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This is going to be the most broken hero idea ever, so help me out, ok?
I've been thinking about this hero idea for a long time, and I'm still not too sure about it, so... here goes everything! Statistics
Faction: Radiant
Primary Attribute: Intelligence
Attack Type: Ranged
Role(s): Semi-Carry, support
Strength: 64.6 at 25 (19 + 1.9) Agility: 72.4 at 25 (22 + 2.1) Intelligence: 89.8 at 25 (25 + 2.7)
Damage: 49-51
BAT: 1.7
Range: 650
Armour: 1
Movement Speed: 300
{Q}: Place Mirror
Casting Method: Active
Targeting Method: Point
Allowed Targets: N/A
Khongon places a mirror on the ground, reflecting all sources of light coming from himself. He is allowed 4/6/8/10 mirrors at a time. If more than this limit is placed, the oldest one will disappear. These mirrors are invisible to the enemy, but is revealed by true sight. These mirrors also have no hitbox.
The most important tool in Khongon's kit: polished mirrors.
Notes
The targeting method is a bit complicated. First, you click where you want the centre of the mirror to go (point 125), then you click again to set the direction. The mirror will be placed perpendicular to an imaginary line drawn from click 1 and click 2.
{W}: Light of Revelation
Casting Method: Active
Targeting Method: Point
Allowed Targets: N/A
Khongon releases a burst of light that gives vision, true sight, and blinds. Upon reaching maximum distance, the light will dissipate. If the light touches a mirror, the maximum distance will be reset and the light will bounce off the mirror.
This is hard to explain. (LoR = Light of Revelation)
Scenario 1: You use LoR. It goes the max distance, and it reveals the enemy Riki for 5 seconds.
Scenario 2: You use LoR up a cliff. It gives vision and is spots an enemy ward. It goes the max distance and dissipates.
Scenario 3: You use LoR. Upon traveling 400 units, it hits a mirror. It then bounces off the mirror (Angle of instance upon cast = angle of reflection) and can now move the max distance away from the mirror, and not the point of cast.
{E}: Shocking Light
Casting Method: Active
Targeting Method: Point
Allowed Targets: N/A
Khongon shines a bright light on his foes, mini-stunning them and slowing them. Deals minor damage.
Khongon turns his attack into bright beams of light, and his attacks can no longer miss due to evasion. His attack is no longer unit targeted, instead, it is ground-targeted and can hit units in the fog of war. He also gets bonus damage based on his intelligence. This light can bounce off mirrors, but will lose some of its damage.
Projectile Speed: 1500/2000/2500/3000
Damage lost per mirror bounce: 50/40/30%
Intelligence multiplier: 1.2/1.4/1.6
The light will find you.
Notes
Yeah, ground targeted attacks. Hard to set up the mirrors and stuff, but can be devastating.
Also, Khongon range is the bolt's range, which gets reset if it touches a mirror
I don't have much to say about this hero other than it is really, really hard to place the mirrors and aim your spells in the heat of battle unless your spells and attacks are instant (which they pretty much are).
If there an option to turn off the ground-targeting of Luminescence? Because it can be problematic if enemies run in front of each other to block your attacks and prevent you from getting the last-hit on them. If there isn't, then I'd suggest redesigning the spell a bit. Perhaps when the spell is activated, a new ability "Luminescent Ray" appears in the place of the ultimate. It is an area-target spell that does your attack damage + the multiplier in damage with a short cooldown. Your normal attacks still receive the bonuses, but do not have the intelligence multiplier and are unit target as usual.
Btw, Luminescence has an extra level in range. Fix that please :).
I don't have much to say about this hero other than it is really, really hard to place the mirrors and aim your spells in the heat of battle unless your spells and attacks are instant (which they pretty much are).
If there an option to turn off the ground-targeting of Luminescence? Because it can be problematic if enemies run in front of each other to block your attacks and prevent you from getting the last-hit on them. If there isn't, then I'd suggest redesigning the spell a bit. Perhaps when the spell is activated, a new ability "Luminescent Ray" appears in the place of the ultimate. It is an area-target spell that does your attack damage + the multiplier in damage with a short cooldown. Your normal attacks still receive the bonuses, but do not have the intelligence multiplier and are unit target as usual.
Btw, Luminescence has an extra level in range. Fix that please :).
Hey Pory!
Well, if people stack, the bounce mirrors around them?
The cast range on Mirror is good enough so you can place one and immediately attack, or even attack, then place a mirror in front of the attack.
Blink dagger is core, obviously.
Maybe I'll turn it into a toggle? Or make it a toggle between ground target and bonus damage?
Sorry, this time I won't be doing my job criticizing on you since my internet's still down and all, I don't feel comfortable writing too much stuffs on my phone (I had to force myself to vote in FoC already as well lol).
Thus, I'll just tell you that I've made a hero quite similar to this, you might want to check it out for some references (although it's not that good.)
