MOTHER Posted October 7, 2013 Report Share Posted October 7, 2013 (edited) SERIES1.ERADICATOR Portrait: ARES Unit Base: Umojan Lab Eradicator Alignment: Lawful Neutral Type: Ganker/Assassin Lore: The Series 1 Eradicator, also known as the E-1, is the first Eradicator class warbot to be produced by the Terran Dominion. Designed for a singular purpose, the Series 1 was built to quickly clear battlefields of enemy troops or to categorically exterminate single targets of value with its potent arsenal of weaponry. With an efficacy rate averaging at 98.9%, the Series 1 exceeded expectations and rarely failed to complete its primary directive: Eradication. So inhumanely effective was the war machine, that many politicians and even soldiers decried their deployment into battle, likening them to 'holocausts-on-wheels', and fearing they might be captured and reprogrammed against the Dominion. But it was due to the escalating costs of war more so than the fear mongering of bureaucrats, that the autonomous Series 1 was produced in limited numbers and later discontinued. All models of which did not survive the Zerg onslaught on Korhal. Except for one of course. Starting Stats: Base Health – 250 Movement Speed – 2.8 Attack Range – 3.5 Attack Speed – 1.8 Base Damage – 26 Attack Name - 120 mm 'Shredder' Cannons Base Armor – 3 Strength – 31 (+5) Agility – 35 (+7) [Primary Attribute] Intelligence – 25 (+3) __________________________________________________ M.A.D. Protocol [Heroic Passive] Cooldown: 180 Upon death, Eradicator activates the Mutually Assured Destruction Protocol and a 3 second countdown begins. Eradicator becomes invulnerable to damage, it cannot attack or cast abilities. When the countdown is over, Eradicator self-destructs, dealing 100 + (100% INT) spell damage in a 3-unit radius. Explanation: During the countdown, Eradicator can move, and is not immune to debuffs (slows, stuns, lockbox etc.). However, the countdown cannot be silenced. A sound from the ARES sound file is continuously and repeatedly played during the 3 second countdown (this is meant to resemble a taunt or a laugh). Alternatively, a beeping countdown sound could also be used instead. A massive fiery explosion takes places at the end of the countdown. Possible Uses: Damaging/killing enemies after death. Kamikaze. When Playing: Use this to finish off an enemy (or enemies) that killed you or save an ally. When Playing Against: Lockbox. Stun. Run. __________________________________________________ ERADICATE [Q] Eradicator activates its incinerator cannons that continuously fire a stream of napalm in the direction Eradicator is facing. Energy Cost: 75/100/125/150 Cooldown: 16 Range: 3.5-units distance, 1.5 units wide Level 1: Napalm deals 25 + (40% INT) spell damage per second. Lasts 5 seconds. Level 2: Napalm deals 50 + (40% INT) spell damage per second. Lasts 5 seconds. Level 3: Napalm deals 75 + (40% INT) spell damage per second. Lasts 5 seconds. Level 4: Napalm deals 100 + (40% INT) spell damage per second. Lasts 5 seconds. Explanation: Eradicator can auto-attack while this skill is active and whatever Eradicator targets with its normal attack will also be targeted by the napalm cannons (since that is the direction Eradicator is facing probably). Eradicator can also move while this skill is active. Skill has a 0.5 second channel delay before cannons activate. Visually the skill utilizes a napalm fire stream animation like Firebat's or the ARES warbot from WoL. Possible Uses: Damage. Dispersing team fights. Wave clearing/farming. When Playing: Slows and stuns from skills or items can keep target(s) in place for full damage. Anything that boosts movement speed (Your R for example) allows you to stay close an opponent for duration. When Playing Against: Lockbox. Taser. Stun. Run. __________________________________________________ ENSNARE [W] Eradicator launches an energy net at a target location, rooting and absorbing the energy of friend or foe caught in its web. Energy Cost: 75/100/125/150 Cooldown: 22/20/18/16 Range: 6 Level 1: Ensnare depletes 20 + (50% INT) energy per second and lasts 3 seconds. Level 2: Ensnare depletes 40 + (50% INT) energy per second and lasts 3 seconds. Level 3: Ensnare depletes 60 + (50% INT) energy per second and lasts 3 seconds. Level 4: Ensnare depletes 80 + (50% INT) energy per second and lasts 3 seconds. Explanation: Ensnare is an AoE (1.5-unit radius) skill shot that is fired