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On a dark stormy night, deep within the Sky-crest Caverns. A priest sits in front of a makeshift shrine, begging for help from the sky. The ongoing battle between Radiant and Dire has ravaged the land. Leaving nothing but destruction. Growing crops is futile, and the people needed a solution. And so the priest was sent to beg the sky gods for help. But she got much more than expected. The Gods in the sky imbued the priest with the power to control the rain. The priest's name was Aora. She practised her powers on watering crops, putting out fires and fixing the destruction left by the battles. And once she had trained enough, she left for the Radiant Ancient. Hoping her powers could bring the Radiant to victory, and to end the (what seemed to be) endless battle. (Just a little try at a backstory).
Just a little idea I came up with when I was bored, don't really know how far/big ranges and radius' are but hopefully I didn't make them too large :)
Aora, Mistress of Rain (RadiantHero)
Base stats, Health: 462 Mana: 322 Strength: 15 Agility: 14 Intelligence: 21 (Primary Attribute) Movement Speed: 290 Armour: 1
Q: April Showers, (Channeled) (AoE) (Target Point) (Can be canceled at any point during channeling)
Aora showers the target area with soothing rain. Restoring allies' health and slowing enemies. (spell will cancel if player moves or is stunned)
Radius: 300
HP restored per second: 40/60/80/100
Duration: 5/6/7/8
Movement slow: 10%/15%/20%/30%
Mana: 50/60/70/90 Cooldown: 13/12/12/10
W: Droplet Barrage, (Target Point)
Aora fires a barrage of droplets in a line, dealing damage and pushing enemies backwards.
Range: 600/650/700/800
Damage: 100/150/210/260
Knockback Distance: 150/250/350/370
Mana: 100/120/130/140 Cooldown: 8/7/6/5
E: Wind Resistance, (Passive)
Aora has learnt to become resistant to strong winds, allowing her to move faster and be more evasive.
Movement Speed Boost: 10%/15%/20%/25%
Chance to Evade: 10%/15%/20%/25%
R: Downpour: (AoE) (Target Point)
Aora summons clouds to a target location to shoot heavy raindrops down in a large AoE. Which deals heavy damage per second, and destroys trees. Enemies are also slowed in the radius.
Damage: 80/90/100 (Aghanims: 125)
Radius 500/600/800 (Aghanims: 950)
Duration 6/7/8 (Aghanims: 12)
Slow: 10%/15%/20% (Aghanims: 25%)
Mana: 200/300/400 Cooldown 120/110/100
I like this. It's a pretty flexible hero, good for supporting and controlling the field. I like the backstory, it avoids so many of the cliches that dota heroes tend to get in their lore. Pretty balanced, though that Q heals a LOT. I'd have to see it in action to know whether it's too much, but it basically makes it nigh impossible for the other team to fight under it and win. The R also does a lot of damage in a decently large radius... it's probably fine, but again, I'd have to see it to know for sure.
Overall, like I said, a great idea with a solid execution. Let me know if you come up with any more ideas. :p
Thanks a lot for your comment.
Q might be a little too powerful. I added in the channeling so it could be countered via stun or something.
Maybe I'll nerf it a bit. And as for the ultimate, maybe the radius is too big? I'm not really able to picture how large it would be in my head, but I did want her to have a pretty powerful ult so she could take down enemies and be a support (similar to crystal maiden).
Thanks so much for your comment. And I have plenty more ideas so stay tuned! :)
The hero concept is quite nice and interesting, and in general the skills are somewhat balanced.
To be more clear, just put that the E gives Evasion. The Evasion could scale more linear, as 18% evasion is quite low.
I think you could decrease the duration of the Q - 13 seconds it's a lot. Maybe it could be something like 4/5/6/7 seconds, with the possibility to cancel the channeling.
Love this hero, man! You know guys, the Q isn't so OP, because it only has a radius of 300, so if allies come together to heal, they unwittingly clump up and make themselves vulnerable to AoE spells and ultimates. If she spots an enemy coming towards her, she can just use Droplet Barrage to push them back, and use the bonus speed to reposition. I can see Downpour being extremely effective when combined with other AoE ultimates (BLACK HOOOOOOLE), but I think it deals a little too much damage. At level 1 alone, it deals over 900 damage while enemies struggle to escape because of the slow (you forgot to add the numbers, so not sure what you have in mind). I suggest that you reduce the damage to 90 at level 1 (still does more damage than level 2 Ghostship, but its spread over time so it should be fine), scaling 90/100/110. The level 3 Dounpour still does 110 x 8 = 880 damage, which is nothing to sneeze at at any stage of the game. Also increase the cooldown to something like 120/100/80. An ultimate like this needs a longer cooldown to keep it balanced.
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