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[New Hero] Overlord.Svipdagr


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Changelog:

09/28/2012

- Suggestion was created.

 

09/29/2012

- Nerfed Heroic passive, making it deactivate if getting attacked too.

 

 

U-Overlord.gif

 

Name: Detector.Svipdagr

Portrait: Overlord

Unit Base: Overlord face as in starcraft 1.(as seen in the pic above)

Type: Strength/Support

Script: An Yggdrasill Overlord that survived and has developed new stronger abilities to keep living the good life.

 

Starting Stats:

Base Health 250

Movement Speed 2.85

Attack Range 1.5

Attack Speed 1.75

Base Damage 29

Base Armor 3

Strength – 30 + 7

Agility – 19 + 5

Intelligence – 28 + 6

 

 

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Abilities:

 

Heroic Passive: Detector

"if the hero is not getting damaged for 10 seconds he will have double vision range and the ability to see invisible units.

Using skills wont put this skill on cooldown."

 

 

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Ability One: Toxic Creep

"Overlord.Svipdagr generates toxic creep on the ground which spreads out and damages and slows enemies standing in it.

If he moves while this skill is activated, the creep will stop coming until he stands still again"

Energy Cost: 1%/sec

Cooldown: N/A

Range: The creep spreads out with the speed of 1 unit/2sec and has as long range as the hero has vision for the moment.

 

Level 1: Slows down by 20% and deals 25 +(5% of INT) damage every second.

Level 2: Slows down by 20% and deals 35 +(5% of INT) damage every second.

Level 3: Slows down by 20% and deals 45 +(5% of INT) damage every second.

Level 4: Slows down by 20% and deals 65 +(5% of INT) damage every second.

 

Effect: A supportive toggle ability with good damage, his primary damage skill.

 

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Ability Two:Healing Creep

"Overlord.Svipdagr generates healing creep on the ground which spreads out healing and offering bonus movement speed for both himself and allies standing on it.

If he moves while this skill is activated, the creep will stop coming until he stands still again""

Energy Cost: 1%/sec

Cooldown: N/A

Range: The creep spreads out with the speed of 1 unit/2sec and has as long range as the hero has vision for the moment.

 

Level 1: Heals 15hp/sec and gives a 15% movement speed bonus.

Level 2: Heals 30hp/sec and gives a 15% movement speed bonus.

Level 3: Heals 45hp/sec and gives a 15% movement speed bonus.

Level 4: Heals 60hp/sec and gives a 15% movement speed bonus.

 

Effect: A great supportive toggle ability which also adds to his "tankyness"

 

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Ability Three: Ventral Sacs

"Overlord.Svipdagr can transport allied units and heroes, and stun enemies for 0.5 sec by releasing passengers on them.

He also gets a bonus passive."

Energy Cost: N/A

Cooldown: N/A (But if he lets a passenger off, you will have to wait 20 sec to pick up a new unit)

Range: Very close ranged.

 

Level 1: Can tranport 1 unit(s), Skill 1 passivly gets 4% AS slow and Skill 2 now gives a 4% AS buff for allies.

Level 2: Can tranport 2 unit(s), Skill 1 passivly gets 8% AS slow and Skill 2 now gives a 8% AS buff for allies.

Level 3: Can tranport 3 unit(s), Skill 1 passivly gets 12% AS slow and Skill 2 now gives a 12% AS buff for allies.

Level 4: Can tranport 4 unit(s), Skill 1 passivly gets 16% AS slow and Skill 2 now gives a 16% AS buff for allies.

 

Effect: Good ability to save allies with when they are low on health also a good ganking ability, since enemies cant see if the hero is carrying anyone.

Allies may choose to jump out by themselves at anytime.

 

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Ultimate Ability:Ultimate Creep

"Overlord.Svipdagr generates both kind of creep at the same time. He may also move while using this skill.

The effect of this skill depends on the levels upgraded in his other skills"

Energy Cost: 140/180/220

Cooldown: 190/140/90

Range: Depending on his vision range he has for the moment.

