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Overseer Hero Concept [Ranged INT Nuker/Support]


MOTHER
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Passive - Oversight

 

Overseer and allies in a 10-unit radius gain +2 vision.

 

Q - Assimilate (or Assimilation)

 

Overseer psychically strikes the bodies of his enemies, to better absorb their minds. Overseer instantly ignites a pulse of psionic energy (3-unit radius) at a target location that deals damage equal to 100/125/150/175 + (60% INT). For every unit killed by the blast, Overseer temporarily gains 3/5/7/9 INT for 30 seconds. If target is under the influence of Occipital Germ, 20% of damage is dealt as true damage. INT gain stacks, no cap. CD = 12. Cast Range = 12. Energy Cost = 140/160/180/200.

 

W - Occipital Germ

 

Overseer spawns a brain-rotting parasite (larva, swarm queen larva, or changeling model) that very quickly scuttles towards a target and infects them. The germ temporarily reduces a target's vision by 1/1/1/2 and INT by 15/20/25/30 for 15/20/25/30 seconds. Target gradually regains INT over duration of spell. Overseer also gains full vision (even if it's cloaked) of the target for the entire duration. Multiple germs on a target do not stack, only reset. Germ has 50 HP, 100% spell resistance; can be killed on its way to the target but is extremely fast. CD = 15. Cast Range = 12. Energy Cost = 75/100/125/150.

 

E - Mental Illusions

 

Overseer psychically manipulates the perception of his enemies, manifesting false realities to deceive them. Creates 1 illusion of single allied target unit or hero under the control of Overseer. Illusions have 30% of a target's health and do 10% of its damage. Illusions have 0% spell resistance and last for 60 seconds. Illusions do not have spells and do not proc item effects. Can target self. CD = 16. Cast Range = 15/30/60/120. Energy Cost = 150.

 

R - Overpower (or Dominate or Domination or Overkill)

 

Overseer can overpower and destroy feeble minds as well. A single target (heroic) nuke that deals damage equal to (50% INT) + 5/6/7 times the difference of INT between Overseer and target. If target's INT equal to or greater than Overseer's, only base damage applies. If target is under the influence of Occipital Germ, 20% of damage is dealt as true damage. If target is killed, Overseer temporarily gains 100 INT for 30 seconds. CD = 110/90/70. Cast Range = 10. Energy Cost = 15% of max.

 

Explanation

 

Overseer is designed to be an INT support hero with excellent utility and damage potential for the team, he sets the stage for victory but does not claim it himself. He has excellent range on his spells, but they cost too much energy. His ability to harass at great range with germs and illusions will prove useful for asserting map control and be frustrating to deal with for the enemy. Overseer also has tremendous damage potential against the right target. By stacking INT from items and his skills as well as prepping with a germ, Overseer can actually obliterate a single target with his Q and R.

 

Notes:

 

Regarding Overseer's attack animation, we can have him spawn little broodlings of sorts, like a zerg version of MULE's attack. Alternatively, if you ever played the SC2 Arcade game Star Battle, they use an excellent and very psychic attack animation for their Overseer hero. Also this hero concept with a little modification can be re-applied to the Overlord model but Overseer is definitely much cooler that I'm rooting for.

 

Suggestions and questions welcome.

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Not really 0 sight since multiple germs don't stack but one germ will stack with Maar's passive yes (max -3 sight?). Also Maar would benefit from Overseer's passive to use for his long range spells and from his germ, to teleport to and gank unsuspecting heroes infected with a parasite.

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I think this is a brilliant concept. Overseer could become excellent anit tank hero, cause drake or gravitus are usually very high on strength but low INT. What I really like is while it deals a lot of damage to tanks it won't instantly murder the casters unlike other heroes. However I think the dominate damage can still deal insanely high damage even against tanks. Also I think it would be able to one shot agility heroes like shadow. I think damage should be a bit lower like 5/6/7. For attack animation I think he could have sg like he has in starbattle.

Another ability for him: Force wave: deals 20% intelligence damage around him in a 3 unit radius and pushes every enemy unit out of this circle.

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The damage potential can be insanely high but is easily countered by stacking some INT items/potion, if tanks want to survive Overseer they need to build to counter him with some INT or risk being "dominated". Also there is no energy theft happening during Overseer's ultimate. The target only loses 90% of its current energy if and only if their INT is equal to or greater than Overseer's. This opens the door of using the ultimate to cripple an enemy caster instantly but not kill him or her.

 

However the numbers can easily be adjusted.

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We could add some INT scaling and a force wave (which would look really cool) to the ultimate but adding the AoE damage might be too much.

 

We could reduce the multiplier and add a fixed damage like (100% INT) + 4/5/6* the difference in INT between target and Overseer. However the fixed damage would make this skill much less specialized.

