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 Hero Suggestion - Cataclysm

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SinisteRing
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PostSubject: Hero Suggestion - Cataclysm   Fri Dec 11, 2009 12:25 am

Cataclysm [Hellbourne]
Ranged Strength (Health-Based Nuker)


Story

From the very depths of the earth, Cataclysm arises only to cause catastrophe and mayhem amongst the living. The daemon of the earth, he uses the very environment around him to bury his opponents.
Role

Cataclysm is a long-range nuking tank. He sacrifices his own health in order to bring down targetted enemies is fast bursts. The overall range from which he would usually teamfight is about 1000 units.
Stats
Attack Range: 550 (ranged)
Attack Animation: 0.28/0.44
Movement Speed: 295
Starting Damage: 54-57
Base Armor: 2.15
Base Magic Armor: 5.5
Affiliation: Hellbourne
Strength - 34 + 3.4
Agility - 14 + 1.4
Intelligence - 10 + 1.0
Overall - 58 + 5.8
Progression Stats
The following statistics are used to help with explaining balance concerns.
Base Health (Level 1): 796
Base Health (Level 6): 1119
Base Health (Level 11): 1442
Base Health (Level 16): 1765
Base Health (Level 25): 2346

SKILLSET


Seismic Pulse [Q]
Cataclysm concentrates for a short period, then sends a sound wave through the earth to cause a seismic reaction at the targetted area.
Type: Magic. Target Area.
Targets: Enemy Units.
Damage: 22% of your max health in Magic damage.
Stun Duration: 1 second.
Cast Range: Global.
Projectile Speed: 4000 units per second.
Cast Time: 0.7 seconds.
Cooldown: 22/20/18/16 seconds.
Health Cost: 10% of your current health.
Mana Cost: 20/25/30/35 mana.
Explanation: This is pretty much Pharaoh's Tormented Soul, but with some slight changes. It requires about a second of channeling before casting, and moves at a significantly faster rate. Also, upon impact, it stuns. Finally, like all of Cataclysm's spells, it also has a health cost.
Balance: Consider Cataclysm to have full health and no health-increasing items in the following situations. Also assume that he has prioritized the skill over all others.
Level 1: Seismic Pulse would cost 79 health to cast and deal 175 damage in the AoE. Considering the health cost and cast time, this scales well with the nuking damage of the early game.
Level 6: Seismic Pulse would cost 111 health to cast and deal 246 damage in the AoE. This makes it a nuke slightly above the damage of Thunderbringer's Lightning Bolt, but also comes with the cost of health.
Level 25: Seismic Pulse would cost 234 health to cast and deal 516 damage in the AoE. This makes it above the normal nuke and scales well, but isn't incredibly overpowered due to the still quite high cost it still contains.


Rockwave [W]
Sends a wave of rocks in a direction, capturing enemies and dragging them along with it.
Type: Magic. Target Position.
Damage: 10% of your current health in Magic damage per second.
Cast Range: 2000 units.
Projectile Speed: 500 units per second.
Maximum Range: 1000/1200/1400/1600 units. (Lasts 2.0/2.4/2.8/3.2 seconds)
Cooldown: 16/15/14/13 seconds.
Health Cost: 8% of your max health.
Mana Cost: 40/38/36/34 mana.
Explanation: Basically, this shoots a projectile in the target direction, muchh like Valkyrie's Javelin. If it connects with a unit, it will push it along with the projectile and deal damage over time until the projectile finishes. It does make the affected units unable to move, so they're immobile until the spells finished. Therefore, it's able to contain more than one unit, so it's useful to get players away from you.
Balance: Consider Cataclysm to have no health-increasing items in the following situations. Also assume that he has prioritized the skill over all others.
Level 1: Requires 63 health to cast.
  • Assuming 100% health, it would deal 80 damage per second.
  • Assuming 75% health, it would deal 60 damage per second.
  • Assuming 50% health, it would deal 40 damage per second.
  • Assuming 25% health, it would deal 20 damage per second.

