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The Next Hero


WhaleTits
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I'll try something a little different here and leave two designs up for discussion. Abilities that are more "iffy" are italicized.

 

 

Ephemeral.Corona

(Tempest)

6 AA Range // Int

Squishy // Long Range // Caster // Carry

 

Heroic Passive: Ionize: Corona's Q and R abilities "Ionize" the target for 10s, stacking up to 5 times.

 

Q: Ball Lightning. Target Direction, 11 Range. 3u Radius AoE Missile. Fires a ball of lightning, dealing spell damage.

Spell Damage: 40 / 70 / 100 / 130 +25% Int

Cd: 14s / 12s / 10s / 8s

 

W: Chain Lightning Strike: Target Unit, 8 Range. Strikes the target with lightning, dealing spell damage. Lightning will then bounce to the nearest enemy within 8u range that has at least one "Ionize" stack, removing one stack and repeating this effect until no units are valid.

Spell Damage: 30 / 50 / 70 / 90 + 20% Int per Ionize stack on the unit

Cd: 26s / 24s / 22s / 20s

 

E: Resonance: Passive. Applying "Ionize" grants Corona a movespeed buff for 2s, stacking up to 5x. Applying "Ionize" stacks to enemy heroes also reduces Corona's Cooldowns.

Movespeed: +2.0% / +3.0% / +4.0% / +5.0%

CDR: -0.6s / -0.8s / -1.0s / -1.2s

 

R: Coronal Discharge: Target Point, 3.5u Radius AoE. Deals spell damage, slowing enemies for 3s. Then creates a controllable 3.5u Radius AoE Lightning Storm at the target point. Storm lasts for 10s and deals spell damage per second to all enemies inside it, applying Ionized stacks. Slow amount depends on Ionized stacks.

Initial Spell Damage: 100 / 150 / 200 + 50% Int

Spell Damage / sec: 25 / 50 / 75 + 15% Int.

Slow Amount: -25% Movespeed per Ionize Stack

 

------------------------------------------------------------

 

Thermo.Axiom

(Warhound)

5 AA Range // Agi

AA Dps // Heat // Utility Carry // Short Range // Anti-AA

 

Heroic Passive: The Three Laws: Axiom uses Heat instead of Energy. Axiom may have up to (120 + Lvl*10) Heat.

Axiom gains (+2% Max Heat/S)

Axiom's abilities consume Heat. If Axiom runs out of heat, he is silenced and loses 25% Movespeed for 3s.

 

Q: Starlight: 3x 1.3x8 Linear AoE, 70 Degree spread. Fires 3 Lasers out in a 70 Degree Spread. Deals physical damage to units hit and slows their movement and weapon speed for 3s. Units hit by more than one ray take 50% damage from each additional hit.

 

Physical Damage: 30 / 70 / 110 / 150 + 60% Wpn Dmg

Slow: .5% Per Heat Consumed

Cd: 12 / 11 / 10 / 9s

Heat Cost: 20 + 33% Current Heat

 

W: Isochorium: Instant Cast. Creates a pressure and heat barrier around Axiom, shielding him and reducing incoming weapon damage by -50% for 3s.

Shields: 10 / 50 / 90 / 130 + 70% Wpn Dmg + 250% Heat Consumed

Cd: 12 / 11 / 10 / 9s

Heat Cost: 20 + 33% Current Heat

 

E: Thermokinetic Exchange: Toggle On/Off.

 

Off: Axiom gains bonus Heat whenever he damages an enemy with abilities or basic attacks. Tripled if the enemy is a hero.

Bonus Heat: 2 / 3 / 4 / 5 (+4% Missing Heat)

 

On: Axiom consumes heat per second, gaining bonus weapon damage and movespeed

Bonus %: +10% / +14% / +18% / +22%

Cost per sec: 10 / 15 / 20 / 25 Heat

 

R: Molten Chain: Throws out a Molten Chain, attaching to the first Hero (ally or enemy) it collides with. If it is an enemy, it takes Initial Spell Damage. The unit is then Tethered to Axiom for up to 5s.

Tethered enemies take Spell Damage per second. Axiom may re-activate this ability to pull the Tethered unit to Axiom, ending the effect.

Initial Spell Damage: 100 / 150 / 200 + 50% Wpn Dmg + 100% Consumed Heat.

Dot Spell Damage/S: 20 / 30 / 40 + 20% Wpn Dmg + 50% Consumed Heat.

CD: 90 / 80 / 70s

Heat Cost: 40 + 33% Current Heat

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6.5 AA range zzzzz

 

Also, is Coronas Q on a first unit hit basis since it's a missile? Seems like it's difficult to get any significant stacks of ionized before using ultimate if that's the case.

 

What's going to make me want to pick this hero over Kuradel or vice versa? I think they're not distinct enough.

Edited by Jaysi
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6.5 AA range zzzzz

 

Also, is Coronas Q on a first unit hit basis since it's a missile? Seems like it's difficult to get any significant stacks of ionized before using ultimate if that's the case.

 

What's going to make me want to pick this hero over Kuradel or vice versa? I think they're not distinct enough.

