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[Hero] Dyrin.Ken (Sight Hero)


Itsthatguy
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Changelog:[/size]

12/7/2012

- Hero Created

12/8/2012

- Changed some description

- Added a maximum limit of needles hitting on final.

- Buffed Unknown world to 2.5 - unit radius. Increased scaling on duration from 7/8/9/10 secs to 6/8/10/12 secs

- Changed unknown description. It still has the same effect I wanted it to have (altho it was explained extremely poorly).

 

Name: Dyrin.Ken

Portrait: Observer

Unit Base: Observer

Type: Int Support//Situation Manipulator

Script: An elite observer, with many advancements that it is actually more useful than a standard scout, as it can warp the enemy's perception and heighten allied senses.

 

Starting Stats:

Base Health [300]

Movement Speed [3]

Attack Range [3.5] [Focus Beam]

Attack Speed [2]

Base Damage [40]

Base Armor [3]

Strength – [29] + [6]

Agility – [19] + [4]

Intelligence – [32] + [8]

 

Note: Standard sight radius for a hero is about 9 - 11

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Abilities:

 

Heroic Passive: Optical Lense

"Dyrin, as an observer Dyrin can detect cloaked units in a 2-unit radius. He also gains +4 sight in the direction he is facing."

 

 

Effect: A Very powerful passive as it is very useful in chasing an enemy. Although Dyrin himself has to be very close to the enemy for early game detection without true sight, it can make a difference. Also in a chase he can see enemies then too that are starting to move far away out of a standard unit's sight range. This vision is in a 60 degree angle towards the place he is facing.

 

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Ability One: Transfered Sight

"Dyrin targets an enemy causing them to gain the vision Dyrin has (meaning only his player vision, not shared ally vision too), but the enemy in turn loses his allied shared vision. In addition, the targeted enemy and his summons in a 10 unit radius have their vision reduced to 0 and take spell damage per second. This lasts 8 seconds all levels OR until targeted enemy moves a certain distance away from Dyrin."

Energy Cost: 70//80//90//100

Cooldown: 25//20//15//10

Range: 3//4//5//6

 

Level 1: Deals 20[+20%int] Spell Damage per second. Break if Dyrin is 5 units from target

Level 2: Deals 30[+20%int] Spell Damage per second. Break if Dyrin is 8 units from target

Level 3: Deals 40[+20%int] Spell Damage per second. Break if Dyrin is 11 units from target

Level 4: Deals 50[+20%int] Spell Damage per second. Break if Dyrin is 14 units from target

 

Effect: An ability that basicly limits your sight radius to that of Dyrin's (even if it is high). This primarily counters units that lower Sight radius, or want to target someone just out of Dyrin's sight and using abilities that require sight since you would only be able to cast near Dyrin. Counter with parallax, or even taser since Taser outranges. Dyran has to be fairly close to enemy to cast.

 

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Ability Two: Optical Illusion [Passive]

"Allies in a certain radius will gain a buff that prevents enemies from seeing items and also flips the Charcter INFO over the allies (for enemies) in which the HP bar will work backwards meaning that an empty bar = full hp and a full red bar = nearly no Hp. His allies and himself also gain sight radius."

Energy Cost: None

Cooldown: None

Range: 6//8//10//12

 

Level 1: Effects allies in a 6-unit radius. Also gain +1 Sight

Level 2: Effects allies in a 8-unit radius. Also gain +1.5 Sight

Level 3: Effects allies in a 10-unit radius. Also gain +2 Sight

Level 4: Effects allies in a 12-unit radius. Also gain +2.5 Sight

 

Effect: Increased sight, and an illusion to tempt enemies in attacking enemies that look like they have low hp but are actually high, and discourage enemies to go after low hp units as they look like they have alot of hp.

 

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Ability Three: Unknown World

"Dyrin casts a shadow in a massive unit radius around him. If enemy units are in the Shadow, they lose massive sight unless they are within a 2.5-unit radius of a Heroic Unit. (ally or enemy. Doesn't include summons). The shadow drops in a massive radius and lasts a certain duration."

Energy Cost: 50//70//90//110

Cooldown: 50//45//40//35

Range: Self

 

Level 1: Lasts 6 seconds and is 25 unit-radius cloud. -5 Sight.

Level 2: Lasts 8 seconds and is 30 unit-radius cloud. -6 Sight.

Level 3: Lasts 10 seconds and is 35 unit-radius cloud. -7 Sight.

Level 4: Lasts 12 seconds and is 40 unit-radius cloud. -8 Sight.

 

Effect: Forces enemies to travel in groups. Of course being near an enemy will nulify this but it is good for escaping and confusing enemies and forcing them to bunch up. This would be good to use for ganking as it could scare enemy. Although don't cast it to far as the enemy may know a gank is coming. The Enemy must be near a heroic the ENTIRE time to prevent sight lose. Any time the enemy is more than 2.5 unit-radius away from a Heroic and is still in the Shadow, they will immediately lose their vision again until shadow ends, or they go near another heroic (and stay near him).

 

--

 

Ultimate Ability: Perception Blast

"Dyrin targets an area causing all HEROIC [including self] (doesn't count summons) to shoot a projectile in the direction they are facing up to 15 units. Said projectile will hit first enemy (all projectiles are Dyrin's regardless who it came out of) it comes in contact with dealing spell damage and temporarily lowering sight, movement speed and attack speed, and reveals the target for 3 seconds. Enemies can get hit by a maximum of 4 Needles."

