[CDC #9] Satele Shan - Grandmaster of the Jedi

So This is my piece to be added to the 9th CDC.
I had this idea knocking around in my head for about a month when the CDC was announced, starting on May the 4th we discussed Star Wars as a theme and I immediately jumped at the idea to feature 2 of my favourite Star Wars characters.

"This isn't just the dark side of the force, this is.... just darkness" - Satele Shan

"An evil that neither Sith nor Jedi can defeat alone" - Darth Marr

Overview

Satele Shan is a bruiser relying on her mastery of Lightsaber combat and the light side of the force. protecting herself with Kinetic shields and disrupting enemies by use of telekinetic blasts tied together with protection and power granted by her unlikely friend Darth Marr.

Base Attributes

Role: Multi-Class (Bruiser, Assassin and Support)
Health:1500
Mana:500
Attack Range: 1.25
attack speed: .85/s
movement speed: standard

Abilities

PLEASE NOTE: all abilities are given descriptions as if level 1. unless specified otherwise numbers scale at the standard 4% per level

Trait-Marr's Intervention

Cooldown 120 seconds

When Satele receives lethal damage she will go dormant for 2 seconds. In this time Darth Marr will appear both in front and behind Satele and both visages will perform 2 slashing motions in 1.5 seconds dealing 10 damage to all targets hit. this sweeping attack has the range of Tyrael’s trait around Satele’s dormant form.

When this effect subsides Satele is brought back to life with 1 health and a shield worth 75 HP for every non-heroic target Marr attacked and 175 HP for every heroic target. This shield cannot be less than 5% of Satele’s health and lasts 4 seconds. Also applies the “Dark Moment” buff for 3 seconds giving Satele 100% life steal on all of her damage sources.
Note: Marr can only be in one place at a time. this trait takes priority over any other ability and will cancel any other ability being utilized that features Marr

Passive: Battlemaster’s Tutelage
When Satele uses a basic ability her toolbar will shift for 3 seconds or until one of the new abilities is utilized. Each Tier will have one Shield and one Lightsaber ability as well as a third utility or mobility effect.
Once a combo effect is cast or the three-second window expires the original three base abilities will return as the kit and the cooldown on the ability used at the start will start
(This means cooldowns for the base abilities only start after the combo effect has completed or the window to use them expires)
(also note Cooldowns already in effect continue their countdown even if a different set of abilities are active)

Q-Lightsaber Swing

10 mana
5 second cooldown

Swing Satele’s lightsaber in an arc dealing 25 damage to all enemies in a forward arc with the ranGe of Xul’s arc attack

After using this ability the player’s abilities will shift for 3 seconds or until one of the following powers are used

Q: Ataru Flurry
9 second cooldown
25 Mana

Attack 4 additional times in one second with Satele’s Lightsaber dealing 20 damage each time to all enemies in range of Satele (slightly smaller then Tyreal passive range)

W: Kinetic Barrier
9 second cooldown
Mana - 25

Satele creates a Shield around herself worth 5% of her total health that lasts 4 seconds

E: Force Kick
9 Second Cooldown
25 Mana Cost

Satele Kicks nearest heroic opponent dealing 50 damage and adding the Concussion effect, adding 1 second cooldown to all the target heroes basic abilities. also slows target by 20% for .75 seconds

Can only be used if the hero was hit by Lightsaber Swing (will auto target a hero who was hit if they are still in range, if the Lightsaber Swing did not hit this ability is gray’d out)

W : Defensive Spin

10 mana
5 second cooldown

Satele blocks all basic attacks for 3 seconds or until a secondary ability is used (note she can’t basic attack while this effect is active. Using one of the Followup abilities will cancel it early, and moving will cancel the effect and remove the chance to use a followup ability)

After using this ability the player’s abilities will shift for 3 seconds or until one of the following powers are used

Q: Lunge

Cooldown: 9 seconds
Mana cost- 25

Satele Lunges forward a very short distance in chosen direction with her Lightsaber. If she stabs someone she deals 80 damage

W: Evasive shield

Cooldown 8 seconds
Mana - 25

Satele Jumps s (about 1.5 Tracer Blink’s) in a chosen direction and gains 5% of her health as “Shields”

E: Force Wave

Cooldown 9 seconds
Mana - 30

Satele jumps forward a small distance in a chosen direction. When she lands she blasts the ground around her with an outward blast slightly larger then Tyrael’s trait range. enemies hit are sent into the air stopping movement for .25 seconds and have their outgoing damage reduced by 30% for 2 seconds

E Force Push.

