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War Bonds can make it so farming won't be a problem for him
CONS :
His skills don't have any good damage and are unreliable on its own.
Still cannot do anything about burst damage
LORE :
"To do no harm is my one and only oath "
Medicine is a weird thing to focus in a world full of magic and technology that is used only for malevolent intent. Ludwig is a young boy that grew up in war. Seeing his mother die with a no one to tend to her sickly body, he vowed to learn everything about this field and use everything he knows to bring life anew to all soldiers that fight for right. As years passed he then uses all the things he learned. Developing many first, the first antiseptic, first ever pain pills and adrenaline shots. However, due to lack of funding, he is forced to be a mercenary fighting war regardless of the cause but he never forgets his oath: Do No Harm.And after years he gain a doctoral rank in medicine. But a new war is calling him, a new cause to fight for and new people to save
Roles:
Support | Lane Support
Summary :
Dr. Ludwig, the Field Medic is a support range intel hero whose bread and butter is giving massive amounts of healing and support to other heroes. Med Packs makes a ward that gives constant healing for the next 6 seconds, Adrenaline Shots gives his allies boost but can also be detrimental against his enemies if he chooses to use it against them causing them to be always on the move lest they be damaged. His most unique ability is War Bonds this gives him the ability to exchange War Bonds for items everytime he heals, effectively lessining the time to farm for items and more on healing and supporting allies. His Ult is a steroids ultimate amplifying his already insane healing capability into greater heights. Ludwig Supports his allies using heals and nothing else which makes him unique but also weak when it comes to damage dealing however if he is left undisturbed he can be more deadly from start to finish
Str Agi Int
: 20 + 1.5
: 18 + 1.0 : 30 + 3.0
Health
H. regen
Mana
M. regen
Damage
Armor
Spell Dmg.
:
:
:
:
:
:
:
BASE
200
1
600
0.78
28 - 35
1.6
0%
Movement
Turn rate
Vision range
Attack range
Projectile Spd.
Attack Ani.
B.A.T.
Magic resist
Collision
Legs
[Q] Med Packs Channeled:Heals an ally per second with a max duration of 5, however while the ally is being healed, both are rooted but the ally you are healing can still attack and cast spells.
Max Channel Time
Heal Per second
Cast Range MANA COOLDOWN
: 5
: 50/100/150/200
: 150 : 180 : 20
An innovation of war, the medic is ready to heal whenever, wherever.
NOTES :
The effect is immediately stopped once Ludwig is stunned
Cannot be cast on spell immune allies
Blinking 500 radius away from him will cancel the spell
Is replaced with Med Packs - Stop Healing once the healing started
[W] Adrenaline Shot
Injects a shot of adrenaline to an ally giving them temporary health boost that ticks over time and boost their attack speed and movement speed. Can also be cast on an enemy causing damage per second every time said enemy is not moving.
ABILITY
DAMAGE TYPE
PIERCES IMMUNITY?
CAST ANIMATION
EFFECT DELAY
: UNIT TARGET
: MAGICAL
: 0.3 + 0.1
: 0
Temporary Health
Temporary health loss per second
Attack Speed Bonus
Movement Speed Bonus
Cast Range
Damage per second
Debuff Duration MANA COOLDOWN
Temporary health works similar to Left 4 Dead's temp health boost
Temporary Health is not amplified by the Doctor is in
By not "moving" it means being stationary and does not count things like attacking.
[E]War Bonds
With every healing he has done Ludwig is empowered, This causes him to gain War Bonds stacks per every healing he does. War Bond can be activated at anytime giving you War Bonds buff during which you'll be able to buy items without the need to use your gold as long as the buff is up or until you run out of credits, while the buff is active no War Bond charges can be collected. Max Charge is 6
ABILITY
EFFECT DELAY
: TOGGLED
: 0
Healing done for War Bonds
War Bond Value MANA COOLDOWN
: 240
: 50/75/100/125 : 0 : 1
Doing no harm can give yourself fruitful results
NOTES :
Once the war bonds are depleted you will now need to use gold to buy items
The Icon of the ability will have its colors go brighter depending on number of charges you have [/colors]
A tool tip will also appear showing how many credits you still have
Considers heals from his abilities and items (if it can heal)
Can only be silenced but is not breakable
Similar to Necromastery of Shadow Fiend
[R] The Doctor is in
Empowers Ludwig causing his healing to be amplified by a staggering amount which works for both his abilities and Items, Passively causes him to sense ally injuries quickly sprinting near the most injured of allies.Prioritize heroes
ABILITY
CAST ANIMATION
EFFECT DELAY
: NO TARGET
: 0.0 + 0.0
: 0
Healing Amplification
Health Threshold
Search Radius
Sprint Speed
Buff Duration MANA COOLDOWN
I really like this heroes Q and W (the Q might be a bit OP but it does root them).
