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Topic: My Dota Hero. Feedback !

Alright, so I've had this idea for a dota hero, and actually managed to put together a well thought overview of him. All I need is the model (which is supposed to be an acolyte with non-black robe and non-dead face) and the triggers. I'd also like some feedback on what I've made so far.

I've also made custom icons for the skills, though I'll have to search for regular wc3tft icons in case IceFrog won't use them (which I read is a posibility). I'm at work right now, so Icons will come in later
I have yet to figure out exact numbers on stats and statsgain, so yeah.. feel welcome to comment.

Numbers can be changed ofcourse. Any feedback at all appreciated!

[blockquote]
Meranos
Monk of Astral Balance

Melee Hybrid Support
Primary Attribute - Intelligence

Low-Medium effective early game.
Highly effective mid game.
Medium-Highly effective end game.

-Intelligence:  High + average growth.
-Agility:         Low + high growth.
-Strength:      Average + low growth.

Armor:         1
Movespeed: 305
Attackspeed: Average


Spells and Skills
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Focus - Active, Channel

Meranos travels to a mental plane reaching a high state of Focus.
Meranos is capable of forcing one enemy hero with him into this state and keep him there for as long as Meranos is there himself.

- Target enemy and Meranos lose all abilities to move, cast spells and attack.

Mana Cost - 90 / 110 / 130 / 150
Cooldown: 45 seconds
Level 1 - 2 seconds
Level 2 - 3 seconds
Level 3 - 4 seconds
Level 4 - 5 seconds

"This is a long time disable, which in turn disables Meranos as well.
Useful in team battles and if the enemy wanders too close to a tower".

*Animation will be equal to Bane Elemental's ultimate "Fiend's Grip".

Mind Blast - Active

Meranos forces all negative energies from his body; planting them in
the mind of target enemy instead. These energies reduce mana
regeneration and deal damage to their target. Meranos regains Focus.

Mana Cost - 95 / 120 / 145 / 170
Cooldown : 30 seconds.
Level 1  Deals 60 damage. Mana regeneration reduced by 150% for 5 seconds.
Level 2  Deals 120 damage. Mana regeneration reduced by 300% for 6 seconds.
Level 3  Deals 180 damage. Mana regeneration reduced by 450% for 6 seconds.
Level 4  Deals 240 damage. Mana regeneration reduced by 600% for 7 seconds.

Focus' cooldown is reset at all levels.


"This skill resembles Nortrom's "Curse of the Silent", but cannot be
nullified, and reduces mana by a lot more than damages. I feel it goes
well with his overall theme, he has a melee passive disable and now
something to combat casters too, but it is obviously a lot more potent on
heros with low mana pool / regen."

*Animation will be a blue projectile shot from Meranos at the target at semi-high speed. The ball will circle around the target for the period of the spell".

Evasive Battle - Passive

Meranos chooses, if possible, to avoid dealing damage if there's a chance for him to evade an attack and pacify the attacker for a short duration instead.

Meranos will try to evade incoming attacks, with a chance of pushing the enemy backwards. No damage dealt to either part.

Level 1 - 10% chance to evade all damage. 20% chance to push a melee attacker back 120 yards.
Level 2 - 15% chance to evade all damage. 30% chance to push a melee attacker back 150 yards.
Level 3 - 20% chance to evade all damage. 40% chance to push a melee attacker back 180 yards.
Level 4 - 25% chance to evade all damage. 50% chance to push a melee attacker back 210 yards.


"This works like a regular Evasion but with a minor tweak ("just" Evasion doesn't seem to cut it anymore in the world of Dota), whenever
Meranos successfully dodges a melee attack (from skill, not items) there's a chance for him to push back the attacker very much like Spirit Breakers "Greater Bash" but without damage."

*The animation on the push back will be a Footman's "Activate Defend" Animation which will shoot from Meranos and carry the attacker back the appropriate distance and then disappear. The effect will last 0,75 / 1,25 / 1,75 / 2,25 seconds.


Hymn of Astral Projection - Active, Ultimate.

Meranos lets out an ancient Hymn, it's rhythm carrying magical powers of his old Deity. Any living creature that hears this Hymn is caught by it's magic; temporarily freeing the spirit from its bodily prison.

Any creature caught within the AoE of Hymn of Astral Projection loses all abilities to move and attack, but gains increased mana
regeneration.