Cooldown: 5 seconds
Mana: 15

Satele sends a blast forward knocking enemies back slightly (a fifth the range of a lucio boop) and reduces their outgoing damage by 10% for 2 seconds

After using this ability the player’s abilities will shift for 3 seconds or until one of the following powers are used

Q: Lightsaber Throw

Cooldown 9 seconds
Mana: 25

Satele throws her lightsaber forward along a chosen path. It will follow a semi circle path over .5 seconds deal 55 damage to anything hit.

W:Vanguard Shield

Cooldown 9 seconds
Mana -25

Satele jumps forward in the same direction as force push, generating a Shield worth 5% of her health as she moves

E: Serene Smash

Cooldown 9 seconds

Mana - 25
Cast Range: 1 tracer blink.

Satele sends a large boulder at the location at target location. The boulder takes .75 seconds to reach the area and is as 3/4 the size of tyreal trait. When hitting the ground deals 50 damage to all enemies and slows them by 30% for 2 seconds, enemies hit in the middle half of the boulder are also stunned for .75 seconds.

Heroic 1: Tutuminus

Cooldown: 100 seconds
Mana cost- 80
Channeled

Satele Shan begins channelling her Tutuminus power and becomes Unstoppable

In this state her hitbox becomes a little bigger and any damage she receives is absorbed and pressing the R button again will release the energy.

80% of the damage she receives in this state will be applied to herself as a damage over time effect. If she does not release the power before this effect consumes her entire health pool she will take the fatal damage. if she successfully releases it prior to fatality the damage is cleansed.

When the power is released Satele releases the energy outwards as a blast of energy, The range on this attack is equal to roughly 1.5 tracer blinks
Enemies in the nearest 25% of this range from Satele take damage equal to 100% of the damage she absorbed and are knocked back(2 Lucio boops)

Enemies in the nearest 40% of the range equal to 75% of the absorbed damage and are knocked back (2 Lucio Boops)

Enemies in the nearest 60% of the range take damage equal to 50% of the absorbed damage and are knocked back (1 Lucio boop)

Enemies further than the above but still in effect range take damage equal to 25% of the absorbed damage and are knocked back (1 Lucio boop)

Heroic 2: Wrath of Marr

At target location Darth Marr takes a physical form

Darth Marr has the hitbox of a tank and is both protected and unstoppable. For 5 seconds he will move towards the nearest enemy hero (65% base hero movement speed) When in melee range he will attack them for 60 damage per second slowing them by 7.5% per hit (1 hit per second)

At the end of the 5 seconds Marr will stop moving and summon a Force Storm, this force storm will do 35% less damage and allies inside the Storm gain 25 mana per second
Note- If Satele’s Trait is triggered Marr will vanish prematurely

Talents

Level 1

Will of the Dark Side:
Reduce Satele’s Health by 20%
Increase base attack speed to 1.2 per second
increase the damage of all Lightsaber abilities by 75%

Quest: Land the killing blow on 55 minions
Quest: Deal 1000 damage to enemies with Lightsaber attacks.
Quest: Kill 5 heroes
Quest: Land 100 basic attacks on enemy heroes

Reward: completing one quest reduces the cooldown of “lightsaber Swing” by 1 second and all Lightsaber Followup abilities by .5 seconds
Reward: completing two quests makes all Lightsaber attacks add a bonus 25% damage over 2 seconds.
Completing 3 quests make basic attacks also apply the Damage over time effect from the second reward
Completing all four quests makes the burn effec increased by an extra 10% and the damage is applied over 1 second instead of 2

Will of the Light Side

Increase Satele’s Base health by 20%
Increases the shields granted to satele by all Shield abilities by 1%

Quest: Collect 20 regeneration globes
Quest: Block 1300 incoming damage with “Shields”
Quest: Kill 5 Heroes
Quest: Block 100 basic attacks with Defensive Spin

