Hallo zusammen :))
Ich lese hier ja schon seit einiger Zeit mit und verfolge auch hin und wieder die Ideen mit Interesse. Abgesehen von Items die Wards platzieren (am besten noch Sentries
) nen Gem oder nen Hyperstone enthalten oder gar die Range vergrössern sind manchmal ganz brauchbare Dinge dabei.
Neuerliche Helden wie z.B. der Alchemist der so garkeine echte Synergie enthält und nicht grade spannend zu spielen ist, oder "vermurkste" Helden wie Meepo haben mich dazu veranlasst mit nem Kollegen zusammen mal wieder was für die Suggestions zu tun.
Leider kann man kaum nen Hero einfach bei DotA reinbringen, ist er auch noch so toll....erstmal muss er durch die Teststrecke des Public-Votings.
Daher möchte ich den Heldenvorschlag auch hier posten um möglichst viele Leute zu erreichen die sich dann ein Bild von ihm machen können.
Je mehr positive Stimmen, desto besser!
Kurz zum Konzept: So gut wie alles was ich an Spielern kenne die auf etwas höheren Niveau beschäftigt sind haben Probleme mit dem Warlock. Seine Spells sind schon fast zu Tode generft und das Ulti ist am Anfang immernoch zu stark. Kommt dann das erste Diff-Blade ins Spiel ist das Ulti erstmal wieder sinnlos...da stimmt ganz einfach was mit dem Konzept nicht.
Fakt ist aber, dass Scourge einen Summoner mit einem starken Summon braucht um etwas mit Sent aufzuschliessen und fakt ist ausserdem, das keiner der letzten neuen Helden bei Scourge ein schöner Tank war.
Daher nehmen wir uns einfach den Warlock, basteln aus dem Hero einen Summoner auf Basis eines Golembeschwörers und machen aus dem wunderschönen Infernalmodel einen Tank.
Es gibt einfach zuviele geniale Spells die mit dem Model harmonieren als es einfach als Ultispell versauern zu lassen.
Ich werde hier erstmal den Link zum Allstars-Forum posten und die Originalbeschreibung.
Falls es hier bei wem Übersetzungsprobleme geben sollte einfach nachfragen. Wenn es zu viel sein sollte kann ich es auch gern mal übersetzen.
Link zum Allstars-Forum
Hello,
Welcome to our newest Hero:
For all of you who want to say: “Hey we already have an Infernalmodel!” please read our Explanations at the End of this Post! Thank You!
(Please remember: The numbers are just to give a few impressions, they can be changed and should not be base of your judgement. Vote for the concept pls!)
![](http://www.anencephalus.de/Bilder/Infernal/Inf1.JPG)
![](http://www.anencephalus.de/Bilder/Infernal/Inf5.gif)
Stats:
Str Melee
(Range 100)
STR: 20+2.5 (lvl 25: 80)
AGI: 19+1.8 (lvl 25: 62)
INT: 17+1.9 (lvl 25: 62)
MS: 300
Life: 568
Mana: 208
Dam: 45-55
Some of you remember? This was the first Nevermore Ultimate. We think it fits the theme PERFECTLY. Furthermore ALL “new” melee Heroes have some kind of farming and harassing spell to make their life easier in the Earlygame (Acidcloud, Rexxars Axes etc). The old Nevermoreulti was adjustable in every distance from the Hero, from melee up to 500. This is a toggle Spell, with two Positions only.
1. Melee/close
2. 500 Range
With this spell its is possible to get a few creeps with good timing and good movement (practise) and you can also harass the enemy (even Rangeheroes) a bit.
If you use the Infernal in a Teamfight and set of Spellcombos you switch them to melee to deal maximum dam/sec.
Since all 5 Shards circle once every 2sec, 10 sec in the Shards results in 300Damage (Level 4)
This is a kind of opener. It stars a fight and also a Teamfight. It has a short Aoestun with a little bit of damage. The damage is increased if you learned “Flaming-Fists” (Compare with Spiritbreaker, the first hit of his Netherstrike will be a Bash if you learned it).
It is not decided yet, if the Target can only be a Enemy-Unit or also Ally (aka Escapespell) Escapespells are very rare @ Strmelee, but there are a few (Burrowstrike).
