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Demiax. Banshee.


Demiax

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Support hero

 

Name: Demiax. Banshee

Portrait: Banshee

Unit Base: Banshee

Type: Caster

Main Stat: Intelligence

Script: Demiax is a terran fighter went rogue after Confederacy turned her former lover into a modified version of a marine. More like a brain-dead obaying corpse! : she tought. She escaped vowing she will never stop hunting Confederacy pigs that will resort to experimanting on people. Meanwhil, few jobs on the side was gonna earn some hard to come by cash. Little did she know that coming to storm was not a temporary assignment but everlasting battle.

 

Starting stats: in progress.

 

Health – 550

Movement Speed – 2.85

Attack Range – 5

Attack Speed – 1.9

Damage – 35

Armor – 7.45

Energy – 338

 

 

Aura- slowing attack speed.

 

 

[Q-Active] Guided E6 Missiles

Demiax uses a special mix of epoxy and technology making it root heroes upon dealing spell damage. Heroes hit are effectively pinned, slowing target AA 20% for X amount of seconds.

 

Level 1- Prototype E6 pins for 1.5 second/s and slows 20% AA for 3 second.

Level 2- Improved E6 pins for 2.0 second/s and slows 30% AA for 4 second.

Level 3- Perfected E6 pins for 3.0 second/s and slows 40% AA for 5 second.

Level 4- Final E6 pins for 4.0 second/s and slows 50% AA for 6 second.

 

Energy Cost: XXX/XXX/XXX/XXX

Cooldown: XX/XX/XX/XX [or XX at all levels]

Search Range: XX/XX/XX/XX [or XX at all levels]

 

[W-active] Chaff rocket counter measure.

This rocket dispearses a could of small thin pieces of aluminum creating a smoke screen that obstructs the vision of enemy heros in the area. Making self and team mates invisible and making enemy miss. Additionally it adds small portion of speed to Demiax allowing more effective escape. Lasting aprox. 4 seconds. Banshee has ability to cast this spell onto other heros.

 

 

Level 1- Deals 50 damage (+ X % INT). Smoke screen affects area equal to 2 units + 1% speed burst. 2 second

 

Level 2- Deals 60 damage (+ X % INT) . Smoke screen affects area equal to 2.5 units +2% speed burst. 3 seconds

 

Level 3- Deals 70 damage (+ X % INT) . Smoke scree affects area of 3 units +3% speed burst. 5 seconds

 

Level 4- Deals 80 damage (+ X % INT). Smoke screen affects area of 4 units (8 units radius) +4 % speed burst. 6 seconds

 

Energy Cost: XXX/XXX/XXX/XXX

Cooldown: XX/XX/XX/XX [or XX at all levels]

Search Range: XX/XX/XX/XX [or XX at all levels]

 

[E-active] Retractor beam.

Banshee activates photoguided retractor laser beem which attaches it self to the enemy dealing initial damage. Once attached it slowly retracts pulling enemy towards self. Dealing tear damage every time it retracts.

 

Level 1- Retractor deals initial 50 damage (+x% INT) . REtractor beam range 2 units dealing additional 10 damage per retraction.

Level 2- Retractor deals initial 100 damage (+x% INT) . Retractor beam range 3 units dealing additional 10 damage per retraction.

Level 3- Retractor deals initial 150 damage (+x% INT) . REtractor beam range 3.5 units dealing additional 10 damage per retraction.

Level 4- Retractor deals initial 200 damage (+x% INT) . REtractor beam range 4 units dealing additional 10 damage per retraction.

 

Energy Cost: XXX/XXX/XXX/XXX

Cooldown: XX/XX/XX/XX [or XX at all levels]

 

 

[R-Active] Beserk . Chloride gas dispersing cassete bomb.

Demiax deploys a trap which upon activation disperseas a red cloud of toxic igas in limited area making every unit (incuding allies and crep) go bezerk and AA unit in near proximity lasting x amount of time. Trap is manually activated.

 

Level 1- Prototype trap deals initial 200 burst damage , cloud lasts for 3.0 second.

Level 2- Improved trap deals initial 250 burst damage, coud lasts for 3.5 second.

Level 3- Perfected trap deals 300 damage , cloud for 4.0 second.

 

 

Energy Cost: XXX/XXX/XXX/XXX

Cooldown: XX/XX/XX/XX [or XX at all levels]

 

 

I am releasing this hero for the sake of taking a look at her mechanics / abilities. All math involved behind balancing her I leave to developers who know the game best. However, all input on her is very welcomed. Please share your opinion. :P Revisions will be posted.