in a straight line and roots the first friend or foe it hits and any unit caught in the AoE around the target. The energy net depletes of all targets (allied or not) caught. Ensnared targets cannot move but can attack and cast abilities. Ensnare has a 0.5 second channel time. Visually Eradicator fires an medium-speed energy projectile that becomes an energy net for the root; Something similar to Nova's psychic web but a different color perhaps. Possible Uses: Potentially powerful AoE root for escapes or ganks. Depletes enemy energy. When Playing: Strong against energy dependent targets. Use in conjunction with Q or during E. Be careful not hit allied heroes (You will deplete their energy as well if you do). When Playing Against: You can still attack when Ensnared. If you must, stand next to enemy heroes to get them Ensnared as well. __________________________________________________ Stealth Generator [E] Eradicator cloaks itself and any allies around it. While cloaked, Eradicator's has +2 attack range and will deal bonus spell damage on its next auto-attack. Energy Cost: 100 Cooldown: 18/16/14/12 Range: Self Level 1: Eradicator deals bonus (50% Weapon Damage) spell damage on its next auto-attack. Lasts 15 seconds or until Eradicator attacks or moves. Level 2: Eradicator deals bonus (75% Weapon Damage) spell damage on its next auto-attack. Lasts 25 seconds or until Eradicator attacks or moves. Level 3: Eradicator deals bonus (100% Weapon Damage) spell damage on its next auto-attack. Lasts 35 seconds or until Eradicator attacks or moves. Level 4: Eradicator deals bonus (125% Weapon Damage) spell damage on its next auto-attack. Lasts 45 seconds or until Eradicator attacks or moves. Explanation: 0.5 second delay before cloaking field takes effect. Stealth Generator's AoE is 2.5-unit radius around Eradicator. Eradicator (and allies) will decloak 2 seconds after moving but will instantly decloak if it attacks. If allies under the effect of Stealth Generator move or attack, they will decloak themselves only; but if Eradicator attacks or moves, Eradicator and its allies will both decloak. Possible Uses: Ganks. Escape. Burst Damage. When Playing: Powerful ganking tool, that grants element of surprise as well as burst damage on next attack. Can also be used to escape. When Playing Against: TS Wards. Skill sacrifices mobility, therefore with some map awareness it can be used to reverse gank Eradicator and cloaked allies. __________________________________________________ TARGET ACQUIRED [R] Eradicator scans the map, temporarily acquiring the location of every enemy hero. During this time, Eradicator accelerates its movement speed at a fixed rate per second. Energy Cost: 100/150/200 Cooldown: 100/80/60 Range: Self. Level 1: Eradicator accelerates its movement speed at a rate of 4% per second, capping at +30% movement speed. Lasts 10 seconds. Level 2: Eradicator accelerates its movement speed at a rate of 6% per second, capping at +40% movement speed. Lasts 12 seconds. Level 3: Eradicator accelerates its movement speed at a rate of 8% per second, capping at +50% movement speed. Lasts 14 seconds. Explanation: This skill works by applying a global 'debuff' on enemy heroes for its duration, so abilities or items that remove debuffs can dispel the "Target Acquisition" debuff and hide the enemy hero from Eradicator again. If Eradicator stops or any reason during the ultimate, the movement speed acceleration bonus is reset. There should be a sound that alerts every player in the game that Eradicator activated his ultimate and has acquired targets. This is similar to hearing Drake's roar from across the map but something from the ARES sound file for example could work instead. Acquired targets are marked with a large targeting reticle for the duration of the spell. Possible Uses: Map Awareness/Control. Ganking. Escape. Chasing. When Playing: Very powerful map awareness tool, especially late game when CD is lower. Use keep track of enemy whereabouts for ganks, chases. The added mobility is good for escapes or moving rapidly across the map. When Playing Against: Any skill or item that removes debuffs can hide you from Eradicator. Cloaking or burrowing won't hide you through the fog of war but Eradicator will still need TS to attack you. __________________________________________________ Edited December 18, 2013 by Jessika Quote Link to comment Share on other sites More sharing options...
