[Concept] Wind-Based Hero

Discussion in 'Hero Ideas' started by Beary, May 3, 2011.

  1. Beary

    Beary Well-Known Member

    [Concept] Machine-Type Hero

    [Concept] Machine-Type Hero

    [Concept]
    [nqb]Introducing new ability concepts that have not been seen in the DotA universe! Abilities are based on some sort of mechanical or mathematical principle to function.[/nqb]

    [table][​IMG]|[table]
    Strength​
    |26 + [2.9]

    Agility​
    |12 + [0.8]

    Intelligence​
    |22 + [2.1][/table][/table][table]
    Advanced Statistics
    |
    Skillset Overview

    [​IMG]|[​IMG]

    [​IMG]
    [table]
    Affiliation:
    |Sentinel

    Damage:
    |42-58

    Armor:
    |3

    Movespeed:
    |290

    Starting HP/MP:
    |644/286

    Attack Range:
    |400[/table]|
    [​IMG][​IMG][​IMG][​IMG]
    [​IMG][​IMG][​IMG][​IMG]
    [​IMG][​IMG][​IMG][​IMG]
    [/table]​
    [Background Story]
    [nqb]Determined to protect their lands, two Dwarven brothers entered in a devious contraption built for battle. This machine relies heavily on advanced mechanisms to operate, and should not be taken likely.[/nqb]
    [Ability #1]
    [nqb][​IMG]
    [Updraft] - (Active, Target-AoE)
    Summons a powerful updraft at a target location damaging all enemy units within, slows enemy units based on their facing direction and distance with respect to the origin.

    [tab]Skill Table|Notes|Development

    [Skill Table][table]
    Level​
    |
    Mana​
    |
    Cooldown​
    |
    Range​
    |
    AoE​
    |
    Duration​
    |
    Effects​


    1
    |
    140​
    |
    9​
    |
    700​
    |
    250​
    |
    3​
    |
    Inflicts 25 damage per second. Lasts 3 seconds.​


    2
    |
    140​
    |
    9​
    |
    700​
    |
    250​
    |
    3​
    |
    Inflicts 40 damage per second. Lasts 3 seconds.​


    3
    |
    140​
    |
    9​
    |
    700​
    |
    250​
    |
    3​
    |
    Inflicts 55 damage per second. Lasts 3 seconds.​


    4
    |
    140​
    |
    9​
    |
    700​
    |
    250​
    |
    3​
    |
    Inflicts 70 damage per second. Lasts 3 seconds.​


    5
    |
    180​
    |
    9​
    |
    700​
    |
    300​
    |
    4​
    |
    Inflicts 85 damage per second. Lasts 4 seconds.​


    6
    |
    220​
    |
    9​
    |
    700​
    |
    350​
    |
    5​
    |
    Inflicts 100 damage per second. Lasts 5 seconds.​


    7
    |
    260​
    |
    9​
    |
    700​
    |
    400​
    |
    6​
    |
    Inflicts 115 damage per second. Lasts 6 seconds.​
    [/table]{|}[Notes]
    • Summons an Updraft (vortex) at the center of the area of effect.
    • Updraft can be destroyed.
      • 400 (500/600/700 with upgrade) hit points
      • Cannot move (275 with upgrade)
      • 100 (150/200/250 with upgrade) gold bounty
      • Does not attack
      • 500 sight range
    • Immolation effect on the Updraft damages nearby enemy units.
    • Slows enemy units' turn rate based on their facing direction.
      • Turn rate reduced by 80% for units facing within 30-degrees with respect to Updraft.
      • Turn rate reduced by 60% for units facing between 30-degrees and less than 60-degrees with respect to Updraft.
      • Turn rate reduced by 40% for units facing between 60-degrees and less than 90-degrees with respect to Updraft.
      • Turn rate reduced by 20% for units facing 90-degrees or more with respect to Updraft.
    • Reduction of turn rate is invitingly proportionate to the reduced percentage...
      • A unit that has a turn rate of 1.2 seconds.
      • Turn rate reduced by 80%.
        1.2 / (1 - 0.8) = 6.0
      • Unit will now take 6.0 seconds to make a full turn.
    • Slows enemy units' attack and movement speed based on their distance from the Updraft.
      • Units within the AoE are slowed by 65%.
      • Units within 500 AoE are slowed by 20%.
    {|}[Development]
    • Under development.
    [/tab][/nqb]
    [Ability #2]
    [nqb][​IMG]
    [Cloudburst] - (Active, Target-Point, Buff)
    Launches a missile at target location, inflicts damage based on distance traveled. Leaves a trail of cloud-like material that shrouds allied units with partial invisibility.