I'll come by in like two day or three for a detailed feedback.
Hi Sofa!
Sorry for being sooo late lol
I've gotten my internet fixed since quite a while back, but I'm quite busy lately (and all the time I have I spent on getting Kardel ready for FoC). So yeah, sorry.
Anyway, here goes:
1) I'd like to start with the overall idea of the hero, which I think is fantastic. The idea of "recycling spell" through reflections is an interesting idea, and his ultimate skill is a really interesting skill to me. I also love how you make it clear that this hero is meant to be a semi-carry. I mean, his skill sets really scream that he is something similar like Queen of Pain (which is why I think that you should add ganker/roamer as a role). Kudos for that. Nonetheless, I don't think this hero can ever become a support, considering he requires level and gold lead to be able to be at his finest. I think you should remove support as his role.
2) However, comes the bad point. I really think that sacrificing a skill slot (and thus, point) for a skill that does literally nothing is bad. His [Q] acts only as Stone Remnant, and it is unfitting for it to be an individual skill. I know that you want it to be scaling, but if I were me (like I did with Vargath), I would make a passive skill that increases his mastery toward it rather than making it an individual skill. The reason I say so is because he needs a level to spend toward it, which becomes a really big liability. Unless this is intended, I really think it is unneeded.
3) Furthermore, you didn't explain how the most important point of bounce system works; "Do all enemies receive full damage from each bounce?" I mean, you make it clear where the things will bounce to, and even the damage of his ultimate is explained. However, you didn't explain how his [E] and [R] interact with heroes. Do they receive full frontal damage? I mean, if one hero receive the ongoing damage, then it is reflected, will it deal 200% damage? Since you didn't specify it, one mirror can reflect lights for multiple times, that means it can also make a loop of a spell by creating a basic shape.
4) If so, your [E] is practically OP. I know that the preparation will not be nifty, but take for instance that just 2 mirrors put very near to each other (say 100 units away each), and are facing toward one another, it will create an infinite loop damaging all units within the created line. Considering that your [E] mini-stuns, it will deal infinite damage. You really need to specify these things.
5) Anyway, that's the main issue with this hero, let's move to lesser issues. Let's start with the [W], since I've already talked about [Q] and my opinion on making it an inbound skill. [W] is rather interesting, it's kind of Lightning Bolt/drunken haze, I can dig it. However, the problem with this skill is that it does not benefit from the mirror reflections (almost at all), which makes me wonder why do you even want this skill to reflect. Anyway, let's crunch the numbers of this skill, shall we? I think it's very weak that it only reveals for 300 radius wide (even if it can be very long by bouncing it), and the miss chance is too negligible early on but is quite strong late game. I'd actually recommend that you increase the radius and make the miss chance static, but increase the duration of both true sight and blind instead for some value point in leveling this skill. Another option that I think is more interesting is making the miss chance stacks the more time he's hit with this skill via reflection. This way, it solves both of the problem I just said.
6) Now moving to [E]. I did say it's terribly OP if the point in fourth is not changed, however, even if it is, 200 damage is still too high. I mean, it deals a 400 damage nuke just with ONE mirror. That, on top with the huge slow and low mana-cost and cooldown makes it really strong. Another point is that this skill starts horribly, making it useless to be taken once (forcing players to level it up and creating a linear build). I'd recommend either increasing the mana cost and changing the scaling into something like 100/125/150/175.
7) Finally the ultimate... I'm not very sure about this, sorry. I guess I have to see it in actual action to be able to judge properly. I'll just ask some questions regarding it: the bonus damage equals to 1.2/1.4/1.6 * intelligence added to actual dealt damage or it simply changes the damage of INT (seeing that it is his primary stats and it gives 1 damage initially). I mean, the first one is kinda huge, while the second one is pretty miniscule amount. Without any item, in his level 25, the first one will deal 90*1.6 + 90 damage + 50, which equals to 284. That is huge. While the second one will deal 90 *1.6 + 50, which is a measly 194. Compared to his initial damage of 140, the first kind grants 154 bonus damage and the second 54 bonus damage. I'll let you decide on this, I mean, I don't think I can count the damage/reflection part since it factors a dissipating damage. Oh, and also, I'd probably make the attacks from his ultimate piercing (damage all enemies in range), but if you do that you'd need more nerfs.
8) Anyway, interesting concept, but you'd need some thinking in the part of value skill points. It seem that some of your skills desperately need to be leveled and some are really useless if leveled, due to the scaling problem you have. Nonetheless, great work! Keep up the great job! :D
There will always be a way out since you have to be able to send the light in. In the case that you place a mirror after the light comes out (which would take really fast reflexes), no enemy would walk through there...
I don't see how it's 400 damage with a mirror. Maybe I didn't specify, but once the light hits a hero, it's gone. Poof.
Maybe I should add a maximum bounce limit?
EDIT: When I get around to it, I will change the {W} and the {R} respectively.
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