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[HERO]Triforce.Link


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Date 2/12/13

Updated the following

Spinning sword strike: cooldowns increased

Grappling hook: damage and stun duration were increased

"HEY!" "LISTEN!": Cooldowns increased

 

- Began creation

Date 1/28/13

 

Name: Triforce.Link

Portrait: Civilian

Unit Base: Civilian w/ sword (green)

Type: Agi/Caster/Semi-carry

Script: Link has traveled through space and time fighting countless

enemies swarm after swarm serving justice and slaying evil. He has decided to take the fight to the

battlefield ridding the world of any and all evil.

 

Starting Stats:

Base Health 220

Movement Speed 2.85

Attack Range Melee

Attack Speed 1.85

Base Damage 45

Attack Name | Animation - Slash

Base Armor 10

Strength – 20 + 4

Agility – 35 + 7

Intelligence – 20 + 5

 

--

 

Heroic Passive: Navi

Link's fairy Navi is great for finding weaknesses on enemies. This helps

Link deal maximum damage to tough foes.

 

Effect: Navi grants Link and his allies in a 15 unit radius 10*1.052^lvl crit chance.

 

--

 

Ability One: Spinning Sword Strike

Link uses the Master Sword to store magical energy releasing it all at once around him

in a circle knocking all enemies in a small radius outwards from point of origin

Energy Cost: 60/75/100/130

Cooldown: 30/20/15/10

Range: 2/3/4/5

 

Level 1: Deals 50 + 80% int damage and pushes enemies 2 units away

Level 2: Deals 80 + 80% int damage and pushes enemies 3 units away

Level 3: Deals 120 + 80% int damage and pushes enemies 4 units away

Level 4: Deals 200 + 80% int damage and pushes enemies 5 units away

 

Effect: AoE

Scaling push, gets bigger with level, could use as a save or combo with W.

Get creative I'm sure there is some interesting ways to use this.

 

--

 

Ability Two: Grappling Hook

Link shoots out his grappling hook drawing in the first enemy it comes in contact with back

to Link and stunning the foe for a short duration.

Energy Cost: 50/70/90/110

Cooldown: 30/20/15/10

Range: 5/6/7/8

 

Level 1: Deals 80 + 70% int damage and stuns enemy for 0.50 sec.

Level 2: Deals 100 + 70% int damage and stuns enemy for 1.00 sec.

Level 3: Deals 140 + 70% int damage and stuns enemy for 1.50 sec.

Level 4: Deals 180 + 70% int damage and stuns enemy for 2.00 sec.

 

Effect: Single target pull

Fast launch speed for quick grabs.

Short range to prevent hooking like lance or bola not meant for long range pulls

Use to capture a fleeing enemy.

Combo with Q or set up for R

Can also save teamate

 

--

 

Ability Three: "Hey!" "LISTEN!"

Link's fairy Navi marks all enemy heroes in a 15 unit radius revealing weak points.

Enemies lose Physical Damage Resist and Spell Resist for 10 seconds.

Energy Cost: 60/80/100/120

Cooldown: 40/35/30/25

Range: 15

 

Level 1: -10% Physical and -10% Spell Resist for 10 seconds.

Level 2: -12.5% Physical and -12.5% Spell Resist for 10 seconds.

Level 3: -15% Physical and -15% Spell Resist for 10 seconds.

Level 4: -17.5% Physical and -17.5% Spell Resist for 10 seconds.

 

Effect: Passive

Great for team battles and synergizes well with passive.

 

--

 

Ultimate Ability: Triforce Slash

Link Activates the Triforce and all enemies in the direction Link is facing are trapped in a triangular

barrier for the duration of the Ult. Link is immobolized during this time and slashes the area

12 times dealing damage to all enemies within the Triforce symbol.

Energy Cost: 200/250/300

Cooldown: 160/120/80

Range: 4/5/6 AoE

 

Level 1: Deals 10 + 30% weapon damage per slash.

Level 2: Deals 20 + 40% weapon damage per slash.

Level 3: Deals 40 + 50% weapon damage per slash.

 

Effect: Scaling AoE

Traps enemies similar to LZ's ring in the sense that evasive moves such as blink

or items like warp shard can minimize damage. Can do massive damage if numerous enemies are trapped.

Link will be out of range form most close range AA's but it is still possible to be burst down during ult.

Should use to finish off weak enemies or immediatley Q to knock enemies away since you will be vulnerabble.

 

--

 

Additional Information Can Initiate, support weakened allies, chase down fleeing foes.

This character seems like a lot of fun in my opinion.