This is a mixture of Spells like Anchorsmash, which gives additional chances to farm and Autofire what burns the ground. The combination of this 2 Damagetypes in addition with an “autocast” if you “Jump” on an Enemy makes the Infernal a nice AoE Damdealer in a Teamfight.
We also like to present you an alternative for this Spell now, because it was the one most of the people had Problems with. For some of them it was too boring, for some too strong…and a few wanted it stronger^^
This Spell is not yet implemented in the Demomap, because it bugs a lot atm. Nevertheless this is a Unique alternative for fists. It still synergizes with his AoE theme, because it has a chance to set a part of a creepwave on Fire too. It´s also logical, that one burning unit may set anotherone on fire. But it lowers the overall AoE damageoutput of Hephaistos.
IMPORTENT!!!
With THIS Spell, a jump will NOT Deal 100/150/200/250 Aoe Damage! But 150 Maximum!
That will result in 400 dot for the Maintarget=300dam with magicreduction!
We all loved that spell, but of course he was just too strong. This Meteor is a balanced way of Invokers Meteor and fits the theme like no other. It’s a bit hard to kill an enemy just with the jumps stunduration, so this is on the one hand the addition the combo, to achieve a longer stunduration, and on the other the last piece to make the Infernal a perfect AoE Hero and a very effective Part of a scourge lineup.
![](http://www.anencephalus.de/Bilder/Infernal/inf9.jpg)
![](http://www.anencephalus.de/Bilder/Infernal/inf10.jpg)
![](http://www.anencephalus.de/Bilder/Infernal/inf11.jpg)
Synergies/Playstyle:
![](http://www.anencephalus.de/Bilder/Infernal/Inf7.gif)
Well there are tons of synergies, I even don’t know wehre to start^^. He can harass his opponent with the Shards. Switch the Shards to “close”, jump onto him (You can also switch while jumping!). Stun and damage him with his stun and his learned fists. Drop the Meteor on his head and finish him off.
He can use the shards and good timing to turn a chase into a kill with the Damage over Time, a Jump with Fistdam and a Meteor.
In teamfights he can stay out of range, like a Sandking with a Dagger. Switch his Shards to close and begin the fight by jumping in the center of the enemies, Dealing DoT with his stun, the Shards, his Fists and the burning ground.
He can also start the Fight by dropping a Meteor into the masses and jumping right onto the stunned enemy.
FUN is a great Factor in DotA and what makes Heroes popular. Fun is what makes people play Pudge and Potm. Skill and Practise is involved! Furthermore Synergy is a big part! Hook-Rot-Dismember. Arrow-Leap-ms.Bonus etc.
The Infernal has synergies, is definetly fun to play AND may also find a way into Leagueplay as a new Tank.
Items:
He is a Tank ofc, so in highlevel play Aegis and Hot is always the best choice.
To pump his Fistdamage maybe Powertreads are a good item.
To create additional AoE damage and make him really scary Radiance would be a nice item, too.
Since the damage and duration of his stuns won´t help him killing a high-HP-Hero in lategame, another disable like Skadi´s slow or the Maim of Sange may be useful.
If you wont rely on the 5%(10%) Maim you can also build a Diffusalblade to use the 10 Purges to kill someone. After you used all of them Manta may be a funny choice due to the Fistdamage.
Now to the Reasons for this Hero like mentioned at start:
Download the Demomap HERE
============Older Version Changes============
-Overall cosmetics:
---slightly reduced attackrange, so he hits the enemy with his fists
---Map now always starts with the day
-Meteor cosmetics:
---Meteor now leaves a track of fire
---Meteor got a sound
---Meteor explodes with a cooler explosion
---Meteor leaves a cooler Track
-Bugs:
---Fixed a small bug with attribute bonus
---Fixed visual bugs with the dummycasters
---Fixed learn hotkeys
---Fixed Meteor Shards Closerange being too close after first toggle
---Fixed Jump stuntime/damage/area
---Fixed the possibility to jump out of the map area
-Balance:
---Buffed Meteor casting range from 500 to 700
---Reworked Stats and Statgain:
STR: 20+2.5 (lvl 25: 80)
AGI: 19+1.8 (lvl 25: 62)
INT: 17+1.9 (lvl 25: 62)
So now he has average values...
