Hero Description :
Once granted the power to reign over the earth domain of Azeroth, Neltharion was corrupted by the Old Gods residing in his domain, and was made a pawn in their games, one that threatened to completely destroy Azeroth. Now known as Deathwing, the powerful dragon has found in the Nexus a whole new world to break.
Hero Concept :
Deathwing is a high-risk/high-reward Warrior Hero with an impressive presence, but not much mobility. Indeed, his large stature (his model is as big as some Bosses) refrains him from moving freely in tight spaces, but provides him with great bodyblocking potency. His lack of mobility is compensated by ranged abilities for almost all of his kit.
Deathwing's Combat trait,
Dragon Soul, acts as a multi-tier quest. The first steps progressively reduce his maximum Health, making his efficiency as a tank sink a little (which is not that bad since he has the largest Health pool of any single Hero including Cho'Gall). After reaching
Demon Soul, Deathwing's abilities are empowered, and he starts regaining max Health, towards an amount above his initial max Health. After reaching
Corrupted Soul, Deathwing grows his strongest, dealing increased damage and having an enormous Health pool.
In counterpart for his ludicrous amount of Health, killing Deathwing grants the enemy team double the expected amount of experience points.
Flame Breath is Deathwing's main damage tool, with added effects like setting his enemies on fire and reducing their Armor.
Thunderous Roar is a large AoE slowing effect that can also act as a Crowd-control clear on Deathwing.
Earthshatter is a rather spammable ability that can apply annoying crowd-control if placed carefully.
Adamantium Armor is a secondary ability that gives a small amount of damage reduction.
Emergence is a global ultimate ability that allows Deathwing to stun ennemies near his point of arrival, as well as damage buildings nearby.
Destroyer's Flight may be short-ranged compared to its counterpart, but still allows to fly right over the enemy team and block their retreat.
Technical Characteristics
Health : 3055
(+4% per level)
Regen : 45,74
(+4% per level)
Mana : 490
(+10 per level)
Mana Regen : 2,90
(+0,1 per level)
Attacks per second : 0,91
Range : 2,50 (melee)
Damage : 138
(+4% per level)
DPS : 125,58
(+4% per level)
If anyone has a question on technicalities, a suggestion, an idea about balance ... basically any kind of feedback, I would gladly hear it and reply as soon as I notice !
V1.02 :
- Flight (Mount) : Better tooltip
- Tail Swipe : Cooldown increased from 5 to 12 seconds
- Sound of Apocalypse : Damage reduction duration reduced to 2,5 seconds, to line up with the slow duration of Thunderous Roar
- Around the world : Now grants Destroyer's Flight a second charge (instead of global range)
v1.01 :
- Cataclysm : Now deals reduced damage to buildings (doesn't make the Core collapse on its own after 7 minutes lol)
- Emergence : Damage increased, and damage to building greatly increased (pretty much wrecks gates, walls and turrets, and deals significant damage to Forts and Keeps)
- Shattering : Building destruction less extreme (can still down a half-health Fort or Keep)
- Inferno Breath : Additional damage reduced from 400% over 12 seconds to 300% over 9 seconds (same DPS, but less damage overall and less time for Deathwing to refresh)
v1.00 :
- Concept finished with Description, Stats, Abilities and Talents.
There's just two things I would reconsider for this amazing concept. Firstly, Cataclysm is way too good. 92 damage per second is a LOT of damage, especially if the game is being won by Deathwing's team and the enemy has no time to make a come back. (To put in perspective 2 minutes, 92*120, is 11040 damage!). Secondly, the Emergence heroic deals 3% of a Fort's health as damage which is pretty weak considering if it was to be used as a "destroying" heroic to both damage buildings and disrupt enemy heroes. Also note that the level 20 upgrade to instantly destroy enemy buildings every 100 seconds is too good (maybe make it deal 25% of the structure's maximum health as damage?).
Overall, great job! This is amazing! :)
My primary idea with Deathwing was "He must feel like a badass and at the same time not overwhelming to the ennemies". It is vital for the Deathwing player to level his trait without dieing to increase his potential, while the other team must make a priority of killing DW, even more as he approaches one of the thresholds for his trait. I felt it was better for DW to initially loose max HP, as progressing the "quest" without dieing should be increasingly difficult as time passes. However, finishing the quest must be rewarded, so DW has to regain the max Health lost somehow.
I'll keep working on him to have him as fair and balanced as possible while keeping his identity intact.