[ Hero Concept 29 ] [8]
This is the 29th original hero concept.
The second hero featuring the new Enforce mechanic.
Enjoy :)
[ S1 - Triangle ]
Attack an enemy, has a 50/50 chance to grant Revive to the caster OR the target for 1 turn.
Damage dealt multiplies the caster's Effectiveness.
[ S2 - Starlight ] CD: 6 Turns
Convert all Buffs on enemies to opposite Debuffs, and all Debuffs on allies to opposite Buffs.
Enforce: The caster falls into Sleep for 3 turns after casting. Reduce damage taken by 50% when Asleep.
//If there are no opposite buffs/debuffs, convert into random buffs/debuffs
[ S3 - Emerald Bubble ] CD: 3 Turns
Choose an enemy hero.
Restore fake health to it until it appears to have full health.
Fake health does not have actual function, serving only as a disguise to the opponent.
//To the player, fake health shows in pruple. To the opponent, fake health is indistinguishable
//Fake health lasts indefinitely, even after the target is dead and Revived
Note:
A simple hero without much synergy in its kit.
Each skill performs on its own.
S3 is pure tactical.
S1 deals reduced damage if caster has less than 100% Effectiveness.
S2 has huge effect, but very long cooldown.
Enforce disables the caster for 3 turns.
But if used right, the price turns into advantage - a one time only 50% damage reduction, or limiting enemy's AoE choice.
Comments are welcomed.
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S1: Why would anyone, ever, want to gamble, on an S1, with giving the opponent revive? And are you trying to say "damage dealt based on effectiveness"? It's at least worth considering I suppose, but fundamentally I question moving beyond atk, def, and hp scaling.
S2: The buff/debuff portion is too strong, even w/ a 6 turn cooldown. Only a couple units in the game can cleanse 3+ debuffs. I don't think any hero can add more than 2 buffs. You would not only potentially cleanse 3+, but then add 3+ buffs. That's by definition broken. Not to mention the swapping idea needs reworking. You might as well just set a pool of random buffs/debuffs, period. And the 3 turns sleep is borderline irrelevant since sleep is dispelled when you take damage so itself acts like AoLA and hampers AoE.
S3: Absolutely dumb and has no place in the game. To make it so that a player cannot even accurately gauge their own unit's current HP is just stupid.
S1:
It's simple. Attack enemies that will not die soon.
They are very likely to waste Revive.
If you have to attack a low health enemy, don't forget you have your S3 and S2 Enforce to skip your S1.
S2:
"hampers AoE"
That's the essence of Enforce:
Cast with price; When used right, price turns into advantage.
Drafting AoE into this hero is not wise.
But it does not hamper much.
Without S2, this hero is not very threatening.
S3:
You are wrong :(
It's a special skill with non-combat-wise value, and passively filters its application, makes sense only in RTA.
Opponent can deal with it by remembering: Which hero is being affected with fake health.
Again, strength of a hero does not have to be crazy debuff or crazy damage.
It's lame.
It can be like this, affecting the opponent's cognition, or decision (Like HC19).
TC continues to post nonsensical, low effort skill sets (because let's face it, designing an actual character is beyond the scope of his feeble imagination) that are highly incoherent along with asinine skills with "detriments" to try and make them appear "balanced". Its starting to be rather sad that he believes so much in his flawed logic.
Remake:
Class: Mage, Dark
S2 (Passive) Enforce
- At the start of the battle and the end of the caster's turn, the caster sleeps for 1 turn (to concentrate power!!!). If attacked when sleeping, increase CR by 50%.
S3 (CD: 4 turns)
- Attack all enemies, dispel 2 buffs and inflict decrease speed for 2 turns. The target current health loss will be injury! Dmg scale to effectiveness.
S1
- Attack an enemy, make them unhealable for 2 turns. If the target has debuff, increase dmg deal. Dmg scale to effectiveness.
S2: A passive that allows your unit to gain turn a lot when touched! That helps hack turn for S3
S3: Injure all enemies beyond 50 percentlimit as long as attack using S3. Softer the enemy for each S3 to the final kill!
S1: Deal dmg and prevent the enemy from recovering (Next S3 will injures more)
I like the "The target current health loss will be injury!" part :)
But the rest are just average skills :(
And Enforce is mechanic name, not skill name.
dotaplayeNo one is going to remember trash you posted in the past because no one is that invested in the ramblings of a madman.
S1: LOL why does a skill have to grant revive to your opponent!?
S3: Fake health... you mean something like injury?
S2: Too OP to be put in the game!
I like the concept of scaling to effectiveness. But if so your skill should be more related to debuffs and control!
Thanks for replying.
S1: It is more balanced than granting Revive only to self; Plus some synergy with S3 and counter Revive heroes.
S3: Nope.
"does not have actual function"
It's like permanent green Barrier that does not absorb damage, only cheats the opponent's vision.
S2: Nope.
S2 already has buff conversion and debuffs.
It requires eff to do so.
Debuffs and control? That's not good.