CDC #7 = Killoran, Blood-Clan-Occultist outcast

Link to Original Thread: CDC #7 - Calling the Gamechangers - #56 by Lostariel-21800

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Universe: Diablo [i.e. these guys: `https://vignette.wikia.nocookie.net/diablo/images/5/51/BLOOD_CLAN_SORCERER.jpg/revision/latest?cb=20140520014152`]

Role: Specialist/Support [New characterization = DEFINITELY support]

Can heal bit more than Medivh (still not a healer of his own => i.e. the “healing” outcome somewhat comes on what his opponents do), as well as = can probably be also more destructive to his opponents overall

He’s a “sorry, but hold on” type of hero that has “neutral damage” attribute to his spells (meaning dealing damage to allies as well as opponents in the same time), luckily there’s a HUGE POWERFUL TRAIT (the Orb of Chaos) that he can use (but not everywhere, and not for long), in order to make up for the mistakes or cause even more havoc to the opponent

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Character backstory

Killoran wasn’t that bad at following his Tribal’s teachings, with an exception of one flaw = the spirits and spells he acquired in his early teachings = tended to hurt not just tribe’s opponents’ “specimens” used for teaching the ways of a Blood-Clan Occultist, but rather EVERYONE (including his not-so-patient shamanic teacher :D)

Alas = the Shamanic leader had enough of him, and the tribe’s council voted to outcast this “cursed” young poor individual… Before leaving, a distant Oracle from a tribe relative of the Blood-Clan gave him a one very weird, mysterious , and RARE artifact = The Orb of Chaos in order to aid him in the outside world (even in the Nexus) during his what it is about to become a life full of adventures

Though a hidden blessing = the Orb has also one strong curse = cannot be separated from it’s currently-chosen “master” OTHERWISE their life spirits start to decay due to it’s corrupted/destructive elemental nature… Having to carry it almost AT ALL TIMES WHEREVER Killoran goes, got his “presence” in the Nexus

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Trait = Orb of Chaos

Orb of Chaos can be moved everywhere on the battlefield (use D) with a relatively fast speed . It’s “blessing” is that Killoran can effectively reverse all his “unintended damage” done by it being able to “engulf” other targets and do a reverse-curse. Therefore the Orb of Chaos can temporarily/effectively PROTECT a target chosen by it’s master (not Killoran himself though). Whenever pressed the D key on a hero the Orb of Chaos quickly spreads out and “engulfs” the target hero from all sides => EFFECTIVELY REVERSING the effects of damage taken and healing received for that duration

[Stats: Damage taken of Engulfed heroes becomes a 50% received heal, and healing received becomes 150% damage taken. Killoran loses 3% of his MAX HP per second (5% if engulfed target is further than 6 range points of his own)]

Q = Sticky Bomb (trap), hurl a bomb on a target (or ground), effectively preventing the next two AA on the target it lands. Two AA make it explode (if a melee hero doing a direct damage to it (as well as some minor AoE on detonation) ]

[On his way to the Nexus, Killoran met some wreckage of some strange (and very dangerous) creatures that appear to have left it unchecked (well known to his Tribe’s elders and his Tribe’s Oracle refers to them as “Demonhunters”)… Still, picked some up (just in case) for days better or worse to come. He also found out that though hurting anyone nearby, these seem to be (majorly) not cursed by that curse of his own. Therefore effectively reducing the “unwanted effect” of his damage done]

[ Direct damage dealt to the attacker (if melee) = 274 (4%) . Bearer takes 25% of damage from the explosion. CD = 7 SEC, 30 MANACOST ]

Q = Shard of Protection (trap), place a Shard on a target, effectively preventing the next two AA on the target it lands. Two AA make it burst into pieces doing small AoE damage nearby (if a melee hero doing a direct damage to it (as well as some minor AoE on detonation)]

[A tradition that his Tribe knew for a while making the most-accomplished Blood-Clan sorcerers use for self/protection and safety while treading the outer world.]

[ Direct damage dealt to the attacker (if melee) = 274 (4%). CD = 7 SEC, 30 MANACOST]

W = Chaotic Overbreak Throw a curse (tether two), which after a delay does damage to affected targets based upon how far from each other at it’s expiration

[Though not as good as the elders of his tribe = Killoran seems to have had enough time to STUDY the Orb and apply a similar/temporary Curse (though a bit empowered by a “recipe” of his own) two targets that would “feel the same pain” he does with the Orb. Should be fair to let others know the “taste of his medicine” he has to endure all his lifetime for at least a shortwhile, no ?]

[DPS = 60 initial, bonus damage dealt = 28 per point of distance, 2.25 seconds countdown period, CD = 14 SEC, 65 MANACOST]

E = Fire Chains = Cast on a target by your own choice, after 0.75 wind-up the “ever so annoying” Fire-chains “triangle” appears between you, the Orb, and that particular target you chose

[A rather easy skill Killoran learned from his first few lessons of Shamancy in his Tribe. Should be your most “painless” form of waveclear but you still have to be careful to keep your Orb near you]

[ Duration = up to 2.75 seconds. DPS = 64 per tick, 2 ticks a second, CD = 10 SEC, 65 manacost]

R1 = Hell Charger = Mount up and aim this bad boy toward “your most hated opponent”'s direction. After a small wind-up the Hell Charger furiously charges dealing damage to everything it tramples and knocks back opponents on it’s path. P.S. = you can link Fire-Chains on the Hell-Charger as well

