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Magic.Hunter


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Changelog:[/size]

Date 2/27/2013

- Made hero

 

Name: Magic.Hunter

Portrait: SCV

Unit Base: SCV

Type: DPS/Annoyance

Script: Hunter after many years of mining minerals, he discovered this unique crystal. He discovered with this crystal that he could lower the mana of foes around him, and hurt them because of it. After defeating his enemies in his current game, he was able to move on into the Aeon of Storms.

 

Starting Stats:

Base Health 250

Movement Speed 2.9

Attack Range 1.5

Attack Speed – 1.8

Base Damage 45

Attack Name | Animation - Fusion Cutter

Base Armor 2

Strength – 26+7

Agility – 20+3

Intelligence – 27+6

 

--

 

Heroic Passive: Mana Removal

Hunter's magic crystal allows him to degenerate the mana of foes near him, damaging them slightly for it.

 

Effect:

Removes 0.75% of thier maximum mana/second.

Deals 10% of the mana removed +5+1*LVL as true damage to thier hp.

8 range aura

 

--

 

Ability One: Mind Stab

Hunter deals damage equal to a % of thier maximum mana, then deals damage to the target's hp with each attack.

Energy Cost: Passive

Cooldown: Passive

Range: Passive

 

Level 1: Deals 10+(2%thiermaximumana)+(10%INT) with each attack, and deals the mana removed as damage to the foe as spell damage.

Level 2: Deals 15+(2.2%thiermaximumana)+(10%INT) with each attack, and deals the mana removed as damage to the foe as spell damage.

Level 3: Deals 20+(2.4%thiermaximumana)+(10%INT) with each attack, and deals the mana removed as damage to the foe as spell damage.

Level 4: Deals 25+(2.6%thiermaximumana)+(10%INT) with each attack, and deals the mana removed as damage to the foe as spell damage.

 

Effect: Passive

Is on hit

Annoying to casters/mana dependent people.

 

--

 

Ability Two: Mind Flare

Hunter stuns the foe every time they run out of mana, deals bonus damage with every 3 attacks and heals himself everytime he does damage with his spells.

Energy Cost: Passive

Cooldown: Passive

Range: Passive

 

Level 1: Stuns for 1.5 seconds. Deals 40+(3%thiermaximummana)+(25%INT) as spell damage. Heals for 20% of the damage dealt.

Level 2: Stuns for 1.5 seconds. Deals 50+(3%thiermaximummana)+(25%INT) as spell damage. Heals for 25% of the damage dealt.

Level 3: Stuns for 1.5 seconds. Deals 60+(3%thiermaximummana)+(25%INT) as spell damage. Heals for 30% of the damage dealt.

Level 4: Stuns for 1.5 seconds. Deals 70+(3%thiermaximummana)+(25%INT) as spell damage. Heals for 35% of the damage dealt.

 

Effect: Passive

Is on hit

Makes him have some semi good sustain

Stun has an internal cooldown of 10 seconds.

 

--

 

Ability Three: For Korhal!

Hunter speeds himself up, dealing damage to all foes mana and life he passes through. Lasts 4.5 seconds.

Energy Cost: 50,60,70,80

Cooldown: 10,9,8,7

Range: Self

 

Level 1: Hunter gains 20% additional movespeed. Removes (5%thiermaximummana), and deals 20+50% of the mana removed as spell damage. Additionally does (50%INT) as spell damage.

Level 2: Hunter gains 30% additional movespeed. Removes (5%thiermaximummana), and deals 30+50% of the mana removed as spell damage. Additionally does (50%INT) as spell damage.

Level 3: Hunter gains 40% additional movespeed. Removes (5%thiermaximummana), and deals 40+50% of the mana removed as spell damage. Additionally does (50%INT) as spell damage.

Level 4: Hunter gains 50% additional movespeed. Removes (5%thiermaximummana), and deals 50+50% of the mana removed as spell damage. Additionally does (50%INT) as spell damage.

 

Effect: Self Target

Gains no collission.

Cant go through impassable terrain.

Cant go over cliffs.

Can hit foes once every 2 seconds.

 

--

 

Ultimate Ability: Soul Flare

Hunter stabs them in thier most fragile part of all, thier soul, dealing massive damage to thier mana, and dealing damage to them based on the damage dealt. If this move is used when they have less then 40%maximummana, they take double the damage to thier life. If they dont have enough mana to sustain it, they will go into negative mana.