Moo Posted October 7, 2013 Report Share Posted October 7, 2013 If you kill yourself with your passive does it work the same way as when drake kills himself? Level 2 system upgrade is retardedly OP, nerf it. Is lockbox able to interrupt his passive, because if a silence can, leaving the game temporarily should also stop it. Is he not able to move while casting q? Quote Link to comment Share on other sites More sharing options...
MOTHER Posted October 7, 2013 Author Report Share Posted October 7, 2013 Yes if you kill yourself (heroic active) it works the same way as when Drake kills himself. But if Eradicator is killed first then explodes (Heroic Passive), it won't count as a suicide. Yeah lockbox should interrupt the heroic active as well. I'll include that. And yes he can move and attack during Q, like Starscream's missile barrage. Also I just checked the math, you're right about LVL 2 R. Especially if Eradicator is built as an INT hero which he is not meant to be. Quote Link to comment Share on other sites More sharing options...
Soundwave Posted October 7, 2013 Report Share Posted October 7, 2013 Wow. My favourite yet! It will be fun to play it. :) Quote Link to comment Share on other sites More sharing options...
CoolNoob Posted October 7, 2013 Report Share Posted October 7, 2013 All your Heros are great but I like this one and corruptor the most, good job, would be nice if you could design them in the editor and upload a video on YouTube showing the hero and talking about it , gj :) Quote Link to comment Share on other sites More sharing options...
ShadowFlame Posted October 7, 2013 Report Share Posted October 7, 2013 I like this one most, but I will say it seems like the cloak would be OP early game and semi-worthless lategame. Also, how does ensnare shoot? If you just hit a spot its not much of a skillshot and would be OP, but if you had it shoot out and hit the first thing (might be what you intended) it would take enough skill to be fair (maybe, roots are really good). Also, I assume you would get a lockbox to suicide and if it doesn't work then lockbox yourself (also it helps hit his ensnare). Last addition, you might want to have his level 3 ult give the suicide a 3 second use time instead of 5 or something, because with all the silences and stuns (especially stun knife) you will literally never get it off lategame. Quote Link to comment Share on other sites More sharing options...
CoolNoob Posted October 7, 2013 Report Share Posted October 7, 2013 how is it op , Ghost used to have that cloack for the team like 3 unit radious Quote Link to comment Share on other sites More sharing options...
Moo Posted October 7, 2013 Report Share Posted October 7, 2013 I like this one most, but I will say it seems like the cloak would be OP early game and semi-worthless lategame. Also, how does ensnare shoot? If you just hit a spot its not much of a skillshot and would be OP, but if you had it shoot out and hit the first thing (might be what you intended) it would take enough skill to be fair (maybe, roots are really good). Also, I assume you would get a lockbox to suicide and if it doesn't work then lockbox yourself (also it helps hit his ensnare). Last addition, you might want to have his level 3 ult give the suicide a 3 second use time instead of 5 or something, because with all the silences and stuns (especially stun knife) you will literally never get it off lategame. He can't move while cloaked, which makes it far from OP. In fact, it actually isn't that good of a skill when I think about it, it should be changed. Currently-even though your hero is supposed to be agi- your cloak is the only thing besides aa that scales off AD. This is a serious design flaw IMO. You should either make him a strength hero, or make his abilities into weapon damage scaling ones. Changing the flamethrower so that it scales off AD and making the cloak cause your next basic attack- even if he uncloaks- to deal the extra damage would solve this, and I think you should implement this. You might even think about making passive scale slightly off AD, or perhaps give it no scaling and just a base damage, otherwise some scrub will build this hero int to troll -.-' Quote Link to comment Share on other sites More sharing options...
