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[HERO] Lawrence.Williams (Fencing with Lightsabers!)


FruitNinja
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This is a little idea I had recently...

 

Changelog:

 

1/17/2013

- First post

- Changed parry to consume two stacks.

1/20/2013

- Some balance changes

Lawrence.Williams

A man of esquisite tastes and considerable dueling ability, Lawrence travels the universe in search of new worlds to explore, new foods to sample, and new opponents to duel. He uses not his standard-issue canister rifle from the days of his military service, but instead his trusty lazersword.

Portrait: ??? (Ghost?)

Unit Base: Ghost with red glow around hand. Weapon always holstered.

Type: INT

Alignment: Chaotic Neutral

Starting Stats:

Health – 495 (225 base)

Movement Speed – 2.75

Attack Range – 1.25

Attack – Lightsaber!

Attack Speed – 1.6

Damage – 70 (53 base)

Armor – 0

Energy – 0

Strength 27 (+4)

Agility 30 (+6)

Intelligence 34 (+6)

 

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Wit [Heroic Passive]

Lawrence refuses to fight with a ranged weapon, and instead duels honorably with his sword. Every attack gives him a stack of wit and 4% of his maximum mana. At three or more stacks, he consumes two stacks every time he is hit by an autoattack to parry the attack and reflect 50-300 (based on level) Spell Damage, reducing his opponent's weapon speed by 35% for three seconds. This effect can only occur once every 7 seconds, but this cooldown is reduced by 1 every time he attacks.

 

Every 30 seconds, Lawrence can block a spell if he is at his Wit stack limit (five) if it will do more than 30% of his current health in damage. This consumes two stacks.

 

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Guise [Q]

Mana Cost: 20%

Cooldown: 19/17/15/13

Range: 11/14/17/20

Lawrence tagets an enemy and disappears for two seconds. After this wait, he appears at the original location of his target. The location of the effect is visible to allies but not enemies.

Level 1: 19 second cooldown, 11 range.

Level 2: 17 second cooldown, 14 range.

Level 3: 15 second cooldown, 17 range.

Level 4: 13 second cooldown, 20 range.

 

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Honor/Sidestep [W]

Mana Cost: 10%

Cooldown: 4

Passive: Lawrence gains a percentage of his INT as bonus Weapon Damage. His autoattacks also mark the target, allowing him to use sidestep.

 

Active: Lawrence dashes diagonally around the target, confusing the target (causing it to move in random directions, unable to attack or cast spells) for 0.75 seconds and dealing Spell Damage to enemy heroes and summoned minions he passes through.

Level 1: 15% INT gained as Weapon Damage. Sidestep deals 40 (+50% INT) Spell Damage.

Level 2: 25% INT gained as Weapon Damage. Sidestep deals 80 (+50% INT) Spell Damage.

Level 3: 35% INT gained as Weapon Damage. Sidestep deals 120 (+50% INT) Spell Damage.

Level 4: 45% INT gained as Weapon Damage. Sidestep deals 160 (+50% INT) Spell Damage.

 

--

 

Exploding Rifle [E]

Mana Cost: 20%

Cooldown: 30/25/20/15

Range: 10

Lawrence throws his rifle to his target, disabling their normal autoattack and on-hit effects for 6 seconds, but instead giving them an autoattack with 6 range. At the end, the rifle explodes, dealing heavy Spell Damage to the target and units around it.

 

The cooldown of this ability is reset if the enemy still has the weapon while Lawrence kills him.

Level 1: 100 (+100% INT) Spell Damage at end.

Level 2: 200 (+100% INT) Spell Damage at end. 1 bonus stack of wit upon killing a target with the rifle.

Level 3: 300 (+100% INT) Spell Damage at end. 2 bonus stacks of wit upon killing a target with the rifle.

Level 4: 400 (+100% INT) Spell Damage at end. 3 bonus stacks of wit upon killing a target with the rifle.

 

--

 

Mortal Combat [R]

Mana Cost: 0%

Cooldown: 160/115/70

Range: 10

Lawrence challenges his target to a duel, teleporting himself and the target to an off-map arena where they may fight to the death for a duration. If the target is killed, Lawrence teleports to the target's previous position and receives 70% of his maximum mana. The cooldown of this ability is also reduced to 5 seconds. Otherwise, both are teleported back to their original spots, removing all debuffs from both heroes.

 

If either Lawrence or his opponent leave the arena somehow before one of them dies, the one that leaves the arena receives damage.

Level 1: 4 second duration, 160 second cooldown. Penalty of 200 (+100% INT) Spell Damage.

Level 2: 7 second duration, 115 second cooldown. Penalty of 400 (+100% INT) Spell Damage.

Level 3: 10 second duration, 70 second cooldown. Penalty of 600 (+100% INT) Spell Damage.

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This hero concept is interesting but maybe slightly too strong for a caster.

 

The heroic passive allows him to max attack speed to parry damage every 1-3 seconds.

Q and W should be fine for now.