However the E is merely okay and I dislike money-granting abilities in general. The R is, in my opinion, just a flat buff that replaces what could be a more interesting ability.
I generally dislike money-granting abilities as they generally are boring. This one just rewards you more for casting spells, which IMO is a bit lame. I understand that it might be intended for use to get money as a support. I just think it isn't a real 'ability'; it won't change your playstyle or the style of others.
The ult has a similar problem I think. It makes you run faster toward injured allies... but you still have only two spells. And I've never liked pure 'press r to get better' abilities. Doing something with his jetpack would be super cool. A bioweapon would be awesome. Protection from disables would be cool, or an Aoe purge and buff would change how enemies have to react to him. But instead he has a sprint and an overcharge. I think its a missed opportunity.
Overall I think the concept is flawed more than the implementation. Using technology makes it so AOE and buffs are hard to justify, and being a pacifist rules out a huge number of possible abilities. If he was a abjurer devoted to protecting his allies and weakening his enemies, the basic layout would be there, but I think you could do so much more. If he was a biologist who had created a death virus, he would be cooler, even if the disease didn't do any damage.
However, it is unique and it isn't terrible. I'm not sure what exactly I think I would change. I just wish he had more versatility than being a healbot.
"He who fights with monsters should look to it that he himself does not become a monster... when you gaze into the abyss the abyss also gazes into you." - Friedrich Nietzsche
Med Packs - I find this spell rather underwhelming. Good, but underwhelming. It's 150 cast range, channeling, and root to your allies, seems a lot of drawbacks for a 1000 heal (For comparison, Nature's Attendants heals 1100 health). But I do believe a flat buff to mana cost will suffice, like 50. Yes, 50 mana.
Oh and you forgot to replace this in your summary : "Med Packs makes a ward that gives constant healing for the next 6 seconds". I just felt like pointing it out.
The part of Adrenaline Shot that can target enemies is also underwhelming (melee cast range for unreliable 360 damage). But the allied bonuses are alright. Why are the effects on enemy cast and allied cast so different though? If a spell does X to allies it will be much better if it does the contrast of X to enemies. Instead of having an entirely new effect that's seems to random.
War Bonds and The Doctor is in. Well, they rely too much on Ludwig's heal. Too much that it's overkill. Without him carrying Mekansm, he got close to 0 impact on teamfights.
My suggestion would be to rework War Bonds. I'll also advice to rework The Doctor is in as well, but I feel like I'll just make him into a new hero entirely. The new spell should be something of value in the face of teamfights, like a weaker but safer alternative of healing so that The Doctor is in wouldn't rely on Mekansm too much. You can also merge War Bonds with it to make you gain... 125 gold... per cast?
I really like this heroes Q and W (the Q might be a bit OP but it does root them).
However the E is merely okay and I dislike money-granting abilities in general. The R is, in my opinion, just a flat buff that replaces what could be a more interesting ability.
I generally dislike money-granting abilities as they generally are boring. This one just rewards you more for casting spells, which IMO is a bit lame. I understand that it might be intended for use to get money as a support. I just think it isn't a real 'ability'; it won't change your playstyle or the style of others.
The ult has a similar problem I think. It makes you run faster toward injured allies... but you still have only two spells. And I've never liked pure 'press r to get better' abilities. Doing something with his jetpack would be super cool. A bioweapon would be awesome. Protection from disables would be cool, or an Aoe purge and buff would change how enemies have to react to him. But instead he has a sprint and an overcharge. I think its a missed opportunity.
