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View Poll Results: What do you think about the concept?

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Results 1 to 11 of 11
  1. #1

    [HERO] Ha Des, The Undead Ruler

    [HERO] Ha Des, The Undead Ruler

    Version 1.6





    Primary Attribute: Intelligence

    Affiliation: Hellbourne


    Hero Stats:

    • STR: 32 (+1.0)
    • AGI: 7 (+2.4)
    • INT: 18 (3.2)
    • Base MS: 315
    • Damage: 33-37 (51-55 w/ base INT)
    • Range: 128 (Melee)
    • Armor: 2.47 (3.47 w/ base AGI)
    • Magic Armor: 5.5
    • BAT: 1.5
    • Turn Rate: 700
    Role/s: Tanker (secondary - to some extent), Semi-Carry (main)

    Lore:
    In the Land of the Dead, an undead ruler known as Ha Des governs the Underworld. Unfair, unjust, selfish, greedy, and twisted, deals made with Ha Des surely benefit him and him only. As a ruler of the Underworld, he knows of abilities that defies death and abilities that corrupts life. His main goal in joining the war between the Legion and the Hellbourne is simple: to deal with more clients and get what he wants. Beware of his hate, as it would surely destroy anyone that stands in his way...

    Abilities:
    [Q] Defy Death
    Endures any killing blow dealt, leaving only up to 1 HP while Defy Death status lasts. Status lasts for 3/4/5/6 seconds.

    Mana Cost: 105/120/135/150
    Cooldown: 27/23/19/15 sec.
    Target: Self

    *Instant cast upon activation (should show a significant effect while it lasts)
    *Legionnaire's Decapitate (R) still goes through Defy Death, killing Ha Des when below the threshold
    *Works through magic immunity and physical immunity
    *Cannot be dispelled
    [W] Terrible Deal
    Increases the Target's Max. HP by 150/300/450/600, but increases damage taken by 10/15/20/25% while Terrible Deal status lasts. The affected unit also loses 1/1.5/2/2.5% of Max. HP as direct HP removal per second while status lasts. The status lasts for 6 seconds.

    Mana Cost: 100/120/140/160
    Cooldown: 32/28/24/20 sec.
    Cast Range: 650 (Single-Target Hero only)

    *After adding max. HP, the target is healed by the same amount
    *Can target self or allies
    *No cast type (works through any kind of immunity except Invulnerability)
    *Direct HP Removal does not dispel any potions, bottles, Striders, and the likes
    *Non-lethal Direct HP Removal
    *Cannot be dispelled
    [E] Inhuman Regeneration
    Being an undead, Ha Des has an extraordinarily fast regeneration rate, especially when he has taken more blows.

    Has a passive HP regeneration of 0.75/1.5/2.25/3. Also regenerates a portion of his Max. HP, depending on the %HP he has lost. The upper limit of HP regeneration below is attained when Ha Des has lost more than or equal to 80% of his HP
    Lvl 1: 0.1-0.3% of Max. HP
    Lvl 2: 0.25-0.45% of Max. HP
    Lvl 3: 0.4-0.6% of Max. HP
    Lvl 4: 0.55-0.75% of Max. HP
    [R] Hate Buster
    Ha Des focuses all his hate and despair onto one target, unloading this corrupt energy to that unfortunate target. This ability deals 30/50/70% of Missing HP (of Ha Des) + Attack Damage as a Modified Attack to the target enemy hero, stunning them for 1.2/1.5/1.8 seconds.

