NoWaterJustIce Posted November 3, 2020 Report Share Posted November 3, 2020 Name: The.Overmind Portrait: Overmind Unit Base: Overmind Type: Pusher / Support Type: INT Script: **TBA** Starting Stats: Base Health – n/a Movement Speed – n/a Attack Range – n/a Attack Speed – n/a Base Damage – n/a Base Armor – n/a Strength – Medium Agility – Low Intelligence – High Heroic Passive / Active: Hostile Takeover "The Overmind is a structure hero that infests the tier 4 tower on his respective team which stats are not changed. While the Overmind does not move from this tower, he instead impacts the entire battlefield from the safety of the base." Energy Cost: n/a Cooldown: 6 seconds for activation and deactivation Charges: n/a Range: Global Passive Effect: The Overmind replaces his teams Tier 4 tower and then infests all other allied structures granting them 1 (+0.25 * Lvl ) Health regeneration. However, when the enemy team destroys an allied tower they also gain Kill / Assist rewards as though they had killed an enemy hero. (this is in addition to the normal benefits gained from killing a tower) The Overmind also receives 1 death to his K/D/A score. Active Effect: The Overmind infests an allied unit or tower, taking them over, controlling their movement and attacks and giving them a 500 (+100 * lvl) (+100% Intelligence) shield. This effect ends if the shields are depleted or The Overmind reactivates this ability. While the Overmind has taken over of specific unit or tower, that unit is considered a heroic unit(it can collect the crystals and can capture the sanctums), The Overmind gains experience from that location, and can use active / consumable items from the targets location (such as Spell Buffer or Wards). Blue Gene: The Cooldown for activation and deactivation is decreased to 3 seconds. Notes: Healing consumables would need to not effect towers or other structures I think. -- Ability One: Essence Cannon "The Overmind fires off a glob of his essence from his host body dealing damage to the first target hit as well as nearby enemies" Shield Cost: 2.5% of Hosts maximum shields Cooldown: 3 Range: 10 (small aoe explosion at the end) Level 1: Fires an essence glob that deals 50 (+40% Intelligence) spell damage. Level 2: Fires an essence glob that deals 100 (+40% Intelligence) spell damage. Level 3: Fires an essence glob that deals 150 (+40% Intelligence) spell damage. Level 4: Fires an essence glob that deals 200 (+40% Intelligence) spell damage. Effect: Hitting enemies marked by omnipotence heals the target host for the half the amount. -- Ability Two: Evolution "The Overmind forces his essence into the host bringing the pinnacle of its evolution" Shield Cost: 10% of Hosts maximum shields Cooldown: 5 Range: personal Level 1: The Overmind's current host deals 10 (+25% Intelligence) additional spell damage with their attacks, gains 10% increased attack and movement speed for 5 seconds. Level 2: The Overmind's current host deals 20 (+25% Intelligence) additional spell damage with their attacks, gains 15% increased attack and movement speed for 5 seconds. Level 3: The Overmind's current host deals 30 (+25% Intelligence) additional spell damage with their attacks, gains 20% increased attack and movement speed for 5 seconds. Level 4: The Overmind's current host deals 40 (+25% Intelligence) additional spell damage with their attacks, gains 25% increased attack and movement speed for 5 seconds. -- Ability Three : Omnipotence "The Overmind knows all, being able to see the unseen and fortify those who follow his command" Shield Cost: 15% of Hosts maximum shields Cooldown: 15 Range: 10 Level 1: The Overmind reveals an area cone from his host marking enemy heroes and revealing them for 5 seconds. Allies that hit marked enemies with basic attacks are healed for 40 (+25% Intelligence) hit points. Level 2: The Overmind reveals an area cone from his host marking enemy heroes and revealing them for 5 seconds. Allies that hit marked enemies with basic attacks are healed for 80 (+25% Intelligence) hit points. Level 3: The Overmind reveals an area cone from his host marking enemy heroes and revealing them for 5 seconds. Allies that hit marked enemies with basic attacks are healed for 120 (+25% Intelligence) hit points. Level 4: The Overmind reveals an area cone from his host marking enemy heroes and revealing them for 5 seconds. Allies that hit marked enemies with basic attacks are healed for 160 (+25% Intelligence) hit points. Note: Not sure how wide the cone should be, but I'm thinking fairly wide so you could hit 2-3 enemies in a team fight if they were spaced normally. -- Ultimate Ability: Ultimate Alliance "In a time of need, your allies temporarily allow you to become part of them to achieve victory." Energy Cost: n/a Cooldown: 180/140/100 Seconds Duration: 30/45/60 seconds Level 1: For the duration the Overmind may use hostile takeover on allied heroes as well. The ally retains control of their hero, gains 10 Armor and Spell Armor, and receives all other benefits from being the Overmind's Current Host. Level 2: For the duration the Overmind may use hostile takeover on allied heroes as well. The ally retains control of their hero, gains 20 Armor and Spell Armor, and receives all other benefits from being the Overmind's Current Host. Level 3: For the duration the Overmind may use hostile takeover on allied heroes as well. The ally retains control of their hero, gains 30 Armor and Spell Armor, and receives all other benefits from being the Overmind's Current Host. Ending Note: I am still fairly fresh coming back to AoS so some of the numbers are probably way off from being balanced, but hopefully the idea is solid and interesting. Quote Link to comment Share on other sites More sharing options...
