Imperius is a Diablo Warrior, A mobile bruiser who excels at being solo
Difficulty: Hard
The idea behind Imperius is to be our real first high mobility Warrior. He has almost no CC besides Flames of Solarion, and almost no team utility. Most of his spells are on a delay meaning it can be interupted or anticpated. The delay is intended to make up for his raw mobility and high damage. His first heroic is meant for initation and the second is a finisher
Strengths
-Strong against burst
-Mobility and Initiation
-Strong solo laner
Weakness
-Little to no CC
-Predictable
-Poke Damage
STATISTICS
HEALTH 2212 (+4.0%)
REGEN 4.44 (+4.0%)
ATK SPEED 0.89 PER SECOND
DAMAGE 121 (+4.0%)
For comparison
Tyreal is
2,388 Health
1.25 attack speed
81 Damage
Combat Trait
1
D-Valorous Combat
Passive
If there are no other ally heroes near imperius, gain 25 Armor and 25% Damage
-Radius as shown
Primary Abilities
1
Q-Lunge
3 Second Cooldown
Lunge foward, dealing 191 damage to enemies and gaining 25% movement speed for 1 second.
-Slightly larger but thinner than Greymanes Worgen Swipe
2
W-Reprieve
10 Second Cooldown
Teleport a short distance and restore health equal to 100% of the damage you took in the last 2 seconds.
Must have vision of the hero
3
E-Heaven Fall
24 second cooldown
Large Range
After a short delay Imperius will demateriazlie and reform at the target location dealing 199 damage to nearby enemies. Basic attacks reduce the cooldown of this ability of 6 seconds
-There is a landing warning similiar to Falstads Fly
Heroic Abilities
1
R1-Flames of Solarion
60 second cooldown
Large Range
After a short delay channel the Flames of Solarion on an enemy hero, dealing 490 damage over 2 Seconds. If the channel completes the target is stunned for 2 seconds and refhreses Heavan Fall. Enemies hit are also revealed for 10 Seconds
-If the channel is outranged, or Imperius is displaced/CCed, the stun will not apply.
2
R2-Valor's Wrath
60 Second Cooldown
Short Range
After a short delay, deal 710 damage to an enemy hero. Only usable on heroes who have less than 50% maximum health. This effect pierces protected and armor
-Will pierce through Force of WIll, Die by the Sword, and Deflect and other protected effects
-Has a short animation channel that can be canceled.
Guess ill be the first comment here. To my surprise you had one interesting concept, however these numbers and values need tweaking, dramatically. Lets go through this 1 by 1.
His trait: WAY too strong, combined with his auto attack. He has the single strongest auto attack of any warrior, even beating out leoric(not counting leoric's level 20 talent spectral leech), despite his slow swing speed. But he can easily get a constant uptime of 30% increased auto attack damage and 30 armor, which is WAY too strong. (30% because its unreasonable to imagine him getting all 5 enemy heroes, but due to how common double warriors are, its not unreasonable to assume he can get 3 enemy heroes in radius). That gives him the highest base damage resistance in the game out of any warrior, as well as a stupidly strong auto attack, that can get even stronger and more tanky if he gets the dream. This is ontop of him having Muradin's Health pool which is a pretty big health pool. I would recommend nerfing the trait to 5 armor per hero and 5% attack damage.
Also, does it only affect his auto attack damage, or does it affect his ability damage and auto attack damage?
Q-Lunge: First off i would remove the delay from this ability but increase the cooldown by 2 seconds. Not every ability on him has to be delay focused. Secondly, your description of how the range would work seems odd. Having larger than Greymane's Swipe range seems like it would be very weird looking, hitbox wise, with the fact hes lunging with a spear. It should only affect heroes directly infront of him.
W-Retribution: Need a better indicator of its range, but seeing as your going on about how he can instant kill abathur at almost any range by stepping on his mine... he needs this range nerfed, badly. Theres one thing to have something like deflect on genji thats good against fast hitting damage, and another to have an ability that renders a hero completely unable to use one of their abilities for the entire game. Way too strong of a counter-pick. A better range would be uther's Holy light range after completing the first quest talent. Damage and cooldown wise is fine.
E-Heaven's Fall: Seems mostly fine, however I would remove the 2 charges as thats WAY too strong of an escape tool. I get that hes suposed to be mobile, but hes pretty much getting a 2 charge li-ming teleport with longer range(even if theres a small delay before it activates).
Ultimate 1: Flames of Solarion:
Way too weak. Like hilariously weak. Having to complete the entire 2 second channel without interuptions is nearly impossible unless the target is already stunned. For being intended as an intitate tool, its laughably weak at that. Its damage is also laughably low, being even weaker than diablo's infamous flame breath ultimate.
