Heróis a Serem Lançados (HoN Hive Mind - Dota Meepo)
2 participantes
TeaM KingS :: Games: :: Heroes of Newerth :: Heróis (Guias)
Página 1 de 1
Heróis a Serem Lançados (HoN Hive Mind - Dota Meepo)
HON É HIVEMIND - NO DOTA É MEEPO
Stats
Stat growth is, for the most part, lower than Meepo's to make room for the Birth bonuses, with the exception of agility, to make up for the lack of bonus damage from the remade version of Geostrike.
STR: 24 + 1.2
AGI: 22 + 2.4
INT: 19 + 1.5
Speed: 300
Range: Melee
Story
Forged from the souls of the countless dead, the Hivemind is an undead mass of slime and filth that represents the very vices of the living. When warriors see the Hivemind slithering across the battlefield, they feel not just fear and awe, but sympathy, a sad acknowledgement that It is a reflection of their own existence.
Visual Theme
The Hivemind is a weird humanoid monster, to conform with S2's current hero designs. However, instead of making clones, he raises tentacles from the ground. The tentacles should be wet and slimy; and the sound design should follow. He should not look like something of this world, and certainly not a hero you'd allow near you. If tentacles are a bit too strange, there are other visual substitutes, such as a gang of thieves or "ninjas". But for the sake of a cohesive theme, let's assume the tentacles are in!
Stats
Due to the powerful bonuses provided with additional tentacles from Birth, the Hivemind's stat growth is comparable, but lesser than Meepo's.
Meepo
This hero is a remake of Meepo the Geomancer. Numbers are based on his DotA numbers. Meepo was a character with many weaknesses: rigid item build, poor late-game scaling, and a small window of ownage opportunity. Specifically, he leveled faster than everyone else, so he tended to be able to zerg up to LVL16 quickly. On the other hand, because his item build was so restrictive (Treads, Vlads, and Mekansm), his late game capability, as well as the point at which he became useful, was severely hindered. This remake is designed to compensate for all of these weaknesses, and to make the Hivemind a fun hero to play at all levels without breaking the concept completely.
__________________________________________________________________________________________
Abilities
Tunnel Bind
The Hivemind sends a tentacle ripping through the earth, surfacing at his enemies and impaling them.
Largely identical to Meepo's Earthbind, but trapped enemies will have reduced magic armor.
Skill Type: Active
AoE: 225
Mana: 100
Duration: 2
1. -0.5 magic armor. 20 cooldown. 500 cast range.
2. -1.0 magic armor. 16 cooldown. 750 cast range.
3. -1.5 magic armor. 12 cooldown. 1000 cast range.
4. -2.0 magic armor. 8 cooldown. 1250 cast range.
Balance: Gives Earthbind some additional offensive capability with the magic armor reduction. Multiple Tunnelbinds will not stack in terms of magic armor reduction.
Visual: Instead of a net flying overhead, you see a shadow/deformation on the ground. When the "net" hits its target, tentacle spikes raise out of the ground and stay there until the spell is over.
__________________________________________________________________________________________
Whiplash
The Hivemind drills underground, quickly appearing at the position of another tentacle. Enemies at the departure and arrival locations get slapped by fat, wet tentacle!
Largely identical to Meepo's Poof, but you can also teleport to the location of enemies caught by Tunnelbind. I'm aware Puppetmaster already has a skill called Whiplash, so bear with me as I think up a new name =P
Skill Type: Active, Single Target (Hivemind Tentacle or Tunnelbind Tentacle)
Windup: 1.5
1. 70 damage. 140 mana. 16 cooldown.
2. 90 damage. 120 mana. 14 cooldown.
3. 110 damage. 100 mana. 12 cooldown.
4. 130 damage. 80 mana. 10 cooldown.
Balance: Allows a Hivemind that has successfully snared his opponents to teleport in and start dishing out pain. Damage is 10 less at LVL4 than Poof because of Tunnelbind magic armor reduction.
Visual: The windup time has the tentacle quiver. The "poof" has the tentacle do a quick 360 slap at both the departure and arrival locations. There are holes in the ground at both locations that slowly fade.
__________________________________________________________________________________________
Leech
Blistering cysts on the Hivemind's tentacles rend flesh into easily digestable bits, allowing the Hivemind to feed.
Similar to Meepo's Geostrike. Will slow enemies, but also leech their HP. Leeched HP will heal all allies in a 350 AoE. Like Geostrike, will stack--so the more tentacles hitting, the more everyone will heal. Unlike Geostrike, it does not provide a damage bonus.
Skill Type: Passive
1. 5% slow. 3 HP AoE heal.
2. 10% slow. 6 HP AoE heal.
3. 15% slow. 9 HP AoE heal.
4. 20% slow. 12 HP AoE heal.
Balance: Gives the Hivemind more survivability in direct fighting than Meepo. Also makes his passive less worthless early on.
Visual: Units healed will have a little gold tingle over their heads.
__________________________________________________________________________________________
Birth [Ultimate]
he Hivemind senses that the world is ready to see more of itself. It raises an additional tentacle.
