Concept
This concept started by trying to translate a maurader's abilities directly from StarCraft 2 into Heroes of the Storm. After realizing that the concept of "can stim pack and slow people" didn't have enough meat to make a full hero out of, I decided to take the same approach the designers did with Diablo: forget their abilities, and focus on their feel.
All that armor made it easy to envision someone slow and hard to kill. I don't typically associate marauders as being able to kill everyone they meet, but they are impossible to ignore. Being heavily armored, loud, and explosive was enough to create an image of what this character could be. The only thing bigger than his armor is his ego -- he doesn't get pushed around, he does the pushing.
The abilities took shape on their own after that. His E lets him disrupt the enemy's plan, his W forces people to pay attention to him, and his Q is a constant source of pressure and an absolutely nightmare for anyone who's slowed or stunned.
Specifics
Who the F&#! is Karl "Damage" Jensen?
Sergeant Major Karl "Damage" Jensen is not a Blizzard character. Much like Sergeant Hammer or Lieutenant Morales, he is a Starcraft character invented purely for this game.
Have you ever heard the
marauder's voice lines? They're fantastic! Confident, bombastic, badass, and completely ridiculous. In case the name wasn't enough of a clue: it's best to not take him too seriously. The Major is the type of character that keeps a line of cigars in his breast pocket and wears 2-3 pairs of sunglasses at once.
Why Major Damage?
My
last two hero concepts were... intense. Although Heroes of the Storm allows for much crazier and outlandish concepts than other MOBAs, I believe it's important to keep a grounded main roster -- both to make the oddities stand out, and to give people a comfortable fallback to play. I wanted to test myself by making as tame and simple a hero as possible.
I love StarCraft, so I started there. I tried to make a firebat (Blaze wasn't out when I made this character!), but the end result was too complex. I tried to make a hydralisk, but I ended up with one complicated design and one boring one. One day a friend randomly said he wanted to see a marauder in game... and that was that!
Why the Ka-BOOM, Baby! trait?
When toying with the the idea of long range warrior that couldn't close the gap, I almost named him "AoE Bait." I tried giving him scaling armor based on his distance from an attack, but that felt hard for an enemy to read and even more confusing for the players piloting him. This trait went through a lot of iterations before I finally realized I could fall back on the seed at the core of his design: keep it simple. (AoE resistance also seemed thematically fitting for an explosive expert)
Why the Punisher Rocket Q?
Being a big guy known for shooting rockets, I knew The Major's Q had to be some sort of semi-spammable offense. It was originally a regular skill shot, but damage alone seemed boring. It needed some kick! I didn't care for the idea of a straight line skill shot stun -- Muradin can pull it off because he has ways to get into melee, but that wasn't Major's bag. The hard-to-hit-with stun eventually came into being when I finalized the details on Concussive Barrage, and decided the two abilities would pair nicely with one another.
Why the Concussive Barrage W?
This is actually where the character began. I looked at what marauders were known for in StarCraft 2 -- stutter stepping and slowing enemies. This ability was originally a stim pack that let Major move faster and shoot while moving, but when I ran through it in my mind it just seemed awkward to control. The idea of making the slow stack came from giving him a way to combo into his Q, and the healing came in embarrassingly late as I realized I was about to publish the only warrior without a way to sustain themselves.
Why the Rocket Punch E?
By the time his W and Q had been conceptualized, Major Damage was starting to take shape. I felt like the core marauder fantasy was already being brought to life with those two abilities, but the character still needed some kick. Sparta kick. I had to be careful not to copy Shadow Charge or Haymaker with this one, but it was really important to me that Major Damage was able to shove people around like some sort of jerk. Really I cannot stress how much the
marauder voice inspired this.
Why the Disruption Charge R?
When I understood The Major's playstyle, this heroic was specifically designed to strengthen it. Enemies would dive in, they'd be pushed into a wall, stunned with his rocket, then slowed for the rest of their life. Disruption Charge is primarily meant to disrupt the enemy team while they try to save their friend, but it allows for some neat traps and long-range disruptions. It's not flashy, but it's effective... so it fits him to a T!
Why the Oh, It's On! R?
The first heroic was based in mechanics, and this one was based in flavor. The marauder's swagger is bigger than their power armor, and The Major needed a heroic ability to prove it. I basically asked myself how I translate
Terry Tate into Heroes of the Storm. The end result lets The Major do what he does best -- run around screaming and making a mess of things. It's not really a reliable way to pick off priority targets and it's a bit risky if he leaves himself in the enemy's backline... but I guarantee you any semblance of a plan the enemy had will be shattered when one of their members is STOLEN and carried off like a football.
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