I would at the very least double its damage so it has more of an impact even if the enemy hero walks out of it.
R2-Valor's Wrath:
No. Just no. Having any form of instant kill ability, even a short range one where the enemy hero has to be below 30%, is WAY WAY too strong. And thats ignoring the fact you can't even prevent this one with a protect ability. This ult needs a completely new functionality. It can remain intended as a finisher, but not as 'instant death below 30%'.
How about making it do damage equal to half the target's missing health?
I would discuss more, but he lacks any form of talent tree so theres not much else to discuss.
Guess ill be the first comment here. To my surprise you had one interesting concept
Hey, while i appreciate the time it took to write this out, you dont have to start it out being toxic. You didn't like one concept I had that I am still changing it up daily, and thats perfectly fine. I think the other top rated Belial concept is great, but different people can have different ideas. That doesn't mean other people cant try a concept just because one guy has a good one already. We arnt in competition here.
I commented on your most recent concept as a way to show you how to leave feedback with ideas (which you replied as if i was attacking you personally) without just being malicious on a fan site of fan based concepts for fun. I think you have a solid start and i just wanted to leave suggestions on polishing it.
So that being said
As for the trait, it does apply to abilities.
I think lowering his trait is fair because its safe to assume talents would augment it further. One route would be to lower his base AA damage and health to compensate but that would make it feel bad when you arnt getting big trait value though I'm not sure 5% is large enougIt should feel impactful even 1v1
As for lunge its pretty sinmple. Imagine an upgraded (13) Greymane swipe. Its about that range and hitbox. Just a simple lunge foward with a short speed boost. Perhaps the delay can be removed aswell.
On retribution I agree. I think im going to change it further to be where you have to physially target someone, which can still only be enabled after taking spell damage from them. Not only for the reason you mentioned but because in a hectic teamfight when damage sources are coming very frequently from many places, actually hitting the target you want might be hard. It would still have a cooldown but it gives you more freedom on who it needs to go on (So if you dont have vision of abathur, you cant hit him).
On for E, the way im imaging it would be like when Falstad flys in, if you are in vision you get a little radius warning of where hes going to land. That would be like this so its not unpredictable and instant like a Zeratul Blink which offers some counterplay. 2 charges at baseline might be too much though, I agree
For the first ultimate I disagree. Diablos Lightning breathe does 800 damage over 4 seconds (400 damage over 2 seconds to comapare) hits multiple enemies+ siege, and has a shorter cooldown. The caveat is that the single target pay off is greater with a higher chance of failure. 2 seconds is not unreasonable especially if you cast it in melee range
and the damage is already strong , before trait is even considered.
On the second ultimate I also disagree. Maltheal (who was just announced today) literally has a 50% execution on a delay.
Apply a death sentence to an enemy Hero that, after 2 seconds, deals damage equal to 50% of their missing Health.
Maybe lowering the threshold to 25% is more fair, but the actual execute mechanic itself isnt broken as you say it is regardless if its instant or delayed. The protected status is only granted to 2 heroes at baseline and 1 hero with a talent. Its safe to assume in the future more heroes will have this mechanic, and having 1 ultimate counter that mechanic isnt that crazy.
Lastly, I dont really do talents as I feel like the focal point of concepts should be the base kits. Talents are really just there to enhance your character, so its not pivotal when reading a concept. Just my opinion
I hope you comment on my other 2 concepts aswell. I would love some feedback there too :) Thanks for reading
The thing is, Malthael's one is delayed, and does damage so it can be negated by healing, protection, and Armor. Yours is a flat out "kill them instantly, with no way to stop it". Thats the problem. Theres no Counterplay to it. You can't CC him out of it, you just drop dead. Even worse that since its percentage base, it makes him a hard *** counter for Cho'gall, not 'weak' to cho'gall since he can wipe him at 30% hp, which at 16 is still about 3-4k.
2 seconds is VERY unreasonable seeing as if hes right ontop of them he will get cced out of it, and its still easy to walk out of it and avoid.
As for his trait, a trait that triggers when even a single enemy hero is near SHOULDN'T feel too impactful in a 1v1, but even in said 1v1 case hes still getting 5 armor and 5% increased damage, which adds up fast. At 3 people he gets 15 armor(more than a lot of heroes get base, and universal instead of just spell or auto damage), and 15% increased attack damage. At 5 people he gets a whopping 25 armor and 25% increased attack damage. Which is a massive impact.
Again the issue with lunge is that imperius's weapon of choice is a spear. Having a radius and range the same as greymane's swipe is gonna look incredibly odd with his spear being thin and long.
I admit i didnt factor in the trait when i said flames did low damage, but thats because I wasn't sure if it affected ability damage or just auto attack damage.