    Mana Cost: 140/270/400
    Cooldown: 80/55/30 sec.
    Cast Range: 400/500/600

    ***SotM Upgrade: Increases damage to 40/70/100% of Missing HP + Attack Damage

    *Ha Des quickly rushes to the target hero then attacks them with the force of this ability (1050/1425/1800 units travelled/sec. which converts to 0.333... seconds of travel time to the target from maximum cast range)
    *Stun is Magic (blocked by Magic Immunity)
    *Modified Attack here means that Hate Buster is an attack with slightly different mechanics. (Drunken Master's Lunge [Q] is an example of Modified Attack)
    *Hate Buster applies any attack modifier (FWS, Lifesteal, Shieldbreaker, etc.) or unique modifiers (Savage Mace, Thunderclaw, Nullfire Blade, Riftshards, etc.) to the target.
    *Hate Buster's damage is normally physical, but would be changed to magic if Ha Des holds and toggles on Harkon's Blade.

    Pros and Cons:
    + Exceedingly high starting STR (maybe even the highest)
    + High AGI and INT gains
    + Scaling W and R (E in some extent)
    + Q prevents kills temporarily
    + Exceptional base stats all around (armor, MS, BAT, Turn Rate)

    - Lowest STR gain
    - Wise usage and coordination of skills are needed
    - [E] Passive Steal depends on the lineup of bothe teams to either be effective, useless, or average
    - No farming tool and gap-widening escape mechanisms
    - High cooldown abilities

    Recommended Items:
    - Steamboots (core)
    - Frozen Light (core)
    - Helm of the Black Legion (core)
    - Insanitarious (core) *use wisely*
    - Behemoth's Heart (luxary)
    - Frostwulf Skull (luxary)
    - Harkon's Blade (luxary)
    - Riftshards (luxary)
    - Dawnbringer (luxary)
    - Brutalizer (luxary)
    - Astrolabe (situational)
    - Stormspirit (situational)
    - Sacrificial Stone (situational)
    - Tablet of Command (situational)
    - Grimmoire of Power (situational)

    **Starting: hatchet, shield, runes / hatchet, 3x minor totems, runes / hatchet, pretender's crown, minor totem, runes

    Justification of Items:
    As Hate Buster depends on your missing HP, one should try and build up HP quickly to maximize it. In order to do that with minimal farm, an Insanitarious gives the most HP in its cost, along with some armor, attack speed, and damage, although it comes with a trade-off of HP lost per second. The trade-off actually benefits Hate Buster. Helm of the Black Legion is another good choice for a core item, as it helps Ha Des be quite tanky, and it can help him sustain damage while farming in the neutrals. Steamboots (STR) is the best choice for boots, as it gives more HP for a good cost. Frozen Light is another item that benefits him in both farming and HP building, and it also gives him a useful slow (which he lacks).

    For Luxary Item Choices, Behemoth's Heart is the most beneficial especially when coupled with Insanitarious because having these two items would make Insanitarious toggle always on. This would also give Ha Des very high amounts of damage in using Hate Buster, making him capable of taking out a key target in one shot. If HP isn't a problem and enemies have high amounts of armor, then Harkon's Blade is the go-to item, as it boosts Ha Des' damage output towards highly armored opponents, and it also makes Hate Buster deal magic damage. Frostwulf Skull (FWS) is another luxary item that gives lots of HP, stats, and has a powerful slow, which helps Ha Des deal more damage and chase. Riftshards is just for the lulz, as Hate Buster can proc its crit. Dawnbringer is an upgrade to your Frozen Light, and it helps Ha Des in chasing targets. Brutalizer is another luxary item that gives Ha Des additional stopping power with an easier build-up compared to the other luxaries, although it isn't as powerful as other luxaries.

    As for situational items, Astrolabe is for heal and early stats, Tablet of Command is for escape and chases, Sacrificial Stone is for stats and armor, Stormspirit for more MS and clutch survivability, and Grimmoire of Power is for more DPS and scaling damage amplification if yours are not enough.

