|
Post by thedeathstalker on Feb 6, 2009 0:45:01 GMT -5
Hero Name: Magg Hero Class: Hell's Barkeep Model: Brewmaster Weapon: Obsidian Keg Skill 1: Infernal Tap: Channels for X seconds, during which he shoots a cone of fire dealing Y damage per second to enemy units struck. If a unit under the effects of Bottoms Up! is within this cone, the debuff is extended by Z seconds and they deal W damage to all units within a small AoE. Magg is included in this Cone. Skill 2: Bar Fight: Increases Magg's damage (attack and skill) by X and grants Y additional armor for Z seconds, during which, enemies are provoked into attacking Magg. Skill 3: Iron Gullet: Reduces incoming damage by X and reduces the duration of any debuffs on Magg by Y% (~25 early to 90 max) Ult: Bottoms Up!: Magg and all enemy units within some radius have X% miss chance and are slowed Y% for Z seconds. Primary Att: Strength Playstyle: He's beefy and focused around crowd control, not much really more to say about the playstyle other than he'd kinda throw his weight around, then use Bottoms Up! and Infernal Spike to wipe out masses of units.
|
|
|
Post by light on Feb 9, 2009 6:49:53 GMT -5
I'm actually against Iron Gullet because it, not only punishes any hero/unit with debuffs, but also counters summoners and even creeps, which may result in him just standing in front of lanes blocking out entire creep waves.
That seems to be the only fatal flaw I've noticed.
|
|
|
Post by doomhathcometh on Feb 9, 2009 18:09:39 GMT -5
Psht. The problem with stopping creeps is easy to fix: make it a % dr reduction, or a number less than 20. I like this guy.
-Doom
|
|
|
Post by light on Feb 10, 2009 4:35:25 GMT -5
I'd rather it just adds armor rather than outright killing damage.
Under 20 means it's useless against heros and only good VS certain summons + creeps.
I can't see a big problem with a percentage based reduction (except it would suck VS creeps), but as I just stated, I prefer it just adds armor.
|
|
|
Post by thedeathstalker on Feb 10, 2009 4:47:22 GMT -5
Well, % damage reduction works too, although his armor already takes care of that (Bar Fight buffs his armor, remember?), so I'd personally prefer a static amount, which makes it not only stack with Bar Fight, but also turn him into something useful that almost forces some a hero to have to deal with him at high level. I almost wouldn't mind the damage reduction being less effective against heroes because he's already got the debuff reducer which should keep him more than effective enough against other heroes. Will he be easily killable by some heroes, sure, but will he outright beat the crap out of some others, yeah. A Rock, Paper, Scissors relation isn't a bad thing, it's just the natural outcome of a hero system.
Also, just thinking, how high of damage do creeps get up to when you've done the quests? I don't think Iron Gullet should ever be higher than 50% of that, maybe even no more than 33%. I dunno though, there's a reason I use variables instead of actual numbers, that reason being I've never really worked out balances of units and such, I just know these numbers can probably work out somehow.
|
|
|
Post by light on Feb 11, 2009 3:58:10 GMT -5
I think it would be a simple solution if it doesn't reduce damage beyond a certain point.
That would, at least, allow for slightly higher values.
|
|