And i didnt comment on your other concepts because my statement wasn't talking about your belial. It was talking about all of your concepts.
(its not ignored by armor, % damage is never negated by armor). While its delayed, it also has a higher threshold, can be used at any health and has a baseline quest to reduce the CD. Pair this with Varian and basically whoever he taunts dies especially with his healing reduction.
I see what you mean with the trait now. As for the ult, counterplay is the 2 second cast time + %threshold + the range requirement. If you move out of range, interupt it, or just get above the threshold, it doesn't go off. I gotta still disagree here.
And maybe you misworded yourself or wasnt aware, but Maltheals ult is point and click, its not something you can move out and avoid.
Im sorry you dont like my concepts. I was hoping youd comment and on the Duriel and Mephisto one so I could tweak those, but if you dislike them so much I suggest we go about our ways then since its better than arguing.
Actually, he doesnt do % damage. He does 50% of the target's missing hp.(Which to clarify means if the target lost 1k hp, they take 500 damage). It has a much smaller instant kill 'radius'. And I'm pretty sure armor does affect percentage damage as i've seen it reduced before. Regardless the fact remains theres still more counter-play to Maltheal's than there is to Imperius's. Malthael needs the target to be even lower than Imperius to get the instant kill. Also at the time when I posted that, Maltheal wasn't revealed, neither was that ultimate. Im already fearing that ultimate ending up as super broken because of the cooldown reduction effect.
But that range requirement would have been nice to specify in the ability. Generally ultimates like that only need the target in range to be activated, and afterwards still triggers/kills them even if they walk out of range...
If you really want to keep that instant kill aspect that badly, it would be better off as a level 20 talent for the ultimate.
Also I decided to comment on your other concepts regardless.
A few things that I want to mention. With the second heroic, the instant kill threshold is 25%. Meanwhile, with Malthael's ultimate mechanic, the instant kill threshold is below 33%, and has a delay, which means his team can put on more damage before it triggers. The second Heroic would probably be better if there was a 1 second delay, during which time they had to stay in range, you had to not be crowd controlled, and they had to not be healed above the threshold. I agree with you on the lunge part, it should be narrow but longer, like a shorter Genji Swift Strike. With the first Heroic, the damage and stun duration should be increased a little bit, or the channel reduced to about 1.5 seconds. Both could be done, or one being paired with extended range, something like that.
good feedback, its been a minute since i updated this one, at some point ill get around to it but i agree with what you say on the Q and R@
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His trait: WAY too strong, combined with his auto attack. He has the single strongest auto attack of any warrior, even beating out leoric(not counting leoric's level 20 talent spectral leech), despite his slow swing speed. But he can easily get a constant uptime of 30% increased auto attack damage and 30 armor, which is WAY too strong. (30% because its unreasonable to imagine him getting all 5 enemy heroes, but due to how common double warriors are, its not unreasonable to assume he can get 3 enemy heroes in radius). That gives him the highest base damage resistance in the game out of any warrior, as well as a stupidly strong auto attack, that can get even stronger and more tanky if he gets the dream. This is ontop of him having Muradin's Health pool which is a pretty big health pool. I would recommend nerfing the trait to 5 armor per hero and 5% attack damage.
Also, does it only affect his auto attack damage, or does it affect his ability damage and auto attack damage?
Q-Lunge: First off i would remove the delay from this ability but increase the cooldown by 2 seconds. Not every ability on him has to be delay focused. Secondly, your description of how the range would work seems odd. Having larger than Greymane's Swipe range seems like it would be very weird looking, hitbox wise, with the fact hes lunging with a spear. It should only affect heroes directly infront of him.
W-Retribution: Need a better indicator of its range, but seeing as your going on about how he can instant kill abathur at almost any range by stepping on his mine... he needs this range nerfed, badly. Theres one thing to have something like deflect on genji thats good against fast hitting damage, and another to have an ability that renders a hero completely unable to use one of their abilities for the entire game. Way too strong of a counter-pick. A better range would be uther's Holy light range after completing the first quest talent. Damage and cooldown wise is fine.
E-Heaven's Fall: Seems mostly fine, however I would remove the 2 charges as thats WAY too strong of an escape tool. I get that hes suposed to be mobile, but hes pretty much getting a 2 charge li-ming teleport with longer range(even if theres a small delay before it activates).
Ultimate 1: Flames of Solarion:
Way too weak. Like hilariously weak. Having to complete the entire 2 second channel without interuptions is nearly impossible unless the target is already stunned. For being intended as an intitate tool, its laughably weak at that. Its damage is also laughably low, being even weaker than diablo's infamous flame breath ultimate.
I would at the very least double its damage so it has more of an impact even if the enemy hero walks out of it.
