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Maltius, The Sky Guardian

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Forum » Hero & Item Ideas » Maltius, The Sky Guardian 17 posts - page 2 of 2
Permalink | Quote | PM | +Rep by Bunkansee » July 7, 2014 3:04pm | Report
TheSofa wrote:

Yup. Have you ever seen a Rubick throw every ne up a cliff, then Lich comes along and drops a Chain Frost on them? Not to mention a Weaver killing all the couriers they were trying to deliver TP's!


Dota wtf moments. Happens all the time xD

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Permalink | Quote | PM | +Rep by porygon361 » July 7, 2014 3:59pm | Report
Anything is possible with this hero! Drop your teammate into the enemies' fountain when diving! Fly him into a patch of trees! Grief your team and watch them suffer :D.

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Permalink | Quote | PM | +Rep by oldKainen » July 7, 2014 4:17pm | Report
Really really nice concept.
A very powerful support in able hands.

Has anyone tried to send the hero concepts to the game staff? We have a lot of nice ideas here and most would cause a high impact to Dota metagame.

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Permalink | Quote | PM | +Rep by porygon361 » July 7, 2014 11:16pm | Report
oldKainen wrote:

Really really nice concept.
A very powerful support in able hands.

Has anyone tried to send the hero concepts to the game staff? We have a lot of nice ideas here and most would cause a high impact to Dota metagame.



Thanks for the compliment :).


I would like to do that, but I think they wouldn't accept it anyway. It's up to Icefrog to make the heroes, anyway. I'm currently doing these ideas for fun, so enjoy!

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Permalink | Quote | PM | +Rep by Bunkansee » July 8, 2014 12:54am | Report
oldKainen wrote:

Really really nice concept.
A very powerful support in able hands.

Has anyone tried to send the hero concepts to the game staff? We have a lot of nice ideas here and most would cause a high impact to Dota metagame.


Eh, I doubt they would accept them, but it's probably best to let them finish implementing all the old heroes first.

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Permalink | Quote | PM | +Rep by Azerevoli » July 8, 2014 10:54pm | Report
Turbulance - its a good skill to initiate as well to escape. the closest skill i can compare to this is Magmus Skewer with longer range and i belief faster travel time. not much i can say but best suggestion i could give is you probably want to scale the range. correct me if im wrong but 2 second knockback literally just like 2 second stun right ? so yeah thats fine thou :D.

Whisk Away - this is the skill which make this hero very unique. anyway im still thinking its way too weak for the skill to fill its role effectively. here my best optional buff you might consider :
-compared to Firefly the duration is too short.
-they need some buff, as it mentioning they were flying i'll assume they should have bird vision right ? just like Batrider Firefly.
-the purpose of this skill is to pick up allied heroes either to safe them or provide maneuver position on combat. giving acces to walk over all terrain is cool but without additional buff it would be fail, you might be want to add movement speed bonus during airborne.
-make it castable from distance around 300-600
does Maltius allowed to use another skills during the duration ?

Cloudguard - im sorry but i dont really get it, where is the damage ?

Windstorm - do you mean cyclone like eul cyclone ? its mean they invulnerable when lift up ? or not ?. what you mean the slow increase per second ? how much the limit.

well thats all i can say :)



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Permalink | Quote | PM | +Rep by porygon361 » July 9, 2014 1:27am | Report
Azerevoli wrote:

Turbulance - its a good skill to initiate as well to escape. the closest skill i can compare to this is Magmus Skewer with longer range and i belief faster travel time. not much i can say but best suggestion i could give is you probably want to scale the range. correct me if im wrong but 2 second knockback literally just like 2 second stun right ? so yeah thats fine thou :D.

Whisk Away - this is the skill which make this hero very unique. anyway im still thinking its way too weak for the skill to fill its role effectively. here my best optional buff you might consider :
-compared to Firefly the duration is too short.
-they need some buff, as it mentioning they were flying i'll assume they should have bird vision right ? just like Batrider Firefly.
-the purpose of this skill is to pick up allied heroes either to safe them or provide maneuver position on combat. giving acces to walk over all terrain is cool but without additional buff it would be fail, you might be want to add movement speed bonus during airborne.
-make it castable from distance around 300-600
does Maltius allowed to use another skills during the duration ?

Cloudguard - im sorry but i dont really get it, where is the damage ?

Windstorm - do you mean cyclone like eul cyclone ? its mean they invulnerable when lift up ? or not ?. what you mean the slow increase per second ? how much the limit.

well thats all i can say :)



Turbulence is supposed to be like that, but it has a ****py and obvious cast animation and also a small projectile so that enemies can dodge it.

I agree with increasing the cast range of the Whisk Away and giving Maltius a movement speed Bonus when it is active. However, I don't think you can compare this to Firefly (other than the flying part). Firefly has a long duration coupled with a long cooldown to create a long trail of fire that can cause great damage to enemies, while Whisk Away has a short duration but short cooldown so that allies can be saved or repositioned multiple times during a fight. Like Firefly, attacks and skills can still be cast while airborne. Oh, and just to clarify, it does give him flying vision.

When I first conceived the idea for Cloudguard, I made it deal damage when it expands. But after I thought about it a little, I removed the damage component of this ability. This ability is activated when an enemy deals damage to the target of your Cloudguard.

When you turn on the Windstorm Aura, enemies that stand in the aura will be slowed by 10/15/20%. 1 second later, 10/15/20% is added to the slow value, making the total slow 20/30/40%. There is no maximum slow, too, but enemies cannot be affected by the aura for 7 seconds after they get cyclone'd (basically identical to the Eul's Scepter cyclone). Now that I think about it, I should add an activated mana cost so enemies can't abuse the aura's slow by toggling off just as the enemy is going to be cyclone'd.


I hope you understand and accept the changes and explanations I've made :).

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