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 [IR] Zetsu by Westfield

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Westfield
Hokage
Hokage
Westfield


Posts : 747
Age : 31
Location : Russia/England

[IR] Zetsu by Westfield Empty
PostSubject: [IR] Zetsu by Westfield   [IR] Zetsu by Westfield EmptyFri Nov 02, 2012 3:34 pm

Quote :
Name: Zetsu
Alias: Akatsuki Spy
Role: Support
Attack range: 450

Stats:

Str: 20 [+2.0]
Agi: 15 [+1.4]
Int: 24 [+2.5]


[IR] Zetsu by Westfield 1232661735420_f


Quote :

[IR] Zetsu by Westfield Icons_13707_btn
Hōshi no Jutsu

Effect: Upon using the spell on an enemy unit, Zetsu will establish a green link between him and the target where Zetsu will drain X HP and MP from/to the target for 5 seconds.

Level 1 - 25 HP/MP per sec;
Level 2 - 35 HP/MP per sec;
Level 3 - 45 HP/MP per sec;
Level 4 - 55 HP/MP per sec;

Spell type: Target/Unit
Mana cost: 150
Cooldown: 30
Cast range: 350
Duration: 3 / 4 / 5 / 6
AoE: N/A
Note:
*Can be used on ally units;
*Link is maintained even if Zetsu is moving;
*If Zetsu is stunned, the link will be disrupted


Quote :

[IR] Zetsu by Westfield Icons_9153_btn
Mokuton Release

Effect: Upon using the spell on a an enemy unit, Zetsu will launch
several spiky roots at the single enemy unit dealing damage and slow MS
by X%. As soon as the first projectile hits the target, more root spikes
will spawn from the affected target which will be launched onto single target enemy units (300 AoE) dealing half of the initial damage (of the first
skill) and half the MS reduction (number of units which are hit increases per level: 2 / 3 / 4 / 5)

Level 1 - 100 Damage; 15% MS; 50 Damage; 7.5% MS;
Level 2 - 150 Damage; 25% MS; 75 Damage; 12.5% MS;
Level 3 - 200 Damage; 35% MS; 100 Damage; 17.5% MS;
Level 4 - 250 Damage; 45% MS; 125 Damage; 22.5% MS;

Spell type: Target/Unit
Mana cost: 90 / 110 / 130 / 150
Cooldown: 20 / 18 / 16 / 14
Cast range: 350
Duration: 2.5 seconds
AoE: 300
Note:
*The target which was hit by initial damage does not suffer from the secondary effect;


Quote :

[IR] Zetsu by Westfield Icons_14806_btn
Kagerō


Effect: Upon activation, all ally hero units (Zetsu included) will become invisible for X seconds, as well as have an increased MS by 15%.

Level 1 - 3 seconds invisibility;
Level 2 - 4 seconds inivisibility;
Level 3 - 5 seconds invisibility;
Level 4 - 6 seconds invisibility;

Spell type: Active
Cooldown: 14
Fade time: 1.5 second
Mana cost: 100
Cast range: N/A
Duration: 3 / 4 / 5 / 6
AoE: 600
Note:
*If units which are under invisibility attack or use a spell, they will get uncloaked;
*If they are uncloaked, they will lose the MS boost;


Quote :

[IR] Zetsu by Westfield Icons_13984_btn
Kisei Bunshin

Effect: Zetsu creates an earth vortex in an area which summons X number of white Zetsu's clones from within. Vortex lasts until the duration is over or it gets "destroyed". Zetsu's clones will frequently spawn near each enemy unit and attack them and putting a debuff "Cripple".

Cripple:
-Enemy units will fall under a mini stun effect if you, your clones or your allies will attack that target through physical attacks.

Level 1 - 1 clone per sec; Maximum number of clones is 4;
Level 2 - 2 clones per sec; Maximum number of clones is 6;
Level 3 - 3 clones per sec; Maximum number of clones is 8;

Spell type: AoE Target
Mana cost: 150 / 250 / 350
Cooldown: 100 / 90 / 80
Cast range: 550
Duration (vortex): 15 seconds
Duration (clones): 8 seconds
Duration (debuff): 3 / 4 / 5 seconds
AoE: 1000
Note:
*Vortex has 300 / 400 / 500 HP;
*Each second, an X number of Zetsu's clones will be summoned.
*Clones can be controlled
*Clones will die in 2 / 3 / 4 physical attacks.
*Clones are immune to magical damage
*Clones last for as long as the vortex is alive, or for 8 seconds
*Clones's damage is 30 - 50;
*Clone's may not attack buildings



Quote :
Icons:
Spoiler:


Quote :
Changelog:

02/11 - changed the duration for clones, as well as the total duration for the vortex
04/11 - changed the ult slightly


Last edited by Westfield on Sun Nov 04, 2012 3:22 pm; edited 3 times in total
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Cut Chemist
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Cut Chemist


Posts : 984

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PostSubject: Re: [IR] Zetsu by Westfield   [IR] Zetsu by Westfield EmptyFri Nov 02, 2012 4:46 pm

#1. Draining HP and mana should be static values, not % based. The mana cost should be greater than 100 at level.

#2. Slow at 1, might be weak. The CD should go down as the spell is leveled, while the mana cost at the higher levels is ridiculous.

