Soundwave Posted September 21, 2013 Report Share Posted September 21, 2013 This topic used to be a hero suggestion, but now it is deleted. Quote Link to comment Share on other sites More sharing options...
TaxHaven Posted September 21, 2013 Report Share Posted September 21, 2013 This is brine tass and ling stuck together? Quote Link to comment Share on other sites More sharing options...
Soundwave Posted September 21, 2013 Author Report Share Posted September 21, 2013 Not at all. He uses burrow only for escapeing or get close to enemies fast. Burrow deals no damage. Heal has nothing to do with ling, cause lings heal is instant and depends on damage dealt. This heal happens over time and depends on strength. Quote Link to comment Share on other sites More sharing options...
Soundwave Posted September 21, 2013 Author Report Share Posted September 21, 2013 Also burrow would be like: You select the ability, than click where you want to go, you go straight there very quickly. Not like brine cause he can stay underground for 15 seconds. Dehaka will go straight to target location instantly. Quote Link to comment Share on other sites More sharing options...
TaxHaven Posted September 21, 2013 Report Share Posted September 21, 2013 Heal is like brines heal over time. if its insta transport, its a blink like cyp or vergil Quote Link to comment Share on other sites More sharing options...
Soundwave Posted September 21, 2013 Author Report Share Posted September 21, 2013 But you can't say that is a problem. There are similarities in other caracters too. Than ling Q balrog Q and Zeratul Q are 90% the same. Drake Q and bola 80% same. Tassadar W is unix R with slow instead of stun. I don't think these are problems, but I accept that others don't like it if there are similarities. Quote Link to comment Share on other sites More sharing options...
GENLORDZ Posted September 21, 2013 Report Share Posted September 21, 2013 He'd be a really good pusher with his passive and Q. And don't add the primal roach... Its too OP... 5th creep kill with 20% of health and dmg... Quote Link to comment Share on other sites More sharing options...
Soundwave Posted September 21, 2013 Author Report Share Posted September 21, 2013 Thank you for your komments! :) Keep it up! The primal roach would be his first ability what he doesn't have to learn (like astral projection for Tassadar or Raynor damage bonus to allies) so there should be someting instead of that. Maybe primal zergling? It would have 10% health and and 10% damage and it is melee, so it can't disturb people from far and their maximum number would be 2 so they won't overwelm towers or other players. If you have idea let me know! I am curious. :) Quote Link to comment Share on other sites More sharing options...
GENLORDZ Posted September 21, 2013 Report Share Posted September 21, 2013 You can copy Crackling's passive where he spawns a zergling but for him he get a ling for each creep he kills, maximum is the same number as Crackling. 12 Units for the blink is too high, its even higher than cyprus's Does the Ulti have a maximum movement speed or weapon damage bonus? And does his Q apply hit on effects? Quote Link to comment Share on other sites More sharing options...
Soundwave Posted September 21, 2013 Author Report Share Posted September 21, 2013 I have made some changes. How do you like it now? I really appreciate all comments. If you have ideas please tell me! Quote Link to comment Share on other sites More sharing options...
GENLORDZ Posted September 21, 2013 Report Share Posted September 21, 2013 His ulti is now real bad:/ pretty useless once you got all your items, maybe a ulti that spawns primal zerglings/roaches and make your imitations stronger for X seconds? Quote Link to comment Share on other sites More sharing options...
Soundwave Posted September 21, 2013 Author Report Share Posted September 21, 2013 His ulti became his first ability :D. It did not dissapear :). Ok I make another change. How do you like this? Quote Link to comment Share on other sites More sharing options...
Soundwave Posted September 21, 2013 Author Report Share Posted September 21, 2013 Or would you like a spawn primals ulti? Like level 1 spawn 2 zerglings wich has 20% of Deahakas health and damage. Level 2 spawn 3 lings with 25% of Dehakas health and damage, and Level 3 spawns a primal ultralisk that has 100% of dehakas health and damage? Quote Link to comment Share on other sites More sharing options...
Soundwave Posted September 21, 2013 Author Report Share Posted September 21, 2013 I also wonder if ulti could be a bunch of primal zerglings.LvL 1: 10 lings with 10% health and damage. Lvl 2: 10 lings with 20% health and damage, and Lvl 3: 10 lings with 30% health and damage. They don't time out but if the ability recharges and you use it , than you will have 10 again not 17 if 7 stood alive. The previus version would be better. Quote Link to comment Share on other sites More sharing options...
GENLORDZ Posted September 21, 2013 Report Share Posted September 21, 2013 [Hero] Dehaka Main Attribute:Strength Hero ability: For every kill or assist Dehaka has, he gains 1.5 damage. (Q)(Passive) Spawn: Dehaka spawns two copies of himself that does not time out and has 75% of Dehaka's health and damage. He can only have 2 copies at maximum at a time. His copies respawn 1 minute after being killed (W)(Active) Regeneration:Regenerates 200/300/400/500+ 75% Strength health over 15 seconds.Energy Cost: 120,140,160,180. Cooldown: 1min, 50secs, 40secs,30secs (E)(Active) Burrow: Starts for burrow for 1.5 seconds before appearing at target location within a 10 unit range. Energy Cost: 150,170,180,190 Cooldown: 40secs, 30secs, 15secs, 10 secs ® (Active) Primal Zerg: Spawns 1/2/3 Zerglings that deal 20% of his damage and has 20% of his health, Dehaka copies have 100% of his Damage and Health. Lasts 10 seconds. Zerglings don't have a time out. Energy Cost: 200,250,300. Cooldown: 2Mins Quote Link to comment Share on other sites More sharing options...
