Could this Core Hero be broken?

The Overmind replaces the core as an immobile hero. Minions are replaced by zergs. The Zergs have slightly more health or damage, but give no experience when killed. Thus forcing the enemy team to gank for leveling and quickly clear to protect the base. Even though it is 4 vs 5 it still isn’t fair?

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If it effects all lanes then it would be broken. Maybe give him a spell that transform all minion in a wave into zergs in one lane only to balance it.

Even if enemy team is 4vs5 denieing lane exp for enemy team by turning all lanes into exp less lanes would just be so broken.

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I really don’t like the idea, because people already hate Abathur and he comes close to a core hero, because he can hat structures and the core. And Abby is a great hero to me, but I understand the hate a bit, because he feels safe and uninteractive a bit. But a pure core hero would be even less interactive than Aba.

This would be broken af, considering that gaining exp from minions is the best way to soak.

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Absolutely.

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I mean, you could technically balance such a thing but i think it would lead to very un fun playstyles. Hero killing is the most dangerous and least reliable way to gain exp and you’d need to average 3 kills roughly every 15 seconds the whole game just to break even. If your team plays even a little safe you’d deny so much exp.

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At what point would a 4v5 be easier with a level lead than a 5v5? Thats a pretty big question. At this point the core player would be so bored bc they cannot do anything valuable as all their power is in passive changes. Would be funny if they could control/focus the minion waves/nercerenary canps.

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So what does the overmind player do?

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He read his newspaper while his zergs do his job.

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I think it’s a bit too much yeah. If that was the case picking Overmind would heavily polarize a draft and team comp choices. He’ll be like an Illidan or Hammer but in a different macro-ish way. Plus if you put too much PvE in a hero you risk making that hero not have a lot of PvP power and they become ‘boring’ and one dimensional as they’re going to be relegated to PvE almost always.

I don’t like these types of heroes where they’re too focused in one aspect. I think it would be healthier if they distribute his PvE and PvP power equally so the Overmind player and the others in the match can have a more fun time playing.

I’m a huge proponent for a core-replacement hero for the Overmind (Hi dev team, if you’re reading this please consider releasing Overmind soon :slight_smile: ) ,but I have to agree that the design should be done carefully so that he won’t be labeled as uninteractive like Abathur (not that I don’t think he’s uninteractive, I think he’s pretty fun and unique).

Maybe something like Frogsaron stated about his ‘promote’ ability being concentrated and not spread out to the entire map

There’s also the case that many others have pointed out; if his minions do all the impact in the game, what does the Overmind do exactly?

I think a good way to design him is to have him plant down mini him’s all over the map in the form of Cerebrates that grant XP and takedown credit. These Cerebrates then may be used to cast abilities and stuff. You can even make it so that each Cerebrate is unique (Daggoth, Auza, etc.).

No more abathur-like heroes thanks.

1 afk hero per game is enough

What’s your stance on his atack speed bonus?

OP, the hero would be already completely broken with the simple fact of the zerg minions not giving EXP, and there’s where you get more than half of levels.

Now with the zerg having more HP and damage, then yes, it would be really busted because in the TFs, there will be at least 2 lanes without hero protection si the Zerg minions will always push so much against the original minions the whole time.

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blah blah blah

This has been posted a billion times.

Well, one billion people wanna see it happen. :stuck_out_tongue:

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If you have to ask this question, you have no idea how this game works.

And it’s just about the dumbest incarnation of an already dumb idea I’ve ever heard.

This would be broken: Lets consider single example: on level 1 at first minute of game minion wave is equal 480 exp and single hero is worth 300 exp - it doesn’t sounds balanced as for 4 hero kills you will gather 1200 exp while for 3 minion waves you will get 1440 exp + lets consider fact your minion would be most likely able to push on its own meaning enemies would need to also focus on mercs and structure defending - not just on team fights.

This is a broken aspect, since waveclear is normaly the only way a non teamfight oriented team can generaly keep up. Negating that means that such team now has no options remaining other than merc pushes. This makes them severely restricted.

And even as core hero, a fight would effectively still be a 4.5v5 then. Which for a combat oriented team vs a team that isnt combat oriented, is no problem.

Also, soaking should always be rewarded. If you remove XP, then you are basicly causing the issue that soaking gets punished (stat wise). With an already toxic ingame community you realy dont want such stat to be negative.

If the core hero cant do anything combat wise, i think it would be the most boring hero in the game for both sides. No assistance for the 4 players, and the enemy has to face a constant passive buff against them. This is almost causing the hammer problem which changes the general flow of the game around her (at least with abathur, fights can be similar to the normal flow, which therefor is less of an issue. its just that abathur has a few broken talents for certain comps).

I think that for an immobile hero, some mobility could still be applied:

Lets say that the overmind takes a node as primary, which is always located on a fort (and if taken out can even be an enemy fort). If this node gets taken out, the overmind loses some of its capabilities, and has to spread out toward the fort again (mimics death, and delays the overmind for the next attack). This spreading has a physical form on the map, that other than that is still not player controlled. But can be killed.

The overmind can also use more abilities from this node to aid his team. And maybe even give up the node to spawn a stronger physical unit (leviathan). Again, to force a physical form that players can attack, and restrict powers up to those specific moments.

A completely static hero is dull, thats why abathur can move!

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How I envision the Overmind, is a Hero who replaces the Core and strengthen it as their Trait, but it would have abilities that create Hero-esque Summons which give the Overmind player ways to not be bored and if the enemy would kill them they would gain XP so it’s not “unfair” like with Aba, it would be responsive, counterable (Aba is also counterable, but ppl really don’t feel it which would be improved with the Overmind’s playstyle and kit).

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Guardians floating nearby as a sort of anti-Catapult unit would be cool, and it could have multiple Spine Crawler or Impaler Colony attacks that replace the Core’s normal AoE attacks.

I’d like to give him an Overlord/Overseer that acts as a Support. It could have abilities like Blinding Cloud (which would obviously Blind enemies inside), Contaminate (which would apply a DoT to its target and stun Structures briefly) or Parasitic Bomb (which would apply a DoT to its target hit enemies near the target), Spawn Changeling (which would let you drop a non-combatant copy of a unit nearby for scouting), and Ocular Parasite (which would Reveal everything within the target’s Vision range).

Spawning extra Zergling minions to push down one or more lanes would be a cool ult too, or even just having a roving pack of Zerg that attack-move automatically towards a rally point you can place and move every ~3 seconds.

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Breaks too many heroes. He would be instant ban in all drafts because of the liability that someone last picks him.

They can have more health/damage, or even special bonuses (like more hero damage, or focus heroes) but they must still award the same experience.

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