Reward: after completing 1 quest, Defensive Spin’s cooldown is reduced by 1 second and all Shield Followup abilities by .5 seconds
Completing two quests increases all Shield effects grant a bonus 2% of Saatele’s health.
Completing 3 quests makes Lightsaber attacks and basic attacks apply 35% of their damage in shields
Completing all 4 quests makes Shield effects grant another 3% of Satele’s Health

Ghostly Drain:

Increase Satele’s Mana by 30%

Quest: Gather 20 Regeneration Globes
Quest: contribute 9000 Experience
Quest Deal 9000 Siege Damage:
Quest Kill 5 Heroes

Reward: after finishing one quest 25% of all damage done to Shields is returned to Satele in mana
Reward: after completing two quests Satele gains an extra 250 mana
Reward: after completing three Satele passively regenerates an extra 1.5% mana per second
Reward: after completing all four quests all abilities that feature Marr willl have their mana cost reduced by 35%

Level 4

Burst of Rage

Active
Mana: 50
Cast Range: Standard Mage spell range (Jaina’s Blizzard untalented)
Effect Range: Lucio aura
Cooldown: 30 seconds

Marr appears at target location and casts a spell before vanishing. all ally heroes around him do a bonus 35 damage with their next basic atack within 3 seconds. this damage is healed to the user. Minions and Mercanaries are also affected.
Quest: Have 150 empowered basic attacks land on enemy heroes
Reward: Basic attacks empowered by Burst of Rage also reduce targets outgoing damage by 5% for 2 second, this can stack and is only limitted by targets of Burst of Rage.

Ghostly Attacker

Active:
Mana: 35 per second
Cast Range: Global (Can be summoned anywhere)

Cooldown: 20 seconds starting when the effect is cancelled.

Darth Marr appears on the battlefield a target location, he Has 400 health (scaling) and does 10 (Scales per level) damage per second. This power functions as a hero present for Experience Gain and moves along minion minion paths. Note this is classified as a summon when accounting for uests on the enemy team.

Quest: Deal damage to anything with Ghostly Attacker

Reward: after dealing 250 damage with Ghostly Attacker increase Ghostly attackers attack range from melee to Siege Range
after dealing 500 damage with Ghostly Attacker the Ghostly attacker attacks at 1.25 times per second up from 1
Reward: after dealing 750 damage Ghostly Attacker now also generates an aura that increases the damage output of nearby Mercanaries by 60%

Suppression from Darkness

Active
mana: 50
Cooldown 15 seconds
Cast Range: standard mage spell range

Marr appears on the battleifeld at target location, after .75 seconds of wind up he will perform a slicing manuver in front of him. enemies hit in this take 10 damage and are “concussed” cancelling any channelled or charged effects and adding 1 second cooldown to all enemy basic abilities.

Quest: Hit 40 Enemies with Suppression from Darkness
Reward: all enemies hit by Supression from Darkness have their armour reduced by 10% for 2 seconds.

Level 7

Serenity.

Force Kick now stuns the target for .75 seconds and the primary effects don’t begin until after the stun wears off. Cooldown is increased by 1 second

Guardian:

Allies in the radius of Force Wave are given a shield worth 100 health (Note, this is enhanced by Will of the Light Side quest rewards but not the base increase)

Meditative Defence

The potency of abilities used after Defensive Spin is increased when used 1.5 seconds after defensive spin is used

Lunge deals a bonus 50 damage

Evasive Shield grants a bonus 50 shields and she jumps 50% farther

Force Wave range increased by 25%

Level 13

Follow Through

If all 4 strikes from Ataru Flurry hit a particular hero Satele performs a fifth strike dealing a bonus 80 damage.

Dark Smash

Enemies hit by Serene Smash have their armour reduced by 15% for 3 seconds 20% if at the center of the effect

Dark Guard

Active

Channeled 10 mana per second

Marr appears on the battlefield with 400 health.

Marr stands still charging an ability. Press the active button again to place a shield on target ally hero

The shield is equal to 80 health per second charged, if it was charged for At least 4 seconds it bursts out of the target hero "concussing (adding 1 second cooldown to all basic atacks) enemies hit and increasing the targets movement speed by 20% for 1.5 seconds.

