FruitNinja Posted January 19, 2013 Report Share Posted January 19, 2013 Changelog: 1/18/2013 - First post Samir.Duran [insert description here] There is more than meets the eye... Portrait: Orlan (Mercenary Guy) Unit Base: Ghost Type: AGI Alignment: Lawful Evil Starting Stats: Health – 495 (225 base) Movement Speed – 2.75 Attack Range – 6 Attack – C10 Canister Rifle Attack Speed – 1.75 Damage – 70 (53 base) Armor – 0 Energy – 0 Strength – 27 (+6) Agility – 34 (+7) Intelligence – 30 (+4) -- Dead Silence [Heroic Passive] After killing a hero, Duran cloaks for 4 seconds. If he attacks during this duration, he cancels the effect and stays cloaked for 1.5 seconds. -- Takedown [Q] Mana Cost: 40/60/80/100 Cooldown: 10/8/6/4 Range: 8 Duran focuses on a target for 0.5 seconds. If the target does not move during the cast time, Duran deals a percentage of its health as Spell Damage, plus (+60% INT). Otherwise, the ability cancels. Level 1: Deals 12% of maximum health. Level 2: Deals 17% of maximum health. Level 3: Deals 22% of maximum health. Level 4: Deals 27% of maximum health. -- Negative Energy [W] Mana Cost: 90 Cooldown: 30/26/22/18 Range: 7 Duran tosses a web to the target location, which explodes after 1.7 seconds and immobilizes anyone near it (radius of 3.5) for 2 seconds if their health is below a certain threshold. Any rooted targets mimick the same effect 0.5 seconds after the root ends, affecting all heroes in a radius of 2 around them. The chain does not continue. Level 1: 30% health threshold. Level 2: 45% health threshold. Level 3: 60% health threshold. Level 4: 75% health threshold. -- Mercy [E-Passive] Duran's attacks deal bonus Spell Damage to targets that are slowed, rooted, or stunned. He gains Weapon Speed until he attacks a target that is not affected by one of these. Level 1: 20 (+35% Weapon Damage) (+30% INT) Spell Damage. 20% Weapon Speed boost. Level 2: 40 (+35% Weapon Damage) (+30% INT) Spell Damage. 20% Weapon Speed boost. Level 3: 60 (+35% Weapon Damage) (+30% INT) Spell Damage. 20% Weapon Speed boost. Level 4: 80 (+35% Weapon Damage) (+30% INT) Spell Damage. 20% Weapon Speed boost. -- True Form [R] Cooldown: 180/135/90 Duran transforms into a gigantic monster (Red Hybrid Reaver) with a new passive and three abilities. He cannot exit the form until he dies in that form, causing him to reappear with a percentage of his health left at the site of his death. Level 1: 180 second cooldown, 10% health revive. Level 2: 135 second cooldown, 30% health revive. Level 3: 90 second cooldown, 50% health revive. ----- Duran.Trueform Portrait: Hybrid Reaver Unit Base: Red Hybrid Reaver Type: AGI Alignment: Chaotic Evil Starting Stats: Health – 1270 (1000 base) Movement Speed – 2.85 Attack Range – 2 Attack – Razor Claws Attack Speed – 2.0 Damage – 137 (120 base) Armor – 0 Energy – 0 Strength – 27 (+6) Agility – 34 (+7) Intelligence – 30 (+4) -- Feel Nothing [villainous Passive] Duran takes 40 less damage from all autoattacks and non-periodic spell damage. -- Crushing Blows [Q-Passive] Duran's attacks deal bonus Physical Damage based on how much health he is missing. Level 1: Deals 8% of missing health. Level 2: Deals 12% of missing health. Level 3: Deals 16% of missing health. -- Eruption [W] Cooldown: 22 Duran slams the ground, knocking up enemies near him and setting them ablaze. The fire deals Physical Damage over time and slows affected units for 3 seconds. Level 1: 0.8 second knockup, 80 (+50% Weapon Damage) (+60% INT) Physical Damage over time, 20% slow (movement speed and weapon speed). Level 2: 1.1 second knockup, 160 (+50% Weapon Damage) (+60% INT) Physical Damage over time, 30% slow (movement speed and weapon speed). Level 3: 1.4 second knockup, 240 (+50% Weapon Damage) (+60% INT) Physical Damage over time, 40% slow (movement speed and weapon speed). -- Thrash [E] Cooldown: 9 Duran sweeps nearby enemies away from himself, dealing Physical Damage. Level 1: 4 unit displacement, 60 (+50% Weapon Damage) (+60% INT) Physical Damage. Level 2: 6 unit displacement, 120 (+50% Weapon Damage) (+60% INT) Physical Damage. Level 3: 8 unit displacement, 180 (+50% Weapon Damage) (+60% INT) Physical Damage. ----- This is a carry with some caster-like elements, as well as the ability to become a tank for an extended period of time. His laning phase is intended to be weak with his only CC being a situational skillshot and his only poke requiring the target to stand still (impossible without a root against competent players). He mainly shines in teamfights where he can get the echo effect on the entire enemy team after he or his teammates weaken one enemy. He is meant to have a strong mid-game where he can fight people who are at low health and where teamfights aren't always necessarily over in seconds. Late-game people probably won't risk going out at low health so getting to use his W can be tricky. His ult, however, lets him stay relevant in teamfights at any stage of the game. His E synergizes with force of entropy and the nitrofit/pyre combo, so you can build tanky/DPS or on-hit and do well. He isn't very good as a glass cannon carry due to his lack of an escape, medium range (for a ranged carry), and situational abilities. Surviving long enough to make good use of his abilities is key. residente, Misantrophy and Chimera 3 Quote Link to comment Share on other sites More sharing options...
