[Hero Concept] The War - INSPIRE-BOLSTER-FIGHT

Diamations

New member
[The] War
Can you hear the sounds? Marching footsteps splattering harmoniously against moist mud and soil. Can you hear the bloodshed? Screams of battle and cries of anguish amalgamated into the roar of the great beast. Can you hear the music? The trumpeter has called.

Godly is quite an overstatement when describing something so innately human as War. As if something so impure could ever hope to reach up to the divine and claim themselves amongst their ranks. Yet, these “Gods”, the “patrons”, believe they are in control, that they can dip their hands into the game of war, the game of man. Well, let's just say, they have no idea what is in store once the smoke clears.

Gun name: The Herald
Beam-like, medium range
The war wields a trumpet that they play, firing a beam of orange sound waves with music notes incorporated within it.

Fall-off: 20-51m
Base Weapon Range: 30m
Bullet damage: 10
Bullets per second: 11.9
Ammo: 55
Reload time: 2.55s
Bullet velocity: 624m/s
Light melee: 50
Heavy Melee: 116

HP: 700
Health Regen: 3
Move speed: 7.13m/s
Sprint speed: 2.0m/s
Stamina: 2

Boon rewards:
+0.16 bullet damage
+1.6 Melee Damage
+1.1 Spirit power
+53 HP
+1m weapon range

ABILITY 1: BLOOD TOTEM (working name)

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Clarifications:

T2 explosion damage: 120 (1.3x spirit scaling)
T2 explosion radius: 12m
Blood Totem yields souls beginning from 60.

ABILITY 2: CAVALRY

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Clarifications:


Counts as a movement ability
Melee damage scales off of the Rider's light melee damage
Melee damage has 0.6x melee scaling
Knockback of the ram is roughly 15-20m
cooldown between ram attacks per hero is 1.75s
Riders can be forced off of the horse by disruption abilities such as shoulder charge, Hook, death slam, Telekinesis, rallying charge, Vortex web, and black hole.
Riders will be forced off of the horse if using a movement ability.
The horse is immune to CC. Stunning or sleeping the rider will still allow them to control the horse (besides curse).
The horse cannot use ziplines, cables, or jump pads, nor can they mantle or dash. (though, they can double jump).
Riders do not suffer from in-combat slow.

ABILITY 3: INSPIRE (passive)

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Clarifications:

Inspiration can only be applied when an ally is within 35m of you
Build-up fall-off begins at 22m

ULTIMATE ABILITY: WAR PATH

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Clarifications:


When an ally becomes inspired due to War Path, The War does not gain the bonus speed of its application.

More on the hero:

The War is a hyper support character that thrives on initiating combat encounters with a partner or the whole team. Inspire, their passive, is the primary focal point of their entire kit, buffing allies after continued weapon fire on to them, this leaves The War's playstyle as a backline support who should be a primary target for ganking or a pick in a teamfight as their ability to make an already powerful carry stronger is contrasted with their lack of self-preservation methods outside of Cavalry which itself does not save them from being shot. Having to manage your attention between inspiring your teammates and watching out for potential ganks will be a key skill to master when playing The war.

POTENTIAL ISSUES

- Admittedly, Blood Totem feels like the most out of place ability for The War's playstyle as its application would be very situational as they are more of a hero that engages in pushes where the team would likely get far out of the range of blood totem.
- I can see the war possibly pairing obnoxiously with Paige where they both bolster a carry's damage and survivability.
- The war could potentially have issues farming camps or playing alone, though this may be a way to balance their power.


Thank you for reading this character concept, this is the first draft so i expect numbers and effects to be possibly over-tuned or under-tuned, so please provide your feedback so i may get better at balance. Thank you!
 
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