MOTHER Posted October 8, 2013 Author Report Share Posted October 8, 2013 Q - Made it scale with AGI. W - Made it scale with Weapon Damage and added bonus +2 attack range (totaling 5) while cloaked. Better now for stalking. This skill can still be useful lategame, you can cloak quickly and break the cloak to deal additional damage late game. Also AoE cloaking field is never bad to have, Biotron anyone? E - Ensnare is meant to shoot like Boros' bola and the first unit it hits gets webbed along with anything, ally or enemy around it in 1 unit radius. I've adjusted the description to better reflect this, thank you Shadowflame. R - Reduced the cool down of LVL3 R M.A.D. Protocol like suggested. But I think it's better keep the INT scaling on this rather than just it to AD/AGI. It will giving him a nice and minor scaling for late game, assuming you don't go 6 gravity edges - then you can do that with any hero really. With lockbox, stealth and ensnare I can see that this hero has tremendous troll potential thanks to his heroic active/passive, especially in pubs. He can just immobilize targets and blow himself up, but I think this is balanced by the explosion not guaranteeing a kill (if you have enough HP stacked you can survive) and also taser/lockbox can save your ass and your team's ass. Coolnoob, alas I'm not that talented to code the abilities for a youtube demonstration. The best I could do is grab a screen cap of the models in the editor. >_<' Thank you everyone the input. Quote Link to comment Share on other sites More sharing options...
Moo Posted October 8, 2013 Report Share Posted October 8, 2013 Alright, last thing I can see that needs to be fixed, lower scaling q by a bit, because scaling it with agi means you don't have to choose between killing with aa or killing with abilities, you do both, and having that good of a dps enhancer with good scaling that also deals 25% true damage with level 2 ulti is a bit too strong. Also, making the cloak last like 1 second after you move or attack would help him greatly, since it would be quite easy to accidentally mess up what his attack range when you attempt to attack someone, and if that happens with how you currently have the ability, when the hero moves forward to get into range it will lose the extra damage proc. Quote Link to comment Share on other sites More sharing options...
MOTHER Posted October 8, 2013 Author Report Share Posted October 8, 2013 I reworked the skills (Q and W) as per your recommendations Moo, they were very helpful as usual. :) Quote Link to comment Share on other sites More sharing options...
CoolNoob Posted October 8, 2013 Report Share Posted October 8, 2013 Q - Made it scale with AGI. W - Made it scale with Weapon Damage and added bonus +2 attack range (totaling 5) while cloaked. Better now for stalking. This skill can still be useful lategame, you can cloak quickly and break the cloak to deal additional damage late game. Also AoE cloaking field is never bad to have, Biotron anyone? E - Ensnare is meant to shoot like Boros' bola and the first unit it hits gets webbed along with anything, ally or enemy around it in 1 unit radius. I've adjusted the description to better reflect this, thank you Shadowflame. R - Reduced the cool down of LVL3 R M.A.D. Protocol like suggested. But I think it's better keep the INT scaling on this rather than just it to AD/AGI. It will giving him a nice and minor scaling for late game, assuming you don't go 6 gravity edges - then you can do that with any hero really. With lockbox, stealth and ensnare I can see that this hero has tremendous troll potential thanks to his heroic active/passive, especially in pubs. He can just immobilize targets and blow himself up, but I think this is balanced by the explosion not guaranteeing a kill (if you have enough HP stacked you can survive) and also taser/lockbox can save your ass and your team's ass. Coolnoob, alas I'm not that talented to code the abilities for a youtube demonstration. The best I could do is grab a screen cap of the models in the editor. >_<' Thank you everyone the input. aww m:( you could as someone that can show you how to do all of that stuffs :) Quote Link to comment Share on other sites More sharing options...