    Recommended Skill Builds:

    Damage Build
    Spoiler:
    1-Q
    2-W
    3-W
    4-E
    5-W
    6-R
    7-W
    8-Q
    9-Q
    10-Q
    11-R
    12-E
    13-E
    14-E
    15- STATS
    16-R
    17-25- STATS


    Risky Damage Build (Farm-Damage Hybrid Build)
    Spoiler:
    1-Q
    2-W
    3-W
    4-E
    5-W
    6-R
    7-W
    8-E
    9-E
    10-E
    11-R
    12-Q
    13-Q
    14-Q
    15- STATS
    16-R
    17-25- STATS


    Ult-centric Build
    Spoiler:
    1-Q
    2-W
    3-W
    4-Q
    5-W
    6-R
    7-W
    8-Q
    9-Q
    10-STATS
    11-R
    12-15- STATS
    16-R
    17-22- STATS
    23-25- E
    Last edited by VRocketPeace; 13-01-13 at 10:04 AM. Reason: v.1.6 Rework on E
    Hydra Unit Set of Heroes (Drafts): Warmong|Yttir|Xthend|Vaquis|Unsung|Zjoi

  2. #2

    hellephant2's Avatar

    • Join Date:Jun 2012
    • Location:Philippines
    • Posts:594

    Lacking in spell synergy. W seems more trouble than its worth. E seems useless too. R looks like SR+ Scout ulti. Consider a different skill? Please explain the skill synergy

  3. #3

    W skill can be used on self or your allies actually. The actual combo is W, Q (proper timing needed), wait for critical HP, then R. R's damage can skyrocket immediately thanks to the additional Max. HP. Taking more damage through W, with Q preventing killing blows while keeping HP on critical levels, then take out a primary target in the opponents' team using R.

    W can also be used on allies and self during clutch situations (Slither's poison is nearly finished, but your ally would not survive it normally). Using W on low HP enemies that are running away are not recommended, as it may give them enough time to run away or get back-up.

    E is a versatile skill in its small way. Crit-based passives are not stolen to prevent R from having "WTF" damage to the target, as some passive crits have ensured critical strikes (if the player wants that, then he should buy Riftshards Lvl 4, but he should wish for a crit to proc). E can steal Moon Queen's Multi-strike to help him farm, Artillery's Fragmentation Shells for slows, Wolf Commander's (Neutral) damage boost aura, Glacius' or Empath's global aura to help the team, Soul Reaper's Withering Presence to slowly chip away the enemies' HP, and other heroes and neutrals.

    Notice the high starting STR but low STR gain. This is to make his early R deal acceptable damage, but limit its scaling ability. 32 STR is nothing to laugh at, as it translates to 608 HP from STR alone (Adding the base HP for all heroes would make his starting HP 758). Another thing to notice is high AGI gain, as this helps Ha Des have decent attack speed as the game progresses.
    Hydra Unit Set of Heroes (Drafts): Warmong|Yttir|Xthend|Vaquis|Unsung|Zjoi

  4. #4

    Bumping after updating to Version 1.2 (Added Recommended Skill Builds and Justification of Items sections)
    Hydra Unit Set of Heroes (Drafts): Warmong|Yttir|Xthend|Vaquis|Unsung|Zjoi

  5. #5

    Re-adjusted all abilities, and re-arranged Items section!
    Hydra Unit Set of Heroes (Drafts): Warmong|Yttir|Xthend|Vaquis|Unsung|Zjoi

  6. #6

    Updated to Version 1.4 after adjustments across the board!
    Hydra Unit Set of Heroes (Drafts): Warmong|Yttir|Xthend|Vaquis|Unsung|Zjoi

  7. #7

    This...actually looks good! A carry that has a niche of staying alive even in the brink of death, and goes powerful the lower his health. Although it screams Maliken (E), and his Q screams Demented Shaman (W), this hero is actually different since you can stack HP on him to directly affect your DPS. Though you still have to concentrate the niche of "lose more HP-deal more damage".

    His only way of carrying is his ultimate, and the moment that you use this skill to a target hero it's over, you are no longer a carry. Suggestion for the ultimate, make it a spammable skill, or a buff skill, or even a passive skill that somehow goes stronger the more HP he is missing. The point is, don't make it a one time big time, as this hero is a carry.

