


Unquestioned Authority (W)
Amplified Keystone (E)
Dominion Contract (Active)
Promotion Granted (Q)
Quest: Hit enemy Heroes with Indoctrination explosions.
Reward: After hitting 6 Heroes, Indoctrination grants 25% Movement Speed to allied Heroes while active and for 2 seconds after expiring.
Reward: After hitting 12 Heroes, Indoctrination no longer damages allies, and its explosion deals 40% increased damage to enemy Heroes below 50% Health.
Reward: Hitting 5 Heroes with a single Indoctrination explosion grants all other rewards and reduces Indoctrination's Mana cost by 30.
Emperor's Decree (W)
Quest: Kill enemy Heroes within the last 2 seconds of Post Bounty.
Reward: After killing 5 Heroes, Post Bounty's duration is increased to 8 seconds.
Reward: After killing 10 Heroes, Post Bounty reduces the Armor of enemy Heroes by 10 while active.
Imperial Threat (Trait)
Quest: Apply Propaganda to enemy Heroes.
Reward: After applying Propaganda for 50 seconds, the cooldown reduction of Indoctrination and Insurance Policy through Propaganda is increased to 6 seconds.
Reward: After applying Propaganda for 100 seconds, increase the duration of Propaganda to 4 seconds.
Brave Sacrifice (Q)
Wolves of War (W)
Shocking Revelation (E)
Elite Insurance (E)
Narcissism (E)
Law and Order (Trait)
Pride of Augustgrad (Q)
Sons of Korhal (Q)
Medical Blackout (Trait)
Expanded Arsenal (Active)
I Rule This Realm (Heroic R)
Burn This Realm to Ashes (Heroic R)
Contaminated Bounty (W)
Second in Command (E)
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1) [Royal Guard] has almost the same design flaw as Support Tassadar. Giving 40% bonus Attack Damage for 4 seconds from the get go means that Mengsk would be used for "hypercarry" comps and not much else. What is worse is that the enemy team cannot do anything about it, and the "drawback" of the target taking some damage when the effect ends is insignificant. Also, thematically, what does this have to with guarding?
2) [Earthsplitter Ordnance] can damage Structures. Without even requiring vision.
3) [Dominion Contract] starts with charges. It is not the best idea to give Mengsk an ability to steal the enemy camps from the very start of the match.
4) [Promotion Granted] exacerbates what I was saying. Also, since this Quest that relies on your teammates, placing it on Level 7 makes it one of the hardest to complete.
5) [Emperor's Decree] is toxic for both sides. It forces Mengsk to always "wait" for the cast and makes the enemy team suffer if they have characters like Rexxar or TLV.
There are other things that I am not so sure about, like [Sons of Korhal] being basically mandatory (like every Cleansing talent) and [Our Snake Now] doing what it is doing, but these five is what concerns me the most.
Overall, I feel like this concept is greatly limited by [Royal Guard] being the way it is right now. It is also really mild when it comes to "weakening" the enemy team, despite that supposedly being the main theme.
I do think it can still work. I have a lot of suggestions:
1) More Health. Mengsk has almost the same amount of HP as Baleog. He will get killed the moment he shows up on the map.
2) Increase the [Propaganda] damage reduction to 25%, but remove the bonus damage reduction.
3) Move [Propaganda Tower] from Active to D. I do not see why it needs to take up an Active slot.
4) [Propaganda Tower] has an extremely small HP and reach. Either increase its Health to 500 or radius to 10.
5) Replace the 40% Attack Damage bonus of [Royal Guard] with 20% damage bonus total. This allows it to be used on more than just AA monsters.
6) Make [Post Bounty] deal 110 damage instead of applying an empowered [Propaganda] effect.
7) Increase the damage of [Insurance Policy] to 20 and its Slow to 25%, but remove the bonuses of every 4th hit.
8) [Psi-Destroyer] needs a lot of buffs. It is so fragile that it would get destroyed before it could even start working. I am not even sure what to do with it.
9) [Psi-Emitter] Zerglings need a lot more Health. They are getting killed by Minions before even reaching them.
10) [Earthsplitter Ordnance] requires vision OR cannot damage Structures.
11) Either make [Dominion Contract] start on a cooldown or replace it with a new talent.
12) [Brave Sacrifice] increases the damage with each hit instead of Basic Attack.
13) [Wolves of War] applies [Propaganda] instead of dealing damage.