    [tab]Skill Table|Notes|Development

    [Skill Table][table]
    Level​
    |
    Mana​
    |
    Cooldown​
    |
    Range​
    |
    AoE​
    |
    Duration​
    |
    Effects​


    1
    |
    160​
    |
    12​
    |
    700​
    |
    100* (120)​
    |
    3 (2)​
    |
    700 casting range. Inflicts up to 175 damage. Cloud lasts 3 seconds.​


    2
    |
    160​
    |
    12​
    |
    800​
    |
    100* (120)​
    |
    3 (2)​
    |
    800 casting range. Inflicts up to 200 damage. Cloud lasts 3 seconds.​


    3
    |
    160​
    |
    12​
    |
    900​
    |
    100* (120)​
    |
    3 (2)​
    |
    900 casting range. Inflicts up to 225 damage. Cloud lasts 3 seconds.​


    4
    |
    160​
    |
    12​
    |
    1000​
    |
    100* (120)​
    |
    3 (2)​
    |
    1000 casting range. Inflicts up to 250 damage. Cloud lasts 3 seconds.​


    5
    |
    190​
    |
    12​
    |
    1200​
    |
    100* (240)​
    |
    4 (2)​
    |
    1200 casting range. Inflicts up to 360 damage. Cloud lasts 4 seconds.​


    6
    |
    210​
    |
    12​
    |
    1400​
    |
    100* (240)​
    |
    5 (2)​
    |
    1400 casting range. Inflicts up to 420 damage. Cloud lasts 5 seconds.​


    7
    |
    240​
    |
    12​
    |
    1600​
    |
    100* (240)​
    |
    6 (2)​
    |
    1600 casting range. Inflicts up to 480 damage. Cloud lasts 6 seconds.​
    [/table]{|}[Notes]
    • Launches a missile at target point.
    • Missile travels 800 units per second.
    • Missile cannot be attacked or damaged.
    • All allied units crossing within the cloud (120/120/120/120/240/240/240 AoE) gain temporary invisibility while in the cloud, and a bonus 2 seconds of invisibility upon exiting the cloud.
    • Blend time for units to be invisible is 0.3 seconds at all levels.
    • Units that remain within the cloud remain invisible until an action is performed, then return to the invisible state.
    • Cloud lasts 3/3/3/3/4/5/6 seconds.
    • *Distance traveled determines the damage inflicted and full AoE of the ability.
      • Inflicts 25/25/25/25/30/30/30% of the missile's distance traveled.
      • For every 100 units traveled, increases AoE by 30.
      • Impact AoE will create a cloud that will cloud the entire AoE created by this ability; grants invisibility for allied units and remains for the duration of this ability.
    {|}[Development]
    • Under development.
    [/tab][/nqb]
    [Ability #3]
    [nqb][​IMG][​IMG]
    [Mechanical Glitch] - (Passive)
    Percentage chance to return all mana used upon activation of an ability or item.

    [tab]Skill Table|Notes|Development

    [Skill Table][table]
    Level​
    |
    Mana​
    |
    Cooldown​
    |
    Range​
    |
    AoE​
    |
    Duration​
    |
    Effects​


    1
    |
    N/A​
    |
    N/A​
    |
    N/A​
    |
    N/A​
    |
    N/A​
    |
    5% chance to return all mana used on an ability or item.​


    2
    |
    N/A​
    |
    N/A​
    |
    N/A​
    |
    N/A​
    |
    N/A​
    |
    10% chance to return all mana used on an ability or item.​


    3
    |
    N/A​
    |
    N/A​
    |
    N/A​
    |
    N/A​
    |
    N/A​
    |
    15% chance to return all mana used on an ability or item.​