Soundwave Posted September 21, 2013 Author Report Share Posted September 21, 2013 The Q is active. Those 2 spawns must be available when he needs it , not in random times, cause if he burrows to get closer to his target the 2 spawns will stay far behind, and will take a lot of time to get there. Also if dehaka gets phantom maintance 2 spawns could not follow him. However I like your idea about his ultimate! Quote Link to comment Share on other sites More sharing options...
GENLORDZ Posted September 21, 2013 Report Share Posted September 21, 2013 Ok then, you just need to add these abilities into a template given at the top of the suggestions. Along with his base stats and increase of stats per level, feel free to change the suggestion above, Im from Singapore and its 1.30am here, gonna go and sleep, have fun suggesting:) Soundwave 1 Quote Link to comment Share on other sites More sharing options...
Soundwave Posted September 21, 2013 Author Report Share Posted September 21, 2013 I really liked your idea about the ultimate. I think I will change it now! :) The Q must stay active :D. Quote Link to comment Share on other sites More sharing options...
Soundwave Posted September 21, 2013 Author Report Share Posted September 21, 2013 Other changes have come out. Let me know what do you guys think! I appreciate all suggestions. Quote Link to comment Share on other sites More sharing options...
LokiHe Posted September 21, 2013 Report Share Posted September 21, 2013 I like this Dehaka. I have another design quite different. Quote Link to comment Share on other sites More sharing options...
Soundwave Posted September 22, 2013 Author Report Share Posted September 22, 2013 I focuses on keeping the original Dehaka from the single player, but he needed some changes for aos :D. Quote Link to comment Share on other sites More sharing options...
Itsthatguy Posted September 22, 2013 Report Share Posted September 22, 2013 I personally dislike heroes with minions (That don't have a special thing besides basic attacks). My main reason to dislike minions? Minion damage is to unreliable. If my experiance, you can have minion damage at beginning damage easily deal 200 Damage per second, while late game the damage output actually goes down instead of increasing (dealing about 30 Damage per second late game?). I.E. Marine King: You have a hero, who can basically own anyone early game, but when he hits mid-late game, he is only viable for split pushing, his minions do 0 damage themselves. What is more annoying is that while the minions deal about 20 - 30 damage to heroes (all of them together), they can easily deal 400 damage per second to towers or so. Finally, they don't even need to be close to the tower. If you think about the [Q] copies, it is just easy to just split push. The Damage on Minions are to inconsistant to really balance effectively (unless they have some fix thing like Garamond and his ulti). I.E. Biotron. Everyone knew that biotron early game his minions total damage were around 1000 damage if you were just standing still or so. But late game, his minions can easily deal 12000 Damage, why so high, but then if the minions die (which is easy to do), the ability can easily range from 500 damage to 12000 damage. Imo, the hero would be nearly useless except for split pushing. You got [Q] for damaging towers (I highly doubt they would be useful in a fight except early game. Early damage they would be way to OP, if you think about it 100 damage at beginning x2 you got an easy 300 damage and leveling it is absolutely useless since it increases by 5% only. (If it actually procs item and the hero is ranged, it may be broken as hell, because you can instantly spawn 2 additional ADCs on your team if you do ADC). W Heals for way to much (In fact, you can heal almost as fast as tower deals damage, making it even easier to backdoor with a high heal E Burrow time takes to long, many heroes have a ranged teleport yet have 0 channel time (Biotron has a short delay, Cyprus is instant). Does the burrow deal damage? (be to much like bio then.) R I don't even understand the concept behind it. To me it seems like you gain a really crappy summon that doesn't do anything. In fact, the R is probably the weakest ability out of all the heroes. The Minion is about as strong as 1 Biotron Minion. Meh Imo, if there are minions, there needs to be more consistancy. (I would assume this is the reason League of Legends avoids Spawning Minions in their game if they can help it). Quote Link to comment Share on other sites More sharing options...
Hitechgunner Posted September 22, 2013 Report Share Posted September 22, 2013 His Q is SUPA DUPA OP, his W version 1 is too weak, his W version 2 is too strong and his E is too weak. I'd even say his ult might be a bit weak. First thing first, massively scale down that Q. Right now, you've essentually got three heroes, since those spawn are stronger than Tassadar's illusions. His W should have an instant heal first, scaling on base and strength, then give him a percentage over time that also increases with strength. Make sure it's not too high, though, and scale it by increasing the heal, not decreasing the time taken. His E should probably deal damage and knockup, with less range at the start but more at the end. The R is way too weak compared to his Q, so I'd say just scrap it and come up with a big spell vamp AoE where you drain a % of people's life every second and regenerate that as your own. Quote Link to comment Share on other sites More sharing options...
Soundwave Posted September 22, 2013 Author Report Share Posted September 22, 2013 Thank you for kommenting! :) I made some changes. How do you like it now? Feedbacks appreciated! Quote Link to comment Share on other sites More sharing options...
Hitechgunner Posted September 22, 2013 Report Share Posted September 22, 2013 Good, but I still think the Q levels are too high. Maybe make them 50/50%, but show at full health? And scale them by increasing their and your regen? The heal scales slightly too much at the start. Maybe make it 15/20/25/30% instant, then 75% STR over time? Apart from that, awesome. Quote Link to comment Share on other sites More sharing options...
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