Lawrence, The Futura

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Forum » Hero & Item Ideas » Lawrence, The Futura 7 posts - page 1 of 1
Permalink | Quote | PM | +Rep by AttackHelicopter » February 11, 2018 2:35am | Report

Lawrence, The Futura





PROS :
  • Skill set is well rounded
  • Has answer to almost all situations
  • Can go toe to toe with most melee manfigthers
  • High base armor at the start
  • Can tackle most tanky heroes
CONS :
  • His strength gain is not very good
  • Disarms, Spell Immunity, Ethereal State, Silence and Invisibility completely negates most of his skills
  • Not particularly tanky in terms of health

LORE :

"To defeat you is to save tomorrow"

The year is 20XX, the war of the ancients have been going on for millennia, heroes had come and perished in the battlements and still, no end is in sight. The heroes of yor had already perished; The Rogue Knight, The Tinker, The Sniper, The Phantom Assassin even the Monkey King and the indomitable King of Wraiths have been dead for over centuries now and alas a faction of humans have grown tired on this endless war.

Lawrence was a boy, he grew up in a harsh world, forced into labor abandoned by his parentage. As the temporary peace broked out between the nations that now control the ancients, he was picked as a conscript to fight for a cause he deemed pointless. He abandoned the fight while he was at it, running away he found himself with a faction of humans The Futura, wanting only one thing: The End of the Endless War. They presented the proposition of ending the war, Lawrence bewildered not knowing how a feat can be an accomplished, a time game they say. Lawrence reluctantly agreed they equip him the necessary tools to fight whatever will be on his way, he steps forward a flash of light and then nothing.

Waking up he saw himself in a forest with a creature looking at him, startled he ran away, hiding in the trees, he heard a gunshot then an arrow flying then clashing of metal. He saw the old heroes but then he saw the towering structure more illuminating than the sky: The Ancients two of them, with this in mind he saw him at a crossroad what side to chose? Who to pick? Whatever, he is here for one single mission: end this war once and for all.

Roles:

Carry | Support | Lane Support

Summary :


Lawrence the Futura, is a ranged agility hero whose arsenal makes him both a carry right clicker or caster or a support right-click or caster. Plasma rifles give him the ability to dish out pure damage dealing attacks which cannot miss. His grenades make of an excellent crowd control spell, together with his trusty jetpack he can also be an excellent ganker, finally his ultimate gives him huge amounts of bonuses to not only survive most fight but to also keep on damaging or supporting his teammates.


Str
Agi
Int
:19 + 1.2
: 30 + 3.0
: 22 + 2

Health
H. regen
Mana
M. regen
Damage
Armor
Spell Dmg.

:
:
:
:
:
:
:
BASE
200
1
160
0.78
28 - 35
4.00
0%
Movement
Turn rate
Vision range
Attack range
Projectile Spd.
Attack Ani.
B.A.T.
Magic resist
Collision
Legs
: 300
: 0.9
: 1800/800
: 570
: 3700
: 0.16 + 0.6
: 1.7
: 25%
: 24
: 2


[Q] Plasma Rifle
Charges up his trusty gun causing the next attacks to deal 1/5 physical damage and 1/5 magical damage instead of physical damage, this also makes him 100% accurate and deal bonus damage to towers

ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
CAST ANIMATION
EFFECT DELAY
: NO TARGET
: Physical/Magical
: NO
: 0.1 + 0.6
: 0
Number of Attacks
Bonus Damage
Accuracy Bonus
Duration
(Projectile Speed)
MANA
COOLDOWN
: 3/4/5/6
: 10%/20%/30%/40%
: 100%
: 12(Infinite)
:(3700)
: 100
: 20
Lawrence's rifle fires shots not even the thickest armor or most well crafted spell barrier can block

NOTES :

[W] Explosive Surprise
Whips out trusty hand grenades causing damage in a 300 area plus additional bonus per each level