[ Though Killoran hasn’t got this particular “traditional tribe” skill completely mastered (as his elder peers tend to), he still knows a thing or two on how to ride some Hell Chargers into battle. Oh, and if you don’t want to end on the other side where the Hell Charger goes, you might wanna re/consdier dismounting yourself from it on time (during the wind-up period, or somewhere in the middle)]

[ CD = 75 sec, wind-up = 1 second. DPS = 640 to first unfortunate victim hit, rest of them take half the damage amount]

R2 = Levitation = Use your Orb to Levitate (silence and LEVITATE) a hero of your choice uncontrollably mid-air for a longer duration. Percentage of the damage dealt this way PERMANENTLY becomes a shield for you (well, at least until not destroyed or until your next Levitation)

[Channeled ability, Killoran stands in place while doing this, gets some shields based upon damage dealt (thank God, can afford keeping the Orb away while doing at least this). The levitated target though Silenced but still intact/safe as if in a “safety bubble”. Can watch how some of his “peers” take lots of damage (some of them die even) and give shields to Killoran, as lightning/storm sparkles originate from it hitting nearby targets (prioritizing heroes)]

[Heroesfire link will follow when talent tree is done]

1 Like

Total Score - 14/20

Creativity - 4/5
There’s definitely a lot of creativity in this kit, with some abilities having upsides and downsides to be used on allies or enemies depending on what works best (Orb of Chaos, Sticky Bomb). I like the distance-scaling damage of Chaotic Overbreak, and the specific way the classic Fire Chains was implemented is fairly interesting. I also like how Hell Charger has optional mobility, depending on whether Killoran chooses to ride it all the way or jump off early. Some of the ability explanations are confusing, though (specifically, Sticky Bomb’s damage and all of Levitation’s effects).

Cohesiveness - 4/5
While some of Killoran’s abilities work together in interesting ways, I feel like there’s a lot more that can be done to add cohesion to the kit. For example, Sticky Bomb’s damage to the person it was stuck to is very low; it doesn’t do much on an enemy, and for an ally, using Orb of Chaos to revert this doesn’t feel very impactful or rewarding. I don’t think you clarified, can Chaotic Overbreak target allies? It could add more to the idea of reversing damage; an ally can play into it to get more healing when they have Orb of Chaos and do more damage to a linked enemy.

Thematic - 3/5
While a lot of Killoran’s abilities fit a corrupted Khazra shaman well enough, Sticky Bomb definitely feels out of place thematically; maybe you can turn it into some kind of volatile shield spell that has the same effect, but feels more like Khazra magic than a random bomb for some reason. While the double edged magic abilities do seem interesting, I don’t think it’s fully a game changer in the way the contest theme specifies.

Interaction - 3/5
Killoran’s double-edged abilities are interesting, but a Killoran player who messes up or is deliberately trolling his team will be extra obnoxious with these effects. The Orb of Chaos also feels overtuned in general, as completely preventing damage for an extended period of time is too much (Medivh’s Force of Will has a short duration for a reason). The heal reversal effect is also potentially insane, especially considering the 150% conversion rate to damage; imagine sticking it on someone affected by Rehgar’s Ancestral Healing and have them blow up helplessly. Orb of Chaos needs more tuning overall; perhaps a limited duration, reduced conversion percentages, and a cooldown between uses on heroes.

NICE, that was actually faster of a reply/analysis than expected :smiley:

Thanks for the reply/critique… Agreed, there were some things that I didn’t quite think of but it’s more like I didn’t want to overpost details about it (mostly about how the Orb of Chaos would be controlled) I think. About the Sticky-Bomb though, true, was kinda caught in half & half at what I originally wanted to achieve

Am I allowed to swap the Sticky Bomb to something more thematically fitting ?

Luckily = hope talent-tree works will help “complete” the whole thing…

Yes, you are allowed to change anything about the concept you want over the weeks of the contest! Of course, jumping in a drastically different direction is discouraged, but changing the flavor of Sticky Bomb is definitely fine.

> https://www.heroesfire.com/edit/concept?concept_id=10309 [not yet published but will be soon. tm]

D update: Engulfing a target now makes the Chaos Orb destructible. Chaos Orb has 1/2 of Current HP of Killoran but cannot drop below 30% of Killoran’s Max HP. When destroyed the Orb gets “reborn” alongside Killoran after 12 seconds [CD = 12 sec]

Orb Mechanic usage and Gameplay/Fantasy style short description:

[When first designed = main idea of Orb of Chaos was to make something “bizzare” whilest giving the feel of having an Abathur meets Misha look & feel to your gameplay style. However, albeit having a “leash range” = while not engulfing a target the Orb’s mobility is MUCH FASTER (something like Ogre Mage’s Eye of Killrog ability from WC2) but only for a while

That is genuinely the MAIN THEME of “fantasy/motivation” playing with this hero/character. (do “crazy things” but only for a while)

The “Balancing act” ranged from a variety of “limitations or drawbacks” that could be chosen from, such as CD of Engulf, range of Cast restrictions, things like that

ULTIMATELY decided to KEEP the Curse range effect (to keep Killoran in Check nearby it’s Orb’s “operation area”, i.e. give more Misha/Rexxar feel than Abathur/Global), whilest making the Orb itself DESTRUCTIBLE by the opponents (kind of giving a counter-play/dynamic to Killoran to press that panic alt-D again before it’s destruction

