DjHilby Posted December 10, 2013 Report Share Posted December 10, 2013 (edited) DjHilby presents (Tremor. Trevor) Background (alignment, he's his own creature) Tremor is a super intelligent life form and is the only one of his kind (that he knows of) and he spends the rest of his eternity resting, eating rocks, and churning the core of the earth. Also deemed the protector of the sanctum, high magic has been used to bound him from entering the sanctum. Recently Tremor has been released from his cave underneath the bedrock but not only was this a trick, he was warned by a mysterious voice that if he does not fight his way out of the sanctum and kill the one known as the Queen of Blades a recently discovered population of his kind will be killed. Enraged Tremor will stop at no costs to kill the Queen of Blades and fight amongst what he is supposed to be protecting. STATS Portrait: (Tyrannazor) unit base: (Tyrannazor) Starting stats: Base Health - 300 Vision range- 12 Movement speed- 2.8 Attack range - 1.75 Base Damage-50 Base Armor-6 STR-44 (+8) AGI-15 (+5) INT-31 (+7) -------------------------------------------------------------------------------------------------------------------------------------------------- Abilities ( I made the command buttons) Ability 1 (passive) " Admiration " Description- Tremor gives a buff to allies according to their main stat., If his allies main stat is agility they gain 5% movement speed, if their main stat is strength they gain 4.5 hp regeneration and if they are Int. they gain 2.5 energy regeneration, this passive also includes himself. This passive is constant and neither gains nor decreases, it allows him to support his team by just being around the team. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ability 2 " Hell Spike" Description- Tremor calls down a rock that unleashes fire in a 5 unit radius that deals 40/60/75/80 (+40% INT) Spell Damage to surrounding enemies and also decreases movement speed of enemies by 25%, this rock only lasts for a duration of 4 seconds and deals damage every .5 seconds. Energy cost : 50/60/70/80 cooldown : 25/25/21/19 Cast range: 5 Level 1 : Deals 40 spell damage +(40% int) in a unit radius of 5 for a duration of 4 seconds. Level 2 : Deals 60 spell damage +(40% int) in a unit radius of 5 for a duration of 4 seconds. Level 3 : Deals 75 spell damage +(40% int) in a unit radius of 5 for a duration of 4 seconds. Level 4 : Deals 80 spell damage +(40% int) in a unit radius of 5 for a duration of 4 seconds. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ability 3 " Tectonic Smash" Description- Tremor smashes the earth to send a wave of tectonic pieces at his target, stunning it for 2 seconds also dealing 70/120 /140/180 (70% Int) and 40/50/60/70 physical damage. This ability when used does damage in a unit radius of 2 around tremor as well. Energy cost : 100/110/135/150 Cooldown : 24/22/19/16 Cast range: 3/3/4/4 Level 1 : Stuns the target for 2 seconds, dealing 70 (+70% Int) and 40 physical damage. All targets in a 2 unit radius also take spell damage from first initial impact. Level 2 :Stuns the target for 2 seconds, dealing 120 (+70% Int) and 50 physical damage. All targets in a 2 unit radius also take spell damage from first initial impact. Level 3 : Stuns the target for 2 seconds, dealing 140 (+70% Int) and 60 physical damage. All targets in a 2 unit radius also take spell damage from first initial impact. Level 4 :Stuns the target for 2 seconds, dealing 180 (+70% Int) and 70 physical damage. All targets in a 2 unit radius also take spell damage from first initial impact. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ability 4 "Consume / Harvest" Description- Tremor can eat units stacking up to 6 times, then at maximum stacks Tremor can "Harvest" the 6 stacks increasing his strength and armor by 3. He can "Harvest for a total amount of 6 times. He also heals himself for 6% / 8% / 10% / 12% of his missing health when and only a unit is killed by this ability. Energy cost : 60/70/80/85 Energy cost to harvest: 100/120/125/130 Cooldown : 30/25/20/15 Cast range: 2 Level 1 : Trevor consumes and deals 100 True damage to a target non-heroic unit and gains one stack towards harvest, he is healed 6% of missing health, this only works if the unit was killed by this ability. Level 2 : Trevor consumes and deals 200 True damage to a target non-heroic unit and gains one stack towards harvest, he is healed 8% of missing health, this only works if the unit was killed by this ability. Level 3 : Trevor consumes and deals 300 True damage to a target non-heroic unit and gains one stack towards harvest, he is healed 10% of missing health, this only works if the unit was killed by this ability. Level 4 : Trevor consumes and deals 400 True damage to a target non-heroic unit and gains one stack towards harvest, he is healed 12% of missing health, this only works if the unit was killed by this ability. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ability 5 ( Ultimate ) "Earthquake! " Description- Tremmor leaps near his target causing the ground to shake and break beneath his feet causing 300/400/500 (+150% INT) physical damage but the further away the opponent is the less damage the opponent takes, When tremor lands opponents in the surrounding radius are knocked up. Energy cost : 125/175/225 Cooldown : 42/40/38 Cast range: 4/5/5 AOE ability Level 1 : Deals 300 (+150%Int) physical damage on impact in the surrounding area. Level 2 : Deals 400 (+150%Int) physical damage on impact in the surrounding area. Level 3 : Deals 500 (+150%Int) physical damage on impact in the surrounding area. more info: This took a great deal of time and I appreciate all feedback, I created all the command tabs in Photoshop and I do believe are up-loadable in the SC2 editor, Thanks guys and enjoy!! Edited December 15, 2013 by DjHilby Quote Link to comment Share on other sites More sharing options...