Level 6: Requires 89 health to cast.
  • Assuming 100% health, it would deal 112 damage per second.
  • Assuming 75% health, it would deal 84 damage per second.
  • Assuming 50% health, it would deal 56 damage per second.
  • Assuming 25% health, it would deal 28 damage per second.

Level 25: Requires 187 health to cast.
  • Assuming 100% health, it would deal 234 damage per second.
  • Assuming 75% health, it would deal 175.5 damage per second.
  • Assuming 50% health, it would deal 117 damage per second.
  • Assuming 25% health, it would deal 58.5 damage per second.


Earthen Connection [Passive]
Cataclysm makes a strong connection to the earth, increasing the effectiveness of his other abilities and granting him a passive health bonus.
Type: Constant Passive.
Seismic Pulse: Reduces channel time by 0.1/0.2/0.3/0.4 seconds.
Seismic Pulse: Reduces cooldown by 1/2/3/4 seconds.
Rockwave: Increases damage by 0.5/1.0/1.5/2.0% of your current health.
Earthquake: Increases radius by 30/60/90/120 units.
Health Bonus: +50/100/150/200 health.
Explanation: This ability simply increases the effectiveness of your other skills, like Defiler's Power in Death skill.

ULTIMATE: Earthquake [R]
Using the forces at his command, Cataclysm channels his own life force into an earthquake, slowing and damaging all units within the target area.
Type: Channeling Magic. Target Area.
Damage: 5/7/9% of your maximum health per second.
Cast Range: 600/700/800 units.
Radius: 350/375/400 units.
Movement Slow: -40% movement speed.
Duration: 6 seconds.
Cooldown: 80/75/70 seconds.
Health Cost: 7% of your max health per second while channeling.
Mana Cost: 80/100/120 mana.
Explanation: This spell is the crowd control spell of Cataclysm. It allows him to maintain damage in a teamfight when his other spells are on cooldown.
Balance: By far the most difficult skill to balance, the small radius and high health cost make it weak, while the incredibly high damage makes it strong. Consider Cataclysm to have no health-increasing items in the following situations. Also assume he gets his ultimate at the earliest possible levels.
Level 6: Would be dealing 56 damage per second at the cost of 78 health per second.
Level 11: Would be dealing 101 damage per second at the cost of 101 health per second.
Level 16: Would be dealing 159 damage per second at the cost of 123 health per second.
Level 25: Would be dealing 211 damage per second at the cost of 164 health per second.


COUNTERS & BALANCE


The most obvious counter for Cataclysm would be a Shamans Headress or Barrier Idol. It would reduce the damage of every active spell he has and make him that much less useful. Same can be said about Shrunken Head. Magic immunity and anything along the lines of reducing magic spell effectiveness works against Cataclysm.

CHANGELOG

December 10, 2009
Code:
[b][u]Version 1.00:[/u][/b]
* Initial Presentation.
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SinisteRing
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PostSubject: Re: Hero Suggestion - Cataclysm   Fri Dec 11, 2009 12:26 am

The balance is currently shitty, so I need help on that part the most. Please comment. Smile
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PostSubject: Re: Hero Suggestion - Cataclysm   Fri Dec 11, 2009 10:19 am

Ya, overpowered - I think in concept more however. % in general is very very difficult to balance, and self damage makes it just as hard. Take Tauren Chieftain, Necro and Huskar as examples.

I think people would always complain about this hero.

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SinisteRing
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PostSubject: Re: Hero Suggestion - Cataclysm   Fri Dec 11, 2009 12:10 pm

Percentages are definitely hard to balance. However, what could I do to change that? What skills do you think should have static values for health? I'm thinking that skill 1 & 2 should deal a static damage + a percentage of current health, while skill 4 remains a percentage-based value.

IMO, Earthquake is pretty balanced.
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PostSubject: Re: Hero Suggestion - Cataclysm   Fri Dec 11, 2009 12:55 pm

This honestly isn't something you could balance through theory and would require extensive and thorough testing in game, and even then I think there wouldn't be a solid agreement throughout.

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PostSubject: Re: Hero Suggestion - Cataclysm   Sat Dec 19, 2009 5:43 am

Reminds me of Jenova.

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