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Hero Concept - Karax, the Phase-Smith

Hi heroesofthestorm, welcome to my hero concept suggestion for Karax, The Phase-Smith.
Karax is the master engineer behind most of the technology used by Artanis and his armada in the war against Amon. A genius artisan and researcher of the incredible Technology of the Protoss race.
My concept for Karax is a map-wide, global-range healer, similar to abathur with a bigger focus on protecting, healing and enabling his allies through his control of the Spear of Adun, a massive warship that orbits the atmosphere. Like Abathur, Karax is meant to stay behind the gates, near a Fort or Keep, using his map-wide abilities from a safer position. Most of his abilities are inspired on his playstyle in the commander co-op missions of Starcraft II.

Resource: Solar Power

Karax uses Solar Power as a resource instead of mana. It works similar to mana/energy, except it doesn't regenerate quicker while in the Hall of Storms. Has a maximum of 100, and regenerates at a rate of 6 per second.

Trait: Reconstruction Beam

(toggle, 2 Solar Power per second per beam)
While Karax is alive, the Spear of Adun constantly shoots two healing beams to two allied heroes that constantly heals over time, prioritizing whoever has less HP. Global Range. Can be toggled on and off.
Similar to his Reconstruction Beam in Starcraft II's co-op Missions, this is a completely automatic and passive heal over time for his teammates. Note that it's actual healing values are quite low, and it is the only healing tool that he provides, making him more focused on damage mitigation, death prevention and utility, similar to Uther. Note that even if both beams are active, Karax still generates 2 solar power per second. If there are no targets that need healing, the power is not spent.

Q: Orbital Strike

(1s cooldown, 10 Solar Power)
Shoots an pulse of energy into the targeted area that hits after a 1.5 second delay, dealing damage and slowing enemies hit by 30% for 2.5 seconds. Hitting a target that is NOT currently slowed by Orbital Strike deals double damage. Big Range similar to Abathur's Toxic Nest ability. Only castable on areas with vision. Big area similar to Azmodan's Orb.
Bread and butter ability to deal damage and CC, meant to be fired in a widely spread pattern to bombard the field, maximizing the area to zone out enemy heroes, hence the reduced damage on multiple subsequent hits. Mostly used for zoning, to follow-up to the team's hard CC and also useful for wave clearing. The limit on range also forces Karax to stay somewhat near the fights, rather than in the Hall of Storms. It is also supposed to be his main source of Solar Power spending due to its extremely small cooldown and spam-able nature.

W: Cloaking Shield

(8s cooldown, 15 Solar Power)
Applies a shield to an allied hero that absorbs damage. While the shield is active and the target hasn't taken damage recently, the target is stealthed. Lasts for 20 seconds. Global Range.
That's right, a baseline ability that grants stealth to an ally. Lasts for quite a while too, allowing you to potentially stealth three targets at the same time. This ability synergizes especially well with the following one.

E: Recall Warp

(18s cooldown, 25 Solar Power)
Target allied hero initiates a Warp Protocol. After a 4 second delay, the allied hero is teleported to Karax's current position. Can be canceled during the delay. Global Range.
Inspired by Artanis' cinematic in Shakuras, this ability is meant to allow more aggressive divers to go in, do their thing and then be teleported out to safety. Especially good when combined with the Cloaking Shield, allowing for some really deep deep dives. Can also be used as a bluffing tool by canceling the ability early, though keep in mind that you still get the cooldown and cost. This ability also forces Karax to be relatively close to the fights, otherwise your allies would be teleported too far out. Can even be used in more complex strategies for split-pushing if done well, especially when combined with some talents that will be mentioned later.

R1: Warp In Carrier

(80s cooldown)
Karax summons a Carrier, a massive flying ship with high HP that ignores terrain and hosts drones, which he warps into controlling it directly. The Carrier lasts for 15 seconds and has three abilities.
  • Q: Fighter Drone (2s cooldown) Spawns an attacking drone unit that attacks the selected target. Lasts 6 seconds or until destroyed.
  • W: Healing Drone (no cooldown) Healing Drone constantly heals the selected targets. Can have up to two healing drones on two separate targets. Can be re positioned anytime.
  • E: Photon Laser (5s cooldown) Fires a Laser in the straight line that deals huge damage and blinds enemies hit.
The Carrier is the most representative unit of Karax's play style both in the campaign and the co-op missions, plus I wanted to give him a heroic that allows him to be physically present in the teamfights, similar to abathur's clone. It's gameplay feels unique and powerful too, fulfilling the Carrier fantasy as well.

R2: Infrastructure Override

(60s cooldown)
Karax overrides the infrastructure of a selected allied or enemy Fort or Keep. Allied Forts gain 25 armor, fire 100% faster, gain 50% range increase and prioritize enemy heroes in it's range. Enemy Forts are disabled during the effect. Lasts for 8 seconds. Global Range.
This heroic ability is very unique and situational, making a good contrast with it's other more reliable heroic ability. Felt like it fits his theme quite well, and also implements elements seen in other heroes like Sylvanas and Arthas. It's also an excellent complementary ability to his basic abilities which enable aggressive divers to really go all out into the enemy fort territory and wreck some shit up.

