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Lore: The Witch is a malevolent being, possessing spells and incantations great enough to destroy or horribly mutilate victims for life. She was once a well-read and practiced magic scholar, a young prodigy and a master of energy and healing. But one day, something within her snapped, and she began an unprovoked attack against the teachers in the Arcane Archive. She was outmatched and defeated, but the crazed woman escaped. From then on, she lived as a recluse in what came to be known as the Banshee Woods. She occasionally abducts hapless travellers in the middle of the night, their terrified shrieks echoing throughout the mountainside at which they are kept, thus giving the forest its foreboding name. Valiant warriors face her, hoping to free the captives, but more often than not, they are thrown in her dark, dank dungeons along with the other prisoners. Many speculate that the captives are mercilessly tortured or even sacrificed to please a pagan deity. However, her motives lie not in redundant rituals, but in strengthening the abundant dark magic that resides within her wrinkly exterior. Instead, the captives are cruelly experimented upon, and the new knowledge gained goes into improving her witchcraft. When her victims' uses are exhausted, she painfully extracts their life forces using a twisted version of her healing magic in order to further her own power and prolong her life. Woe be to those who encounter the Witch and live to suffer her disfiguring curse.
Q: Hexfire
Type: Target-Unit
Affects: Enemy heroes
Damage: Magical
The Witch curses the target enemy. When the target is disabled, it takes damage and then takes damage over time based on her intelligence for a short duration afterwards.
- 700 cast range
- 40/70/100/130 initial damage
- 0.8*intelligence as damage over time for 3 seconds
- 5 second debuff duration
- 50/70/90/110 mana cost
- 20/15/10/5 second cooldown
Agony is wrought using flames fuelled by the pain of her victims.
Notes:
W: Bewitch
Type: Target-Unit
Affects: Enemies
The target is horribly disfigured, disarming and greatly slowing it.
- 600 cast range
- 100% slow and disarm
- 2.5/3/4/5 second duration
- 110/120/130/140 mana cost
- 25 second cooldown
Enemies are heavily impeded by malignant growths appearing on their bodies.
Notes:
E: Shared Suffering
Type: Target-Point
Affects: Enemy heroes
After a delay, the Witch draws a circle in the ground with blood that links the fate of all enemy heroes in an area. Slows, silences, disarms and all of the Witch's spell debuffs are shared between enemy heroes in the circle for a short duration.
- 1 second delay
- 400 cast range
- 300/350/400/450 radius
- 3/4/5/6 second duration
- 120 mana cost
- 30 second cooldown
One man's afflictions can be felt by all in the presence of the Witch.
Notes:
R: Spirit Drain
Type: Target-Unit
Affects: Enemy heroes
The Witch binds her soul with that of the target enemy, draining its strength and turning it into intelligence for herself.
- 450 cast range
- 2/3/4 strength drained per second
- 2/3/4 intelligence gained per second
- 6 second duration
- 15 second strength reduction and intelligence bonus duration
- 100/150/200 mana cost
- 120/110/100 second cooldown
Aghanim's Scepter Upgrade
- 3/4/5 strength drained per second
- 3/4/5 intelligence gained per second
- 10 second duration
Weaker souls simply serve as batteries for Hama's atrocities.
Notes:
Counts as a debuff, so it can be transferred to multiple enemy heroes via Shared Suffering.
Is NOT a channelling spell.
When killing Witch Doctor:
"You need more witch and less doctor."
When killing Lion:
"
"Even with all my power, I can't make you any uglier."
When casting Hexfire:
"I have something for you."
When Hexfire activates:
"I delight in your suffering!"
"Enjoy your pain."
"Yes, yes!
When casting Bewitch:
"Mutation!"
"Disfiguring curse."
When casting Spirit Drain:
"What's the matter? Feeling faint?"
"Feed me..."
E is.... Er.... It seems op when abused with other hero.
CD has been nerfed to 25/23/21/18 seconds. Do take note that it can be dispelled and enemies can still cast spells.
E is OP when used in combination with the spells of another hero. But aren't all spells like that? For example, Ensnare + Cold Feet = Guaranteed immobility for 7 seconds. Even Earth Spike + Light Strike Array is an example of synergy between heroes. Yes, the spell I am proposing is strong, but it has a 30 second cooldown, so bad placement means that you have one less spell for the rest of the fight (sort of like tombstone), but splendid placement means that you probably won the game for your team. The cast range is also pretty small, meaning that she might already be burst down before using the spell in a stellar location.
Though i think it needs some formation delay like Kinetic Field
Still, great idea.
>Well thought!
Great suggestion! That would make it a lot more balanced. The delay will be small (like a second or so), but that would give time for enemies to reach the edge of the circle and thus negate most of the disables that would be transferred to them. And thanks for the compliments, too :).
So if one person in the Bloody, Satan Circle gets afflicted by Doom, would everyone get it? Cause that wouldn't be synergy, that would just be OP. And it's not just Doom that would be OP, Amplify Damage and Track would also be terrifying.
So if one person in the Bloody, Satan Circle gets afflicted by Doom, would everyone get it? Cause that wouldn't be synergy, that would just be OP. And it's not just Doom that would be OP, Amplify Damage and Track would also be terrifying.
Doom cannot be transferred, because it is counted as a mute. Track and Amplufy Damage can, but if the original target of the spell walks out of the circle, then the spell will stop being shared.
Not really too sure about the spell synergy here...
[Q]
~250 ish damage with magic resist, on a 5s CD, around midgame seem fairly reasonable. Not too bad for finishing fleeing Heroes.
This is the only spell I don't really have a contention with.
[W]
The utility it provides wildly outclasses Demonic Purge, with the ability to lock out physical DPS and slow for 100%, rendering already niched heroes like Night Stalker and Ursa effectively useless. No way this isnt OP at 18s CD.
[E]
This really depends on what you classify as a "disable" - Cyclone? Silence?
Now maybe we consider, say, Dragon Tail on an ally. 4s stun on everyone? I don't think so.
It's an interesting spell concept, but to turn every single target spell into Storm Hammer or Global Silence gets ridiculous very quickly.
[R]
The only spell I can actually say is lackluster with respect to the other spells in the Witch's kit. While the rest provide some large scale disables, this one is merely a watered down version of Life Drain with Astral Imprisonment.
Maybe consider using elements of the old Mortal Strike; it offers a greater degree of disabling power in a short burst of time.
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