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Frost.Bite


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Changelog:

Date 01/01/2013

- Began creation

Date 01/02/2013

- Changed ultimate and passive, hopefully for the better.

Date 01/03/2013

- Changed ultimate because previous one was terrible. Also edited effects to make them more helpful.

 

Name: Frost.Bite

Portrait: Firebat

Unit Base: A white tint firebat

Type: Support/Caster/Crowd Control. [Medium]

Script: After living on a icy planet his whole life, Frost.Bite decided to spread the cold to other planets. After seeing how the model of the firebat worked, he decided to build one of these, but instead use it to make every world colder by freezing them.

 

Starting Stats:

Base Health 245

Movement Speed 2.85

Attack Range 4

Attack Speed – 1.75

Base Damage 45

Attack Name | Animation - Freeze Flame. (looks like firebat attack but a light blue flame)

Base Armor 2

Strength – 20+5

Agility – 20+4

Intelligence – 25+7

 

--

 

Heroic Passive: Cold Makes You Suffer

Every time somebody takes damage via one of Frost.Bite's abilities, they gain a stack of Shatter. Each stack of Shatter slows you by 7% and makes you take 10% more damage from all abilities. Stacks up to 5 times.

 

Effect:

Stacks last 30 seconds

Max of 5 stacks.

 

--

 

Ability One: Ice Spike Barrage

Frost.Bite repeditely launches spikes of ice at the target foe, slowing them. Lasts for 6 seconds or until they are 7 units away from you.

Energy Cost: 80,100,120,140

Cooldown: 23,20,17,14

Range: 7

 

Level 1: Launches 2 icicles a second, each icicle deals 10+(5%INT) spell damage and slows for 25% for 2 seconds, does not stack. Takes 3 icicles to trigger a stack of Shatter.

Level 2: Launches 3 icicles a second, each icicle deals 10+(5%INT) spell damage and slows for 25% for 2 seconds, does not stack. Takes 3 icicles to trigger a stack of Shatter.

Level 3: Launches 4 icicles a second, each icicle deals 10+(5%INT) spell damage and slows for 25% for 2 seconds, does not stack. Takes 3 icicles to trigger a stack of Shatter.

Level 4: Launches 5 icicles a second, each icicle deals 10+(5%INT) spell damage and slows for 25% for 2 seconds, does not stack. Takes 3 icicles to trigger a stack of Shatter.

 

Effect:

Channel, 6 seconds

Spell Damage

Ends once you leave 7 unit area

Spikes travel at 7 units/second

 

 

--

 

Ability Two: Cold Cures All Diseases

By freezing his allies, Frost.Bite is able to remove conditions from them, curing them, and slowing nearby enemies.

Energy Cost: 60,70,80,90

Cooldown: 20,18,16,14

Range: 7

 

Level 1: Target ally gains debuff immuntiy for 4 seconds. All enemies in a 4 unit radius of target unit lose 15% movement speed.

Level 2: Target ally gains debuff immuntiy for 5 seconds. All enemies in a 4.4 unit radius of target unit lose 15% movement speed.

Level 3: Target ally gains debuff immuntiy for 6 seconds. All enemies in a 4.8 unit radius of target unit lose 15% movement speed.

Level 4: Target ally gains debuff immuntiy for 7 seconds. All enemies in a 5.2 unit radius of target unit lose 15% movement speed.

 

Effect:

1 second cast time

Single target cast

4-7 second duration

 

--

 

Ability Three: Wall of Ice

Frost.Bite Summons a wall of ice that stuns and slightly damages enemies that touch it. The wall is at the angle the current direction that Frost.Bite is facing.

Energy Cost: 50,60,70,80

Cooldown: 30,25,25,20

Range: 8

 

Level 1: Stuns for 2 seconds and deals 25 spell damage. 4 units wide.

Level 2: Stuns for 2.2 seconds and deals 50 spell damage. 5 units wide

Level 3: Stuns for 2.8 seconds and deals 75 spell damage. 5.5 units wide

Level 4: Stuns for 3 seconds and deals 100 spell damage. 6 units wide

 

Effect:

1.5 second cast time

Lasts for 10 seconds

Spell damage

Targeted area, angle you are currently facing

--

 

Ultimate Ability: Frozen Alive

Frost.Bite summons a giant ice spike, that consumes target units that it hits dealing massive damage. Target unit is frozen in place for 5 seconds, and once they leave they will be slowed for a large amount.

