This is a work in progress and will take lot of thought to be complete and polished. Any comment, idea or criticism will be appreciated and taken to account.
They wont be fighting riding deathcharges
Whenever the Horsemen lose 25% of their
Stats (open for change)
HP: 1800 (+3/Level)
TALENTS
1.Unholy Strike: The enemy affected by Death Strike also gains a DOT dealing 10 damage/second (+5/level)
2.Hope of Salvation: Remove a negative effect from a friendly hero
3.Holy Bolt: Can use Light Of Redemption on an enemy for 75% of the healing as damage
4.Block Level 4 Talents
1.Unholy Horde: Can summon up to 3 constructs and last until they are destroyed
2.Barons might: Increase the damage of Death Strike by 30%
3.Deconstruction constructions: Shadow Constructs deal 50% against buildings
4.Hope of Despair: Increase the range of Light of Redemption by 20%
Level 7 Talents
1.Death Mark: Circle of Unholiness is 30% larger and lasts 10% longer
2.Unlimited bodies: Passive. Enemy minions that die near you are revived as Shadow constructs. This has a cooldown of 12 seconds
3.Death Knight Blades: Increase the auto attack damage by 10%
4.Battle Momentum
Level 10 Talents
1.Riders of Death
2.With our powers combined
Level 13 Talents
1. Run while you can: Light of redemption increases the movement speed by 30% for 2 seconds
2.Masters of Undeath: Reduce the death time by an additional 5%
3. Surrounded by death: Circle of Unholiness gains an additional charge
4. Unrelenting bones: Reduce the cooldown of Shadow construct by 3 seconds
Level 16 Talents
1. Soul siphon strike: Death Strike also leeches 4% of the enemy hero HP
2. Bone Armor: Activate to gain 35% of your max Hp as a shiled for 4 seconds
3. Plague spread: Shadow Constructs explode leaving a pool of plague on the ground. Enemy minios die within 2 seconds and enemy heroes lose 1% max hp every 0,5 seconds
Level 20 Talents
1.Doom Chargers: The horsemen are now unstoppable, damage is increased by 30% and enemy heroes become vulnerable (they receive 10% more damage for 2 seconds from all sources)
2.Death and life come together: The health restored is now 24% and the auto attack damage is at 25%
3.What it means to be a horseman: Pact of the horseman heals for 15% of max health and remaining horsemen are now 15% stronger
Thanks Blackdandy for the comment. The horsemen move as a group and have one healthbar. Having them fight on their horses would take just too much space. I would also want to thank you for the order of dying.
Well what ever you decide to do with this, It's up to you but i don't think having the order they die in should be "random" or controllable by the enemy. The Character already is pretty weak and can't be buffed without making it too overpowered. I would ether make them controlled separately, be able to be split and have shared abilities (Which would be kind of pointless as 4 characters for that is too much and the vikings can do that better than this ever could) Or you control the bunch at once. One moves all move and they count as one hero with shared health pool.
If they count as one you can still have the concept of loosing abilities to empower other abilities (which is the most interesting thing this brings for me) In that case the kill order could be set. that at 75%hp this and this remains. I think this is somewhat in line with your new idea. Maybe. So your first talent choice could be the order you want them killed in? Kind of like not all of them btu a who dies last type of thing.
This might be as confusing as your hero but bare with me.
Choice 1: Your team setup could use an off healer so you pick the first talent. Death order will then be Rivendaree, Blaumeux, Korth'azz, Zeliek. So you Loose your powerfull strike, then yoru aoe, then the minion and only last your heal.
Choice 2: your team needs higher damage on heroes so you'd loose Zeliek, Blaumeux, Rivendare, Korth'azz
4: A more durable option: Korth'azz, Blaumeux, Zeliek, Rivendare
Or something like that. That way you'd start building straight to your teams needs and make the idea of a hero like this that could boost the team where it is needed a bit more plausible in my opinion. Ofcourse this would work a bit better if you tweaked the abilities more suited for each "role" and will still require a lot of work on the concept as it is. So far though I don't see much point unfortunately in adding a hero like this to the game.
Oh and also. They are horsemen. Don't dismount them. Give them some out of combat speed increase or a charge like sergeant hammers or something. If they don't fight on their Chargers just give up on this idea now it will loose all of it's point.
They will move together. When i say individual i mean when 1 of them dies their respective ability will be unavailable for usage until the rider respawns.