Moo Posted October 8, 2013 Report Share Posted October 8, 2013 aww m:( you could as someone that can show you how to do all of that stuffs :) I have absolutely no idea what he meant to say, can someone translate? Quote Link to comment Share on other sites More sharing options...
Soundwave Posted October 8, 2013 Report Share Posted October 8, 2013 This caracter would be really fun to play (one of the best ones in the game) but I think his R is op.Timescale could be left out. MOTHER 1 Quote Link to comment Share on other sites More sharing options...
MOTHER Posted October 8, 2013 Author Report Share Posted October 8, 2013 I think you're right about the timescale, it's gone. The ultimate is meant to be a bundle of free items with passives ("upgrades") but the timescale isn't needed anymore I agree. @Moo He said I could ask someone to show me how to do all that stuff. :) Quote Link to comment Share on other sites More sharing options...
CoolNoob Posted October 8, 2013 Report Share Posted October 8, 2013 i meant that he could ask some I have absolutely no idea what he meant to say, can someone translate? i meant that he could ask some1 to teach him how to create hero models and the skills so he can give us a demonstration on a youtube video Quote Link to comment Share on other sites More sharing options...
Hogwarts Posted October 8, 2013 Report Share Posted October 8, 2013 The problem with this hero is the Q I can not really think of a good way to make it work mechanically. The after burn is the problem. For it to continue to burn after the attack has stopped means that it must apply a buff like toxi q. For that to work the whole skill needs to be a buff. that is constantly re applied but doesnt stack on its self. . Which means if you buy a parallax your going to negate a lot of the dmg from the q. Also i feel the potential dmg from the q with its current cd is really strong. The cd should be increased or the dmg nerfed Its best if the dmg was just pure non buff applied dmg with no after burn for mechanical reasons imo for it to remain consistent I also think the skills need to scale with INT not, AGI, I feel you will be dealing way to much dmg you can have massive spell dmg on your kit and have superb aa dmg also. You should be forced to make a choice to go aa but have a reasonable amount of spell dmg, OR going pure int and being a high int dmg /cc hero like null. You shouldn't get both from building agi/ wep dmg items. Its easy to get 300+ agility on a agi hero really easy. Then your passive is 25% true dmg at rank 4 your q is scaling at 120% agility. assuming we take off the 2 second burn, and assuming we have 300 agi. Thats 600+ 360 spell dmg on the q alone its 960 spell dmg and 25% of that is converted into true dmg. Not to mention if your building aa your going to have easily 350 wep dmg at max speed. This is why his skills should scale with int, this is also why almost every skill in the game scales with it. Its to force you to make decisions. Think how op Drake would be if his ult scaled with str? instead of int. The hero is great tho i really like its concept. MOTHER 1 Quote Link to comment Share on other sites More sharing options...
Moo Posted October 8, 2013 Report Share Posted October 8, 2013 The problem with this hero is the Q I can not really think of a good way to make it work mechanically. The after burn is the problem. For it to continue to burn after the attack has stopped means that it must apply a buff like toxi q. For that to work the whole skill needs to be a buff. that is constantly re applied but doesnt stack on its self. . Which means if you buy a parallax your going to negate a lot of the dmg from the q. Also i feel the potential dmg from the q with its current cd is really strong. The cd should be increased or the dmg nerfed Its best if the dmg was just pure non buff applied dmg with no after burn for mechanical reasons imo for it to remain consistent I also think the skills need to scale with INT not, AGI, I feel you will be dealing way to much dmg you can have massive spell dmg on your kit and have superb aa dmg also. You should be forced to make a choice to go aa but have a reasonable amount of spell dmg, OR going pure int and being a high int dmg /cc hero like null. You shouldn't get both from building agi/ wep dmg items. Its easy to get 300+ agility on a agi hero really easy. Then your passive is 25% true dmg at rank 4 your q is scaling at 120% agility. assuming we take off the 2 second burn, and assuming we have 300 agi. Thats 600+ 360 spell dmg on the q alone its 960 spell dmg and 25% of that is converted into true dmg. Not to mention if your building aa your going to have easily 350 wep dmg at max speed. This is why his skills should scale with int, this is also why almost every skill in the game scales with it. Its to force you to make decisions. Think how op Drake would be if his ult scaled with str? instead of int. The hero is great tho i really like its concept. I agree with what you are saying on this, but the hero's low range, no gap closer, and lack of survivability need some sort of trade-off. If not a larger damage output than normal, what should make up for those weaknesses? Quote Link to comment Share on other sites More sharing options...