Energy Cost: 200,300,400

Cooldown: 120,100,80

Range: 8

 

Level 1: Deals 200+(100%INT) spell damage then slows by 50% for 4 seconds.

Level 2: Deals 250+(125%INT) spell damage then slows by 60% for 4 seconds.

Level 3: Deals 300+(150%INT) spell damage then slows by 70% for 4 seconds.

 

Effect:

Ice spike is 2.2 units wide.

Deals spell damage

Target AoE

1.5 second channel

Lasts 5 seconds.

Skill Shot

--

 

Additional Information

 

Recommended Item Build: :DuransPendant:[Lockbox] :IhanCrystal::ArgusCrystal::NitrogenRetrofit::YamatoReactor::OrganicCarapace::YamatoReactor:

 

Starting Items: :DuransPendant:[Lockbox] :IhanCrystal:

 

Mid-Game Items: :ArgusCrystal::NitrogenRetrofit:

 

Late-Game Items: :YamatoReactor::OrganicCarapace::YamatoReactor:

 

Core Items:[Lockbox] :ArgusCrystal::YamatoReactor:

 

Optional Items: :PhaseCloak::WarpShard::BlinkmothSerum::ArcboundRavager::SunflareGun:

 

--

 

Closing statement

Thanks for reading guys, as always i am terrible at balancing, so if anything seems overpowered please say so.

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I like some of the suggestions you have, but there is a few problems that i noticed with your spells. Here is my critique on your abilities (in the spoiler):

 

 

Heroic Passive: Having a global heroic passive is just ugly to deal with. It would be absurdly nice for farming (with 50 damage a second late game) and would actually kill most creeps before they even reached the middle of the field. Even if it only applied to heroes, it is still excessive to be having damage applied across such a vast area. My recommendation would be to reduce the range of the field too in an small area around him.

 

First ability: Overall I like this ability, does a reasonable amount of damage and has versatility for support. Just one question, how long does the slow last?

 

Second ability: You don't need to specify "5 conditions," just simply state that it removes all debufs. This ability strikes me as a little overpowered however. Many hero's such as Rory would rendered useless because of this spell and it would also make most channeled spells worthless against people near him. I suggest that you up the time in between removing debuffs substantially, to possibly 8 or 10 seconds at max level.

 

Third ability:​ Your wall, even at beginning level, is RIDICULOUSLY huge. Each lane is just over 6 units long, so having a wall that large would be pretty much impossible to get around. I highly suggest you lower the length of the wall to 4/5/6/7 units long.

 

Fourth ability: Once again, while I like the premise the details are still messy. 8 units long will pretty much hit every unity in a lane making this spell virtually impossible to dodge at max level. I would keep a consistent size (probably 3 or 4 units). I would also lower the time spend in the air by a second or so, as otherwise this is basically an AOE super-stun.

 

Final remarks: I actually really like the design of the hero, but I think you severely underestimate how large a unit of distance is. Most of the problem with your spells is that they simply effect to large of an area. By decreasing the size of many of your spells you could balance this character a lot better. Also, your character feels a bit too much of a support in that he doesn't really have much damaging abilities. Since your second ability is the hardest to balance, I would recommend finding something else to replace it.

 

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Seriously i think i herp a derp so hard while making characters, they are always so imbalanced. :/

Quintsmann: I am currently editing his w to make the person debuff immune for 5 seconds, with a 15 second cool down, also i will be making his passive 25 units wide, so it can reach units nearby, but not kill creeps before they can push because that will make alot of lag, finally i will be toning down size. Also thanks for the helpful comment.

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His Heroic passive tho, it like a Stronger version of Erekul's Dying Soil. P.S. Please list the Type of damage you are doing. If WInter Breeze is True Damage, it will deal a lot. If it is Physical Damage, you will leech so much so easily. If it is Spell Damage, Nitrogen causes all enemies in a 25-unit Radius to be slowed per second. It would then act like a Super heated mantle with 5X the range. And then escape is impossible. D:

 

And hurricane stun is 4 seconds? Mandrake's is super long and it is 2.5 seconds long. I will assume tho when u say throws, it means 2 seconds going up in the air, and 2 seconds going down. In mandrake's description is says it lifts them up for 1.25 seconds, but it doesn't say it takes an additional 1.25 seconds for the enemies hit to fall back down. :P

 

Wall + Hurricane = 7 second Stun?! Note that zeratuls final is 6 seconds, and isn't actually a stun since target can move.