Like how it feels on Rexxar, think would “translate” to this Character’s Orb control in similar fashion. The Orb itself however has a much larger self-regen rate and a “close pull out” is 100% safe cause the Orb is indestructible while not engulfing/protecting anyone

In order to prevent “day-night” “frustration” effect moment, Orb’s Engulf ending has a small wind-up animation (0.75 seconds) of “safely deattaching/leaving” it’s target before it becomes invulnerable and operable for futher movement/commands

Q update [New ability]

Instead of Sticky Bomb, Killoran now uses ‘Shards of Protection’ (basically/virtually the same functionality of the ability, only that the look & feel is different, no more damage to it’s original bearer, and Killoran can’t place it on the ground anymore but has to be a target AND can auto-hit destroy it himself if need be)

Enough with “descriptions/reasons” behind the decision, the Actual update/Talent below:

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Q = Shard of protection Cast this protective shard on a chosen ally/hero. With this shard that hero can’t be targetted by auto-attacks before the shard is destroyed (2 auto-attacks required for destruction, causing explosion). Killoran himself CAN destroy this shard “prematurely” and therefore “manually” activating (if need be) the explosion) CD = 8 sec, 45 manacost, Shard lifetime/duration = 3 seconds

> https://i.imgur.com/LhOEKIB.jpg

Main tool of survival. One of Killoran’s Tribe’s primary traditions is the skill to create these shards that can somehow temporarily “encapsulate” & protect it’s bearer.

Direct damage dealt to the attacker (if melee) = 244

Note: SCALING IS STANDARD on all abilities (and talents), i.e. they are ALL 4% per level

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TALENT TREE:

Lvl1 talents: (Ways to ensure Killoran survives the suffer)

[img]https://d1u5p3l4wpay3k.cloudfront.net/diablo_gamepedia/d/d3/Dark_Reaping.png?version=b79bcbb3b223fec98fb7ef47e562edc7[/img]

Echoing Chaos Each 3 attacks that Killoran does on opponents as long as not same target hit twice in that sequence of 3 auto-attacks applies total damage to all 3 targets hit and heals Killoran for 15% of total damage done. This effect can stack up to 2 times (meaning after 1 successful 3-hit sequence, next would heal 30% instead of 15% and would continue doing so until 3-shot sequence is missed and reset back to 15%)

> [img]https://i.imgur.com/7C5p8NK.jpg[/img]

Health Link All hero members in the chain have 10% armor and on top of that share 10% of damage taken to other members within the chains. Takedowns on heroes increase this amount of shared dmg% by 4% for 120 seconds (stacks up to 5 times)

> [img]https://i.imgur.com/LAw0VlV.jpg[/img]

Feedback If distance of damage suffered between the two cursed targets is greater than 6, Killoran gets healed for 25% of total damage done

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Lvl4 (Empower Orb in a unique/certain way)

> [img]https://i.imgur.com/ONRrNsJ.png[/img]

Chaotic fissure Activate so that opponents caught in the next cast of Chaotic Overbreak, it’s “members” suffer additional 25% bonus damage based on the distance from them toward the Orb. During this effect Orb cannot be moved however [CD = 30 sec]

[Just like Deckard Cain’s crystals or Tyrande’s empowered Sentinel, empower next cast of Chaotic Overbreak will deal this extra effect to it’s bearers based upon Orb’s position]

> [img]https://i.imgur.com/iLxt4MA.png[/img]

Orb of Fire Engulfing a target creates a blast creating a smaller fire DoT/AoE damage-on-the-ground(12 dps per tick, 4 ticks/second). This effect lasts until Engulf is cancelled or the Orb is destroyed

[Create an essential self-heal “buffer” zone to the engulfed target/ally giving a small “area of safety” where they get regened by DoT on the ground]

> [img]https://i.imgur.com/7C5p8NK.jpg[/img]

Chain reaction During Fire Chains, Orb of Chaos “emits” fire itself on top of the damage that Fire-Chains themselves do, effectively increasing damage done to opponents near the Orb by 40% for the duration

[Use Chaos Orb aggressively during Fire-Chains to inflict extra damage or simply a chase-material. During Fire-Chains Orb is indestructible by direct damage but takes “tanking” damage from Health-Link (if taken)]

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Lvl7 (Empower shards, potentially significantly as well)

> [img]https://i.imgur.com/LhOEKIB.jpg[/img]

Explosive Shards Gain 2 charges of Shards. Broken shards also leave a firing Blaze DoT on the Ground (144 over 3 seconds, 2 ticks per second)

[Similar to Orb of Fire, you can use the Shards to create a small burning effect AoE/DoT on the ground, ofcourse you can abuse these by Engulfing a particular target during this effect in order for the reverse effect i.e. = regen/heal]

> [img]https://i.imgur.com/srMFjay.jpg[/img]

Killoran’s Protection Broken shards now take 3 AA hits to break (instead of 2) but on doing so they ALSO apply the effect of Chaotic Overbreak between the attacker and Shard bearer

[Try to engulf your ally with the Chaos Orb if a one was chosen during this “ritual”, especially when empowered :P]

> [img]https://i.imgur.com/2KAnhPD.gif[/img]

Vengeful spirit Broken shards now create an illusion of the attacker attacking it for 2.5 seconds. Damage done this way heals Killoran for 40% of damage done

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LVL13 (Protect yourself OR play riskier for higher risk/reward from this point of gameplay onward)

> [img]https://i.imgur.com/ONRrNsJ.png[/img]

Orb of Protection While engulfing another target = Killoran gains 40% spell-armor