Level 1: Deals magical damage in an area
Level 2: Fragmentations are present dealing extra physical damage
Level 3: The grenade now has EMP properties giving him the ability to root enemies in place and silencing them
Level 4: Gives flashbang properties causing anyone to get caught to also to be blinded by 90% as well
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
CAST ANIMATION
EFFECT DELAY
: TARGET AREA
: MAGICAL
: 0.1 + 0.3
: 0-1.6
Cast Range
Damage
Bonus Damage
Debuff Duration
Miss Chance
MANA
COOLDOWN
: 1000
: 190/200/210/220
: 30
: 2.1
: 60%
: 100/140/180/220
: 12
People who had encountered the Futura said that he can throw a device so overwhelming both swordsman and mage cannot comprehend its power

NOTES :


[E] Propulsion Jets
Fires up his propulsion jets elevating him granting him flying movement for the next 3 seconds. Casting this again will make him dash forward however this dash will end the flight prematurely
ABILITY
EFFECT DELAY
: NO TARGET
: 0
Flight Duration
Max Dash Distance
MANA
COOLDOWN
: 3
: 500
: 60
: 20/16/12/8
Advance future technology has allow Lawrence to outmanuever most terrains and enemies

NOTES :
[R] Reactive Core
Activates all his armor's power core giving him boost on both his abilities and right-click capability. During this he gains additional attack speed, All his abilities will have 3 charges and he gains damage resistance to all kinds of damage. However, after this, all the opposite will happen for the next 5 seconds. Total duration is 10

ABILITY
CAST ANIMATION
EFFECT DELAY
: NO TARGET
: 0.1 + 0.0
: 0
Bonus Attack Speed
Number of Charges
Damage resistance Bonus
Buff Duration
Debuff Duration
(Damage Bonus)
MANA
COOLDOWN
: 100/150/200
: 3(5)
: 50%
: 5
: 5
: 200
: 100%
: 200
: 80
Lawrence can activate all of his 4 reactor cores, causing havoc and mayhem amongst enemy ranks

NOTES :

Talents

Level 25
Level 20
Level 15
Level 10
:
:
:
:
+2 More charges for Reactive Cores
+6 Plasma Rifle Attacks
+90 damage
+2 mana regen
|| OR ||
|| OR ||
|| OR ||
|| OR ||
+200 damage on Reactive Core
Plasma Rifle can now target ethereal enemies
+15% Spell Amplification
+20 attack speed





Changelogs

AttackHelicopter


Notable (1)
Posts: 71
Permalink | Quote | PM | +Rep by ELF1N » February 11, 2018 3:09am | Report
90% Damage resistance Bonus for 25 seconds?
Either I didn't understand something, or it's just nonsense.

ELF1N



Posts: 22
Permalink | Quote | PM | +Rep by FangzofFuzzy » February 11, 2018 3:56am | Report
'Not particularly tanky' is not a feasible weakness when you have a 90% damage reduction ultimate that lasts for 25 seconds. Yes he then takes 90% increased damage, but with an ult into triple Q combo with that level 20 one-shot talent, I can feasibly take out their damage threats enough for it to not matter. Or I can use my low cooldown mobility spell, both variants letting me go through terrain to escape, before using either one again to re-engage after waiting for 4 seconds.

'Disarms, Spell Immunity, Ethereal State, Silence and Invisibility' negate almost every single hero, what's your point here?

Balance is one thing but your hero is a combination of fundamentally too inflated and easy to use for its own good. When you design a hero who is meant to be able to do so many things and have so many options, you have to give him real disadvantages. And unlike Earth Spirit, he is nowhere near as difficult to execute. Think about making him more difficult to play, rather than just making him ultra tanky at the press of a button.

FangzofFuzzy


Notable (4)
Posts: 51
Permalink | Quote | PM | +Rep by AttackHelicopter » February 12, 2018 3:37am | Report
FangzofFuzzy wrote:

'Not particularly tanky' is not a feasible weakness when you have a 90% damage reduction ultimate that lasts for 25 seconds. Yes he then takes 90% increased damage, but with an ult into triple Q combo with that level 20 one-shot talent, I can feasibly take out their damage threats enough for it to not matter. Or I can use my low cooldown mobility spell, both variants letting me go through terrain to escape, before using either one again to re-engage after waiting for 4 seconds.

'Disarms, Spell Immunity, Ethereal State, Silence and Invisibility' negate almost every single hero, what's your point here?

