Goals and Prompt for Design: Note: This hero was designed before Muerta's release, so some of the prompt may be out of date. 1. Make an extremely hard carry INT hero. A farming core that scales well. Not a tempo hero. This hero cannot carry the same way as any other hard carry or other existing INT carries. It has to be something unique Intelligence based. This hero will be a Nuker, and not a Pure damage orb right clicker like many of the existing INT carries. 2. The hero cannot be one-note and easily executed. In ideal design, INT carries require smarter players than your average STR and AGI carries. There has to be some flexibility in their mechanics. In this case, the skill for the hero will the derived from smart use of selectable debuffs, which itself is akin to an Invoker and offers a lot of outplay potential. The hero also has a complicated but very high impact ultimate that requires some skill to use properly. 3. Despite being an INT carry, make the hero scale better by making them scale well with all three attributes. Medusa in particular derives her might from how well she scales with all 3 attributes (though this applies to a lesser extent with heroes like Faceless Void or Slark, who get a ton of value out of a large mana pool). INT carries are extremely prone to being glass cannons, especially since its the only attribute that does not provide inherent survivability. Pure glass cannons are never the hardest carries, since they easily lose games they are stomping just by being initiated on. This focus towards all three attributes also adds flexibility since it allows the player to choose what path to take in building the hero. 4. The hero is an eldritch horror, the type that would scare Outworld Destroyer. The idea of time running out and inevitable fates is the main idea. Lovecraft frequently used rapid regeneration to show the horrific nature of his monsters, so this hero will incorporate that idea in its respawn reduction mechanics. It also fits with the hero's lore where the Crawler we see (and play as) is actually an avatar of the true multi-dimensional Cosmic Crawler that is constantly growing in power. |
Similar Heroes (Gameplay): |
Attributes: 15 + 1.4 [55 at level 30] 16 + 1.3 [53 at level 30] *19 + 2.2 [82 at level 30] |
Classification: Complexity ◆◆◆ Carry ◆◆◆ Nuker ◆◆◆ Disabler ◆◆◇ |
Base Stats: Health: 200 base, 500 at level 1 Mana: 75 base, 303 at level 1 Armor: 6 base, 8.6 at level 1 Damage: 30-36 base, 49-56 at level 1 Attack Animation (frontswing+backswing): 0.3+0.3 Base Health Regen: 2 base, 3.5 at level 1 Base Mana Regen: 0, 0.95 at level 1 Base Attack Time: 2.1/0.48 att/sec base, 0.55 at level 1 Initial Attack Speed: 100 Range: 600 Missile Speed: 1200 Movespeed: 275 Sight Range: 1800/800 Turn Rate: 0.9 Damage Block: 0 Collision Size: 24 Legs: 8 Gib Type: Ethereal Voice Actor: Dee Bradley Baker (Also voices Techies) (This hero does not talk, only makes creature noises) |
Level 30 Stats: Spoiler: Click to view
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ABILITY CAST POINT DAMAGE TYPE PIERCES IMMUNITY? |
: Target Area : 0.1+0.4 : Magic : No |
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DAMAGE AOE DURATION CAST RANGE PULL SPEED PULL DURATION MANA COOLDOWN |
: 3.6/4/4.4/4.8xINT in Damage : 230/260/290/320 (330/360/390/420 talent) : Lasts 1.4/1.8/2.2/2.6 seconds : 500/550/600/650 Cast Range : (750/800/850/900 talent) : 0 (175 talent) Pull Speed : 0 (3 Second talent) Pull Duration : 80/120/160/200 : 4 |
ABILITY CAST POINT DAMAGE TYPE PIERCE IMM? |
: Target Area : 0.1+0.4 : Magic : No |
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DAMAGE PER SEC AOE CAST RANGE STELLAR SHIFT THRESHOLD ARMOR PER HERO DEBUFFED MANA (ACTIVATE) MANA (SUSTAIN) COOLDOWN |
: 1.8/2/2.2/2.4xSTR damage : 450/500/550/600 Radius : 450 Cast Range : 29/32/35/38% HP : 41/44/47/50% HP (talent) : 0 (7 with talent) : 85/90/95/100 + 3% max mana : 11/22/33/44 + 2% of max mana : 6/5/4/3 |
ABILITY CAST POINT MS CAP RESPAWN CAP BREAKABLE? DAMAGE TYPE PIERCE IMM? |
: Target Area / Passive Affects Self : 0.1+0.3 : 160 (maxed 94/80/67 min) : 80 (maxed 94/80/67 min) : No : Pure : No |
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CAST RANGE TELEPORT DELAY DAMAGE/HEAL DEBUFF DURATION ARRIVAL AOE +1 to all stats every -1 Respawn time every +2 Movespeed every +0.5 Mana Regen every MANA COOLDOWN |
: Global : 5/4/3 seconds : 15/25/35% of Max HP : 6/8/10 seconds : (16/18/20 talent) : 1000/1200/1400 AOE : 70/60/50 seconds : 70/60/50 seconds : 70/60/50 seconds : 70/60/50 seconds : 400/600/800 : 90/60/30 |
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Hey there. Welcome to the site.
I'm glad you like Cosmic Crawler!
