king Posted November 28, 2013 Report Share Posted November 28, 2013 Changelog: Date November 27, 2013 November 27, 2013 - Began creation Name: Frozen.Herdbeast Portrait: GiantYeti Unit Base: GiantYeti Role: Tank / Lane Control Alignment: Neutral Script: n/a Starting Stats: Base Health – 680 Movement Speed – 1.9 Attack Range – 2 Attack Speed – 1.4 Base Damage – 22 Attack Name | Animation - GiantYeti Base Armor – 6 Strength – 38 Agility – 27 Intelligence –25 "Thematic Quote" Theme: Is it cold in here, or is it just me? Frozen.Herdbeast is a zerg experiment that gained independence. After a small herd of Yeti were infected, but not yet a complete part of the swarm, a extremely deep freeze damaged the zerg components, preventing their replication and complete assimilation of the yeti. However the mental link was left behind, causing the herd to function as a single being. They work together now, often sacrificing a single member if it is in the best interests of the herd. __________________________________________________ Take one for the team "Every 500 hp generates a new member of the herd. Any damage can only affect 1 member of the herd at a time, limiting a single attack to 500 dmg. AOE attacks affect the lead individual, not the entire herd." Possible Uses: This is what makes the unit tanky. When Playing: Allows you to mitigate single high damage attacks. When Playing Against: Weapon speed will be more useful that dealing a large single shot to a target. __________________________________________________ Ice Shard [Q] "Calls an ice crystal from the depths of the planet" Level 1: 70 (+30% int) damage to target, slows target all enemies withing a radius of 2, and deals 50% in splash damage. Level 2: 100+30% int) damage to target, slows target all enemies withing a radius of 2, and deals 50% in splash damage. Level 3: 130+30% int) damage to target, slows target all enemies withing a radius of 2, and deals 50% in splash damage. Level 4: 170 +30% int) damage to target, slows target all enemies withing a radius of 2, and deals 50% in splash damage. Energy Cost: 50/60/70/80 Cooldown: 10/9/8/7 Range: 5 In Depth Skill Explanation: Useful for catching an enemy trying to escape from the herd, also for slowing an enemy that is following. Press [q] and click on your target. Possible Uses: Initiation, retreat, catchup When Playing: If an enemy is escaping, use this to catch them If an enemy is trying to catch you, use this to slow them down Also useful to cleanup creep waves, and to help take out neutral creeps When Playing Against: Splash range is minimal. Don't clump up and everyone should be fine. __________________________________________________ "A frozen creep tumor which generates creep 2x as fast as normal. Only allowed 1 at a time, generating another destroys the first." Level 1: While in creep Herdbeast takes 5% less damage and moves 10% faster. Tumor has 700hp. Level 2: While in creep Herdbeast takes 7% less damage and moves 15% faster. Tumor has 800hp. Level 3: While in creep Herdbeast takes 9% less damage and moves 20% faster. Tumor has 900hp. Level 4: While in creep Herdbeast takes 11% less damage and moves 25% faster. Tumor has 1000hp. Energy Cost: 50/60/70/80 Cooldown: 25/22/19/15 Range: 2 In Depth Skill Explanation: This is very similar to the normal zerg creep tumor. A leftover ability from the previous Zerg infection. While on the icy creep Herdbeast is in it's element. The buildup of ice in it's fur results in a reduction of all spell and physical damage. Also the improved grip in the frigid ground improves his movement speed. While herdbeast is on ice creep the frozen tumor will repair itself. Otherwise a new one can be dropped if the self healing is not going fast enough. Possible Uses: Lane Control When Playing: Allows Herdbeast to hold his ground due to the improved resists Also by claiming the land he is able to move faster enabling him to escape enemy attacks, and launch faster strikes against enemy heros. When Playing Against: Destroy the tumor if possible. It is not cloaked or hidden, but has decent (700/800/900/1000) hp. Lure Herdbeast away from his icy den and kill him. __________________________________________________ Sacrifice [E] "One of the herd launches itself at a target. Invulnerable till it hits target. Roots and attacks at the same time. Herdbeast can not attack during this time. Away from the herd the