Soundwave Posted November 4, 2013 Report Share Posted November 4, 2013 Test Subject 31: Unit model: Role: Anti tank / ranged caster Attack range: 7 Main stat: Intelligence Base movement spee: 2,9 Vision radius: 14 Base stats: strength: 30+5 per level agility:25+4 per level intelligence:35+6 per level Description: Samir Duran/ Dr. Narud was trying to create a flying hybrid to support his ground forces. The perfect subjects for these experiments was a highly evolved zerg devouer. Duran have sent the captured creature to a dominion research facility. However protoss DNA was never added to the creature because the base was discovered. When Raynor attacked the secret sience facility a hybrid reaver was accidentally released. The rageing hybrid damaged the energy source of the base, so the containment field around this devouer went offline which allowed the creature to escape. Now Test Subject 31 has regained its telepathic connection with the swarm and returned to it's leader Kerrigan. Heroic passive: Acceleration: If Test Subjext 31 flies constantlly for 3 seconds without modifying its direction more than 2 times it will gain +5% movement speed. The creature can gain speed 3 times (maximum 15% bonus speed). Chemical strike: (active) Test subject 31 launches highly reactive cemicals at the target . Primary target will recieve 125/150/175/200 + 110% intelligence spell damage. Units in 3 unit radius around primary target will be damaged too, but they will take only half of the damage that was dealt to the primary target. If this ability is combinet with corrosive spores the damage will be increased by 30% and the damage radius will be increased by 1 unit. Range: 9 Channeling time:0 seconds. Energy cost: 140/160/180/200 Cooldown: 20 seconds Purpose: Made for siege and to damage enemies from range. Explanation: This ability is design to break enemies from range and provide support to your allies. Helps a lot with pushing, siegeing and defending your own base. Also used to finish off low health heroes. Corrosive spores: (active) Test Subject 31 launches its corrosive spores at a single target. Targeted unit will lose 20/30/40/50% armor for 10 seconds and the ability to detect cloacked units and structures for 6 seconds. The damage increase for chemical strike is 10 seconds long. Cast range: 6/7/8/9 Channeling time:0 Energy cost: 60/70/80/90. Cooldown: 15 seconds.Purpose: Increases damage output in some situations, and increases the possibility for traps to capture units even if enemy has truesight. Explanation: Main purpose is to debuff enemy tanks (Gravitus, Drake, Akasha). Mixing this ability with your offensive abilities will make this caracter a lot deadlier. Sticky trap: Test Subject 31 creates a trap (maximum 4 traps can be made) directly before itself. The traps are invisible and capture only heroic units (only 1 per trap) for 1/1,5/2/2,5 seconds. The trapped units cannot use spells . Traps are 5 units wide in every direction and have 300 health. Channeling time:0 Cooldown:5 Energy cost:30/40/50/60 Purpose: Create escape paths and also able to set up gans and makes ultimate usage much safer. Explanation: Designed to be a back up/emergency ability. Prepared traps will provide a great escape root. If somebody chaseing you than just run straight into the path you covered with traps. You can lay it down on paths which is ideal for the enemy to gank you, so before they could attack you they will be stuck so you have time to escape. Because it keeps enemies still you can deploy it at the enemies escape roots makeing it harder for them to run away from you or your team. Also adviced to cheat enemies into this trap and then use your ultimate to deal significant damage to them. Also ideal to slow down the siege of a tower. Sting: (active) Test subject 31 gains +200% movement speed, flies to the target, and stabs it with it's sting. The sting stuns the enemy for 2,5 half seconds. Targeted unit will lose 10/20/30% of its maximum health (physical damage).The sting injects venom that deals 100% intelligence (spell damage) over 3 seconds. Until the venom works the victims vision radius will be decreased to 0. After this ability was activated, Test Subject 31 will lose it's movementspeed bonuses. Cast range: 5 Channeling time:0 Energy cost: 250/300/350 cooldown: 60 seconds. Explanation: Desables the enemy that ambushes you. Also good to break siegein tanks and helps your team to finish them off. The anti vision effect will provide you additional cover and time to escape. Tell me in comments bellow if you like this hero and if you have give me some suggestions! :) All feedbacks appreciated.Test Subjext 31 will be completed tomorrow. Quote Link to comment Share on other sites More sharing options...
Moo Posted November 4, 2013 Report Share Posted November 4, 2013 The ulti is bad. Q is OP. E is retardedly OP. W is fine. Passive is bad, you could make him have that sight range without making it his passive. The hero needs a bit of work in general, as I don't see what roles he is supposed to fill and his ulti's concept should be changed IMO. Quote Link to comment Share on other sites More sharing options...
