Kael'thas Rework by Murraythehuman

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Kael'thas Rework

By: Murraythehuman
Last Updated: Oct 7, 2022
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Kael'thas Rework

Fixing a mismatched trait

Kael'thas was one of the first real heroes to be seen as truly broken in Heroes, and for a long time, players assumed he would eventually be getting a rework due to his lack of changes. This never ended up happening, nor was it ever guaranteed. As-is, he's a fairly one-note hero, who has a somewhat linear playstyle but some very satisfying abilities.

Paint Points
  • Low level players tend to find Living Bomb and Pyroblast very frustrating to play against, while higher level players tend to find them lacking, so any direct buffs/nerfs will invariably upset one side.
  • Trait's design is ill-fitting on Kael'thas, who has a very direct playstyle that only makes token use out of Verdant Spheres.
  • Has Must-pick Talents and Trap Talents.

Goals
  • Accept that Ardent Spheres, while an incredible concept, does not gel with Kael'thas as a combo hero.
  • Adjust Living Bomb to still be powerful, but require more risktaking.
  • Adjust his heroics to make the moves more even across all skill levels.


I want to note that I adore the concept behind Verdant Spheres. The ability to have one cast of an ability take a completely different form is extremely interesting, and stands to make almost any hero a lot more cerebral, as you get to choose which of your abilities will be the biggest slice of your power pie. Similar traits and talents, such as those of Yrel or Uther, have been most great for encouraging players to think about how they want to engage certain situations.

Sadly a trait as dynamic and flexible as Verdant Spheres is more of an afterthought when applied to Kael'thas. It's not that it gets no use, it's just that it's probably it should be an absolute gamechanger of a trait.

I really wanted to try and make a rework that would encourage making Verdant Spheres the core of the character, but in the end, I decided on stripping it away, as it made more sense to remove the thing that was working the least, rather than adjust everything else around it and make the hero unrecognisable.

When it comes down to it, Arcane Barrier is more vital to Kael'thas as a hero than Verdant Spheres is.

Combat Trait

1
Arcane Barrier
Toggle Cooldown: 20 seconds.

Activate to gain a shield equal to your Current Mana for 4 seconds. Damage dealt to this shield is also deducted from your Mana.

Mana Addict

Kael'thas has 100% increased maximum mana. ❢ Quest: Every time Kael'thas collects a Regen Globe, his bonus mana is increased by 2%.

This is a painful change to suggest, because I consider Verdant Spheres to be one of the best concepts for a trait in Heroes of the Storm, but it simply doesn't fit on a Combo Mage. If HotS was still being updated, I would ideally want a different hero to be made who gets better use out of the 'hit trait to empower your next basic ability' mechanic. It's a really good one that should enable some true big brain plays. But, instead, it's almost an incidental part of his kit.

Several old upgrades will be shuffled into his talents.

Primary Abilities

1
Flamestrike
Unchanged, but now costs 90 Mana. (May have a damage adjustment)
2
Living Bomb
Cost: 70 Mana
Cooldown: 10 seconds

Activate to cause your next basic attack to become instant, and cause your basic attacks to apply Living Bomb for the next 2.5 seconds. Living Bombs detonate after 1 second, dealing 99 spell damage to the target and all nearby enemies.

Enemies can only have one Living Bomb applied at a time.

I'm iffy on the "apply multiple small living bombs" idea, but right now this ability lacks skill expression, as its effectiveness usually comes down to if your team has high CC, or if the enemy team screws up. This way it rewards Kael'thas for staying in danger for longer periods in order to get maximum value, which fits with his new trait.
In addition, making Living Bomb require an Auto to apply just makes the move less free to use.
Because KT attacks just over 1.1 times per second, this forces him to spread the bombs out if he wants maximum damage per cast.
3
Gravity Lapse
Unchanged, but now costs 80 Mana.