Energy Cost: 150,250,350

Cooldown: 120,95,60

Range: 2 units

 

Level 1: Deals 1000 damage to thier mana. They take 50% of the damage to thier life as spell damage.

Level 2: Deals 1500 damage to thier mana. They take 50% of the damage to thier life as spell damage.

Level 3: Deals 2000 damage to thier mana. They take 50% of the damage to thier life as spell damage.

 

Effect: Kablowey!

Single target.

Dont run out of mana.

Will destroy a caster.

Negative mana is what it says :P.

 

 

--

 

Additional Information

 

Recommended Item Build:

 

Starting Items:

 

Mid-Game Items:

 

Late-Game Items:

 

Core Items:

 

Optional Items:

 

--

 

Closing statement

Thanks for reading. :D.

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I really like the concept, but I tend to be more inclined to share constructive feedback then compliments. So while I liked it, here is the problems I see:

 

Mind flare needs CD after hit, or it will be spam cast against anyone with low energy. It would go something like this: No energy > stunned for 3 seconds > regens some mana > AA'd by Magic > No energy, and so forth.

 

Having 3 passives and only 2 actual actives (only 1 of which requires skill and has dynamic play) makes him a rather boring hero.

 

His abilities have no internal scaling. He's entirely reliant on the enemies to increase his damage for him. Against all AA and STR heroes he has very little damage potential from his abilities and really can do very little to increase that. What I would suggest you do to solve this is instead of having most of your abilities be based of the enemies maximum energy, have it do damage based on an equation such as: "deals 5[+5%INT] damage + Energy loss" This adds internal scaling to his attack and makes him far more potent even against low energy heroes. On the note of scaling...

 

His ultimate has no scaling and honestly doesn't do that much damage. level 1 only does 250 damage and level 3 only does 1k. Neither of which is that high and the energy loss is minor. Most INT heroes have high energy regen (or for that matter, enough energy to shrug it off) and can make that back shortly, and most low energy heroes could counter this ultimate with just a energy potion. It only does substantial damage if they have low energy, which is a shame because it's only practical use is to get them to that point.

 

He is better off killing the opponent then draining them of energy. In addition, realistically this is what will happen most of the time. Why waste 15 seconds auto-attacking an opponent to drain his energy when a burst hero or strong carry can kill them in less then 10 seconds? Of course, if you cant kill a target...

 

Alternatively, he is better off silencing them. Draining someone's energy which can be regained through potions or end-game regeneration is not nearly as useful as a silence. Mid and late game conflicts only last a few seconds, during which a silence does effectively the same job without risk of being overcome.

 

Vorpal is his worse nightmare. Just saying.

 

Suggestions:

Tone back the energy removal. Make the removal of the opponents energy a bonus of his abilities, not the centerpiece. Finally, add internal scaling instead of making him reliant on his enemies to get damage increases.

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His passive has MASSIVE scaling, and some of the stats are too high.

 

Heroic Passive: Mana Removal

Hunter's magic crystal allows him to degenerate the mana of foes near him, damaging them slightly for it.

 

Effect:

Removes 1.2% of thier maximum mana/second.

Deals >10% of the mana< I think you mean mana drained. +5+1*LVL< 35 true damage per second? Erekul doesn't have that, brah. as true damage to thier hp.

 

His W does too much - especially the stun. Take the stun down to 0.5/1 seconds and give it a 5 second internal cooldown, not 10. I'm having a small feeling 30%INT is too much - maybe 25%?

 

Q, E seem fine.

 

2500 damage to mana, 50% to life, Erekul 1 shot if under 40%. WAY, WAY, WAY too powerful. That's 2500 damage at under 40%, basically a stronger Erekul ulti. AND it drains mana. Needs a massive nerf. 1000 at level 3, please, and either take off the under 40% or lower it to 10%.

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Level 1: Deals 1000+(100%INT) damage to thier mana. They take 50% of the damage to thier life.

Level 2: Deals 1750+(100%INT) damage to thier mana. They take 50% of the damage to thier life.

Level 3: Deals 2500+(100%INT) damage to thier mana. They take 50% of the damage to thier life.

 

 

That seems totally balansed.

Below 40% hp? That's k u take 2.5k damage.

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