Level 1-
Kinetic Foam (Passive): Every 3 seconds, gain a charge of Kinetic Foam. Kinetic Foam grants you 25 Physical Armor against the next Heroic Basic Attack directed against you. Stores 5 charges.
Biosynthetic Stim (W): Gathering a Regeneration Globe while under the effect of Stimpack grants you 294 (+4%) health.
Go, Go, Go! (W): Stimpack now increases your movement speed by 35% while it's active
Level 4-
Knockout Volley (Q): Ballistic Volley now applies three stacks of Concussive Shells, and the duration of Concussive Shells is increased by 1 second.
Soldier's Momentum (Passive): Your Basic Attacks reduce the cooldowns of Ballistic Volley and Lock 'n' Load by 1.1 seconds.
Kaboom, Baby! (E): Basic Attacks augmented by Lock 'n' Load heal you for 85% of the damage dealt.
Level 7-
Blowout (Q): Increase the area of Ballistic Volley by 25% and its damage by 15%
Bioregenerative Rounds (W): Stimpack now allows you to heal for 25% of your Basic Attack damage while active
Mediator Shells (E): Basic Attacks augmented by Lock 'n' Load deal 12% additional damage for every stack of Concussive Shells on the target.
Magrail Munitions (Active):
Level 10-
The Smell of Napalm (R1)
Selfless Leader (R2)
Level 13-
Adrenaline Rush (W): Stimpack increases your attack speed by 25% while active
Ablative Armor (Passive): Once every 30 seconds, taking Spell damage grants you 18 Spell Armor for 2 seconds. Additional Spell damage during the effect refreshes its duration.
Boom Goes the Dynamite (E): Attacks affected by Lock 'n' Load now do 55% of their damage in an area around the primary target, and all secondary targets hit lower the cooldown of Lock 'n' Load by 0.2 seconds, 0.5 if they are Heroes.
Level 16-
We'll Need a Bigger Needle (W): Stimpack's duration is increased by 3.5 seconds
Lasting Trauma (E): The duration of stuns inflicted by Lock 'n' Load is increased to 0.8 seconds
Shook Up (Trait): Concussive Shells can now stack up to 7 times
Level 20-
Wakeup Call (R1): The duration of The Smell of Napalm is increased by 3 seconds, and it now makes enemies lose 15 Armor for the duration.
Last Stand (R2): You are healed for half of what your allies receive from Selfless Leader
Internal Tech Module (Q): You now have two charges of Ballistic Volley. In addition, activating Lock 'n' Load restores a charge of Ballistic Volley.
Nexus Blades (Passive)
In addition to all that, I also think it's valuable to look at this hero's tree from a player's perspective. If you were running Morris as a solo warrior, how would you build? What about if there was a tank on your team and significant AA on the enemy team? How would the build look if the enemy was a dive comp? Is there any realistic comp you'd have where you'd be the solo laner and take AoE-focused talents?
Once you run through these questions, are there any talents that you think won't be taken in almost any match?
Right now, I'm thinking that at level 4, Knockout Volley looks too underpowered and Soldier's Momentum looks too good for most situations, Boom Goes the Dynamite is only ever valuable on an "E-build" which I think would be rarest (used mainly for countering a hyper-mobile comp), Lasting Trauma is not even attractive enough for an E-build compared to Shook Up, and that Internal Tech Module (my suggestion, I know) looks too attractive since Ballistic Volley is only 45 mana.
2) I honestly didn't know that little detail, I'll be sure to change it
4) Because I lowered his attack speed so drastically, I didn't want to kneecap his lockdown capability at the same time
5) Yeah, it's essentially a blue-flame Hellion attack that sort of *fwooshes* down its range. If it's point-blank it's pretty much a guaranteed hit, but someone near max range could get out of it.
6) I feel like that would make the ability very ineffective in most cases, seeing as how a lot of ability damage isn't multiple rapid hits. It could work against, say, Sylvanas and Gul'dan, but it seems to me as though the change would make the ult too niche compared to Napalm.
As a solo tank, I'd probably run Biostim, Soldier's, Magrail, situational ults but mostly Napalm, Adrenaline, Lasting, and Internal
As a second tank against AA, my build would likely be something like Go Go Go (or Foam, depends on the AA), Knockout, Mediator, either ult, situational, Shook Up, and Internal
Against dive, the build would definitely have to be (imo) Go Go Go, Soldier's, Magrail, either ult, Ablative, Lasting, and either Wakeup Call or Nexus Blades
As for the question of Morris as solo laner, I can't think of such a comp at the moment, but he'd overall be pretty good solo just by the nature of how his kit works. He'd be able to split to do things on his own nicely and bully people out of lane, but it's not a role I'd draft him for.
I'll try and adjust those talents. Here's the changes I'm thinking.
1) Adding a duration boost to Knockout Volley (something like 1 second added to the trait's duration)
2) Reducing Soldier's Momentum to 1.0 seconds
3) Adding something (maybe CDR of some kind) to Boom Goes the Dynamite
4) I intend to mainly nerf Shook Up somehow, because it IS a really powerful talent, especially with any attack speed buffs and Knockout Volley at 4, but I may also buff Lasting Trauma somehow (although the Boom buff might indirectly buff it)
5) Raising Q's mana cost to 55 mana
Thanks again for all the concept love! Morris wouldn't be half as good as he is right now even without your feedback :)
I think that 25% is a nice baseline effect for his 5-stack figure, but I think that this is too quickly achieved. Knockout Volley at level 4 makes a full stack even quicker with Q.
What I'd like you to consider is making Colonel Morris a more deliberate fighter.
Here's what that entails:
Jumping off from all of that, here are the other tweaks (mainly talents) I'd think about. Note that I'm one of those anti-generics, and if you disagree with me on that, it's okay, you do you man.
That was a lot of critique just now.
That was because, for everything I didn't mention, I loved it. This entire concept is fantastic, and I haven't seen a better marauder implementation yet. The recent relegation of tanks to their niches meant that this marauder had an obvious anti-physical role in the meta, and the nature of stimpack lent itself to peel and chase. The stats seem fine, the talents I didn't mention seem fine, and I'm really inspired by what you've got here working all together.
Well, what better skin than
HAMMER SECURITIES?!
http://vignette2.wikia.nocookie.net/starcraft/images/f/fe/MarauderMerc_SC2_Head1.jpg/revision/latest?cb=20100717172235