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youbejammin

Member Since 19 Oct 2014
Offline Last Active Apr 16 2015 01:46 AM

Posts I've Made

In Topic: Hero Ideas

25 March 2015 - 03:30 AM

a word of advice to the developers is that even if the hero idea isnt implicated into the game, if it is possible at all to add some of the skills developed here would be a great achievement for me and the dedication that is put into some of these ideas :D thanks again for the support, and your development of lod as a whole :D and the new hero is quite enjoyable so kudos for whoever created her :D


In Topic: Hero Ideas

25 March 2015 - 03:24 AM

 
Armon, The Human Shield
 
 
 
Footman model
 
Footman Speech
 
Role: DPS’er or Tank or Supporter
 
Stats Strength: 21 + 2.8
 
Agility: 19 +2.2 Overall Gain:6.1
 
Intellect: 10 +1.1
 
Life: 549
 
Mana: 130
 
Armor: 4
 
MS: 300
 
Range: Melee
 
Story: a footman who steals armor from his enemies to destroy the foes of the allience.
 
 
Skill One: Shell Rupture 
 
The Human Shield hits the targets armor with much ferocity, the armor itself starts to shake and almost crumble. Does damage and puts a debuff on the target that gets additional damage to the target based on the armor difference
 
Skill One: Does 50 damage and puts a debuff on the target increasing damage done to the target based on the armor difference times 5. Lasts 4 seconds
 
Skill Two: Does 100 damage and puts a debuff on the target increasing damage done to the target based on the armor difference times 6. lasts 4.5 seconds
 
Skill Three: Does 150 damage and puts a debuff on the target increasing damage done to the target based on the armor difference times 7. Lasts 5 seconds
 
Skill Four: Does 200 damage and puts a debuff on the target increasing damage done to the target based on the armor difference times 8. Lasts 5.5 seconds. 
 
Cool Down: 7/8/9/10
 
Casting range: Melee
 
Mana Cost: 70/80/90/100
 
Animation: A red slash to represent the skill and a red vibration on the target for the debuff
 
Additional Information: this spell pretty much a simple damaging spell that grants a debuff on the opponent target make the armor difference between you and your opponent inflicted in extra damage. The armor difference will be multiplied by 8 which will be the increased damage. An example of this is the I have 8 armor, and the opponent has 4, the armor difference between us is 4 times 8 which is an added 24 damage per hit that ONLY you can deal
 
 
Skill Two: Armor Absorption
 
The Human Shield focuses and uses his bulky armor as an offensive skill doing more damage for the bulkier and heavier his armor is. Also, he has a chance to absorb some of the enemies armor to further increase his damage and further weaken his opponent making sure they have nothing to defend themselves with
 
Skill One: Using the Human Shields armor, every hit will have his armor added as damage. There is a 15% chance that the Human shield will steal 1 armor from the target for 2 seconds. Each effect refreshes the duration of the armor reduction.
 
Skill Two: Using the Human Shields armor, every hit will have his armor added as damage. There is a 25% chance that the Human shield will steal 1 armor from the target for 2 seconds. Each effect refreshes the duration of the armor reduction.
 
Skill Three: Using the Human Shields armor, every hit will have his armor added as damage. There is a 35% chance that the Human shield will steal 1 armor from the target for 2.5 seconds. Each effect refreshes the duration of the armor reduction.
 
Skill Four: Using the Human Shields armor, every hit will have his armor added as damage. There is a 45% chance that the Human shield will steal 1 armor from the target for 2.5 seconds. Each effect refreshes the duration of the armor reduction
 
Cool Down: 7/8/9/10
 
Duration: 2.5 seconds for armor reduction on enemy at all levels while the armor gain for the Human 
 
Shield is in effect for 3.5 seconds . 
 
Mana Cost:n/a
 
Animation. A debuff and buff on the status bar of the targets. Also a small glow to show the effected 
 
target. 
 
Additional Information: Pretty much, at level 4, there is a 45% chance that you will steal an enemies armor for 2.5 seconds while the stolen armor will last 3.5 seconds on the Human Shield. Every time the effect occurs, the duration for the spell is refreshed as well as the additional armor decrease from the effect.
 
 
Skill Three: Safeguard Force
 
The Human Shield uses his shield as an added precaution in case something goes wrong, using inner discipline and focus to cast a buff on a target resulting in a damage reduction to the target
 
Skill One: target has a 15% chance to absorb 25% of the damage and release 5% of the damage dealt to the target who has dealt it. 
 
Skill Two: target has a 15% chance to absorb 35% of the damage and release 10% of the damage dealt to the target who has dealt it.
 
Skill three: target has a 15% chance to absorb 45% of the damage and release 15% of the damage dealt to the target who has dealt it.
 