I feel like Kuradel, with that more spammy Q and passive, is better overall single target damage (especially with Powerstrike), while Corona is more AoE. I do somewhat think the AoE disabler is a bit similar though. As for the Q, I think its meant to work something like current Immortal's Q in terms of projectile AoE (so it deals damage linearly as well as AoE). Edited by taznkid
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Looks good, make them both! :-)

 

I like the push / pull utility of Carnot Cycle. It would be nice to have to use defensively or offensively depending on the situation.

 

I am curious about this:

==============

Heroic Passive: Ionize: Corona's Q and R abilities "Ionize" the target for 8s, stacking up to 4 times.

 

Q: Ball Lightning. Target Direction, 12 Range. 3u Radius AoE Missile. Fires a ball of lightning, dealing spell damage.

Spell Damage: 40 / 70 / 100 / 130 + 30% Int

Cd: 16s / 14s / 12s / 10s

==============

 

If the CD is 16s, or even 10s but the ionize only lasts 8s, it is going to be hard to stack it. Would (or should?) aa attacks stack ionize as well? Or is that too much?

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A couple things...

 

1) I think corana would need to apply stacks on auto attack as well or as other people have said you just cant get more than like 1-2 before you ult.

 

2) Axiom needs his roa ult pls

 

3) there are still a few heros that are unplayable in ih that should probably be tweeked before more heroes are added in my opinion.

- Mk needs a change or buff to his ult to make him viable

- Egon needs buff/change/rework

- Rancor now that stun knife has been removed from the game he just feels on the weak side

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Looks good, make them both! :-)

 

I like the push / pull utility of Carnot Cycle. It would be nice to have to use defensively or offensively depending on the situation.

 

I am curious about this:

==============

Heroic Passive: Ionize: Corona's Q and R abilities "Ionize" the target for 8s, stacking up to 4 times.

 

Q: Ball Lightning. Target Direction, 12 Range. 3u Radius AoE Missile. Fires a ball of lightning, dealing spell damage.

Spell Damage: 40 / 70 / 100 / 130 + 30% Int

Cd: 16s / 14s / 12s / 10s

==============

 

If the CD is 16s, or even 10s but the ionize only lasts 8s, it is going to be hard to stack it. Would (or should?) aa attacks stack ionize as well? Or is that too much?

Every new stack refreshes the duration. So you can easily get 3 stacks with Q+R+Q, and maybe 1 more with CDR.
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Every new stack refreshes the duration. So you can easily get 3 stacks with Q+R+Q, and maybe 1 more with CDR.

 

To me this means your W skill is pretty under-powered until you get your ulti. Also seems like you would always save the W untill after you ulti was used.

 

I did NOT realize earlier how much AOE is covered by the Q (12 range, 3u radius). I guess at level 2, if you trained your Q then W the bounce could cover a whole creep wave, and get 1 hit on a hero, which might not be too bad. So maybe it would be okay.

 

Create the hero, we will find out :-)

Edited by king
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ares1.jpg

ROLE: Specialist

STR 36+6

AGI 30+5

INT 30+4

Move Speed: 3,0 / Weapon Speed: 1,9 / Attack Range: 5,0 / Sight Range: 12 / Starting HP: 300

 

 

ziel%20.jpg

ONE AIM, during A. R. E. S. moves. (Activ)

if you choose one aim, while A.R.E.S move and attack automatic ones and physical damage +100%.

 

AresQ.jpg

Concussive Blast = Q

Level 1: Deals 60 (+45% physical damage) and pushes enemies away and Opponents armor loss -3.

Level 2: Deals 120 (+45% physical damage) and pushes enemies away and Opponents armor loss -6.

Level 3: Deals 150 (+45% physical damage)and pushes enemies away and Opponents armor loss -9.

Level 4: Deals 180 (+45% physical damage) and pushes enemies away and Opponents armor loss -12.

 

aresW.jpg

Sentinel Missiles = W

A.R.E.S drops a Sentinel Missiles at his current location. last up to 3 minutes

Attacks by lauching missiles at enemy ground unit that get too close.

Level 1: Missiles deal 60 (+35% INT) spell damage to their primary target and 15 splash spell damage to units nearby (cooldown 40 and charges 1).

Level 2: Missiles deal 100 (+35% INT) spell damage to their primary target and 30 splash spell damage to units nearby (cooldown 35 and charges 1).

Level 3: Missiles deal 160 (+35% INT) spell damage to their primary target and 45 splash spell damage to units nearby (cooldown 30 and charges 2).

Level 4: Missiles deal 210 (+35% INT) spell damage to their primary target and 60 splash spell damage to units nearby (cooldown 25 and charges 2).

 

aresE.jpg

Engineering Upgrade = E

Improves the phy. damage and spell armor of the A.R.E.S Higher levels further improve phy. damage and spell armor.

Level 1: +15 physical damage and +6 spell armor.

Level 2: +30 physical damage and +12 spell armor.

Level 3: +45 physical damage and +18 spell armor.

Level 4: +60 physical damage and +24 spell armor.