Thank you also for following me on the bird site.
Look at Invoker. The very same combo(for example: cold snap - tornado - meteor - defeaning) will ALWAYS be the SAME keys(QQQR-WWQR-D-F-EEWRD-QWERD) even if you try to do it a HUNDRED times.
I was considering this general stuff when I was making the two spells. I wanted to have Dimensional Rip and Cosmic Bind both able to use a variety of debuffs so that Crawler would have all sorts of tools to defeat it’s enemies if the player was good at using them. I was thinking of which ways to implement it. As heroes get only up to 6 buttons, that limits to 2 icons. This severely limits the options of picking the debuffs without massively complicating the hero ala giving Crawler its own Quas Wex and Exort.
Ultimately, the 4 modes toggle variety made the most sense to me, because there was already Power Treads in the game, so people would be able to figure it out based on that existing mechanic, though it’s a bit more high risk and variety than Power Treads, however, I think you may be overstating the comparison.
Invoker has 10 spells that all have really different effects and targeting systems. Each spell is used differently. Cosmic Crawler’s most complex spells are an AOE nuke and an AOE DPS spell and you’re just toggling the secondary effect. If you were playing Crawler, you’d have a good idea of what debuff you’d be using most of the time, either based on analyzing the situation or just personal preference. You would likely adjust your debuff accordingly before fighting even starts.
Example: If the most dangerous hero on the enemy team is Outworld Devourer you would adjust it to Silence/Inflation
If it was a Sven you would adjust it to be either Slow/Root or Blind/Disarm.
While, your hero will have to press 4 possible key combinations(Q, DQ, DDQ, or DDDQ) to cast the VERY SAME skill(and yeah, different number of letters for each, absolutely destroying the player's rythm). And what's more is he have another 7 skills of EXACTLY THE SAME 4 ways to cast(good thing that the half of those 8 uses W and F instead) creating severe confusion.
I think I disagree in a sense. This hero is not built around big playmaking combos where you rely very much on going into a “rhythm”. This hero only has 2 spells and 1 autocast orb, there’s not much comboing going on, but rather fast adapting. This is a strategic hero where your actions have to change based on what’s happening. Some quick reactions are needed, like if you normally keep your debuffs on Silence because the enemies got a bunch of spellcasters, but you need to act fast to Disarm an enemy right-clicker carry (let’s say Ursa) if they go on you or your allies, so you toggle twice (as it is 2 spaces away in the toggle cycle) and then cast the spell to save yourself or your ally. Being able to do that before you or your teammates die is your rhythm on this hero.
The rhythm thing is actually pertinent here; I think that like Tread-switching, it is just a new rhythm to learn. Like, Extreme Tread Switching where if you fail you or any ally dies like in that Ursa scenario above. In time a Crawler player would live and breathe the shifting toggles the same way most carry players live and breathe their Power Treads, where you instinctively know what debuff you’re on without having to look at the HUD.
I am glad you think so! No matter how frustrating you think this hero would be to play, it’s good you were able to enjoy something unique about this hero design. Probably the strangest one I have.
Look at Invoker. The very same combo(for example: cold snap - tornado - meteor - defeaning) will ALWAYS be the SAME keys(QQQR-WWQR-D-F-EEWRD-QWERD) even if you try to do it a HUNDRED times. And this 'repetition' is the most important thing about the hero design because it lets players subconsciously execute the combo without too much effort(even more if they go to the practice lobby, try to execute the combo w/o concsiously recalling what keys to press, and do it like a hundred times).
While, your hero will have to press 4 possible key combinations(Q, DQ, DDQ, or DDDQ) to cast the VERY SAME skill(and yeah, different number of letters for each, absolutely destroying the player's rythm). And what's more is he have another 7 skills of EXACTLY THE SAME 4 ways to cast(good thing that the half of those 8 uses W and F instead) creating severe confusion. Yeah, Invoker's 10 skills have unique keys thus 10 unique sets to memorize. But that only makes Invoker longer to master but only slightly harder to combo with once you have already mastered him(compared to lets say he only got 5 skills). And one more thing, while playing your hero, the player will ALWAYS have to look at the hud at some of the most crucial moments of the teamfights, messing up the players concentration and fun.
Hope you would agree to most of this.
Not mention that Crawler has 0 escape and 0 defensive ability. A perfect combination of dying a lot from ganks in the early game and dying a lot from all kinds of bursts in the late game.
The earliest incarnation of Crawler did not use magic damage but Universal (which has been patched out). I had an idea of him as using Pure (penetrating Spell Immunity) for a while once Universal was gone, but I was advised to make him a magic damage hero, so that he'd be more counter-able. Because of this, if you were to draft him, you'd throw him with some heroes to supplement physical damage like Templar Assassin or Bristleback. So yes, he is less like a traditional carry and more like an extreme damage-scaling version of a caster core like Leshrac, Zeus, or Tinker.
I did give him lots and lots of CC to give him the ability to defeat other carries once they had no more bkb duration. So it likely is more flexible than I am presenting them, but I do think it does enough damage later in the game to be more than just a debuffing utility support, since its DoTs can do 200-500 dps each, and his nuke can do 700-1.4k per cast.