#3. List fade time, the time it takes for units to become invisible, when this spell is cast.

#4. Undying's Tombstone only 100 times more OP.
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GodScream
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PostSubject: Re: [IR] Zetsu by Westfield   [IR] Zetsu by Westfield EmptyFri Nov 02, 2012 10:47 pm

1/Like chemist said, rescale the % + Specify if its lethal + Specify if it's keep draining if Zetsu max hp/mana. There's not really much synergy with other skills. A tank shoulda have this kinda skill, not support.

2/Nothing to say, all good

3/Giving 6sec invisibility + 25% MS to all heroes in a 14cd skill bit op. Make Cd bit longer and lower more the MS bonus like 10% or not MS at all ^^
+ Specify if Heroes will be 'uncloaked" if they go outta 600 AOE while moving.

4/Why not? though seems its a copied dota spell? The idea is good
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Cut Chemist
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PostSubject: Re: [IR] Zetsu by Westfield   [IR] Zetsu by Westfield EmptyFri Nov 02, 2012 11:01 pm

GodScream wrote:
1/Like chemist said, rescale the % + Specify if its lethal + Specify if it's keep draining if Zetsu max hp/mana. There's not really much synergy with other skills. A tank shoulda have this kinda skill, not support.

2/Nothing to say, all good

3/Giving 6sec invisibility + 25% MS to all heroes in a 14cd skill bit op. Make Cd bit longer and lower more the MS bonus like 10% or not MS at all ^^
+ Specify if Heroes will be 'uncloaked" if they go outta 600 AOE while moving.

4/Why not? though seems its a copied dota spell? The idea is good

First of all you're able to control the spawned units, something you can't with Undying's zombies, which is part of what makes the spell balanced in Dota. With his build you could control all the summoned units and have them hit someone over and over, continously stunning them and the spawned units' damage scales with Zetsu's.
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Westfield
Hokage
Hokage
Westfield


Posts : 747
Age : 31
Location : Russia/England

[IR] Zetsu by Westfield Empty
PostSubject: Re: [IR] Zetsu by Westfield   [IR] Zetsu by Westfield EmptySat Nov 03, 2012 9:30 pm

1. replaced % with numbers

2. rescaled MS reduction and cooldown

3. mentioned fade time

4. reduced mini stun to 0.10 sec per strike



Godscream

1. The skill is mainly for support purposes, and it kinda works well with his 1st and ult

2. support as well

3. support

4. ye the idea is a bit copied from dota HOWEVER ive replaced quite a lot of things here.


Quote :

First of all you're able to control the spawned units, something you can't with Undying's zombies, which is part of what makes the spell balanced in Dota. With his build you could control all the summoned units and have them hit someone over and over, continously stunning them and the spawned units' damage scales with Zetsu's.

To be able to control units is partly what makes this skill different from Dota's concept, it is true that at first glance the idea of having a mini stun considering the number of clones might be a bit OP, but dont forget you can kill those clones with just 1 strike, alternatevely i can go as far as remove the spell immunity, which would make this spell quite useful in terms of pushing for example

ps ive reduced the mini stun duration (0.10 is almost nothing you can easily kill the clones with auto attacks)
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GodScream
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PostSubject: Re: [IR] Zetsu by Westfield   [IR] Zetsu by Westfield EmptySat Nov 03, 2012 10:59 pm

An ulti like that is hard to predict if effects will be op ingame. For me, it's quite simple to counter this ulti if you have many agi heroes. or if you focus vortex A stun effect of 0.1 is very low.

For me, it's easy to counter this since vortex has low hp.
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PostSubject: Re: [IR] Zetsu by Westfield   [IR] Zetsu by Westfield EmptySat Nov 03, 2012 11:17 pm

GodScream wrote:
An ulti like that is hard to predict if effects will be op ingame. For me, it's quite simple to counter this ulti if you have many agi heroes. or if you focus vortex A stun effect of 0.1 is very low.

For me, it's easy to counter this since vortex has low hp.

It's not hard to predict. It's going to be like Undying's, which is incredibly powerful if you're able to prevent the object from being destroyed, because you use can the spawned units to do things like stop a unit from channeling a spell or TPing.

Additionally, the fact that the clones die in one hit, yet spawn only once every 2 seconds makes the spell terrible if your opponents have a hero that possess clones and/or go for item builds that use Manta.

I'm still gonna suggest the following changes to the ultimate:

  • Clones may not attack buildings.
  • Make X clones spawn per second, not dependent on the number of units in the area.
  • Remove the scaling component of the clone's damage, make it a set number. The purpose of Zetsu is to support, not carry.
  • Clones die in 2 / 3 / 4 attacks, keep spell immunity.
  • Clones apply a debuff to units when hit giving the affected unit a Y% chance to be mini-stunned when hit for Z seconds.
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Westfield
Hokage
Hokage
Westfield


Posts : 747
Age : 31
Location : Russia/England

[IR] Zetsu by Westfield Empty
PostSubject: Re: [IR] Zetsu by Westfield   [IR] Zetsu by Westfield EmptySun Nov 04, 2012 3:23 pm

Applied the changes, although feel a bit dodgy about the numbers, is it ok as it is now?
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