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Hero concepts?

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Forum » Hero & Item Ideas » Hero concepts? 4 posts - page 1 of 1
Permalink | Quote | PM | +Rep by KrDotoBestDoto » September 7, 2014 2:07pm | Report
Hello I would like to ask if anyone would be interested in just concepts I can think of for heroes without the actual stats and stuff.
Because while I get ideas for heroes from time to time, I don't really have the knowledge and/or motivation to present actual stats (like movespeed, base stats etc).

I'll juts post one here so you know what I mean:
[Beginning of concept]

Name: Fundamental Magic

Concept: Rather than going with the typical 3-1 skill type heroes (3 skills 1 ultimate) this would be a hero with "free" skills (similar to Invoker who can skill his ultaimate at lvl 2 already).

The most basic of the concept is opposed to the skills having fixed aoe and/or targets these skills would be "pure" skillshots. How does that work then? Well the idea is that you "draw" on the ground/map with your skills.
Skills would work like this: while holding the button of the skill and drawing on the ground you decide the distribution of the skills effect. The skills all have a basic "maximum effect" (e.g. 100 dmg) which will be distributed on the area drawn on by the user. The "drawing time" is equivalent to how long you hold down the button of the skill.

A problem that could arise is the following:
Hitting becomes too easy by just clicking instantly and letting go to have maximum effect on a single target.

A solution may be the following:
Having a sort of timer which is activated upon pressing the button of the skill which determines how much of the maximum effect is released after the button is released.
Example: The maximum damage of the skill is 300. The timer is set to 3 seconds. The user only held the button for 2 seconds before releasing so the damage dealt in the aoe will be 200 instead of the maximum possible 300.

This means that you have to measure exactly or chain-stun perfectly for the maximum effect of the skill to appear. It's a bit like other skillshots in dota ( Sun Strike, Sacred Arrow etc), but also a bit different as you can see.

For the skills themselves I had thought of :
1 Damage
2 Stun
3 Heal
4 Slow

5 Combination (Ultimate)

I think the first 4 skills are pretty straight forward, but the last may need a little explaining.

My thought for the ultimate of this hero would be the ability to combine the effects of two of the other skills in one "drawing time". So instead of just damage you can have damage and stun or stun and slow and so on.
But since having the full effect on the skills would mean having pretty low values on the skills themselves I think it's better to have good values on the skills, but diminished values on the skills if combined. It's the approach that I think would be most "free" to play since you can have a bigger variety to what you do instead of having to always combine two skills.

However to make thing a bit more difficult I think having a cooldown on the Ultimate would be good. Like Invoker has to wait for his cooldown on Invoke this hero would have to wait to be able to combine two skills again. This means that you have to pay attention when you use your ultimate.

A bit of further explanation:
The skill first activated will be the one having effect. So if you click "Damage" and click "Heal" while still holding down "Damage" nothing will happen. Unless you press "Combine" before clicking "Damage" and "Heal" which will then combine the effects and still ignore other incoming clicks.

[End of concept]

So as you can see this idea is still in it's very early stages and needs some thoughts, ideas and suggestions which I would like to get here.
Well thank you for reading and if you like my concept maybe you can think of some things to make the concept more concrete so it can be turned into a proper hero idea. ^^

KrDotoBestDoto


Notable (3)
Posts: 543
Permalink | Quote | PM | +Rep by Scezory » September 16, 2014 3:49pm | Report
What are the leveling of the skills? Like at what level can u level what?
Before you ask why, think for a moment, why not.

Scezory


Notable (2)
Posts: 104
Permalink | Quote | PM | +Rep by KrDotoBestDoto » September 17, 2014 7:08am | Report
I was thinking about skills like normal skills and ultimate 2/7/12/17 like Invoke.
The early ultimate lvl could help with early teamfight since the combinations can give more impact depending on the situation.

KrDotoBestDoto


Notable (3)
Posts: 543
Permalink | Quote | PM | +Rep by neurotoxin » September 25, 2014 7:39pm | Report
so you can make a hero having agile skill which can move target like Geomagnetic Grip or Force Staff ( what's that spell on ES again? )

neurotoxin



Posts: 90
Steam: (_ИєυяσтσχiИ¯)

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