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[New Hero] Geomantic Sorceress

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  • [New Hero] Geomantic Sorceress

    Counter Pusher / Disabler

    My idea for this hero is someone that can uniquely interact with the towers on the map, providing a team with tools need to delay pushers from destroying vital towers during key points in the game. Both collapse and earth pillar give the hero tools for disabling and isolating enemies during team fights. Earth pillar also can provide a tactical advantage by lifting friendly units or towers high into the air where from which the battlefield can be surveyed.

    Durations, damages, ranges, and stun durations are all guess work. I'm leaving out cooldown times.

    [Collapse] (Kinda like Kunkka's Torrent)

    Creates a depression in ground that, after a short delay, summons a sinkhole damaging any enemy units that walk into it and traps them underground for the duration of the skill.

    Range: 750
    Radius: 215
    Damage: 100/150/250/300
    Duration: 4/4/5/5

    Notes: Enemy units trapped underground do not take damage for the duration of the skill unless by auras that deal HP removal damage (Heartstopper, etc.).

    Notes: Enemy units can not escape from the sinkhole.

    Notes: Damage is blocked by Magic immunity, but the enemy can still be trapped.

    Notes: Blocked by Linken's Sphere and grants free pathing for 1 second.


    [Geomantic Armor]

    Grants bonus armor.

    2/3/4/6

    Radius: 900
    Lasts for 2/3/4/6 seconds after allies leave the aura (based on level of the skill).


    [Seismic wave] (Kinda like Drow Ranger's Gust)

    Stomps the ground, releasing a wave that deals damage and disorientates an enemy causing their attacks to have a chance to miss.

    Ability: Target Point

    Range: 900
    Radius: 250
    Damage: 100/175/250/300

    Miss Chance: 45/55/65/75%
    Duration: 4.25 seconds


    (Ultimate) Earth Pillar

    Creates a mass of stone and dirt that rises up from the ground, lifting any enemy, ally, or tower into the air on top of a pillar of earth.

    Range: 1500
    Radius: 215
    Duration: 12 seconds
    Damage: 60/120/180
    Charges: 1/2/3
    Stun Duration: 0.5 seconds

    Aghanim's Scepter;
    Gives global cast range.
    Damage: 100/160/240

    Note: Does not damage enemy towers.

    Notes: Damage and stun is blocked by Magic immunity and Linken's Sphere, but the enemy is still lifted into the air by the pillar.
    Last edited by kritzinger; 02-26-2014, 01:35 PM.

  • #2
    I like the concept of the ult.

    Everything else is meh.

    Comment


    • #3
      unless by auras that deal HP removal damage (Heartstopper, Radiance, etc.).
      Wat?

      Comment


      • #4
        I like the overall concept.

        2 things though:

        1) Geomantic armor seems underwhelming and boring. Try to come up with something more interesting.

        2) The global aspect of the Aghanim's imbued ulti, seems Overpowered. If I understand correctly, the pillar raises all the enemies it finds, and stays there for 12 full seconds. Seems too strong to do from global range.
        Spoiler: 

        Comment


        • #5
          Make the W and E less basic, the ult would probably be a nightmare to produce so it's gotta be reworked to a less crazy idea but keep what it does the same in spirit. Also http://playdota.com

          Comment


          • #6
            Originally posted by MeatShake View Post
            Make the W and E less basic, the ult would probably be a nightmare to produce so it's gotta be reworked to a less crazy idea but keep what it does the same in spirit. Also http://playdota.com
            Yeah he got permission from a mod to post it here. When are you people gonna understand that DotA is not Dota 2?
            Spoiler: 

            Comment


            • #7
              Originally posted by MeatShake View Post
              No, it's allowed in Misc.

              And why would the ult be hard to code? It's basically Fissure.

              Comment


              • #8
                Originally posted by katsaroulhs View Post
                I like the overall concept.

                2 things though:

                1) Geomantic armor seems underwhelming and boring. Try to come up with something more interesting.

                2) The global aspect of the Aghanim's imbued ulti, seems Overpowered. If I understand correctly, the pillar raises all the enemies it finds, and stays there for 12 full seconds. Seems too strong to do from global range.
                Yeah, I wanted geomantic armor was crappy on purpose to level out how strong the other skills are.
                The global aspect of the pillar was inspired by Gyrocopter's "Call Down" Aghanim's upgrade. The other option would be simply increase the case range, pillar charges, or damage scaling.

                Originally posted by d07.RiV View Post
                Wat?
                Well, the idea is that an enemy is trapped underground so they can't be targeted by right clicks or hit with spells. But skills that do damage in an aura can still hit the enemy because... it is an aura.