The Shield lasts 4 seconds and is not enhanced by Will of the Light Side.

Shining Shield

If Satele takes damage equal to or greater then 5% of her health while she has a Shield Active a burst of damage worth 25% of the damage recieved is burst out of her (tyreal trait range)

Level 16

Vengful Flurry

Lightsaber abilities now also deal damage percent wise

Lightsaber Slash does 1% of an enemies health.

Every hit from Ataru slash does 1% enemies health (note this does include Follow Through if it was picked)

Lunge does 4% of their health

Lightsaber throw does 3% of their base health

Forceful Barriers

if Satele takes damage equal to or greater then 6% of her health from a single source while she has a shield She applies a shield worth 25% of the damage recieved to all allied heroes around her (slightly smaller range then Tyreal’s shield buff)

Force Pull
Active

Mana: 50 per second
Range: 40 meters
Cast Range: Standard mage
Effect Range: 5.5 (meant to be equal to 1.5 tracer blinks give or take)

Marr appears and creates a pulling force towards him. Allies and Enemies are both effects. When running away from him they are slowed by 50%, when moving towards him they are made

Level 20

Measured Absorption:

Reduce the amount of damage applied to Satele while using Tutuminus from 80% damage intake to 60%

Force Fury:

Wrath of Marr now spends 2 seconds less in attack phase and 2 seconds more in Force Storm phase. increase the range of the force storm effect by 50%, enemies hit by the lightning are now slowed by 30% (does not stack and effect is removed once leaving effected area)

Force is Strong Here:

2 abilities connected to Marr can be active at once
Channeled abilities involving Marr have a 2 second period at the start where they cost no mana
When Marr is summoned in forms that can be targetted he has an extra 150 health
Active: Retaliation.
60 second cooldown
60 mana cost
Target ally hero is given a shield for 3 seconds. when the three seconds are up an explosion occur’s in a small area around the target hero dealing damage to enemies equal to 100% of the damage taken while Retaliation was active and another 25% of that over three seconds
This effect will not occur if the target dies before activation but the cooldown will only be 20 seconds instead.
(This means 2 actives can be active and also means that triggered “Marr’s Intervention” Will no longer cause a “Wrath of Marr” To pre-emptively end

Battle Meditation:

Passive: While Satele is Alive all friendly heroes gain 5% armour and 5% attack speed and all minions and Mercenaries (Bosses excluded) gain 15% attack speed and 10% armour

Cosmetics

Skins

Base Skin: This will feature Satele’s standard outfit as seen in the Hope cinematic, there will also be Sage (bright blue) and Assassin (dark Red) themes to this

Dark Lady: Satele is found in more wicked styled armour based off of some designs of the Sith of her age (See Darth Marr as an example) This will have Sorceress (dark violet) Voss (Golden) variants. note these skins also affect Marr giving him something more akin to a Jedi removing his mask and abilities like his shield Force Storm now appear as bursts of gold energy rather then lightning

Protoss: Satele will now have a face and body akin to a Protoss, the standard form of this armour will most closely resemble Nerazim style as it will still have the more light armour feel. this will have the three main shades of Daelam (bright blue and white) Narazim (Green and purple) and tal’darim (Red and black) use of this skin will also change Marr to appear more as a ghost of a High Templar

Funky: Satele’s Lightsaber resembles a neon glowstick with no hilt and she herself and Satele features a very over the top disco appearance with Force Attacks having a pink colour to them. Marr in this skin will have a skin resembling a very uppity busisnessman and his lightning attacks will look like paper of some kind.

Voicelines

“There is no passion, there is peace” - Satele
“Don’t mistake desire for peace with complacency” - Satele
“No I’m not going to offer them anything to eat” - Satele
“For the Republic” - Satele

Interactions

Satele: Your hatred only clouds your mind
Valla: My hatred has kept me alive.

Satele: What darkens your mind so little one?
Murky: “Murky Speak”

Satele: Ah, good to see another who would strive for internal peace.
Kharazim: I am the God’s fist.

Satele: I can help you return to the light
Arthas: I have no need for idle faith.