residente Posted January 19, 2013 Report Share Posted January 19, 2013 Cant give feedback because I love it Quote Link to comment Share on other sites More sharing options...
Doom Posted January 19, 2013 Report Share Posted January 19, 2013 I really like it. If there was one thing I might suggest you change, it'd be the fact that you stay a hybrid reaver till you die in that form. It would be better, if instead it timed out automatically after a long period of time (20-40 seconds). You can also make it a toggle ability like Martyr, with perhaps a cast time to interchange forms, and a cooldown to prevent pseudo-invulnerability. Otherwise, the person playing the tank might need to intentionally suicide, if he finds that he needs regular form more. Another few minor points: -Heroic passive is a little weak, even in a game where you dominate it will activate only about 20 times, probably less than most heroes' ultimates. I'd suggest changing it to any unit killed, or at least giving other bonuses if you do keep it as only after hero kill. -Nova q is called "Silent Takedown". Unless you want to make it be "exactly the same ability, only loud", you should probably rename it. -4 cd on takedown is superbly op. I'd just rush Yamato, on active deal about 26% total hp per shot not excluding resist, and easily fire off 4 of those before my enemies' spells come off cd. It'd take 16 seconds regular time, about 10 seconds game time at worst to kill a full hp tank. Either majorly nerf cooldown, make it current hp, or add in a HUGE cast time of at least 2 seconds. Quote Link to comment Share on other sites More sharing options...
FruitNinja Posted January 19, 2013 Author Report Share Posted January 19, 2013 I really like it. If there was one thing I might suggest you change, it'd be the fact that you stay a hybrid reaver till you die in that form. It would be better, if instead it timed out automatically after a long period of time (20-40 seconds). You can also make it a toggle ability like Martyr, with perhaps a cast time to interchange forms, and a cooldown to prevent pseudo-invulnerability. Otherwise, the person playing the tank might need to intentionally suicide, if he finds that he needs regular form more. Maybe adding a simple way to terminate the effect could work, It's meant to be an ultimate so that he has a weakness. Otherwise he would be a great duelist (constantly switching forms) which is not the point given his utility. -Heroic passive is a little weak, even in a game where you dominate it will activate only about 20 times, probably less than most heroes' ultimates. I'd suggest changing it to any unit killed, or at least giving other bonuses if you do keep it as only after hero kill. It IS 3-4 free autoattacks at max weapon speed, while cloaked. I could just remove the disabling mechanic so he stays cloaked for 4 seconds while attacking, would that help? -Nova q is called "Silent Takedown". Unless you want to make it be "exactly the same ability, only loud", you should probably rename it. I could... "Snipe" -4 cd on takedown is superbly op. I'd just rush Yamato, on active deal about 26% total hp per shot not excluding resist, and easily fire off 4 of those before my enemies' spells come off cd. It'd take 16 seconds regular time, about 10 seconds game time at worst to kill a full hp tank. Either majorly nerf cooldown, make it current hp, or add in a HUGE cast time of at least 2 seconds. Because someone standing still that long deserves to die. You're supposed to be able to combo it twice with one W if you build like that--never mind that your autoattacks won't do too much. He's not really a caster due to the "target must be standing still" stipulation for his main damage spell. Plus he scales way better off weapon speed in both forms. Quote Link to comment Share on other sites More sharing options...
Legacy Posted January 22, 2013 Report Share Posted January 22, 2013 You could make dead silence give you back 50% max hp and +100 gold per kill or something. So for his q, any channlers are screwed basically? Other then that, seems cool. Quote Link to comment Share on other sites More sharing options...
TastyMango Posted January 28, 2013 Report Share Posted January 28, 2013 I almost feel like the two forms can be two different heroes. Wow, I like this guy. Quote Link to comment Share on other sites More sharing options...
