[ Hero Concept 26 ] Reincarnated Senya [24]
This is the 26th original hero concept.
A special one.
Enjoy :)
Reincarnated Senya
[ S1 - Second Impact ]
Attack an enemy.
Also damages another enemy of the same element as the target, by 200% of damage dealt.
Damage dealt increases proportional to the caster's Attack.
//Lifesteal effect also applies on secondary target damage
[ S2 - New Generation ] CD: Passive
Decrease damage suffered from a Critical Hit by 50%, and INCREASE enemy's Critical Hit Chance by 50%.
For every 3rd Critical Hit suffered, reflect 100% damage to all enemies, before Provoking the attacker for 1 turn.
[ S3 - XAPMA ] CD: 3 Turns
Attack all enemies.
Destroy any enemy heroes whose hp are below 40% after this attack, and Revive them with full health and permanent Level -10.
Cannot trigger a Critical Hit, but Attack is increased by 30% when using this skill.
//Takes higher priority over Revive buff or skills
//This effect can be applied repeatedly, down to level1
Note:
S1 takes advantage if enemy team has 2 heroes of the same element.
Currently, it's mainly double Light/Dark element.
S2 is the core skill. Also the first skill in this series that features "Every n times" effect.
High damage reduction, but increases enemy's overall damage.
It was originally 100% Crit Chance increase. Later changed to 50% to add some uncertainty.
Opponent can choose to land every 3rd critical hit with a low damage hero to avoid high reflection damage, or land with a high damage hero to save utility hero from being Provoked.
And obviously, heroes that cannot land a critical hit counters R.Senya (Including Senya herself. Feels special).
S3 brings enemies back to life, and the kit incudes a part of old green Senya's S2 effect.
All fits the "Reincarnation" theme.
Decrease level is still one of my favorite effects. It feels like a power from a higher dimension, that happens beyond the in-game world.
Comments are welcomed.
Lastly, thank STOVE165376301388711 for starting the discussion!
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Q1: There is no confusion on my part. You seem to think a hero at full lvl 50 hp is a genuine threat to anyone, and it's not.
Q2: Peira, like most shield units, scales the shield off their own stats. You just cut her from 60 to 50, that shield isn't nearly as thick anymore. That's the problem with such a blanket skill. And again, lvl 50 heroes are not hard to kill, so reviving one doesn't make much difference. Also again, no one is killing anything w/ a Peira. She enables other units to do that job, which they will be less adept at since they are likely the first to get hit by this skill.
Q3: So why did said player choose to? And even if this Senya did kill her, what possible harm will come of a gimped AoLA trying to debuff a team that in all likelihood still has MKawerik/DLilibet/etc to deal w/ debuffs? How did that AoLA even survive the 3 turns between S3s that long? The only way this works is in an unbalanced matchup with one player being completely caught off guard.
It seems you replied under the wrong section.
Q1:
Unless you think "Harder to kill" is equivalent to "Cannot kill", you were confusing the concepts.
Q1 is refuting the fallacy of your main point, which never address the health regain (Price).
"Lvl 50 threat" is about Q2 and Q3.
Q2:
Lvl 50 heroes can be hard to kill.
e.g. Heroes who have Stealth.
If your AoE attack is not available, you can't touch them in the first place.
Q3:
In your example, it's MKawerik/DLilibet/etc invalidates Angelic Angelica, not R.Senya S3.
No matter you have R.Senya S3 or not, Angelic Angelica cannot perform well against them.
Another failed refute.
Again, that's just one common example of XAPMA's situational aspect: You may want to kill enemy instead of Revive them.
dotaplayeQ1: the hp regain is irrelevant when their max hp is cut from that of a lvl 60 to a lvl 50. I don't think you realize how big a drop that is for many units, esp a unit intended to be tanky whose majority of hp is % based on their base. You just cut that base by reducing them from 60 to 50. They are 1000s of hp worse off.
Q2: This is irrelevant. If these stealth units were so hard to kill, you wouldn't even be having this discussion b/c Senya would have never killed them to begin with.
Q3: You were the one that brought up AoLA as a reason your Senya idea would work, suggesting that debuffers are an answer. Unless she also bans any counters to debuffers, her + any of the now numerous cleansers kills your argument. Your "situational" concept is too linear. It only benefits the one using this Senya. That's the problem. The opponent cannot reasonably fight back unless she's dead outright before she takes a turn, or banned before the match starts.
DRosencraf
Q1:
Health lost from 10 level is far less than the health they regain, which is:
| [ Below 40% hp at level 60 ] - [ Full hp at level 50 ] |
Q2:
It directly refutes your point "lvl 50 heroes are not hard to kill".
