Some talent ideas

This is not a rework concept thread. I just decided to write down some talent ideas for different heroes (may add more in the comments later; feel free to contribute as well):

  • Morales:
    Baseline: hearthing to base instantly restores 50 energy.
    Lvl 1: “Reduce the delay before you start regenerating energy by 1 second. Regeneration globes also restore 25 energy over 5 seconds. And healing fountains restore 60 energy over 12 seconds.”
    Lvl 13:
    a) Healing beam spreads around your healed target, healing allies and damaging enemies for 50% of the amount of the original heal.
    b) Healing beam heals allies and damages enemies crossing the beam for 100% of the amount of the original heal.
    c) Healing beam’s cost and healing reduced by 25%, but it automatically spreads/chains to additional ally.

  • Auriel:
    Lvl 7: Glimmer of Hope - Regen Globes instantly grant Auriel 35% of her max energy and the cooldown of Ray of Heaven is reset every time she reaches 100% energy.
    Lvl 13: Converging Force - Additional Functionality: enemies hit by the center area of Q are stunned for 0,25 seconds.

EDIT:

  • Butcher:
    Baseline: dying, after having collected 200 meat reduces your meat by 30 (can’t drop below 200).
    Lvl 1: Dying allies grant you 10 meat before you complete your quest. After you complete your quest, you lose 15 meat when you die, rather than 30.
7 Likes
Imperius

Level 7

  • Flaring Temper (New Talent): While Molten Armor is active, consuming a Valorous Brand applied by Molten Armor causes Molten Armor to flare, striking all enemies within its radius for 200% damage.
    This flare has its healing effects reduced by half (25% of damage dealt, increased to 50% against Heroes) but also applies Molten Armor’s Valorous Brand to all enemy Heroes hit.

Level 13

  • Heat of Battle: Additional Functionality - While Molten Armor is active, consuming a Valorous Brand applied by Molten Armor increases Molten Armor’s duration by 0.5 seconds.

Level 16

  • Rising Fury (New Talent): Consuming a Valorous Brand applied by Molten Armor increases Imperius’ attack speed by 25%, stacking up to 200%, for 4 seconds.

Boom. I just made a Molten Armor build that both should be able to compete with Celestial Charge’s build and doesn’t basically necessitate picking Brand of Solarion at level 20.
We also aren’t likely to see as many people complaining about it because it isn’t a burst-focused build like Celestial Charge’s build.


Zul'jin

Level 20

  • An Axe is an Axe (New Talent): Twin Cleave now marks enemies hit, causing them to take 50% additional damage from Zul’jin’s next 3 basic attacks within 6 seconds, and Grievous Throw slows enemies hit by 30% for 2 seconds.

This would serve as a potential capstone talent for any of Zul’jin’s builds, Q, W, or AA, meaning it is not build dependent. I would legitimately consider picking this talent over Amani Resilience or Buzzsaw, depending on how well my teammates are playing around me so far.


Kharazim

Level 13

  • Perfected Form (New Talent): Increases the effects of Kharazim’s selected Trait by 30%.
    Transcendence heals 31 more health.
    Iron Fists deals 30% more damage.
    Insight restores 4 more mana and reduces his basic ability cooldowns by an additional 0.5 seconds if the quest is complete.

  • Cleansing Breath (New Talent): Breath of Heaven cleanses Kharazim of blinds, roots, and slows.

  • Sixth Sense: Additional Functionality - Every third basic attack against an enemy Hero grants Kharazim 50 physical armor against the next basic attack by an enemy Hero, storing up to 2 charges.
    Adjusted Functionality - Physical armor gained while stunned or rooted reduced from 75 to 50.

Level 16

  • Surging Blows (New Talent): While Deadly Reach is active, Kharazim lunges forward 0.75 range every time he makes a basic attack if his target is between 2.75 and 3.75 range away.

Level 20

  • Enlightenment (New Talent): Activate to gain half the value of Kharazim’s unselected Traits for 10 seconds. 60 second cooldown.

I’ve always sort of wished Kharazim had some ways to upgrade or modify his Trait more directly, so I’ve added 2 talents for that.
There were also a couple issues his rework created/failed to address, namely that it indirectly minorly nerfed Insight build and it failed to buff his level 13 talents (which were performing pretty poorly).


Malthael

Level 4

  • The Culling (New Talent): Basic attacks against enemies already afflicted with both Reaper’s Mark and a slow, root, or stun deal an additional 1.5% of the target’s maximum health in damage.

  • Shallow Grave (New Talent): Reaper’s Mark now deals an additional 16 damage per second.
    This scales with level and ignores armor, but does not benefit from Memento Mori, spell power increases, or any other effect that would increase its damage.

