[CDC #8] Rumblefitz, the Goblin Alchemist

Hello everyone! This is my submission for the CDC #8, Double Trouble. Thread found here: CDC #8 - Double Trouble My partner for this contest is Damian. His half of the hero, Blokk the Ogre “Assistant”, can be found here: [CDC #8] Blokk the Ogre ‘Assistant’

Rumblefitz is a disruptive melee assassin who focuses on whittling down his enemies and securing kills through a variety of dangerous potions. He is accompanied on the battlefield by his ogre servant, Blokk, who serves as a reliable frontline and occasional combat mount. Rumblefitz himself is rather fragile and prone to sudden death, so he relies on Blokk to both protect him and revive him through his trait.

Just a note, Rumblefitz and Blokk are separate heroes by default, but can combo together through several abilities. They are required to be picked together, like Cho’Gall.

Statistics
Health: 1,344 (+4% per level)
Regen: 3.03 (+4% per level)
Mana: 500 (+10 per level)
Regen: 3.00 (+0.098 per level)
Atk Speed: 1.05 per second
Damage: 81 (+4% per level)

Trait: Goblin Jumper Cables
Rumblefitz always carries his Goblin Jumper Cables on hand, in case of a potion overdose. After dying, Rumblefitz’s corpse remains on the battlefield until he revives. Blokk can channel his corpse for 3.5 seconds (not interrupted by damage) to damage himself by 10% of his current Health and revive Rumblefitz on the spot with 50% remaining Health.

Additionally, Rumblefitz only grants 0.5 of a takedown when he dies.

Q: Improvise Mount
Cooldown: 5 seconds
Cost: 15 Mana
Rumblefitz jumps a short distance in a target direction. If he hits an enemy hero, he clings to them for up to 1.25 seconds. During this time, he can recast Improvise Mount to jump off in a target direction; otherwise, he is automatically thrown off in a random direction after 1.25 seconds. If Rumblefitz is Stunned or Silenced during Improvise Mount, he is also thrown off in a random direction.

If he hits Blokk, he climbs on to Blokk’s back, making him untargetable and changing his basic abilities.

Q (on Blokk): Quick Escape
Cooldown: 5 seconds
Cost: 15 Mana
Rumblefitz jumps off of Blokk’s back in a target direction. Shares a cooldown with Improvise Mount.

Additionally, while Rumblefitz is on Blokk’s back, Blokk gains a Break meter that increases when crowd control is applied to him. Every 1 second of Stun adds 20%, 1 second of other crowd control (Silence, Slow, etc.) adds 10%, and any Stasis or Time Stop adds 100%. When the bar fills, Quick Escape is automatically cast in a random direction. Break decays at the rate of 5% every second when Blokk has been out of combat for 4 seconds and resets when Rumblefitz dismounts Blokk.

W: Unstable Concoction
Cooldown: 9 seconds
Cost: 45 Mana
Rumblefitz begins shaking a bottle of volatile liquid, starting a 3 second countdown above his head. When the countdown expires, the bottle explodes, dealing 156 (+4% per level) damage to Rumblefitz and knocking him backward a short distance. Any enemies near Rumblefitz when the bottle explodes take 286 (+4% per level) damage and are Stunned for 0.75 seconds.

If Rumblefitz drops below 15% of his maximum Health during Unstable Concoction’s countdown, he becomes Invulnerable and drinks the bottle’s contents over 0.75 seconds. This kills him upon completion and causes a larger explosion that deals 406 (+4% per level) to all nearby enemies and Stuns them for 0.75 seconds.

W (on Blokk): Unstable Cask
Cooldown: 7 seconds
Cost: 45 Mana
Rumblefitz begins shaking an explosive cask, starting a 3 second countdown above his head. Rumblefitz can recast this ability to lob the cask at a target area, dealing 286 (+4% per level) damage to enemies in the area and Stunning them for 0.75 seconds. This scales down the earlier Unstable Cask is thrown.

If Rumblefitz holds the cask for 0.5 seconds after the countdown ends, it explodes, dealing 156 (+4% per level) damage to him and launching him backwards off of Blokk. Cooldown does not start until thrown.

E: Acid Flask
Cooldown: 11 seconds
Cost: 55 Mana
Rumblefitz opens a flask of deadly acid, causing it to leak for 6 seconds. During this time, while Rumblefitz is moving, he leaves a trail of acid in his path that lingers for 3 seconds, dealing 22 (+4% per level) damage every 0.5 seconds to all enemies within.