Manacost - 200 / 300 / 400
Cooldown - 240 seconds
Level 1 - 2 seconds cast time. 7 seconds immovability. 800 range.
Level 2 - 2 seconds cast time . 8 seconds immovability. 900 range
Level 3 - 2 second cast time. 9 seconds immovability. 1000 range.
Level 4 (Aghanim's Scepter) - 1 second cast time. 10 seconds immovability. 1100 range.

Mana regeneration is increased by 600% at all levels.


"Since I'm not a trigger-man, I wouldn't know how to create this skill. I would imagine Meranos would create an invisible/invulnerable dummy unit beneath him, with the appropriate "Mana Regen aura" range and it would work like Enigma's "Black Hole" but without the attraction, damage and silence. He would possibly have to summon 2 dummy-units so that both the Allied and Enemy team gets same effects (as far as I know 1 aura can't have the same effect on both teams, but if it can then it's all good). "

*Animation will be equal to the Acolytes "Haunt Goldmine" skill. A greenish icon will appear above him and the "hymn" when "Haunt Goldmine" initiates will sound. When the 2 second channel finishes (approximately the time it takes for him to do the "Haunt Goldmine" animation and sound) the Keeper of the Grove's ultimate "Tranquility" animation (no the heal) will play once shortly upon Meranos and disappear. Everyone within the range of the spell will get a "Banish" animation*.

*They will not actually be banished, they will not take 50% from magical attacks and they will still be attackable, if an enemy is ranged and outside the AoE and/or if he has Avatar / Black king bar.


Combos and Synergists
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There are 2 viable builds based on his skills, each sacrificing something in the other's department (at least that's what I can see as of now, maybe someone else is more creative than me).

Focus & Mind Blast:
A potential 10 second disable. Yes, powerful indeed. However it does ultimately cost 470 mana to deploy, requires Meranos to not be disabled himself and, well, disables himself. Also requires an allied hero to actually commit the kill.

At level 3 he's able to do a 6 second disable, at the cost of 315 mana. With this setup he's an awesome ally, but probably only with 1 attempt before your enemy learns, and Meranos will be dependant on his skills for exactly this, so it's a risk to go this combo early on.

Before you just focus on the "WTF 10 seconds?!?!" and deem it overpowered, think of what other heros are capable of and how to counter this. And lastly, Meranos can do nothing on his own unless he's against a beginner and manage to lock him infront of the tower (at which he would probably die eventually anyway), when everybody gets to know their heros and matchups, they will realize what to do and what *not* to do.

Evasive Battle & Mind Blast
Let's tank and do "some damage". Mind Blast doesn't really do any noticable damage, but it does reduce threat from enemy hero spells, letting you tank the creeps effectively without being in danger of getting nuked too much. This way you might also get to farm some gold, since farming it's not easy with this hero (no AoE, almost no damage skills).

Focus & Evasive Battle
You may actually get in a good disable on an enemy hero while other creeps and enemy heros have reduced effectiveness in harming you.

Evasive Battle & Bonus Stats
As a hybrid Meranos' stats are a bit off. You might want to increase his armor and hp a bit to actually creep. This will enable you to get your hands on better items for mana to more easily deploy your active skills.

Hymn of Astral Projection
His ultimate works well if your team has superior intelligence heros. Though even strenght heros have nukes to throw at the enemy.
If your enemy team has superior intelligence heros you can Mind Blast one of them to nullify the mana regeneration bonus, and Focus another to disable him from casting spells for a period of the ultimate, granting your intelligence heros the upper hand.

If you went with Evasive Battle and Bonus Stats you might got to farm enough to get Black King Bar yourself, which will enable you to lock down enemy heros with HoAP and knock them silly with low chance of getting hit yourself and avoiding nukes.

If you have many strenght heros ask them to get Black King Bar, that will make them immune to enemy nukes and enable them to walk up to them and attack while they're locked.


Game Progression
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Earlygame: Meranos is either potentially dangerous with long duration stuns or a potenial pusher with his survivability.

Midgame: Meranos becomes a nuisance for melee heros and problematic against intelligence heros, supporting a big push his ultimate and skill setup can decide the outcome of the battle.

If Meranos chose to farm he will become a decent-heavy tank midgame.

Endgame: His Mindblast loses effectiveness, HoAP is now only good for the long duration pin-down (and that's only if it favors your team). With high stats and good equipment Meranos is excellent fending off melee heros with high attackspeed and otherwice disabling the enemy team. As with many other heros, the Early- and Midgame outcome decides how well the hero fares Endgame.

