This hero concept is
complete! I am open to suggestions as far as refining the balance of this hero.
For those not versed in Diablo 2 lore, Natalya is a member of the Viz-Jaq'taar, better known as the Order of Mage Slayers. Their order was responsible for slaying sorcerers who became corrupted by demonic magic. The assassins trained themselves to fight without a reliance on magic, instead honing their bodies and minds into potent weapons. They were well-versed in martial arts and preferred to use claw weapons for close quarters combat, but were not above using more deceptive and indirect means of killing their foes when the occasion called for it.
This hero concept is based on the abilities of the Diablo 2 assassin. Natalya is designed to act as a highly mobile assassin hero that is excellent at picking on single targets and disrupting their actions. She is especially good for dealing with mages, as she has a lot of poke potential with her kit. I built this hero primarily around the Martial Arts abilities rather than Traps or Shadow Disciplines, which I know will disappoint a lot of people because her Martial Art abilities weren't necessarily her strongest or most powerful in Diablo 2. Other versions of this hero tend to focus on Shadow Disciplines or Traps because of the larger base of players that used those abilities. However, I have designed this hero to have the ability to pick up some of those "lost" skills through talents, which allows her to be built primarily for AA damage while still hitting on that exploitative trap assassin style of play.
Hero Type: Melee Assassin
Difficulty:
Hard
Pros:
- Natalya's abilities provide a great deal of mobility and control over a single target on the battlefield. She is able to poke in and out of fights using her Dragon Flight to engage, and using either Dragon Tail or Cloak of Shadows to disengage.
- Natalya's trait enables a player to build up elemental charges and then drop them into an enemy when she uses her abilities, providing her with an optional form of burst damage (Fists of Fire or Claws of Thunder) or with additional utility (Blades of Ice).
- Most heroic abilities are designed to be single-use, "big bang" abilities that will turn the fight in your favor immediately. Natalya's heroics are toggle effects that provide more of a "slow burn", giving her a smaller edge for a longer period of time. Because of this, she becomes very dangerous after Lvl 10 because her heroics are basically "always on".
Cons:
- Natalya's kit is designed to emphasize ganking and 1v1 fights, targeting a particular enemy and harassing them to no end. While she can still do this in team fights, her abilities are not necessarily going to be as potent in a team fight scenario.
- Natalya is a melee hero in every sense of the word. Her only form of "ranged" damage is the melee attack that follows Dragon Flight's teleport. Therefore, any heroes which can keep her at range will be able to pick her apart without much trouble.
- The strength of Natalya's heroics are also their greatest weakness. Because they are designed as toggle effects, they lack the instant potency of a standard heroic that can instantly turn a team fight. Her team will be getting a much smaller effect over a longer time, meaning that if the enemy team is able to mitigate Natalya's effectiveness, they are essentially playing with one less "trump card".
- Natalya lacks any form of sustain before Lvl 10, when she can pick up the Cobra Strike....and even then, she must be actively in melee combat to sustain herself. As such, she is highly reliant on her team to keep her alive during ranged engagements and longer battles.
Note: All figures shown on this hero concept page are listed at their baseline figures (Lvl 0).
Health: 1820 HP (+4%)
Health Regen: 3.8 HP per second (+4%)
Resource: Mana
Mana: 490 (+10)
Mana Regen: 2.9 per second (+0.1)
Attack Damage: 119 (+4%)
Attack Speed: 1.25
Attack Range: 1.25
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