E (on Blokk): Acid Cask
Cooldown: 7 seconds
Cost: 55 Mana
Rumblefitz readies a cask of deadly acid, starting a 3 second countdown above his head. Rumblefitz can recast this ability to lob the cask at a target area, leaking acid along the path that lingers for 3 seconds and bursting to create an acid puddle that lingers for 6 seconds, dealing 22 (+4% per level) damage every 0.5 seconds to all enemies within.

If Rumblefitz holds the cask for 0.5 seconds after the countdown ends, he forgets what he was doing and drops it on the ground, creating a puddle that lingers for 4 seconds at Blokk’s feet, dealing 22 (+4% per level) damage every 0.5 seconds to all enemies within. Cooldown does not start until thrown.

1: Load Barrel
Cooldown: N/A
Cost: N/A
Rumblefitz loads up Blokk’s barrel, augmenting his next cast of Barrel Toss. If he is holding an Unstable Cask, it gains the Explosive Barrel effect; if he is holding an Acid Cask, it gains the Acid Barrel effect; if he is not holding a cask, he loads himself into the barrel and it gains the Goblin Barrel effect, allowing him to ride in the barrel.

Can only be cast while Rumblefitz is on Blokk’s back.

R1: Midas Elixir
Cooldown: 55 seconds
Cost: 70 Mana
Rumblefitz throws an elixir of transmutation in a target direction, breaking on the first enemy hit. If the target was a minion, it is instantly killed. If the target was a hero, their movement speed is Slowed by 60% for 5 seconds. The affected hero can reduce the Slow by moving, dropping 6% for every 1 unit moved (only applies to walking; dash, blink abilities do not work).

When the Slow ends, the affected hero is turned to gold, Stunning them for 0.5 seconds plus another 0.5 seconds for every 12% of the Slow remaining. Additionally, if the target is below a certain Health threshold, they are instantly killed. This threshold starts at 5% of maximum Health, and is increased by 3% for every 6% of the Slow remaining. (Both of these effects scale dynamically to the remaining Slow, instead of rounding to the nearest cutoff.)

Any enemy killed by Midas Elixir becomes petrified into a gold statue for 6 seconds afterward, blocking pathing. These statues can be picked up and thrown by Blokk using Swat.

R2: Love Potion
Cooldown: 70 seconds
Cost: 80 Mana
Rumblefitz throws a love potion in a target direction, breaking on the first enemy hit. This releases the potion’s fumes in a large area around the target, and after a 1.25 second delay, all affected enemies fall madly in love with Blokk, losing control of themselves and slowly walking toward him for 1.75 seconds.

Love Potion has no effect if Blokk is currently dead, or if the affected enemies are too far away from Blokk (outside of the cast range of Azmodan’s Globe of Annihilation compared to Blokk).

Related voice line

Talents

Tier 1

  • Liquidated Defenses - Every time Acid Flask or Acid Cask ticks damage on an enemy hero, they take 3% more damage from Blokk’s basic attacks and other instances of Acid Flask and Acid Cask for 3 seconds, stacking up to 30%.
  • Barrely Trying - When Rumblefitz loads an Unstable Cask or Acid Cask into Blokk’s barrel, reduce the other cask’s cooldown by 2.5 seconds.
  • Projectile Bottles - (Active Talent) Gives Rumblefitz 5.5 increased basic attack range, but 10% reduced basic attack speed for 8 seconds. Rumblefitz can use basic attacks from Blokk’s back during this time. 40 second cooldown.

Tier 2

  • Shaken, Not Stirred - If Unstable Concoction is cast while Rumblefitz is riding in a barrel from Barrel Toss, it will explode immediately after the barrel breaks for 20% more damage and deal no damage to Rumblefitz.
  • Goblin Delivery Service - If Unstable Concoction explodes while Rumblefitz is clinging to an enemy hero with Improvise Mount, its knockback is reduced by 25% and they are knocked back along with him.
  • Hot Potato - Casting Unstable Concoction or Unstable Cask gives Rumblefitz 20% increased movement speed, decaying over 3 seconds. If Blokk is nearby, this bonus is applied to him too.