    4
    |
    N/A​
    |
    N/A​
    |
    N/A​
    |
    N/A​
    |
    N/A​
    |
    20% chance to return all mana used on an ability or item.​


    5
    |
    N/A​
    |
    N/A​
    |
    N/A​
    |
    N/A​
    |
    N/A​
    |
    25% chance to return all mana used on an ability or item.​


    6
    |
    N/A​
    |
    N/A​
    |
    N/A​
    |
    N/A​
    |
    N/A​
    |
    33% chance to return all mana used on an ability or item.​


    7
    |
    N/A​
    |
    N/A​
    |
    N/A​
    |
    N/A​
    |
    N/A​
    |
    50% chance to return all mana used on an ability or item.​
    [/table]{|}[Notes]
    • After mana is used on an ability or item, this ability is triggered.
    • Cannot trigger off abilities or items that use zero mana.
    {|}[Development]
    • Under development.
    [/tab][/nqb]
    [Ability #4]
    [nqb][​IMG]
    [Exponential Enhancement] - (Active, Instant)
    Upgrades the usefulness of other abilities when activated. Does not upgrade Exponential Enhancement.

    [tab]Skill Table|Notes|Development

    [Skill Table][table]
    Level​
    |
    Mana​
    |
    Cooldown​
    |
    Range​
    |
    AoE​
    |
    Duration​
    |
    Effects​


    1
    |
    0​
    |
    180​
    |
    N/A​
    |
    N/A​
    |
    40​
    |
    Upgrades abilities by one level.​


    2
    |
    0​
    |
    180​
    |
    N/A​
    |
    N/A​
    |
    40​
    |
    Upgrades abilities by two levels.​


    3
    |
    0​
    |
    180​
    |
    N/A​
    |
    N/A​
    |
    40​
    |
    Upgrades abilities by three levels.​
    [/table]{|}[Notes]
    • Once activated, this ability grants all other abilities additional levels.
    • Skills are learned with respect to the original.
      • Level 1 - Shifts abilities to:
        • Level 2
        • Level 3
        • Level 4
        • Level 5
      • Level 2 - Shifts abilities to:
        • Level 3
        • Level 4
        • Level 5
        • Level 6
      • Level 3 - Shifts abilities to:
        • Level 4
        • Level 5
        • Level 6
        • Level 7
    • Level 0 of any other ability will not be upgraded.
    {|}[Development]
    • Under development.
    [/tab][/nqb]

    [Changelog]
    01 May 2011
    • Created thread.
    • Chaotic ability Updraft.
    • Global ability Jet Stream.
    • Reworked Updraft, easier mechanics.
    • Changed Jet Stream to Stray Winds.

    03 May 2011
    • Modified Stray Winds from single wind to multiple winds.
    • Clarified Tornado spawn with Updraft and Stray Winds.
    • Updraft's secondary slow effect reduced to 2 seconds.
    • Debris ability Electrostatic Storm.
    • Electrostatic Storm cooldown changed from 10 to 11/10/9/8 seconds.
    • Updraft cooldown reduced from 12 to 4 seconds.
    • Added Sub-Ability Wall Cloud for Stray Winds.
    • Stray Winds cooldown increased from 12 to 50/40/30 seconds.
    • Stray Winds duration increased from 6 to 15 seconds.

    04 May 2011
    • Removed Wall Cloud. Thank to: [Ryugo]
    • Modified Stray Winds to automatically turn upon reaching the edge of the area of effect.
    • Increased the spray range of Stray Winds from 30-degrees (15-15) to 90-degrees (45-45).
    • Removed global buff from Stray Winds.
    • Removed damage cap from Stray Winds.
    • Removed drawing in disable from Updraft.
    • Modified slow factor for Updraft from 2/2/3/4 to 1.5/2.0/2.5/3.0.
    • Increased cooldown for Updraft from 4 to 5 seconds..
    • Modified area of effect for Updraft from 400/500/600/700 to 400.
    • Reduced max damage from Electrostatic Storm from 80/120/160/200 to 60/80/100/120.
    • Reduced damage area of effect for Stray Winds from 240 to 120 AoE.
    • Added Exponential Growth, plus additional levels for other abilities.
    • Nerfed all abilities to compensate for Exponential Growth's effect.
    • Stray Winds no longer restricts directional spray at 90-degrees with each level learned.

