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HCC Entry: Lorev, the Spacewalker

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Forum » Hero & Item Ideas » HCC Entry: Lorev, the Spacewalker 8 posts - page 1 of 1
Permalink | Quote | PM | +Rep by midget_spinner » July 1, 2017 7:41am | Report

Lorev, the Spacewalker


Ranged

Support

Initiatior

Disabler

Escape

Carry





Lore


Space is a mere component, being the medium of the four forces namely: light, darkness, gravity, and charge. The four have battled for eons, claiming dominance over each other on who shall dominate the territory on where they were created upon, the Mad Moon. Over the courses of their relentless battles, thousands of lives have been lost, and the land was filled with the corpses of both creatures of day and night. What they don't know is that there is one being who ultimately watches everything that happens and unfolds. A being whose mere presence can emanate a force so strong, even those in other planes of existence can feel. For countless of years, comparable to the creation of the ancients, have this being reside in the corner of existence, watching, gazing upon the eternal struggle and discord of the other races. But due to the ever growing malevolence and scourge spreading even to the farthest reaches of the universe, she has decided- it is time. After locating a suitable vessel for her consciousness, she started in transferring a part of her power to the medium, with the runes and markings in her clothings and equipment serving as the link. After the long preparing, the entity, proclaimed herself as Lorev, the Spacewalker.



Summary


Positioning both her allies and her enemies in space and time, the Spacewalker is a master crowd controller. Mastering the art of space fabrication, she can easily traverse the battlefield while wrecking havoc along her path. Possessing prowess which can both save her allies from impending doom or bring death itself to her enemies, the Spacewalker is literally, a force to be reckoned with.


Roles


Support

||


Initiatior

|||


Disabler

|


Escape

||


Carry

|





Abilities





[Q]

Wormhole

[ACTIVE]

Ability: No Target

The effects of the ability varies depending on the toggled wormhole.

ACTIVE 1 [POSITIVE WORMHOLE]: The Spacewalker blinks 650 units in front of her, damaging the enemies around the teleported area with her current attack damage plus a percentage of her intelligence depending on their distance to the Spacewalker. The area she teleported from bursts with the activation of the positive wormhole, slowing the enemies around the previous area with a tapering slow depending on their distance to the original position of Spacewalker.

ACTIVE 2 [NEGATIVE WORMHOLE]: The Spacewalker blinks 650 units behind her, damaging the enemies around the teleported area with her current attack damage plus a percentage of her intelligence depending on their distance to the Spacewalker . The area she teleported from bursts with the activation of the negative wormhole, slowing the enemies around the previous area with a tapering slow depending on their distance to the original position of Spacewalker.


DAMAGE TYPE: Physical
DAMAGE AND SLOW RADIUS: 400
MAX DAMAGE: Attack Damage + 40%/70%/100%/130% intelligence
MAX SLOW: 20%/30%/40%/50%
TAPERING SLOW DURATION: 1.3
CAST ANIMATION: 0
MANACOST: 50/60/70/80
COOLDOWN: 10/8/6/4

- The closer the enemies are to Spacewalker after teleporting, the greater the damage is.
- The closer the enemies are to Spacewalker's initial position, the greater the slow is.
- Using Wormhole does not cancel Spacewalker's previous commands such as moving.

To go initiate, or to go back- that is the question.


---



[W]

Fabricate

[ACTIVE]

Ability: Unit Target

Upgradable by Aghanim's Scepter

ACTIVE: Target an enemy hero unit to mark them as the main marked unit. Activate again on a nearby unit to mark them as the second marked unit. Ranged ally heroes who attacks the second marked unit can have their attack projectiles ricochet to the main marked unit for a limited number of attacks. All of the Spacewalker's attacks ricochet to the main marked target for the whole duration. The ability provides true sight both over the main marked enemy unit and second marked enemy unit. When the main marked enemy moves 2000 units away from the Spacewalker, the ability ends.

CAST RANGE: 600/800/1100/1300
MAX ATTACKS: 4/5/6/7
DURATION: 6/7/8/9
MANACOST: 45/50/55/60
COOLDOWN: 21/19/17/15

- The ability only becomes active when both the main marked unit and the second marked unit is selected. Right-clicking after selecting the main marked unit cancels the ability.
- Ally ranged attacks no longer ricochet after max attacks are achieved.
- The ability ends when the second marked unit dies.
- Fabricate can only be dispelled by strong dispels.
- Fabricate only provides true sight and vision over marked target. It does not give vision around the area of the marked unit.
- The Spacewalker's attacks ricochet for the whole duration, disregarding the completion of the max attacks.
- Attack modifiers such as Arcane Orb and Desolator carry on to the marked target.