Tier 3

  • Lightning Cables - While on the ground, Rumblefitz can activate his trait on a target enemy in medium range to deal 74 (+4% per level) damage to them and Stun them for 0.25 seconds. When Blokk revives Rumblefitz, all enemies in a medium area around Rumblefitz take 148 (+4% per level) damage and are Stunned for 0.5 seconds. 12 second cooldown.
  • Unpleasant Company - While clinging to an enemy with Improvise Mount, Rumblefitz can basic attack them as normal. Additionally, while clinging to an enemy and for 5 seconds afterward, Rumblefitz gains 15% increased basic attack speed.
  • Billowing Explosion - When Unstable Concoction detonates, it leaves a cloud of smoke in a medium radius for 2.5 seconds, disabling the vision of enemies within. If Unstable Concoction detonated by killing Rumblefitz, increase the radius by 33% and duration to 4 seconds.
  • Composite Spray - (Requires Healing Spray on Blokk) While Rumblefitz is riding on Blokk’s back, Healing Spray also deals 44 (+4% per level) damage to enemies per pulse. This damage benefits from all talents that affect Rumblefitz’s Acid Flask and Acid Cask damage (e.g. Liquidated Defenses).

Tier 4

  • Midas Elixir - See above.
  • Love Potion - See above.

Tier 5

  • Pay Attention! - While on Blokk’s back, Rumblefitz can activate his trait to shock Blokk, making him Unstoppable for 0.75 seconds and removing 25% from his Break meter. When Blokk revives Rumblefitz, Blokk becomes Unstoppable for 2 seconds. 18 second cooldown.
  • Rocket Boots - Improvise Mount’s initial leap travels 50% further and is accompanied by a pulse of fire, dealing 54 (+4% per level) damage to enemies in a medium area around Rumblefitz’s launch location. However, if he fails to hit an enemy hero or Blokk, he is Stunned for 0.5 seconds upon landing.
  • Burning Pain - Every time Acid Flask or Acid Cask ticks damage on an enemy hero, all healing they receive is reduced by 5% for 3 seconds, stacking up to 50%.
  • Sticky Tar - (Requires Projectile Bottles) While Projectile Bottles is active, Rumblefitz’s basic attacks apply a 3% movement speed Slow to their target for 3 seconds, stacking up to 30%.

Tier 6

  • Screaming Goblin - While Rumblefitz is clinging to an enemy hero with Improvise Mount, they are Silenced and their movement speed is Slowed by 10%.
  • Acid Rain - If Unstable Concoction detonates or Rumblefitz dies while Acid Flask has at least 2 seconds duration remaining, the flask shatters and rains acid over a large area around him, causing affected enemies to take 202 (+4% per level) damage over 3 seconds. This ticks every 0.5 seconds, and benefits from all talents that affect Acid Flask and Acid Cask damage (e.g. Liquidated Defenses).
  • Troll’s Blood Tonic - Whenever Blokk casts a Barrel Roll augmented by Rumblefitz’s casks, both Blokk and Rumblefitz are healed for 5% of their maximum Health over 4 seconds and deal 15% increased basic attack damage during this time. If Troll’s Blood Tonic is activated while another instance is still active, the new instance replaces the old.

Tier 7

  • Lab Rat - Midas Elixir can now hit Blokk. When used this way, it applies its normal effects to him. Additionally, the first time Blokk damages any enemy while affected by Midas Elixir, its normal effects are applied to them too.
  • Bad Romance - While enemies are disabled by Love Potion, they take 25% more damage from Blokk. Additionally, whenever an enemy hero dies within 10 seconds of being hit by Love Potion’s initial effect, reduce its cooldown by 5 seconds.
  • Free Ride - Improvise Mount’s secondary jump can also cling to a target, repeating until Rumblefitz misses. Cannot cling to the same target multiple times in one cast.
  • Full Body Xplosion - (Active Talent) Rumblefitz’s next cast of Unstable Concoction will always kill him upon detonation, triggering its bonus effect. Additionally, affected enemies will receive 100% less healing and have their movement speed Slowed by 30% for 4 seconds afterward. However, this disables Rumblefitz’s trait until he revives. 120 second cooldown.
  • Sir Mixalot - Unstable Cask and Acid Cask can be mixed with different ingredients, gaining a bonus effect if used almost exactly at the 1, 2, and 3 second intervals on the countdown.
    • 1 second: increase the radius of the explosion or acid puddle by 50%.
    • 2 seconds: in a small area in the center of the ability’s effect, enemies take an extra 121 (+4% per level) damage.
    • 3 seconds: load a copy of the cask into Blokk’s barrel for free.

Skins:

Default: The Goblin Alchemist

Once a freelancing mercenary duo, Rumblefitz and his ogre partner Blokk took on a job with the naga Zhahara Darksquall to locate the continent of Pandaria for nefarious purposes. Rumblefitz ultimately met his end at the receiving end of one of his Transmutation Potions thrown by none other than Li Li Stormstout; now reborn in the Nexus, Rumblefitz and Blokk will exact their revenge… Or just sell their services to the highest bidder.