Energy Cost: 175//275//375

Cooldown: 40//30//20

Range: 10//12//14

 

Level 1: Deals 150 [50% int] -30% Movement Speed ; Attack Speed ; -3 Sight. Heroes in a 3-unit radius shot projectiles infront of them.

Level 2: Deals 225 [50% int] -45% Movement Speed ; Attack Speed ; -4 Sight. Heroes in a 4-unit radius shot projectiles infront of them.

Level 3: Deals 300 [50% int] -60% Movement Speed ; Attack Speed ; -5 Sight. Heroes in a 5-unit radius shot projectiles infront of them.

 

Effect: The primarily way for Dyrin to deal damage to enemies as he lacks a lot of attacking abilities. This also gives Dyrin an ability to deal a lot of damage to enemies to cluster (which works well with unknown world). Primarily, this ability basicly targets units, and the units will damage Dyrin's enemies by looking at them. Spines move at a speed of 20 and last up to 15 units long.

--

 

Additional Information

Suggested Build: Nitrogen Retrofit, Spell buffer, Argus Crystal, Yamato Reactor, Star Fury, Gravity//Pyre//Force of Entropy. (This build gives slow to Dyrin, and gives his allies more buff with spell buffer. He has decent movement speed with these items, and he can still be useful with Star Fury. Argus and Yamato would be powerful in a heavily concentrated team battle (as effecting all units with final could get 10 spines and possible high damage.) Note: you can use final when chasing someone on yourself to get them. This hero has fairly low range but is still ranged.

This hero can be builded as a Hybrid: Tank//Supporter (with Korhal Vanguard, Spell Buffer, Eternal Drive, Organics, Barb Armor, Eletrical Mantle).

--

 

Closing statement

Thanks for reading

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A bit gimpy. I really think you're too worried about this being OP, these abilities are too specific to be useful

 

Passive- I think you could increase the range to 4.

Q- fine

W-sounds epic.... but exprienced players would realise pretty quick

E- what's with the groups? I don't understand how that works. If heroic units are nearby each other, do they see each other, or do they see everything they usually would?

R- hmm. I think this is way too variable- sometimes you might only deal 300 damage, but with a well-organised team or some luck you could go up to something ridiculous like 1.5k [+250% INT].

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A bit gimpy. I really think you're too worried about this being OP, these abilities are too specific to be useful

 

Passive- I think you could increase the range to 4.

Q- fine

W-sounds epic.... but exprienced players would realise pretty quick

E- what's with the groups? I don't understand how that works. If heroic units are nearby each other, do they see each other, or do they see everything they usually would?

R- hmm. I think this is way too variable- sometimes you might only deal 300 damage, but with a well-organised team or some luck you could go up to something ridiculous like 1.5k [+250% INT].

The W ability, i wasn't sure how to make it better besides increasing radius effect.

E - This ability forces Heroics to be near each other. If any enemy is not near one of his allied heroes (OR enemy heroes), he will lose the amount of sight said. If he is near an ally (or enemy hero) within 4 unit - radius of said hero, the ability will be nullified until - This ability is evil if enemy is traveling alone since they basicly can't see a thing then.

R - This primarily is really good if all ur allies are facing said enemy OR if your enemies are bunched together because they are trying to remove Unknown World. It is definately luck based tho, but it works in a similar way to Impact Dial xD. If you have a massive cluster, you could actually get off 10 needles xD. This ability is good for harassing and team battles. This hero is primarily bad at 1v1 battles of any sort.

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Bah, you need to change E. Just make it so heroes can see each other through the mist, and see nothing else, leave it at that. You can just walk out of the cloud if needs be. Otherwise E is almost useless since it would be most useful in a teamfight except it wouldn't do anything, this hero is support, therefore E would never be useful unless you change it.

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Bah, you need to change E. Just make it so heroes can see each other through the mist, and see nothing else, leave it at that. You can just walk out of the cloud if needs be. Otherwise E is almost useless since it would be most useful in a teamfight except it wouldn't do anything, this hero is support, therefore E would never be useful unless you change it.

 

E would be more useful than you would think.

1) Enemies can't see incoming ganks assuming they are alone

2) As you are limited in vision, some abilities can not be used (ones that primarily require vision)

3) You must be close to someone to dispell it (and spawn//summons don't count). Thus, this ability gives a massive advantage as you nearly ensure your final hitting an enemy with them all clumped up on each other.

At level 4 it removes 8 sight. The sight of the hero will basicly be at 1.

Altho i do have to agree it is a weak ability, so I'll probably lower the range.

 

Note: This ability is more towards making enemies clump together for a AoE team wipe or more likely mandrake pull. Since enemies will have to be close to someone, Shrapnel cloak and other AoE (from allies) would be so much better.

 

P.S. - Note: This is a AoE debuff, and is not removed by debuff immunity. (Similar to how chronosphere works). This means that if you are near an ally//enemy heroic, it won't be effected by unknown world for the time being. At ANY time the person isn't near a Heroic, the debuff is put back in place. So if you want sight, you have to be near a heroic the ENTIRE time it is in effect, not just near it 1 second to dispell it.

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