light, Dark)... Nature is not an "element".. breaks the overall concept

 

Summary: The hero is not well thought out. Random skills (and names) put together, without considering how they work together or help the hero's role, the latter also not well defined.

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Alright the feedback on your uniquely re-named hero:

 

- Your AGI hero's skills are an INT hero skills. Nothing about this hero helps you as an AGI hero.

- His passive is mostly nonsensicale as your range has a radius of 6, your spells have long range meaning your shockwaves originating from you are not gonna reach anything. (only works with Q

- His Q is pretty much Drake's Martyr (I know, i know you created it independently as well and its just a coincidence) but just saying. Ang also doesn't fit with the stated AGI nature of the hero. And a range of 5? is A LOT...

- Why do you have healing ... when you are not exposing yourself to with all those range spell/AA... and you are not a healer

- Passive: Why you call your Passive in a similar way you call your Actives. Doesn't indicated too much though behind it.

- Judging by your skill names you are going by the basic "elements" but you have not included Air ( the 4 basic: Earth, Water, Fire, Air... which might be extended to include secondart: Light, Dark)... Nature is not an "element".. breaks the overall concept

 

Summary: The hero is not well thought out. Random skills (and names) put together, without considering how they work together or help the hero's role, the latter also not well defined.

 

Dude, you honestly don't know my point since you have your own... The elements work well with each other: 2 Creationist elements: Water/Nature (which is an element, brush up on things) and there are 2 destructive: Earth/Fire, and I already made an air based hero sooo, combine the two, you create a destructive arena (was gonna do just a huge elemental beam, but that was too corny and generic).

 

Onto the balance... The fact that his passive doesn't work with his other skills to perfection is the point... you can cast within the range of the spells, meaning you can be next to creeps, cast on it, then kill it... Its supposed to not work within his attack range, just get nice and close to them if you want it to be fairly effective, skills are meant to be skillful to use.

 

My theory on having it an AGI based hero is that it seems like it is the more neutral, meaning you can easily build it any way you want and the AGI will help with a carry, since no abilities scale with it. There are plenty of AGI heroes that scale much with INT (as is the problem since 6.0 SotIS). And, since some abilities scale with health, it makes building tank much more viable. Oh, and one thing that helps with AGI, his ULTIMATE, if you get someone trapped in the ultimate, you can AA them to death, making them vulnerable to any and all attacks that you will throw their way, since they take MASSIVE damage if they try to escape from the wrath.

 

With his Q, i meant it to be like a mantle, sooo yeah I didnt make it, i made it so it works like an item, the range = Mantle

 

Healing is to be able to make him a tank.

 

So, what your saying is that you are right on all topics having to do with elemental heroes? Because, I have news for you, its all up to interpretation. I put plenty of thought into the hero, more than you probably do for all of your heroes, since i only have 4, that means Quality over quantity. The heroes i suggest are for the sole purpose of bettering the game, not adding crazy aspects that throw off the whole game.

 

The skills put in are all based upon elements, sooo Point invalidated.

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There are multiple variants of the "four elements" theories, you two.

 

First we have Fire/Water/Wind/Earth. We also have Fire/Earth/Nature/Wind and Fire/Earth/Nature/Water. We could also use extra elements-- my personal favorite is the six-way one where an element supports another element (that's next to it), draws strength from another element (in the other direction) and outright beats yet another element (that is in a triangle formation from it).

I think it was... Water, Wood, Fire, Metal, Earth, Sky? Those were the six but what was the order?

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My favorite was Water, Fire, Wood (Nature), Wind, Earth then back to Water. Then Light and Dark (each one counters the other)

 

But, i found a problem, maybe I should make another elemental hero that I kinda had the idea of on the old forums, would be based upon the destructive and creation spells, that will be next (I enjoy making elemental heroes.)

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The Fire passive seems slightly over powered. Drakes Matryr nearly deals similar damage this is always activated and it doesn't damage himself, deals much more than super heated mantle yet high range. The water ability deals a huge amount of damage too. Hope the Final can't hit you mutiple times if you pass it mutiple times... I do have to agree with the fact that the abilities don't really seem to produce a type of Combo, or an ability that would help another ability work better like vorpals Final, then surging into it for maximum damage. Such high stats on him too, hes eligable for high hp, AA, and spells. Seems to lack a type of weakness toward him. At least he can't teleport and he's chasable. guess hes weak toward long range units like raynor // rancor.