herd member dies after 2 seconds" Level 1: Herd member gains %30 resists while attacking, attacks with %100 attack of herdbeast, and procs effects. Level 2:Herd member gains %37 resists while attacking, attacks with %100 attack of herdbeast, and procs effects. Level 3:Herd member gains %44 resists while attacking, attacks with %100 attack of herdbeast, and procs effects. Level 4:Herd member gains %51 resists while attacking, attacks with %100 attack of herdbeast, and procs effects. Energy Cost: 100/120/145/175 Cooldown: 30/27/24/20 Range: 5 In Depth Skill Explanation: One member of the herd will sacrifice itself for the betterment of the others. Herd beast loses 500 hp every time this ability is activated. While the herd member is attacking herdbeast can not attack himself. The herdmember procs all item abilites and deals damage the same as herdbeast. Gains resists to allow the herd more time to escape/entrench. 2 seconds after attacking target member dies from lonelyness. Possible Uses: Lane Control Last Hit Initiation When Playing: Begin an attack on an enemy hero with this. It will root them for 2 seconds or until they kill the herd member. Use to lock someone down who is following you. Use to finish off an escaping hero Do not use when low on health. Can only be used if current HP is over 500. When Playing Against: Kill the member. It only has 500 hp and even with resists that should die quickly. Team mates should attack herdbeast after he has launched. He can not attack till the herd member dies. It is also a good time to attack since herdbeast has just lost 500 hp. __________________________________________________ Circle Around[R] "Call the whole herd to defend an ally, or attack an enemy" Level 1: Leap to and surround target for 2 seconds. If friendly absorb all damage intended to hit them gain 8 armor, 15% spell resist. If enemy attack at max attack speed, +40% spell damage. Level 2: Leap to and surround target for 2.5 seconds. If friendly absorb all damage intended to hit them gain 9 armor, 20% spell resist. If enemy attack at max attack speed, +45% spell damage. Level 3: Leap to and surround target for 3 seconds. If friendly absorb all damage intended to hit them gain 10 armor, 25% spell resist. If enemy attack at max attack speed, +50% spell damage. Energy Cost: 100/120/145/175 Cooldown: 50/40/35 Range: 4 In Depth Skill Explanation: [DEFENSE] Members of the herd leap to and surround a target. They assume a defensive ring posture if the target is an ally, presenting only their hardended heads to the attacking enemy. This protects the ally from all incoming damage, however damage is applied to herdbeast. In defensive formation armor and spell resists apply. Stacks with resists applied from ice creep while on the ice creep. Walking will move ring with ally inside it to find a safer location. [OFFENSE] Memers of the herd leap to and surround an enemy. Forms a ring with heads facing inward. In addition to normal damage an increase of 50% spell damage is applied since all members of the herd are attacking. Can drag enemy while in the ring. [RESTRICTIONS] This skill can only be used if 3/4/5 members of the herd remain. Otherwise it is hard to make a nice circle around your target. Possible Uses: Good for everything When Playing: Use this to save a near dead team mate Use it to protect a team mate that is getting ready to attack Surround an enemy and trap them while your team attacks Root an enemy and attack them yourself. When Playing Against: Get resists Stay out of range Use items to teleport out of ring Cronos' Layout. Quote Link to comment Share on other sites More sharing options...
Moo Posted November 28, 2013 Report Share Posted November 28, 2013 How does the aa scaling work? If two herd members attack one enemy once each, will that enemy take 200 damage if herdbeast has 100 AD, or will that enemy take 50 damage from each hit? How does this work? Quote Link to comment Share on other sites More sharing options...
king Posted November 29, 2013 Author Report Share Posted November 29, 2013 Besides the ultimate I only expect that one herd member attacks at a time. It might be nice to increase attack speed with each new member that is added to the herd, but I was trying to keep this more tanky, and not an AA DPS character. However I am open to suggestions. Quote Link to comment Share on other sites More sharing options...
