captcpc Posted November 7, 2013 Report Share Posted November 7, 2013 Changelog: 11/7/13 - Creation - Reduced Devouring Fear Strength steal to 4 and duration to 10/15/25/40 11/10/13 - Rescaled Devouring Fear duration to 15/25/35/45 - Devouring Fear now has a cap of 25/30/35/45% of the target's original Strength (from none) - Reduced base Strength to 30 and base Health to 150 (from 35/200) - Increased base Agility to 35 (from 30) 11/11/13 - Devouring Fear Strength steal reverted to 5 11/15/13 - Devouring Fear duration reduced to 10/20/30/45 - Devouring Fear Strength steal cap raised a constant 50% Primordial.Eidolon Portrait: Unit Base: Unit Base: Tyrannozor Role: Soft Carry/Initiator Script: Only in the Sanctum will veteran soldiers admit their fear of the dark. After all, it is when the black smoke descends and covers the Sanctum in shadows that Eidolon enters the lands, and it is when the smoke rises that entire encampments of Terran soldiers vanished without a trace of their assailant. Even the feuding Protoss and Zerg have been known to stop their clashing when the smoke persists, respecting the fiend that has claimed their territories. However, the entry of even greater legends emboldened the two forces to retake their lands and defy their fear of Eidolon, forcing it to emerge from the shadows to truly and permanently instill the terror of a Primordial Zerg. Starting Stats: Base Health – 150 Movement Speed – 3 Attack Range – 1.25 Attack Speed – 1.6 Base Damage – 40 Attack Name | Animation - Fury Swipes | Standard Tyrannozor melee attack Base Armor – 4 Strength – 30+2 (Primary) Agility – 35+8 Intelligence – 25+1 Theme: A mobile Hero that depends on hit-and-run tactics to gain strength and weaken enemy heroes before engagements. Eidolon is a powerful anti-tank and asset to ganks with its ability to directly remove maximum health for sustained periods of time, however its risky maneuvers can easily lead to its demise with its low natural health pool and laughable energy pool. __________________________________________________ Shadowmancer "The Primordial thrives in the shadows, gaining 25% movement speed if it is in the enemy Fog of War." Do not fear what lurks in the darkness, fear the darkness itself. In Depth Skill Explanation: Invisibility does not count, the effect will only take place in the Fog of War (ie. High ground advantage and blinds). Illusions will benefit from the movement speed. Neutral creep vision will not dispel the buff. Possible Uses: Gives Eidolon great map mobility and gives slight boosts to his other skills. When Playing: Gank other lanes and return as quickly as you left Determine whether or not you are being watched by an unseen enemy When Playing Against: Ward the map to prepare for ambushes __________________________________________________ Invisible Black [Q] "Eidolon leaps in front of the target, bringing along illusions within an 8 unit radius of the target and gaining maximum attack speed for 1/2/3/4 attacks. If this ability is used under the effects of Shadowmancer, it stuns for 1.2 seconds. Can be used on enemy structures." Eidolon is surprisingly nimble and is able to strike targets at supersonic speeds. Energy Cost: 50/55/60/65 Cooldown: 12/9.5/7/4.5 Range: 8 In Depth Skill Explanation: The buff applies to illusions. Animation: Zeratul's blink from the WoL campaign. Possible Uses: Eidolon's bread and butter, it lets him grab quick stacks of Devouring Fear and chase efficiently. When Playing: Try to get the high-ground advantage or attack from the bushes to make use of the stun Mass up illusions for maximum damage When Playing Against: Lock down Eidolon when he inevitably jumps a target and burst him down before he gains health Focus down his illusions between encounters __________________________________________________ Paranoia [W] "Eidolon teleports 8 units backwards, creating an illusion at its original location that lasts for 20 seconds. The illusion will take 100% damage and deal 15% of his Strength as Physical Damage, but will die after taking taking 4 Physical attacks. If cast under the effects of Shadowmancer, Eidolon does not teleport and the cooldown will be halved. Illusions will die instantly to damage from towers." Hunters of the Primordial often find themselves wracked by their own hallcinations before becoming the hunted. Energy Cost: 160/145/130/115 Cooldown: 30/25/20/15 In Depth Skill Explanation: Cannot pass through impassable terrain. Illusions will die to 4 autoattacks, not spells, regardless of whether another source of physical damage is attached to them (ie. Balrog's Heroic Passive). If Illusion health reaches 0 before it takes 4 autoattacks, the illusion will die normally. Animation: Illusion appears instantly after the teleport with no animation on departure. Eidolon's model fades into the arrival location. Possible Uses: Escape from particularly dangerous situations or mass up illusions, provided you have the energy. When Playing: Use it in combination with Penumbra to trick enemies into nuking the illusion Build energy items to make up for Eidolon's horrid energy pool. When Playing Against: Burn Eidolon's energy pool Silence or stun him immediately after he leaps __________________________________________________ Devouring Fear [Passive E] "Eidolon saps a Hero's life with each strike, stealing 5 Strength on attack for 10/20/30/45 seconds, up to a maximum of 50% of the target's original Strength. Each stack has an individual timer and if