============Recent Version Changes============
V5b Changes:
===========Flaming Fists #1 Balance============
Both here and in other forums, people complained about the high damage and chance of Flaming Fists. A calculation shows that the spell is balanced, compared with Anchor Smash:
Anchor Smash: a chance of 20% for unreduced 200 damage makes per hit an average of:
200x0.2=40
Flaming Fists: a chance of 25% for 150 magical damage and the ground burning for 30 dmg/sec for 5 sec=30dmgx5sec=150 magical damage which you can mostly deny
The reduction is 25%, so the victims gain 75% damage:
150x.0.75=112.5 (for both instantdamage and dps)
Average damage per hit:
112.5x0.25=28.125 instant
112.5x0.25=28.125 deniable
Comparing of AoE:
Anchor Smash: Full Damage Radius 200, Half Damage Radius 325
Flaming Fists: 200
If re round up the values, this deals at least 75% of Anchor smashs damage, but if the enemy is stupid enough to chill some seconds in the fire (how long do you stand in autofire when it hits you -.-) he recieves 1.5x the damage of anchor smash.
BUT there is also a chance to decrease the damage even more with magic resistance increasement, or to deny it totally with magic immunity like BKB or Repel. So it should be balanced enough imo.
The half damage radius of anchor smash, which is bigger than the full damage radius of FF, makes Anchor Smash even stronger.
Conclusion: Flaming Fists is a balanced spell :-P
=====
Next to Infrisios and me are the helpers:
I want to thank all the people who commented, mainly theinvisibleone for good support!
Furthermore, I thank Yak from DotA-Inside for the flame model - great!
(I modified it slightly...don´t fear it needs too much space with <1kb :D)
Also I want to thank 4321 for adding the signature pic to his signature and especially for his now implemented Iconsuggestion for the Shards!
Thanks for reading, we would like to discuss our Ideas with you, pls leave a Post!
Ich lese hier ja schon seit einiger Zeit mit und verfolge auch hin und wieder die Ideen mit Interesse. Abgesehen von Items die Wards platzieren (am besten noch Sentries
![:D](https://dotasource.de/wcf/images/smilies/biggrin.png)
Neuerliche Helden wie z.B. der Alchemist der so garkeine echte Synergie enthält und nicht grade spannend zu spielen ist, oder "vermurkste" Helden wie Meepo haben mich dazu veranlasst mit nem Kollegen zusammen mal wieder was für die Suggestions zu tun.
Leider kann man kaum nen Hero einfach bei DotA reinbringen, ist er auch noch so toll....erstmal muss er durch die Teststrecke des Public-Votings.
Daher möchte ich den Heldenvorschlag auch hier posten um möglichst viele Leute zu erreichen die sich dann ein Bild von ihm machen können.
Je mehr positive Stimmen, desto besser!
Kurz zum Konzept: So gut wie alles was ich an Spielern kenne die auf etwas höheren Niveau beschäftigt sind haben Probleme mit dem Warlock. Seine Spells sind schon fast zu Tode generft und das Ulti ist am Anfang immernoch zu stark. Kommt dann das erste Diff-Blade ins Spiel ist das Ulti erstmal wieder sinnlos...da stimmt ganz einfach was mit dem Konzept nicht.
Fakt ist aber, dass Scourge einen Summoner mit einem starken Summon braucht um etwas mit Sent aufzuschliessen und fakt ist ausserdem, das keiner der letzten neuen Helden bei Scourge ein schöner Tank war.
Daher nehmen wir uns einfach den Warlock, basteln aus dem Hero einen Summoner auf Basis eines Golembeschwörers und machen aus dem wunderschönen Infernalmodel einen Tank.
Es gibt einfach zuviele geniale Spells die mit dem Model harmonieren als es einfach als Ultispell versauern zu lassen.
Ich werde hier erstmal den Link zum Allstars-Forum posten und die Originalbeschreibung.
Falls es hier bei wem Übersetzungsprobleme geben sollte einfach nachfragen. Wenn es zu viel sein sollte kann ich es auch gern mal übersetzen.