                Originally posted by MeatShake View Post
                Make the W and E less basic, the ult would probably be a nightmare to produce so it's gotta be reworked to a less crazy idea but keep what it does the same in spirit. Also http://playdota.com
                The idea was inspired by mixing Earthshaker's terrane changing "Fissure" with some type of tower interaction and the feeling of being on top of the mountainous ward spots close to Dire and Radiant's bases.
                Last edited by kritzinger; 02-26-2014, 01:15 PM.

                Comment


                • #9
                  He means that Radiance isn't HP removal.

                  Comment


                  • #10
                    Originally posted by kritzinger View Post


                    Well, the idea is that an enemy is trapped underground so they can't be targeted by right clicks or hit with spells. But skills that do damage in an aura can still hit the enemy because... it is an aura.


                    The "wat" response, was probably due to the fact that Radiance deals Magical dmg, and not HP removal.

                    Also this Ulti sounds much more powerful that Gyrocopter's. If the enemies have no way to get over impassable terrain, they are basically out of the game for 12 seconds.
                    Spoiler: 

                    Comment


                    • #11
                      Originally posted by katsaroulhs View Post
                      The "wat" response, was probably due to the fact that Radiance deals Magical dmg, and not HP removal.

                      Also this Ulti sounds much more powerful that Gyrocopter's. If the enemies have no way to get over impassable terrain, they are basically out of the game for 12 seconds.
                      Impassable as in "can't walk through it". Players can still blink, force staff, or use a skill to get off the pillar. I was just using the terminology from the Fissure skill description on the DOTA2 Wiki.

                      Is there a more correct term I should be using?

                      Edit: I just removed the word impassable from the description.
                      Last edited by kritzinger; 02-26-2014, 01:32 PM.

                      Comment


                      • #12
                        Originally posted by kritzinger View Post
                        Impassable as in "can't walk through it". Players can still blink, force staff, or use a skill to get off the pillar. I was just using the terminology from the Fissure skill description on the DOTA2 Wiki.

                        Is there a more correct term I should be using?

                        Edit: I just removed the word impassable from the description.
                        It is impassable terrain. This was what I was talking about. What if they don't have a way to get away from it. It seems too good from global range.
                        Spoiler: 

                        Comment


                        • #13
                          Collapse is too powerful. More game impact that some ultimates.
                          And ultimate has too much range. At lvl 6 this hero will make any fight AT LEAST 5vs3. (collapse some dudes, use ulti on some other dudes and suddenly the fight is 5vs1).
                          Way too strong. You can also ulti + tp out, or help ally do the same, or use ulti on 3 enemies at any fight without even needing collapse.
                          And I'm a player that thought about this in 1 minute. Imagine what someone better than me can do with a hero like this. Way too powerful.

                          Comment


                          • #14
                            I liked the ult as well, but not really others, should be more inspired and earth themed.

                            Some ideas that came to mind
                            - allow to cast on trees and they grab people
                            - that astral imprisonment could be cast on her and her allies which allows them to move underground ignoring terrain for the time
                            - global hp buff
                            - allow her to cast some sort of channeling big aoe earthquake which slowly gets stronger over time
                            - allow her grow trees that stay til the end but can't be casted on enemies, allied units can navigate through her trees, could be the effect that happens when the current "collapse" didn't hit any units.
                            - allow her to tie together 2/3/4/5 units with vines that ignore bkb, similar to warlock, and these vines prevent the units going farther apart from each other than they were when the spell was casted unless the unit(s) they are tied to die.

                            It's not about balancing yet, better make her interesting first

                            Comment


                            • #15
                              Originally posted by Jigglypuffz View Post
                              Collapse is too powerful. More game impact that some ultimates.
                              And ultimate has too much range. At lvl 6 this hero will make any fight AT LEAST 5vs3. (collapse some dudes, use ulti on some other dudes and suddenly the fight is 5vs1).
                              Way too strong. You can also ulti + tp out, or help ally do the same, or use ulti on 3 enemies at any fight without even needing collapse.
                              And I'm a player that thought about this in 1 minute. Imagine what someone better than me can do with a hero like this. Way too powerful.
                              Well, collapse could be adjusted by creating a visual cue on the ground prior to creating the hole (similar to Elder Titan's "Earth Splitter") so players have a realistic chance of dodging the attack.

                              Essentially collapse would be a 4 or 5 second aoe stun without the added benefit of being able to damage the enemy while stunned. If you think of it that way.. it isn't that extreme of a skill.

                              The Earth Pillars would be powerful mid game presence, but fall off late game when players have purchased items to counter it (or you can counter pick by picking a hero with an escape skill; Slark, Mirana, Anti-Mage, Queen of Pain, Storm Spirit, etc.)

                              Comment

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