Kurjun
Member
Abilities to create minions and create pressure.
Example:
base: You cast your 1 and in 15-20 seconds you create a lane minion that will then push the closest lane.
t1: it becomes ranged
t2: it becomes a healer
t3: you create one of each.
could be a candle maker to stay in line with current minion models.
Ult creates a giant minion that has lots of HP and can tank for you when minions are not present.
A passive that let's them Increase the value of lane minions in area around the hero.
For the weapon maybe something shorter range to encourage game play around lane minions.
They should be squishier and more support based but the trade off would be being able to clear a check for pushing.
Right now we lack Heroes that don't need to farm side camps for souls, this would allow us to funnel side camps to carries and allow
This type of character to keep applying lane pressure post 10-13 min mark.
Also if we do get another minion spawn after we kill the T3's tower's this would allow us to keep pressure on that lane, adding depth to the split push game.
Not sure if this type of hero would be good, but it would also allow us to not get stuck in the "group press 4" mid game state games like this suffer from, While also allowing us to direct soul farm to correct players for "late" game.
Example:
base: You cast your 1 and in 15-20 seconds you create a lane minion that will then push the closest lane.
t1: it becomes ranged
t2: it becomes a healer
t3: you create one of each.
could be a candle maker to stay in line with current minion models.
Ult creates a giant minion that has lots of HP and can tank for you when minions are not present.
A passive that let's them Increase the value of lane minions in area around the hero.
For the weapon maybe something shorter range to encourage game play around lane minions.
They should be squishier and more support based but the trade off would be being able to clear a check for pushing.
Right now we lack Heroes that don't need to farm side camps for souls, this would allow us to funnel side camps to carries and allow
This type of character to keep applying lane pressure post 10-13 min mark.
Also if we do get another minion spawn after we kill the T3's tower's this would allow us to keep pressure on that lane, adding depth to the split push game.
Not sure if this type of hero would be good, but it would also allow us to not get stuck in the "group press 4" mid game state games like this suffer from, While also allowing us to direct soul farm to correct players for "late" game.