Description: Looks like a standard Goblin Alchemist from Warcraft 3. Leather overalls, gloves, and boots, and a pair of goggles.

Tints:

  • Default. Green goblin, brown leather, tan ogre.
  • Echo Isles. Blue-green goblin, dark green leather, light blue ogre.
  • Azshara. Yellow-green goblin, dark red leather, light red ogre.
Legendary: The Sewer Rats - The Big Cheese

They called Associate Professor Rattmann mad when he presented his thesis on using chemical stimulants to weaponize New York’s rat population. Oh, but he showed them! He threw away his prestigious job as a university biochemist and moving to the sewers to put his research into the field. Known only as the Big Cheese, the now mutated scientist wreaks havoc across New York with his most successful experiment, Lil’ Whiskers. As the Eternal Empire approaches Earth, so too does their demise approach them, for their goals interfere with the grand schemes of the Big Cheese.

Description: Appears as a hunched over rat-humanoid scientist (like LoL’s Twitch, or Warhammer Skaven). Wears a tattered and dirty labcoat. Movement and basic attack animations changed slightly to reflect his posture, and all potions have a plague-y green tint to them with extra fume animations on all basic abilities.

Tints:

  • Default. Brown fur, white labcoat, green goggles.
  • Plague Pests. Dark green fur, grey labcoat, red goggles.
  • Mozzarella Mongrels. Light yellow fur, orange labcoat, brown goggles.
Epic: Lost at Sea - Scallywag Rumblefitz

Formerly the first mate of a pirate crew, Rumblefitz almost saw his career come to an early end when his ship sailed across a mighty Leviathan and was destroyed. Somehow, through the destruction and carnage, Rumblefitz managed to survive, and survival requires adaptation; so bribed the Leviathan with rum and continues to scourge the seas.

Description: Pirate goblin. Bandana, plain sleeveless shirt, short pants, no shoes, red sash. Pirate themed lines.

Tints:

  • Default. Red bandana, tan shirt, blue pants, grey Blokk.
  • Deep Sea. Blue bandana with a skull & crossbones, white and blue striped shirt, black pants, blue Blokk.
  • Hammerhead. White bandana marked like a skull, black shirt, white pants, dark grey Blokk with extra head detail.
  • Cursed. Uniform light blue spectral for Rumblefitz and Blokk.
Epic: Sweet Victory - Quarterback Rumblefitz

While a goblin may seem unfit to play football, Rumblefitz has a remarkable record with many victories. This may be at least in part due to the fact that Rumblefitz merely applies his strategic mind and lets his teammate, Blokk, do all of the heavy lifting.

Description: Goblin wearing a football uniform. Prominent logo displayed on his helmet and shirt, as well as the number 09. Football references in his lines.

Tints:

  • Default. Dark grey and gold uniform, logo is WC3’s game logo.
  • Super Bowl. Red, white, and blue uniform with stars and stripes pattern, logo is a star.
  • Blood Bowl. Dark red uniform, no logo. Also, Blokk has green skin.
  • RCHS. Pink and purple uniform, with the Raven Crest skull logo.

Quotes:

Start of Game
  • Positive: “Eh, not bad! Wanna blow something up?”
  • Negative: “You? Hey, you make Blokk look like smart!”
  • Positive response: cheers “For the highest bidder!”
  • Negative response: “Yeah, uh-huh, sure. Want to drink this potion? Definitely not acid!”
  • Li Li: “Oh, you runt! Consider yourself lucky we’re on the same side!”
  • Li Li response: “Oh, just wait until next time! I’ll get you back some day!”
  • Junkrat: “Ah, a fellow individual with explosive taste I see!”
  • Junkrat response:“Ho ho, I like your style! This’ll be a blast!”
  • Murky: “Uh… hey… you?”
  • Murky response: gasps “Blokk, cover your ears!”
General
  • Earning a takedown: “Heh, business is business!”
  • Earning a takedown on Li Li: maniacal laugh “Got ya this time, pipsqueak!”
  • Earning a takedown on Rumblefitz: “Wait, was that… me!? I’ve been drinking too many potions…”
  • Earning a takedown on Blokk: “Fighting for them!? What, didn’t I pay you enough?”
  • Upon death: “Stay… gold…”
  • Upon Blokk’s death while mounted: “Bob and weave, you fool!”
  • Taking an objective: “Hah! If they really wanted to win that, they’d have hired me!”
  • Casting Unstable Concoction/Unstable Cask: “What do you wanna be when you blow up?”
  • Casting Acid Flask/Acid Cask: “Maybe I shouldn’t spill that… Oh well!”
  • Casting Midas Elixir: “A… golden opportunity!” maniacal laugh
  • Casting Love Potion: “What does this one do again?”
    • After Love Potion activates: queue Marvin Gaye Blokk: “Oh yeah!” (refer to related voice line in Love Potion)
Voicelines
  • Voiceline 1: “What do you wanna be when you blow up?”
  • Voiceline 2: “Care for a cocktail?”
  • Voiceline 3: “Taste my fiery potions!”
  • Voiceline 4: “You’ll love my new recipe!”
  • Voiceline 5: “No, no, shaken, not-” explosion
Changelog
Week 4
  • Added a clause to Improvise Mount that specifies how enemies can counter it using crowd control.
  • Moved Load Barrel to the 1 key, and changed Q while on Blokk’s back to Quick Escape with functionality like Load Barrel’s old double cast.
    • Load Barrel also specifies the names of the bonus effects Blokk gains as listed on his half of the concept.
  • Added a new mechanic (listed under Quick Escape) to Rumblefitz/Blokk while mounted. Now, Blokk has a Break meter that charges up when crowd control is applied to him; when filled, Rumblefitz is thrown off of his back. This adds more counterplay to deal with Rumblefitz while he is mounted.
  • Unstable Concoction now has a short windup when Rumblefitz is going to explode himself, giving enemies a chance to react.
  • Talent changes:
    • Increased Lightning Cables’ effect when Blokk revives Rumblefitz from 74 (+4% per level) → 148 (+4% per level) damage and 0.25 → 0.5 second Stun, since it’s tied to a large channel in the center of a fight.
    • Buffs to Unpleasant Company: Rumblefitz is no longer limited to one basic attack during its duration, and it now grants Rumblefitz 15% increased basic attack speed during its effect and for 5 seconds afterward. Since Rumblefitz’s basic attack is weak and maintaining 100% uptime on Unpleasant Company requires highly aggressive play on a fragile hero, this should be a fair effect on him.
    • Changes to Pay Attention!: Increased the active component’s cooldown from 14 → 18 seconds, increased the duration of Unstoppable on Blokk when he revives Rumblefitz from 1.5 → 2 seconds, and added a 25% Break meter reduction on its active component.
    • Buffs to Troll’s Blood Tonic: Increased the duration from 3 → 4 seconds, added that it affects both Blokk and Rumblefitz, and clarified what happens when multiple instances are active.
    • Increased the cooldown of Full Body Xplosion from 60 → 120 seconds. The 60 second cooldown would be less than Rumblefitz’s respawn timer and was pointless, so a longer cooldown was needed.
Week 3
  • Some talent changes based on Week 2 feedback:
    • Added a 25% knockback reduction to the activation of Goblin Delivery Service.
    • Swapped Unpleasant Company (Tier 6 → 3) and Screaming Goblin (Tier 3 → 6).
    • Clarified Unpleasant Company’s intended effect of allowing one basic attack per use of Improvise Mount; the old wording implied two.
  • Skins and quotes added!
Week 2
  • Several balance changes based on Week 1 feedback:
    • Goblin Jumper Cables channel increased from 2 → 3.5 seconds.
    • Improvise Mount cooldown increased from 4 → 5 seconds and duration decreased from 1.5 → 1.25 seconds.
    • Midas Elixir’s Stun scaling increased from 10% → 12% remaining Slow (for less Stun overall).
    • Love Potion crowd control duration decreased from 2.25 → 1.75 seconds.
  • Talents added!
1 Like

Total - 19/20

Creativity - 5/5

There are a lot of interesting abilities here, and the way they combine is rather cool. The combinations of the barrels and casks, and how Rumblefitz’s abilities are changed when mounted or alone are really rather unique. I think that Goblin Jumper Cables is a rather interesting trait, that perfectly fits into his reckless kit in an interesting way. I’m always hesitant about self-damage and especially self-death, but I think it is restricted enough and the trait works with it enough that it works here. The heroics are pretty cool as well, with the Love Potion being quite the humorous implication. As for Blokk, his trait is also pretty unique (though I think it is laughably weak atm), and I am quite happy with his base abilities. I do think having him force the mount ability is a little weird, but I suppose it works. Chemical Rage seems a little boring, but it is iconic to the character, so I can’t complain too much.