Link zum Allstars-Forum
Hello,
Welcome to our newest Hero:
Hephaistos, the Infernal
For all of you who want to say: “Hey we already have an Infernalmodel!” please read our Explanations at the End of this Post! Thank You!
(Please remember: The numbers are just to give a few impressions, they can be changed and should not be base of your judgement. Vote for the concept pls!)
![](http://www.anencephalus.de/Bilder/Infernal/Inf5.gif)
Stats:
Str Melee
(Range 100)
STR: 20+2.5 (lvl 25: 80)
AGI: 19+1.8 (lvl 25: 62)
INT: 17+1.9 (lvl 25: 62)
MS: 300
Life: 568
Mana: 208
Dam: 45-55
Meteor Shards
(thx to 4321 for this Icon)
Creates 5 burning Meteor Shards around Hephaistos. They are bewitched, so that they always float around him and damage enemies that come close to them.
Level 1: 3 Damage
Level 2: 6 Damage
Level 3: 9 Damage
Level 4: 12 Damage
Some of you remember? This was the first Nevermore Ultimate. We think it fits the theme PERFECTLY. Furthermore ALL “new” melee Heroes have some kind of farming and harassing spell to make their life easier in the Earlygame (Acidcloud, Rexxars Axes etc). The old Nevermoreulti was adjustable in every distance from the Hero, from melee up to 500. This is a toggle Spell, with two Positions only.
1. Melee/close
2. 500 Range
With this spell its is possible to get a few creeps with good timing and good movement (practise) and you can also harass the enemy (even Rangeheroes) a bit.
If you use the Infernal in a Teamfight and set of Spellcombos you switch them to melee to deal maximum dam/sec.
Since all 5 Shards circle once every 2sec, 10 sec in the Shards results in 300Damage (Level 4)
Comet Jump
The Infernal jumps at a target unit the same way he first arrived on this Planet, stunning and damaging the Area around him. He also burns the ground around him depending of the strength of his flaming fists.
Level 1: 450 Range 0,75sec Stun 100 Dam
Level 2: 550 Range 1,00sec Stun 150 Dam
Level 3: 650 Range 1,25sec Stun 200 Dam
Level 4: 750 Range 1,50sec Stun 250 Dam
80/100/120/140 Mana
15sec cooldown
This is a kind of opener. It stars a fight and also a Teamfight. It has a short Aoestun with a little bit of damage. The damage is increased if you learned “Flaming-Fists” (Compare with Spiritbreaker, the first hit of his Netherstrike will be a Bash if you learned it).
It is not decided yet, if the Target can only be a Enemy-Unit or also Ally (aka Escapespell) Escapespells are very rare @ Strmelee, but there are a few (Burrowstrike).
Flaming Fists #1
Gives the Infernal a chance to convert his inner fire into his fists, dealing bonusdamage to the target and burning the ground for 5 additional seconds.
Level 1: 15% 75 damage in a small radius and 15dam/sec for 5sec
Level 2: 15% 100 damage in a small radius and 20dam/sec for 5sec
Level 3: 25% 120 damage in a small radius and 25dam/sec for 5sec
Level 4: 25% 150 damage in a small radius and 30dam/sec for 5sec
This is a mixture of Spells like Anchorsmash, which gives additional chances to farm and Autofire what burns the ground. The combination of this 2 Damagetypes in addition with an “autocast” if you “Jump” on an Enemy makes the Infernal a nice AoE Damdealer in a Teamfight.
We also like to present you an alternative for this Spell now, because it was the one most of the people had Problems with. For some of them it was too boring, for some too strong…and a few wanted it stronger^^
Flaming Fists #2
Gives the Infernal a chance to convert his inner fire into his fists, burning the Target with incredibly hot flames. The flames are so hot, the victim may even set other Units on fire too.
You will automatically set on fire the unit you jumped on.
