Melee Support, specializes in complimenting their team's needs as well as hindering the enemies with summons
Harth Stonebrew loves the simple life. Serving drinks, listening to stories and playing his favorite card game. He had heard of tales about a realm called "The Nexus" from many adventurers, about the fame and glory it brings to these individuals. Whilst not a fighter, Harth couldn't outgrow his curiosity and was enticed. So, he closed up shop and brings his brew to the Ghouls, Goblins and Golems to the other realm!
Combat Trait
1
All Hands on Deck
Passive Aura
Harth has an aura around him, giving 5hp per 0.5s (+1hp per level) to any Hero Allies, Minions and Mercenaries. Additionally, any enemy Minion under his aura will turn to attack Harth's enemies upon death. Turned Minions drops XP once and is immune to any buffs and debuffs*.
Harth also doesn't have mana. Instead he (5) uses Mana Crystals to use his abilities
(*Abathur Hat, Shields, Another Harth Aura, ETC)
Primary Abilities
1
Withdraw
Skillshot
Harth throws a card in a straight line, dealing 150 damage onto an enemy, 2x against non-heroes. Contains 5 charges and doesn't use Mana Crystals. Successfully hitting an Enemy Hero returns 1 Mana Crystal.
-1s Cooldown. 1.5s recharge
2
Ale-ment
Click and Aim
Harth throws a bottle of ale to either an ally or an enemy. Allied Heroes hit gains a 20% Speed Boost and get a 100% Healing Received Bonus*. Enemy Heroes hit reduces their sight by 50% and is slowed by 30%. Effects lasts for 2 seconds. Uses 1 Mana Crystal.
(*Doesn't count for Healing Fountains)
-2s cooldown
3
Inn Guarde
Click to Cast
Harth summons one of his Inn Guards to protect him. The guard deals 150 Magic Damage per Basic Attack and has 700 Health. Harth can control where the Guard goes, but will automatically go back to Harth once the guard is away from his range. The Guard lasts for 10 seconds. Uses 3 Mana Crystals.
-15s Cooldown
Heroic Abilities
1
Fatigue
Empowers Harth's aura, extending the aura for 50% more. Additionally, the aura now cripples the enemy by reducing the damage they deal by 50% and takes 10hp + Hero Level as damage per 0.5s. While under the effect, Harth can't use any of his Mana Crystals. This effect lasts for 10 seconds.
-45s Cooldown
2
On the House!
Harth releases a makeshift inn, capable of healing the Hero Allies for the same amount as the Hall of Storms in a small area. Allies inside can still take damage and the makeshift inn itself has 500hp. Uses 5 Mana Crystals. This last for 5 seconds.
-60s Cooldown
Special Mount
1
Sarge's Charge
Harth's trusty pet rat has grown in The Nexus, allowing for Harth to mount up with him! While mounted, Harth gains a 150% Movement Speed and can't be dismounted by outside sources. However, it takes 2s to mount up and 5 second cooldown per dismount.
Custom Hero Contest Review:
This version of Harth is one that I feel starts off on the right foot, with a strong foundation, but ends up missing the mark.
Trait
I'll go over the Mana Crystals mechanic later, when I cover the Q ability.
Reading through this moveset, I wasn't sure if you accidentally put Support as his role, instead of Healer, Regardless, this design does generally fit Harth's core design in the broad strokes. As a support who requires an enemy hero be nearby to have access to his "real" abilities, having some minor benefit to nearby allies works to at least provide him with some kind of Out-of-Combat utility. That said, the exact design could probably be enhanced somehow, as it's just a little too passive, and unlike Lucio or Brightwing, he's not built around the mechanic.
Secondarily, healing minions with this is iffy, but healing mercs is a no-go. Mercs have been made unhealable for a reason, as topping them up enables some non-interactive, cheesy gameplay.
Q
Now this is the part of the kit I really love, with a powerful push-and-pull going on. Harth has a low cooldown skillshot that gets him mana crystals, but it's also his ONLY way to get them. It gives him an almost Sonya-like design ethos, but the resource comes from one ability. I also love the 2x non-hero damage, because it means you're still nominally impactful outside of team fights. It's not much, and still leaves Harth wanting for something to do outside team fights, but shored up with talents and improvements to his trait, and you have a really fun Healer or Support in the making.
w
This ability is where things get iffy. The general "low cost, low cooldown" is good. To tie in with the Q ability, you really want one ability to be cheap, and the other to be expensive. Make the player decide if it's best to spend or save.
The problem comes in the form of healing received and vision reduction. The latter is just a mechanic that HotS has always used sparingly, and with a heavy cooldown tax. Players don't want to regularly be putting up with losing game info, as it can feel unfair and frustrating. The other issue is that healing received is useless in games with no healers, and completely busted with healers. Just turning it into a normal heal or some other standard buff would be fine.