Level 16

  • Memento Mori: New Functionality - Reapplying Reaper’s Mark to an enemy with basic attacks or abilities increases Reaper’s Mark’s damage against them by 25%, up to 100%, for its duration.

  • Deathstroke (New Talent): Activate to immediately remove all active Reaper’s Marks, dealing their remaining damage instantly. 30 second cooldown.
    Cannot be used while Tormented Souls is active.

I always kinda wanted some talents like this added to Malthael’s level 4 tier. The Culling basically doubles-down on the front-line Tank-meltor playstyle, while Shallow Grave is the reverse, being a bit more punishing against squishier heroes than Tanks and forcing them to play a bit more carefully around Malthael to avoid getting “counter-poked.”
Memento Mori feels fairly uninteractive, so I wanted to address that by encouraging Malthael players to stick to a target to build up that damage.
Deathstroke is just kind of a fun and cool idea and I thought would be a neat addition to Malthael’s level 16 tier, giving him a little bit of burst damage.

I’ve got a lot of others, but they’d need the context of the rework concepts I made to make much sense. These are the ones I figured would make sense on their own.

5 Likes

This seems interesting, although I suppose it should grant the cooldown reduction without having the quest. And if you have taken the quest trait on level 1, and somehow you managed to not complete it by level 20, this talent should also be granting you the quest reward benefit while active :smiley:
I even think it can be providing 100% of the level 1 talents. It’s a level 20 talent, so it deserves to be powerful :stuck_out_tongue:

As for some more talent changes I have in mind:

  • Maiev:
    Level 13:

Bladed armor - Each hero hit by Fan of Knifes grants you 5 armor for 5 seconds, stacking up to 15 armor, and heal you for 50-100% of the damage dealt.

Chain gang - Tethering a hero grants you 250 (+4%) shield. Tethering at least 2 enemy heroes also grants you 35 armor for 4 seconds.

Shadow armor - Blink grants 20 armor plus additional 5 armor for each hero hit by Spirit of Vengeance for 3,5 seconds. Maiev’s basic attacks against enemy heroes refresh this duration.

1 Like

Yes but reduce to 35% or 40%. She already has decent energy regen.

a) sure but I would make it to where it can spread to up to 2 other teammates, the second teammate getting 60% heal and the third getting 25% or 30% of original heal. And as for the damage, it could give the initial allied hero being healed an aura around them that damages enemies within a certain range of them. Short range.
b) I like A better
c) I think it would be better if it was like I described in A, just so the initial target doesn’t lose their heal. If need be, reduce the chained heals to lower percentages of the initial heal.

Yes, but I think it should be a small trade off talent. Reduce the energy given from heroes by 10% or and keep everything else. Give her 30% of her max energy.

And yes, to the stun.

Unsure about those Butcher changes. I don’t like the allied death, but I wouldn’t know how to compensate for the meat loss after quest completion.

True. I probably should have specified that.

As someone who loves to heal I’d really like the extra hearth energy regen on Morales as well.

Wouldn’t hurt if Auriel also regen’ed 50 Energy after hearthstoning.

I was playing Artanis the other day and I had an idea for new heroic.

Its based around Phase Prism. Artanis throws out 2 phase prisms (not skill shots) at the two nearest enemy heroes then (within about the same range as Suppressor Pulse) the phase prisms pass through the 2 nearest enemies and target the 2 furthest away enemies within range and switch them. Essentially switching ranged DPS/Healers for Tanks/Bruisers/Melee assassins.

Oh, this one will be hilarious to see, but might be a bit too oppressive :stuck_out_tongue:

1 Like

I forgot to mention it would have a channel to it, to give people a chance stun, reposition, cleanse, iceblock etc.

Imagine a fight near towers and swapping Aba out with Illidan + Hat… its gotta be worth it just for that :smiley:

Artanis: More talents to reduce cooldown for his trait.

Gazlowe: More talents to improve Firin Mah Lazor builds , maybe a level one talent to make deth lazor has a wider aoe and cooldown faster if it doesnt hit any hero.

Any hero : talents to make AA bounce

It’s been a while, but here are few more:

  • Hogger level 16 or 20: Increase D’s duration by 1-2 seconds. While D is active, E’s bounces change your direction by 180 deg instead of mirror-like reflections.
  • Failstad level 16: W deals 50-80% of its damage in an AoE around the original target.
    Note: I’m a were that W build is currently dominating, and such change wouldn’t be healthy, but I think it will be a good addition, once W build has been balanced. I don’t think that his current level 16 talents are worthy of being on that “power tier”. Switching places with his level 13 talents would be reasonable.

Morales might actually be meta again