Hogwarts Posted October 8, 2013 Report Share Posted October 8, 2013 I agree with what you are saying on this, but the hero's low range, no gap closer, and lack of survivability need some sort of trade-off. If not a larger damage output than normal, what should make up for those weaknesses? it has an aoe cloak... and a 5 second root ..... Quote Link to comment Share on other sites More sharing options...
MOTHER Posted October 9, 2013 Author Report Share Posted October 9, 2013 My gut feeling at first was scale it with INT but I was scared of a INT troll build affecting this hero (because of his heroic). But you're right, adding the INT scaling forces you to make choices. You shouldn't have both. I think what I'll do is revert scaling on Q to INT, with a slightly higher scaling but keep W's bonus damage scaling with Weapon Damage/AGI for now. I'll also drop the 2 seconds, which cuts down on the potential damage of the skill. Quote Link to comment Share on other sites More sharing options...
ravper Posted October 9, 2013 Report Share Posted October 9, 2013 hmmm. hello! this guys looks really cool but i feel if he went duo lane with boros or micro or something, his 3rd rank of his ult would mean that even if he died, he would stll come out ahead. while he is very cool, he seems to have little faults exept for his lack of escape, which he doesn't need. Quote Link to comment Share on other sites More sharing options...
MOTHER Posted October 9, 2013 Author Report Share Posted October 9, 2013 He does have an escape though. He can just find a corner and W, then D back to base. He probably needs to get movement speed items like Silver Soul to make best use of LVL 1 Ultimate's passive anyway. Quote Link to comment Share on other sites More sharing options...
Moo Posted October 9, 2013 Report Share Posted October 9, 2013 hmmm. hello! this guys looks really cool but i feel if he went duo lane with boros or micro or something, his 3rd rank of his ult would mean that even if he died, he would stll come out ahead. while he is very cool, he seems to have little faults exept for his lack of escape, which he doesn't need. I don't understand, why does he need to lane with boros or micro? Oh, and as for what I said earlier to Hogwarts, I did not realize that the root was 5 seconds long. That pretty much puts an end to me complaining about him being kited lol, so I think that everything is pretty much fine with him now. Quote Link to comment Share on other sites More sharing options...
Soundwave Posted October 9, 2013 Report Share Posted October 9, 2013 I REALLY HOPE one of the developers will read this hero suggestion cause this guy became amazing! :D The energy net is very nice, but a lot of heroes can get out of it with their spells, like shadow vortex or teleport, gravitus teleport etc. I think it would be really cool if it would be an electric net. Like: Electric net captures the units it reaches for 2 seconds dealing 60/70/80/90 + 30% INT damage per second (only to foes) and stunning them for the time they spend in the net. BTW if they decide to use your design in WOL stage of the game, lets just call this guy A.R.E.S so we can later make an Eradicator in the HOTS stage. :D MOTHER 1 Quote Link to comment Share on other sites More sharing options...
MOTHER Posted October 9, 2013 Author Report Share Posted October 9, 2013 I actually considered adding damage (I mean it is an energy net so it should singe you) but I would've preferred if it damages both friend and foe and that's not gonna happen (you can't deny heroes in AoS). And thank you btw. Quote Link to comment Share on other sites More sharing options...
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