either Eidolon or the afflicted Hero dies, the strength is returned. Illusions will steal 2 Strength for themselves, returning it when they die." Eidolon prefers toying with its prey, leaving them at the brink of death for later consumption. In Depth Skill Explanation: Is not removed by debuff immunity. Animation: v5.0's lifesteal animation Possible Uses: Beef up Eidolon's low health pool while weakening targets before the big engagements. When Playing: Make safe ambushes with Invisible Black at every opportunity to keep the stacks up Coordinate with your team to land their nukes after a few strikes to deal the most damage When Playing Against: Nuke down Eidolon before he accumulates strength Try to force large teamfights and stick together __________________________________________________ Penumbra [R] "The Sanctum is enveloped in black smoke, globally reducing Hero and ward vision to 6 for 12 seconds. Does not stack with other forms of sight reduction unless it applies a greater blind." When the Sanctum inevitably descends into Penumbra, nightmares become reality. Energy Cost: 100 Cooldown: 70/50/30 Range: Global In Depth Skill Explanation: Does not affect lane creeps and towers, but does affect summons such as Duran's Eye. Animation: Surrounds Eidolon in a black cloud, similar to Vorpal's Ultimate. Possible Uses: Give the team a major sight advantage before engaging in teamfights or roaming for ganks. When Playing: Makes full use of Shadowmancer Makes hit-and-run ambushes safer Makes Aeon and Daggoth attempts safer When Playing Against: Stick to your tower like glue and wait out the duration If you are with your team, maintain a high-ground advantage If you are alone, find a safe corner to cry in Quote Link to comment Share on other sites More sharing options...
Moo Posted November 8, 2013 Report Share Posted November 8, 2013 Very good hero, I love the concept. Quote Link to comment Share on other sites More sharing options...
ANARCHY Posted November 8, 2013 Report Share Posted November 8, 2013 i like the concept although i feel his E spell lasts way too long; you don't even need to build dps as long as you have max wep speed you can theoretically sap 800 strength (8,000hp?) from an enemy hero which there is no counter to leaving them with no hp and no way to heal & at the same time its essentially giving the hero leech (of 50 hp per attack) without being mitigated by armour effects Quote Link to comment Share on other sites More sharing options...
captcpc Posted November 8, 2013 Author Report Share Posted November 8, 2013 i like the concept although i feel his E spell lasts way too long; you don't even need to build dps as long as you have max wep speed you can theoretically sap 800 strength (8,000hp?) from an enemy hero which there is no counter to leaving them with no hp and no way to heal & at the same time its essentially giving the hero leech (of 50 hp per attack) without being mitigated by armour effects The Hero returns to being squishy with each kill and has no other forms of damage. An 80 second duration and use by illusions does sound broken now that you mention it. Quote Link to comment Share on other sites More sharing options...
Moo Posted November 8, 2013 Report Share Posted November 8, 2013 i like the concept although i feel his E spell lasts way too long; you don't even need to build dps as long as you have max wep speed you can theoretically sap 800 strength (8,000hp?) from an enemy hero which there is no counter to leaving them with no hp and no way to heal & at the same time its essentially giving the hero leech (of 50 hp per attack) without being mitigated by armour effects Very good point. Either remaking the ability or making it just lower the enemy's str (not leech) is in order, as it would be either OP or very weak, since if you keep the numbers high enough to actually do something, it will be OP, and if you don't it will be bad. Quote Link to comment Share on other sites More sharing options...
ANARCHY Posted November 8, 2013 Report Share Posted November 8, 2013 Very good point. Either remaking the ability or making it just lower the enemy's str (not leech) is in order, as it would be either OP or very weak, since if you keep the numbers high enough to actually do something, it will be OP, and if you don't it will be bad. IMO i would change it to a steals 5% of heroes primary attribute up to a maximum of X% Quote Link to comment Share on other sites More sharing options...
Soundwave Posted November 8, 2013 Report Share Posted November 8, 2013 One of the best hero designs so far. I think E might still be a bit too strong. Btw penubra. Very nice design. :) And penumbra is also a good horror game :D. Quote Link to comment Share on other sites More sharing options...
captcpc Posted November 8, 2013 Author Report Share Posted November 8, 2013 I like the idea of setting a max %, but I'd rather keep it at a static rate so it doesn't turn into a late game damage steroid and I'm thinking of changing it to maximum health drain with AGI gain instead. If it were changed to primary attribute, it would be useless against Rancor, Vergil, and other AGI casters that are pretty common.. One of the best hero designs so far. I think E might still be a bit too strong. Btw penubra. Very nice design. :) And penumbra is also a good horror game :D. Yep, Penumbra is one of my favorite games. Machine for Pigs was a disappointment, though. Quote Link to comment Share on other sites More sharing options...