    07 May 2011
    • Added hero info and ability icons.
    • Hero is not under development.

    12 May 2011
    • Changed name of Exponential Growth to Exponential Enhancement.
    • Exponential Enhancement is now the ultimate, removed movement speed bonus.
    • Reworked Updraft and Stray Winds.
    • Replaced Electrostatic Storm with Cloudburst.
    • Buffed hero armor from 2 to 5.

    20 May 2011
    • Changed layout to shorten OP length.
    • Updraft damage reduced.
    • Cloudburst is global, again.
    • Rescaled Cloudburst cooldown to make sense at level 5/6/7.
    • Increased Cloudburst manacost from 80 to 90.
    • Increased duration of Updraft at level 5/6/7.
    • Removed Stray Winds.

    26 June 2011
    • Exponential Enhancement is now three levels, as it should be.
    • Modified Cloudburst.
    • Rescaled mana cost of Updraft from 140 to 140/160/180/200/220/240.

    11 July 2011
    • Rescales damage on Updraft from 25/40/55/70/100/130/160 to 25/40/55/70/85/100/115.
    • Modified AoE on Cloudburst.
    • Added Poppers!

    12 July 2011
    • Changed concept from wind-based to machine-based.
    • Changed icon for Updraft.
    • Modified Engineering Enhancement.

    06 September 2012
    • Resurrected thread.
    • Updraft casting range increased from 400/400/400/400/500/600/700 to 700 at all levels.
    • Updraft area of effect decreased from 400/400/400/400/450/500/550 to 250/250/250/250/300/350/400.
    • Cloud Burst duration increased from 2/2.25/2.5/2.75/3/3.25/3.5 to 3/3/3/3/3.5/4/4.5.
    • Removed Poppers!.
    • Added Mechanical Glitch.

    09 September 2012
    • Format errors on Ability #3.
     
    Last edited: Sep 9, 2012
  2. FleshTRNDstone

    FleshTRNDstone Well-Known Member

    Like the fact that it's still a concept, and that you're asking people for input.
    IMO there should be more such suggestions.
    Currently, some suggestors ignore people's ideas on their threads, just because ''This is my idea, and not yours''.
    ***
    ***
    I have an idea for a wind hero, using the Wind Serpent, but haven't had the willpower to put it on the forum yet. LoL
    I'll put it up eventually, but till then, maybe you want to collaborate?
    Just a thought :)
    ***
    Skill 1
    Wind Slice - Active
    Splist the Northwind in two, sending out 2 gales of air at the target, cutting through anyone in it's path.
    ***
    Visuals wise, Ladder Tornado Slow Aura is used. When used as a missile, it looks really elegant.
    *
    Ok, basicallay, based on Rexxar's Wild Axes, but with less damage.
    If this is codable:
    *Just* before the 2 gales hit the targeted point, a dummy unit is placed at your heroes current position.
    After the 2 wonds meet, just like with rexxar's axes, they part again and retun to the caster.
    Still with me?
    Ok, now, instead of returning to the caster, they return to the dummy unit.
    *Just* before hitting the dummy unit, a NEW dummy unit is placed at you hero's current location...and repeat the process I've just explained above.
    ***
    Hope you could envision that, tried to explain it as best I could.
    ***
    Anyway, with this, you get to cast it once, and keep it active semi-indefinitely as long as your hero keeps moving around. Each time passes through enemies, it damages them.
    ***
    ***
    Skill 2
    Turbulance - Passive
    Each time the winds converge (refer to above skill), there's a chance of forming a twister.
    Twisters move around eratically and hulr enemies into air, dealing damage etc..
    ***
    ***
    Skill 4 - Ultimate
    Hurricane? - Active
    When cast on a twister, causes it to vacuum up excess air, the drop in air-pressure causes a hurricane to occure.
    Hurricanes can be controlled and deals horrendous damage etc etc and so forth..
    ***
    Uses Tornado model.
     
