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Master.Pain


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Changelog:[/size]

Date 1/24/2013

-I created this hero.

25/01/2013

- i nerfed some stuff... had no clue it did so much damage...

26/01/2013

- i nerfed ulti, and sinking ground current hp scaling. Hopefully more balanced.

 

Name: Master.Pain

Portrait: Baneling

Unit Base: Baneling with a purple tint and a dark black aura around him.

Type: Caster/Disabler/Carry/Pusher [Hard]

Script: After seeing many of his brethren suicide into death not knowing better, he decided that he wouldnt do this, he wanted to be something better. Master decided to experiment with magic, to actually deal damage unlike his rolling brethren. After Master had just discovered a magic that would save his kind, make them live suicides, he just saw his friends get vanquished, right before he could save them. He wanted to cause pain on all of those who destroyed his brethren, and any who would try and destroy him.

 

Starting Stats:

Base Health – 250 (not including Str)

Movement Speed – 2.95

Attack Range – 6

Attack Speed – 1.9

Base Damage – 45

Attack Name | Animation - Psy-Zap (looks like a purple archon blast)

Base Armor – 2

Strength – 8+(30)

Agility – 3+(20)

Intelligence – 6+(26)

 

--

 

Heroic Passive: Exploding Allies

After seeing what the evil vanquishers did to his brethren, he decided to make it happen to enemies who destroyed his new allies. He would make all units killed by an enemy explode, dealing damage to them.

 

Effect: Every time a nearby unit dies, all enemy units in a 4 unit radius take damage equal to 20+(Lvlx5) spell damage for a creep and 200+(Lvlx10) spell damage for a hero death.

 

--

 

Ability One: Slow Death

 

Energy Cost: Passive

Cooldown: Passive

Range: 8 unit aura

 

Level 1: All nearby foes take 0.8%(current health) spell damage a second.

Level 2: All nearby foes take 1.25%(current health) spell damage a second.

Level 3: All nearby foes take 1.65%(current health) spell damage a second.

Level 4: All nearby foes take 2%(current health) spell damage a second.

 

Effect: Passive.

Cant kill you.

8 unit Aura.

Leaves you at 81% after 10 seconds, but greatly starts to decrease in damage after that.

 

 

--

 

Ability Two: Sinking Ground

Master summons a sink hole below target unit, dealing damage to them and immobolizing them for 4 seconds.

Energy Cost: 80, 100, 120, 140

Cooldown: 25, 23, 21, 19

Range: 7 unit

 

Level 1: Target unit takes 2%(current health) spell damage a second.

Level 2: Target unit takes 3.5%(current health) spell damage a second.

Level 3: Target unit takes 5%(current health) spell damage a second.

Level 4: Target unit takes 6.5%(current health) spell damage a second.

 

Effect: Single Target

Cant kill you

Immbolizer

Can still attack/use spells

If used at max life, leaves you at 76% life

 

--

 

Ability Three: Blood Drain

Master drains the blood from you, slowley killing you inflicting damage while healing him.

Energy Cost: Passive

Cooldown: Passive

Range: Passive

 

Level 1: Every time you take damage from one of his spells except this one, you take 30 spell damage. Additionally. Master's spells also leech for 30% and deal damage equal to the amount of life leeched.

Level 2: Every time you take damage from one of his spells except this one, you take 40 spell damage. Additionally Master's spells also leech for 35% and deal damage equal to the amount of life leeched.

Level 3: Every time you take damage from one of his spells except this one, you take 50 spell damage. Additionally Master's spells also leech for 40% and deal damage equal to the amount of life leeched.

Level 4: Every time you take damage from one of his spells except this one, you take 60 spell damage. Additionally Master's spells also leech for 50% and deal damage equal to the amount of life leeched.

 

Effect: Passive.

Any unit that has taken damage by one of his spells.

This includes damage over time.

 

--

 

Ultimate Ability: Backtrack

Master forces target unit to head in the opposite direction of what they where currently heading in, making them take damage along the way.