R2-Valor's Wrath:
No. Just no. Having any form of instant kill ability, even a short range one where the enemy hero has to be below 30%, is WAY WAY too strong. And thats ignoring the fact you can't even prevent this one with a protect ability. This ult needs a completely new functionality. It can remain intended as a finisher, but not as 'instant death below 30%'.
How about making it do damage equal to half the target's missing health?
I would discuss more, but he lacks any form of talent tree so theres not much else to discuss.
I commented on your most recent concept as a way to show you how to leave feedback with ideas (which you replied as if i was attacking you personally) without just being malicious on a fan site of fan based concepts for fun. I think you have a solid start and i just wanted to leave suggestions on polishing it.
So that being said
As for the trait, it does apply to abilities.
I think lowering his trait is fair because its safe to assume talents would augment it further. One route would be to lower his base AA damage and health to compensate but that would make it feel bad when you arnt getting big trait value though I'm not sure 5% is large enougIt should feel impactful even 1v1
As for lunge its pretty sinmple. Imagine an upgraded (13) Greymane swipe. Its about that range and hitbox. Just a simple lunge foward with a short speed boost. Perhaps the delay can be removed aswell.
On retribution I agree. I think im going to change it further to be where you have to physially target someone, which can still only be enabled after taking spell damage from them. Not only for the reason you mentioned but because in a hectic teamfight when damage sources are coming very frequently from many places, actually hitting the target you want might be hard. It would still have a cooldown but it gives you more freedom on who it needs to go on (So if you dont have vision of abathur, you cant hit him).
On for E, the way im imaging it would be like when Falstad flys in, if you are in vision you get a little radius warning of where hes going to land. That would be like this so its not unpredictable and instant like a Zeratul Blink which offers some counterplay. 2 charges at baseline might be too much though, I agree
For the first ultimate I disagree. Diablos Lightning breathe does 800 damage over 4 seconds (400 damage over 2 seconds to comapare) hits multiple enemies+ siege, and has a shorter cooldown. The caveat is that the single target pay off is greater with a higher chance of failure. 2 seconds is not unreasonable especially if you cast it in melee range
and the damage is already strong , before trait is even considered.
On the second ultimate I also disagree. Maltheal (who was just announced today) literally has a 50% execution on a delay.
Apply a death sentence to an enemy Hero that, after 2 seconds, deals damage equal to 50% of their missing Health.
Maybe lowering the threshold to 25% is more fair, but the actual execute mechanic itself isnt broken as you say it is regardless if its instant or delayed. The protected status is only granted to 2 heroes at baseline and 1 hero with a talent. Its safe to assume in the future more heroes will have this mechanic, and having 1 ultimate counter that mechanic isnt that crazy.
Lastly, I dont really do talents as I feel like the focal point of concepts should be the base kits. Talents are really just there to enhance your character, so its not pivotal when reading a concept. Just my opinion
I hope you comment on my other 2 concepts aswell. I would love some feedback there too :) Thanks for reading
2 seconds is VERY unreasonable seeing as if hes right ontop of them he will get cced out of it, and its still easy to walk out of it and avoid.
As for his trait, a trait that triggers when even a single enemy hero is near SHOULDN'T feel too impactful in a 1v1, but even in said 1v1 case hes still getting 5 armor and 5% increased damage, which adds up fast. At 3 people he gets 15 armor(more than a lot of heroes get base, and universal instead of just spell or auto damage), and 15% increased attack damage. At 5 people he gets a whopping 25 armor and 25% increased attack damage. Which is a massive impact.
Again the issue with lunge is that imperius's weapon of choice is a spear. Having a radius and range the same as greymane's swipe is gonna look incredibly odd with his spear being thin and long.
I admit i didnt factor in the trait when i said flames did low damage, but thats because I wasn't sure if it affected ability damage or just auto attack damage.
And i didnt comment on your other concepts because my statement wasn't talking about your belial. It was talking about all of your concepts.
I see what you mean with the trait now. As for the ult, counterplay is the 2 second cast time + %threshold + the range requirement. If you move out of range, interupt it, or just get above the threshold, it doesn't go off. I gotta still disagree here.
And maybe you misworded yourself or wasnt aware, but Maltheals ult is point and click, its not something you can move out and avoid.
Im sorry you dont like my concepts. I was hoping youd comment and on the Duriel and Mephisto one so I could tweak those, but if you dislike them so much I suggest we go about our ways then since its better than arguing.
But that range requirement would have been nice to specify in the ability. Generally ultimates like that only need the target in range to be activated, and afterwards still triggers/kills them even if they walk out of range...
If you really want to keep that instant kill aspect that badly, it would be better off as a level 20 talent for the ultimate.
Also I decided to comment on your other concepts regardless.