Infernus Rework

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minimanc

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Infernus is somewhat of a boring character to play and a frustrating character to fight. Playing him amounts to mostly just point and clicking like most gun heroes nearly at the same level as Haze. His kit is mostly uninteresting and the upgrades for his abilities seem a bit all over the place. Fighting him on the other hand is incredibly annoying as he is nearly impossible to duel in a 1v1 making him difficult to solo lane against. Getting hit with stray Afterburn or a Flame Dash DOT can deal around 200-300 damage in the mid game at minimum duration. Because of these reasons, I wanted to propose a rework.

My rework changes Infernus from a character focused on damage to one focused on debuffing. While you should be able to get a lot of spirit power to scale his damage, you will need to lean much more heavily into that build than previous. With that being said, let's take a look at the rework.

Stats:
Gun:
Bullets Per Second: From 9.52 to 11

Health:
Base Health: From 750 to 700
Health Per Boon: From 39 to 41

Abilities:
Napalm (Charged Ability):
1 Charge | 6s Charge Cooldown | 25s Cooldown | 20m Range
Spew an incendiary mixture dealing spirit damage and applying Napalm.
46 Base Damage (0.3 Spirit Scaling)
Napalm (8s Duration): +15% damage taken from all sources.
Upgrade 1:
+1 Charge
On Hit: -100% Accuracy for 2.5s.
Upgrade 2:
+10m Range
Napalm: -33% Healing Effectiveness
Upgrade 3:
Hitting an enemy with Afterburn active causes an explosion that deals damage and builds up Afterburn to the target and all other enemies around them. Each enemy can only be hit by an explosion once per Napalm cast. (10m Radius | 60 Base Damage (1.1 Spirit Scaling) | 15% Afterburn Buildup/Duration)
Napalm: +15% damage taken from all sources.

Flame Dash (Movement Ability):
38s Cooldown | 3s Duration
Run forward leaving a trail of fire that deals spirit damage. During the run you have slow resist.
Hold W to run faster.
30 Base DPS (0.6 Spirit Scaling)
Run Speed: 12m/s - 20m/s
50% Slow Resist
4s Trail Duration | 4.5m Trail Width
Upgrade 1:
On Hit: -20% Movement Speed and -10% Dash Distance for 4s.
Upgrade 2:
+1m Trail Width
+0.5s Trail Duration
Upgrade 3:
-20s Cooldown
On Hit: Additional -15% Movement Speed and -10% Dash Distance.

Afterburn (Passive):
Hits from your weapon and some abilities build up Afterburn, dealing spirit damage over time.
Against burning targets, your hits restore some of Afterburn's duration.
Afterburn (4s Duration): 16 Base DPS (1 Spirit Scaling)
9% Buildup/Duration Per Bullet/Light Melee | 15% Buildup/Duration Per Headshot/Heavy Melee
9% Buildup/Duration Per Flame Dash Hit | 30% Buildup/Duration Per Concussive Combustion Hit
Upgrade 1:
Afterburn: Each hit reduces the target's Bullet and Spirit Resists by 2% to a maximum of 30% each.
Upgrade 2:
+1s Afterburn Duration
Upgrade 3:
Afterburn: Each hit steals 1 Spirit Power from the target and reduces their Weapon Damage by 1% up to a maximum of 20 Spirit Power and 18% Weapon Damage.

Concussive Combustion:
140s Cooldown
Become a living bomb, dealing spirit damage and applying stun to all enemies around you after a delay.
This ability cannot be interrupted.
150 Base Damage (1 Spirit Scaling)
3s Explosion Delay
1.25s Stun Duration
13m Radius
Upgrade 1:
-35s Cooldown
Upgrade 2:
+0.5s Stun Duration
+3m Radius
Upgrade 3:
+105 Damage
Heal for 70% of the damage dealt to heroes.
Heroes hit have their Bullet and Spirit Resists reduced by 30% for 4s.
 
This is hard to read.

Napalm’s 5p would apply a (perpetual?) self-buff consumed to apply damage & however much anfterburn around the first enemy on whom afterburn is triggered?

Spirit theft on the flame dash is kinda neat but I don’t think does much for an Infernus playing catch up. How would it help one there?

Otherwise, minus the ult shredding resistance & uncharged Flame Dash 5p the rest seems just near-vanilla. And that attack speed buff would preserve his 1v1 threat. Pobody’s nerfect
 
This is hard to read.

Napalm’s 5p would apply a (perpetual?) self-buff consumed to apply damage & however much anfterburn around the first enemy on whom afterburn is triggered?

Spirit theft on the flame dash is kinda neat but I don’t think does much for an Infernus playing catch up. How would it help one there?

Otherwise, minus the ult shredding resistance & uncharged Flame Dash 5p the rest seems just near-vanilla. And that attack speed buff would preserve his 1v1 threat. Pobody’s nerfect
The intent with the third upgrade of napalm would be: when you cast napalm and hit an enemy that is burning from afterburn, that enemy causes an explosion centered on themself dealing burst damage and applying afterburn to them and enemies around.

The spirit stealing is on the Afterburn. The idea being the longer the afterburn lasts the more spirit you steal. If you apply afterburn to multiple heroes you can get even more, like how spirit snatch works with AOE melee abilities.

All of Infernus' ability upgrades that gave the respective abilities straight damage have been removed making his DPS significantly lower. I did bump up Afterburn's base damage and scaling slightly as well as increased his fire rate to compensate. The fire rate itself helps him apply afterburn easier. But again, I wanted him to focus on applying debuffs instead of dealing a lot of damage.
 
-30% shred is an absurd amount of shred. Crippling head shot is -18% shred and its a 6.4k item. With even a small amount of fire rate infernus can build that up insanely fast: it basically give him napalm dmg amp for free and everyone can use it.
 
Infernus, Mina, and Mirage are characters that deal absurd damage in the early game, and you have to spend on spiritual defense and debuffs for nothing because they keep shooting at you and reapplying their passive, and the only item that is unstoppable costs 6400. Plus, if they see that you have an item that counters them, they use their movement abilities and you can't catch up to them.
 
-30% shred is an absurd amount of shred. Crippling head shot is -18% shred and its a 6.4k item. With even a small amount of fire rate infernus can build that up insanely fast: it basically give him napalm dmg amp for free and everyone can use it.
That is true. Probably would be better if it was like 15% - 20% maybe.
 
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