Next 2 talents implement an effect called DREAD on this talent tier:
[DREAD] Killoran loses the ability to soak EXP for his team, in return gains very strong abilities to potentially deny XP to the opponent’s team

Having a rough game experience so far ? = time to decide whether or not you go the “bizzare distance”, using any of these two below (if used correctly/right) can significantly “SLOW DOWN” the game’s progression toward the “ultimate late game” to your opponent, in return for the punishment of you yourself not being able to “soak” further

> [img]https://i.imgur.com/jGJKiZJ.png[/img]

[DREAD] Orb of Dread While engulfing = the Orb of Chaos effectively denies XP taken to opponents nearby. Dread Aura radius = 6.5 range units (tad bit more than most ranged-attackers)

> [img]https://i.imgur.com/SbTEOF2.gif[/img]

[DREAD] Dreadfully unbound If an ally hero dies within 1.5 seconds of being affected by chaotic Overbreak denies 1/2 the XP amount to the opponent. If an opponent dies within 1.5 seconds after being affected by Chaotic Overbreak they give 50% bonus XP back. When this effect happens Chaotic overbreak gets put on a 4 sec. CD

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Lvl16 (Increase DoT of your chains, or empower ally [spellcaster] in a unique way)

> [img]https://i.imgur.com/7C5p8NK.jpg[/img]

Chains of torment While Killoran’s HP is below 35% Max HP Fire-Chains are permanent (until overstreatched or the “main duration” expires and Killoran gets healed above). In addition fire-chains ramp-up damage as each tick of fire damage done to same target does 2 more damage than the previous one. Hero takedowns increase this tick-increase bonus by 1 up to 6 times (8 dps tick rate increase max. Death resets this bonus back to 2)

> [img]https://i.imgur.com/RLbtbXK.jpg[/img]

Mastery of the Blood clan (Until not broken) Shards of Protection lasts twice longer and gives 50% ability cast range to it’s bearer

[img]https://d1u5p3l4wpay3k.cloudfront.net/diablo_gamepedia/d/d3/Dark_Reaping.png?version=b79bcbb3b223fec98fb7ef47e562edc7[/img]

Maledict Activate (and channel) a relatively strong Blood-Clan debuff on a target opponent hero for 1.5 seconds. Any damage that target receives during that period is reapplied again after 3 seconds. If that particular hero dies every hero that participated in this particular takedown get an ability power bonus of 10% for 15 seconds. [Cannot use on a target that has lower HP% than 35%, 30 sec CD]

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Lvl20 (Upgrade your chosen ult, your Chains during teamfight, OR Empower Orb of Chaos to be nearly gamebreaking experience)

> [img]https://vignette.wikia.nocookie.net/diablo/images/7/73/1_Charger_c.jpg/revision/latest/scale-to-width-down/180?cb=20140806103433[/img]

Moralebreaker [R1] = At point of destination, Hell Charger debuffs all nearby opponent heroes to deal 30% less ability damage for 2.5 seconds. Any takedown within this period resets the duration to all other affected members

> [img]https://i.imgur.com/wRj4A5C.jpg[/img]

Lightning Enchanted [R2] = Each opponent hero killed with sparks that come out of the Lightning-bubble levitated hero gives Killoran 15% ability power for 15 seconds and resets Levitation duration. In addition = Killoran becomes Lightning-Enchanted (spraying sparks in a small area around him effectively damaging melee opponents that may jump on him for the kill) for the channeling duration

> [img]https://i.imgur.com/ONRrNsJ.png[/img]

Fortune favors the Bold Chaos As long as there’s an opponent nearby the Orb’s current location (within 8.5 range radius of the Orb), activate to teleport to the Orb’s current location and gain a decaying bonus of 30% MAX HP for 4 seconds [12 sec CD]

[Potential/risky high-rish-high-reward faster lane/mobility rotation and/or Chasing material]

> [img]https://i.imgur.com/iLxt4MA.png[/img]

Chaotic Blossom Instead of Engulfing a single-target, Orb becomes an “umbrella” (warp-prism kind-of effect of transformation) doing it’s “crazy effect” on an AoE underneath (now also affecting Killoran). This effect puts “Engulf” functionality onto longer CD however [CD = 10 sec, 2.75 range of effect Aura]

[VERY powerful effect, can make you a Devil or a God on the battlefield temporarily (if need be) now. Care for opponent’s healers as your heroes become “neutral” i.e. able to get “healed” for the duration]

> [img]https://i.imgur.com/7C5p8NK.jpg[/img]

Avengers Instead of one chosen and the Orb, Killoran now Fire-Chains ALL nearby ally heroes. Any “member” that dies within the duration increases the Damage per hit and movement speed by 15% of the remaining members for 12 seconds (stackable). This effect however increases CD of Fire-Chains by 8 sec

[kinda copy-pasted the talents from HF concept thread BUT THEN updated (manually) here, will post link later on when HF link is updated/done]

Overall THX for reading this “wall of text”, and hopefully this can “stirr” some hype for playing this hero/character/kit by youselves (as it does to me tbh :P), perhaps potentially for real ?:P)

THIS is what I thought was a “game-breaking” mechanic (Rexxar-meets-abathur type of spellcaster “abusing damage/heal reversale” hero sort-of playstyle) that I thought of for this contest of CDC #7

GL HF to everyone participating in the context. looking forward to the talent-tree concept/updates of others :slight_smile:

Overall Score

Creativity - 5/5

Cohesiveness - 4/5

Thematic - 5/5

Interaction - 2/5

Total - 16/20

A note for the future weeks; I don’t usually say this, but reading through your design was really difficult at some parts with the mix of fluff, effects, and reasoning all jumbled up. Some effects are particularly unclear, and overall I think you should comb through each ability and separate out the fluff from the effects, and then add commentary afterwards. Several talents were also kind of hard to understand. I didn’t deduct points from the concept this time around, but if the problem persists to the final week, and there is any confusion, we may deduct points from the design, which would be quite unfortunate.