CoolNoob Posted November 29, 2013 Report Share Posted November 29, 2013 What is the slow of his Q ? Amount Quote Link to comment Share on other sites More sharing options...
king Posted November 29, 2013 Author Report Share Posted November 29, 2013 (edited) I picture it something similar to Toximancer's slow. Maybe 35/40/45/50% slow for the 2 seconds. Does that sound reasonable? I think ramping up from 35% would make it so that his Q isn't too OP at the begining of the game, but can still play a useful role. For comparison Toximancer's is 50% at all levels according to http://aeonofstorms....ximancer.Vespus And then Kerrigan's is 30% at all levels http://aeonofstorms..../Sarah.Kerrigan Edited November 29, 2013 by king Quote Link to comment Share on other sites More sharing options...
ANARCHY Posted November 29, 2013 Report Share Posted November 29, 2013 W is going to be silly if there is a queen on either team, maybe just tweaking it to something else besides tumours R; do all members of the herd proc items? seeing as you can get 5kHP easily this means 10 herd members if ultimate is 3 seconds and you have max attack speed thats around 60 attacks which is ridiculous, could you imagine if boros ultimate performed 60 strikes.... and its only a 35 second cooldown... Quote Link to comment Share on other sites More sharing options...
king Posted November 29, 2013 Author Report Share Posted November 29, 2013 W is going to be silly if there is a queen on either team, maybe just tweaking it to something else besides tumours Please explain how it is silly. I picture this as a lane control item. It could be just an ice crystal with creep like effect around it, if it is too similar to queen. I was trying to make it different enough by keeping it visible and making it stronger. I even considered some form of self defense on the tumor/crystal, but thought that may have been going to far. R; do all members of the herd proc items? seeing as you can get 5kHP easily this means 10 herd members if ultimate is 3 seconds and you have max attack speed thats around 60 attacks which is ridiculous, could you imagine if boros ultimate performed 60 strikes.... and its only a 35 second cooldown... I do not imagine this as a high DPS attack. Just a 50% increase in spell damage, and increase attack to max speed since the whole herd joins in. Visually it would look like the whole herd attacks, but the reality would be just a single member doing damage. For instance if a normal AA is 200 damage, the 'R' would take that, bump it to max attack speed, and add 50% in spell damage, bringing the attack before mitigation to 300 damage. So your are looking at around 6 attacks in that 3 seconds trapped in the ring. I also imagine people would buy items to get themselves out of the ring. Quote Link to comment Share on other sites More sharing options...
ANARCHY Posted November 29, 2013 Report Share Posted November 29, 2013 [OFFENSE] Memers of the herd leap to and surround an enemy. Forms a ring with heads facing inward. In addition to normal damage an increase of 50% spell damage is applied since all members of the herd are attacking. Can drag enemy while in the ring. sorry i just thought when you typed they all attacked that they actually all attacked, i guess thats not the case.. regarding W, its because you can just combo with a queen and have pemanent W down a whole lane instead of the intended 1 spot Quote Link to comment Share on other sites More sharing options...
Moo Posted November 29, 2013 Report Share Posted November 29, 2013 [OFFENSE] Memers of the herd leap to and surround an enemy. Forms a ring with heads facing inward. In addition to normal damage an increase of 50% spell damage is applied since all members of the herd are attacking. Can drag enemy while in the ring. sorry i just thought when you typed they all attacked that they actually all attacked, i guess thats not the case.. regarding W, its because you can just combo with a queen and have pemanent W down a whole lane instead of the intended 1 spot This hero's creep is different than queen's creep, I don't get what you are trying to say with the queen+this hero problem, can you elaborate. Quote Link to comment Share on other sites More sharing options...
