A minion-oriented hero.

Basically a support character whose kit revolves around supporting the line minions, commanding them and using them to harass enemies. They’re strong when near a large amount of minions, but are weak and vulnerable when caught alone.


Generally they would look like a bigger and more detailed version of the line minion. Like their king, perhaps.


I don’t really have any themes for them prepared, so I will use some fairly generic names for their abilities.


To me, my Candles! - Passive - A few minions will detach themselves from their squad and join your party. They inherit your stamina, jumps and movement speed. Later upgrades might involve getting more minions in your party, giving them more attack speed, or dealing bonus damage scaling with your speed.


Mend Their Wax - Create a healing zone, healing every friendly (including minions) nearby. Healing scales with the amount of minions currently in your party, more minions equals more healing.


Focus on That One - Mark an enemy, reducing their armor and making crits and heatshots deal more damage. Friendly minions will prioritize attacking them over other targets.


Pile up! - Ultimate - Pick up and throw a nearby friendly minion. If it hits an enemy hero, the minion will latch onto them and slow them down and inflict Damage Over Time. Other nearby minions will rush, jump and latch onto them as well, increasing the slowness and DOT with each minion. If enough minions grab the enemy, they bury them in a pile of bodies - disarming/stunning them and making them vulnerable.
 
Another thing they could possibly do is eventually turn the minions in their party into new types of minions.

Like Candle Assassins that would get slightly better stats over a normal minion, but when you use Focus on That One, they would also teleport around marked enemy to harass and chase after them.

How this evolution would work? Perhaps locked behind some upgrade for To me, my Candles and requiring to collect enough souls for the minion to level up.

Like, a minion would need to survive you getting... let's say 1k souls to evolve - counted the moment it joined your party.

Something to reward you for keeping your minions alive.
 
The healing ability seems a bit too similar as the heals we already have in the game. Prehaps it would be more fun to be able to give allies (and minions) a shield instead. You can shield a minion or ally that is taking fire and give them a bullet and spirit shield that increases the higher your skill is. Absorbing damage posibly keeping minions alive for pushing.
This is a bit more tactical than a AoE heal, and also allows for clutch gameplay from the user. ''blocking that shot that would finish a minion, saving it'' and ''making a teammate survive so they can get their ultimate off''.

Another fun ability could be to split a minion in two, halving its health and creating a second one with identical health. More firepower but wont be too overpowered because of the lower health, so there is counterplay to it.

Overall i like the concept a lot. It just needs enough tools to also support teammates in group fights.
 
I like the idea of being trailed by a bunch of minions, and being able to throw them like Pikmin. That's a winning idea.
 
I like the idea, always thought a minion master character would be cool in a moba but I don't think one exists in any game (please let me know if I'm wrong)

I think that there shouldn't be a single move that increases follower cap, but increases through every skill tree, allowing for skill diversity.

"to me, my candles" I'm not sure about the idea of them leaving the wave to join you is a great idea but certainly not awful. it would certainly make them more precious but would limit your time away from minion waves and might impact allies. They would 100% need more health though.
it could be a ability that swaps minion types like you suggested but maybe it could rotate between ranged, melee and possible a unique minion type at max rank. grenade thrower, flamer, some sort of aoe? maybe buffs in an aoe, no attacks but buffs everyone around you per minion. just ideas.

"mend their wax" Idea, instead of a healing zone on cooldown. How about passively heal the minions following you (maybe the hero as well per max hp minion they have) BUT it's a toggle "Share your wax" that gives them a burning healing flame that drains the followers health to heal everyone in the zone as long as you leave it active, maybe duration will slow the health drain but not lower the heal. which get's stronger the more followers they have, whether or not this can kill followers I dunno might make it hard to heal without depowering, or maybe give a big heal when they die.

"focus on that one" seems a bit boring but it's fine. since I'm not a fan of the ulti idea how about. Throw a follower at the enemy which burns with a purple light which slowly burns their health away, following around the closes enemy and attacking them with a club(low damage), While it burns it reducing armor, spirit armor and boostes minion damage. works as a normal minion if no enemies are in the area when thrown.

"Pile up" since I feel like it wouldn't work in some situations and would lock it too a small window of opportunity (No jungle, no minions no good, good wave clear hero? too bad)
my Idea is "chandelier" throw a chandelier a distance that slams into the ground slowing on impact and causing a low burning dot AOE(Just in case people can escape the next part easy so its not useless), spawning molten candle beasts over time latching onto nearby heroes causing a dot and slowing them for each one that latches on, if no heroes are near they attack all enemies near by and roams around the ulti area.

I might post more ideas later since I really like this idea, what do you think of this?
 
I like the idea of spreading the cap among the abilities, but at the same time… I don’t really see it anywhere but in the To me, my Candles! I think the upgrades of other abilities should focus on upgrading… well… that particular one ability.


And yes, grabbing them from the line wave is exactly to make them feel more precious. It’s a way of trying to reigning in that character, introducing a weakness for an enemy to exploit, and for you to play around. I do agree that they would need more health, so perhaps it would scale with your own health or spirit.

And I do like the new ideas for minions. The assassins were just one I’ve thought up but they should have other types as well.


I do like the idea of a passive regen for minions, they will definitely need a way to keep the minions healthy. Draining their health however… maybe not. How about sending the minions out to heal nearby heroes. They would follow them, act as shields, and regenerate their health until the skill expires, they are recalled, or the friendly hero moves too far away from you.


Focus on That One is honestly a filler ability I just thought up on the spot. Like, the moment I began writing that post. But it did feel right to have some sort of command ability that just has you point at an enemy and say “I don’t want to see that one anymore”


And your army just obliges and shoots them lol


The Pile Up however… no, throwing minions is just too goofy to get rid of. However I do admit that it might be too situational. So instead of picking up a minion to throw… she could summon her own minions to throw. So they rapidly throw up recently summoned minions who could then latch onto enemies.


These minions would not give out souls when killed, and they would join your party regardless of your cap… however they would gradually lose hp (and max hp) until they die. They also do not count for pushing the line.


It’s kinda like your own idea, but still keeping the original theme. It could also act as some sort of panic button when your numbers are thinning.

…Good lord, this character is quickly becoming Pikmin.
 
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