 

Recommended Item Build:

 

Starting Items:

 

Mid-Game Items:

 

Late-Game Items:

 

Core Items:

 

Optional Items:

 

--

 

Closing statement *DISCLAIMER* I'm not the best with stats and balancing and

tips would be greatly appreciated, its not my intention to make him OP or UP please don't rage if something seems to

be the case as i more than likely overlooked it. Well hope you enjoy it and thanks for your time.

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I really like the idea of ability 3, having skills to reduce spell resist would be awesome. The passive seems like it could be really strong, 10-30% crit chance to you and all allies if I did the math right (I think 27.56% at lvl 20). Overall I think it's a good variety of abilities that would make the character unique and a fun to play addition to AoS, and something that a little testing could certainly get right to ensure no OP or UP problems.

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I like the hero for the most part, just a few minor grievances:

 

Navi: This is overall fine.

Spinning Sword Master strike: Very short CD on this ability. With timescale and an INT build you could pretty much spam this to force enemies back constantly.

Grappling Hook: This is a bit under powered, I would increase the damage by a bit and the stun duration for each level. For starters, anything less then .5 seconds is pretty much useless. I would have it start at .5 and end at 2 seconds. That way you could stack it better with Q.

Hey Listen: While I like the spell, it is customary that all heroes have a passive ability outside of their heroic passive.

Trifoce slash: Perhaps a little overpowered, as it's basically a controlled version of Boros's ultimate. When you first get the ultimate, you'll be doing just under 1.2k damage to anyone you manage to hit by it. By end game, you have a damage potential of over 3.2k. Finally, 6 units is a fairly large area and thus this effect could theoretically hit an entire team with relative ease. Sidenote: how long is the duration of the ultimate and does it apply item effects?

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Thanks to Qlx for this suggestion he made my idea better. I liked the idea of scaling it. It was his math and i trusted it as is, i think he said it scaled to 24% but again nothing a little tweak couldnt solve :) Thanks for Input.

 

 

Thanks for picking this up, was definitely a concern of mine. My intended outcome was for it to be able to use frequently but not to the point of constant spam. I will try to re work this.

 

 

Again thanks again for pointing this out! i originally started it out there but after talking to a few people i decided to scale it down a bit. Thanks again.

 

I'm fairly new to these style of maps thanks for sharing this. My purpose was intended to match it with passive but if it is frowned upon ill see if i can change things a bit. I wasn't sure if adding crit chance with debuff armor to foes were to closely related. Thank you for your input.

 

 

Alright i knew there would be a lot of questions with this but i did not want to flood the description with paragraphs of info. I put together a calculator to help me with this (see spoiler) I assumed 150 damage was a decent amount of damage at Level 6 to have your Level 1 ult. It came out to only 660 AoE damage. at 200 wpn damage it came out to 840. My math may be wrong i never claimed to be great at it XD. Now assuming you had damage of 400 the ult would come out to be 2880. (keep in mind that is MAX damage potential) A pull or blink or evasive maneuver can negate fairly easy. I was also assuming, and again im new, that seeing as it is a multiple hit that each hit would be affected by armors and such reducing damage.

 

 

 

 

 

As for range. i agreed with you when i saw that Sarah.Kerrigan's ult is a radius of 8 so 6 seemed huge. but i figured that his is a a triangle so its only 6 at its points so if you draw a circle in middle its more like 4 + corners. Here is a concept of spell effects. the barrier is the triangle itself.

(im getting error with this pic)

 

 

 

For duration i was thinking maybe around 3 slashes a second so max 4 seconds? That seemed reasonable for a drake to pull you out or to warp shard out.

 

THANK YOU FOR INPUT AGAIN!

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Hey Listen: While I like the spell, it is customary that all heroes have a passive ability outside of their heroic passive.

 

False

 

Heroes with no second passive: [19 / 41]

BioTron

Balrog

Tychus

Starscream

Rancor

Tosh [As the Spectres have actives]

Tassadar [His Q is technically an Active]

Crackling

Lurker

Rory

Raynor

Unix

Egon

Garamond

Dustin

Cyprus

Queen

Null

Geneva

 

Heroes with a second passive: [22 / 41]

Micro [R]

Drake [E]

Kerrigan [W]

Chuck [E]

Valedict [W]

Cain [W]

Brine [Q]

MK [E]

Boros [E]

Zeratul [W]

DARPA [W]

Shadow [E]

Vespus [E]

Molgloo [R]

Vergil [W]

Leo [E]

Jackson [W]

MAAR [Q]

Summers [Q]

 

Approximately half the heroes have secondary passives; therefore we can conclude that you don't need to have a second passive.

