[Hero Concept] The Patient

mush

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Lore:

An orphaned, experimental subject in who, from a young age, has hallucinated a strange, loving family as a coping mechanism. After being rescued from an illegal laboratory that used trafficked children to experiment with the supernatural, he was placed in the depths of Lost Whisper's Sick Ward - a recent prison break by a certain character gave his family the chance to help him escape. He is participating in the Ritual because his sister wants to go on a tropical family vacation.

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Ability 1: Sarah's Mischievous Streak

Active: Sarah, the Patient's sister, carries the Patient as she leaps forward a large distance in a targeted direction, immune to damage during the leap. Upon landing, the Patient restores 15% of his barrier bar.

Passive: After earning a kill or assist, all of the Patient's non-ultimate ability cooldowns get reduced.

Tier 1: +1 Charge

Tier 2: - Cooldown

Tier 3: Range increased significantly

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Ability 2: Little Stripe's Feline Fury

Active: Little Stripe, the Patient's cat, swipes furiously in a circle around the Patient as well as in a cone in front of the Patient, doing % current health of the enemies hit and % max barrier bar amount of the Patient as damage. This ability has the properties of a light melee.

Tier 1: - Cooldown

Tier 2: Little Stripe's Feline Fury gains the properties of a heavy melee.

Tier 3: Passive: Enemies who deal a certain threshold of damage to the Patient will automatically be hit by Little Stripe's Feline Fury, no matter where they are. This will not cause this skill to go on cooldown for the Patient.

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Ability 3: Mother's Goodwill

Passive: The Patient's Mother converts 90% of his health (base health and bonus health) into a barrier bar, and 100% of his health regeneration (base and bonus) into barrier regeneration. The Patient has a base 3% max barrier bar regeneration.

Passive: Whenever a neutral/enemy unit dies nearby, the Patient gains a permanent increase to his barrier bar. The amount of the increase depends on what type of unit has died. (Less for minions, more for jungle creeps, more for enemy heroes, etc.)

Tier 1: + 500 barrier bar

Tier 2: + % max barrier bar regeneration

Tier 3: + detection range on enemy/neutral unit deaths

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Ability 4: Father's Lessons

Active: The Patient's Father imbues the Patient with the values of selflessness, creating an aura with a huge radius. Within this aura, a large percentage of the damage that enemies deal to the Patient's allies will instead be transferred to the Patient.

Tier 1: - Cooldown

Tier 2: While aura is active, the Patient gains a large amount of resistances and % missing barrier bar regeneration

Tier 3: The Patient gains Unstoppable while aura is active

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Overall Themes and Gameplay Concept:

A very simple tank that is accessible for all skill levels, with flexibility all around. Regardless of whether the Patient has a large amount of farm or souls, Mother's Goodwill and its synergy with his other abilities will ensure that the Patient will always have the potential to pose an escalating threat towards the enemy team as he becomes harder and harder to deal with.

Despite the Patient being a mental patient, he believes that him being able to see his family and interact with them is normal. He has grown very reliant on them to survive throughout his life, and they have never done anything to harm him.
 
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Cool concept of using Barrier as damage. Yours is a defensive tank that caters to teammates since the ultimate is basically Aghanim's upgrade of Abaddon from Dota. My hero concept is more of a offensive tank with the Barrier as damage concept. I actually like your passive than mine. It makes more sense to sacrifice HP and convert it to Barrier.
 
My concern lies in the motivation for his participation in the Ritual. Perhaps seeking a wish to regain his memories or to have a family would be compelling; alternatively, it might be better to leave his motives implicit, similar to the character REM.


Otherwise, the fourth ability is too powerful, yet it remains a nice concept. Perhaps it would be better to experiment with visual keys as well; this is what I am learning work in the game industry—they do not need people who only provide ideas. Since developers already have their own ideas, what they truly require are individuals who can execute them.
 
imo, the first ability is a tad toxic. A giant leap that makes you immune to damage AND you get a free barrier on the landing? That feels a little overtuned to me. I'd get rid of the damage immunity and put a sizeable cooldown on it, so the hero doesnt just jump all over the place willy-nilly.

As for the third ability: I'm not entirely sure what the benefits are with converting his health into a barrier. Its functionally no different from using your health to cast abilities, and begs the question "why have a barrier in the first place?" Converting your health into a barrier just gives you another name for your health.

I think the idea of tanking damage for your allies is interesting, but i feel the abilities need a little more clarity imo
 
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