the hero roster is pretty great, but noticably all the tanks in this game are designed more around their own damage and survivability rather than fulfilling a more traditional tank role in-game, so i figured that adding such a hero that fits that archetype would be a good addition! i don't have an exact idea of what kind of knight or their lore, hence the vagueness of the thread title. some kind of ghost-knight, similar to vindicta, maybe?
I don't include many specific damage numbers in the abilities or gun, or cooldown lengths, since I'm not too familiar with that side of balancing. this is just to be an idea for inspiration. anyway, on to the fun stuff:
Gun: The knight wouldn't have a traditional gun, but instead carry a large halberd and use that as their weapon, similar to how Apollo's gun behaves. It would be a large, short-range, slow-firing projectile that deals heavy damage.
Ability 1: Halberd Sweep
This ability is a simple AOE sweep with the knight's halberd in front of them, with a short wind-up time. Similar to Mina's Rake, just larger and a bit slower. It would deal pure melee damage, and starts with 1 charge. Some upgrade ideas:
Ability 2: Impaling Charge
The knight dashes forward a short distance with their halberd in front of them, impaling and rooting an enemy hero for a moment before the knight is able to throw said enemy in a direction of their choosing. Think Silver's Boot Kick, but with more directional control. Once impaled, the knight has a small period of time in which they can throw the enemy by pressing directional buttons (using WASD as an example):
W: Will throw the enemy forwards.
A: Will throw the enemy left.
S: Will throw the enemy behind the knight.
D: Will throw the enemy right.
No input: If the knight inputs no direction, the enemy will be thrown into the air with reduced air control (similar knock-up to Ivy's old ult on-hit, but a bit higher).
Pressing more than one input will throw the enemy in the combined direction (i.e pressing W+A will throw the enemy forwards, to the left).
Upgrade ideas:
Ability 3: Knightly Resilience
This is an aura passive the knight can build up by dealing/taking damage. It provides both the knight and nearby teammates with increased resistances. The knight receives the full benefit, but the bonuses are split amongst nearby teammates. For example, the knight has built up to 30% resistances and has 2 teammates nearby. The knight would receive the full 30%, whereas the bonus would be split amongst the teammates nearby, them both receiving 15% instead. Upgrade ideas:
Ability 4: Rallying Flag
The knight places down a flag, providing a large AOE which provides healing and increased weapon damage. Similar to McGinnis' Medicinal Specter, but a much bigger AOE. Enemies can destroy the flag with 2 heavy melees. Upgrade ideas:
That's about it! I hope this can provide some inspiration with hero abilities! also leave feedback/ideas if you have any other interesting ideas that would fit the idea of a support-tank hybrid!!
I don't include many specific damage numbers in the abilities or gun, or cooldown lengths, since I'm not too familiar with that side of balancing. this is just to be an idea for inspiration. anyway, on to the fun stuff:
Gun: The knight wouldn't have a traditional gun, but instead carry a large halberd and use that as their weapon, similar to how Apollo's gun behaves. It would be a large, short-range, slow-firing projectile that deals heavy damage.
Ability 1: Halberd Sweep
This ability is a simple AOE sweep with the knight's halberd in front of them, with a short wind-up time. Similar to Mina's Rake, just larger and a bit slower. It would deal pure melee damage, and starts with 1 charge. Some upgrade ideas:
- T1: Increased Range.
- T1: +1 Charge
- T1: Deals fading slow.
- T2: Increases Fire Rate after use.
- T2: Heal for the damage dealt/portion of missing health.
- T2: Ability can be held to increase damage.
- T5: Deals Max Health % damage.
- T5: Deals % True damage.
- T5: Increases Knightly Resilience build-up by 20% on hit.
Ability 2: Impaling Charge
The knight dashes forward a short distance with their halberd in front of them, impaling and rooting an enemy hero for a moment before the knight is able to throw said enemy in a direction of their choosing. Think Silver's Boot Kick, but with more directional control. Once impaled, the knight has a small period of time in which they can throw the enemy by pressing directional buttons (using WASD as an example):
W: Will throw the enemy forwards.
A: Will throw the enemy left.
S: Will throw the enemy behind the knight.
D: Will throw the enemy right.
No input: If the knight inputs no direction, the enemy will be thrown into the air with reduced air control (similar knock-up to Ivy's old ult on-hit, but a bit higher).
Pressing more than one input will throw the enemy in the combined direction (i.e pressing W+A will throw the enemy forwards, to the left).
Upgrade ideas:
- T1: Increased throw range.
- T1: Increased damage resistances when successfully impaling a target.
- T1: Small heal on impale.
- T2: Reduce cooldown on impaling a target.
- T2: Cause a % damage bleed on impaling a target.
- T2: Reduce target resistances on impale.
- T5: Throwing a target into a wall stuns them.
- T5: Increased lunge range.
- T5: Now deals bonus melee damage.
Ability 3: Knightly Resilience
This is an aura passive the knight can build up by dealing/taking damage. It provides both the knight and nearby teammates with increased resistances. The knight receives the full benefit, but the bonuses are split amongst nearby teammates. For example, the knight has built up to 30% resistances and has 2 teammates nearby. The knight would receive the full 30%, whereas the bonus would be split amongst the teammates nearby, them both receiving 15% instead. Upgrade ideas:
- T1: Increased Aura radius.
- T1: Builds up bonus move speed for the knight, as well.
- T2: Builds up increased regeneration (splits the same as resistances).
- T2: +10% Resistances
- T5: No longer splits amongst teammates (they always receive the full resistances build up)
- T5: Builds up debuff resistance.
Ability 4: Rallying Flag
The knight places down a flag, providing a large AOE which provides healing and increased weapon damage. Similar to McGinnis' Medicinal Specter, but a much bigger AOE. Enemies can destroy the flag with 2 heavy melees. Upgrade ideas:
- T1: Reduced cooldown.
- T1: Also provides bonus move speed.
- T2: Increased healing/weapon damage.
- T2: Increased AOE.
- T5: Teammates (knight included) can now carry the flag. (melee'ing the hero with the flag makes them drop it. small channel time to pick it up. similar to urn.)
- T5: Also provides Knightly Resilience build up.
That's about it! I hope this can provide some inspiration with hero abilities! also leave feedback/ideas if you have any other interesting ideas that would fit the idea of a support-tank hybrid!!