Trix - The Astral Summoner (With Artwork+Abilities)

CamperTR

Member
Here's a concept i made for a minion summoner hero. If you have any suggestions or improvements, please let me know! I'm planning to do a 3d model also, and a detailed in-game mockup. Hope you like the character!

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I posted this on reddit a while ago but changed some of the abilities since then, will add more detailed stats soon. If you have any ideas on the cooldowns, damage etc. you can comment them below.
 
Is this a pure minion hero idea? If so how does the first skill synergize with the rest of her kit?
Not pure minion idea of course, first skill is there to have some 1v1 capability and some AoE. It synergizes when your minions are level 3 because it is increasing spirit dmg towards the target. Could be reworked though.
 
Cool idea and art, but I feel like Astral Gate and Astral Mist could be tweaked a little bit, what if Astral Gate worked the same way Wraith King's summon ability does in Dota, where every 2 last hits give you 1 Astral minion which you could summon by pressing the ability key (maybe also that way you could have floating balls orbiting around Trix signaling the number of minions shes got ready to summon). As for the "take over minions" functionality of Astral Gate, what if you gave that to Astral Mist instead (maybe in the form of an upgrade?), while having it function as an aoe around your character, the same way that Dynamo's heal works, that way it requires you to stand next to your minions and put yourself in potential harm's way
 
Orb Barrage is interesting, but I don't think that the sequential effects of the orbs track logically. Three orbs of differing sizes is interesting..; if you want to add some additional effect, there's got to be something that follows better here than these three difficult to follow effects. Astral Gate is an interesting summon ability, seeking to address the additional experience offered by increase wave pressure with some clause that biases your hero design. From here I'm looking to see a kit that further pushes the idea of this hero as a lane pusher. For the second two final abilities, I'd try to make these less focused on having a specific interaction with the character's astral minions. For the third ability, I think you could extend these benefits to regular minions / your allied heroes. I don't know if a disguise ability is the most effective synergy here, especially packaged with a minion steroid.

Essentially, what I'd be looking for is something more like... a global teleport. For example, I once designed a concept for Mephisto for Heroes of the Storm (who eventually became a character, anyhow) which had a global teleport that caused him to start losing health until he reactivated the ability, returning to his cast point. A delayed nuke projectile. Charged Bolts. And something like Warlock damage share--which could be useful as an ability cast on your allies, to prevent lane minions from dying instantly (more like Tauren Spiritwalker damage share), to causing enemies to take more damage by having them share a percent of each other's damage; or, a choice for a different ultimate, to convert a group of minions into allied minions.

If you're going to go with a minion summoner theme, you have to really push that design somehow and maximize the odds that you can push into the enemy base. Global mobility is probably the most important element there that I feel needs to be added. I think the projectile nukes on skill 1 & 4 are less important. Adding to that a better way to give minions a steroid would be a positive change, in my opinion. I wouldn't abandon the idea behind Astral Mist. I could see better mechanics lending credence to the theme there. If you're moving forward with modeling the character, consider marrying the visual elements with an improved design for the abilities.
 
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