Heroic Abilities

1
Phoenix
Cost: 80 Mana
Cooldown: 60 seconds

Launch a Phoenix to an area, dealing 84 damage to enemies it passes through. The Phoenix persists for 10 seconds, dealing 50 damage per second in a small radius around it. Every 3 seconds, Kael'thas can recast Phoenix to launch it to a new area.

Current Phoenix is kind of underwhelming. A big area denial tool, but not a particularly fun one to use. This one boosts its power by letting it damage multiple heroes simultaneously, but at the cost of a roughly 50% smaller radius. But because you can reposition it several times (and because it deals 84 damage while moving), you can really pressure foes to reposition.
2
Pyroblast
80 Mana
Cooldown: 100 seconds

After 1 second, cast a slowly accelerating fireball that deals x damage the main target, and all nearby enemies. This damage increases by y% for every second it takes for Pyroblast to reach its target, to a maximum of (y*10)%.

There's no getting around it, this ability has always been annoying. It's too good for low level play, and too weak for high level play, and in QM games where you're not even guaranteed a healer, it can just deny some heroes the ability to play at all. Here, you can at least get the ability off and force them to make a decision on if they want to run towards you and tank the relatively trivial damage, or run away and risk major damage.

I am not even going to try to spitball damage numbers for this one.

Feel free to suggest something better. I don't want to turn it into a skillshot, but as-is the move is kinda yuck.

Level 1 Talents

The beginning of a handful of changes. Flesh and Magic enhances Arcane Barrier. Convection has been adjusted into a Gambit, with an additional benefit that synergizes with Arcane Barrier. Unstable Gravity adds some potential applications for combos with Q or W.

Trait (D): Spellbreaker - Arcane Barrier grants 25 Spell Armor, and its cooldown is reduced by 4 seconds.

Q: Convection - If Flame Strike hits at least one enemy hero, its Mana cost is refunded. ?Gambit: Flame Strike deals 20% increased damage. 5% of this bonus is lost on death.

E: Unstable Gravity - Hitting an enemy with Gravity Lapse causes them to release a gust of wind that slows all nearby enemies by 30% for 2 seconds.

Level 4 Talents

Improve Gravity Lapse as either a single or multi-target ability, or take a talent-ified and reworked Verdant Spheres for a powerful tool that lets you basically cast any ability twice in a row.

E: Energy Roil - Gravity Lapse pierces the first two enemies hit and restores 10 Mana for each enemy hero hit.

E: Nether Wind - Increase the range of Gravity Lapse by 30%. If it travels more than half its distance, it stuns for an additional .5 seconds, and its cooldown is reduced by 6 seconds.

Active: Verdant Spheres - Activate to cause Kael'thas's next basic ability to have a cooldown of 1 second. 45 second cooldown.

Level 7 Talents

Dedicated Living Bomb tier. It's been brought earlier and slightly improved to compensate for Living Bomb requiring more investment to reach full power with.

W: Pyromaniac - Applying Living Bomb to a hero lowers the cooldown of Kael'thas's basic abilities by .5 seconds and damaging heroes with Living Bomb explosions further lowers cooldowns by an additional .5 seconds.

W: Backdraft - Living Bomb's explosion Slows enemy Movement Speed by 30% for 1.5 seconds.

W: Fission Bomb - Living Bomb applies to your basic attacks for an additional .5 seconds, and the explosion radius of Living Bomb is increased by 20%.

Heroic Talents

Detailed above.

Level 13 Talents

Get some extra damage out, with a focus on hitting lots of heroes. Also, complete the trio of mana refund talents with Taste the Mana. Ignite is now here, due to the lowered power of Living Bomb.

Q: Burned Flesh - Unchanged. (8% hero health on multi-hero hit)

Q/W: Ignite - Flamestrike applies an Untalented Living Bomb to all enemy heroes hit.

W: Sun King's Fury - Living Bomb deals 50% increased damage to enemies who aren't the main target.