Item Syngergies
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Aghanim's Scepter. Improves his ultimate, gives a well needed HP and MP boost to his otherwice odd stats.
Eul's Scepter. Get some more mana and regeneration for his heavy disable-skills. And add another disable as gravy.
Hand of Midas. Improved Farming. Not an actual synergist but it does help his farming disability.
Vanguard. Improved tanking -> improved farming. If you want to be the hybrid Tank / Disabler this is the way to go.
Butterfly. If you managed to farm well, you could add some evasion ability to improve your tanking. Evasive Battle does not trigger off Butterfly Evasion.
Black King Bar. Pin down your enemies, become magic immune and melee the sons of bitches, and make use of your 260 damage nuke!
Refresher Orb. Not especially useful, but I'm sure a 20 second disable would be hilarious. If you have the mana pool for it.
[/blockquote]

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Re: My Dota Hero. Feedback !

I tried to make it look nice. It looks nicer in my gmail-inbox tongue I'll put more effort into it when I post it on all-stars.

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Re: My Dota Hero. Feedback !

Those disables, and the knockback seem to be way too imba.

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Re: My Dota Hero. Feedback !

Okay.
Why?

Re: My Dota Hero. Feedback !

The evasion's percentages are entirely too high, and would probably get irritating as shit when you're actually trying to kill something. Imagine it combined with butterfly.

Also the ultimate is ridiculous as well. 9 second AoE disable at 1,000 range, AND not channeled? You could kill the entire other team solo with a refresher.

Nerf it a bit and it seems like it could be a viable suggestion. smile

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Re: My Dota Hero. Feedback !

Originally posted by: Darkchylde
The evasion's percentages are entirely too high, and would probably get irritating as shit when you're actually trying to kill something. Imagine it combined with butterfly.


Well, it's no different than Faceless Void's (which also blocks spells) or Phantom Assassin's Blur (which also makes her extremely difficult to see). The knockback effect doesn't trigger off Butterfly, and if you choose Butterfly at all, well he's intelligence based, so you're either farming a noob-team or just plain stupid, if you try to get it from the beginning you will suck, and then you're only a good tank (that is if they choose to attack you). And knockback only affects melee.

Also the ultimate is ridiculous as well. 9 second AoE disable at 1,000 range, AND not channeled? You could kill the entire other team solo with a refresher.


It affects both teams (yourself included). So you couldn't.

Nerf it a bit and it seems like it could be a viable suggestion. smile

I'll just start off with defending my points, since I already convinced myself that these are "ok", you'll have to push your point a bit more (especially if I feel you didn't really catch the full idea). But I appreciate the feedback smile

I am inclined to reduce the evasion ability some though, to 5/10/15/20, and increase the knockback a bit (and possibly reduce the duration time).

Re: My Dota Hero. Feedback !

Ah, I didn't catch the "all living creatures part".
It just seems to me that the evasion knockback would be more irritating than it would be useful.

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Re: My Dota Hero. Feedback !

Ditto, the knockback seems like it would piss me off, as if I were trying to kill something, and I kept pushing the creep closer to the tower...

Also, I don't think support heros are all that great, as:
A) to be good/useful late game you need to have good items
B) getting said items is hard if you can't take and you're letting your allies get kills
C) Average strength/low growth means easy to kill (at least with quick nukes),means it's hard to tank and live long enough to get/assist kills

I'd say at least make him ranged. That way the knockback would be helpful, as it would keep melee guys from dealing damage, and allow you to keep fighting.



More detailed about the numbers: It seems like the focus is real expensive for something that costs 150 mana. Aren't there stuns that last as long, do damage, and don't also stun the user?

Does the hymn affect friends too?

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Re: My Dota Hero. Feedback !

That ultimate seems useless.  Gives everybody mana, after watching a bunch of idle heroes/creeps for 10 seconds, what?  Is the purpose if you get ambushed or something?  So you freeze everybody and hope your team can come?

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Re: My Dota Hero. Feedback !

Originally posted by: Darkchylde
Ah, I didn't catch the "all living creatures part".
It just seems to me that the evasion knockback would be more irritating than it would be useful.

Well it disables the attacker for up to 2.25 seconds (as of now), that's pretty useful imo. If you ever played Spirit Breaker you'd know how irritating it might or wont be, and the distance pushed is shorter.