Soundwave Posted November 8, 2013 Report Share Posted November 8, 2013 I like the idea of setting a max %, but I'd rather keep it at a static rate so it doesn't turn into a late game damage steroid and I'm thinking of changing it to maximum health drain with AGI gain instead. If it were changed to primary attribute, it would be useless against Rancor, Vergil, and other AGI casters that are pretty common.. Yep, Penumbra is one of my favorite games. Machine for Pigs was a disappointment, though. I think you should stay at strenght and have a maximum percent. The reason for that is because against tanks with lot of strenght you will have to debuff them with stealing strenght and gaining damage cause they are never going to die. Against casters it will be good too I think.Yep maschine for pigs was a bit slow moveing and weird too. But hey most of the game was cool. :) Favourite map of Amnesia? Quote Link to comment Share on other sites More sharing options...
Moo Posted November 8, 2013 Report Share Posted November 8, 2013 I think you should stay at strenght and have a maximum percent. The reason for that is because against tanks with lot of strenght you will have to debuff them with stealing strenght and gaining damage cause they are never going to die. Against casters it will be good too I think. Yep maschine for pigs was a bit slow moveing and weird too. But hey most of the game was cool. :) Favourite map of Amnesia? Making it take a percentage of strength would be extremely OP. A tank should be able to tank, you shouldn't be able to easily solo kill a late game tank, which you would be able to because of stealing percentage str, which lowers their hp a ton and increases yours a ton, effectively making you a super tank like they were with huge damage, and making them have low hp, and therefore squishy for a tank, that is a bad idea. Quote Link to comment Share on other sites More sharing options...
Soundwave Posted November 8, 2013 Report Share Posted November 8, 2013 He already has an attack speed ability so agility gain would work only after those strikes. It would be a lot weaker. Strength would be more fun and better. Also a lot depends on what will be maximum strength the caracter can steal. I belive it can be balanced out with strenght. Quote Link to comment Share on other sites More sharing options...
Soundwave Posted November 8, 2013 Report Share Posted November 8, 2013 Btw if I have 2 caracters ready can I delete one of them to create a new one instead or that is against the rules? Quote Link to comment Share on other sites More sharing options...
Moo Posted November 9, 2013 Report Share Posted November 9, 2013 He already has an attack speed ability so agility gain would work only after those strikes. It would be a lot weaker. Strength would be more fun and better. Also a lot depends on what will be maximum strength the caracter can steal. I belive it can be balanced out with strenght. It being weaker than stealing str is the point, since stealing str is very OP. Quote Link to comment Share on other sites More sharing options...
Soundwave Posted November 9, 2013 Report Share Posted November 9, 2013 It being weaker than stealing str is the point, since stealing str is very OP. I think this strength steal should be tested with a maximum amount. If it is OP than just turn it into a health drain and a damage increase. After every attack the creature steals X amount of health and gains +3 damage? Quote Link to comment Share on other sites More sharing options...
Moo Posted November 9, 2013 Report Share Posted November 9, 2013 I think this strength steal should be tested with a maximum amount. If it is OP than just turn it into a health drain and a damage increase. After every attack the creature steals X amount of health and gains +3 damage? If you put a max amount on it it could be fine, but make sure the max is low enough so that it does actually lower the power of the skill enough that it isn't OP, and doing that needs testing as you said. Quote Link to comment Share on other sites More sharing options...
captcpc Posted November 10, 2013 Author Report Share Posted November 10, 2013 Changed it to have a maximum % of Strength stolen so it'd be more effective against Heroes that have high Strength gain and build Strength items instead of maximum HP. Also has an atrociously low Health pool to compliment the atrociously low energy pool. I think you should stay at strenght and have a maximum percent. The reason for that is because against tanks with lot of strenght you will have to debuff them with stealing strenght and gaining damage cause they are never going to die. Against casters it will be good too I think. Yep maschine for pigs was a bit slow moveing and weird too. But hey most of the game was cool. :) Favourite map of Amnesia? The sanctuary after leaving the sewer area. It's so difficult to leave the place after going through the latter. Quote Link to comment Share on other sites More sharing options...
Soundwave Posted November 11, 2013 Report Share Posted November 11, 2013 I would love to see your hero in game :D. Mine is Lost the lights. :D That is a good custom story. Quote Link to comment Share on other sites More sharing options...
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