king Posted November 30, 2013 Author Report Share Posted November 30, 2013 This hero's creep is different than queen's creep, I don't get what you are trying to say with the queen+this hero problem, can you elaborate. I agree. Also if queen and Frozen.Herdbeast both were in one lane that would be kinda wasteful. The enemy would just wipe out your other two lanes. I also picture the frozen creep as a more defensive. This would make it easier to hold a lane Vs queen, or Marine King. Perhaps for the offensive use of the "Circle Around"[R] / Ulti the description should be changed to: "Memers of the herd leap to and surround an enemy. Forms a ring with heads facing inward. In addition to normal damage an increase of 50% spell damage is applied since all members of the herd are holding onto the enemy while it is attacked. Can drag enemy while in the ring." Would that be better? Quote Link to comment Share on other sites More sharing options...
aletoledo Posted December 1, 2013 Report Share Posted December 1, 2013 I like the idea of having a herd with individual members a lot. It might be odd though for last hitting or attacking creeps in general. Would you control each member of the herd or would in it be like the little zerglings, which aren't controllable? Quote Link to comment Share on other sites More sharing options...
king Posted December 1, 2013 Author Report Share Posted December 1, 2013 I like the idea of having a herd with individual members a lot. It might be odd though for last hitting or attacking creeps in general. Would you control each member of the herd or would in it be like the little zerglings, which aren't controllable? What I picture is a whole herd of the same size. None bigger than the other. For controlling I think you would have to have a single 'leader' but I would rather it not be larger than the others. I'm glad you like the idea. I think it would be interesting and unique also. I kinda picture it as an anti pusher role. Someone who can stand up to queen or marine king. For that his W might need to be a bit stronger, but I didn't want to make the unit OP, just something that would fit into the existing game. Quote Link to comment Share on other sites More sharing options...
ShadowFlame Posted December 1, 2013 Report Share Posted December 1, 2013 Hey, I assume you are the 'king' that I faced as Shadow in a pub. Anyway, how does the herd regenerate more creatures? Is it like, after regenerating 500 health you just get another one? Also, the whole idea of Frozen Tumor would have to be like creep. Would it be like the Queen's creep, would they affect each other, and does the creep go the same distance as the Queen's tumor? Quote Link to comment Share on other sites More sharing options...
king Posted December 2, 2013 Author Report Share Posted December 2, 2013 Hey, I assume you are the 'king' that I faced as Shadow in a pub. Anyway, how does the herd regenerate more creatures? Is it like, after regenerating 500 health you just get another one? Also, the whole idea of Frozen Tumor would have to be like creep. Would it be like the Queen's creep, would they affect each other, and does the creep go the same distance as the Queen's tumor? Yes that was me. I enjoyed that game. You came near to winning it for your team. It was especially fun because 2 guys on your team were trying to blame me for the loss of our previous game, while they were level 7, and I was at level 12? Beating them felt good. Anyway enough ranting :-) Yes, every 500 HP another member spawns. So at 500 hp you would be down to 1 member. At 501 hp you would have 2. At 5000 hp, 10! It would be cool if there were some sort of dividing animation where 1 unit could split into 2, but I figure it would probably have to just appear. Maybe a simple warp-in animation of some sort. Or since it is zerg, perhaps a zerg egg could appear, and after 1 second a herdmember hatches out of it. That would be best. To answer your creep questions: The creep would be like normal zerg creep, except for it would be white. I am unsure as to the mechanics of how 2 types of creep interact, but I would guess they can just overlay eachother. Stacking benefits wouldn't happen because the queen's creep only affects her, and the frozen creep only affects herdbeast. I would like to see the frozen creep actually go a little bit farther than queen's. This is because it only has a single tumor to plant. Maybe an extra 2 units of range? Again trying not to make the effect OP, but be useful in defense. Another idea I just had... and please let me know if it is too much. How about if a tower in the frozen creep it gets a little extra resists, maybe 10%? Or some small amount of healing while in the range of the frozen creep? Maybe double normal healing rate? This would help with the anti-pusher/tank role I picture this character filling. Quote Link to comment Share on other sites More sharing options...
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