Creativity - 5/5

This is quite the interesting mechanic to bring into the game, not only having delays before damage occurs but also having neutral effects that can benefit enemies or allies, depending on circumstance. I think the Orb of Chaos is the center of the design, and is really what transforms this design into something brand new. The talents are also quite fun, with most offering unique changes on the character. I really like some of the later talents, such as Dreadfully Unbound and Maledict.

Cohesiveness - 4/5

While the gameplay goal is reached moderately well, and the sacrificing your life for powerful healing and damage is certainly seen, I think that outside Orb of Chaos, each of the abilities feels very distant from each other, and they have extremely limited interaction amongst the abilities in the talents. I think the concept could benefit from some inter-ability interactions and combos, perhaps taking some of the necessity from the trait and offering new ways to help your team through ability combos.

Thematic - 5/5

The character is quite funny, and is an interesting character to introduce to the cast. The abilities and themes all fit the enemy type well, as does the overall kit to the character. I will let the neutral damage idea slide for the contest theme, as neutral effects is definitely something heroes and maps could utilize in the future.

Interaction - 2/5

The character’s inherent mechanic is really problematic for the interaction score, but in a way very different from the usual deductions from Interaction. While most heroes have difficulty offering good counterplay options for enemies, this one really makes it difficult to not hate having one on your own team. The possibility for mistakes to truly cripple your team makes me begin to understand why he was kicked out of his tribe. You can basically never use your abilities on anyone but those that your orb is on, and you would never want to throw it on enemies, as you would basically heal them for all of your ally’s damage. The overall potential to really screw up your team’s flow is frightening. Beyond that, I think the point and click nature of most of his abilities, as well as the fast speed of the orb might make the character too oppressive against enemies as well, not really giving them enough of a chance to mitigate the damage. I think perhaps reducing the potential to screw over your allies somehow, even if it means slightly taking away from the neutral damage theme, might be your best bet.

Thanks for the feedback, will try clarify things more and make it easier to understand, though tried my best, there’s certainly some room for clarification improvement on those :slight_smile:

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EDIT: Abilities explained and Talents in a rather readable form)
Had to edit this post since there’s no reply so will be placed all down below…

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Link to Original Thread: CDC #7 - Calling the Gamechangers - #56 by anon63608959

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Universe: Diablo

https://vignette.wikia.nocookie.net/diablo/images/5/51/BLOOD_CLAN_SORCERER.jpg/revision/latest?cb=20140520014152

Role: Specialist/Support [New characterization = DEFINITELY support]

Overview

Can heal bit more than Medivh (still not a healer of his own => i.e. the “healing” outcome somewhat comes on what his opponents do), as well as = can probably be also more destructive to his opponents overall

He’s a “sorry, but hold on” type of hero that has “neutral damage” attribute to his spells (meaning dealing damage to allies as well as opponents in the same time), luckily there’s a HUGE POWERFUL TRAIT (the Orb of Chaos) that he can use (but not everywhere, and not for long), in order to make up for the mistakes or cause even more havoc to the opponent

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Character Backstory

Killoran wasn’t that bad at following his Tribal’s teachings, with an exception of one flaw = the spirits and spells he acquired in his early teachings = tended to hurt not just tribe’s opponents’ “specimens” used for teaching the ways of a Blood-Clan Occultist, but rather EVERYONE (including his not-so-patient shamanic teacher :D)

Alas = the Shamanic leader had enough of him, and the tribe’s council voted to outcast this “cursed” young poor individual… Before leaving, a distant Oracle from a tribe relative of the Blood-Clan gave him a one very weird, mysterious , and RARE artifact = The Orb of Chaos in order to aid him in the outside world (even in the Nexus) during his what it is about to become a life full of adventures

Though a hidden blessing = the Orb has also one strong curse = cannot be separated from it’s currently-chosen “master” OTHERWISE their life spirits start to decay due to it’s corrupted/destructive elemental nature… Having to carry it almost AT ALL TIMES WHEREVER Killoran goes, got his “presence” in the Nexus

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Hero Stats

HP: 1850 (bit more than Gul’Dan)
Regen: standard (0.21% ?), 3.88

Rest: same as Gul’Dan (490 mana, 5.5. range, 60 damage a hit)

Orb: 1/3 HP
Orb Regen: 10% per sec
Orb leash range: more than most cast ranges but smaller than Misha (9 ?)
Orb movement speed: 200%

Chaotic Embrace wind-up and leave: 0.75 sec animation (during this animation Orb is also vulnerable)

Trait = Killoran’s Curse

https://d1u5p3l4wpay3k.cloudfront.net/diablo_gamepedia/d/d3/Dark_Reaping.png?version=b79bcbb3b223fec98fb7ef47e562edc7

Most of Killoran’s Abilities have their damage of type “Neutral” meaning it can hurt BOTH ally and foe. Each of these abilities will be tagged as “Neutral damage %” (% is the amount of % of dps it does to allies). Luckily - this curse is not lethal by itself though

Details

Not lethal = > you can’t kill one of your own (they’ll stay on 1hp but they won’t die from Killoran’s damage source, other heroes can dive in for the kill though

Trait 2 = Orb of Chaos

https://i.imgur.com/ONRrNsJ.png

Control this “pet” of yours and keep it near you whereever you go. Has a very strong ability Chaotic Embrace which after a wind-up of 0.75 seconds surrounds an ally (or opponent) hero limitedly reversing heal received and damage taken

Details

Damage taken becomes 50% Healing received and Healing received becomes 150% Damage taken.