Soundwave Posted November 4, 2013 Author Report Share Posted November 4, 2013 The ulti is bad. Q is OP. E is retardedly OP. W is fine. Passive is bad, you could make him have that sight range without making it his passive. The hero needs a bit of work in general, as I don't see what roles he is supposed to fill and his ulti's concept should be changed IMO. I don't know why ulti is bad. If you are close to the devouer when locusts are released they can take 50% of your health. That seems to be quite powerful. I might even have to nerf it. Q can be op I agree I think I will nerf it.E. Well if you ave 600 int (which is ultra high and only occures in super superlategame, it will reduce the attacks by 150. Considering that te abilities are designed to take down enemies at range and the main damage dealer ability Q has channeling time you dont really have much protection against dps players who can run around even with 800-1100 dps. They will pretty much instantmurder this caracter if the E gets nerfed. Or If other people finds it OP too than I add the sight range as not heroic passive and give him a quick movespeed bonus. It depends on others oppinion. Quote Link to comment Share on other sites More sharing options...
Moo Posted November 4, 2013 Report Share Posted November 4, 2013 I don't know why ulti is bad. If you are close to the devouer when locusts are released they can take 50% of your health. That seems to be quite powerful. I might even have to nerf it. Q can be op I agree I think I will nerf it. E. Well if you ave 600 int (which is ultra high and only occures in super superlategame, it will reduce the attacks by 150. Considering that te abilities are designed to take down enemies at range and the main damage dealer ability Q has channeling time you dont really have much protection against dps players who can run around even with 800-1100 dps. They will pretty much instantmurder this caracter if the E gets nerfed. Or If other people finds it OP too than I add the sight range as not heroic passive and give him a quick movespeed bonus. It depends on others oppinion. The ult is bad since it could be countered in such a large multitude of ways that its damage would almost never go off. It also has no scaling, and no reason to level it up, along with the fact that the damage is dealt over a long period of time. E is OP in all stages of the game since if you get durans buckler early game, auto attacks will deal so little damage that you would never die, midgame you will have enough int + dst that this will still be true, and lategame it will mitigate craptons of damage still because of higher int. My suggestions for making the hero better: Change heroic passive to have some sexy effect, since there could be a multitude of such effects with this hero's background. Q- lower scaling and it is a nice skill. E- Change to a temporary speed boost for himself and all surronding units, about 20% movespeed at max level for 2-3 seconds. R- make it into a large swarm of creatures that are housed within Test Subject's body that attack all enemies within their vision radius and deal damage based of int. The ulti would be more of a huge teamfight ability, instead of an extremely situational single target damage ulti that does not scale at all. Quote Link to comment Share on other sites More sharing options...
Soundwave Posted November 4, 2013 Author Report Share Posted November 4, 2013 The ult is bad since it could be countered in such a large multitude of ways that its damage would almost never go off. It also has no scaling, and no reason to level it up, along with the fact that the damage is dealt over a long period of time. Strange. I think loseing 50% health from range without being able to touch the enemy is strong. Also it is true damage.You say u can avoid it. Vortex=locust will fly into vortex teleports=yes penthos can run it out, nova can cloack and run. But this ulti is basically against slow tanks. Also 150% movementspeed of main caracter is quite fast. But I see your point. There could be some broblems with it. I might redesign it. Btw I lowered the Q damage as u suggested. Still op? I nerfed E a bit and changed heroic passive. Quote Link to comment Share on other sites More sharing options...
Moo Posted November 4, 2013 Report Share Posted November 4, 2013 Strange. I think loseing 50% health from range without being able to touch the enemy is strong. Also it is true damage. You say u can avoid it. Vortex=locust will fly into vortex teleports=yes penthos can run it out, nova can cloack and run. But this ulti is basically against slow tanks. Also 150% movementspeed of main caracter is quite fast. But I see your point. There could be some broblems with it. I might redesign it. Btw I lowered the Q damage as u suggested. Still op? I nerfed E a bit and changed heroic passive. Only if the ulti is used against a slow, no escape hero will the full damage actually happen, and even then all the damage will not happen unless they have no animation for their aa. The reason for this is that the locusts last for 10 seconds and have 2 attack speed, which means they would have to attack every time possible, including just as they spawn, to get 50% of the enemy's hp in damage, so if the hero is fast or has an escape only a portion of the damage will go off. A simple lockbox would negate a lot of the damage by itself, since you could lockbox yourself just as you are about to get hit, negating one of the attacks and making yourself untargetable by the locusts for the duration. Impact dial would make you out of the locusts' range so that would negate almost all of the damage. In the design for the ult that I saw the locusts' movespeed was the same as the character, not 150% so you must have changed it, and even with this the ulti should still be changed, since anyone with an escape or ridiculous amounts of movespeed (shadow, ling, Maar, kitty, starscream, tychus with grenade, lord z, grunty) would still avoid the ulti almost completely.Q is fine now. If you really want something to protect against aa's make a non-scaling weapon damage debuff and a slow against things that aa the hero, not the E you currently have which is nigh-impossible to balance and would almost completely negate minion damage to the hero (both lane creeps and hero minions from mk, unix, bio, etc.). I still don't like the passive, it doesn't really fit the hero. I can't really think of any good ideas for the passive right now, but if I do i will say them. Quote Link to comment Share on other sites More sharing options...