Balance is one thing but your hero is a combination of fundamentally too inflated and easy to use for its own good. When you design a hero who is meant to be able to do so many things and have so many options, you have to give him real disadvantages. And unlike Earth Spirit, he is nowhere near as difficult to execute. Think about making him more difficult to play, rather than just making him ultra tanky at the press of a button.



The not particularly tanky con is his default state that's why I opt for a steroid ult that can cure this for a few seconds and this also why after the last 5 seconds all the opposite will happen (he will be 90% damage vulnerability at max after the ult). Also, the unit target thing is an optional choice, that's why I put alongside another good talent which makes it a toggle ability. Although I can agree that he is too mobile and stuff but then again we have Anti-Mage who basically have a global presence at level 20 (I may change it to an Ahgs upgrade or rework it completely). Furthermore, I can't seem to see the problem of a damage resistance ult I mean we have Ursa, and he is a bit more annoying because he has a good strength gain plus a fury swipe multiplier and mine doesn't have that


I included the Disarms, Spell Immunity, Ethereal State, Silence and Invisibility' negation to tell that this is his main weaknesses and one or the other can be very detrimental to him it's practically a heads up.

I do disagree again, Not having a "real" weakness is something fine for me if say the disadvantage is fairly obvious that it is easy to see then why bother giving them very good advantages? I say let the player know what is the weakness they have to exploit. For example Sven has a sh*t ton of right-click damage has one of the best stuns in the game and one of the most game-changing of Ults, he seems unstoppable in the surface but then again you learned there's a disarm mechanic he doesn't have a real weakness but he does have one thing to look out from. This is why I opt to add his 6 main weaknesses to already give the player a heads-up and the fact that once he commits he can never go back makes him a one time only hero. I also don't want a hero who is very hard to play to compensate for the good ability he/she has, if its good as it is, leave it be Sometimes being straightforward even though the hero is a bit easy to play is still a good thing I mean we still have Dragon Knight untouched for years for crying out loud

AttackHelicopter


Notable (1)
Posts: 71
Permalink | Quote | PM | +Rep by The Magnus Magus » February 12, 2018 2:28pm | Report
25 seconds is ridiculous. You get not only 90% resistance but also 200 attack speed and 3 charges on abilities: Ursa's ultimate is 80% reduction for 4 seconds and even it is annoying as hell to deal with. Teamfights last 10-15 seconds tops so your argument for it having a disadvantage does not stand up to scrutiny, especially as with 3 charges he can chase anyone with abilities (E dash? W aoe stun 6.3 seconds?). Damage reduction should be a flat 20-40% (choose something, doesn't need to scale as it is a %).

On to the review.

Does Q really give basically free pure damage? That is overpowered as hell. Make it so the attacks deal magic damage and physical, 1/2 and 1/2.

W's damage should not scale if its an aoe silence and root. It also should always have a 0.7 delay so that you can and must exercise more skill in casting it but it doesn't have absurd delay either. Or just make it have a delay that is 1 second at 0 range and 0 at max range and have it scale. Specify the radius, probably like 200-250.I would also argue it should last 1.5 seconds and be
lvl 1: Silence
lvl 2: 60 physical damage, 10 shards in random directions that pierce units
lvl 3: Root
lvl 4: 60% blind
(never magic damage, for realism and to set it apart from other spells)
Also a cool idea that might make this more balanced would be to make it harm allies and himself, too. Would at least make any delay mechanic slightly useful, and makes dashing combo with it better.

E should be: Self cast = fly up, cast on ground = dash. You have to make it quickcast-compatible.
Also, I think the stun should be 0.1 considering he already has a basically full disable in his W.
Can he move around while "flying up"? If not the talent is possibly a bad idea, which I don't know if you anticipated.

R as I said earlier should be 20, 30, or 40% reduction and no scaling for balance, and with 1/2/3 charges for better progression (perhaps 2/3/4 dash charges only). Reword the last five seconds to be, "Takes increased damage and is silenced and disarmed". Also probably reduce the duration to at most 10 as it is ridiculous currently.

