Carm, The Crimson

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Intoxicated Crayon
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Carm, The Crimson

Post by Intoxicated Crayon » Thu Sep 03, 2009 8:20 pm

Carm
The Crimson
Agility; Either

Story; lol. emo/blood/lololol.

Level 1 Skill: - Target Skill
Red Palm
  • Carm touches the target with his palms, cursing it. The target begins to bleed for X seconds. If it casts a spell while suffering from Red Palm, the bleed is extended by X/3. Lasts Y seconds.
Level 1 Skill: - Passive
Crimson Streak
  • Whenever a nearby unit gains bleed, Carm's speed increases by X% for Y seconds. Passively grants Z% bonus movement speed. If Carm remains under the effects of Crimson Streak for more than blah seconds, he leaves a trail of flame for blah seconds that extends burn by 2 seconds.
Level 1 Skill: - AoE and Self Buff
Scorching Tempest
  • Upon casting, nearby units receive 4 seconds of bleed and Carms attacks deal burn for X seconds to bleeding foes. Lasts Y seconds.
Level 6 Ultimate: - Activated Passive
Bad Blood
  • While active, the damaging effects of bleed and burn are increased by X% and Carms attacks extend bleed by Y seconds.
Comments?
Last edited by Intoxicated Crayon on Sun Sep 06, 2009 8:50 pm, edited 5 times in total.
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Oxygen
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Re: Carm, The Crimson

Post by Oxygen » Thu Sep 03, 2009 8:29 pm

dota bloodseeker anyone

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Re: Carm, The Crimson

Post by Intoxicated Crayon » Fri Sep 04, 2009 12:42 am

xD,

I wouldn't know.
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Rectifier
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Re: Carm, The Crimson

Post by Rectifier » Fri Sep 04, 2009 2:31 am

The only thing Bloodseeker related is the bonus move speed, and the one with bonus attack damage, otherwise, its completely different.

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Re: Carm, The Crimson

Post by Rising_Dusk » Fri Sep 04, 2009 10:18 am

Too much bleed, too much room for other conditions. I like the ult.
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Re: Carm, The Crimson

Post by Intoxicated Crayon » Fri Sep 04, 2009 7:39 pm

Yay for the ult, sadness for bleed. So, he's crimson, maybe I could make him work around burn or something else?
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Re: Carm, The Crimson

Post by Rising_Dusk » Fri Sep 04, 2009 8:01 pm

Bleed is fine, you're just abusing it in too many places. Even AK, who practically only has Burn, gets knockdown.
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Re: Carm, The Crimson

Post by Fledermaus » Fri Sep 04, 2009 9:49 pm

Might be too similar to Kaa but meh

Skill: - Target Unit
Blood Boil
  • X% of the targets bleed is added/turned into burn.

He would love Rose so much :p

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Re: Carm, The Crimson

Post by Intoxicated Crayon » Fri Sep 04, 2009 10:54 pm

lol. Well, It could work. Is that to replace Red Palm? xD

Well, had an idea for changing red palm so the target is always bleeding as long as Carm is nearby and it would last for X seconds. It could work with Crimson streak, but...

Blood Boil could work.
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Re: Carm, The Crimson

Post by Intoxicated Crayon » Sun Sep 06, 2009 8:47 pm

Sorry for the double post but... Updated!

I've changed the function of Blood Storm which is now Scorching Tempest but I may change the name to Blood Boil :p.

Also added a secondary function to Crimson Streak so it becomes even more useful. Since he has no direct nuking and damaging skills besides conditions, the ultimate increases the damage dealt so GG. lolyeah, yay.


:emd:
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Re: Carm, The Crimson

Post by pandamanar » Sat Sep 12, 2009 9:15 pm

I like the ult.
But Dusk, I thought it was written in stone that the effects of conditions should never be tempered with in game. I personally like that fact that burn and bleed's damages are static.
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Re: Carm, The Crimson

Post by Fledermaus » Sat Sep 12, 2009 9:25 pm

Spectral Shard begs to differ.

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Re: Carm, The Crimson

Post by pandamanar » Sat Sep 12, 2009 10:12 pm

Yeah, I haven't played DoE in a while (or at least since it got a new minimap preview) so my love for the map maybe a bit dated but my statement still stands. Dusk once said or at least suggested that DoE's conditions' effects should not change in game and I stand by that no matter what a dumb item says :]
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Re: Carm, The Crimson #2

Post by Intoxicated Crayon » Wed Sep 23, 2009 10:39 am

Remake of Carm. Slight differences and changes in the skills. More synergy with conditions other than bleed.
Carm
The Crimson
Agility; Either

Story; lol. emo/blood/lololol.

Level 1 Skill: - Target Skill
Infernal Mark
  • Carm curses the target, extending bleed on it by X seconds. If it casts a spell while suffering from Infernal Mark, burn is extended on it by 2 seconds. Lasts Y seconds.
Level 1 Skill: - Passive
Crimson Streak
  • Whenever a nearby unit gains bleed, Carm's speed(attack and movement) increases by X% for Y seconds. If under the effects of Crimson Streak for longer than Z, all nearby units are burnt for 3 seconds.
Level 1 Skill: - AoE and Self Buff
Scorching Tempest
  • Upon casting, nearby units receive 4 seconds of bleed and Carms attacks extend burn by Y% of the bleed the unit was suffering from on bleeding foes. Lasts Y seconds.
Level 6 Ultimate: - Activated Passive
Bad Blood
  • While active, the damaging effects of bleed and burn are increased by X% and Carms physical damage extends bleed by Y seconds.
Comments?
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Re: Carm, The Crimson

Post by Rising_Dusk » Wed Sep 23, 2009 1:07 pm

Pandamanar wrote:Yeah, I haven't played DoE in a while (or at least since it got a new minimap preview) so my love for the map maybe a bit dated but my statement still stands. Dusk once said or at least suggested that DoE's conditions' effects should not change in game and I stand by that no matter what a dumb item says :]
I think it only makes sense that the damaging conditions can have their effects increased, while the others shouldn't be tampered with. My logic here is that the damagers are the only conditions that do not scale with level (the others all use %s and Ruin's -10 is a substantial hit no matter the level because of booties), and thus it is okay and very meaningful that they can be upgraded in how much damage they deal over the course of the game by different means.
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