Core Idea
Crimson Slash would be renamed to Crimson Impale, the Ability having a Passive and Active element.
Any numbers I mention here are of course just rough ideas of what might work and are just suggestions. Additionally, her other Abilites and features would also probably need slight tweaking to work with this new Ability idea.
Passive: Melee and Spirit damage you deal to enemy heroes deals additional Spirit Damage overtime, the additional damage being maybe around 10% of the base damage dealt and possibly over around 6 - 10 seconds. The visual for this could be micro slashes hitting the enemy. The additional damage dealt overtime could be increased whilst in Shadow Transformation, maybe to 15% - 20%.
Active: You can use Crimson Impale on a close by enemy to impale them, dealing a small amount of base damage to them and immobilizing both you and them for a bit less than a second whilst they are impaled.
As Yamato withdraws her blade, any built up micro slashes/damage over time the enemy is taking from Yamato is instead dealt instantly to that enemy. Yamato would have 80% - 100% lifesteal for this impale instant damage, maybe a small animation of drawing the enemies life through the sword whilst they are impaled would help convey the sustain acpaect of the Abiltiy.
The active Imaple part would probably have around a 15 second base cooldown, I think some cool T3 ideas for it could be to reset its cooldown if the imaple is a killing blow, or to have Yamato become invulnerable and unstoppable during the small impale animation (the visual for this could be her going into Shadow Transformtaion for a split second as she imaples).
Why change Crimson Slash?: I don't mind Crimson Slash (I acutally really enjoy its sound effect) but I think it's rather shallow in how it can be used and I dont think it offers much in terms of Yamato's 'hero fantasy' as it can just feel like a weaker Power Slash, I know its purpose is instant sustain but nothing about the Ability really heavily conveys drawing life, bring reinvigorated, or healing through the slash other than its mechaincs (this could very well change when she gets her re-model but who knows).
Yamato's Ability uses are also pretty straight forward in terms of how they are used (aside from some minor but cool movement tech with Power Slash and Flying Slash) so I think her having an Ability that poses the player to think about when to impale a target, judging whether to cash out the impale early garunteeing some instant healing shortly after joining a fight and dealing some burst damage, or holding off in order to impale at the right time in order to finish someone off with it (potentially reseting its cooldown) or using it to potentially become Invulnerable for a split scound to avoid a huge enemy ability or ultimate.
Inpistaion: I saw a clip of Kez from Dota and I just really liked his katana passive and was inpsired, this is a pretty shameless rip-off of his passive but tweaked to have healing to fit Yamato.
Crimson Slash would be renamed to Crimson Impale, the Ability having a Passive and Active element.
Any numbers I mention here are of course just rough ideas of what might work and are just suggestions. Additionally, her other Abilites and features would also probably need slight tweaking to work with this new Ability idea.
Passive: Melee and Spirit damage you deal to enemy heroes deals additional Spirit Damage overtime, the additional damage being maybe around 10% of the base damage dealt and possibly over around 6 - 10 seconds. The visual for this could be micro slashes hitting the enemy. The additional damage dealt overtime could be increased whilst in Shadow Transformation, maybe to 15% - 20%.
Active: You can use Crimson Impale on a close by enemy to impale them, dealing a small amount of base damage to them and immobilizing both you and them for a bit less than a second whilst they are impaled.
As Yamato withdraws her blade, any built up micro slashes/damage over time the enemy is taking from Yamato is instead dealt instantly to that enemy. Yamato would have 80% - 100% lifesteal for this impale instant damage, maybe a small animation of drawing the enemies life through the sword whilst they are impaled would help convey the sustain acpaect of the Abiltiy.
The active Imaple part would probably have around a 15 second base cooldown, I think some cool T3 ideas for it could be to reset its cooldown if the imaple is a killing blow, or to have Yamato become invulnerable and unstoppable during the small impale animation (the visual for this could be her going into Shadow Transformtaion for a split second as she imaples).
Why change Crimson Slash?: I don't mind Crimson Slash (I acutally really enjoy its sound effect) but I think it's rather shallow in how it can be used and I dont think it offers much in terms of Yamato's 'hero fantasy' as it can just feel like a weaker Power Slash, I know its purpose is instant sustain but nothing about the Ability really heavily conveys drawing life, bring reinvigorated, or healing through the slash other than its mechaincs (this could very well change when she gets her re-model but who knows).
Yamato's Ability uses are also pretty straight forward in terms of how they are used (aside from some minor but cool movement tech with Power Slash and Flying Slash) so I think her having an Ability that poses the player to think about when to impale a target, judging whether to cash out the impale early garunteeing some instant healing shortly after joining a fight and dealing some burst damage, or holding off in order to impale at the right time in order to finish someone off with it (potentially reseting its cooldown) or using it to potentially become Invulnerable for a split scound to avoid a huge enemy ability or ultimate.
Inpistaion: I saw a clip of Kez from Dota and I just really liked his katana passive and was inpsired, this is a pretty shameless rip-off of his passive but tweaked to have healing to fit Yamato.
If you've gotten to this bit thanks for reading my excited game designer ideas and ramblings