Dehaka by Gallifreyan10

1 Votes
Rating Pending

Dehaka

By: Gallifreyan10
Last Updated: Mar 13, 2016
Quick Share

Dehaka

Talents

Talents

Level 1
1: Advanced Digging: burrow has no cast time and moves faster
2: Poison Fumes (active) your next basic attack poisons for 2xnormal attack damage over 3 seconds
3: Seasoned marksman (see talent)
4: Full essence: Copied abilities only lose 10% of all stats
Lvl 4
1: Enhanced Damage: deals 2% more damage on "Q" abilities
2: Enhanced Spawns: spawns last 5% longer
3: Enhanced Survival: Increases stats of "E" ability by 2%

Lvl 7
1: Zerg Rage (active): increase attack speed and movement speed by 20% for 5 seconds
2: Primal Instinct (Passive): You have a 75% chance to block a basic attack after every 10 attacks
3: Primal Awareness (Passive): You have a 50% chance to take no damage from a basic ability after every 10 attacks

Lvl 10
1:R: Recreate and Regrow: summon 1 exact copy of your self with full health in a lane if your choice that attacks that lane for 30 seconds. ( has trait abilities that you have)

Quick Comment

You need to log in before commenting.

[-] Collapse All Comments

Sort Comments By
1
[-]
Passado | March 13, 2016 10:35am
I don't get the idea.
1
[-]
Gallifreyan10 (4) | March 14, 2016 12:01am
it is a bit confusing i know (and sorry about that), but the main basis is per kill he gets one of the killed heroes abilities as his own
1
[-]
Aetaris | February 28, 2016 10:46pm
This seems extremely complex. It's definitely an interesting idea, but the fact that he seems to have to just use Basic Attacks until an enemy hero dies is not excellent design.

What might work better is if he started with three weak abilities which got a sort of Gathering Power like buff as heroes died near you. So by the late game you do a ton of damage.

Alternately, he could start with weak abilities and randomly receive a buff to one of his abilities when a hero died; the buff would depend on their role, Assassin, Support, Warrior, or Specialist, so you're basically making use of whatever pieces are left behind. This isn't in any way refined, but maybe:

[Q] Leap: Jumps to the location of a nearby enemy, stunning them for 1 second and dealing X damage over 1 second to them.
- Assassin: More damage
- Warrior: Longer stun
- Support: You take X% less damage for X seconds after using this
- Specialist: Cooldown reduction

[W] Mend: Heal yourself for X and nearby allies for X (smaller amount). Increase the attack speed of you and nearby allies by 25% for 3 seconds.
- Assassin: Bigger attack speed buff
- Warrior: Longer attack speed buff
- Support: Larger heal
- Specialist: Cooldown reduction

[E] Flurry: A series of slashes in front of you, moving forward and dealing damage to all enemies hit.
- Assassin: More damage
- Warrior: Move farther forward
- Support: Mana cost reduction
- Specialist: Cooldown reduction

The heroics look good, although Recreate and Regrow doesn't work as it is because you can't "choose a lane" and Primal Pack feels needlessly confusing; couldn't they all be one creature if they have the same stats?

As for the talents. Advanced Digging is too good, as it turns Burrow into an instant Ice Block. Sure, you can still be hit by Flamestrike or Blizzard, but you can't be targeted. The Burrow move is also too good, it's a better version of Abathur's Deep Tunnel with this talent.

The level 4 talents are all incredibly underwhelming. Spawns often die before they expire anyway, and 2% buffs are negligible. I think the damage and spawns talents should each buff damage by 10% and the survival talent can buff "stats" of the E ability by 10% as well.

Zerg Rage is nice, especially if it's on a semi-short cooldown. Active abilities are useful on a hero like this. Primal Instinct is like a better Block, but with a longer delay between charges; I like it. Primal Awareness is basically Primal Instinct but for abilities, so that's pretty good against mages like Kael'thas, Jaina and Li-Ming.

"Generate Spawns" feels a little too powerful and complex to be an active ability. Maybe that could be a Heroic. Hardened Skin is a nice concept - although it's pretty much identical to Li-Ming's Dominance talent - but seriously? 1% of their Health? That's nothing. Sharper Claws, on the other hand, is a bit overpowered; I think you could safely reduce it to 5 seconds.

Pure Essence is good but it overrides Full Essence at level 1. Camouflage is nice but since you have Burrow it seems unnecessary. Amplify Essence is way too powerful, it should be maybe 40% for 6 seconds. Maybe. Seeing Weakness is good but if it's exactly the same as Executioner, why change the name?

Shared Mind - I thought that already happened? This one is kind of odd. The second one, which seems to have no name, is a nice idea but too weak. Seek Essence is interesting, I like the idea. Bolt of the Storm is also pretty useful for him.

Overall, this is the start of a very unique hero concept but it needs a lot of refining :)

(I'd appreciate it, by the way, if you checked out my Alarak concept and told me what you think!)
1
[-]
Gallifreyan10 (4) | February 28, 2016 10:52pm
Thanks for replying, I didn't really ever balance it sooooo...
that is a another good idea about the abilities how they would get stronger.
I think I might put a really basic but not too underpowered ability at the start of the match
The talents were a bit difficult to create and therefore a bit diffucult to balance as most heroes have talents based of their abilities
A possible change to the concept is that you have the same concept as in your comment by have the trait become the basic ability for 1 use only after a kill.
as for the heroic R&R I meant global range up and down (so you can't spawn it at the core
The other heroic would let the summons push and still have the same attack as their original form

Shared mind was a save like move or and instant respawn, say if you died right after you cast it you could continue as dehaka in a differnt lane, but it would also have a much larger cooldown if you did die
I changed seeking weaknesses as many heroes have a non generic name for talents
It also could be a much higher damage boost but be on a cooldown after maybe 6 seconds of using it.
I think I will change some of the bad talents to some sustain ones
Again thanks for commenting I might make a different dehaka conecpt with all the changes and balances
Loading Comments...
Load More Comments

HeroesFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite HotS hero’s build and strategy.

Copyright © 2019 HeroesFire | All Rights Reserved