I can see how it *would* be irritating but I hardly see how it is a problem.

Originally posted by: Big O
Also, I don't think support heros are all that great, as:
A) to be good/useful late game you need to have good items
B) getting said items is hard if you can't take and you're letting your allies get kills
C) Average strength/low growth means easy to kill (at least with quick nukes),means it's hard to tank and live long enough to get/assist kills

That's why he got evasion and a mana-degenerative debuff. I never meant for him to be "easily" played. He's a hybrid. If you're that concerned about your health buy a Bracer tongue

I'd say at least make him ranged. That way the knockback would be helpful, as it would keep melee guys from dealing damage, and allow you to keep fighting.

Id i made him ranged he would be *too* strong against melee and the animation wouldn't fit at all :s Besides I miss melee intelligence heros like Ogre Magi.


More detailed about the numbers: It seems like the focus is real expensive for something that costs 150 mana. Aren't there stuns that last as long, do damage, and don't also stun the user?

Actually there aren't. The only thing I can think of is Ensnare that last 2/3/4/5 seconds, but that still enables the hero to defend itself, attack use spells and such. He's intelligence based so he ought to have bought something for manapool (if that is what he choses). It's a potential 10 second stun, so I didn't want it to have a cheap cost.

Does the hymn affect friends too?

Yes.

Originally posted by: darin
That ultimate seems useless.  Gives everybody mana, after watching a bunch of idle heroes/creeps for 10 seconds, what?  Is the purpose if you get ambushed or something?  So you freeze everybody and hope your team can come?


That'd be one way to use it.

The idea of it is to make it more "micro-intensive", so that everybody has an easier time picking our their targets and nuke. You're right, at late games it does turn out useless - that's the way with some ultimates/skills. But as I mentioned you can build up combos with spell immunity and possibly make it useful.


Lots of your question are already mentioned / described further down in my original post, can't really blame you for not reading all of as I know there's a lot, but if you read it all you might get a deeper understanding of it.

Re: My Dota Hero. Feedback !

Omniknight + this hero would be gamebreakingly BS, sorry sad

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Re: My Dota Hero. Feedback !

Originally posted by: DarkInferno_IV
Omniknight + this hero would be gamebreakingly BS, sorry sad

no one wants your opinion infernub.

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Re: My Dota Hero. Feedback !

Originally posted by: DarkInferno_IV
Omniknight + this hero would be gamebreakingly BS, sorry sad

Omniknight can only have 1 repel on him at once (or any other due to cooldown).

Omniknight is imba im many cases *cough* pudge *cough*

Re: My Dota Hero. Feedback !

Originally posted by: tassadar_ums

Originally posted by: DarkInferno_IV
Omniknight + this hero would be gamebreakingly BS, sorry sad

no one wants your opinion infernub.

gtfo noobader

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Re: My Dota Hero. Feedback !

Originally posted by: DarkInferno_IV

Originally posted by: tassadar_ums

Originally posted by: DarkInferno_IV
Omniknight + this hero would be gamebreakingly BS, sorry sad

no one wants your opinion infernub.

gtfo noobader

]

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Re: My Dota Hero. Feedback !

This is pretty cool Salle, did you submit or contact IceFrog yet? I am having a slight problem understanding Hymn. So you would cast it after the int heros on your team have used their skills, stopping both enemies and your teams heros so they could regain mana and pass through cool down time?

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Re: My Dota Hero. Feedback !

Originally posted by: Mourning-Blade-Tojara
This is pretty cool Salle, did you submit or contact IceFrog yet? I am having a slight problem understanding Hymn. So you would cast it after the int heros on your team have used their skills, stopping both enemies and your teams heros so they could regain mana and pass through cool down time?

Have not contacted yet.. it sorta died cause I need a model for it. I wanted the model to be an acolyte with a different colour-scheme (and I corrupted w3 trying to edit him so I gave up momentarily).

Hymm basically casts Banish on everyone within range and increase mana regen. But you cannot move and are not immune to physical damage. Allies and foes a like. Giving the casters an easier time selecting their targets. The mana bonus will only be valuable in early/mid game.

Re: My Dota Hero. Feedback !

I see...stuck on modeling. I'm a total unskilled when it comes to mods of any sort. Also the ult might be good to let dying enemy heroes get killed by creeps lol?

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Re: My Dota Hero. Feedback !

lol. well its supposed to target creeps as well smile I suppose anything but the Towers will be affected.