the Drifter by Loukasarts

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the Drifter

By: Loukasarts
Last Updated: Dec 1, 2018
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the Drifter

a destiny 2 hero concept

yes i know destiny isn't a blizzard universe and most players probably wouldn't want it to be featured in the nexus any time soon, so this is mainly for fun since I've been playing a fair bit of destiny recently and they do both feature on the blizzard launcher.
although most players would probably not like to see the drifter added to heroes of the storm, this is how i think he would most fit in if he was.
some brief backstory on the drifter for those who don't know:

the drifter is an npc in destiny 2 that runs a gamemode called gambit, in which 2 teams of players have to defeat waves of enemies and collect the motes they drop to summon taken enemies to the enemies playing field. collecting more motes summons more difficult enemies for the enemies to clear. when 75 motes are collected a taken primeval is spawned which when killed will win that team the game.
players can invade enemy teams to kill them and make them drop any motes they are carrying.

at the start of each match the drifter flips one of his gambit coins to decide the kinds of enemies you will be fighting.

the drifter also sends the player on a mission to retrieve a hand cannon called malfeasance which on every 5th shot will fire an aoe explosion of damage and deals more damage against invaders in gambit.

Combat Trait

1
flip of a coin
the drifter flips his gambit coin and decides on the taken he will be summoning.
the coin starts on the fallen face, and using the trait toggles between hive and cabal.
this will make more sense when you read the rest of the drifters abilities
2
gather motes
the drifter instead of using mana will gather motes by defeating enemies, which fuel most of his abilities.
he get these from defeating enemies, 1 from a minion, 3 from a camp enemy, and 15 from a hero. the drifter would spend these motes to use his summoning abilities.
the idea of this is to make the drifter feel like a gambit player whilst also letting him have some HotS functionality. this way he constantly gets a small steady stream of motes when clearing in lane so he can use his abilities to clear and lane better, and to get large bursts from hero kills so that in teamfights he can still stay relevant as long as he spends his motes wisely that he brought into the fight. these numbers will probably need adjusting and i do not yet know how much i want to allow him to have maximum, so if you have any balance ideas suggest them below.

Primary Abilities

1
taken runt
spawns a small taken runt that will aid in fights by targeting the same enemy as the drifter, these are low health, low damage and low cost. this ability has a relatively short cooldown and taken runts have a duration of roughly 7 seconds.
cabal: summons a cabal psion to help your team. does damage from range with low health and reasonably low damage
hive: summons a hive thrall to run at your enemy. is fast and can keep up with other heroes, but has quite low health and low damage.
fallen: summons a fallen dreg to fight alongside you. these have a small aoe melee attack as they slash with their 2 knives, dealing low damage and having reasonably low health.
2
taken ally
spawns a taken ally to support your team by targeting the same enemy as the drifter and aiding allies in other ways. these have a reasonable health pool but at a higher cost to the drifters motes than taken runts. this ability has a longer cooldown ensuring the drifter cant use it excessively in a fight only one of these will be able to be summoned at a time under normal gameplay conditions..
cabal: summons a cabal phalanx to absorb enemy damage. the cabal phalanx will remain stationary after being summoned by the drifter and plant his shield down facing away from the drifters location. enemies can destroy the phalanx's shield after putting a reasonable amount of damage into it, or walk through the shield and kill the phalanx on the other side, which is much easier.
hive: summons a hive wizard that channels a clouded field in a small area. after being summoned, the wizard will channel a small area of smoke on the drifters location that will act as brush for both teams that step into it, hiding them from sight to anyone outside. the area this provides is relatively small, maybe 2x2 tiles at most. the wizard itself has quite low health and can be killed quite quickly.
fallen: summons a fallen servitor that will give allies nearby a small and slowly regenerating shield for its duration. upon spawning, the fallen servitor will link to and provide shields for nearby allies, regenerating slowly after not taking damage for a short duration.
3
explosive shadow
A free cost ability with a reasonably short cooldown that makes your next auto attack explode for aoe damage in area around the target and do slightly increased damage to the primary target. this cooldown is shortened by auto attacking.
adds some waveclear to the drifter and gives him something to do when on low motes in combat.
4
malfeasance
the drifter is a ranged auto attacker with very little mobility, meaning he will need to rely on teammates or summons to keep the distance from enemies

Heroic Abilities

1
primeval summoned
summons a large primeval boss that deals high damage and has high health, with a reasonably long duration. this would cost all of the drifters motes however and would have a decently long cooldown, meaning this is the only ability the drifter could use in combat and would need to get some kills with it to use any other summons.
cabal: summons a towering cabal colossus that fires a volley of short range slowing missiles and will knock back enemies that are close. this would be the main cc unit for keeping enemies out and away from an area. especially effective against melee units.
hive: summon a colossal hive ogre that is very slow but fires a rapid strike of void projectiles toward targeted enemies dealing relatively high damage, and then cooling down for a short period. when an enemy hero gets close to the ogre it will charge up for a slam attack, giving enemies a change to deal damage whilst it isnt firing. the slam attack does some aoe damage. effective mostly against ranged units.
fallen: summon a ferocious fallen captain to harass an enemy, firing taken darts that reduce enemy armour slightly and teleporting to target enemies to deal high damage. this is effective when engaging on an enemy team, unlike the other taken primevals which are more focused on cc and area control.
2
invasion
the drifter invades an enemy player, taking them both out of combat. for the duration of this ability the drifter and the target can only see eachother and can only damage eachother, and the rest of the games players cannot see or interact with them (aside from their ally, which will still display a faint invisibility outline.) the drifters explosive shadow abilities cooldown is reduced much further by basic attacks now and his movement speed is increased slightly. anything summoned over this duration will not stay when it ends, and the drifters summons cannot aid him when invading an enemy. if the drifter kills the enemy, he gets a considerably large amount of motes and the ability is ended.
this was made because the drifter aloe isnt very effective against most enemies, so you wont be able to use it entering a fight since you would probably loose the engagement and wouldn't benefit from the motes gained, but using it on an enemy that would otherwise escape to the safety of their team allows the drifter to pick up kills that allies would have missed and be rewarded for finishing off targets that others couldn't.

talents

work in progress, some suggestions would be great

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