Bile Posted November 4, 2020 Report Share Posted November 4, 2020 I just recommended a hero like this be made lol Quote Link to comment Share on other sites More sharing options...
Bile Posted November 4, 2020 Report Share Posted November 4, 2020 also welcome back Quote Link to comment Share on other sites More sharing options...
NoWaterJustIce Posted November 4, 2020 Author Report Share Posted November 4, 2020 I know, I think i remember seeing your comment and the gears started spinning. Could be a unique hero that is fun to play.(hard to balance though due to the global nature of the hero) Quote Link to comment Share on other sites More sharing options...
NoWaterJustIce Posted November 4, 2020 Author Report Share Posted November 4, 2020 @MOTHER Is this sort of concept possible in the editor, or would it be too complex? Quote Link to comment Share on other sites More sharing options...
Bile Posted November 5, 2020 Report Share Posted November 5, 2020 biggest problem I see is the snowball potential this hero combined with a hard carry could bring, needs to have a trade off- but I suppose a weak lane/no lane is the trade off? Or maybe he has to be within a certain distance for his abilities to work on other heroes. That way he can be ganked/exploited. Quote Link to comment Share on other sites More sharing options...
NoWaterJustIce Posted November 5, 2020 Author Report Share Posted November 5, 2020 Bile, he cant move he replaces the t4 tower so there is no ganking him. However you lose extra when you lose a tower as the trade-off Quote Link to comment Share on other sites More sharing options...
MOTHER Posted November 5, 2020 Report Share Posted November 5, 2020 3 hours ago, Quistmann said: @MOTHER Is this sort of concept possible in the editor, or would it be too complex? It's possible but a little too complex because of the conditions attached to structures in a team. Changing the premise from a takeover to a parasitic relationship could bypass this by allowing the hero to simultaneously be physically present at towers (in a way more similar to Karax's Adurants but on steroids) without changing ownership of said structures. I think there is a hero in HotS that can merge with towers to become a tower themselves albeit temporarily. Other issues that may arise are mostly balance related, how do you kill this hero? Quote Link to comment Share on other sites More sharing options...
NoWaterJustIce Posted November 5, 2020 Author Report Share Posted November 5, 2020 @MOTHER So maybe instead of replacing, he infests the target and "sits" with it but is not targetable In its current incarnation, you dont. Instead getting tower kills against this heros team count as an extra kill (rewarding bonus experience and money) Quote Link to comment Share on other sites More sharing options...
Bile Posted November 14, 2020 Report Share Posted November 14, 2020 (edited) Abathur from Hots is that hero and he must be within a certain distance- he takes over a creep/hero and can use a skill shot with low cd/dmg, a shield that can also heal, and an aoe burst around the host infected. He is killable because he must be within a certain range to take over a creep/hero altho is far range- while he is infected on something/one he is unable to move from his current location while hosting- thus making him vulnerable and reliant on constant moving/warding/dewarding to stay alive and within a distance to help team. His ultimate creates a clone of a hero in the game, forget if it's only a hero on his team(I believe it is) or he can also spawn a super creep instead that is able to burrow to target locations, able to be a host, and is sorta like timmy in a way. Edited November 14, 2020 by Bile Quote Link to comment Share on other sites More sharing options...
accountzZ Posted November 15, 2020 Report Share Posted November 15, 2020 (edited) well no... Abathur symbiote has unlimited range, he has to sit near a "certain distance" in his lane to 1. spread his toxic nest which has a certain range to delay enemy rotations by dismounting them whenever they trip one, they also keep watch over a area. and 2. use his locust to create constant pushing pressure in unattended lanes, they are also a target for him to use his symbiote. Abathur can literally sit in the pool invulnerable and symbiote/clone other people, but it is undesirable due to losing the potential for double soaking XP as aba, he can symbiote a lane creep and soak, but he cant symbiote his team if he isn't on one. Symbiote's unlimited range allows him to soak XP for his team which is highly important in heroes of the storm AND help his team at objectives at the same time. The XP can allow him to say, get a early lvl 10 for him to clone someone and for the rest of the team to get their ultimates. Edited November 15, 2020 by accountzZ Quote Link to comment Share on other sites More sharing options...
Bile Posted November 15, 2020 Report Share Posted November 15, 2020 ah thats right, been a while since i played. I enjoyed him, diablo, and nova. I knew there was a reason to not just stay in base whole game tho, he can double soak from what i rmbr very well. Quote Link to comment Share on other sites More sharing options...
Naiwato Posted December 25, 2020 Report Share Posted December 25, 2020 Just like Abathur from Heroes of the storm lol Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.