More to be added:

Changelog

Updated with Talents Changed E to Defensive Spin Keywords added (Marr, lightsaber, Shield)

Marr: Only one ability with this keyword can be active at once. Marr’s Intervention takes priority over all of them.
t
talents that effect Lightsaber effect all abilities with that keyword
Talents that effect Shields effect all abilities with that keyword- Note that this does not apply to Marr’s Intervention, no talents affect Marr’s Intervention except “Force is Strong Here” which allows effects to persist during Marr’s Intervention

May 25: Fixxed minor errors in talents
Overhauled level 4 talents they are all Marr actives now
Moved Force Pull to level 16 talents Replacing Dark Vitality
Added Cosmetics

JUne 5th: Heavy Nerfs to the entire base kit of abilities.
Buff’s to level 1 talents to Circumvent certain aspects of these nerfs:
Melke’s comment. THis particular change was meant to address some very real concern about Satele having too much going for her. by hindering her damage with anything other then Will of the Dark Side and especially dminishing the effectiveness of her Shields outside of the Will of the Light Side quest this should help to streamline Satele forcing her to pick one of her multi class roles rather then having access to all 3.

I’m actually pretty impressed with this concept involving martial art style combat from Samurais that was used in Jedi films, specially with involvement of both sides.

is the mana supposed to be 1500 or just 500 like normal?
also are all the ranges supposed to be that small? (1 unit is about the size of abathurs mine)

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No they werne’t meant to be THAT small, when I said one unit I meant the radius of Tyrael’s passive or slightly larger then that
Got mixxed up between units and meters I’ll fix that tomorrow before the deadline
Also no don’t ask where that mana pool came from. I did want to make it slightly higher because as you might have noticed this hero is even worse then Li Ming for spamming through her mana.

Total Score - 16/20

Some general comments first. Force Leap’s secondary casts are kind of confusing to me; all look like they need to be used during the jump based on their description (which could be a really small window), but the ability says that they can be used for up to 2 seconds afterward. How can Satele make a jabbing motion during the leap a second after she finished leaping? Also, I think you should have another look at the range numbers on Tutuminus; as previously pointed out, 1 unit is really small (smaller than like every hero’s hitbox but one) and so the range numbers of Tutuminus’s decreasing damage don’t really make sense.

Creativity - 4/5
This concept is fairly creative overall, trying to capture the concepts of lightsaber fighting and force usage in a MOBA kit through a combo cast system. Overall, the kit does suffer from having so many ability options because a lot of them end up boring (sometimes out of necessity) and often repeat. For example, I feel like three Shield effects might just be too many. The heroics both look fine to me; Tutuminus is a unique damage deflection reminiscent of Genji’s Deflect but with more risk associated, and Darth Marr Fights Again (maybe find a more fluid name xD) is an interesting “hazard” summon similar to Nazeebo’s Ravenous Spirit.

Cohesiveness - 5/5
The various abilities in this kit fit the identity you were going for pretty well. There are a variety of options, offering mobility, aggressive attack options, and ways for Satele to defend herself. The combo cast system pretty effectively captures a feel of skilled lightsaber and force fighting, jumping between a variety of attacks and pulling off various techniques in quick succession.

Thematic - 4/5
Overall, the theme of this kit is mostly on point. Most of the options fit the Jedi theme very well. I have two concerns that I feel detract from the theme, though. First, Satele feels too mobile for a bruiser concept, but changing her to a mobile assassin would feel weird because she has so much durability. I think reframing some of the durability to be higher skill with smaller windows would make her work great as a melee assassin, though; this relates to my next concern. Second, the kinetic shields feel like a bland and underwhelming way to capture how Jedi fight defensively. The kit would feel that much cooler if the abilities could be reworked around the ideas of deflecting and dodging attacks, in a much flashier and skilled manner (like the iconic fighting style the Jedi are known for).