D = Chaotic Embrace

https://i.imgur.com/iLxt4MA.png

Activate to spread-out and “encapsulate” a hero of choice with the Chaos Orb. During the cast a second health-bar appears on top of that hero which makes it “neutrally targettable” by both ally and foe (both HP bars affected at the same time)

Details

Chaotic Embrace ability has no manacost or CD. BUT = the Orb has 1/3 of Killoran’s max HP in total on a separate HP bar (so you can track your “potential impact” before you Chaos-Embrace someone)

Any heal/damage received/taken will result in damage onto the Orb itself (effectively limiting the amount/capacity of damage/heal reversal per cast). When Chaotic Embrace is not active = the Orb has a high-HP regen rate and is indestructible

While Chaotic Embrace is not used = Orb invulnerable and it’s HP regen is 10%/sec. When destroyed (during a Chaotic Embrace cast) the Orb has a 14 sec. CD on it’s Rebirth. Just as it’s wind-up, there’s also a leave animation vulnerability of 0.75 seconds

Q = Shard of Protection

https://i.imgur.com/LhOEKIB.jpg

Place a Shard on a target, effectively preventing the next two AA on the target it lands after which it bursts in a small AoE explosion [50% neutral damage]

Details

[ AoE damage on destruction = 274 (4%). CD = 7 SEC, AoE radius = 2.25 range points, 30 MANACOST]

Background description: A tradition that his Tribe knew for a while making the most-accomplished Blood-Clan sorcerers use for self/protection and safety while treading the outer world.

W = Chaotic Overbreak

https://i.imgur.com/LAw0VlV.jpg

Throw a curse (tether two), which after a delay does damage to affected targets based upon how far from each other at it’s expiration [50% neutral damage]

Details

[DPS = 60 (4%) initial, bonus damage dealt + 28 (4%) per point of distance, 2.25 seconds countdown period, CD = 14 SEC, 65 MANACOST]

Though not as good as the elders of his tribe = Killoran seems to have had enough time to STUDY the Orb and apply a similar/temporary Curse (though a bit empowered by a “recipe” of his own) two targets that would “feel the same pain” he does with the Orb. Should be fair to let others know the “taste of his medicine” he has to endure all his lifetime for at least a shortwhile, no ?

E = Fire Chains

https://i.imgur.com/7C5p8NK.jpg

Cast on a target by your own choice, after 0.75 wind-up the “ever so annoying” Fire-chains “triangle” appears between you, the Orb, and that particular target hero you chose [0% Neutral damage]

Details

[ Duration = up to 2.75 seconds. DPS = 64 (4%) per tick, 2 ticks a second, CD = 10 SEC, 65 manacost]

A rather easy skill Killoran learned from his first few lessons of Shamancy in his Tribe. Should be your most “painless” form of waveclear but you still have to be careful to keep your Orb near you

R1 = Hell Charger

https://vignette.wikia.nocookie.net/diablo/images/7/73/1_Charger_c.jpg/revision/latest/scale-to-width-down/180?cb=20140806103433

Mount up and aim this bad boy toward “your most hated opponent”'s direction. After a small wind-up the Hell Charger furiously charges dealing damage to everything it tramples and knocks back opponents on it’s path. P.S. = you can link Fire-Chains on the Hell-Charger as well [0% Neutral Damage]

Details

[ CD = 80 sec, wind-up = 1 second. DPS = 580 (4%) to first unfortunate victim hit, rest of them take half the damage amount]

Though Killoran hasn’t got this particular “traditional tribe” skill completely mastered (as his elder peers tend to), he still knows a thing or two on how to ride some Hell Chargers into battle. Oh, and if you don’t want to end on the other side where the Hell Charger goes, you might wanna re/consdier dismounting yourself from it on time (during the wind-up period, or somewhere in the middle)

R2 = Levitation

https://i.imgur.com/wRj4A5C.jpg

Use your Orb to Levitate (silence and LEVITATE) an opponent hero of your choice uncontrollably mid-air for a longer duration. Percentage of the damage dealt this way PERMANENTLY becomes a shield for you (well, at least _until not destroyed that is or in very rare cases, until your next cast of Levitation) [0% Neutral Damage, channeled]

Details

CD = 50 sec, duration = 3 sec. Damage dealt to nearby targets from the bubble = 64 (4%) per tick, 4 ticks a second. Can hit up to 2 targets at once. Shield gain rate = 75%

Killoran stands in place while doing this, gets some shields based upon damage dealt (thank God, can afford keeping the Orb away while doing at least this). The levitated target though Silenced but still intact/safe as if in a “safety bubble”. Can watch how some of his “peers” take lots of damage (some of them die even) and give shields to Killoran, as lightning/storm sparkles originate from it hitting nearby targets (prioritizing heroes)