Cohesiveness - 5/5

The kits work together seamlessly, with the mad alchemist causing mayhem and the disruptive warrior ogre keeping him alive either by being his meat shield or by actually reviving him when he dies. The concept of Barrel Roll really brings the concept together, adding your concoctions into the barrels for a ton of diversity and gameplay options. As for the characters individually, Rumblefitz really flows well to create an almost Murky-like playstyle, where you can afford to take risks and be a little crazy, since you can be revived early and you don’t give as much exp. I like that both of the heroics are his only solid disruption options, but that they both are different, with one being a single target heavy CC and the other being a potential teamwide gamechanger. Blokk also works pretty well together as a high disruption assistant to Rumblefitz, though I do think his theme is a little bit less solidified, with his grab seemingly working in opposition to his keep away gameplay style. I like that the R2 combos his barrels easier, and that Chemical Rage works with his W. My only concern is his pretty solid lack of any sort of self sustain. I’m surprised there was no Healing Spray from Rumblefitz to Blokk, honestly, since Blokk only has Painkillers to rely on.

Thematic - 5/5

Both characters are flavored exquisitely well, from the mad goblin alchemist to his subservient meat shield of an oaf. You have managed to remain relatively faithful to the warcraft III idea while still showing some important innovation to make the concept a lot more MOBA-friendly. I am, as I mentioned, quite surprised you didn’t fit in Healing Spray, and I’m interested to see if you solve the lack of it through talents.

Interaction - 4/5

I think the character is quite interactive in many aspects, and I am quite pleased overall to its performance. My issued are rather minor, but there are enough of them I figured I could dock a point. The way the two characters interact could be seen as slightly annoying at times, with the Goblin Jumper Cables often being unable to be stopped reliably, the ability to become invulnerable by jumping on Blokk, and with several abilities possibly being annoying to deal with, such as Midas Elixir, Improvise Mount, and especially Grab. I also think the charm duration on Love Potion might be a bit too long, as it could easily be comboed with some pretty devastating CC effects to just instantly win a fight. Overall, it’s pretty solid, but there are a couple things here and there that might be… annoying.

Thanks for the detailed feedback and nice score! Just to address some things from my perspective:

Yeah, I see that the numbers for Painkiller is low. I originally wanted it to be much higher but Damian was hesitant about it so we ended up tuning it down. There’s no effect like it in the game really so I don’t think either of us were confident on what would be too much or too little. We’ll probably tune it up for week 2.

I think it’ll be tricky, but hopefully we can come up with some way to make it more interesting while keeping its identity because, as you said, it’s an iconic part of the character.

Grab may need some work to fit into Blokk’s playstyle better… My early ideas for Blokk lacked an E ability, and originally I thought filling in Healing Spray there worked. It ended up being a really boring implementation that pushed Blokk to a more support role than I wanted, though, and I thought Damian’s idea for Grab sounded pretty good. I think it does work as a mid-range pressure ability as far as throwing minions goes, and as an emergency tool that can either save Rumblefitz from a bad spot (assuming he’s Stunned or something, and can’t use his Q to mount up) or put some last-ditch CC on an enemy that has closed in. Maybe we’ll come up with a way to better implement it, or fine tune it through talents (or less likely, come up with an all new E), so that in week 2 Grab flows better into Blokk’s kit and playstyle.

Again, hopefully a retuned and rebalanced version of Painkiller, along with talents, will deal with this problem in week 2.

I think this is a possibility in the kit, but clashes in a few ways with what I have set up for Rumblefitz so far. First, I think Rumblefitz’s kit is full enough of effects as is. His Q, W, and E on the ground each serve a specific purpose in his main gameplay loop, as well as his trait. There’s some more room for change in his mounted W and E, but I think keeping their effects in the same way as their ground versions makes his kit more cohesive and natural to play. Adding it in as a baseline secondary ability like Xul’s Bone Armor is a possibility, but with so much going on in Rumblefitz’s base kit with ground vs mounted abilities, I’d prefer not to. Second, Rumblefitz is intended to have a more aggressive, disruptive playstyle, and I think that no matter where I put Healing Spray on him, it’d clash with that identity.

Yes, as of now it’s planned to work as a Body Check-style talent set on Blokk. Hopefully it’ll capture that iconic element of the Goblin Alchemist’s abilities that’s missing from and doesn’t really fit into the base kit.