 

areR.jpg

War-Bot = R

Cooldown: 120 > 100 > 80

A. R. E. S. transforms intro war-bot mode Which insreases his Resistance to spell damage by 100% Also grants Additional Hitpoint/ Range / movement speed lose / surface damage and bonus new ability Napalm Strike and Mini War-Bote and Flare . Lasts for 1,5 minute

Level 1: +500 Hitspiont / Range +1,5 / Movement speed lsoe -10% / surface damage 5%

Level 2: +700 Hitspiont / Range +3,0 / Movement speed lsoe -20% / surface damage 10%

Level 3: +900 Hitspiont / Range +4,5 / Movement speed lsoe -30% / surface damage 15%

 

 

Flare = V

(Aktiv) Fire a Flare to the target point, briefly granting vision in a 8u radius. Cooldown 30 sek.

 

MK1.JPG

Napalm Strike = Q

Range as of 5-9,5 (Level 1-2-3) cooldown 20 sek.

Level 1: Deals 150 (+50% INT) damage on impact, and leaves a napalm area that deals 10 (+50% INT) damage per second. Lasts for 4 seconds.

Level 2: Deals 200 (+50% INT) damage on impact, and leaves a napalm area that deals 20 (+50% INT) damage per second. Lasts for 5 seconds.

Level 3: Deals 250 (+50% INT) damage on impact, and leaves a napalm area that deals 30 (+50% INT) damage per second. Lasts for 6 seconds.

Level 4: Deals 350 (+50% INT) damage on impact, and leaves a napalm area that deals 40 (+50% INT) damage per second. Lasts for 7 seconds.

 

areR.jpg

Mini War-Bote = W

Call down mini War-Bote. Mini War-Bot have 80+20*LVL Health +40% Physical and Spell Resist.

Level 1: Deal 15 (Engineering Upgrade) and bonus movement speed +8%.

Level 2: Deal 30 (Engineering Upgrade) and bonus movement speed +12%.

Level 3: Deal 45 (Engineering Upgrade) and bonus movement speed +16%.

Level 4: Deal 60 (Engineering Upgrade) and bonus movement speed +20%.

Edited by IljaHi
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Corona's Q is aoe. Hits all units it passes through

 

After re-reading the description, I got that. Makes training the W a decent option after you have trained Q.

 

Also I guess I was forgetting the semi-passive cool down reduction(E). If you can hit 6-10 creep and 1 hero, your Q will be available again much sooner. So I can see getting some decent stacks.

 

Also if my W is bouncing around and I KEEP adding stacks to the enemy, will it keep bouncing? I read it as it would continue until no stacks are left nearby. This could be fun!

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iljahi, i've seen your design before. It seems rather dull/needs improvement and refinement

 

The heroic passive would be absurdly broken for auto-kiting.

 

Abilities similar to the Q show up in multiple heroes already (Huntress, Warfield).

 

W is not well explained. Is it just auto mines?

 

E is poorly designed - just a wall of stats.

 

R is again a ridiculous wall of stats.

 

The abilities in general have very little interactive-ness.

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iljahi, i've seen your design before. It seems rather dull/needs improvement and refinement

 

The heroic passive would be absurdly broken for auto-kiting.

 

Abilities similar to the Q show up in multiple heroes already (Huntress, Warfield).

 

W is not well explained. Is it just auto mines?

 

E is poorly designed - just a wall of stats.

 

R is again a ridiculous wall of stats.

 

The abilities in general have very little interactive-ness.

DPS have interactive-ness?
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iljahi, i've seen your design before. It seems rather dull/needs improvement and refinement

 

The heroic passive would be absurdly broken for auto-kiting.

 

Abilities similar to the Q show up in multiple heroes already (Huntress, Warfield).

 

W is not well explained. Is it just auto mines?

 

E is poorly designed - just a wall of stats.

 

R is again a ridiculous wall of stats.

 

The abilities in general have very little interactive-ness.

 

Q , YES! similar as Q Huntreess only 1 pushes enemies away! i mean , A. R. E. S. pushes surface enemies away! example A. R. E. S. against melee ( 1 vs 3 ) Leo, Barlog ,Boros!

 

W. AUTO ATTACK ROKERT MINE similar as Garamond E ( 2 towers ).

 

E is poorly designed - just a wall of stats?? SORRY , I do not understand! Please write again!

 

R is bad? I mean, it's good! A. R. E. S gets new strengthening and new ability (V, Q, W) !!!

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Corona's damage seems horrendously sub par even when compared to kuradel, and especialy compared to roa corona, 1/2 the damage on a 4x as long cd, and coronas q never was a strong nuke in the first place, idk how it performs in game since I've taken a hiatus from starcraft to play a new game, but compared to other heroes stats, coronas damage is extremely sub par, her q hits for less then kuradel's and has a cd four tomes as long. Unless chain lightning got a huge buff in the transition from ROA to AOS, corona takes the cake for weakest caster with the lowest scalings of any int hero, unless you stack cdr you are unlikely to ever exceed 3 stacks on a single target, which means chain lightnings damage would be quite pathetic compared to five stacks and huge base damage in ROA.

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