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[Hero Suggestion] The.Overmind


NoWaterJustIce
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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.

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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. 

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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? 

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  • 2 weeks later...

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 by Bile
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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 by accountzZ
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  • 1 month later...

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