Interaction - 3/5
Interaction is where this concept suffers the most in my opinion. First, the trait is kind of problematic. There’s the usual argument of traits that require you to die to activate representing bad design. On top of that, it feels incredibly overtuned in how it actually dodges death; the huge burst damage coming from Marr, accompanied by a Slow that almost ensures both strikes will hit, absolutely cripple enemies and leave Satele in a good place with her Shield and lifesteal to sweep the enemy team. This somehow turns taking out Satele from a good thing to a huge risk, which is a very poor choice from an interaction perspective. Second, her ability spammy nature can be a problem, especially looking at Lightsaber Swing and its associated combos. A Satele player is rewarded for mashing Q->Q, Q->W, Q->E, Q in rapid succession with a huge burst of damage and a couple extra utilities on top of that. Some more baseline cooldowns would work well around this potential problem, though; at least add one to Lightsaber Swing, and maybe up the ones on Force Leap and Force Push a little bit.

Thanks for the feedback though if you’ll hear me out there are a couple things I’d like to clarify. Mainly how you mention she’s too mobile to be a bruiser
When I say bruiser I meant someone who’s disruptive in nature which was the focus of most of the E abilities slowing force wave disrupting movement and the boulder stunning,
Kinetic shields were also supposed to be there because not sure if you spotteed this but despite beinng a bruiser her base health is actually 400 health lower then Sonya, having so many shields was her tanking mechanism despite this

As for the Trait, yeah you make a fair point perhaps just retuning it to remove the bonuses and bring the damage down to a tiny amount (the damage was more there to give a way to add numbers to the later shield)

Sorry its taking me so long to do these D:
Im gonna rank each tier individually in a vacuum and then give some real overall scores at the end.

Real quick, Q and E still say they shift for 2 seconds but Im gonna assume you meant 3 because that what it says in the passive.

level 1
4/5

Will of the Dark Side is a good talent. Killing blows on 55 minions might take a while but considering how good the reward is, I think thats fine

Will of the Light Side: gaining armor and a shield is a really strong combination even if its only 15%. I would make the quest progress just a little harder and remove the 4% on the 3rd reward as with all her shields added together she gets 45% of her max health on shields about every 8 seconds. (8+3+4(her Q)+8+3+4(her W)+8+3+4(her E)=45) and 45% of her base 1800 health is 810. for comparison, tassadar with completed shield quest is a 712 point shield

Ghostly Drain: Even though the rewards are somewhat minor, I think this quest is to easy to complete. It only takes about 5 and a half minions waves to get 2500 exp (‭460‬ XP per wave) and hero kills give 300 XP when levels are even.(yes, heroes really are worth less then a minion wave)
As for siege damage, 2000 is to low. Some heroes can do that much before minions even spawn. With how much aoe Satele has, she should be able to reach this goal if she just blows all her cooldowns on the first 2 minions waves

level 4
2/5
level 4 could use alot of attention

Form V Defense might be a good talent? idk. There isn’t much for me to compare this to. I gonna give it an ok anyway, it sounds balanced to me. I can say tho, that compared to the other talents on this tier its not as cool or exciting.

Form IV Power Might be a bit much given how much moment and decent crowd control you already have in your base kit. Id either rework this or move it to a higher tier

Ghostly Attacker is really cool. Few things tho, can you still move and attack or is it just abilities you can use?
Does this have unlimited range? If it does then something needs to change so you cant just never miss a minion wave for XP and spam it in fog of war like a getto far sight but on a 10 sec cooldown.
I think this should be moved to a higher talent tier. It could be balanced as a level 4 talent but its numbers might be low to the point of being unappealing.

level 7
4.5/5

Serenity how long is the stun? (I recommend .75 seconds)

Guardian, Meditative Defense, and Force Pull are all really cool talents! I also appreciate that force pull is channeled.

Force Pull’s tooltip is half missing also im not sure what 40 meters means. If this is slightly longer then standard auto attack range (5.5) then thats fine.

level 13
4/5

Follow Through Is a good talent, could use slightly more damage tho

Dark Smash and Dark Guard good talents

Shinning shield 40 armor is extremely high and armor during a shield is very good. put those together and this is a little op. this makes a 16% shield almost enough to block pyroblast. Increasing the duration of the shields is really cool tho.

level 16
4.5/5
this tier is carrier by how great the first 2 talents are

Vengful Flurry is a really cool talent that trades damage to squishes for damage to tanks.