Skill Four: target has a 15% chance to absorb 55% of the damage and release 20% of the damage dealt to the target who has dealt it.
 
Cool Down: 7/8/9/10
 
Duration: 5 seconds/5 seconds/6 seconds/6 seconds
 
Casting range: 400
 
Mana Cost:100/110/120/130
 
Animation: a floating shield around the target. A mini shield will be shown as the reflected damage from the source
 
Additional Information: this spell is a weird one but the effect is greatly powerful. There is basically a 15% chance to absorb 55% of the damage dealt to a hero (allies or you) which in turns, releases 20% of the damage absorbed back to the enemy. An example of this is that if a spell hit a hero for 600 damage, and the hero who has this buff on him has that 15% chance proc, 330 of the damage is absorbed making the spell only do 270 damage but 120 damage (20% of the max damage dealt before absorption) is dealt to the enemy who cast the spell. This spell works on both physical attacks and magic and the damage is dealt first to the target who has performed the attack following the absorption of damage after.
 
 
Ultimate: Wrecking Ball
 
In many years of training, the Human Shield becomes a huge metal rolling ball having much of the damage dealt to enemy targets and weakening them and having allies absorb armor if they get in his way. The hero will also be able to pass impassable terrain such as small cliffs and breaking through trees
 
Skill One: Does 25 damage to enemy heroes that are hit and slows their MS by 5% if the target/targets are continuously hit every second. Allied heroes hit by this spell will have a 3 armor increase that is temporary taken from the Human Shields armor and a 5% decrease from damage. All effects last for 6 seconds
 
Skill Two: Does 50 damage to enemy heroes that are hit and slows their MS by 7% if the target/targets are continuously hit every second. Allied heroes hit by this spell will have a 4 armor temporary taken from the Human Shields armor and a 8% decrease from damage. All effects last for 6 seconds
 
Skill Three: Does 75 damage to enemy heroes that are hit and slows their MS by 9% if the target/targets are continuously hit every second. Allied heroes hit by this spell will have a 5 armor increase temporary
taken from the Human Shields armor and a 11% decrease from damage. All effects last for 7 seconds.
 
(Note: additional damage from Skill 2: Armor Absorption can be added with every hit the target/targets 
 
retrieve)
 
Cool Down: 90 seconds/80 seconds/70 seconds
 
Duration: 6 seconds/6 seconds/ 7 seconds
 
Casting range: Has a mini 200 AoE to do the damage and effects
 
Mana Cost: 150/200/250
 
Animation: a metal ball rolling and doing it effects.
 
Additional Information: makes the hero into a large metal ball rolling doing 75 damage per second and having their MS slowed by 9% every second if the target/targets are hit every second. The armor increase in armor to the hero with the decrease in armor form the enemy/enemies from skill 2 can still work while in this form. Essentially, it's a somewhat better version of Pudge’s Rot spell where it does damage per second and slows, but a bit stronger if you focus your skill on one opponent. Also, if you happen to roll on top of an allied hero. They will have their armor increased by 5 which is taken from the Human Shields armor and a 11% reduction from damage. All effects such as armor increase and damage 
reduction to allies, slow, damage last for 6 seconds at level one and tow, while 7 seconds at level 3. 
 
Armor from skill 2 will last as long as the effects last, listed in skill tow.

In Topic: Aghanims

25 November 2014 - 11:13 PM

sewww some the changes you added i really do like like pit lord and terrorblade but some i don't agree with like slark and broodmother so i  am going to suggest on the heroes i disagreed with on your list, all the heroes that i don't  mention are the changes on your list that i agree/like/are fair for scepter upgrade:D

 

Roofs overgrowth: dota 2 change gives it a subset skill where you get eyes of the forest skill and vision and overgrowth anyone within range of that (global overgrowth and global vision in the sense) 

Wisp Relocate: 

Alchemist : Anytime alchemist casts rage, the level of acid spray is released as an aura independent from his own acid spray

Dragon Knight:  Brings back all the past dragon forms ablities and applies it to the current one, adds the green dragon poison, increased AoE by 50, and adds 50 damage

Bristleback: warpath increases attack speed by 5% per stack, goo limit increased to 5, 

Tuskar: adds 50% cleave and life steal with every walrus punch to outclass his falcon counterpart

Rikimaru: decrease ms to 10%, but good :D

Magina: reduces mana in the target location by 30% and then activates mana void

Morph: allows you to morph 2 targets instead of one

Naga siren: after the sleep effect wears off, applies an image of the target that slows them for 30% and deals 50% damage and takes 125% damage

Mirana -  fade time reduce to 1 sec, adds a shadow attack upon attacking an enemy adding 50 damage per use