===============================================================

Talent Tree

Lvl1 talents: (Ways to ensure Killoran survives the suffer)

https://d1u5p3l4wpay3k.cloudfront.net/diablo_gamepedia/d/d3/Dark_Reaping.png?version=b79bcbb3b223fec98fb7ef47e562edc7

Echoing Chaos Each 3 attacks that Killoran does on opponents as long as not same target hit twice in that sequence of 3 auto-attacks applies total damage to all 3 targets hit and heals Killoran for 15% of total damage done. This effect can stack up to 2 times (meaning after 1 successful 3-hit sequence, next would heal 30% instead of 15% and would continue doing so until 3-shot sequence is missed and reset back to 15%)

> https://i.imgur.com/7C5p8NK.jpg

Health Link All hero members in the chain have 10% armor and on top of that share 10% of damage taken to other members within the chains. Takedowns on heroes increase this amount of shared dmg% by 4% for 120 seconds (stacks up to 5 times)

> https://i.imgur.com/LAw0VlV.jpg

Feedback If distance of damage suffered between the two cursed targets is greater than 6 range units, Killoran gets healed for 25% of total damage done

Lvl4 (Empower Orb in a unique/certain way)

> https://i.imgur.com/ONRrNsJ.png

Remote assistant Increase the Orb leash range by 3 range units. In addition = Orb gains a small sight radius

> https://i.imgur.com/iLxt4MA.png

Scorching Embrace Chaos-Embracing a target creates a blast creating a smaller fire DoT/AoE damage-on-the-ground(12 dps per tick, 4 ticks/second). This effect lasts until Embrace is cancelled or the Orb is destroyed

Create an essential self-heal “buffer” zone to the Orb-Encapsulateed target/ally giving a small “area of safety” where they get regened by DoT on the ground. Area of Scorching - 3.25 radius

> https://i.imgur.com/jGJKiZJ.png

Living Dangerously Increase Orb’s max HP of the Orb of Chaos by 45%, but Killoran sacrifices 15% of his Max HP and Orb leash range in order to do so

Pretty self-explanatory, no ?:stuck_out_tongue:

Lvl7 (Empower shards, potentially significantly as well)

> https://i.imgur.com/LhOEKIB.jpg

Explosive Shards Gain 2 charges of Shards. Broken shards also leave a firing Blaze DoT on the Ground (144 over 3 seconds, 2 ticks per second)

Similar to Orb of Fire, you can use the Shards to create a small burning effect AoE/DoT on the ground, ofcourse you can abuse these by Orb-Embracing a particular target during this effect in order for the reverse effect i.e. = regen/heal

> https://i.imgur.com/srMFjay.jpg

Killoran’s Protection Broken shards now take 3 AA hits to break (instead of 2) but on doing so they ALSO apply the effect of Chaotic Overbreak between the attacker and Shard bearer

Summary

Try to Orb-Encapsulate your ally with the Chaos Orb if a one was chosen during this “ritual”, especially when empowered :stuck_out_tongue:

> https://i.imgur.com/2KAnhPD.gif

Vengeful spirit Broken shards now create an illusion of the attacker attacking it for 2.5 seconds. Damage done this way heals Killoran for 40% of damage done

LVL13 (Protect yourself OR play riskier for higher risk/reward from this point of gameplay onward)

> https://i.imgur.com/ONRrNsJ.png

Orb of Protection While Orb-Embracing another target = Killoran gains 40% spell-armor

Next 2 talents implement an effect called DREAD on this talent tier:
[DREAD] Killoran loses the ability to soak EXP for his team, in return gains very strong abilities to potentially deny XP to the opponent’s team

Having a rough game experience so far ? = time to decide whether or not you go the “bizzare distance”, using any of these two below (if used correctly/right) can significantly “SLOW DOWN” the game’s progression toward the “ultimate late game” to your opponent, in return for the punishment of you yourself not being able to “soak” further

> https://i.imgur.com/jGJKiZJ.png

[DREAD] Orb of Dread While Orb-Embracing = the Orb of Chaos effectively denies XP taken to opponents nearby. Dread Aura radius = 6.5 range units (tad bit more than most ranged-attackers)

> https://i.imgur.com/SbTEOF2.gif

[DREAD] Dreadfully unbound If an ally hero dies within 1.5 seconds of being affected by chaotic Overbreak denies 1/2 the XP amount to the opponent. If an opponent dies within 1.5 seconds after being affected by Chaotic Overbreak they give 50% bonus XP back. When this effect happens Chaotic overbreak gets put on a 4 sec. CD

Lvl16 (Empower Chaotic Overbreak or ally (spellcaster) in a unique way)

> https://i.imgur.com/RLbtbXK.jpg

Unleashed Chaos Instead of cast-tag, Killoran can now use his second charge of Chaotic Overbreak using the Orb via a 1.5 second channel. Be careful though as you can’t use the Chaotic-Embrace ability until the Orb casts the 2nd target for Chaotic Overbreak cast. And it’s vulnerable for this channel duration

You can get a much greater starting distance for this effect’s damage (or heal if you Chaos Embrace a hero) therefore probably greater guaranteed damage, but at the cost of potentially sacrificing some of the Orb’s damage/heal “reversal prevention” reaction possibility and/or reversal amount

https://d1u5p3l4wpay3k.cloudfront.net/diablo_gamepedia/d/d3/Dark_Reaping.png?version=b79bcbb3b223fec98fb7ef47e562edc7