Muto Posted January 28, 2013 Report Share Posted January 28, 2013 Here is my honest feedback: Duran: Heroic Passive: The Heroic passive is basically a lesser form of Zeratuls. First abiliity: This ability is LUDICROUSLY overpowered.The channel time is short enough that it's impossible to dodge unless your already moving, but even if you could spot it in time this guy paired with a hero like unix would be unstoppable. 27% of maximum health every 4 seconds? That is WAY to short of a cool-down and WAY to much damage. Get the first shot off, web him, then hit him again and you've done 54% of their maximum health in only 4 seconds of time! This is not including the spell damage you added on top to this ability. Secondly, there are many hero's who primary abilities require them to stand still and channel. Many heroes just have animations to their abilites that require more then .5 seconds of time. To name a few: Rancor's snipe Raynor's snipe/ultimate Drake's ultimate Jackson's Beam/ultimate Lurker's heroic passive and stun Unix's ultimate second Ability: This is ability would be fine if it wasn't for your over-the-top first ability. Third ability: Once again, pair him with a good hero and you'll do ludicrous amounts of damage with this. Stun Button would also immediately become amazing on this hero. I wouldn't call this to OP, although you should remove the spell damage and weapon damage bonus and just have it be the flat 80 extra damage. Duran True Form First off, add a duration to his ultimate. A decent player would spend almost the entire game in this true form, negating the entire purpose of this being an "ultimate," wouldn't it? He's also substantially stronger at this point, making it very difficult to kill him. Finally, there is a reason that they changed old life-tech. The whole "reappearing" thing didn't work out and was impossible to fix the bugs on it. Feel Nothing: This makes him ludicrously hard to kill once hits level 6 as most heroes don't do to much damage at that point. In addition, it doesn't scale for higher level ultimate's Crushing Blows:.This ability can grant him up to 800 bonus damage at low health. This is pretty absurdly high as is, but it also leads to another problem: With leech this ability makes him virtually immortal. Unless you stun lock him, the massive amount of bonus damage will provide easily enough leeching power to prevent him from actually dying. Even with Axe he would be leeching hundreds. Euroption: Basically a mini mandrake explosion. Once again having it be effected by BOTH spell damage and weapon damage is a bad idea, although other then that it seems overall Ok. Thrash: Other then the complaint about stacking INT and weapon damage, this seems overall fine. 8 units is a large area though, you'd basically be hitting an entire lane. I personally would build this hero like a tank. I wouldn't have to worry about damage because I could do a ludicrous amount of damage regardless of stats wit Takedown and after I got my ultimate I would be damn near unkillable unless my teammates twiddled the thumb while I got stuck in a 5v1. Quote Link to comment Share on other sites More sharing options...
Nuparu Posted January 28, 2013 Report Share Posted January 28, 2013 Not to really make references to other games and all, but you may want his ulti as like Samus' from Smash Brawl: When you use it, you switch to the other form. When you go from stronger to weaker, something happens as a byproduct. Maybe an energy nova? If this is the duran i'm thinking of, then an energy flare would be fitting since in lore, he's a xel'naga hybrid-thing in disguise. His Q in normal form is super-god-damned-mega-star-bomb-gatling-razor-fubar-ggnore-retardedly OP. FREE SUNFLARES FOR EVERYONE His W is.... overly great, like rory molo + sunflare great with his Q/sunflare gun. His E is... what the flob unix/duran ggnore broke, useless otherwise :| His R: Ultimate passive is kind of like cow's echo: omfgpowerful early game, not as useful but somewhat useful late game. His Q is... what the flying flob, this is reverse balrog or something? :| Reduce it by half D: His W is.... Mandrake's spells all combined into one, but slightly weaker, plus it has super scaling. Seems like a stack-sunflare hero. His E is... overly scaling but not broken. Quote Link to comment Share on other sites More sharing options...
thomulf Posted February 1, 2013 Report Share Posted February 1, 2013 Love the concept However, some tweaks I would suggest- Heroic passive- not that useful.. Why not cloaks for 2 seconds after any unit kill? Q-you want to tone down the % a little bit. how about 10% +4% per level? Compare it to erekul ulti, you don't want ti to be nearly as strong as an ulti. Also, double the cooldown. W- like it E- Rename it to No Mercy. Right now. ^^ R- I like the concept, but I have this to say. Think a bit of the design implications of your model idea. Aeon Of Storms has all in all tried to stay canonical. Since Blizzard is going to use Duran's character in future, and they haven't yet revealed what he actually looks like, making him a giant reaver is rather tasteless. Maybe it could just be a larger ghost actor with neuroparasite attachment? I dunno. Anyway, on to the ulti abilities- Passive- ok Q- also k, but why doesn't it scale with real Q level? think about it for a moment. You should make the "evil" Q W and E scale with the actual Q W and E ability levels, because the way it currently is, there is no difference ability-wise between, for example, a lv6 ulti'd duran or a lv10 ulti'd duran. W- Seems a bit strong. E- hmmk. Other than these points, love this suggestion. Quote Link to comment Share on other sites More sharing options...
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