As for Interaction problems…

Hard CC and displacement will allow enemies to interrupt Goblin Jumper Cables, and the damage Blokk takes upon a successful channel completion should hopefully leverage its power. Also, Blokk is rather vulnerable around the location Rumblefitz died (probably in the middle of the enemy team) while channeling. All that being said, I do see your point, and I think that increasing the channel time will emphasize some of these weaknesses and make it less annoying to play against.

I think this’ll be one of the hardest things to balance out in the long run. It’s core to the playstyle of the character, but can be annoying to play against. I hope that Rumblefitz’s low Health and lower pressure while on Blokk’s back will make it easier to blow Rumblefitz up when he’s on the ground and less frustrating when he gets away, but it might need more tuning, and perhaps some kind of specific counterplay window.

Midas Elixir should be a very manageable CC ability, but I can see that needing to run around to burn it off could be annoying. It’s kind of core to the ability, though, so I might lessen its impact elsewhere so it’s less obnoxious when you can’t fully cleanse the debuff (for reference, it can be removed by running for ~4 seconds, and has a 5 second duration, so with counterplay it’s a low impact ability; I’m not sure how else to work around that without trivializing the ability). I’ll probably also hit Improvise Mount with some nerfs so that it’s less annoying to have the goblin jumping around on you. As for Grab, I’m not sure what needs changing or what it should be changed to… As above, hopefully we can work it out better in week 2.

Good point, and I’ll tune it down for week 2.

Great character! I would be cool if he would be in this game!

Total: 18/20

Creativity - 5/5

Both of these heroes are very interesting. I love how this dynamic duo has been
fleshed out and realized as 2 creative Hero designs. The talents are oozing with creativity and thought. No points to deduct here.

Cohesiveness - 4/5

Rumblefitz and Blokk have great kits that benefit their roles and their playstyle, as individuals and as a duo. Perhaps they could benefit from greater drawbacks from being separated in contrary to when they’re together. While their talents offer a great range of opportunities, and countless different ways of playing, some are not very useful and can seem random, even if they’d be fun to use.

Thematic 5/5

I don’t think I need to say anything. Let the concept speak for itself.

Interaction - 4/5

Rumblefitz and Blokk are very interactive, some talents and abilities come with draw backs to their effects which is an interesting alternative to the usual. However, there are some talents that I find problematic.
Goblin Delivery Service seems like a very strong displacement option and is available as early as level 4. I would think it’d be better if shifted to a later tier. Screaming Goblin I feel is a similarly strong effect which should be moved to a later tier.
Overdose’s effect is very strong and can turn the tide of of a fight by allowing him to survive for 5 more seconds. The 20% damage taken does mean he is bound to die if not healed back up, but I think its cooldown or duration should be tweaked.

tl;dr: Move talents around in the talent trees, nerf some stuff, consider tweaking some of the weirder talents.

Thanks, I’m glad you like the concept!

And on to week 2 responses…

I think that Rumblefitz and Blokk already have significant drawbacks for being separated baked into their traits. On Rumblefitz’s end, he essentially becomes Murky without an egg; he dies easily and then will get stuck with a full respawn timer if Blokk doesn’t get around to his corpse. Also, not to mention half of his base kit (cask forms of abilities) are locked off unless Rumblefitz is mounted on Blokk’s back. On Blokk’s end, half of the healing for his trait is locked behind having Rumblefitz on his back; he suffers a significant hit to his sustain when separated. He also loses the potential power of having his Barrel Rolls augmented by Rumblefitz’s casks.

Additionally, a lot of Rumblefitz’s talents either require Blokk to utilize or also benefit Blokk, causing the talents to lose all to half of their value when separated. Blokk’s talents do mostly lack that, though, so we’ll look at reworking Blokk’s talents to further reward being grouped up instead of separate as the game progresses.

This seems reasonable to me, but I’m kind of committed to Tier 2 as is being the Unstable Concoction utility tier x-x I think it’s important to keep in mind, however, that Unstable Concoction doesn’t have that much knockback, and landing the effect of Goblin Delivery Service involves lining up a 3 second countdown of Unstable Concoction with a 1.25 second duration of Improvise Mount that requires a skillshot to land and is all vulnerable to crowd control. It shouldn’t be trivial to use, and enemies will be able to see it coming. Even then, I’ll tone down the knockback in this talent to keep it at a more reasonable power level for its current tier; maybe if things still don’t work out I’ll move it later.

Another reasonable point, and I have no stubborn preference to keep this at its current tier. Some swapping will occur.

This talent is kind of strong in its current form, but I think a duration nerf risks making it flat out useless. We’ll look at other areas of nerfing; increased cooldown, decreased damage augmentation, and increased damage taken on expiring are all possibilities.