  3. uo111

    uo111 Well-Known Member

    I LOVE this idea. A wind based hero has always been on my to-do list simply because I really want a wind based hero in game(Windrunner is an archer with one wind skill that's kinda pathetic)

    That being said, I hate community type projects.

    So, good luck to you, and I hope you succeed, I really do.

    Here's an idea I've always played around with in my head for a wind hero.

    Since he/she can manipulate the winds, she/he would be able to manipulate wind resistance, and speed up all allied units and slow down all enemy units globally. I just thought that would be kinda nifty. Good Luck ^.^
     
  4. Beary

    Beary Well-Known Member

    Both good ideas.

    As you said, this resembles Rexxar's Wild Axes ability. I like the 'keep moving to keep the twisters moving' idea.
    Not really feeling this, but I will see if it can fit in somewhere.
    Boring.
    I was thinking something similar, but this hero would be the basis of the wind direction. Basically, any units traveling in the same direction as this hero is facing will gain increased movement speed. Any units facing the opposing direction will have their movement speed reduced. Will go into details later.

    Thank you for your input.
     
  5. Antonius_Block

    Antonius_Block Well-Known Member

    I currently have a wind themed hero idea in the first page of the hero suggs forum. I felt that the most close take on the subject was to make wind currents that interact between each other to create Tornados or Cyclons. That's just an idea.

    I actually thought of something very similar to your ultimate skill for my wind currents :D
     
  6. AresID

    AresID Well-Known Member

    any unit? so allied and enemy heroes and creeps? thats kinda useless imo. you chase enemy, allies get ms buff but so does enemy. you try to slow them down by facing the other way, you slow down your team too. fix that.

    first skill updraft? seems too complicated. im not sure about throwing people 400-900 range with a toggle skill, seems imba. too much displacement for a non-ulti imo.
     
  7. Beary

    Beary Well-Known Member

    Link please :)
    Was thinking about that... I may change it to an infinite Point-Target system that would orient the direction of the wind in the direction clicked... thinking about having this hero have their movement speed bonus doubled when traveling in the opposing direction :)

    Updraft is a bit complicated, will look into making it simpler.

    Good feedback.
     
    Last edited: May 3, 2011
  8. AresID

    AresID Well-Known Member


    Hmmm. yes... that would work. but if it still affects both enemy and ally, then you still havnt fixed it. Its got to be either one or the other.

    I think that a directional draft would be more interesting if it were in a line, instead of it being global. I don't really like global passive-like abilities.
     
  9. Antonius_Block

    Antonius_Block Well-Known Member

  10. Beary

    Beary Well-Known Member

    It is not a passive any more :)
    Thank you, will look at it.
     
  11. V_N_C

    V_N_C Well-Known Member

  12. Beary

    Beary Well-Known Member

    I've seen your hero suggestion. Aside from the fancy formatting, there is not much to it. You combine too many effects into one ability it seems like a big mix of abilities. I will see what I can collect from your suggestion :)
     
  13. Nevfigalo

    Nevfigalo Well-Known Member

    Updraft seems like Vacuum with steroids.

    I don't fully understand ulti, so no comment.

    However, I can give you simple ability based on angle.
    -target point (set the starting direction) or instant (facing angle)
    -AoE is around the caster (huge aoe)
    -there will be 8 basic kinds of wind:
    NE N90 NW
    135 \ V / 45
    E 180 > <0 W
    225 / ^ \ 315
    SE S270 SW
    Starting direction is based on angle between caster and casting point or facing angle of caster. (For example 120 (the nearest is 135, so the wind will blow from SW to NE).
    Grants subabilities for changing the direction of wind.
    Every enemy unit in AoE will be moved by a small distance (35/55/75) every second in the direction of wind. This will not affect their orders in any way.
     
  14. Vot1_Bear

    Vot1_Bear Well-Known Member

    Dota is lacking wind...

    Suggestion for debris wind
    Debris Gale
    (I was planning on using it as water-theme with tidal wave as name, can't think of any cool suitable wind name. Change it if you want :D)

    Creates a wall of wind that pushes enemies away while dealing dmg/s

    simple.