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I think that changing the q to be more of a support skill would be a good thing, as a support hero does not need an ability only useful for farming, and this hero's only damage is ult, he can't really be built damage unless you go aa, which doesn't seem like it would be viable. You could change the q into a small silence for targets affected by parasite, and that could deal damage, or make it steal int from a target that is affected by parasite, which allow you to combo it with his ulti, so that there is some setup to his instead of just clicking on the person. Changing it to a cc skill would be the best thing to do in my mind, as this hero is lacking cc for being a support.

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How about this for Q:

 

Overseer weakens the minds of his enemies, in order to better absorb them. An AoE (3-unit radius) psi blast that deals damage equal to 100 + (40/50/60/70% INT). For every unit killed by the blast, Overseer temporarily gains 2/4/6/8 INT for 30 seconds. If target is under the influence of Occipital Germ, 25% of damage is dealt as true damage. INT gain stacks, no cap. CD = 12. Cast Range = 10. Energy Cost = 120/140/160/180.

 

This is more of a CC skill that scales much better and combos with both E and R with its INT stacks. I'm not sure if the AoE is too big or too small though.

 

Thank you guys for the input.

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How about this for Q:

 

Overseer weakens the minds of his enemies, in order to better absorb them. An AoE (3-unit radius) psi blast that deals damage equal to 100 + (40/50/60/70% INT). For every unit killed by the blast, Overseer temporarily gains 2/4/6/8 INT for 30 seconds. If target is under the influence of Occipital Germ, 25% of damage is dealt as true damage. INT gain stacks, no cap. CD = 12. Cast Range = 10. Energy Cost = 120/140/160/180.

 

This is more of a CC skill that scales much better and combos with both E and R with its INT stacks. I'm not sure if the AoE is too big or too small though.

 

Thank you guys for the input.

I think making it have the effect of reducing the targets accuracy when they are affected by the germ would be cool and unique. Reducing accuracy would basically be making everyone who the lower accuracy target attacks have evasion to only the lower accuracy person's attacks. This would fit in with the concept of weakening the enemy, and you could add a slow to give it more utility. Even if you don't use the idea above, please change the q to this, it is waaaaaaaaaay better and fits the hero better too. And btw, can I get some feedback on my heroes? I currently have very very little :'( *sniffle sniffle*
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^^ Just a quick note, the reason that there is only 1 item and 1 (constant) ability in the game that affects sight is because stacking would make teams just go straight sight reduction and the whole enemy team gets 1-2 sight. I think adding Overseer would be alright, but anything more and you would be seeing it with this guy and Maar all the time.

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Worst case scenario the enemy hero's vision is -3 due to Maar's passive and Overseer's lvl 4 W. I'm not sure how bad this would be in game but I think it is managable because W can easily be prevented with parallax, skills that remove negative debuffs or just killing the germ on its way to the target.

 

I've also changed a few things around, W can be a very nice set up and compliments Q and R, which have been changed and somewhat nerfed.

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I still feel that this hero is lacking the utility of a support, it needs a skill to stop the enemy like a silence, slow, root, stun, or something like this. The hero will most likely squishy, and its utility and survivability are very low, the only things setting him apart from other supports are the reveal from w, and the chance of one shotting a non-int hero. I think you should change the e into a single target confuse, that makes the affected target walk around randomly for the duration.

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E is intended to confuse by creating illusions that can scout, absorb spells, be decoys for your team, fake pushes, aid in escapes etc. It's really a fantastic skill and its cast range allows Overseer to help allies from across the map. Imagine sending out an illusion that takes the ultimate of Cyprus instead of your real carry? If you use your imagination and some micro managing, the utilities of E are endless. It's actually my favorite skill.

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E is intended to confuse by creating illusions that can scout, absorb spells, be decoys for your team, fake pushes, aid in escapes etc. It's really a fantastic skill and its cast range allows Overseer to help allies from across the map. Imagine sending out an illusion that takes the ultimate of Cyprus instead of your real carry? If you use your imagination and some micro managing, the utilities of E are endless. It's actually my favorite skill.

I did not notice the cast range on that baby, lol, and now that you explained all that it is fine, but the hero still should bring something other than an illusion(which i would assume is shown to be fake by true sight) and damage to a fight. You could add a stun, silence, or root to the w at the beginning to accomplish this, and I feel it is really needed. Other than this, your hero looks fine to me now. :)
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Nah illusions don't show with TS, unless the hero that they are a copy of has TS then you would know which one is the real one. You can tell which is the illusion by damaging them with your AA or spell, they have no resistance and very little hp.

Ok, you might want to put that into the description :)
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