E
Here is, sadly, the ultimate spot where you zigged in the place you should have zagged. If you follow the old developer discussions, the devs have spoken on how summoning is an innately difficult thing to make work in Heroes. Having a thing appear that just chases someone down isn't very engaging to play with. You press a button, now it's out of your hands. As such, making a summon needs to be done cleverly, and it's here that I think your kit ALMOST achieves this. Instead of trying to add skill expression to the summon, you've made the summon be the reward for sill expression, and require a costly investment at that. It avoids the "just use it whenever it's off cooldown" trap... or it would, but instead of being an ability you build up to, it's one you will just off-handedly use whenever the cooldown is up, because the cost is low and the cooldown is high.
The actual things it does when summoned could be tightened a bit (it doesn't need to be controllable with E, and could be made to do something more impactful than just attack), but on the whole, this had the chance to work as a summoner mechanic.
R1
This is fine, 10 seconds is just too long.
R2
Basically a giant healing totem, and I approve. A summon that provides big heals but everyone will try to destroy it ASAP is good.
Z
This one is so minor it feels like "more stuff for the sake of more stuff". Down with him having a hero-specific mount, though.
Overall, I think if the W used more conventional mechanics, and the E were both a bit more flashy and also capitalized on the strong foundation, this moveset had a solid chance of winning, lack of images be damned. I almost want to base a new moveset on this very concept now.
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This version of Harth is one that I feel starts off on the right foot, with a strong foundation, but ends up missing the mark.
Trait
I'll go over the Mana Crystals mechanic later, when I cover the Q ability.
Reading through this moveset, I wasn't sure if you accidentally put Support as his role, instead of Healer, Regardless, this design does generally fit Harth's core design in the broad strokes. As a support who requires an enemy hero be nearby to have access to his "real" abilities, having some minor benefit to nearby allies works to at least provide him with some kind of Out-of-Combat utility. That said, the exact design could probably be enhanced somehow, as it's just a little too passive, and unlike Lucio or Brightwing, he's not built around the mechanic.
Secondarily, healing minions with this is iffy, but healing mercs is a no-go. Mercs have been made unhealable for a reason, as topping them up enables some non-interactive, cheesy gameplay.
Q
Now this is the part of the kit I really love, with a powerful push-and-pull going on. Harth has a low cooldown skillshot that gets him mana crystals, but it's also his ONLY way to get them. It gives him an almost Sonya-like design ethos, but the resource comes from one ability. I also love the 2x non-hero damage, because it means you're still nominally impactful outside of team fights. It's not much, and still leaves Harth wanting for something to do outside team fights, but shored up with talents and improvements to his trait, and you have a really fun Healer or Support in the making.
w
This ability is where things get iffy. The general "low cost, low cooldown" is good. To tie in with the Q ability, you really want one ability to be cheap, and the other to be expensive. Make the player decide if it's best to spend or save.
The problem comes in the form of healing received and vision reduction. The latter is just a mechanic that HotS has always used sparingly, and with a heavy cooldown tax. Players don't want to regularly be putting up with losing game info, as it can feel unfair and frustrating. The other issue is that healing received is useless in games with no healers, and completely busted with healers. Just turning it into a normal heal or some other standard buff would be fine.
E
Here is, sadly, the ultimate spot where you zigged in the place you should have zagged. If you follow the old developer discussions, the devs have spoken on how summoning is an innately difficult thing to make work in Heroes. Having a thing appear that just chases someone down isn't very engaging to play with. You press a button, now it's out of your hands. As such, making a summon needs to be done cleverly, and it's here that I think your kit ALMOST achieves this. Instead of trying to add skill expression to the summon, you've made the summon be the reward for sill expression, and require a costly investment at that. It avoids the "just use it whenever it's off cooldown" trap... or it would, but instead of being an ability you build up to, it's one you will just off-handedly use whenever the cooldown is up, because the cost is low and the cooldown is high.
The actual things it does when summoned could be tightened a bit (it doesn't need to be controllable with E, and could be made to do something more impactful than just attack), but on the whole, this had the chance to work as a summoner mechanic.
R1
This is fine, 10 seconds is just too long.
R2
Basically a giant healing totem, and I approve. A summon that provides big heals but everyone will try to destroy it ASAP is good.
Z
This one is so minor it feels like "more stuff for the sake of more stuff". Down with him having a hero-specific mount, though.
Overall, I think if the W used more conventional mechanics, and the E were both a bit more flashy and also capitalized on the strong foundation, this moveset had a solid chance of winning, lack of images be damned. I almost want to base a new moveset on this very concept now.