Caveat: Like a lot of atypical design, it is very hard to just pull numbers out of a hat and get a balanced result. Something like Yogg would require a lot of playtesting to nail down good values, so treat numbers with a grain of salt. I decided against specific numbers for this reason, relying on percentages to give an idea in how much talents boost abilities.
I really wanted to make an "immobile hero" almost like a more extreme version of Abathur. The problem is compensating for the loss of a hero without just making another Abathur.
The first solution is to make it impossible to truly kill Yogg-Saron. He is never out of the battle, simply diminished in strength, and therefore can continue to harass enemies and assist in pushing lanes. However, it still has to be rewarding for the enemy team to kill him, which is why a number of his talents switch off and just about everything takes a significant power hit.
The other solution is his ability to buff teammates. Yogg can give an ally a permanent +10% to damage, and buff all other allies for +5% so long as they stay near him. A strategically placed Yogg can tip the scales in favor of his team.
I also wanted Yogg to be able to enter the battlefield personally. He would have quite a bit of HP, think Azmodan, allowing him to personally enter teamfights and offer his aura to allies. This also allows for aggressive use of his defensive talents, which is the intent of talents like corrosive corruption. Is draining 1% of max HP from all nearby enemies in a teamfight overly powerful? Again, it's hard to say since you can always just move away from Yogg.
Yogg's heroics are fairly self-explanatory. Charm effects are a big part of the Yogg fight in WoW, and the five second wait for it to go off has two purposes. The first is to replicating the whole "growing madness" angle, and second is to soften a a very powerful effect. The victim is given a chance to back off and minimize the damage done. Death Ray is another ability from the fight, similar to the Artanis heroic, but with twist: Yogg's immobility gives the opportunity to allow the player to control the beam, making it a more fun ability to use. The balance question is, of course, whether or not Yogg should be able to use ults while dormant. The more I think about it, the more I feel like he shouldn't, as it's a good incentive for the player to stay alive. However, I did like the idea of Yogg, just like in Ulduar, quietly turning his enemies against their allies while seemingly imprisoned.
As a specialist, Yogg is still effective at tearing down lanes, by buffing minions and using his tentacles to tear a base apart. He also has the same perk as Abathur: being able to soak while still participating in teamfights. Note that Yogg
cannot
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