Forceful Barriers is also a really cool talent

Dark Vitality eew, mana drain. It might be balanced but mana drain is never fun to play against

level 20

Measured Absorption good talent. Should clarify that this is an ult upgrade, also the ult says 85% but this says 80%

Force Fury also good talent

Force is Strong Here is a cool idea but a little weak. It would be neat if this were 1 more Marr summon in addition to what this does

Battle Meditation is a good talent but I dont see it getting picked over the other ones on this tier.

.
final scores
Creativity 5/5
I dont know a ton about starwars outside of the movies but everything here seems pretty jedi like to me.

Cohesiveness
3/5
Had to do alot of back and forth between reading talents and going back to read the abilities and with in the talents there alot of missing stats and things that needed clarification and things that needed duration or specified that they were infinite. But there are just as many as I understood right away. I cant give a half score so ill round it up.

Thematic
4/5
Everything here is is pretty on point theme wise. Not sure 2 skippable talents warrants the support tag tho.

Interaction
3/5
To play as, everything is great, good amount of synergies and some tough talent decisions. To play against tho, Satele feels like she has no weaknesses and the shield talents in particular can get pretty overpowered if you take all of them, being able to effectively double your health through spamming shields and 40% armor. Satele also has access to a little to much crowd control for my liking. (dont take away force pull tho beacuse that one is awesome : p)

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Overall Score
Creativity - 5/5
Cohesiveness - 3/5
Thematic - 5/5
Interaction - 2/5

Total - 15/20

Before I get started, I do want to say that I think all the shields should be on the W, all the CC on the E, and all the damage attacks on the Q. This consistency would make the character feel far more responsive and orderly. Also, Follow Through is already the name of a set of generic talents; might want to find a new name for that.

Creativity - 5/5
The character choice (while questionable in its applicability to a HotS suggestion contest) is quite interesting. I think the choice of character is a good take from the Star Wars universe, and the kit you have created is both ambitious and unique. The abilities are fairly simple for the most part, which is a good idea since the kit is pretty loaded with buttons at the moment. The new status effect of Concussed in interesting, and you brought it into the concept in multiple ways, which was interesting to see. Many of the talents are interesting, and there are no arbitrary boosts to damage or shielding that have no impact on the character’s gameplay. Altogether, it is an pretty creative character kit. The skins and voicelines are alright, though I think a faction swap for one and a protoss conversion for another lack a bit of the pizazz a character’s release skin should have.

Cohesiveness - 3/5
The kit flows together in a fairly superficial level, with the abilities chaining into other abilities, but the main issue is that I feel the abilities cover themselves too well, allowing her to have a solution to every problem. This is definitely a bleeding of intention; by trying to represent all aspects of the character, you lost focus in the design and the player has just a bit too many options to completely subvert their core playstyle if the situation demands it. With her insane W, she can quickly give herself 24% of her health in shields without talents, all while immune to basic attacks, while not really sacrificing damage or mobility along the way. I was immediately shocked when I went into the talents and saw that Ghostly Drain broke away from the pattern the other two talents established, while also bleeding a bit into the Light Side talent. I earnestly feel like this should be the disruption talent, which increases her utility and disruptive capabilities, not just slapping in some mana sustain. I think the Darth Marr talent concepts are really cool in theory, but when they are all combined, I think the character is just a tad overloaded. You start to just run out of buttons to assign abilities to after a while, and it would be hard to really track your Marr abilities in between all of your dozens of basic abilities, all the while procc’ing extra effects and farming for talents at every twist and turn. I’m all for a more complex character, but I wonder if it’s just too much here. I think the support talents in the talent tree seem really tacked on and mechanically out of place; I think you spread your character a bit too thin for the character to flow well.

