In light of recent news (most painfully the information that a functional Arthas Rework and model change were very close to completion), I've decided to finally take a look at reworking a hero who has long since fallen out of fashion. While some people like to throw out the term "dated" when talking about hero designs a bit willy-nilly, I think in the case of Arthas that term fits perfectly.
Arthas was designed back when the design ethos of HotS featured an increased focus on checks and counters. "Cassia is good against AA heroes, Anub'arak is the anti-mage Tank, Tychus counters tanks, and some heroes even have innate resistances to certain damage types". Since then, HotS has instead tried to focus on making every hero have as
close to an even matchup with everyone else as was possible. Counters are inevitably going to exist, but they wanted to avoid exacerbating it.
Arthas is a perfect example of a hero who was designed to be a counter hero. His core ability, Frozen Tempest, sees him lowering the AA damage of anyone near him, allowing him to effectively shut down characters like Raynor or Illidan should he position himself on top of them, while he and his team whittle them down. He does this very effectively, but outside of this niche, he is a hero who very much struggles do perform his role as a tank.
Additionally, Arthas has some abilities that aren't particularly fun to use. Frostmourne Hungers is one of the most basic and underwhelming traits in the game outside of its dedicated quest build, while Death Coil features very little in the way of meaningful playmaking or skill expression. While the hero does have Frozen Tempest, which rewards the hero for good mana management and positioning (and feels great when you lock down enemies with it), the fact that a good portion of its power comes from weakening an attribute that not all heroes rely on hurts it considerably.
Pain Points
- Designed as a counter hero, which doesn't match the current ethos of the game.
- Abilities can feel lacking in meaningful skill expression and impact.
- Cannot perform the task of a tank due to low peel, low engage, and limited teamfight survivability.
Areas to Respect
- The flavor of Arthas is as a looming presence who becomes terrifying once he reaches you, as such, a key part of his unique identity as a tank is a lack of mobility.
- Death Coil is boring, but the attribute of "damage or survivability" is a unique one, so push it.
- Frozen Tempest should be a core element to the identity of Arthas.
Goals
- Make Arthas function as a tank without changing his kit too much. A new peel is necessary.
- Increase the skill expression on Arthas's baseline abilities.
- Make Arthas have viable tools that work on all archetypes, not just certain assassins.
Compared to his current QWE kit in the game, Arthas would have roughly similar self-healing, but would lose a lot of the survivability he has in the form of Attack Speed reduction in exchange for Gorefiend's Grasp's pulling effect. He is currently quite effective against melee-centric team compositions thanks to Frozen tempest, which works very well for a tank with low mobility. I think that the loss of Frozen tempest as a readily available Basic Ability would have the net effect of weakening Arthas agaisnt the Heroes he was good agaisnt, without making him that much stronger agaisnt others.
Now, this doesn't mean that I don't support the change to Frozen tempest, I just think that Arthas should retain some of its survivabilty aspects for more than just 6 seconds every once in a while. Off the top of my head, I could suggest some kind of passive aura-debuff to Frozen Tempest that would keep some of its original power and flavor. A portion of Frozen Tempest's current effects could be a good start (15 damage per second and 15% Attack Speed reduction, for example), with some potential additional effects through talents. This would work well with his pullback and root and allow Arthas to remain the guy you never want to stay close to, like he always has been, but without the Movement Speed reduction and stacking mechanic, of course; that would be limited to the active part of Frozen Tempest.
All in all, I like the impact your version of Frozen Tempest has on teamfights, I just think Arthas needs to keep some of its defensive aspects more often if he wants to survive to longer exposure.
My original plan for the new Tempest was to make it something that you charged up (by dealing damage) and unleash, but I struggled to find a good way to implement it just because Arthas being so single-target oriented left little room for him to be able to earn things, it just encouraged him to use abilities as soon as they were off cooldown.
Right now what I'm thinking is, in my next run of changes, to revamp his level 1 talents to give him some extra disruption and/or survivability. I think, once he hits 7, his personal survivability is fine, but his impactfulness in teamfights is a bit more limited. I think, to fix that issue, I'd need to either rebalance Tempest again, or improve the level 1 options for Arthas, focusing on giving them effects that can protect his team.
Thanks for your comment!
When you're making a hero concept, do you start with a gameplay/mechanic idea, or a hero? I ask because usually I think about which heroes it would be cool to be able to play, and then try to develop a gameplay off of that, but maybe this is why my concepts always end up half-baked. So I was wondering if you start with an idea for a mechanic versus one for a hero (although this is a rework, so maybe's that different too).
A central identity is important to just about any hero. For example, when making Deckard Cain, the Heroes team spent a lot of time thinking about just how they wanted him to operate, and decided on the idea that he would be a setup hero, one whose abilities take a while before they really get going. So they gave him two AoE moves with wide coverage but a long cast time, and his potions, which let him shift battles even more if he sets them up ahead of time. Then, in turn, I believe they came up with his trait as a way to undo the potential "can't reach the healer" frustrations, forcing him to get into the action properly if he wants to max out his healing, but in turn he has to put himself closer to danger (which all had the side effect of making him feel like an 'escort quest' character, adding to his flavor).
Looking at your own hero concepts, I think Cenarius probably has the strongest identity. A hero who builds up power with time, and wants to remain at that full power level for as long as possible, but will sometimes have to sacrifice that power in order to use their best ability. Now, for such a hero I'd probably also include a dedicated talent tier that allows them to charge up in another way (Autos, etc.), to add extra skill expression. I've written a full review on their page, just to get out some of my thoughts.
That said, I do think there's a limit to how far this idea can go in terms of informing what his other basic abilities do. Is Cenarius someone who pokes from afar until a critical moment? To that end, you could further push the identity of him as requiring other heroes to help him get the most out of his abilities (eg. A replacement for Q could have you dealing damage to everyone between yourself and a nearby hero, while you and your ally get shields). Though that's maybe not a very Cenarius thing to do.
But yeah, what you really want is an anchor point for your hero. What is the single central idea that everything else is baked around? What does that say about their gameplan? What would be most fun about this ability that you would want to emphasize? If this anchor point is really strong, what weaknesses will you put in to hold them back?