Nearly identical to Meepo's Divided We Stand--tentacles recieve XP and gold, and can only use the Hivemind's boots, and if one tentacle dies, the Hivemind dies. The difference here is that you can select from three tentacles, in whichever order you wish, to suit your playing style. Each level gives you another choice; you must eventually get all three.
Skill Type: Passive
A. Wrath: all tentacles deal +25 damage.
B. Pride: all tentacles have +150 HP and MP.
C. Envy: gives the Envy active skill.
Balance: Allows the player to prioritize how he wants to play the Hivemind early on. Jungle players will want to go Wrath > Envy > Pride, gankers and nukers will want to go Envy > Pride > Wrath, and survivalists will want to go Pride > Envy > Wrath.
Visual: Each tentacle looks different. Wrath's head looks like a blade, Pride looks like a club, Envy looks like a whip.
__________________________________________________________________________________________Envy [Subskill]
The Hivemind sends a jolt of pheromones to his tentacles, causing them to go into beast mode.
Gives a temporary 30 bonus AS and MS to the Hivemind and all tentacles for 10 seconds. This skill only has one level, and if obtained, takes the spell slot of the ultimate.
Skill Type: Active
Mana: 50
Duration: 10
Cooldown: 30
Addendum
3 years ago, I made a hero called the Puppeteer and posted it on the DotA-Allstars forums.
http://forums.dota-a....howtopic=75444
He was completely different from other heroes in that he did not have an attack. Rather, he had invulnerable summons--marionettes, that would attack whatever target the puppeteer attacked. He had three original skills--Siphoning Bind, which is similar to the current HoN Puppetmaster's Puppeteer's Hold, except that it also drained HP and Mana, Essence Swap (later swapped out for another skill), in which the Puppeteer would swap positions with a marionette, dealing damage on arrival and departure, and Resonate, a passive which gave marionettes a chance to gain stats with every blow. He began with a single Marionette, but would ultimately be able to control four with his ultimate, Raise Marionette.
Sound familiar? Siphoning Bind was changed to Earthbind, Essence Swap to Poof, to Resonate to Geostrike, and Raise Marionette to Divided We Stand. My Puppeteer turned into Meepo the Geomancer, partly because of the strange mechanics of the original, but no doubt also because of the limitations presented by the Warcraft 3 engine and the complexity of the original hero.
When I played him for the first time after getting back into DotA after a half-year hiatus, I was both proud at his implementation and disappointed at the way he was implemented. My original vision of how he was meant to be was changed dramatically.
When I joined the HoN beta, I was quite happy that Geomancer hadn't been included yet. I was also happy that he made a lot of players' "must-port" lists. He's seen as somewhat of a "joke" hero by many, even though he's seen a good bit of competitive play. The current DotA version, while still strong, doesn't solve a lot of the problems he has--poor scaling, small window of opportunity, and a singular item/skill build. Hopefully this remake will allow for more creativity in playing him.
Thanks for looking!
__________________________________________________________________________________________
Tradução em andamento em breve estará tudo traduzido, porcentagem de tradução 1%.
Re: Heróis a Serem Lançados (HoN Hive Mind - Dota Meepo)
Só eu que acho que esse hero é fan-made?
-Kael.- Número de Posts : 96
Data de inscrição : 15/08/2009
Reputação : 0 Pontos : 26971
Re: Heróis a Serem Lançados (HoN Hive Mind - Dota Meepo)
Eu não acho que esse hero é ''fan-made'' por que tirei do forum oficial do Heroes of Newerth..
Re: Heróis a Serem Lançados (HoN Hive Mind - Dota Meepo)
TroiA escreveu:Eu não acho que esse hero é ''fan-made'' por que tirei do forum oficial do Heroes of Newerth..
postado pela staff?
-Kael.- Número de Posts : 96
Data de inscrição : 15/08/2009
Reputação : 0 Pontos : 26971
Re: Heróis a Serem Lançados (HoN Hive Mind - Dota Meepo)
TroiA escreveu:Sim postado pela staff do HoN
Aí é outra história.
-Kael.- Número de Posts : 96
Data de inscrição : 15/08/2009
Reputação : 0 Pontos : 26971
Tópicos semelhantes
» Heróis a Serem Lançados (HoN Builder- Dota Goblin)
» Heróis a Serem Lançados (HoN Rampage - Dota Barathun)
» Heróis a Serem Lançados (HoN Corrupted - Dota Razor)
» Heróis a Serem Lançados (HoN Witch Hunter - Dota Lion)
» Heróis a Serem Lançados (Não Sei quem é)
» Heróis a Serem Lançados (HoN Rampage - Dota Barathun)
» Heróis a Serem Lançados (HoN Corrupted - Dota Razor)
» Heróis a Serem Lançados (HoN Witch Hunter - Dota Lion)
» Heróis a Serem Lançados (Não Sei quem é)
TeaM KingS :: Games: :: Heroes of Newerth :: Heróis (Guias)
Página 1 de 1
Permissões neste sub-fórum
Não podes responder a tópicos
|
|