I argued with people on Reddit about how a Spellbreaker hero could be assassin, tank, support, or multi-class. I'm sure there's a way to do these, but when I was creating this concept, I couldn't do it lol. At least not without the Spell Steal ability. I created a neutral kit that's role is decided on what spell is stolen, I hope you enjoyed it!
- Cooldowns, damage, shield, durations, etc. are not included because I am not a game designer. Leaving these out allows readers room to be creative instead of saying things are Overpowered & whatnot.
- Spell Steal COULD have it's own cooldown on the charges, instead of using the stolen ability's cooldown. That would reduce complexity for sure... It should probably have decent range for the stealing portion. I added a Cooldown when it's reset using Feedback (D), so that you can't steal-cast-reset-repeat instantly.
- This concept doesn't have any mobility, so I'm presuming that Spell Immunity wouldn't prove to be that overpowered. Paired with chase from Spell Steal, this could be a powerful combo.
- The 2 ultimate abilities create a more offense vs. defense scenario. I feel like Control Magic COULD be something completely different & cooler, but that's what I could come up with.
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