Level 1: 15% Burns the Target for 40 dam/sec for 3 sec
Level 2: 15% Burns the Target for 40 dam/sec for 4 sec
Level 3: 20% Burns the Target for 50 dam/sec for 4 sec
Level 4: 20% Burns the Target for 50 dam/sec for 5 sec
20% Chance twice a sec to set one Unit within 150 Aoe on fire for 3 sec for 40dam/sec
This Spell is not yet implemented in the Demomap, because it bugs a lot atm. Nevertheless this is a Unique alternative for fists. It still synergizes with his AoE theme, because it has a chance to set a part of a creepwave on Fire too. It´s also logical, that one burning unit may set anotherone on fire. But it lowers the overall AoE damageoutput of Hephaistos.
IMPORTENT!!!
With THIS Spell, a jump will NOT Deal 100/150/200/250 Aoe Damage! But 150 Maximum!
That will result in 400 dot for the Maintarget=300dam with magicreduction!
Chaos Meteor
The Infernal calls down a meteor from the skies, stunning and damaging the enemies it hits and dealing great damage while rolling over there bodies and pushing them back.
Level 1: 150Dam on impact, 1,5sec Stun 75Dam/sec Immolation
Level 2: 225Dam on impact, 2,0sec Stun 150Dam/sec Immolation
Level 3: 300Dam on impact, 2,5sec Stun 225Dam/sec Immolation
200/250/300 Mana
120sec Cooldown
We all loved that spell, but of course he was just too strong. This Meteor is a balanced way of Invokers Meteor and fits the theme like no other. It’s a bit hard to kill an enemy just with the jumps stunduration, so this is on the one hand the addition the combo, to achieve a longer stunduration, and on the other the last piece to make the Infernal a perfect AoE Hero and a very effective Part of a scourge lineup.
![](http://www.anencephalus.de/Bilder/Infernal/inf9.jpg)
![](http://www.anencephalus.de/Bilder/Infernal/inf10.jpg)
![](http://www.anencephalus.de/Bilder/Infernal/inf11.jpg)
Synergies/Playstyle:
![](http://www.anencephalus.de/Bilder/Infernal/Inf7.gif)
Well there are tons of synergies, I even don’t know wehre to start^^. He can harass his opponent with the Shards. Switch the Shards to “close”, jump onto him (You can also switch while jumping!). Stun and damage him with his stun and his learned fists. Drop the Meteor on his head and finish him off.
He can use the shards and good timing to turn a chase into a kill with the Damage over Time, a Jump with Fistdam and a Meteor.
In teamfights he can stay out of range, like a Sandking with a Dagger. Switch his Shards to close and begin the fight by jumping in the center of the enemies, Dealing DoT with his stun, the Shards, his Fists and the burning ground.
He can also start the Fight by dropping a Meteor into the masses and jumping right onto the stunned enemy.
FUN is a great Factor in DotA and what makes Heroes popular. Fun is what makes people play Pudge and Potm. Skill and Practise is involved! Furthermore Synergy is a big part! Hook-Rot-Dismember. Arrow-Leap-ms.Bonus etc.
The Infernal has synergies, is definetly fun to play AND may also find a way into Leagueplay as a new Tank.
Items:
He is a Tank ofc, so in highlevel play Aegis and Hot is always the best choice.
To pump his Fistdamage maybe Powertreads are a good item.
To create additional AoE damage and make him really scary Radiance would be a nice item, too.
Since the damage and duration of his stuns won´t help him killing a high-HP-Hero in lategame, another disable like Skadi´s slow or the Maim of Sange may be useful.
If you wont rely on the 5%(10%) Maim you can also build a Diffusalblade to use the 10 Purges to kill someone. After you used all of them Manta may be a funny choice due to the Fistdamage.
Now to the Reasons for this Hero like mentioned at start:
First of all: Why an Infernal?
Simple: We love that Model! And it deserves an own Hero! It´s too sad to keep it as a “one-purge” Summon for the Warlock. And even IF people don´t like to have two similar Models in one map (pls remember Warlock-Necrobook , Furion-Talons, Naix-Ghouls) there are tons of possible, simple, AND even mapspacesaving Solutions for this “Problem”.
Finally to sum all the possibilities up (easiest first):
1. Just keep everything like it is. 2 Infernals don´t really harm anyone.
2. Change the Warlockinfernal to something like a Felhound (like suggested in the map)
3. Tint either the Warlockinfernal or Hephaistos in a different color (like suggested in the map) BUT notice: If you want to recolor Hephaistos, REMEMBER his Spells are based on GREEN FLAMES and we can´t change the firecolor. So it would be way more logical to tint the Warlockinfernal in a different color to keep Hephaistos and his green-flame-theme!