- Scepter Upgrade: Makes Fabricate a 500 radius AoE spell. A single attack projectile ricochets to all marked targets. Only the application of the main marked unit effect will be made an AoE. The selection of the second marked unit is still single target.

With enough knowledge, anything can be transported.


---



[E]

Space Mastery

[TOGGLE/PASSIVE]

Ability: Toggle, Passive


TOGGLE: The Spacewalker switches between having the source of her power be a positive wormhole or a negative wormhole. Having this changed changes the effects of her other abilities. This ability is automatically received from the start of the game without the effects of the passives.

PASSIVE : Mastering space artistry allows the Spacewalker to move faster. Maxing this ability allows the spacewalker to walk through units.

BONUS MOVESPEED: 20/30/40/50
TOGGLE COOLDOWN: 0

- This spell is learned automatically in the start of the game without the cost of a skill point. The passives are only activated once this ability is leveled.

Wrecking enemies with both grace and the knowledge about advanced time fabrication.


----



[R]

Fracture

[ACTIVE]

Ability: Point Target

The effects of the ability varies depending on the toggled wormhole.

ACTIVE 1 [POSITIVE WORMHOLE]: By channeling the fabric of space an area, the Spacewalker teleports herself stunning and damaging all enemy hero units in the area with magic damage that does not pierce spell-immunity. After the initial cast, the Spacewalker is in a "channeling state" where activating the ability again within 2 seconds teleports her to the original cast area along with the enemy hero units struck in the original spell. Failing to activate within 2 seconds will also removes the ability of teleporting strucked enemy units back to the original cast point of the spell.

ACTIVE 2 [NEGATIVE WORMHOLE]: By channeling the fabric of space an area, the Spacewalker teleports herself slowing all ally hero units in the area with a tapering 100% slow for 3 seconds and have them backtrack all damage received for the past few seconds. After the initial cast, the Spacewalker is in a "channeling state" where activating the ability again within 2 seconds teleports her to the original cast area along with the ally hero units struck in the original spell. Failing to activate within 2 seconds will also removes the ability of teleporting strucked enemy units back to the original cast point of the spell.


CHANNEL TIME: 3 seconds
RANGE: 1300
RADIUS:400
DAMAGE: 200/250/300/350
STUN DURATION:1.75/2/2.25
TAPERING SLOW: 100%
TAPERING SLOW DURATION: 3
BACKTRACKED MOMENT: 2/3/4
MANACOST: 300/350/400
COOLDOWN: 100/90/80



- Damage and stun pierces spell-immunity.
- Slow does not pierce spell immunity but the damage backtrack does.
- Spacewalker can be interrupted while channeling the inital spell, canceling the ability and having it go on cooldown.
- Spacewalker can be interrupted after she casts the initial spell, removing from her the ability to teleport back to the initial cast point.
- Failing to activate the ability within 2 seconds after the initial cast removes the chance to teleport to the Spacewalker's original state.
- Positions of enemy and ally hero units remain the same after they are teleported to the Spacewalker's original position.
- Fracture only teleports the enemy and ally units to the cast point and does not displace them like Seer's Vacuum or Magnus' Reverse Polarity.
- Moving or casting other spells after the initial spell renders Spacewalker unable to return to her original state.
- The enemies won't be able to see where she is casting to, but as the Spacewalker is casting the spell, sound effects will occur [same mechanics as Monkey King's slam/leap].

Not the only hole she'll be tearing tonight.




Stats



Attributes


Strength: 16 + 1.9
Agility: 21 + 2.0
Intelligence: 23 + 2.8 [Main Attribute]


Attack


Base Damage: 44-49
Attack Rate: 1.7
Attack Range: 500
Projectile Speed: 900


Defense


Armor: 2
Magic Resistance: 25%


Mobility


Movement Speed: 305
Turn Rate: 0.4
Vision Range: 1,800/800


Health and Mana


Starting Health: 520 + 1.1 hp/s
Starting Mana: 372 + 1.1 mp/s


Talent Tree


Level 10: +3 armor or +10 intelligence
Level 15: +250 health or +15 movespeed buff/debuff
Level 20: +100 units Wormhole teleport or +10% Wormhole added int damage
Level 25: Remove Fabricate range break or -1 second Wormhole cooldown



Gameplay


Lorev, the Spacewalker, is a semi-carry that can scale really well in the late game due to her Wormhole ability [Q]. She is best played offlane due to her spammable abilities that can easily give the enemies' safelane carry a hard time. Though, she can also be played as a semi-carry by raising up her int as her Wormhole can deal serious damage with a low cooldown, not to mention her escaping capabilities due to the same spell.