    Q has to be longer, because this skill helps him perform his niche. In addition, just make it dispellable, as it adds dynamics to how your enemies will build their play when they face this kind of hero (which is actually good and adds team flexibility).

    W also needs to be longer since it directly effects your niche, and 5 seconds is too short for a full blown clash.

    E looks so out of place :/ Maybe change it to a whole new different ability, it doesn't even go well with your hero's theme. Suggestion, keep in mind that your hero is a carry that uses the niche of "lose more HP-deal more damage", try to think of a skill that goes with that. I won't give direct suggestion, I want you to think for your own design.

    Conclusion: shape him more, as he is still rough on his niche to carry. But he is actually good, I won't say very unique since he is somewhat leaning a similarity to Maliken, but still acceptable.
    Last edited by Mugwumps; 04-01-13 at 10:21 PM. Reason: typos

    If I die before I see Evangelion Q I'll be choking people in hell. -- Yue
    Hero suggestions: Gyldan Mage || Slasher || Apparition
    Crystal Saga IGN: (S3)Mugwumps / (S3)JimJam

  8. #8

    Quote Originally Posted by Mugwumps View Post
    This...actually looks good! A carry that has a niche of staying alive even in the brink of death, and goes powerful the lower his health. Although it screams Maliken (E), and his Q screams Demented Shaman (W), this hero is actually different since you can stack HP on him to directly affect your DPS. Though you still have to concentrate the niche of "lose more HP-deal more damage".

    His only way of carrying is his ultimate, and the moment that you use this skill to a target hero it's over, you are no longer a carry. Suggestion for the ultimate, make it a spammable skill, or a buff skill, or even a passive skill that somehow goes stronger the more HP he is missing. The point is, don't make it a one time big time, as this hero is a carry.

    Q has to be longer, because this skill helps him perform his niche. In addition, just make it dispellable, as it adds dynamics to how your enemies will build their play when they face this kind of hero (which is actually good and adds team flexibility).

    W also needs to be longer since it directly effects your niche, and 5 seconds is too short for a full blown clash.

    E looks so out of place :/ Maybe change it to a whole new different ability, it doesn't even go well with your hero's theme. Suggestion, keep in mind that your hero is a carry that uses the niche of "lose more HP-deal more damage", try to think of a skill that goes with that. I won't give direct suggestion, I want you to think for your own design.

    Conclusion: shape him more, as he is still rough on his niche to carry. But he is actually good, I won't say very unique since he is somewhat leaning a similarity to Maliken, but still acceptable.
    The concept was also made to only reach semi-carrying, not a full-blown hard carry. Don't you think further increasing the duration on Q would make him overpowered? Dot-A's Dazzle's [W] Shallow Grave has a similar effect, and has a 5 sec. as the duration. When W's duration is increased, Q's duration should also increase, as it serves as a life-saving device which lets you maintain critical HP to a key target off the map. In short, Q serves as a safety net for W's detrimental effects.

    Every number I put on the hero's stats are equally important (This applies for all my concepts). Having a BAT (Base Attack Time) of 1.5 makes him attack faster than most heroes natuarally (most heroes have 1.7). He also has a high AGI gain for an INT hero, making him attack faster, which is coupled with his BAT mentioned before. A very high INT gain is another thing to take note of, as this naturally increases his attack damage by 3.2 every level up (by level 6, total INT increase would be 16 from levels alone). Lower BAT, high AGI gain, and high INT gains would be enough to make him a force to be reckoned with when it comes to attack damage. All these would be greatly boosted by your situational Passive Drain pick-up. A contradicting, yet extraordinary stat you can see in the stats section would be his high starting STR, but very low STR gain. This was to make up non-useless damage from ult early, but not over the top when late game comes.