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really cool hero suggestion.. I feel we need more CC heros because they always get globaled

 

Here's my suggestions

 

Q - Does what it says above but when it hits it explodes and shoots out a epoxy which slows while in the epoxy pool. Which lasts a few seconds.

 

W - Sounds really good but needs more speed IMO I really like the utility of allowing allies to escape as support

 

E - 60 dammage + 75% mana pool (so if you start with 100 mana) you do 135 damamge every 10 seconds like tass Q. This invites you to build int and timescale and int, so you do more burst damage.

 

R - sounds really cool but hard in team fights because you'll never really want to be behind enemies as a squishy int. i like the idea just another way to put them down or something.

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I like the idea of the smoke screen ability but the rest of it seems rather... boring. Attack speed passive? We have a number of suggestions with mines already (and a 1 second stun with a maximum of 3 mines isn't nearly as good as the really high base spell damage). The epoxy missile is a good idea but the scaling is really really overpowered.

 

5 second root will pretty much kill you. On the last forum I had a hero that had an ability that dealt heavy true damage to moving targets for 6 seconds, and people called that overpowered. I think an unavoidable Q that roots for 5 seconds would only be balanced if it had a long cooldown, but you didn't put any cooldown on the info.

 

10 (+40% INT) damage per second for 2 seconds is 20 (+80% INT) damage... that's really really low. However, the 2 second root means that you could target it on someone who is trying to last hit, without risking hitting creeps like Vorpal's E. This would make it really useful early game unless the cooldown was long enough.

20 (+40% INT) dps for 4.5 seconds is 90 (+180% INT) damage... which is really weak unless you build tons of int. At 500 INT each missile will be doing around 1000 spell damage, which is as much as Balrog's ult (if he has 300 INT, which is high for him), but that's just physical damage...

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Yeah I have been getting a lot of feedback saying 4.5 sec is too long. Truth is, doesnt have to be 4.5 seconds. It can be any X number of seconds that developer feels should make it balanced. Same goes to damage. Which I agree is too low however you forget initial burst damage ( ANd I forgot too) So really LVL1 should read rather like this: LVL1; 50 burst damage + 2 second inability to move and 10 (+ 40% of int)per second lasting 2 seconds

 

 

I agree passive is a bit boring. So I will change it. Reason fo this passive was because Banshee has a slow rate of shooting that delivers powerful damage but very slow rate. I was thinking for medium to late game increased attack speed may help Demiax be more effective in dealing some kind of decent damage. Also revising Ulti.Post of new revision to follow.

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really cool hero suggestion.. I feel we need more CC heros because they always get globaled

 

Here's my suggestions

 

Q - Does what it says above but when it hits it explodes and shoots out a epoxy which slows while in the epoxy pool. Which lasts a few seconds.

 

W - Sounds really good but needs more speed IMO I really like the utility of allowing allies to escape as support

 

E - 60 dammage + 75% mana pool (so if you start with 100 mana) you do 135 damamge every 10 seconds like tass Q. This invites you to build int and timescale and int, so you do more burst damage.

 

R - sounds really cool but hard in team fights because you'll never really want to be behind enemies as a squishy int. i like the idea just another way to put them down or something.

 

 

I like your ideas. I will implement as soon as I can. Post of revision will follow.

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Well, if you wanted to keep the formatting style on abilities the same way, here's where I might be able to help (Laser-Guided Epoxy Missile is too long IMO.)

 

[Q-Active] Guided E6 Missiles

Demiax uses a special mix of epoxy and technology making it root heroes upon dealing spell damage. Heroes hit are effectively pinned, receiving [+90% INT] bonus overtime damage due to acidic components. Damage over time spans for 5 seconds.

 

Level 1- Prototype E6 pins for 1.5 second/s and deals XX damage per second.

Level 2- Improved E6 pins for 2.0 second/s and deals XX damage per second.

Level 3- Perfected E6 pins for 2.5 second/s and deals XX damage per second.

Level 4- Final E6 pins for 3.0 second/s and deals XX damage per second.

 

Energy Cost: XXX/XXX/XXX/XXX

Cooldown: XX/XX/XX/XX [or XX at all levels]

Search Range: XX/XX/XX/XX [or XX at all levels]

 

Here's an example of how you could change the formatting. It's just an example. It keeps your scaling at 90% INT for all levels over 5 seconds. X represents a number value. I suggest 20/30/40/50 for the damage, 100/120/140/160 for the energy cost, 22 second cooldown, and 10~12 units search range, but that's your choice. It's better to give the placeholder values so the developer/s could see how the mechanics and viability really works. I suggest reducing the root duration since it's not a skillshot, it should automatically hit. I am not giving you my format because no one likes it anyway.