Energy Cost: 200,300,400

Cooldown: 180,140,100

Range: 9 Cast range,

 

Level 1: Force target unit to head in the opposite direction for 2 seconds, dealing 11%(current health) spell damage a second.

Level 2: Force target unit to head in the opposite direction for 3 seconds, dealing 13%(current health) spell damage a second.

Level 3: Force target unit to head in the opposite direction for 4 seconds, dealing 15%(current health) spell damage a second.

 

Effect: Single target effect.

9 cast range

kinda like a Impact dial but more mean...

Leaves you at 52% if used at max life.

 

--

 

Additional Information

 

Recommended Item Build: Space battery, Lightning Rod, Gluttons Bite, Guardian Steel, Impact Dial, Pulse Hammer, Darwins Might, Arcbound Ravager, Yamato Reactor, Darwins Might, Force of Entropy

 

Starting Items: Space Battery

 

Mid-Game Items: Lightning Rod, Gluttons Bite, Pulse Hammer, Guardian Steel, Impact Dial.

 

Late-Game Items: Darwins Might, Arcbound Ravager, Yamato Reactor, Darwins Might, Force of Entropy.

 

Core Items: Guardian Steel, Pulse Hammer, Darwins Might, Impact Dial.

 

Optional Items: Masamume, Contamination Shard, Galactic Defender, Argus Crystal, Sunflare Gun.

 

--

 

Closing statement

I thought... we dont have a dbagish hero in this game other then the occasional spell... why not make an entire hero out of being a dbag?

I might add items later, depending if peoples like this, didnt have time to do it/ i kinda forgot most of the stuff, have been playing Dota alot...

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Level 4: All nearby foes take 5%(current health) spell damage a second. //After 30Seconds, everybody has 21,46% Health left.

Level 3: Force target unit to head in the opposite direction for 7 seconds, dealing 30%(current health) spell damage a second. //Leaves you with 8,23% Health. (100% * 0,7^t; t = time; 100% = initial health)

Level 4: Every time you take damage from one of his spells except this one, you take 60 spell damage. Additionally Master's spells also leech for 50% and deal damage equal to the amount of life leeched. //A Monkey mashing buttons can, and will, heal enough to survive.

Level 4: Target unit takes 12%(current health) spell damage a second. //59,96% Health left.

 

Forumla: 100% * (1-DmgInPercentPerSecond)^Time.

 

Be careful with exponentially scaling (scaling down/up) formulas, and don't give them that high start values, espescially if the percentage adds up (over 1). Exponential stuff scales excessively..

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Aellectris: He gets most of his damage from his "e", he is mainly just to annoy people.

Madvillain: I am terrible at balancing things, will nerf stuff.

Qlx: O.o i didnt know it would deal that much damage. Time to nerf stuff....

As always i cant balance for jack, i will go and nerf stuff.

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You do realize.. the amount of damage you can do with this guy Vaysa?

Everytime a person takes damage from one of your spells. Lets say you used all 2 spells at once, and the strength from the passive. His E would deal 60x3 damage additionally per second....

Also i changed the name....

This hero is supposed to be plain mean to people.

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Do you have any idea how long 7 seconds are? Do you even play this game?

7 Seconds are enough to kill a hero, make coffee, drink coffee, take a nap and come back. Oh, and it drags you backwards as well?

Maybe you can even go to shop and return, and then kill him.

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A hero shouldnt be set in stone what you have to do and their total roll be always the exact same. Thats why I dont play aa dps heros. This hero cant kill anything on its own, but in a teamfight will rape the whole enemy team. I think you should change one of its abilities to be a set damage on one unit, even if that seems lame to you. Also, is 4 second immobilization a joke? Go dps every time. Any hero with an ability like that can be dps, not to mention its other cc abilities (stun). Basically you will create another nova that is a strength hero and has more cc for the price of vanish.

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