Concept
I've always loved StarCraft's Vikings, so making one for my first hero seemed like a natural fit.
The concept starts and ends with flight. The viking fantasy revolves around that smooth transition between F-16 and Gatling-Robo, so I knew if I couldn't get that right: the idea wasn't worth doing. There are clear uses and limitations on aerial units in StarCraft, but bringing the idea to Heroes of Storm raised a lot of questions. "What function does flight serve in a Moba? How do I make players want to use each form? How do I make them more than overlord/colossi hunters? How do I make them not Medivh?"
The first question was really the only one that matters. The dream of any air unit is "I can attack them, they can't attack me." StarCraft does this by limiting what units can look up, but the cleanest way to do it in a Moba is by using the game's impassable terrain. The rest of the concept fell into place after that:
If it uses terrain for safety, it needs long range -->
>If its long range and safe, it can't do huge damage --> If it just does pokes, it needs a closer -->
>If it can be safe thanks to terrain, it needs limitations --> If it has to spend time grounded, that form needs a function -->
It should weaken enemies while far away and safe, then become vulnerable to finish them off.
Specifics
Why Mira Han?
Mira Han made her debut in StarCraft 2 as a cruel and cutthroat mercenary with a bit of a-... err, shall we say "romantic" side? She had very little time on the center stage of the game's campaign, but she seemed like an interest personality worth exploring further.
I wanted to do a viking concept before I had a character to go with it, but Mira was a perfect fit. She's interesting, quirky, and has the perfect sort of personality that would fit a hero designed to prey on the weak. Plus, Heroes of the Storm could use more jerkish characters that aren't 100% pure evil. I'm looking at you, Tychus.
Why the Fuel Trait?
If a viking is going to fly, it has to be able to shoot. That's part of why they're cool. Obviously, this meant there needs to be some restriction on when they can do that. I originally tried working with a cooldown, but if felt like players would just be waiting for it to pop so they can play their character again. The fuel system ended up being the core to her risk/reward playstyle, as the restriction ends up being directly tied into her offensive commitments.
Why the Flight Mode Q?
If the character is going to mimic a jet, being able to do strafing runs was a no brainer. I toyed around with the idea of giving her increased movement speed and auto-attack range in the sky, but this ended up being a way cleaner alternative.
Why the Flight Mode W?
This was where the core kit originated from. I locked in the concept of "easy but weak damage in the air, heavy but risky damage on the ground" early on, and thought up the abilities from there. I also knew that any good fighter jet inspired character needed two things: guns and missiles. This iteration of Ripwave Missiles seemed like the best way to rain hellfire down on your enemies without putting yourself in harms way.
Why the Flight Mode E?
After I had a few base abilities outlined for Mira, I started thinking about more practical problems the hero might face. A thought that kept coming into my mind is how awkward it would be to try and fly to safe ground and then slowly descend to land. Sometimes, an emergency landing is in order.
Why the Assault Mode Q?
I knew that Mira's ground damage had to be high, but avoidable. I tried making this ability several types of skillshots for a while, but nothing felt right. Taking inspiration from D.Va's Defense Matrix, I decided giving the agency of the ability to Mira instead of her enemy worked best. This way she could make it harder to avoid by getting up close, but that also put herself in danger.
Why the Assault Mode W?
Lanzer Torpedos ended up looking similar to Falstad's Lightning Rod, but it started with the idea of having to maintain a missile lock. The ramping damage is what sealed the risk/reward factor of her ground based combat, and I wanted enemies to have the option to negate Mira's damage by simply running away.
Why the Assault Mode E?
Much like Emergency Landing, Dust Off came from necessity. I very easily imagined scenarios where Mira could see a team fight happening far away, and in order to get there she slowly hovers up into the air, and drifts toward it. That didn't feel particularly exciting. Giving her the option to burn a lot of fuel for a quick take off felt like a fitting trade, and the warm up time stops her from having an easily guaranteed escape.
Why the Scorched Earth R?
I wanted one heroic ability to work in Assault Mode, and one in Flight Mode. In Assault Mode, I knew Mira's biggest annoyance was going to be enemies disengaging when she blew all her cooldowns, then returning immediately after to kick her around. The damage on Scorched Earth isn't phenomenal, but the slowing terrain it leaves behind helps her shape the battlefield into an arena and forces her enemies to deal with her Lanzer Torpedoes and Gattling Cannon directly.
Why the Arrow Formation R?
I wanted one heroic ability to work in Assault Mode, and one in Flight Mode. The trouble was that Flight Mode revolves around harassing enemies, and a harassment-based heroic ability didn't feel very-... heroic. Instead, I opted to give Mira a brief window where she became the queen of the skies, and temporarily give her the firepower needed to directly engage her enemies instead of pestering them from afar.
I imagine your Mira Han concept merged with "Mira Han + Matthew Horner 2 Players "coop"", with Matt Supporting Mira Han in your Hyperion.... "aerial superiority"!!!! *-*