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Through a process of divination, children are selected for upbringing by the Sisters of the Veil, an order that considers assassination a sacred part of the natural order. The Veiled Sisters identify targets through meditation and oracular utterances. They accept no contracts, and never seem to pursue targets for political or mercenary reasons. Their killings bear no relation to any recognizable agenda, and can seem to be completely random: A figure of great power is no more likely to be eliminated than a peasant or a well digger. Whatever pattern the killings may contain, it is known only to them. They treat their victims as sacrifices, and death at their hand is considered an honor. Raised with no identity except that of their order, any Phantom Assassin can take the place of any other; their number is not known. Perhaps there are many, perhaps there are few. Nothing is known of what lies under the Phantom Veil. Except that this one, from time to time, when none are near enough to hear, is known to stir her veils with the forbidden whisper of her own name: Mortred.
{Q}: Coup de Grace
Casting Method: Active
Targeting Method: Unit
Allowed Targets: Enemy Units
Mortred finishes her opponents with a swift blow. This blow deals damage based off of the percentage of health missing on her opponent plus a flat amount. The percentage scaling is increased against "Stalked" targets.
Base damage: 50/100/150/200
Damage multiplier per percent of health missing: 1.25/1.5/1.75/2 (1.5/2/2.5/3)
Mana cost: 50
Cooldown: 20
The Veiled Sisters finish their targets mercilessly.
Notes
Damage is Physical
Deals up to 600 Physical damage on a "Stalked" target (200 * (100*3) / 100)
{W}: Phantom Strike
Casting Method: Active
Targeting Method: Unit
Allowed Targets: Enemy Units
Mortred smites her target, dealing her attack damage and additional damage. Phantom Strike will proc on-hit effects. Phantom Strike's range is increased to 600 against "Stalked" targets. Striking a "Stalked" target will also teleport Mortred behind them.
By a process of divination, Mortred chooses her next target. Every minute, Mortred will mark an enemy hero as "Stalked". This is shown with a skull on the hero's portrait at the top of the screen - visible to allies and enemies alike. Mortred will be alerted whenever this said hero is in allied vision. She will also gain a charge of "Assassin" every time a hero marked as "Stalked" dies in a 600 radius from her.
Mortred gains additional bonuses per charge of "Assassin":
Movement Speed: 1/2/3/4%
Attack Damage: 10/15/20/25
Attack Speed: 5/10/15/20
No one knows how the Veiled Sisters choose their victims
While the idea is cool and all, I don't feel like i'm seeing Phantom assasin anymore, if you know what I mean. The RNG based crit ulti and her mobility within teamfights and ability to chase, that whole concept, all gone.
Also, balance wise, the numbers is really bad, needs change on all her skills.
No way a 200 base skill with 50 mana should be available at level 1, much less if it scales. Also, the way it scales is just broken, she basically has necrophos ult on her Q.
Phantom strike makes no sense, as a skill with melee range. Either make it an attack modifier, or make it like her old pseudo blink that applies your effects on the first hit. Lower the damage and the cooldown.
The E is just bad design, because of it's RNG chance forcing you to target one enemy. Make it so that if you use any of your skills on an enemy, you "mark" the enemy, and that gives the "stalked" effect.
The ulti is... Just weird...I beleive you are just giving her something similar to backtrack? The active is too strong, just swap E and R, make Phantom veil backtrack, and oracular sight with the abovementioned change into her ulti, and change the numbers to fit an ulti.
Now that I think about it after writing all this, I realised a major weakness of this rework. She has no lockdown, no mobility, and no way to stick to an enemy. People can just run away from her, and there's nothing she can do about it.
Giving her the original dagger, or some way to slow on her Q, might be the best way to fix this. Removing the way it scales like necro ult is a decent balance.
Well, you're seeing what I imagine (based off of her lore) a Phantom, and an Assassin.
Cus right now it's not an assassin.
It's supposed to be her weakness - she has to buy Blink / SB, and people who buy ghost/glimmer just run away.
Q has been changed to 50/100/150/200.
I think you have the math wrong on her Q: have you read the notes? Necro ult deals damage based off of missing HP, this one increases by a percentage based off of HP.
There's a difference, and I calculated both before posting this idea.
Just because a passive dictates how a hero is played doesn't mean it's stupid or bad design. because if I did as you suggest, then people like you would talk about how broken it is.
Also, Kindred.
The ult is not too strong, imo, it's spell immunity for 1 spell only, and it has to have a projectile. Again, read the notes.