 

Level 1: The creep spreads by 1 unit/2 sec during a duration of 15 seconds

Level 2: The creep spreads by 1 unit/1.5 sec during a duration of 20 seconds

Level 3: The creep spreads by 1 unit/1 sec during a duration of 25 seconds

 

Effect:The best of both worlds!

 

 

Important notes:

Note 1: The creep of all skills will dissapear with 1 unit/sec from that the skill is turned off, or if he for some reason gets shorter vision it will dissapear to fit his new vision.

Note 2: Only one "creep skill" may be activated at a time.

Note 3: If Overlord.Svipdagr dies, all units hes transporting will fall out.

Note 4: If Overlord.Svipdagr is silenced, transported units cant jump out until the silence is over.

--

 

I love Overlords!

 

--

 

Please support an Overlord fan to make his dream come true!

Thanks for reading, and please make a constructive comment \ suggestion!

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Well i guess i should write as an note that the creep will dissapear with 1 unit/sec from that the skill is turned off, or if he for some reason gets shorter vision it will dissapear to fit his new vision. It works like the skill Overlords already have in SC2 if you move, it will dissapear and instead you will start generate on the place you moved to when you stand still again.

 

Edit: if you ment to ask if it were like a dot, the answear is no. You only get affected while standing on the creep ground.

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I didnt use sarcasm, i only mean, if he stants there he can heal 60 hp per second, in 10 seconds for only 10% energy cost you can heal 600 hp, well egon can heal too, but egon can't trasnport allies or see cloaked units

 

im not suggesting anything, im just saying if you dont see op the heal and the truesight (the truesight is personal, but it help the entire team to prevent a gank from unix ect, you just have to shout ghost/unix are there, go out) ~-~ please try to dont take it personal when a person give his opinnion

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Oh, sorry i didnt mean it sound like that, i just wondered cause i didnt fully understood what you were saying.

I could double the energy cost for the heal, and nerf the Heroic passive so that it will turn off both if you attack or if you get attacked, do you think thats good enough?

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I am not the best talking about balance, that's why I didn't suggest anything >_<

 

I think the heroic passive should be that the ovelord can detect cloaked unit in a 3 unit radius 3'5 when the hero reach lvl 6, 4 at lvl 11 and 4.5 at lvl 16 (for example), and make it global, so everyone can benefict this effect, but doubling his vision range with truesight, even if is only for him, i think is a lot.

 

I like the idea of the creep that heals and deal damage, but for example in a teamfight, you just go there with ulti and begin to spawn creep, your allies will heal a lot of hp per sec while your enemies will take a decent amount of damage, i think this hero could be the difference in any teamfight :S

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but the thing is, you have to keep the enemies standing on the creep, and i think any person that is just alittle bit bright will move out of the creep.

Therfore i put a slow in it to atleast make them be in it for alittle while, since it takes time for the creep to spread out, its somewhat easy to escape.

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Well, personally i think you could do good things just with some good teamplay and some stuns, but this character needs good team mates so i dont really find him better than any other hero that is already in.

 

One thing that i might change is energy costs, but before i do that i need suggestions for it.

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The problem with having heroes with creep is that Queen already has creep and there is absolutely, positively no way to make two kinds of creep. You can make fake creep with doodads, but the spreading mechanics would be tricky at best to implement.

 

That, and this hero seems incredibly passive. His heroic is a good example of this... the attack is melee, putting yourself in danger. So why bother attacking when you can just sit back and act as a free 600 mineral item?

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Interesting idea, like it.

I have 2 mechanic questions:

1. Will hero inside the overlord die , if you kill him? (like marines in dropship die if you kill dropship) or hero will just drop from overlord after death?(may be with some penalty like -%HP or MS slow)

2. If overlord silenced, could hero in him drop out himself, or he will be silenced too?

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Thanks :)

 

1. If Overlord dies, all units hes transporting will fall out. So if you build him tanky, you can save people when they are about to die.

 

2. Good question. If hes silenced he cant drop units, and units transported cant jump out until the silence is over. (since it is a skill, with a stun effect)

 

I will put those as notes (:

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