Adamantium Posted December 12, 2013 Report Share Posted December 12, 2013 To change your title, edit the post and at the bottom right press "Use Full Editor". You should be able to see what to do from there. Scorched Earth: I think you need a new name because this name has nothing to do with what the ability does. Also, the buffs aren't very even. The 10% movement speed is by far the strongest one being useful all game. For the other 2, the regen will be hardly noticeable as the game goes on, so you may want to add some scaling. Also keep in mind that items in this game usually offer more HP regen than energy regen for the price. Hell Spike: A 5% movement speed reduction is hardly noticeable; thus, I suggest you increase it. Tectonic Smash: The stun is too long for a targetable ability. Even if it was a skill shot it would probably be too long. Remember that grunty's rocket stuns for 3.5? seconds after travelling enough distance, and its also hard to hit. Dinner Plate: Why does the damage increase based on his Weapon Damage if he won't be buying damage? The ability is okay, but I think it would be better if it healed you some when consuming it and then did something instead of damage. Earthquake: An earthquake shouldn't just do damage. It should stun or slow or knock-up, or knockback, or something. In the contest thread you describe it as a tank support. So you should probably have something that increases his tankiness. Quote Link to comment Share on other sites More sharing options...
Moo Posted December 12, 2013 Report Share Posted December 12, 2013 Make the stun 2 seconds at all levels, scaling it is ridiculous as a 3.5 second stun is horribly imbalanced, way too long of a stun. The passive's movespeed buff should be lowered to about 5%, as 10% is too strong IMO. The health regen could do with a buff to 4.5 extra regen. Energy regen is fine. The Q slow should be around 20-30% IMO. The E should scale of off armor and make him passively gain armor to give him an ability that helps with and scales off of tankiness. The ultimate could be given a damage reduction and a knockup, although that makes it very similar to malphite's ultimate, so perhaps rework it? Quote Link to comment Share on other sites More sharing options...
Ancientmagicks Posted December 13, 2013 Report Share Posted December 13, 2013 Your ultimate is a nice simple dmg aoe, seems like you should add some kind of effect to buff it bc armor will kill its usefulness rather quickly, perhaps an aoe slow while boosting allies in the radius attack speed or time scale, also I think 30 sec cd is a bit low. Quote Link to comment Share on other sites More sharing options...
Adamantium Posted December 13, 2013 Report Share Posted December 13, 2013 Make the stun 2 seconds at all levels, scaling it is ridiculous as a 3.5 second stun is horribly imbalanced, way too long of a stun. The passive's movespeed buff should be lowered to about 5%, as 10% is too strong IMO. The health regen could do with a buff to 4.5 extra regen. Energy regen is fine. The Q slow should be around 20-30% IMO. The E should scale of off armor and make him passively gain armor to give him an ability that helps with and scales off of tankiness. The ultimate could be given a damage reduction and a knockup, although that makes it very similar to malphite's ultimate, so perhaps rework it? Funny, he buffed it to 10% for 5% because I thought it was too weak. Also, why would making this ability like malphite's ult be a bad thing? Quote Link to comment Share on other sites More sharing options...
DjHilby Posted December 13, 2013 Author Report Share Posted December 13, 2013 (edited) Changes I made ------------------------- -Reduced stun on tectonic smash to 2 seconds -Cooldown on ultimate raised to 42/40/38 -Buffed the slow on Hell spike from 5% to 25% maybe could go higher. -Ultimate was given a knockup -Changed first ability portrait and name to "Admiration" ------------------------------------------------- These were all great suggestion guys! In particular i really like the knockup idea on the ultimate and because of it i raised the Cooldown alot and kept the damage. I also changed the name of the first ability to something that actually fits what it does, so i named it admiration because surrounding allies are the ones benefiting from his wisdom of battle. I'm having some trouble as to what to do with dinner plate, I really like the armor scaling idea from Moo but I'm not to sure as to how I should use the idea, My best idea on this was to mix Admantium's idea with Moo's and have dinner plate go up to maybe 5-6 stacks of armor and depending on how many stacks of armor he has it could heal him as well as add some spell resist in this order of stacks 10% / 12% / 14% / 16% / 18% / 20%. Some feedback off of this reply would be greatly appreciated and once again thanks for the awesome ideas! Funny, he buffed it to 10% for 5% because I thought it was too weak. Also, why would making this ability like malphite's ult be a bad thing? Also not sure what you mean when you say I buffed it, I think all the passive buffs are now equal, if anything I could raise the movement speed by 1-2% or change it so that it gives the same buff to all heroes no matter what your main stat, but I think that would take away its uniqueness. Edited December 13, 2013 by DjHilby Quote Link to comment Share on other sites More sharing options...
DjHilby Posted December 13, 2013 Author Report Share Posted December 13, 2013 (edited) More Changes --------------------- -Dinner plate was changed to "Consume/Harvest" it allows tremor to consume units and when he reaches a total of 6 consumed units, he harvests them for an extra 3 Str and armor.(Maximum stacks / times allowed to harvest is 6) This ability is also used to heal and depending on the level his consume is he heals based on percentage of missing health. -Added another Command button for "Harvest" (sorry for double post) Edited December 13, 2013 by DjHilby Quote Link to comment Share on other sites More sharing options...
Moo Posted December 13, 2013 Report Share Posted December 13, 2013 Also, why would making this ability like malphite's ult be a bad thing? Because originality is most desired. However, I think the ability fits the hero well, so it is fine. Quote Link to comment Share on other sites More sharing options...
Indo Posted December 14, 2013 Report Share Posted December 14, 2013 uhm where is the dmg of consume/harvest shown? is it fix or does it increase with lvling up, is it based on % max hp? Quote Link to comment Share on other sites More sharing options...
DjHilby Posted December 15, 2013 Author Report Share Posted December 15, 2013 uhm where is the dmg of consume/harvest shown? is it fix or does it increase with lvling up, is it based on % max hp? fixed it sorry for leaving them out. Quote Link to comment Share on other sites More sharing options...
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