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Support hero

 

Name: Demiax. Banshee

Portrait: Banshee

Unit Base: Banshee

Type: Caster

Main Stat: Intelligence

Script: Demiax is a terran fighter went rogue after Confederacy turned her former lover into a modified version of a marine. More like a brain-dead obaying corpse! : she tought. She escaped vowing she will never stop hunting Confederacy pigs that will resort to experimanting on people. Meanwhil, few jobs on the side was gonna earn some hard to come by cash. Little did she know that coming to storm was not a temporary assignment but everlasting battle.

 

Starting stats: in progress.

 

Health – 550

Movement Speed – 2.85

Attack Range – 5

Attack Speed – 1.9

Damage – 35

Armor – 7.45

Energy – 338

 

 

Aura- slowing attack speed.

 

 

[Q-Active] Guided E6 Missiles

Demiax uses a special mix of epoxy and technology making it root heroes upon dealing spell damage. Heroes hit are effectively pinned, slowing target AA 20% for X amount of seconds.

 

Level 1- Prototype E6 pins for 1.5 second/s and slows 20% AA for 3 second.

Level 2- Improved E6 pins for 2.0 second/s and slows 30% AA for 4 second.

Level 3- Perfected E6 pins for 3.0 second/s and slows 40% AA for 5 second.

Level 4- Final E6 pins for 4.0 second/s and slows 50% AA for 6 second.

 

Energy Cost: XXX/XXX/XXX/XXX

Cooldown: XX/XX/XX/XX [or XX at all levels]

Search Range: XX/XX/XX/XX [or XX at all levels]

 

[W-active] Chaff rocket counter measure.

This rocket dispearses a could of small thin pieces of aluminum creating a smoke screen that obstructs the vision of enemy heros in the area. Making self and team mates invisible and making enemy miss. Additionally it adds small portion of speed to Demiax allowing more effective escape. Lasting aprox. 4 seconds. Banshee has ability to cast this spell onto other heros.

 

 

Level 1- Deals 50 damage (+ X % INT). Smoke screen affects area equal to 2 units + 1% speed burst. 2 second

 

Level 2- Deals 60 damage (+ X % INT) . Smoke screen affects area equal to 2.5 units +2% speed burst. 3 seconds

 

Level 3- Deals 70 damage (+ X % INT) . Smoke scree affects area of 3 units +3% speed burst. 5 seconds

 

Level 4- Deals 80 damage (+ X % INT). Smoke screen affects area of 4 units (8 units radius) +4 % speed burst. 6 seconds

 

Energy Cost: XXX/XXX/XXX/XXX

Cooldown: XX/XX/XX/XX [or XX at all levels]

Search Range: XX/XX/XX/XX [or XX at all levels]

 

[E-active] Retractor beam.

Banshee activates photoguided retractor laser beem which attaches it self to the enemy dealing initial damage. Once attached it slowly retracts pulling enemy towards self. Dealing tear damage every time it retracts.

 

Level 1- Retractor deals initial 50 damage (+x% INT) . REtractor beam range 2 units dealing additional 10 damage per retraction.

Level 2- Retractor deals initial 100 damage (+x% INT) . Retractor beam range 3 units dealing additional 10 damage per retraction.

Level 3- Retractor deals initial 150 damage (+x% INT) . REtractor beam range 3.5 units dealing additional 10 damage per retraction.

Level 4- Retractor deals initial 200 damage (+x% INT) . REtractor beam range 4 units dealing additional 10 damage per retraction.

 

Energy Cost: XXX/XXX/XXX/XXX

Cooldown: XX/XX/XX/XX [or XX at all levels]

 

 

[R-Active] Beserk . Chloride gas dispersing cassete bomb.

Demiax deploys a trap which upon activation disperseas a red cloud of toxic igas in limited area making every unit (incuding allies and crep) go bezerk and AA unit in near proximity lasting x amount of time. Trap is manually activated.

 

Level 1- Prototype trap deals initial 200 burst damage , cloud lasts for 3.0 second.

Level 2- Improved trap deals initial 250 burst damage, coud lasts for 3.5 second.

Level 3- Perfected trap deals 300 damage , cloud for 4.0 second.

 

 

Energy Cost: XXX/XXX/XXX/XXX

Cooldown: XX/XX/XX/XX [or XX at all levels]

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