Maledict Activate (and channel) a relatively strong Blood-Clan debuff on a target opponent hero for 1.5 seconds. Any damage that target receives during that period is reapplied again after 3 seconds. If that particular hero dies every hero that participated in this particular takedown get an ability power bonus of 10% for 15 seconds. [Cannot use on a target that has lower HP% than 35%, 30 sec CD]

https://i.imgur.com/7C5p8NK.jpg

Chains of Torment Fire are permanent if Killoran has less than 20% max HP. AND they deal 100% bonus damage BUT gain a 50% Neutral damage tag as long as this “bonus effect” is going on

Pretty self-explanatory

Lvl20 (Upgrade your chosen ult, your Chains during teamfight, OR Empower Orb of Chaos to be nearly gamebreaking experience)

> https://vignette.wikia.nocookie.net/diablo/images/7/73/1_Charger_c.jpg/revision/latest/scale-to-width-down/180?cb=20140806103433

Moralebreaker [R1] = At point of destination, Hell Charger debuffs all nearby opponent heroes to deal 30% less ability damage for 2.5 seconds. Any takedown within this period resets the duration to all other affected members

> https://i.imgur.com/wRj4A5C.jpg

Lightning Enchanted [R2] = Each opponent hero killed with sparks that come out of the Lightning-bubble levitated hero gives Killoran 15% ability power for 15 seconds and resets Levitation duration. In addition = Killoran becomes Lightning-Enchanted (spraying sparks in a small area around him effectively damaging melee opponents that may jump on him for the kill) for the channeling duration

> https://i.imgur.com/ONRrNsJ.png

Fortune favors the Bold Chaos As long as there’s an opponent nearby the Orb’s current location (within 8.5 range radius of the Orb), activate to teleport to the Orb’s current location and gain a decaying bonus of 30% MAX HP for 4 seconds [12 sec CD]

[Potential/risky high-rish-high-reward faster lane/mobility rotation and/or Chasing material]

> https://i.imgur.com/iLxt4MA.png

Chaotic Blossom Instead of Orb-Embracing a single-target, Orb becomes an “umbrella” (warp-prism kind-of effect of transformation) doing it’s “crazy effect” on an AoE underneath (now also affecting Killoran). This effect puts “Orb-Encapsulate” functionality onto longer CD however [CD = 10 sec, 2.75 range of effect Aura]

[VERY powerful effect, can make you a Devil or a God on the battlefield temporarily (if need be) now. Care for opponent’s healers as your heroes become “neutral” i.e. able to get “healed” for the duration]

> https://i.imgur.com/2KAnhPD.gif

Mastery of the Blood clan (Until not broken) Shards of Protection last 4 times longer and give a non-heroic single-ability 50% bonus cast range to it’s bearer

===============================================================

Changelog:

1 = “Details” tag is used to separate the clutter. In addition there’s no more [img] tags on the images so you can easily see them if want to
2 = “Engulf” is changed (name-changed) with “Chaotic Embrace” (fits a bit more to “Orb of Chaos”), it’s way-of-effect is explained more in detail in the hero-ability section
3 = Few talents changed (Chain reaction and Chaotic Fissure [lvl4], as well as Chains of Torment [lvl16] reworked, Remote Assistant and Living Dangerously put instead on lvl4 and lvl16 has Unleashed chaos => mainly/essentially removing “pair” of Fire-chains and putting the emphasis of Chaotic Overbreak in return). Mastery buffed and put on lvl20 now (Avengers removed, not due to the nature of the ability cause it was a nice-cool idea/concept, but because it was hard to find a non-backfiring Fire-chains talent to accompany it’s value overall)

Hope these are enough to help the issue as well as detail-explain the mechanic of Chaotic Embrace of the Orb… Sorry for the “headache” from last week’s wall-of-text though :slight_smile:

Creativity - 4/5

While the character itself is a fairly creative take on the specific Diablo enemy, and also has quite interesting abilities, the lack of Week 3 flavor is why I’m docking a point.

Cohesiveness - 4/5

While overall each contributing to his identity, his kit and talents feel a little seperated from one another. I feel like changes or additions could be made to add at least some talents to intertwine Kiloran’s basic abilities a bit more.

Thematic - 5/5

The kit feels very fitting to the Blood Clan Occultists from Diablo 3, and certainly captures the feeling of them. In addition, while certainly a risky mechanic to implement in general, the Neutral Damage is sufficiently gamechanging in my eyes, though could certainly be spiced up a bit…

Interaction - 2/5

The neutral damage mechanic and design of the Chaos Orb lend themselves to one of the most capable troll kits possible. While I’m sure, after some time with the hero, in general, people would get good with avoiding using their abilities in the wrong situations, the sheer frustration of seeing a player new to him, or to seeing a troll with him, along with the fact that he can unintentionally cause some havoc within his own team, there are some problems here. I also recommend some lessening of the Neutral Damage theme.

Overall Score

Creativity - 4/5
Cohesiveness - 4/5
Thematic - 5/5
Interaction - 2/5

Total - 15/20

Additional Notes

Sorry for some of the underwhelming explanations under Cohesiveness! My thoughts under the category align with Bliztron’s and Nortin’s, and they have explained it better than I would have. I’d also like to echo the sentiment behind Bliztron’s comment under Creativity, as the Trait truly does shine as a very interesting core to the kit. (^_^)

1 Like

VArsovskiSC - 79/100

Creativity: 10/10
Cohesiveness: 7/10
Thematic: 10/10
Interaction: 5/10
(+2 Thoughtfulness, +0 Game Fluidity)