So wait, they move together and won't be separated but they still have their own health and mana bars so you can kill them one by one?
I see that as pointless and the hero itself as very weak in that case because they all can be killed even more easily than the Lost Vikings simply because at least the vikings can spread out and avoid getting hit by AoE attacks. Or have two vikings doing other objectives or team fight while the third is still soaking exp. And because this is four heroes in one basically their stats, such as health and damage, can't be any higher than any other hero's (except for Murky) and so they all are easily killed by heroes such as Jaina and Kael'thas with burst AoE damage.
And the more horsemen dies the less useful the hero becomes if they can't access to some of their Basic Abilities making them even more easy targets for their enemies to finish off.
They will move together. When i say individual i mean when 1 of them dies their respective ability will be unavailable for usage until the rider respawns.
Thanks for the comment man. I am focused on this hero and i am going to do what ever it takes to simplify him and playable. Firstly i will reduce the heroics to only 2 and beneficial for all without them been affected by the deaths of the the horseman.
Now about the controls: You controll all of them at once and they are never seperated. Only when you use death strike Baron Rivendare moves away from the group end even then you can call him back by reclicking the ability (Have not thought completely.) But ti make it clear you can not operate them individuallly.
I dont think they should do battle while mounted (even though i would love it) because it would be too chaotic. The mount speed is the same as all others. The mount is cosmetic.
I want to keep the individual abilities because each rider has its own identity and background that fits their character. Maybe i will buff some of them so they wont be underpower.
If you have any other comment please share it. Thanks again :)
This hero looks way too complicated for its own good unless I have understood wrong how you're supposed to control each horseman. I got the idea that you control each horseman separately as their own individual heroes like you do with the Lost Vikings.
If that's the case this hero is too complicated for three reasons; firstly you got four heroes. Controlling all the Lost Vikings perfectly is hard enough. How hard you think controlling four will be? Secondly; they all got their own individual abilities apparently. That makes micro managing and focusing on them individually even harder. Thirdly; each horseman seems to have their own role Baron Rivendare being a malee Warrior whom I assume is supposed to be able to tank somewhat, Sir Zeliek being a healing Support hero etc.. You're trying to make a hero who is jack of all trades but is never going to be good or even decent at any given role. Whatever The Four Horsemen can do, every other hero will do it way better. So why would anyone pick this hero who is only not very hard to control but also never does anything extremely well?
A hero should have one main role in the game they focus on. In the Lost Vikings' case it's soaking exp in multiple lanes at the same time trying to level up their team faster than the enemy team giving the team a huge advantage in the long run. And occasionally capturing mercenary camps whenever they can. But in team fights they're weak especially now after their latest nerf. None of the vikings have their own individual abilities either. Passives, yes. But all the Active abilities they have are shared so they will all perform them at the same time.
Why there's like one Heroic for each Four Horsemen? Wouldn't that make only one of the four better than the others and able to do the Heroic? So if that horseman dies the other three can't do the Heroic? That is so underpowered. Especially when the Heroics themselves are not that good. They're piss bad and boring actually. Take a look at the Lost Viking's Heroics and see how they work, benefit all three and can be performed by all three vikings. A Heroic should be an ability that benefits all four horsemen and should be able to be performed by all four in one way or another.
And about that Special Mount; how fast is it? Does it have the same Movement Speed as all the other heroes' mounts? If it does then it's simply too much if they have 100% more movement speed permanently in a match. At least I assume they never get off their horses since, after all, they are the Four Horsemen.
So overall; this hero is way too complicated for a simplified MOBA such as Heroes of the Storm. The Heroic Abilities are lame and weak as hell and there's too many of them. The way how the Special Mount works needs clarifying. But the worst flaw is that this hero has no clear role in the game and therefore will never be able to do anything extremely well. Except for soaking exp perhaps so this hero is basically just an unnecessarily harder and more complicated version of the Lost Vikings as if the vikings were not hard enough.
HeroesFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite HotS hero’s build and strategy.
If they count as one you can still have the concept of loosing abilities to empower other abilities (which is the most interesting thing this brings for me) In that case the kill order could be set. that at 75%hp this and this remains. I think this is somewhat in line with your new idea. Maybe. So your first talent choice could be the order you want them killed in? Kind of like not all of them btu a who dies last type of thing.
This might be as confusing as your hero but bare with me.