Overall I think the concept is flawed more than the implementation. Using technology makes it so AOE and buffs are hard to justify, and being a pacifist rules out a huge number of possible abilities. If he was a abjurer devoted to protecting his allies and weakening his enemies, the basic layout would be there, but I think you could do so much more. If he was a biologist who had created a death virus, he would be cooler, even if the disease didn't do any damage.
However, it is unique and it isn't terrible. I'm not sure what exactly I think I would change. I just wish he had more versatility than being a healbot.
Well on this on you really got me, My idea on this is practically a support that does everything omni does except damage. The R really is a last minute addition even on its original conception that was posted long time ago in r/dotaconcepts I have nothing to add so its my last ditch to give him a steroid ability that amps his other abilities. Although another concept I have for him is to be this heal only utility that can combat what is now status resistance, his ult that I removed because I think its too stupidly OP at the time is Anti-Septic which is basically like Adrenaline Shot but instead it gives 100% status resistance making them fully debuff immune. That one I would have scaled like maybe 80%/90%/100% but the fact I did the original one before status resistance's introduction I opt it out, again I can replace the R with it.
The E though I won't change it I think its a unique passive only for him and him alone this is why I also did not include a GPM bonus as a talent
Med Packs - I find this spell rather underwhelming. Good, but underwhelming. It's 150 cast range, channeling, and root to your allies, seems a lot of drawbacks for a 1000 heal (For comparison, Nature's Attendants heals 1100 health). But I do believe a flat buff to mana cost will suffice, like 50. Yes, 50 mana.
Oh and you forgot to replace this in your summary : "Med Packs makes a ward that gives constant healing for the next 6 seconds". I just felt like pointing it out.
The part of Adrenaline Shot that can target enemies is also underwhelming (melee cast range for unreliable 360 damage). But the allied bonuses are alright. Why are the effects on enemy cast and allied cast so different though? If a spell does X to allies it will be much better if it does the contrast of X to enemies. Instead of having an entirely new effect that's seems to random.
War Bonds and The Doctor is in. Well, they rely too much on Ludwig's heal. Too much that it's overkill. Without him carrying Mekansm, he got close to 0 impact on teamfights.
My suggestion would be to rework War Bonds. I'll also advice to rework The Doctor is in as well, but I feel like I'll just make him into a new hero entirely. The new spell should be something of value in the face of teamfights, like a weaker but safer alternative of healing so that The Doctor is in wouldn't rely on Mekansm too much. You can also merge War Bonds with it to make you gain... 125 gold... per cast?
Oh **** it was the left over from the previous version, the chracter itself is in part based on the Medic Class from Battlefield. The old Q was going to be a point targeted ability where he will toss med packs in the ground it will have a 1 sec delay after that any ally in the radius will be healed based on an % of their health, basically a stationary version of Jugg's healing wards with the healing being lessen everytime the number of ally heroes in the area increases. The Adrenaline though I like it to make sense on enemies because irl its very hard to relax when you have an adrenaline shot being active on your body so basically it hurts when you relax and stuff. Although that suggestion already crossed my mind before but I thought its BS and annoying to play with.
The E again I would not change that but the Ult maybe be with this one as an alternative:
Anti-septic
Unit Targeted
Injects a serum to an ally causing him/her to have 80/90/100% status resistance for X seconds
Well I see that the idea is to deal no damage. However there are ways to aid in combat without dealing damage.
He could have a bioweapon that initially stuns a target for 3 seconds, and then the target gets a debuff for 10 seconds that stuns anyone who goes within a 300 radius of them for 3 seconds as well before giving them the after-stun-debuff, too.
He could have a jetpack that lets him fly to any point on the map extremely quickly but on a long cooldown, so he can be in any teamfight.
Or his jetpack could be more like an Io tether that lets him pull an ally with him so he can take someone out of a dangerous situation in a flash.
Or he could have an ability that greatly enhances stats, or gives tons of status resistance, or gives invulnerability for a tiny duration... there are lots of options that wouldn't heal or deal damage. He could have an attack modifier (like Impetus) that disarms the enemy for a short duration and costs a % of his mana.
And war bonds isn't a bad spell, it just feels a little bland.
"He who fights with monsters should look to it that he himself does not become a monster... when you gaze into the abyss the abyss also gazes into you." - Friedrich Nietzsche
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