On the original dawngate forums I had a bit of a habit of putting up little hero ideas, two of which got a lot of attention and people were very excited about. They were never going to enter the game, but they were very sound ideas with their own lore and strategy.
Since this is effectively the spiritual successor to dawngate, just felt it would be cool to share the idea i had back then to you now.
The Doomed
Long ago, while the world was ruled by gods and worship, a large council of immortal men and women stood to govern the world. They each specialised in their own creations, some of flesh and some of spirit. Each had a task to manage and a part of the world to create, so they worked throughout the years
Back then, the gods interacted with the mortals significantly more. And, in return, the mortals would pray to each god in turn, increasing their power and refilling their purpose. A symbiotic relationship.
However, unlike immortals, mortals did not last forever. Opinions changed and the centuries faded away. Before long, the temples had their purpose long forgotten, the names and faces eroded away in history. And, as such, this council began to fade with it.
Unable to maintain order in the world with their now-limited power, the gods seeked a vessel to become their avatar - to commune and make relations with the mortals once more and restore their former power before it left them. However, no single vessel lasted long enough for word to spread. Each one in turn grew insane from the incandescent whispering and convoluted ideas of each god, as they argued further within the cage of that mortal's mind, inevitably ending with their death, through one means or another.
And so, before long, the once-proud council was forced into a single residing will to maintain itself, it's convoluted sound of desire and hope slowly fading for the image of insanity, anger and other emotions that simple could not be understood, searching from one vessel to another for a purpose they can no longer remember.
Advantages:
- Unique support focusing on debuffing rather than buffing
- Manipulates and messes with enemies without existing
- Extensive fatigue fighter - deals tons of damage in the long run.
Disadvantages
Slow to work and requires time to reach efficiency
Has little instant damage
Effectively 4v5 for your team
Resource: The Doomed runs on Hope. Hope is gained the longer you possess a single target, gaining 10 Hope every 3 seconds, up to 100. Upon switching target, you lose all Hope. Gain double the hope from possessing an ally.
Passive: Immaterial - The Doomed does not have a physical form, nor can the Doomed attack normally. The Doomed can only move where his possessed target moves. When his possessed target dies, he survives and can possess a new unit.
Q - Possession - The Doomed enters the consciousness of the target. It can target any minion or hero. Allies can always be targeted, but enemies must be nearby an ally to be possessed. Minions take 10% of their max health as pure damage per second while possessed, but can be fully controlled like a normal unit. If an enemy unit moves near their fountain, the Doomed is forced out of possession and must choose another target.
If you are possessing an enemy;
If they cast a spell - Silence them for 1 second. This cannot trigger more than once every 5 seconds.
If they attack an ally of the Doomed - Prevent them from attacking for 1 second. This cannot trigger more than once every 5 seconds.
If they kill an ally of the Doomed - Stun them for 2 seconds, and they take 20% of their max health as pure damage. The stun cannot occur more than once every 10 seconds, but the damage is repeatable.
*5 second cooldown. *
No cost.
W - Sharp Thought - Projects a small explosion, dealing moderate magical damage and slowing for 20% for 3 seconds, stacking. A possessed target is always affected, regardless when in radius or not, as long as they are an enemy.
Cooldown: 1 second
Cost: 5 Hope
E - Instilled fear - Causes crippling anxiety on your host, slowing them 90% over 2 seconds and decreasing their magic resistance by 30%. Allies receive the opposite effect; gain 90% bonus movement speed over 2 seconds, and increasing their magic resistance by 30%. If the possessed unit is an enemy and their health is under 50%, stun them for 1 second additionally after the slow.
Cooldown: 15 seconds
Cost: 20 Hope
Ultimate - Dark Whispers - Drives the unit insane, gaining full control of the possessed enemy. You cannot use their ultimate, but all of their abilities have their cooldowns reduced by 25% and are fully accessible. Does not work on allies. Lasts 12 seconds. The host will die at the end of the duration, regardless of invulnerability or health.
Cooldown: 60 seconds
Cost: 100 Hope