Level 16 Talents

A powerboost talent tier. Fury of the Sunwell is familiar to most, while Compression Blast gives Kael'thas access to his old Flamestrike radius. Lastly, Arcane Explosion lets Kael'thas use all his old level 13 talents. Scary.

Q: Fury of the Sunwell - Unchanged. Flamestrike hits again 1.5 seconds later

Q/E: Decompression Blast - Hitting a hero with Gravity Lapse lowers the target's armor by 10, and increases the radius of your next cast of Flamestrike by 50%.

W: Arcane Explosion. - Kael'thas gains access to all his level 7 talents.

Storm Talents

Roughly unchanged.

R1: Rebirth - Phoenix's duration is increased by 100% and its radius is increased by 25%.

R2: Presence of Mind - Increases Pyroblast's explosion radius by 50% and reduces its mana cost and cooldown by 25%. Heroes who are hit by Flamestrike further reduce the cooldown of Pyroblast by 10 seconds.

Q: Flamethrower - Unchanged. Longer range on Q and can lower own cooldown.

W: Master of Flames - Heroes who are hit by the explosion of Living Bomb immediately have Living Bomb applied to them.

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Lafiel | October 7, 2022 8:09am
I like a lot some of your ideas but i can't desagree more on your initial take about Verdant Sphere.
KT's trait is what makes him an interesting and difficult hero and, since it's a hero i tend to play as much as possible despite the fact it is difficult to draft on my diamond/low master games, i would like to develop my opinion:
- KT isn't a combo mage, his trait enables him to permanently alternate and decides wether you want to poke/PvE with your Q and W and keep E as a defensive tool, or if you wanna followup your team's engage with D/E and targeted damages.
-D offer much more variety than what you seems to think. Of course the pattern D/W to PvE and poke early ; D/Q to poke mid/late ; D/E to followup and kill in teamfight works well, but as you play you discover more and more sequences (with Backdraft you can D/W>E>W>Q, there's the classic D/Q>E>W mindgame, with Twin Sphere you gain super satisfying and fun D/E>Q>D/W>W combos...) and realize the cliché pattern isn't always optimal and leave room to thrilling decisions.
-Beyond the fact removing Verdant Sphere make the hero super monodimentionnal. I do not feel the potential of fun and decisional skills of Arcane Barrier, it seems it juste offers tankyness on a hero whose main counterplay was his fragility and immobility. And while the current Arcana Barrier nullity dives with a quite lenghthy CD, that version seems way too forgiving. That speel works en Medusa in DotA because she wants to maximize every since of her stats to become an unstopable late-game autoattacking war-machine, here on KT i do not think it fits his fantasy.

There's a skill expression issue with Pyro and Bomb tho you are completely right, and it's talents also are quite unsatisfying.
You definitely makes me wanna try to thinks about it :)
1
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Murraythehuman (2) | October 7, 2022 5:02pm
Thanks for the response. I agree with some comments, but I think fundamentally we won't see eye-to-eye on Verdant Spheres.

While I do think a lot is lost in removing KT's Verdant Spheres, your response really only reinforced my stance that it's a poor fit for him.

I will also note the things I do like about KT, though, that I tried my best not to touch:
  • E into Q is a bit braindead, but because E deals no damage, there's a cost to over-relying on the combo, namely that KT gives up his main form of self-defence (Gravity Lapse). Conversely, using Q as a poke tool can leave you without your main follow up should you actually land a stun. It adds some decision making.
  • Only having one of his empowered abilities improve his damage directly is good, and I like how that improvement doesn't improve his single-target damage.


I will be adjusting Arcane Barrier with time. I might give it functionality more akin to current KT (perhaps a big cooldown that uses current mana as shields, but losing shields means losing mana) and try to add more talents that make switching more critical. Still, aside from keeping it as a talent (or maybe moving it to R2?), I think Verdant Spheres can't its full potential on KT without changing everything about KT.
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