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This hero should buy my item suggestion (Triforce) :D

 

Funny you brought this up, i did a search on zelda stuff before posting and i came across your items ^_^

 

 

And Thanks Eliwan I did not know that either. Fail me i have not played every character. I have a GOOD idea of what each hero does and what to watch out for but I am not familiar with passives as recently i found out Marine king as a great passive that i had no idea about. XD

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If his slash applies stun baton or pyre lightning rod to every target, then people would kind of get murdered so easy in that... talk about teamwipe weapon lol

 

sorry i missed this post first time around.

You know what im not entirely sure i was thinking it should but frankly i just have NO idea what to expect from results of this. I left it open ended until i can get a clearer idea to form my own opinion that i can defend. Honestly I jsut dont feel comfortable defending something i know nothing about >.<

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This sounds fantastic. You really captured Link's staple moves from the zelda games and I could easily see them being implemented into the AoS environment. All the numbers for damage calculations (OPvs UP) will all work themselves out but the passive, along with the 4 abilities all seems completely viable and could make for a fun character to play. (I'm a fan of knock backs, pulls, positioning, etc)

 

I know a lot of these theory-craft character ideas get posted almost daily on these forums, but this is easily the best one I've seen/read in a while, and would love to see it come into fruition. Im not sure if the dev's look through these for ideas on new characters, or if there is a voting/polling system for new character idea's - but i'd vote for this immediately!

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Effect: Navi grants Link and his allies in a 15 unit radius 10*1.052^lvl crit chance.
The passive seems like it could be really strong, 10-30% crit chance to you and all allies if I did the math right (I think 27.56% at lvl 20).

 

Is there a reason for all this math? I assume the formula is there because you want the passive to scale throughout the game. You could just make it a flat rate/static value of something like 5% Crit Chance. Not the greatest, yet not the worst. Similar to Raynor's passive of 10 weapon dmg to all near by allies.

 

Or on the flip side, you could think about abandoning the crit idea all together and build on the premise of Navi's ability to spot weaknesses. The Hey Listen ability spots weaknesses on the enemies and lowers their PR/SR. You could think about making the passive having Navi spots weaknesses on Link and his allies (allies in a certain range), giving Link and his team mates the advantage in battle with a bonus 5% PR/SR (Something along those lines).

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Raynor's Passive increases Weapon Damage by 10%. Since heroes have increasing Weapon Damage by having increased Primary Attribute [0.5 points of W.D. per point of Primary] which is increased by levels; this scales. :D

 

But anyway; I think it either way works-- however; if Link is to be a damage dealer; the extra Resistance makes less sense than more Critical Chance. And this Link is a damage dealer, not a tank; so I feel it fits.

 

Though that is very creative and I sincerely applaud you grandly for such a unique twist on spotting weaknesses! I'm stealing that.

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Raynor's Passive increases Weapon Damage by 10%. Since heroes have increasing Weapon Damage by having increased Primary Attribute [0.5 points of W.D. per point of Primary] which is increased by levels; this scales. :D

 

Ah sure is 10% i just checked. Well good! For some reason i had it in my head that it was just 10 points, which i always thought was just meh.

 

But anyway; I think it either way works-- however; if Link is to be a damage dealer; the extra Resistance makes less sense than more Critical Chance. And this Link is a damage dealer, not a tank; so I feel it fits.

 

I agree, 100%

 

Though that is very creative and I sincerely applaud you grandly for such a unique twist on spotting weaknesses! I'm stealing that.

Thanks! Just thinking of a way to keep it all uniform!

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thanks beezy! That means a lot. Its nice to hear such positive feedback. And Eliwan....you make life 100 times easier, you are always right ontop of things making a long out thought come back in a few sentences... I just up thinking "ermmm yaa what he said!" Lol

Anyways thanks again.

 

On a side note I'd like a custom hero tourny or something. I'd even help organize it. I know there was one some time ago. Maybe this can be built around a poll system that way I can still participate XD.

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False

 

Heroes with no second passive: [19 / 41]

BioTron

Balrog He has leech and +attack damage

Tychus

Starscream He has heal and his passive on W

Rancor

Tosh [As the Spectres have actives] But to generate them is a passive.

Tassadar [His Q is technically an Active]

Crackling

Lurker

Rory

Raynor

Unix

Egon

Garamond

Dustin

Cyprus

Queen

Null

Geneva

 

Heroes with a second passive: [22 / 41]

Micro [R]

Drake [E]

Kerrigan [W]

Chuck [E]

Valedict [W]

Cain [W]

Brine [Q]

MK [E]

Boros [E]

Zeratul [W]

DARPA [W]

Shadow [E]

Vespus [E]

Molgloo [R]

Vergil [W]

Leo [E]

Jackson [W]

MAAR [Q]

Summers [Q]

 

Approximately half the heroes have secondary passives; therefore we can conclude that you don't need to have a second passive.