1 Like

18/20

5/5 Creativity

I like the way these two can work together and separately. Having Rumblefitz able to directly modify Blokk’s Barrel Roll is a unique mechanic, and I love it. I love the Goblin Jumper Cables interaction as well. We don’t really have a suicidal hero, and Rumblefitz can play as one, so that’s always fun. I do have some questions about some Rumblefitz talents that I will talk about at the end.

As for the skins and voice lines, I have no objections. They all seem fun and pair well.

5/5 Cohesiveness

No complaints here either. Their abilities interact with each other well, and allow them to play off each other. Blokk is the big meat shield in front, and Rumblefitz handles the damage and utility with a lot of aoe. Their talent interactions are also well designed, letting them play off and augment each other. I would include some UI feature that shows when one of these talents was taken, so my partner could get a clear idea of what his options are and what build path I’m going.

5/5 Thematic

Nothing to add here. They fit the theme, and it makes perfect sense.

3/5 Interaction

They seem like a fun pair to play as, but possibly a bit frustrating to play against. Rumblefitz’s W and E can really turn counterplay into a damned if you do, damned if you don’t situation. Killing him hurts you, and letting him live hurts you. Either way, you’re eating an Unstable Concoction.

One mechanical suggestion I would make is to change Load Barrel to an active skill on the 1 or D key. That way you don’t confuse the functionality of Improvised Mount.

Unpleasant Company seems like a really weak talent. Rumblefitz does not have dangerous auto-attacks, and you only get one. Even if you removed that limitation, the maximum he could give at his attack speed is 2.

Lab Rat as a talent seems dangerous. The drawbacks kind of fit the theme of positives and negatives you have going with these guys, but also severely hampers Blokk, and could kill him depending on the situation. I’d tweak the effects on Blokk a bit, maybe keeping a portion of the slow and stun, but definitely removing the instant death.

Thanks for the feedback! Week 3 response…

Fair point, I didn’t really think about how frustrating it’d be to not have any answer to Unstable Concoction. I assumed that the built in damage/suicide on Rumblefitz’s side would leverage that and it would be a fine ability, but on the other team’s side they just see that they take damage either way.

On the other hand, hard crowd control works somewhat, since you can Stun/Root Rumblefitz and walk away right before Unstable Concoction explodes (it has a nice clear countdown for the enemy team to know). Along with how telegraphed it is, that makes Invulnerability effects like Force of Will, Deflect, and Parry all great counterplay options. Plus, overly aggressive use of Unstable Concoction can result in Rumblefitz dying out of position early in a fight, making it really dangerous for Blokk to revive him and essentially rendering a fight into a 4v5 for a not-quite-heroic burst of damage.

Overall, the state of Unstable Concoction feels like a Pyroblast with much less damage, a downside for Rumblefitz himself, and extra counterplay options with crowd control. I’m not sure if it needs reworks since it is a semi-counterable ability with downsides, and pushing it might make it an underwhelming and pointless ability for Rumblefitz. Still, I’ll take your comment into consideration and see if I come up with any good ideas.

I think this is probably a good idea. I’ll add it in for the final week.

Unpleasant Company is a talent I’ve had a hard time balancing in my head. It can seem weak when phrased as “just one basic attack” on a character with weak basics, but I think it actually sounds fairly strong as “Improvise Mount deals 81 (+4% per level) damage on impact”, which is pretty much what it functions as (except with different rules regarding Spell vs Physical Armor, but that’s going into very specific circumstances). Perhaps I’m overestimating the impact of this effect, and I’ll keep it in mind for the final week.

I actually had the opposite opinion while creating this talent. I feel like it’s borderline ridiculously powerful, and was concerned about how to nerf it while keeping the flavor. Generally, you’d use it when Blokk could hit the entire enemy team with, for example, Chain Swing. This means that Blokk is getting a bad effect and potential death, but the same powerful crowd control can be applied to the entire enemy team. If it goes off, that effect would basically just win any teamfight at least as effectively as a 5-man Ring of Frost. While I kind of like the high-risk, high-reward talent with heavy downsides, it might be better to create a more mild talent to fill in that tier if we can both have wildly different opinions of the ability, both on the border of it being broken :P. Another thing that’ll probably get changed for the final week.

Nortin - 95/100

Creativity: 10/10
Cohesiveness: 9/10
Thematic: 10/10
Interaction: 9/10

(+1 Thoughtfulness, +1 Game Fluidity)