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Itsthatguy: I seriously derp while creating heroes, thanks for pointing out what type of damage it has to be. Also im going to make them invulnerable in the air so it isnt a launch team in air, then have nova kill all before they come down. Editing heroic passive to deal physical damage, at same time, nerfing it to not hit creeps. Finally, i will be editing it to say 2 seconds up, not down and make units invulnerable inside the tornado.

-Edit- Well you would have to be stupid enough to walk into the wall of ice...

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Nice concept, would probably look pretty neat. However-

 

Your heroic passive is insane during the laning phase. You can force nearly any enemy to back down and farm in the jungle, because they can't avoid getting worn down by the passive. You should consider reworking it- How about this?

[Heroic Passive]Winter's Grasp-

Enemies hit by Frost's abilities or attacks gain a stack of frostbite, which slows them by 5% (stacks up to 3 times). If they have 3 stacks, the next attack/ability shatters them dealing 20% more damage than it usually would, clearing all the stacks off of the target.

 

Q is neat.

 

W is a bit boring. Why not add something? maybe it could slightly slow the target, but give them damage resist.

 

E- Kewl.

 

R- I think it's too basic. It's just an AoE damage ability, which slows escaping enemies. Don't we have loads of those?

I think you should make it give him some more burst power, and take off the CC, which he has plenty of already.

 

maybe a single-target on an enemy, that stops their movement, and the next attack/ability shatters it for 250/350/450 [+70% INT] spell damage. You could call it Frozen Tomb, or Absolute Zero.

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I would lower the range of the Heroic passive more. As I stated earlier, you seem to underestimate the length of a unit of distance. Basically you have a more powerful version of Mantel that damages a quarter of the map. 12 units would still be a large range, but it would be more reasonable.

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Thomulf: Debuff immunity is actually really nice, because you can stop enemies dots like rory or darpa's widow mine and save somebodys life. Also i may change ultimate.

Muto: I am currently changing passive to make it different, whole new passive.

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Just for further Hero suggestions, because i feel that you kinda lack info you should have at least these basics for Description (details)

 

1) Type of Damage

2) Radius of Effect

3) Self? Targeted Area? AoE in target Area? Target a Unit? Channel? Ect.

4) Duration of the Effect

5) If there is debuffs, how many stacks max? If there are stacks, do all the stacks refresh if a new stack is applied? (In SCII editor it doesn't work like that unless you add something to make it refresh).

 

Extra Detail that isn't Needed:

1) Animation Type

2) If it is a projectile, what is it's hit diameter and the Speed of the object, (Like the projectile hits anyone wihtin a 1 unit or 3 unit radius around it, and the speed of projectile for dodging and ect.)

3) Is there a Delay on the ability? (Majority of AoE abilities usually have a 1 second delay before it starts dealing damage)

 

 

Also When making an ability take in consideration of items:

1) True Damage, This is absolute damage, only Hp can counter. Having to much scaling and True damage on a hero can be dangerous

2) Spell Damage, This deals Spell damage, which can proc Nitrogen, and can also deal 50% more Damage from Yamato and Argus. But it can also lower damage from spell resist.

3) Physical Damage, Note that Lifesteal procs physical damage. If you have AoE Physical Damage, it makes it incrediably hard to kill an enemy since lifesteal.

 

 

P.S. If your ability is going to have same effect at all levels, I suggest saving room by labeling the effect in the desciption.

The Final you have listed has absolutely no difference if you level it up except the Cooldown. So the effect can be in the Desciption and when you level it up, you can just label it as, having a 120//100//80 Cooldown. Ect. Ect.

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Thomulf: Debuff immunity is actually really nice, because you can stop enemies dots like rory or darpa's widow mine and save somebodys life. Also i may change ultimate.

Muto: I am currently changing passive to make it different, whole new passive.

 

I said it was too simple, I didn't say it wasn't strong enough.

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