FruitNinja Posted November 4, 2013 Report Share Posted November 4, 2013 I'm not sure what changes Soundwave has made to the numbers since moo's first post, so I'll just look at the hero as it is now. -For an INT caster, his overall scalings are low. This seems to favor a tanky/CDR build with a little bit of INT from some items that also enhance base damages. This isn't a bad thing at all, I'm just pointing this out. -His primary damage dealer has a very long channel time with a moderate base damage and strong scaling. I just don't see why it needs a 1.5 second channel time when it isn't going to win a teamfight by itself (like drake ult) or deal an insane amount of damage to one person. It's not a heavy utility skill and it seems like this hero could get interrupted during his combo and end up dealing almost no damage. -His E could use a base value and have the scaling be fixed at all levels. Right now, it's not very useful early game, but late-game it has the potential to scale extremely well. That kind of power curve is a bit too much as it'll only be useful late-game and it won't be worth leveling until then. -His W reduces armor, but he deals spell damage and true damage and probably isn't going to be building that much INT or attack speed in the first place. This means that it doesn't feel meaningful to use in a duel. Balance-wise, this is okay, but in terms of the gameplay and feel of the character it's important to make sure that your abilities feel like they are doing something. Even in a teamfight, your teammates would have to follow up for it to be useful, which could be frustrating when your teammates don't know what your hero does (make tanky people not tanky anymore). Quote Link to comment Share on other sites More sharing options...
Doom Posted November 4, 2013 Report Share Posted November 4, 2013 There is a flaw with heroic passive. "In a straight line"..... most people spam-right click at points very close to one another, changing move command slightly each time. It is quite likely that it would also cause a slightly different straight line, so the bonus would be lost when it really shouldn't. I suggest making it not lose bonus when you don't change angle of movement by more than say 0.5 radians. Moo 1 Quote Link to comment Share on other sites More sharing options...
GENLORDZ Posted November 5, 2013 Report Share Posted November 5, 2013 The ulti I don't know why ulti is bad. If you are close to the devouer when locusts are released they can take 50% of your health. That seems to be quite powerful. I might even have to nerf it. Q can be op I agree I think I will nerf it. E. Well if you ave 600 int (which is ultra high and only occures in super superlategame, it will reduce the attacks by 150. Considering that te abilities are designed to take down enemies at range and the main damage dealer ability Q has channeling time you dont really have much protection against dps players who can run around even with 800-1100 dps. They will pretty much instantmurder this caracter if the E gets nerfed. Or If other people finds it OP too than I add the sight range as not heroic passive and give him a quick movespeed bonus. It depends on others oppinion. 50% of health is only lvl 1 ulti, imagine lvl 3 ulti and you RELEASE DE KRAKENS WHILE ENEMY MELEE HERO ATTACKS YOU, FULL 100% WOOOOOOOOOOOOOTTTTTTTTTT Quote Link to comment Share on other sites More sharing options...
Soundwave Posted November 5, 2013 Author Report Share Posted November 5, 2013 The ulti 50% of health is only lvl 1 ulti, imagine lvl 3 ulti and you RELEASE DE KRAKENS WHILE ENEMY MELEE HERO ATTACKS YOU, FULL 100% WOOOOOOOOOOOOOTTTTTTTTTT The caracter changed a lot since I sad that. :D Quote Link to comment Share on other sites More sharing options...
Soundwave Posted November 5, 2013 Author Report Share Posted November 5, 2013 I have reworked his R, E and W has been changed a bit. How do you like it now? Quote Link to comment Share on other sites More sharing options...
Frozensoul Posted November 5, 2013 Report Share Posted November 5, 2013 How to put pictures? Quote Link to comment Share on other sites More sharing options...
Soundwave Posted November 5, 2013 Author Report Share Posted November 5, 2013 How to put pictures? Unit pictures from here: http://s1308.photobucket.com/user/residente5/library/?page=1#/user/residente5/library/?sort=3&page=1&_suid=138366538391304111016331072201Icons from here: http://s1079.photobucket.com/user/Banzaiguy/library/#/user/Banzaiguy/library/?sort=3&page=1&_suid=1383665416894012397865041257855 Excel: well you have to upload it on the internet and than at editing press the image icon and copy the link of your upload. Quote Link to comment Share on other sites More sharing options...
Soundwave Posted November 6, 2013 Author Report Share Posted November 6, 2013 Mew changes have been made. Check it out. Quote Link to comment Share on other sites More sharing options...
GENLORDZ Posted November 6, 2013 Report Share Posted November 6, 2013 what you mean by regain movement speed Quote Link to comment Share on other sites More sharing options...
Soundwave Posted November 6, 2013 Author Report Share Posted November 6, 2013 what you mean by regain movement speed It will lose movementspeed bonuses after the attack. (that 200% he gained at the start of the attack and also the 15% that was gained by the heroic passive.) Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.