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Ok, thanks for that feedback, i will lower the scaling to .1%, maybe even .05% HP

 

Well, with the ultimate, if you are stupid enough to walk through it multiple times, then you deserve to get destroyed utterly, and I feel as if W works well with ult, because the freeze will slow them down long enough to cast the ultimate, and if there are others it would be fun. With the Q, the range is the EXACT same as the new mantle, unless it got changed, but to my knowledge it hasn't since it was originally put up to 5. Back to spells working with each other, the Q and Passive work well, and they also can work well with the heal.

 

ItsThatGuy, please read what I intended him to be able to be played as, because that was my point, he is a Jack of all trades, meaning he can fulfill any role, the weakness is that he can't be built exactly one way perfectly, he will still have at least one skill that will be useless (ie Heal if you go all out caster.)

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1% Max hp from .05% Max hp .05% Max hp is so low (2000 HP enemy will only take 1 extra damage per second.). I might of explained the mantle part poorly. I believe Drake's Matryr range is much lower than Super heated mantle is what i ment to say. And for final, it seems much much better if you have specific allies. True that if someone was truely stuipd enough to cross the final mutiple times xD. Although certain heros would be exceedingly well with this hero's final. [All with pull abilities] - Boros, Drake, Micro, Brine, and vorpal (I guess grunty could be if he somehow positioned himself like a pro) I think his Freeze abilities deals to much damage Lv1 tho. Most abilities from Lv1 to lv4, Lv4 deals around 3 to 4x the amount of Base damage of the lv1 skill, but this one doesn't even double. probably be better if it was 95 (+85 per lv) +[80% int]. Just ment that a person who is a Caster who is a Tank who is also AA would be very strong (Especially since he has Range Attack and Range AA are pretty strong). I definately do like how you made the abilities require channel, (so many heros seem over powered people make seem over powered by the fact that the ability is instant and instantly damages them and requires no aim then.) While i Oppose Agi heros with Stuns, i find abosolutely no problem with this stun (well acually immobolization altho they are similar) it seems so much more balanced by the fact its not 3 seconds like other peoples and you acually have to channel it, (even if its short) for a duration.) with not an entirely massive AoE. Yea sorry, I didn't read the part right below the script (or i forgot i did -I have a short memory-) It probably be best to cast the Circle right infront of the person (but not center the person) so that if they are in a lane, they will be force to face you, or cross it twice. Interesting ways you could use that ability. I WANT IT. I have to disagree with the random names part since they are supose to stick with elements.

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1% Max hp from .05% Max hp .05% Max hp is so low (2000 HP enemy will only take 1 extra damage per second.). I might of explained the mantle part poorly. I believe Drake's Matryr range is much lower than Super heated mantle is what i ment to say. And for final, it seems much much better if you have specific allies. True that if someone was truely stuipd enough to cross the final mutiple times xD. Although certain heros would be exceedingly well with this hero's final. [All with pull abilities] - Boros, Drake, Micro, Brine, and vorpal (I guess grunty could be if he somehow positioned himself like a pro) I think his Freeze abilities deals to much damage Lv1 tho. Most abilities from Lv1 to lv4, Lv4 deals around 3 to 4x the amount of Base damage of the lv1 skill, but this one doesn't even double. probably be better if it was 95 (+85 per lv) +[80% int]. Just ment that a person who is a Caster who is a Tank who is also AA would be very strong (Especially since he has Range Attack and Range AA are pretty strong). I definately do like how you made the abilities require channel, (so many heros seem over powered people make seem over powered by the fact that the ability is instant and instantly damages them and requires no aim then.) While i Oppose Agi heros with Stuns, i find abosolutely no problem with this stun (well acually immobolization altho they are similar) it seems so much more balanced by the fact its not 3 seconds like other peoples and you acually have to channel it, (even if its short) for a duration.) with not an entirely massive AoE. Yea sorry, I didn't read the part right below the script (or i forgot i did -I have a short memory-) It probably be best to cast the Circle right infront of the person (but not center the person) so that if they are in a lane, they will be force to face you, or cross it twice. Interesting ways you could use that ability. I WANT IT. I have to disagree with the random names part since they are supose to stick with elements.

 

 

Well thanks a lot, i will change the scaling and i will also lower the damage on the Freeze, it seemed to me a bit high actually :P

 

But, with the range, i just made this so it was like another mantle, so you could easily do damage per second to enemies, it makes for punishment for trying to chase at close range. Well, i might decrease the range slightly, the attack range that is. And with the ultimate, keep in mind, that a 1.3 second channel for the ultimate is quite high, a lot can change in that amount of time. I think many people liked the idea of this Ultimate, i hope a hero with it is implemented!

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