Thematic - 5/5
Without a shadow of a doubt, this character does capture Shan and the jedi in an interesting and fitting way. The thematic of the character as an agile, durable, grandmaster of the force comes through cleanly, though the support aspect is a little bit tacked on, and definitely not represented in the core of the character very well. The talents add to this, and I really enjoy that the make up for the lack of Marr in the base kit. The skin suggestions and voicelines are all fine as well, though the protoss one seems a bit tongue in cheek when you consider the surplus of protoss concepts this contest :stuck_out_tongue:

Interaction - 2/5
So starting off with the base kit, I have some issues with a couple of the design choices with the character. One major problem is how completely protected she is from basic attacks, almost to an extreme effect. Since she can still act freely while her W is active, it can be more or less a 3 second Evasion on a 4 second cooldown, that also has a recast effect. Unless I’m missing something major, this seems way overpowered. Secondly, the second heroic seems both unsatisfying for the player and obnoxious for the enemy team. Since Shan’s trait is tied to Maar, there is a potential she can waste her heroic due to it breaking, and the long cooldown low impact mana burn would be useless more often than not. Blizzard themselves typed out a long breakdown of why they have no intentions of inputting mana burn into the game, as not only is it more or less useless 99% of the time, but when it is useful, it is not fun to play against as it effectively forces an enemy to back because they can’t use their abilities: a main draw in Heroes of the Storm. This is not even considering that the slow movement speed of Marr means it is more or less a purifier beam that can tank projectiles, and that you can’t destroy. I don’t feel like it would be fun to use, fun to play with, or fun to play against. Beyond an individual ability level, I think the kit as a whole is a bit overloaded. The character’s cooldowns being so low means the character has access to almost their entire array of effects over a fight, severely reducing any of her weaknesses and making her good at most things. Even range seems to be something she can counteract with her multiple ways to close a gap and defensive options. When we delve into talents, we can immediately see that her ability to become incredibly tanky, while maintaining her mobility, disruption, and even to an extent damage. With the Light Side talent at level 1, she can just gain 39% of her maximum health in shield every 8 seconds, with a basically permanent evasion, mobility, disruption, and damage in between. She would be almost impossible to pin down, and this isn’t even considering her heroics and trait, which give her more survival options. Even if she goes full damage or disruption in her other tiers, just grabbing the Light Side talent would make her a powerhouse when considered with her immense base kit. Ghostly Attacker is a talent that strikes concern. On one hand, if it counts as a hero, it would be quite easy to feed the enemy team accidentally or intentionally. On the flip side, if there is not enough of a reward for killing it, the low cooldown and global range would make this an incredibly powerful and obnoxious poke tool, which could even finish off kills if used well. Altogether, not a fan of either option.

Melke - 74/100

Creativity: 10/10
Cohesiveness: 4/10
Thematic: 10/10
Interaction: 3/10
(+1 Thoughtfulness, +0 Game Fluidity)

  • Electronic Arts will skin Blizzard alive for the rights to use Star Wars assets
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Good thing a lot of what I did here could very easily be translatd into some kind of Spell Sword or maybe a Death Knight from WOW then huh?

Honestly, I’m wondering if shamans can use Elements similar to Avatar in manipulating. I imagine if a Blood Elf can become a Shaman while being a Spellsword at the same time.

Aside from the fact I have no idea what this has to do with this really old concept of mine I also have no idea what you’re even talking about, Shamans use elements, what did you mean like by, ‘like the avatar

Shamans use the elements, but in a strength-based way in comparison to how fluid and swift the elements are in the Avatar, accounting bonding to the elements.

THat probably has to do more with culture, all shamans we’ve seen in current Warcraft are based on the Orcish religeon and their approach to the elements, given what we know of Orcish warriors suddenly the strength based elements make sense.

For example the Kul’tirans have a water specific elementalist and they function more like spell casters (mages) rather then closer to the front warriors, so it’s clear elements can be wielded in a more tempered fashion.

Yeah but i mean its in a completely different manner and scale to any way the Avatar series does it.

You lost me here man
And again no idea what this has to do with the concept above

Both series use elements, but the shamans’ in a different manner than the Avatar’s.

“Good thing a lot of what I did here could very easily be translated into some kind of Spell Sword or maybe a Death Knight from WOW then huh?”
I was referring to how how could change Satele into a WoW Character.

I dun goofed XD
I mean considering this Kit needs to be overhauled to high hell as I discovered it was overloaded and kinda broken due to how much she can do yeah

But I’m just thinking, I don’t think Shaman would be the way to go, given all the power I did in this was based on kinetic power (
Given the dark and light balance I had in this kit perhaps a Shado Pan would be the best translation?

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Shadow Pan could work. I think this could fit some kind of master of arms or a spell blade type hero aswell.