Winion (multi class hero)

A victim of his time this Minion had enough watching his brethren die to giants with godlike powers in his realm and decided to steal, and drink his local alchemists entire shelf of potions in hopes to get big too! And it worked, sorta, at level 7 similar to Varian he can choose one of three roles, Archer, Tank, and Mage, the Archer gains a blindfold, increased range while, around other Archer minions, as well as give other archer minions (for both teams) increased attack range. The Tank gains a bucket helm, increased protection while, both tank minions, and allies are nearby, similar to Deckard’s trait. The Mage gains a pointy hat, the inherent ability to drop an ally only regen globe on death, and can bribe 2 enemy minions to not only join his cause, but to follow him throughout the map until they meet their inevitable doom, or he does. I was thinking he could play like Murky, but instead of a short death timer, he gains increased HP, and depending on the role, protection/damage throughout the course of the game so long as he does not die, so the goal for him would instead of being a constant pressure keeping nuisance like Murky, his goal is to instead stay alive as long as possible. His Q will be called “charge yur fire ball” which once pressed he, y’know, charges his fire ball, and then chooses the location to throw it, kinda like that robot thing (it throws a lightning ball, kinda boring if you ask me), dealin some heckin good damage. His W will be “Throw” Arrows, which does increased damage to buildings and less so to heroes, he can grab talents to buff this non-heroic damaging ability. His E ability will be called “Nab them Globes” which allows his to steal a regen globes worth of health from his enemies, as well as increase the range that globes are gathered, yes he can steal red globes (does not give them to allies) and gains movement speed when activated for a short time, talents can be picked to increase the life steal, and the healing effects of globes. His R ability will depend on the role he picked, for Archer it would be a toggle buff to the Archer minions, since it buffs both ally and enemy minions you’ll have to be smart about when to have it activated, having the ability toggled on would reduce the Winions total mana by a certain percentage. Mage will be able to use his R to bribe 2 enemy minions to follow him, he gains another ability to grant stealth seeing vision around other mage minions for a short period. The tank gains a taunt, but this taunt works in mysterious ways, it causes friendly minions to focus enemy heroes, and enemy minions to focus him for a short time, and doubles his protective trait. If you chose the Archer path, he gains a bow and his attacks become ranged. If you chose the Mage path, he gains a staff and his attacks do spell damage from afar and when in melee range he beats dudes with his stick for less damage. If you chose tank he gains an axe and shield and smacks people to death. Before level 7 he just punches people. And at level 20 his Tank talent will throw away the shield and axe for his fists again and when taken he will shout “POWAH” all the talent does is make his shout “POWAH” when entering combat with other players. The mage level 20 talent just gives him a bigger stick, we’re talkin “Yuge”. And the Archer talent will give him a “BOOM STICK” which he will shout whenever an enemy or ally dies as well as bring back that horrific gunshot noise that oppressed minorities and destroyed ear drums while playing hunter in Vanilla WoW. I’m thinkin some Murloc costumes would be cool. And give Murky a Murloc skin, them buck-teeth sure are ugly.

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The overall concept of a minion hero is cool and fresh but there are few things:
Multiclass is gone, even Varian is bruiser now. I would imagine him being a support.

He seems to be almost entirely pushing focused hero, another thing devs no longer want. Maybe give him some teamfighting potential.

Also a small suggestion, use paragraphs instead of wall of text. It makes the post much easier to read. :wink:

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Paragraphs aside why does blizz want to remove pushers? With the new siege tanks making games snowball I think blizz should put the third tower back behind the walls again, give stealth characters stealth again, and give pushers their ability to counter a one sided match.

It was just the other day I was in a winning match, with siege tanks alone doing most of the pushing (and killing sometimes, blizz needs to nerf their hero damage tbh) and if it wasn’t for the Nazeebo on the enemy team pushing, we would have won in a landslide with little to no fuss. I think for MOBAs, especially HOTS, pushers/specialists are vital to the overal diversity/health of the games community, they offer a mixed bag of weirdness that are what draws a lot of people to them in the first place. Murky for example is strange as beanz, he can be an assassin late game sure, but he is the definition of what a specialist is, hes good at pushing and being a nuisance, and I think it would be hilarious if his eggs from his level 1 talent were able to be thrown by Garrosh and explode immediately from displacement effects, eggin an enemy fort as Garrosh sounds fun as heck.

The game was much more dynamic when these things existed, and I think bringing in another multi class hero as well as some old mechanics would revitalize the game and make it fresh again, because with the way things are now, all heroes are push heroes, and even though thats the objective of the game I feel that the lines between all the heroes and their roles/uniqueness is starting to blur, with only a few select heroes that have retained it yet have fallen out of the meta and get destroyed in QM games. With fancy skins being the main attraction too whomever you decide on playing nowadays.

I belive that thier argument for making the game more teamfight oriented was that previously some heroes would just push all game without interacting with allies or enemies.
You can see that with changes to map objective (GoT) and exp (forts are less valuable now).

As for the multiclass question. AFAIK significant portion of playerbase dislike Multiclass because they can create problematic situations in team compostions (QM and purposeful picking wrong spec on Varian).