Level 20 talents should be "Q is a toggle" or "W pierces spell immunity". Right now toggle is better in every way and even if numbers are changed one will either be the clear better choice, OR they will be so similar it isn't a choice. If team-killing is enabled on W, the talent could also disable that.
For level 25 talent I'm mostly okay with it but the spell amp feels a little useless. I would argue +1 charge QWE would be a better talent, or a simple 25% cooldown reduction.

I think this hero could be cool but right now he is too overpowered to be considered seriously. 90% damage reduction for 25 seconds, 300-400 pure damage per attack at level 25 with basically max attack speed, and 3 (4+ considering cooldown) stunning leap charges make him too good. That's not even considering the fact he can stun you for 6 seconds in a fairly large aoe and get unobstructed vision while not in "destroy everything that moves" mode.
"He who fights with monsters should look to it that he himself does not become a monster... when you gaze into the abyss the abyss also gazes into you." - Friedrich Nietzsche

My hero and item ideas!

The Magnus Magus


Notable (5)
Posts: 104
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Permalink | Quote | PM | +Rep by AttackHelicopter » February 15, 2018 2:06am | Report

25 seconds is ridiculous. You get not only 90% resistance but also 200 attack speed and 3 charges on abilities: Ursa's ultimate is 80% reduction for 4 seconds and even it is annoying as hell to deal with. Teamfights last 10-15 seconds tops so your argument for it having a disadvantage does not stand up to scrutiny, especially as with 3 charges he can chase anyone with abilities (E dash? W aoe stun 6.3 seconds?). Damage reduction should be a flat 20-40% (choose something, doesn't need to scale as it is a %).

On to the review.

Does Q really give basically free pure damage? That is overpowered as hell. Make it so the attacks deal magic damage and physical, 1/2 and 1/2.

W's damage should not scale if its an aoe silence and root. It also should always have a 0.7 delay so that you can and must exercise more skill in casting it but it doesn't have absurd delay either. Or just make it have a delay that is 1 second at 0 range and 0 at max range and have it scale. Specify the radius, probably like 200-250.I would also argue it should last 1.5 seconds and be
lvl 1: Silence
lvl 2: 60 physical damage, 10 shards in random directions that pierce units
lvl 3: Root
lvl 4: 60% blind
(never magic damage, for realism and to set it apart from other spells)
Also a cool idea that might make this more balanced would be to make it harm allies and himself, too. Would at least make any delay mechanic slightly useful, and makes dashing combo with it better.

E should be: Self cast = fly up, cast on ground = dash. You have to make it quickcast-compatible.
Also, I think the stun should be 0.1 considering he already has a basically full disable in his W.
Can he move around while "flying up"? If not the talent is possibly a bad idea, which I don't know if you anticipated.

R as I said earlier should be 20, 30, or 40% reduction and no scaling for balance, and with 1/2/3 charges for better progression (perhaps 2/3/4 dash charges only). Reword the last five seconds to be, "Takes increased damage and is silenced and disarmed". Also probably reduce the duration to at most 10 as it is ridiculous currently.

Level 20 talents should be "Q is a toggle" or "W pierces spell immunity". Right now toggle is better in every way and even if numbers are changed one will either be the clear better choice, OR they will be so similar it isn't a choice. If team-killing is enabled on W, the talent could also disable that.
For level 25 talent I'm mostly okay with it but the spell amp feels a little useless. I would argue +1 charge QWE would be a better talent, or a simple 25% cooldown reduction.

I think this hero could be cool but right now he is too overpowered to be considered seriously. 90% damage reduction for 25 seconds, 300-400 pure damage per attack at level 25 with basically max attack speed, and 3 (4+ considering cooldown) stunning leap charges make him too good. That's not even considering the fact he can stun you for 6 seconds in a fairly large aoe and get unobstructed vision while not in "destroy everything that moves" mode.


Thanks for the feedback and stuff, there are a lot of things that needs reworking I admit that, will be reworking this ASAP

AttackHelicopter


Notable (1)
Posts: 71
Permalink | Quote | PM | +Rep by AttackHelicopter » February 15, 2018 4:37am | Report
Hero has been reworked, still needing feedback on stuff.

AttackHelicopter


Notable (1)
Posts: 71

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