The problem isn't because the passive dictates how you play. The problem is that said passive is very RNG based, and forces you to focus on the stalked target, or suffer a severe damage loss. What if the stalked target dies? Does the stalk debuff stay? Or is it gone until the next target appears? What happens to the previous target if you stalk a new enemy with your w? If it disappears, then what's the point of the RNG base anyway? To add on to that, if it disappears, then what's the difference between my change, apart from the removal of the RNG 5 min component?
That's what I mean by bad design, the idea is nice, but there's no thought process to the deeper mechanics.
The Q was my mistake, i'll admit that. Didn't properly read the skill.
As for her Ult, the problem is the active. One spell, as long as it is a projectile, dodge for free on a 20 second cd. It's too broken. One single Spell can mean the difference between a failed gank or a successful gank. There's too many spells that you can dodge with this ability that can make or break a brawl, or even a teamfight. Apart from my previous idea, the other option I can think of is to make the "evasion" chance 15/20/25, and upon activation, doubles that chance.the extra chance is added onto the original, meaning that silver edge can disable the passive 25% at max level, but cannot disable the active 25%.
Ok, she has a weakness, andhas to buy blink, Abyssal, and even then she still has problems with people running away. No matter how I picture it, I can only see an Ursa with no q, running around trying to hit people. Glimmer and ghost scepters are a thing, but she needs to have at least some way to kill before she gets lockdown items, like every other carry in the game. To show an example, try to name one melee carry, without any way to stick to an enemy.
The problem isn't because the passive dictates how you play. The problem is that said passive is very RNG based, and forces you to focus on the stalked target, or suffer a severe damage loss. What if the stalked target dies? Does the stalk debuff stay? Or is it gone until the next target appears? What happens to the previous target if you stalk a new enemy with your w? If it disappears, then what's the point of the RNG base anyway? To add on to that, if it disappears, then what's the difference between my change, apart from the removal of the RNG 5 min component?
That's what I mean by bad design, the idea is nice, but there's no thought process to the deeper mechanics.
Ah. I see. You are looking for clarification - not a redesign. Because the way I took "bad design" was "This skill was designed badly, you should replace it with something else." I will clarify when I have time.
The Q was my mistake, i'll admit that. Didn't properly read the skill.
As for her Ult, the problem is the active. One spell, as long as it is a projectile, dodge for free on a 20 second cd. It's too broken.
How is that different than Rage, per se? I mean, unless I'm missing something, Rage is a quote unquote "dodge" for every spell in 6 seconds, on a 16 second cd. What am I missing that makes this spell OP?
One single Spell can mean the difference between a failed gank or a successful gank. There's too many spells that you can dodge with this ability that can make or break a brawl, or even a teamfight. Apart from my previous idea, the other option I can think of is to make the "evasion" chance 15/20/25, and upon activation, doubles that chance.the extra chance is added onto the original, meaning that silver edge can disable the passive 25% at max level, but cannot disable the active 25%.
I like the idea. However, I'll stick to what I have for now until you explain what's bad about my idea. Just pride and stubbornness, I suppose.
Ok, she has a weakness, andhas to buy blink, Abyssal, and even then she still has problems with people running away. No matter how I picture it, I can only see an Ursa with no q, running around trying to hit people. Glimmer and ghost scepters are a thing, but she needs to have at least some way to kill before she gets lockdown items, like every other carry in the game. To show an example, try to name one melee carry, without any way to stick to an enemy.
And that is precisely the point - for me, PA was never supposed to be a carry. She has the work "assassin" in her name, for goodness's sake. She supposed to go kill people with items like Silver Edge and Orchid Malevolence or something. She's supposed to go hunt down whoever has the E marking on it and murder them.
My comments are in some colour. I honestly don't remember.
Maybe I should have explained what I was going for more clearly.
As you can see from the lore, this is what the sisters of the veil does:
1) Some divination thing to determine target
2) Kill the target
3) Repeat
So {E} was supposed to be like that, and her skill set revolves around killing that target.
I'm thinking of giving her {W} less damage but a silence. What do you think?
I have said it before, so in synthesis: I do love the Coup the Grace idea. IMO it's the closest you can get to the hero lore, without spoiling it and buffing it at the same time.
I don't like the new concept of Stalk though. It makes for a weird kind of Slardar, and I'm not sure it solves her problems while keeping the core idea of the hero, being an assassin, that you said yourself you want to have.
You want her to be more of a ganking hero, that might be fun. Maybe keeping the armor reduction idea only, not the vision one, so that she can go lifesteal/ganking items/close-gapers (since she lost her blink with your idea, if I'm not mistaken).
The dodge idea, similar to Hamster, might be interesting, I'm always afraid it's too strong though, if it allows to dodge every kind of damage and the numbers are not tweaked right (for which I don't have competence). But interesting paths, keeping something of all the good ideas already talked about :)
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