That's it for the base kit. I also have some suggestions for possible talents:
  • Level 1 talent that gives bonus movement speed to targets with Cloaking Shield
  • Level 1 talent that automatically gives a Cloaking Shield to any ally that takes damage below 35% health, once every 40s
  • Level 1 talent that gives a burst of heal if a Cloaking Shield lasts it's full duration
  • Level 4 talent that grants bonus Solar Power regeneration after 3 seconds of not spending power
  • Level 4 talent that refunds Solar Power when hitting enemy heroes with Orbital Strike for full damage
  • Level 4 talent that refunds the Solar Power and half the cooldown when canceling a Recall Warp
  • Level 7 talent that causes allied heroes with Cloaking Shield that are hit by an Orbital Strike to release a pulse that damages enemies around them
  • Level 16 talent that makes Recall Warp also teleport all allied heroes near the target to Karax's position, but with increased cooldown
  • Level 20 active talent that temporarily applies Reconstruction Beam to all allied heroes at the same time and increase it's healing by 50%, for no cost
  • Level 20 talent Infrastructure Override Upgrade that allows you to target Cores
  • Level 25 talent that gives him some cool sunglasses to handle all this Solar Power

Hope you liked reading my concept as much as I enjoyed making it. Looking forward for your comments and feedback. I personally love the out-of-the-box heroes that really change the rules of the game, and with the end of the competitive scene and the launch of Deathwing, I feel like this is the best oppurtunity to launch heroes with crazy ability kits. If you liked my concept, I've done concept suggestions for other characters, which you can find here:
Cenarius: https://www.reddit.com/heroesofthestorm/comments/e363eu/hero_concept_cenarius_lord_of_the_forest
PS: dear Blizzard, I'm a programmer with a passion for video-game development and a degree in Computer Science and Engineering. If you want to hire me to program this(or anything else really) i'd be more than happy to do it :)
submitted by Kalimu1590 to heroesofthestorm

Battlecruiser Teleport should be an upgrade and should not be competing with Hyperflight Rotors.. Banshees should get a buff.

TLDR: The Banshee should be Terran's mid to mid-late game mobile Air-to-Ground tech and to do so, it needs more oomfph. The Banshee has been lagging behind the powercreep and is currently significantly outclassed. That is a waste because Banshees are much more exciting units than the Battlecruiser which has bullied them out of their role.
Banshees are almost obsolete because Battlecruisers outclass them in harassment, scale better, cannot be hard/blindcountered and come into the game only a handful of seconds later. Whilst Battlecruisers are the main offenders, the existance of Liberators as a low-committal aerial harassment option further hurts the Banshee.
Three main causes: 1. A major reason for Battlecruiser to be much better as a harassment unit is the Teleport. It removes the travel time that Banshees do have, and even competes with Hyperflight Rotors for lategame mobility. Battlecruisers can fight small resistance whereas Banshees cannot compete with more than 5 supply of AA. 2. Furthermore, Shield Batteries nullify a Banshees DPS and Stalkers got stronger. Queens now have 8 anti-air range to deal with Liberators (up from 5 from WOL, IIRC, or 7 for LOTV Beta) whereas the Banshee still has range 6. 3. Lastly, maps are much larger. It easy takes 10+ additional seconds for a Banshee to get into the fray, whereas LOTV tech enters the game relatively earlier, significantly reducing the window for Cloak to be effective even when unscouted.
All in all, Banshees are forced to rely entirely on Cloak, but aforementioned changes have made it so Banshee tech really isn't worth the high risk. For Banshees to shine again, they need some polish. In a game where the powerlevel of a lot of units has slowly been climbing, Banshees have been forgotten.
So, we need to give them some polish. Step 1 is to remove the Battlecruiser as an early-game harassment option. I think most people will agree that teching straight to a capital shop off 1.5 bases and teleporting it into the opposing base is not really what Starcraft is about. Arguably, the cooldown needs to be way longer on it as well (see for comparison Protoss' Recall).
Now that Banshees have a role to fill in the early-mid game, we can look at what can be done to the Banshee itself. It's archaic and needs to be updated. Here, I will provide some suggestions, though do note I am not a game designer. Do note that it may be an avenue worth pursuing to just remove Cloak as early tech altogether. * Additional Range (from 6 to 7) although this messes with Missile Turret and Spore Crawler defense. * Higher Damage per shot (to 3-shot Probes under a Shield Battery). * Defensive Mechanisms (e.g. shields when activating Cloak, or a small individual PDD that absorbs projectiles for 10 energy, thereby competing with Cloak time). * Splash damage upgrade like in the Campaign. * Bring back Lockdown or Defensive Matrix and add it to the Banshee. * Add lategame (Fusion Core, expensive, slow) upgrade to add Health or Armor and significant single-target damage to the unit so they can be used as a pivot and scale decently into lategame.
Note these are just some suggestions. The key problems that need to be fixed are a) Banshees need their early-game role back, b) they need to be a somewhat valid tech unit to use in the midgame and ideally c) they can retain utility in the lategame through mobility and high damage.
Basically, the Banshee should be Terran's mid to mid-late game mobile Air-to-Ground tech and to do so, it needs more oomfph. The Banshee has been lagging behind the powercreep and is currently significantly outclassed. That is a waste because Banshees are much more exciting units than the Battlecruiser which has bullied them out of their role.
submitted by ObnoxiousLittleFuck to starcraft

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