Exploding Rifle will decimate pratically all AA heroes as they will take a lot of damage from their own weapon with the hero's own

maximum attack speed or simply get destroyed by enemies if they do not attack.

Mortal Combat is way too easy to abuse as you can kill all weakened heroes or simply take out their carry and let your team destroy

whatever's left of their team.

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This hero concept is interesting but maybe slightly too strong for a caster.

 

He's a carry, not a caster.

 

His cooldowns are far too long for him to be a caster carry, and his skills are designed to work with autoattacks. So he's kind of a hybrid, but he doesn't really build AGI.

 

The heroic passive allows him to max attack speed to parry damage every 1-3 seconds.

 

This is intended as he is meant to duel enemy carries.

 

He can be kited by ranged carries and melee carries have all sorts of tools to keep him at bay.

 

Exploding Rifle will decimate pratically all AA heroes as they will take a lot of damage from their own weapon with the hero's own

maximum attack speed or simply get destroyed by enemies if they do not attack.

 

See: barbed plating.

 

Granted, this is stronger because it removes on-hit effects, but it lasts 6 seconds, and Lawrence doesn't really have a gap closer that can't be avoided. Unlike barbed, you can wait it out, especially if he ults you.

 

Mortal Combat is way too easy to abuse as you can kill all weakened heroes or simply take out their carry and let your team destroy

whatever's left of their team.

 

Sure, because carries aren't good duelists in AoS and weak heroes are totally a carry's priority in a teamfight.

 

This makes a teamfight a 4v4 for a time. Compare it to zeratul's ult, which may or may not make a fight into a 4v2 or 3v2, assuming you catch an ally in the bubble.

 

There's also the fact that the enemy team can simply wait for you to reappear on their support's corpse to CC you and instagib you.

 

 

The problem is that the way I designed this hero, he is more of a duelist rather than a teamfighter. So his role is to remove himself and the enemy for a time where he excels, because he otherwise gets CC'ed to oblivion or focused and destroyed. His AoE isn't strong, his CC requires him to be at melee range, his gap closer is easily avoided and can only be targeted on enemies (so it's not an overpowered escape), and his ult does not disable the target, amplify damage, or anything of the like.

 

Way OP

Imagine if you ulti someone, then rifle them, they wont be able to attack, while you kill them. I like the idea for the Ulti tho, I would like to have something like that but its pretty op.

 

Because getting a free 6 range autoattack on shadow is totally OP.

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By the way, does the ulti end immediately after one combatant is killed, or does it last the full duration?

 

I really like the skills ideas and hero concept in general, probably one of the best in quite awhile. Anyway, I'll point out abit of balance issues.

 

Wit is too weak. The scaling for the damage reflect is too steep, I mean, 10 damage at level 1? C'mon. Should be something like 60+(15*LVL) damage reflect. Given that there are quite a few damaging spells which don't deal their full damage in a single instant, I suggest you change the proc requirement to something like "when a single source deals more than 250 spell damage within 3 seconds".

 

Guise's scaling is abit too steep. It's high cool down, average range and long cast time at level one make it too weak, but it's fine at later levels. So you could probably change the scaling to 11/14/17/20 range or something similar.

 

Edit: The INT scaling bonus for honor seems too high to me. INT heroes can get over 500 INT fairly easily, which is over 225 damage. SPELL DAMAGE. With spell resist being harder to get than physical resist, it'd easily match the amount of physical damage you deal after mitigation, so it's almost like a 100% damage dealt increase.

 

The damage return for his rifle is also probably too strong. 30% of an opponent's weapon damage would be before mitigation yes? If you get barbed, your opponent would be dealing more damage to himself than he would to you. He'd be a heck of an anti-AA hero, while possessing significant AA capabilities himself. It would also be very powerful during making. You could simply tag an opponent with the spell and he'll just have to take damage when attacking while being unable to fully harass you due to creep/tower/lane parner protection, before getting hit by massive damage.

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I feel the final would glitch the game.

 

I.E. most likely if the final teleports you back to area. What if you are lockbox, and technically not there when you are teleported back. Gasp. Wat happens if you didn't get attacked or enemy avoids you, and you use Return. Ect. Ect.

 

 

Best combo ever: Shrapnel + Mossberg Taser in Ulti, GG to anyone, especially if you are an AA Carry, which is fairly easy to do. Base on stats, if this hero is AGI, 50% his AGI is turned to 1 weap damage and 45% INT is turned to 1 weap. That is super super strong.

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Actually, banzai, he gets .95 damage instead of .5 per INT. It is still physical. Realize that if he gets 500 int he has no barbed and no shrapnel plus taser. Also, he is best with bhm because it scales with 140% or so of his int. Remember that he needs a gap closer too, since his Q doesn't teleport him to the target directly.

 

I'm on my phone atm but I suppose I could remove the damage return on E, buff the Q, and define the ult better. Remember that shrapnel + taser leaves only 4 items for damage. I think only playtesting could tell if this is balanced, heh.

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