Choice 1: Your team setup could use an off healer so you pick the first talent. Death order will then be Rivendaree, Blaumeux, Korth'azz, Zeliek. So you Loose your powerfull strike, then yoru aoe, then the minion and only last your heal.
Choice 2: your team needs higher damage on heroes so you'd loose Zeliek, Blaumeux, Rivendare, Korth'azz
3: Siege damage: Rivendare, Zeliek, Korth'azz, Blaumeux
4: A more durable option: Korth'azz, Blaumeux, Zeliek, Rivendare
Or something like that. That way you'd start building straight to your teams needs and make the idea of a hero like this that could boost the team where it is needed a bit more plausible in my opinion. Ofcourse this would work a bit better if you tweaked the abilities more suited for each "role" and will still require a lot of work on the concept as it is. So far though I don't see much point unfortunately in adding a hero like this to the game.
Oh and also. They are horsemen. Don't dismount them. Give them some out of combat speed increase or a charge like sergeant hammers or something. If they don't fight on their Chargers just give up on this idea now it will loose all of it's point.
They will move together. When i say individual i mean when 1 of them dies their respective ability will be unavailable for usage until the rider respawns.
I see that as pointless and the hero itself as very weak in that case because they all can be killed even more easily than the Lost Vikings simply because at least the vikings can spread out and avoid getting hit by AoE attacks. Or have two vikings doing other objectives or team fight while the third is still soaking exp. And because this is four heroes in one basically their stats, such as health and damage, can't be any higher than any other hero's (except for Murky) and so they all are easily killed by heroes such as Jaina and Kael'thas with burst AoE damage.
And the more horsemen dies the less useful the hero becomes if they can't access to some of their Basic Abilities making them even more easy targets for their enemies to finish off.
Now about the controls: You controll all of them at once and they are never seperated. Only when you use death strike Baron Rivendare moves away from the group end even then you can call him back by reclicking the ability (Have not thought completely.) But ti make it clear you can not operate them individuallly.
I dont think they should do battle while mounted (even though i would love it) because it would be too chaotic. The mount speed is the same as all others. The mount is cosmetic.
I want to keep the individual abilities because each rider has its own identity and background that fits their character. Maybe i will buff some of them so they wont be underpower.
If you have any other comment please share it. Thanks again :)
If that's the case this hero is too complicated for three reasons; firstly you got four heroes. Controlling all the Lost Vikings perfectly is hard enough. How hard you think controlling four will be? Secondly; they all got their own individual abilities apparently. That makes micro managing and focusing on them individually even harder. Thirdly; each horseman seems to have their own role Baron Rivendare being a malee Warrior whom I assume is supposed to be able to tank somewhat, Sir Zeliek being a healing Support hero etc.. You're trying to make a hero who is jack of all trades but is never going to be good or even decent at any given role. Whatever The Four Horsemen can do, every other hero will do it way better. So why would anyone pick this hero who is only not very hard to control but also never does anything extremely well?
A hero should have one main role in the game they focus on. In the Lost Vikings' case it's soaking exp in multiple lanes at the same time trying to level up their team faster than the enemy team giving the team a huge advantage in the long run. And occasionally capturing mercenary camps whenever they can. But in team fights they're weak especially now after their latest nerf. None of the vikings have their own individual abilities either. Passives, yes. But all the Active abilities they have are shared so they will all perform them at the same time.
Why there's like one Heroic for each Four Horsemen? Wouldn't that make only one of the four better than the others and able to do the Heroic? So if that horseman dies the other three can't do the Heroic? That is so underpowered. Especially when the Heroics themselves are not that good. They're piss bad and boring actually. Take a look at the Lost Viking's Heroics and see how they work, benefit all three and can be performed by all three vikings. A Heroic should be an ability that benefits all four horsemen and should be able to be performed by all four in one way or another.
And about that Special Mount; how fast is it? Does it have the same Movement Speed as all the other heroes' mounts? If it does then it's simply too much if they have 100% more movement speed permanently in a match. At least I assume they never get off their horses since, after all, they are the Four Horsemen.
So overall; this hero is way too complicated for a simplified MOBA such as Heroes of the Storm. The Heroic Abilities are lame and weak as hell and there's too many of them. The way how the Special Mount works needs clarifying. But the worst flaw is that this hero has no clear role in the game and therefore will never be able to do anything extremely well. Except for soaking exp perhaps so this hero is basically just an unnecessarily harder and more complicated version of the Lost Vikings as if the vikings were not hard enough.