With her ultimate, she can set up team fights easily by casting Fracture in the fog of war. With the proper positioning, she can set up a set by bringing the stunned enemies with her for your allies to kill. By toggling her passive, she can either initiate, or save her allies from death. Her utility is further improved by possessing Aghanim's scepter as your carry can deal serious damage far from the enemies.



Additional Notes


- I'm new to DotaFire so i had a hard time in arranging this stuff.
- This is my first hero concept design but you can be harsh as much as you want. Opinions, suggestions, criticisms, rants, or even insults- i'll gladly accept all.
- Be wary though in my gameplay *opinion* and stats about the Spacewalker. Though she is my own creation, I'm just a 3.6k pleb in the game so I suck at hero and item tutorials.
- English isn't my first language, but i did my very best, like no one ever was [did], so sorry for any grammatical mistakes.
- Sorry for the unbalanced-ness [?] of the hero. I'm a noob with no concept of balance or whatsoever and i made this hero for only a total of 7 hours [on different instances for 2 days]. Fight me.
- All of the artworks on the post were created by me.
- Oh, i noticed you can edit the post after posting. Well I'm new to this site so you get it. I should have posted this yesterday but without pictures but, never mind.
- Also, how to join the Discord server?



Logs


07/01/17

- Hero created.


07/02/17

- Lore updated.

- Wormhole nerfed.
- Added a new mechanic for Fabricate.
- Space Mastery passive effects reworked.
- Fracture effects and stats changed.
- Hero stats nerfed.


07/05/17

- Hero turn rate nerfed.
- Gameplay notes updated.
- Fracture mechanics updated to match with her toggle effects.


Special thanks to delta17.

midget_spinner


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Permalink | Quote | PM | +Rep by Hades4u » July 1, 2017 8:10am | Report
Hey midget_spinner, welcome to DOTAFire :)

Thank you for your entry, very nice formatting you got there, makes the concept easy to read! I've sent you an invite for our Discord server through PM.

Keep up the good work!
Message me if you'd like to join our official Discord server!

Hades4u
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Permalink | Quote | PM | +Rep by AttackHelicopter » July 1, 2017 6:45pm | Report
Now this is fairly interesting tbh



She can actually beneficial to a lot of heroes which includes Luna, Windranger and Drow (That W yo dawg heard you like ricochets so I put ricochets on top of your ricochets....ricochets)



The R is perhaps the most interesting its like Weaver and Venge's R put into one which is for me a scary thing because you can just teleport to an area and then bring them up to say a black hole or something. Which is why kudos for having it a reasonable cooldown time.

AttackHelicopter


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Permalink | Quote | PM | +Rep by delta17 » July 1, 2017 7:07pm | Report
Hey midget_spinner, I like your formatting and how you included custom icons and concept art to your work :) (I can't do that) Like you, I'm also new to this hero concept thing. Being Hexius as my second hero concept. So take everything I say with a grain of salt. Here goes...

in case of TL;DR, read those in green fonts

LORE - criticism level : low


Lore seems to state that Lorev is primordial-level powerful who has lived for eons. But your concept art doesn't seem to reflect this. She looked like a regular human who picked a random cosmic relic, instead. I could have the same qualm to KotL, but at least his lore said something about it and his ult transform him into a primordial. So say something like, she gave herself a physical body to interact with a physical realm (like Spirit Breaker and Earthshaker). And she chose the body of a sexy young lady because [insert dota logic].

WORM HOLE - criticism level : low


I like this. Short range, is a little skill shot, and low cooldown with a reasonable mana cost. Now this is more on technicality rather than design but change the damage type into PHYSICAL. A lot of spells block magical damage so do it if you really want this spell to scale.

FABRICATE - criticism level : medium


I have questions/clarifications. #1 Does it ricochet to invisible / fog of war units? It didn't have true sight so no, right?. #2 Is the ricochet global? As long as the marked unit is under 2000 range of Lorev and your drow is on the other side of the map, will it ricochet? I assume that the 'range' is 'cast range' not the ricochet range but it could be both. Please clarify. It could be OP or just fine depending. But I say the idea is neat. Lower the cast range/ricochet range to 800/800, respectively and/or increase CD a little.

