1. Hello and welcome to the brand new home for PlayDota!
    Please read through our Welcome thread to see what's new!
    Dismiss Notice

[Rework] Tiny

Discussion in 'Remakes' started by NokiaSE, Sep 14, 2017.

  1. NokiaSE

    NokiaSE New Member

    30
    1
    8
    Nov 17, 2011
    *Below stats (if any) are made-up, please focus on the idea/design.

    • [0] Stats
      • Increase base movement speed from 285 to 310.
      • Increase base armor by 2.
      • Increase base strength by 4.


    • [1] Sizable Smash
      * Auto-cast
      * Target point & unit [?]
      * Cannot Pierce Spell Immunity
      “ Tiny smash the area of his attacking location via slowed attack speed, causing different degree of devastation depend on his current health percentage. The greater the health percentage, the greater the effect; cause stun when above 80% health; cause 10% movement speed slow per 20% health. Trees within the smash radius will be destroyed. ”
      - Self attack slow: 25/40/55/70
      - Enemy slow duration: 0.5/0.75/1/1.25
      - Enemy stun duration: 0.5/0.75/1/1.25
      - Smash AoE: 150
      - Cost: 8/8/8/8% self max health.
      [?] Does not require maintaining target acquisition; essentially, this ability uses target point method onto the location of your right-clicking/attacking target.


    • [2] Toss
      * Target unit
      * Can Pierce Spell Immunity
      “ Grabs the nearest unit in a 275 radius around Tiny, ally or enemy, and launches it at the target location, dealing a Sizable Smash with bonus magic damage there. A portion of the current health of the tossed target will be taken into account the power of the Tossing Smash as the tosser's current health. Tosser's movement speed will be slowed briefly upon tossing a target. ”
      - Bonus damage: 50/100/150/200
      - Target health to tosser health: 20/30/40/50%
      - Self MS slow: 70%
      - Self slow duration: 0.3
      ===REST REMAIN THE SAME===
      • Reduce cast range from 1300 to 625/750/875/1000


    • [3] Craggy Exterior
      * Passive
      * Magic Damage
      * Pierce Spell Immunity
      “ Tiny will locally trigger a small avalanche, causing damage and movement speed slow to enemies close by whenever his health drop pass certain thresholds of his max health. Effects are halved against those who have greater current health percentage than Tiny. Avalanche will destroy trees within the same radius. ”
      - Trigger thresholds: 40/55/70/85%
      - Radius: 250
      - Avalanche duration: 1.25
      - Move slow: 15/30/45/60%
      - Move slow duration: 0.5/0.75/1/1.25
      - Damage: 60/80/100/120
      [!] Avalanche will work over 5 ticks.


    • [Ultimate] Grow
      * Passive
      “ Tiny stats are being passively altered based on his current health percentage, gaining additional vision, armor, movement speed, attack damage, attack range, smash radius, toss cast range and toss damage while losing attack speed and turn rate - per 15% health above 40% of self max health. When below 40%, Tiny lose a flat amount of armor and magic damage resistance. ”
      - Bonus vision: 50/50/50
      - Bonus armor: 3/4/5
      - Bonus movement speed: 10/15/20
      - Bonus attack damage: 25/50/75
      - Bonus attack range: 15/20/25
      - Bonus smash radius: 20/30/45
      - Bonus toss cast range: 50/50/50
      - Bonus toss damage: 25/50/75
      - Attack speed loss: 15/25/40
      - Turn rate loss: 15%
      - Flat armor loss: 2
      - Flat magic resistance loss: 45%
      [!] Tiny's grow stage will depend on his current health percentage rather than the ability level.


    • [Talents]
    • Lv 10: +300 mana VS +6 armor
    • Lv 15: +25 movement speed VS +15 health regen
    • Lv 20: Add 10% self max hp to Toss damage VS Double Craggy Exterior stun and damage
    • Lv 25: Sizable Smash stun above 60% VS Halved Sizable Smash cost




    _
     
    Last edited: Sep 20, 2017 at 2:00 AM
  2. justsightseeing

    justsightseeing Member

    3,101
    35
    48
    Jan 31, 2010
    this looks fine but wouldnt it be better if suggested as new hero ?

    on a quick glance, your remake aim to make some reverse-huskar which hit harder at high health hero...
     
  3. NokiaSE

    NokiaSE New Member

    30
    1
    8
    Nov 17, 2011
    Yup. I'm was trying to leverage on Tiny's grow mechanic in effort to make its significance exist outside the band of statistical bonuses.

    Quickly and surely enough, Tiny's title 'Stone Giant' made a good pivot to begin with - and here in the OP should present a a set of skills that will make Tiny a formidable giant to be reckon with.



    I guess it is because Tiny has always been, in my opinion, under-performing - with his ultimate providing no more than some statistical boosts, his passive acting rarely decisive, and his otherwise-would-be-potent combo being too clunky and awkward to work with.

    In terms, Tiny need a Bottle to gain a basic amount of sustain to lane; and beforehand - some mercy from who he lane against given it'll be costly for him to do anything both proactively and responsively; then a Blink Dagger to open up business for his signature combo; then a Echo Saber to follow-up as the damage from his combo is falling off; then Aghs to hit hard in team fight where it eventually matters; then Moon Shard and-or Assault Cuirass to practically hitting hard enough, the list goes on.

    In other words, when comparing to his closest counterpart like Sven who also possess AoE damage either through regular attacks or ability and some extras to aid them as melee-based combatants, Tiny proved to be not as usable to adequately serve any role behind position 2; nor as scalable to effectively serve any role prior than position 3, due to the part of his niche where he is more into casting (than someone like Sven) made him ended up being this way.

    There is still a possibility that Tiny may do well and be successful, but I'd say you'll have to bet on luck for that to happen.

    Straightforwardly, Tiny already possesses enough powers, but the distribution and the redemption of such power simply isn't evened out as need to enable Tiny in a position where he can effectively utilize his tools of trade - and become a desirable pick for the elements that he can bring to the table (AoE damage, AoE stun, Toss, tanky stone giant).

    So hopefully, by changing a major pivot of his power from casting to attacking - then making him stay true to what he stand for, Tiny will be freed from the constrain with his existing design to perform much more effectively with this kind of power being too OP, as in lacking inherent drawback.

    With these being said, I also feel there is no better candidate to implement the concept of 'the bigger you are, the deeper you can plant your opponent into the ground' than Tiny the Stone Giant. In the end, I had came to think that these ideas are best lend to Tiny rather than some [insert element or flavor here] jelly-themed character.


    “ Hulk smash! ”

    _
     
    Last edited: Sep 18, 2017