 

3 of the no-passive list have passives :p

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ult should prevent using blinks, because it becomes super counterable with warp shard or hero blink.

 

Originally when i made the skill It had Less slashes more damage and it did infact silence them. I just thought to myself and concluded that is just an unpleasant design. If i killed someone int i would not feel successful and if I were caught in it with no hope it would just really bother me. Granted no one enjoys being killed. But having a window where an enemy can get away it makes the fruits of victory that much sweeter when i watch them squirm around in that triangle. My original design included a shorter duration, Stun and damage. Changed stun to silence... then to just silence...to just rooted...and finally setteled on the idea of "well they are i a barrier why not give it use?" This also forces people to wait for opportune momments as youll be left immobilized. You'll be less inclined to spam it everytime its up.

Maybe others feel differently, if you can give me a better idea as to why you think this way too counterable, maybe im missing something, I'll definatly consider reworking it.

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3 of the no-passive list have passives :p

 

First there's no "no passive list".

 

You're right, I forgot about Balrog's Vampiric Aura.

 

Tosh's Spectre's have actives so I classify it as an active; because you have to do something to activate it-- get a last hit and then micro the spectres. I would classify Raynor's old Raynor's Raiders (the free marines in each wave) as a passive since the Marines cannot be microed at all.

 

Starscream has 4 abilities with actives. Just because his W also has a passive does not make it not an active. Additionally, it only counts the heroes with two pure-passives (again why Tosh I consider a hero with 4 actives); so you can't argue that his heal counts because that's his HEROIC Passive.

 

And technically Brine and Chuck have only 1 Pure-Passive; anyway. d=

 

I could rephrase it to

 

Heroes with 3 actives

 

Heroes with 4 actives

 

if you REALLY wanted to be technical; because that's what I'm counting here.

 

So either way it's still "half the heroes don't have that". :D

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False

 

Heroes with no second passive: [19 / 41]

BioTron

Balrog

Tychus

Starscream

Rancor

Tosh [As the Spectres have actives]

Tassadar [His Q is technically an Active]

Crackling

Lurker

Rory

Raynor

Unix

Egon

Garamond

Dustin

Cyprus

Queen

Null

Geneva

 

Heroes with a second passive: [22 / 41]

Micro [R]

Drake [E]

Kerrigan [W]

Chuck [E]

Valedict [W]

Cain [W]

Brine [Q]

MK [E]

Boros [E]

Zeratul [W]

DARPA [W]

Shadow [E]

Vespus [E]

Molgloo [R]

Vergil [W]

Leo [E]

Jackson [W]

MAAR [Q]

Summers [Q]

 

 

Approximately half the heroes have secondary passives; therefore we can conclude that you don't need to have a second passive.

Heroes that don't have a single Passive.

Fine.Brine

Entaro.Tassadar

Feral.Terminus

Those hero do not have a single Passive. While heroes should have 1 Passive, it is not required, it is just uncommon. Imo, i like a hero with one Level-upable passive[along with heroic passive], but it is by no means nessisary. I dislike heroes that don't have a single passive tho. ):

 

-edit- Yea i just remembered Brine has a Passive [Q]

I didn't mention Jakk tho. He doesn't have a passive that i recall. :P

So yea, replace Fine.Brine with Jakk and its all good :P

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I feel like this is getting a little technicle. The way i see it there are always exceptions to generalizations. If by going by what is being said I'd say technically that hsi E isnt a passive since you have to activate it, it costs, and has a cooldown. Its like Boro's E that grant crit as soon as you learn the spell. My idea would be, as soon as you hit E enemy heros in a 15 unit radius (maybe this is too big) will see a blue dot similar to Darpas red ones shoot out from Link (maybe in a spiraling motion) and land on Hero which will remain on them until the spell ends. This means if you cast it and an enemy comes into range after they will not be affected. Enemies HAVE to be in range at time of cast. It's a debuff but I dont know if I'd call it passive. I might just be ignorant with the actual definitions of terms

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Okay so to be clear, by definition, Link only has a Heroic Passive. Is the debate whether or not it should be in fact a passive which remains "always on?" Cause honestly it makes no difference to me at this point. The reason i made it an active was for the mere fact that in my opinion, I'll use the same example as before, Boro's E that grants crit is just boring. Important as it may be the fact that its a one time click and just accepted through out the game is not appealing to me. One i do like is Micro, since he actually does change. Thats why i went with making it a spell just for the sheer joy of activating and boosting me rather then a 1 time permanent boost.

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