4. Remake the Warlock !
5. Remove the black Fiendmodel and his custom att-animation (we will even gain Mapspace), give the spells to a REAL Fiend (Ladder) and use the original red Firelordmodel for this hero and tint flames, meteor immolation and such red.
Download the Demomap HERE
============Older Version Changes============
-Overall cosmetics:
---slightly reduced attackrange, so he hits the enemy with his fists
---Map now always starts with the day
-Meteor cosmetics:
---Meteor now leaves a track of fire
---Meteor got a sound
---Meteor explodes with a cooler explosion
---Meteor leaves a cooler Track
-Bugs:
---Fixed a small bug with attribute bonus
---Fixed visual bugs with the dummycasters
---Fixed learn hotkeys
---Fixed Meteor Shards Closerange being too close after first toggle
---Fixed Jump stuntime/damage/area
---Fixed the possibility to jump out of the map area
-Balance:
---Buffed Meteor casting range from 500 to 700
---Reworked Stats and Statgain:
STR: 20+2.5 (lvl 25: 80)
AGI: 19+1.8 (lvl 25: 62)
INT: 17+1.9 (lvl 25: 62)
So now he has average values...
============Recent Version Changes============
V5b Changes:
Infrisios: We uploaded a new version ;-)
Bugfixes:
*Meteor impact now Stuns the for the right duration and deals a “Shockwave”
*Fixed the “Jump+Massmeteors” Bug
*You can only use Jump on Units now
Balance:
*Reduced Shard AoE 125--->75
Other Changes:
*Implemented 4321´s Icon for Shards
*Added a Forrest to test the Meteor within Trees.
*Reworked the Arena. The Creeps are now like in DotA.
*Added a “Cosmetic Area” with 6 different Infernalmodels (color) for Warlock or Hephaistos.
*Added a Warlock with alternative Summon and Castanimantion.
You will recognise that the map you can download has the same name as the older version had. The new one is called "DotA-InfernalV5" ingame.
Have fun and give feedback please!
If you find any bugs, tell me please.
===========Flaming Fists #1 Balance============
Both here and in other forums, people complained about the high damage and chance of Flaming Fists. A calculation shows that the spell is balanced, compared with Anchor Smash:
Anchor Smash: a chance of 20% for unreduced 200 damage makes per hit an average of:
200x0.2=40
Flaming Fists: a chance of 25% for 150 magical damage and the ground burning for 30 dmg/sec for 5 sec=30dmgx5sec=150 magical damage which you can mostly deny
The reduction is 25%, so the victims gain 75% damage:
150x.0.75=112.5 (for both instantdamage and dps)
Average damage per hit:
112.5x0.25=28.125 instant
112.5x0.25=28.125 deniable
Comparing of AoE:
Anchor Smash: Full Damage Radius 200, Half Damage Radius 325
Flaming Fists: 200
If re round up the values, this deals at least 75% of Anchor smashs damage, but if the enemy is stupid enough to chill some seconds in the fire (how long do you stand in autofire when it hits you -.-) he recieves 1.5x the damage of anchor smash.
BUT there is also a chance to decrease the damage even more with magic resistance increasement, or to deny it totally with magic immunity like BKB or Repel. So it should be balanced enough imo.
The half damage radius of anchor smash, which is bigger than the full damage radius of FF, makes Anchor Smash even stronger.
Conclusion: Flaming Fists is a balanced spell :-P
=====
Next to Infrisios and me are the helpers:
I want to thank all the people who commented, mainly theinvisibleone for good support!
Furthermore, I thank Yak from DotA-Inside for the flame model - great!
(I modified it slightly...don´t fear it needs too much space with <1kb :D)
Also I want to thank 4321 for adding the signature pic to his signature and especially for his now implemented Iconsuggestion for the Shards!
Thanks for reading, we would like to discuss our Ideas with you, pls leave a Post!
Dieser Beitrag wurde bereits 7 mal editiert, zuletzt von 4nTr4xX ()
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