SPACE MASTERY - criticism level : high


I find this weird, like, it doesn't fit with her at all. But that's just me, I guess. Buffing allies is A LOT EASIER than debuffing enemies. And given the nature of Wormhole and her VERY IMPRESSIVE TURN RATE, I don't think many will bother toggling at all.

FRACTURE - criticism level : qiute high


Why it have 4 levels of mana and stun?
Magnus can do this exact thing for 300+80 mana and that requires blink, and more skill from the player. Yours have better cooldown (20/30/40 seconds better), has weaver's time lapse, requires no item nor skill, has a little better damage, a little better radius, and has 80 less mana. At least it's a channeling ability? Nah, no one can interrupt you 1300 away from the clash. I suggest removing the damage backtrack. Although the biggest deal here is its team-wide negative displacement for little risk and skill.

STATS - criticism level : high


why does she have 520 base health? All heroes have 200, no exceptions. And she doesn't look like she can be exempted. 70%(not calculated) of heroes have 0 base regen, so I'll let you off with the +1.1.
100% of heroes(definitely calculated) have 75 base mana and 0.01 base regen, and again, she doesn't look like to be exempted from this. Also her base damage is too high, only Shadow Shaman is reserved for this.

TALENTS - criticism level : none


Or actaully, my brain is losing focus from writing all this so I can't do this now. Looked great though.

GAMEPLAY - criticism level : low


She's not cut to be a 3-barred initiator. But well, given the OP-ness of her ult, she is 3-barred. But I see her as someone squishy and requires REAL initiators to be effective.

delta17

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Permalink | Quote | PM | +Rep by midget_spinner » July 2, 2017 4:51am | Report
delta17 wrote:

Hey midget_spinner, I like your formatting and how you included custom icons and concept art to your work :) (I can't do that) Like you, I'm also new to this hero concept thing. Being Hexius as my second hero concept. So take everything I say with a grain of salt. Here goes...

in case of TL;DR, read those in green fonts

LORE - criticism level : low


Lore seems to state that Lorev is primordial-level powerful who has lived for eons. But your concept art doesn't seem to reflect this. She looked like a regular human who picked a random cosmic relic, instead. I could have the same qualm to KotL, but at least his lore said something about it and his ult transform him into a primordial. So say something like, she gave herself a physical body to interact with a physical realm (like Spirit Breaker and Earthshaker). And she chose the body of a sexy young lady because [insert dota logic].

WORM HOLE - criticism level : low


I like this. Short range, is a little skill shot, and low cooldown with a reasonable mana cost. Now this is more on technicality rather than design but change the damage type into PHYSICAL. A lot of spells block magical damage so do it if you really want this spell to scale.

FABRICATE - criticism level : medium


I have questions/clarifications. #1 Does it ricochet to invisible / fog of war units? It didn't have true sight so no, right?. #2 Is the ricochet global? As long as the marked unit is under 2000 range of Lorev and your drow is on the other side of the map, will it ricochet? I assume that the 'range' is 'cast range' not the ricochet range but it could be both. Please clarify. It could be OP or just fine depending. But I say the idea is neat. Lower the cast range/ricochet range to 800/800, respectively and/or increase CD a little.

SPACE MASTERY - criticism level : high


I find this weird, like, it doesn't fit with her at all. But that's just me, I guess. Buffing allies is A LOT EASIER than debuffing enemies. And given the nature of Wormhole and her VERY IMPRESSIVE TURN RATE, I don't think many will bother toggling at all.

FRACTURE - criticism level : qiute high


Why it have 4 levels of mana and stun?
Magnus can do this exact thing for 300+80 mana and that requires blink, and more skill from the player. Yours have better cooldown (20/30/40 seconds better), has weaver's time lapse, requires no item nor skill, has a little better damage, a little better radius, and has 80 less mana. At least it's a channeling ability? Nah, no one can interrupt you 1300 away from the clash. I suggest removing the damage backtrack. Although the biggest deal here is its team-wide negative displacement for little risk and skill.

STATS - criticism level : high


why does she have 520 base health? All heroes have 200, no exceptions. And she doesn't look like she can be exempted. 70%(not calculated) of heroes have 0 base regen, so I'll let you off with the +1.1.
100% of heroes(definitely calculated) have 75 base mana and 0.01 base regen, and again, she doesn't look like to be exempted from this. Also her base damage is too high, only Shadow Shaman is reserved for this.