    E was meant to be a filler skill. It may have indirect effects to the hero's play, but it helps him adapt to different situations. Ex. getting a Wolf Commander's damage aura or MQ's bouncing glaives makes farming easier, while getting Flint's Hollowpoint Shells increases stopping power and some damage. It was also meant to make putting points on Q and W more important, as this skill is overshadowed by those two greatly, although no one is stopping a player wanting to max out this ability 1st to get his items faster with the cost of being quite useless during the first few levels. E can also take scaling auras from enemy heroes like Andromeda's E to help him carry and increase his attack damage while R is in cooldown.



    *One thing I need to mention is that this concept is actually inspired by a Yu-Gi-Oh! monster card that sports the same name but a different title. The card is named Dark Ruler Ha Des. There are other cards that have some connections with him (having his picture on it, having direct effects on him, etc.). W, E, and R are inspired by these cards, namely Terrible Deal, Skill Drain, and Hate Buster. The effects are not similar from the abilities here though.


    EDIT: Another batch of Numbers Adjustments (v1.5)
    Summary of Adjustments:
    -increased max duration of Q
    -increased duration of W
    -rescaled mana cost of E
    -rescaled cooldown of R (making it a bit more spammable on the later levels)

    *See main post for more details!
    Last edited by VRocketPeace; 04-01-13 at 11:21 PM. Reason: added more details.
    Hydra Unit Set of Heroes (Drafts): Warmong|Yttir|Xthend|Vaquis|Unsung|Zjoi

  9. #9

    Quote Originally Posted by VRocketPeace View Post
    Don't you think further increasing the duration on Q would make him overpowered?
    You know, I don't see the point of judging a suggested hero as overpowered or not, mainly because you won't be able to try him in-game (unlike S2, if they're creating a new hero, that new hero will be tested over and over again by beta players, or their staff instead, by playing him in the game and actually trying the hero). This isn't the case for suggested heroes by players. I think our job, as normal players, in suggesting new heroes, is to give the developers an idea of what kind of hero you are suggesting. Save the numbers, it's the fundamental concept they want, since if the concept passed, numbers and mechanics are very easy to tweak once the hero can be played and tested in-game.

    I think for your hero, the concept of dealing constant auto-attack damage while being unkillable, and having a scaling nuke based on HP, is already great and completely fine. Though E seems really out of place both "theme wise" and "niche wise". Maybe you can think of another skill that does the same fundamental role (helps his semi-carrying) instead of having a "copy passive=increase semicarry potential" one?

    I'll give a suggestion: Think of a skill that completely synergies the hero by the fact that this hero should have red HP always in the clash to be useful. Maybe like a skill that increases tremendously his HP regeneration once he becomes near to death, so you can keep his Red HP at bay, Or like something similar to Martyr, he becomes more tanky the more HP he loses. Something along those lines.
    Last edited by Mugwumps; 12-01-13 at 07:09 PM. Reason: Retracted legionnaire statement

    If I die before I see Evangelion Q I'll be choking people in hell. -- Yue
    Hero suggestions: Gyldan Mage || Slasher || Apparition
    Crystal Saga IGN: (S3)Mugwumps / (S3)JimJam

  10. #10

    I have just reworked E to give him a slightly better synergy of his abilities, but Q and W still takes priorities in levels, as these skills are what define him, while this E is still a filler skill.
    Hydra Unit Set of Heroes (Drafts): Warmong|Yttir|Xthend|Vaquis|Unsung|Zjoi

  11. #11

    Now that is sweet. I don't think the word "filler" is proper though, since it completely synergies with your hero role, it is actually perfect :3 This kinds of hero will force players to play differently on different situations, which is a very good thing to add flavor to the game.

    I'll leave other suggestions /balance issues / criticism to other forumers, as for me this hero's concept is already good to go. I'm not good at balancing especially if I haven't experienced the hero in the game, so I won't comment anymore about your numbers.

    If I die before I see Evangelion Q I'll be choking people in hell. -- Yue
    Hero suggestions: Gyldan Mage || Slasher || Apparition
    Crystal Saga IGN: (S3)Mugwumps / (S3)JimJam

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