Troll: Globally increases MS by 30% 

Lycan - nerf life to 450 instead of 750

Lanaya: although i like yours, makes traps useless, Increases limit of traps to 14 and traps now stun for .5 seconds and then slow as following

Leoric: upon revival, leoric gains a shield that absorbs 500 damage for 8 seconds, if the shield breaks it releases a wave of agony to everyone within 700 AoE for 300 dmg, if the shield does not break, it heals leoric for 300 life

Slardar - gives slardar a 500 range blink to the target that does 75 damage with a 8 second cooldown to anyone who is amplified

Leviatan - all enemies hit by ravage also get hit by anchor smash of its level and increases the stun ,25 seconds (3 seconds overall)

Magnus sends a shockwave of its level after the stun is released and increases empower cleave by 25%

Bloodseeker - Reduces armor by 1 every second  and keeps that armor reduction 2 seconds after the duration of rupture is done

Broodmother: there is a 40% chance to spawn a spider on attack and adds poison sting from the spiders onto insatiable hungers attack

Weaver : although good as it is, kinda too powerful with weaver invis and this, so i suggest that you get a 30% damage reduction for 6 seconds after the spell is used

Morted: attacks have a 15% chance to trigger stifling dagger of its level to the target,

Slark: gives slark a 50% attack speed boost while in dance and dance lasts .5 seconds longer

Krobelus  targets hit by exorcism spirits are slowed by 20%


In Topic: Hero Ideas

25 November 2014 - 07:33 PM

 
 
Jack Snakes
 
The Trapwork Assassin
 
Faction: Sentinel
 
Model: Bandit
 
Icon: Bandit
 
Sound Set: Bandit
 
Starting Stats
 
Strength: 18 + 1.9
 
Agility: 20 + 2.4
 
Intelligence: 17 + 2.1
 
Health: 492 
 
Mana: 221 
 
Armor: 2.5
 
Damage: 42-50
 
Movement Speed: 305
 
Story: Born and raised in a small town just outside the Lordrean walls, Jack Snakes enjoyed building  things when he was young whether it was fountains, swords, fire pits and even houses were loads of fun for the youngster. It was because of this experience as a youngster that Jack became quite familiar with the materials he used which would soon be tested for bad news of an attack on Lordrean and its villages was near. With little time to escape, young Jack tried to keep his family safe while his father was out fighting, protecting the house with simple traps. As the attack commenced, necromancers who served Arthus came to his doors killing everyone in sight and dropping the dead father on the ground, but failed to kill the little boy who was hiding near his battered parents bodies. Many years passed, and although the boy suffered from depression, found a new home within the Lorderean walls and has learnt and trained hard for his next traps are aimed at the Frozen Throne.
 
 
Skill 1: Tree Arrow Trap (invisible, damage, stun)
 
Tree Arrow Trap: sets up trees with armor piercing arrows adding fear to enemies for the trees can shoot targets without warning. Does damage and stuns, can be released doing more damage and stunning longer.
 
Level One: 70 damage/0.75 second stun/100 range to set off/ (if released) 90 damage/1 second stun/ 500 range if released. Max Traps allowed is 3
 
Level Two: 140 damage/1 second stun/125 range to set off trap/ (if released) 160 damage/1.25 second stun/ 550 range if released. Max Traps allowed is 5
 
Level Three: 200 damage/1.25 second stun/150 range to set off trap (if released) 225 damage/1.75 second stun/ 600 range if released. Max Traps allowed is 7
 
Level Four: 250 damage/1.5 second stun/175 range to set off trap/ (if released) 275 damage/2.5 second stun/650 range if released. Max Traps allowed is 9
 
 
Releases the nearest trap to the Trapwork Assassin 
 
Manacost: 50/80/110/140
 
Cooldown: 9 seconds (3 second preparation time)
 
When a Tree Arrow trap is applied to a tree, the tree itself will become a light red tree to target allies. If the arrow can be any arrow imported to the game preferably Mirana’s arrow
 
Additional Information
 
A simple trap that damages and stuns enemies that touches or gets hit by the arrow. If an enemy is within proximity range of the trap, it will instantly damage and stun the target. If a trap is released, it will travel a certain range in which if it hits a target, damages and stuns the target for even more. There is a limit of traps that a player can put and when setting up traps, there is a 3 second delay where your hero has to prepare it. Traps released are in the direction you are facing and have a 300 cast range to ensure the arrow goes where you want it to go. Only 1 trap may be placed on a tree. Traps are invisible to the enemies in which if seen by a gem or wards, will show the coloured tree or nearby clamping traps. If placing a trap that’s pasts the limit, the oldest trap you set will disappear.
 