TALENTS - criticism level : none


Or actaully, my brain is losing focus from writing all this so I can't do this now. Looked great though.

GAMEPLAY - criticism level : low


She's not cut to be a 3-barred initiator. But well, given the OP-ness of her ult, she is 3-barred. But I see her as someone squishy and requires REAL initiators to be effective.



~ Is this how i reply to a comment? Anyway:

- Lore: Yeah you have a point about that. I'll try to change it!
- Wormhole: Agree.
- Fabricate: I clarified it. Thanks!
- Space Mastery: I think i'll keep the Movement speed buffs/debuffs for now. But you have a point about the toggle effect. I think i'll lower her turn rate and maybe increase the cooldown of Wormhole [Q].
- Fracture: Oh i got carried away by the usual 4 values of manacost and cooldown by the other abilties. Sorry for that. As for the spell, i actually agree with you that the backtracking is OP. I nerfed the skill and removed a bit of its functions.
- Stats: By 520, i meant the starting health [or is that what you call it? you know, in the start of the game]. Same goes for the mana.
- Overall: Thank you for your detailed insights! It really helped in improving the balance-ness of the hero.

Edit: After some thought, i reworked the passives of Space Mastery!

midget_spinner


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Permalink | Quote | PM | +Rep by delta17 » July 2, 2017 4:08pm | Report

~ Is this how i reply to a comment?


I don't really know but quoting a very long post is a little... idk. Nevermind.

I like how Wormhole and Fabricate turned out. But one I haven't realized before is that 'Fabricate' can be quite powerful during the laning stage. Mark a hero, then mark a creep, enjoy easy 200-300 damage at 1300 range. You can go Icefrog's route to PA's stiffling dagger to fix this. Batting early level cast range. I like it otherwise outside the laning phase. You'll know it's a good spell if it allows decision making both the caster and enemies. Either give the second mark to a creep, which will die fast, or to a hero, who'll just walk off. The main marked hero could decide to back off from Lorev (and potentially the fight) and Lorev could also decide wether to keep attacking the second mark or keep her range to the main marked (and lose her positioning)

I still find space mastery a bit off for her kit. And the toggle only affects wormhole? Anyway, at least the negative wormhole has value now.

I have a suggestion for fracture, something that will synergize with wormhole and space mastery. And at the same time, keeping the original intention and allowing "counter-play" and decision making for both teams:

Remove the channeling, instead she just blink in with a 4.25 / 3.50 / 2.75 delay similar to underlord (but for enemies). No reactivation button. Give the damage backtrack back. And replace the stun with a massive 100% slow that degrades over 5, or even 6 seconds. I learned that the negative displacement is not the one that's OP, it's the stun that goes along with it.

Think about it. For the enemies, they will either focus their fire on you (should they fail, they are in for a world of pain) or run (which they cant because of her huge chase potential). For your allies, they can either trust you (should you fail, they will absent grom the fight) or not (succeed and you'll be the one in the world of pain). The slow is massive enough to prevent easy escape but allows them to fight back. Heck, if you do this, you're allowed to increase it's AoE, massively improve it's mana cost to 100 / 150 / 200. And even its cooldown. Now finally, the Dota roster have 2 initiators that requires REAL initiators. (the other one is silencer)

Of course, you have the absolute freedom on how to tackle this advise. Remember that I'm just another 3k scrub and is also new with hero design.

All in all, I WOULD BE rooting for you, except... You know... I'm in this Hero Contest too. And now it's your turn TO HELP ME DEFEAT YOU! Check out Hexius. You dont have to make it as long as mine. 2 sentences of acknowledging it exist is fine. It's just... it's quiet there.

P.S. it's called level 1 value.

delta17

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Permalink | Quote | PM | +Rep by midget_spinner » July 5, 2017 4:16am | Report
I actually thought about something for some time and finally i put it (see post again).
tl;dr: I changed the mechanics of fracture in order to synergize and put more use to the toggle effect of her passive. One does the stun and damage and affects only allies while the other does a slow and damage backtrack that affects only allies.
I'm not really sure if it's balanced right now though but i do appreciate critics!

midget_spinner


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Permalink | Quote | PM | +Rep by delta17 » July 17, 2017 10:28pm | Report

CONGRATULATIONS!!





♫ ♪ Toot-tururut-tut-toot ♪ ♫

delta17

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