Help Support Our Growing Community

DOTAFire is a community that lives to help every Dota 2 player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting us in your ad blocker!

Want to support DOTAFire with an ad-free experience? You can support us ad-free for less than $1 a month!

Go Ad-Free
Smitefire logo

Join the leading DOTA 2 community.
Create and share Hero Guides and Builds.

Create an MFN Account






Or

Hero suggestion (emphasis on friendly creeps/units)

Please review our General Rules & Guidelines before posting or commenting anywhere on DOTAFire.

Forum » Hero & Item Ideas » Hero suggestion (emphasis on friendly creeps/units) 4 posts - page 1 of 1
Permalink | Quote | PM | +Rep by Hellighansen » August 24, 2015 1:30pm | Report
I wanted to get some feedback on a hero idea I've been working on. The purpose is for the hero to feel like an original support by a heavy emphasis on synergy with creeps while functioning as a direct counter to certain heroes/situations. I will outline the idea behind the abilities while not focusing heavily on specifics regarding cooldowns, stats, mana costs etc. For convenience I will call the hero Demos.

Demos has a mix of defensive and offensive capabilities. This makes him valuable in the laning stage and if Demos' team forces fights in the lanes. Furthermore there is potential synergy with other heroes that spawn creeps and he offers abilites that counters certain heroes. The question is whether my suggestions regarding abilities are too overpowered or too underwhelming, and perhaps the whole hero is too situational, and hence irrelevant.

Ability 1 (healing/boost):

Demos gains a stack every time a friendly or neutral creep is destroyed within a radius of himself up to a maximum of 5 stacks. Each stack counts as one instance of 60 healing (5 stacks amounting to 300 healing to a single target), and can be consumed to release an instant heal on friendly heroes or creeps. In addition, regardless of stacks, this ability would grant a significant movement speed bonus (perhaps 100 movement speed) for 1.75 seconds. Cooldown somewhere around 12-20 seconds.

Why: Synergize well with creeps, valuable in lane and thanks to the stack counter of neutral creeps also viable in the jungle areas. Also reliant as a defensive or offensive ability for quick boost to movement speed, regardless of stacks.

The problem: The stacks should have a long duration in order for Demos to transition out of lane while retaining the stacks so that Demos will be useful in team fights, allowing a heal of 300 initially, and then giving him the cooldown-time to build up new stacks, while rendering the ability rather weak after the initial consumption of stacks if there are no creeps destroyed nearby (Rosh pit comes to mind). As such, this ability might be too reliant on nearby creeps to be of use but offers potential if Demos' team pushes a lane.

Ability 2 (charge):

Demos forces all friendly uncontrollable and neutral creeps within an area around the target to rush towards and focus their attacks on that hero, granting creeps 5/10/15/20% movement speed while slowing the target by 5/10/15/20% for the duration. Duration could be around 2.5/4/5.5/7 seconds. Would function like ballista tower aggro, only on targeted enemy hero for the duration. Cooldown and mana cost scaled to prevent spamming in the early game which potentially could destroy a lane.

Why: Gives Demos some harass capabilities, obviously scaling in damage based on tier of adjacent creeps, while having the slow component is viable at any stage of the game. This could be a useful tool to target supports, or to force friendly uncontrollable creeps to "charge" enemy heroes as your own team tries to break high ground. Furthermore, such an ability would synergize great with Dazzle's Shadow Wave or Omniknight's Purification for more damage output.

The problem: While a 20% slow for 7 seconds isn't bad, this ability might also be too reliant on nearby creeps to feel useful, same as ability 1.

Ability 3 (reinforce):

A global targeted spell that increases a friendly hero's physical and magical resistance by 4% for each adjacent friendly creep for a duration of 1/2/3/4 seconds up to a maximum count of 20 creeps (maximum 80% physical and magical damage reduction). Both friendly controllable and uncontrollable creeps will count as a unit. Quite high cooldown.

Why: While offering a varying degree of defensive capability, heavily reliant on nearby creeps, the initial idea behind this spell is to be a direct counter to enemy heroes that benefit from nearby creeps, such as Axe, Legion Commander and Earth Shaker. If timed right, this ability can be extremely efficient but normally an 80% reduction would be rather rare, I believe, hence making it justifiable as a useful, very short, defensive ability.

The problem: Physical and magical damage reduction on a global scale is very powerful but hopefully the short duration, low unit count (4% for each creep) and high cooldown (for a non-ultimate ability) balances this out.

Ability 4 (fortify):

A global buff to all friendly creeps, both uncontrollable and controllable with physical and magical immunity (still affected by pure), while offering increased damage by +10/20/30. 2/3/4 second duration, high cooldown and high mana cost.

Why: The idea is for this ability to offers interesting dynamics and counters or buffs to other hero abilities. For example the ability can prolong the longivety of Chen creeps, Warlock's Infernal or Lone Druid's Bear. Extra longevity can trigger kills or destroying a tower that would otherwise not have happened, or it could be used to save friendly controllable creeps (Chen creeps/Lone Druid bear), if the situation allows. In extreme cases a team can send a friendly creep to the enemy base and teleport on it while rendering it immune to prevent it from being killed. It would also function as a push-mechanic or to deter the enemy from advancing, effectively functioning like a tower's fortify ability (with the exception of pure damage), or it could be used to break high-ground into the enemy base for the duration of the buff (creep wave not instantly cleared by an enemy KotL, Tinker etc.).

The problem: Functioning as a second fortify ability and preventing creeps from being destroyed might be very powerful, and also the second global ability of Demos.

Hellighansen



Posts: 2
Permalink | Quote | PM | +Rep by TheSofa » August 25, 2015 11:26pm | Report
Could someone please review this idea?

And welcome to DOTAfire!

It'd be nice and I don't really know what to say to this.

TheSofa
<Moderator>

Awards Showcase
Show more awards

Memorable (54)
Posts: 3318
Permalink | Quote | PM | +Rep by Wulfstan » August 26, 2015 12:07am | Report
It seems quite interesting that he is so much centered around creeps. But he seems like quite a situational pick because he relies so much on having creeps to work with, and there are lots and lots of heroes that can just purely wipe creeps out.


The idea is unique, refreshing and good, it's just that it's not optimal.

Wulfstan
<Retired Mod>

Awards Showcase
Show more awards

Memorable (77)
Posts: 2801
Steam: Wulfstant
View My Blog
Permalink | Quote | PM | +Rep by Hellighansen » September 5, 2015 10:37am | Report
Appreciate the feedback; and you are right, it is problematic when creep waves are easily cleared. I guess this could be balanced out by giving Demos a spell that temporarily and on demand punish anyone who kills a group of marked creeps in some way, applying damage to them and such. But it does not matter much.

Hellighansen



Posts: 2

Quick Reply

Please log in or sign up to post!

DOTAFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite DotA hero’s build and strategy.

Copyright © 2019 DOTAFire | All Rights Reserved