 
Skill 2: Clamping Trap (invisible, immobilize)
 
A trap that immobilizes enemies by clamping their feet firmly to the ground, forcing them to fight helplessly for some time.
 
Level One: 1 second immobilized/150 trap range set off/limit of 2
 
Level Two: 1.75 seconds/150 cast range set off/limit of 5
 
Level Three: 2.25 seconds/150 cast range set off/limit of 7
 
Level Four: 2.75 seconds/150 cast range set off/limit of 10
 
Manacost: 20/30/40/50
 
Cooldown: 8 seconds(2 second preparation time)
 
When a trap is set, a small clamp is placed on the ground until an enemy sets the trap off. When a trap is set off, the enemy will have a small chain/bear trap clamp at the enemies feet to show that they have been immobilized.
 
Additional Information
 
A simple trap nothing special. Traps here are invisible and instantly immobilize the target if set off. Traps may be seen by the enemy if a ward or gem is in place. If a trap were to past the limit, the oldest trap 
 
 
Skill 3: Stealthy Preparation (invisible, buff)
 
The Trapwork Assassin becomes a stealthy ninja increasing his movement speed and his traps so that he can prepare his traps for more pain and suffering. Traps placed while invisible will not break the invisible and preparation times are reduce to 0 while invisible. While invisible, a trap placed will reduce the length of the invisible by its preparation time
 
Skill One: 5% MS increase/invisible/lasts 10 seconds/tree arrow trap will deal 5 extra damage/clamping trap will immobilize for an additional .2 seconds
 
Skill Two: 10% MS increase/invisible/lasts 15 seconds/tree arrow trap will deal 10 extra damage/clamping trap will immobilize for an additional .35 seconds
 
Skill Three: 15% MS increase/invisible/lasts 20 seconds tree arrow/trap will deal 15 extra damage/clamping trap will immobilize for an additional .50 seconds
 
Skill Four: 20% MS increase/invisible/lasts 25 seconds/tree arrow trap will deal 20 extra damage/clamping trap will immobilize for an additional .65 seconds
 
The Assassin will become invisible so your standard invisible skill. For the increased effects, tree arrow trap will be a some what darker red while for clamping trap, the trap placed on the ground will be larger in size clamping with the increased effect.
 
Additional Information
 
Simple once again, a invisibility spell with a twist that aids the assassin. Once again, Traps placed while invisible will not break the invisible and preparation times are reduce to 0 while invisible. While invisible, a trap placed will reduce the length of the invisible by its preparation time. An example of this is that if you are invisible for 20 seconds and place say an arrow trap, it will be placed instant but the invisibility will be reduced to 17 seconds.
 
 
Ultimate: Assassin’s Mark (Passive, Buff)
 
If an enemy hits or touches one of the Trapwork’s Assassins traps, he leaves a mark on them increasing his attack speed, movement speed, damage and reduces preparation times for every master crafter has 
 
Level One: 5% MS increase/5% AS increase/25 extra damage/reduces preparation times by 1 second/within a 1000 range
 
Level Two: 10% MS increase/10% AS increase/45 extra damage/reduces preparation times by 1 second/ within a 1500 range
 
Level Three: 15% MS increase/15% AS increase/65 extra damage/reduces preparation times by 2 second/ within a 2000 range
 
The assassin will have an aura under him that is similar to thorns aura, as well as his hands going red for some time
 
Additional Information
 
This is a buff that occurs ONLY when a trap has been set off allowing you to pound on enemies. If your mark is on and a trap has been set off, it will re-apply the mark refreshing the length and its effects.
 

In Topic: Hero Ideas

24 October 2014 - 04:01 AM

thats why the skill looked familiar, back to trying to think of a skill again

 

 

http://www.scrollsof...e_Cursed_01.png

 

Storm Peaks Shield (active, buff, heal)

 

The Harpy Witch uses a shield that she mastered training her clan before she was poisoned and enchanted by darkness. Absorbs magic Damage and heals the harpy witch if the shield breaks/cooldown finishes

Level One: Absorbs 100 magic damage and heals the harpy witch X2 her main attribute if the shield breaks/cooldown finishes, Lasts 9 seconds

Level Two: Absorbs 200 magic damage and heals the harpy witch X2 her main attribute if the shield breaks/cooldown finishes, Lasts 9 seconds

Level Three: Absorbs 300 magic damage and heals the harpy witch X2 her main attribute if the shield breaks/cooldown finishes. Lasts 9 seconds

Level Four: Absorbs 400 magic damage and heals the harpy witch X2 her main attribute if the shield breaks/cooldown finishes. Lasts 9 seconds

 

Manacost:100/110/120/130

Cooldown: 20 seconds