    What i'm thinking is like creating a wall, which is un-passable and keeps on moving into a direction. It's like deafening blast but it only pushes to one direction.
    It's an object that moves forward, pushing enemies backwards if they're in the way. Deals DPS at melee range.

    Hope this helps :)
     
  15. FleshTRNDstone

    FleshTRNDstone Well-Known Member

    Boring?
    Didn't read it properly then..
    You need to keep moving to keep the Wind Slice active, not the twisters.
    But, darn, I did forget to add a passive effect to Turbulance.
    Just because Wind Slice is *seemingly* similar to Wild Axes, doesn't mean it's the same; might aswell say that every nuke in the game is the same, every illusion spell is the same, they're just used differently, with added effects.
    Not being defensive, just saying.
    Anyway, no worry, I'll still use this in another suggestion.
    No hard feelings :)
     
  16. gamerinboxers

    gamerinboxers Well-Known Member

    Well... I have wind-theme hero suggestion too (See sig.)... I mean, most of us do right? =/
    haha... anyway, we are allow to start concept-base threads now eh?
     
  17. Ryugo

    Ryugo Well-Known Member

    Shackleshot

    All of her skills use wind magic. :)

    A rip-off of the ladder if the ladder "Mass Haste" would be good. In an active form, though.

    @BEARY: I only have one hero that uses wind magic: Arashikaze, the Darkslayer

    I don't think it will help you at all. If i come up with some ideas, maybe I can help you.
     
    Last edited: May 3, 2011
  18. Captain Planet

    Captain Planet Moderator

  19. Lotus V Eater

    Lotus V Eater Well-Known Member

    hurmmm i think i've made a wind-based hero long time ago..but i think the theme isn't revolve around wind anymore...

    i have one suggestion that maybe can work with your "new mechnism" thingy~~

    [nqb]Force Bluster [F] [Active, Ground Target]

    HERO channels enough power to cause the direction of the breeze surrounding him to be focused on certain area. The amount of power you will gain from the wind is equivalent to the degrees you're facing while attacking the unit. This spell have 1200 casting range and the arrow will move at a speed of 2000/unit distance/sec. The AS you gain will last for 12 sec at all level or until the extra AS provided reach 0% (when you keep rotating around).

    Level 1: Shoot one arrow onto an area and any attack that is parallel to the area will cause your attack speed to be boosted for 100%. The AS will be reduced by 25% for each 20-degrees rotation you make while attacking a unit.
    Level 2: Shoot one arrow onto an area and any attack that is parallel to the area will cause your attack speed to be boosted for 100%. The AS will be reduced by 20% for each 20-degrees rotation you make while attacking a unit.
    Level 3: Shoot one arrow onto an area and any attack that is parallel to the area will cause your attack speed to be boosted for 100%. The AS will be reduced by 15% for each 20-degrees rotation you make while attacking a unit.
    Level 4: Shoot one arrow onto an area and any attack that is parallel to the area will cause your attack speed to be boosted for 100%. The AS will be reduced by 10% for each 20-degrees rotation you make while attacking a unit.

    Manacost: 100
    Cooldown: 25 sec
    [/nqb]
    gomenasai, if this idea sounds silly to you...i'm just want to help you. :happy:
     
  20. Beary

    Beary Well-Known Member

    Vacuum has always been a favorite ability of mine. I like using similar mechanics. The main difference is the draw per second aspect of this ability; Vacuum instantly drags in enemy units, this ability slowly drags them in and then slows afterward... I will see if I can disguise it a bit better :)
    Hardly a simpler ability, but the directionality of the suggestion is easier to understand. Thank you. Want to try and stay away from push-back abilities.
    The suggestion actually would look much better with water :p For some reason, a wall of air does not fit too well.
    I'll be looking into this, I have something in mind that is similar and may be able to apply it to this suggestion.
    Link please :)
    You mean the glyph mass haste :) Your suggestion is scary! I may steal your passive :p
    LAME!
    It is very silly. Plus, it reminds me too much of an old suggestion known as Air Render. That idea is what spawned Powershot. The original idea had a shockwave that would push enemy units parallel to the shot towards the casting hero.