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*Q:Bioscythe:[Magical] [Active]: Buff bonus dmg and 100/115/130/145 % LifeSteal in next 1 attack, last 7 sec buff duration. Deal 40/80/120/160 bonus dmg CD: 17 MP:50/60/70/80
*W:[This spell contain 2 spells, active 1st skill will grant ascess to 2nd skill, 2nd skill only appear in 1st skill cd ]
#1: Dash:[Magical] [Active] Dash forward 475 range, enemy that collide in his path will be pull back 300 range in 1.5s with 50/85/120/155 dmg. CD:15 MP:90/100/110/120
#2: Spine Strike:[Magical] [Active] Hurl out a ring of knifes that deal 50/75/100/125 + 1.25xInt as dmg in 375 AoE, slow 25% MS in 1.75s CD:13 MP:140
*E: Insect chain:[Magical] [Target Unit]: Throw a bionic chain stick to target, it will be break within 575 range. In 3 sec, if the chain not be break, target will take 75/125/175/225 dmg and stun for 1.8s CD:19 MP:120 CastRange:425
*R: Consume:[Target Unit] With power of a predator insect, Blur regaining HP and MP with each unit he killed, count 6x when kill a hero. Killing hero also give him +1 to all attribute. Active use to insant kill a creep at melee range and absorb 100% of its current HP.
30/40/50 MP per kill 25/30/35 HP per kill. CD:30/25/20 MP: 100/120/140
__________________________________________________________________________________________________Art by Jason Engle
In every creative process, there has always been something known as Information Overload. It is adding too many features to a simple, original idea until it looks and feels messy and complicated. I think that this idea has succumbed to this condition. I believe that dota heroes should have easy-to-understand skills that clearly define their gameplay. A complicated skill here and there is ok most of the time, but not an entire skill set. Just a little suggestion :)
In every creative process, there has always been something known as Information Overload. It is adding too many features to a simple, original idea until it looks and feels messy and complicated. I think that this idea has succumbed to this condition. I believe that dota heroes should have easy-to-understand skills that clearly define their gameplay. A complicated skill here and there is ok most of the time, but not an entire skill set. Just a little suggestion :)
Please tell a little less complex, its so hard to understand all stuff u were talkin about cause, am not america or else :| Does all this mean my idea is ****s? Or it too hard to find out what all this spell description?
Please tell a little less complex, its so hard to understand all stuff u were talkin about cause, am not america or else :| Does all this mean my idea is ****s? Or it too hard to find out what all this spell description?
The idea is certainly not ****. My point is that the format is quite messy, and that all of his skills are too complex. Two of his skills have separate effects which makes him quite imbalanced as a ganker. Now I have some questions and suggestions.
For Biostrike, what is %LS?
Critical strike is an unnecessary passive to his Q, since Biostrike already does enough damage by itself.
What is the range on Dash?
The break distance for Insect Chain should be reduced, because you can already pull people over with Dash. You could even combine Spine Strike and Insect Chain into one skill if you want.
I don't think the stat gain per kill on his ultimate is balanced, its better than Silencer's Glaives of Wisdom. Even if it is an ultimate, it has too many effects that make it good. You could just make it increase your Strength and Agility by, maybe 1 each per kill, and the creep consume could heal his health and mana increase his spells' damage by a percentage of the creep's health or something. It combos perfectly with all his skills.
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