Hence it is relevant.
Q3:
You are still wrongfully accrediting these cleanser's power to R.Senya's, which makes your argument fallacious.
Yet my "Debuffer downside" example is still right.
If you intend to prove "There is no downside to R.Senya S3", use her kit as proof, instead of other hero's.
dotaplayeYour autism is showing.
Based on the multipliers, the S1 is absurd. The atk scaling bit is also pointless as you would obviously just build that into the multipliers. It's like restating that an earth unit has class advantage on an ice unit.
S2 is bad, but at least it has potential to be maneuvered around. It kinda forces the use of heroes like current Senya or Hwyaoung who cannot crit. But this feels much more like an NPC skill, not a playable character.
S3 is really bad. Perm level decrease is an absurdly inappropriate skill, and the basic idea of that happening after you just auto-killed anyone who dropped below 40% hp (apparently without her having had to do that 60% in dmg), all on a ridiculously low cooldown w/ the skill taking priority over the opponent's revive? Again, this skill is just really bad with virtually no way of countering it since she doesn't even necessarily need to do a lot of damage, just poke the last extra bit.
Its hard to tell if TC is writing satire or actually believes he has good ideas. Then again he's been posting these for *** knows how long so I'm inclined to think its the latter.
I think you forgot that S3 revives enemies at FULL HEALTH.
For example, if an enemy hero is at 2000 health (Max 25000).
After this skill, it get destroyed and revived.
At level 50, its max health is around 20000. It GAINED 18000 health.
You have to lower enemy's health all over again.
dotaplayeA unit "at full health" that has lost 5k off that max, while still also susceptible to injury, but also lost a huge chunk of defense and attack, is just a sitting duck waiting for a hunter to blow it away. It isn't a real concession, esp when no one is going to be running a team full of 25k tanks, so you're really talking about 13-15k hp units dropping to 10-13k hp, leaving maybe one unit alive to carry the rest of the load.
Or even forego the whole issue; you easily enable a PvE 1-shot team. Have Singelica as an opener, run in with top speed AoE dps in quick succession who against a 30k hp enemy only need to shave off at most 18k between them, before the ML Senya attacks and auto kills the entire enemy team that can't revive now.
DRosencrafAll the while, you are avoiding the fact that "Eligible enemy heroes regained a lot of health".
That's a huge drawback, which makes up for the strong effect.
Normally, you could just kill low health heroes.
And don't forget HC6's S2:
Choose an ally. Make it have IDENTICAL level, buffs and debuffs as the caster.
I designed that to counter decrease level effcts a year ago.
dotaplayeAs I pointed out, regaining "a lot of health" is meaningless when that equals a sizeable downgrade of what your true max is when coupled with also having lower defense and attack. Not only is you hp lower, your defense is lower so you can't protect that hp (assuming the endless def ignoring options don't render that moot) and your attack is lower so you can't fight back. Even at the peak of Legend how many are running w/ over 20k hp? How many regularly run over 25k? Of those maybe ARavi or Belian as a DPS? Unless all you want people to run against this are ARavi, Belian, and uber tanks doling out skill damage, it's a terrible idea. And pairing it with some other idea you had however many months ago that also wasn't a good idea, does not make them together better.
S3 basically :
I don't know about Rezero.
But I'm good not knowing what this video means :)
TC continues to demonstrate his lack of understanding of game mechanics and his inability to create a balanced character. Its quite sad really that he hasn't grasped either concept in over two years of posting this garbage. And to think he has the audacity to complain about game balance constantly yet he comes up with ideas that makes even the current balance look good.
Dude. This is so funny. Dont you know that every skill in the game that deals damage scales proportional to the casters attack?
Definitely you dont know how the game works.
Sadly, you are wrong again.
Take notes :)
There is something called "Redundancy".
Like every additional damage in the game scales proportional to the caster's attack.
Yet devs still added the redundant clarification.
Why? Because it helps understanding.
dotaplaye
Nice. You found the only skill in the game that doesnt scale with attack. Now. Are you going to do a serious and balance Hero concept or do i have to do It my self?. You know what ? Im going to do it.
dotaplayeImagine coming off as a condescending jerk yet posting something so egregiously wrong, might be a good idea to check the skill descriptions in game. The developers never add your "redundant clarification" unless it is an extra source of damage or healing where the explanation is required. Oh wait, this is TC we're talking about, the guy who never researches anything properly and attempts to incite the masses by obscuring misinformation. Typical.