14) If Quests are to remain Quests, switch Level 4 and Level 7 talents. However, I suggest to simply rework them into normal talents.
15) [Emperor's Decree] increases the XP bonus within the LAST 2 seconds OR it does not increase the XP bonus at all.
16) [Shocking Revelation] and [Elite Insurance] are offensive talents for a "get off of me" tool. Strange.
17) Increase the Armor bonus of [Law and Order] to 25.
18) Rework [Sons of Korhal] to remove disabling effects upon explosion and keeping the damage bonus for 4 seconds upon doing so.
19) Increase the healing reduction of [Medical Blackout] to 25%, but decrease its healing to 50 and remove the healing bonus per affected enemy Hero.
20) 'I Rule This Nexus' and 'Burn This Nexus to Ashes' renamed to 'I Rule This Realm' and 'Burn This Realm to Ashes' respectively.
I was initially hesitant on giving allied Spell Power on a Basic Ability since in game, there are no baseline ways of increasing the Spell Power of another ally at level 1.
Regarding its name, it was initially supposed to be 'Royal "Guard"', a play of words on Mengsk's Royal Guard from SC2 co-op army, but yeah it doesn't really have much to do with guarding as Mengsk is not a direct buffer to allies. To lessen the confusion, I've changed the name to 'Indoctrination'.
As for the counterplay part, I've reduced its explosion radius. Now it's only really a problem to enemies who are very close to this target.
It wasn't supposed to. I've changed that. Thanks for pointing it out.
So the idea was for Mengsk having his own powerful yet flawed version of [Bribe] in a similar way Alarak has with [Bolt of the Storm] through [Last Laugh] (different talents, but I mean as in 'modified generic talents'), hence why it was easier to capture Mercenaries, but said Mercs would be weaker. I've reworked this to function like a modified Bribe, but for Mengsk, he requires much less stacks to bribe a Merc (10 stacks). The modification of the Mercs themselves remain.
I was really hesitant on making Mengsk tanky by default since he's a loose adaptation of his home counterpart where he doesn't frontline by himself. I now see 1150 was extremely low even for someone who isn't supposed to frontline. I've increased it to 1400. Still not frontline-worthy, but definitely more manageable.
I wouldn't really call [Sons of Korhal] mandatory since there are few instances where a Cleanse isn't worth picking (i.e. the enemy team's CC isn't that oppressive), but I see your point. Regarding [Our Snake Now], I believe it's a fair talent given the tier it is placed in.
I've applied this, but I'm still hesitant on a baseline Spell Power reduction that is very easy to apply, that's why it was 15% by default and 35% against Mengsk.
May I know the reason for this swap? I've made this change, but I'm curious. The reason [Wolves of War] dealt damage is because level 4 (now level 7) talents were categorized to be the 'damage tier'.
Both Health and damage are increased.
I didn't realize that base Minions had way more Health. This is changed now. Zerglings are drastically buffed.
Applied (the tier swap). I wanted Mengsk to have a tier exclusive to power increase through Quests.
So for [Shocking Revelation], because of its tier, its purpose is to increase damage, while level 13 talents are for Mengsk's own survival. While I did say that [Insurance Policy] is primarily for "get off me", I think it's okay for it to have damage increase and added utility.
Like the default Propaganda, I was hesitant on its percent values cause Propaganda itself is very easy to apply and maintain. I did apply this change in the end.
I did not mean Spell Power, just increased damage output. These are mechanically different, as Spell Power also affects healing.
I do not mind the idea, just the execution.
The problem is that it was too easy, and said Mercenaries also gained bonus damage.
1) Since the damage reduction of [Propaganda] was increased, allowing Mengsk to almost halve the damage of a Hero with a point-and-click ability for 6 seconds would be unwise.
2) Making [Post Bounty] deal damage baseline allows for funny early game kills and grants Mengsk a reliable source of damage, as he was forced to either rely on his allies diving or risking himself by being very close to enemies.
3) I miscalculated with the [Wolves of War] change, as [Post Bounty] would already apply [Propaganda] because it now deals damage. My bad.
I now suggest changing [Wolves of War] to:
Post Bounty deals 40% more damage and reveals the target for the duration. When it expires, the target is Silenced for 1 second.
Pasive: Reduce the cooldown of Post Bounty by 5 seconds.
Again, going off the fact that Mengsk is supposed to "debuff" enemies more than he "buffs" allies, it was strange how this talent was much more about healing than antihealing.
But only half of it? May I ask why?
I suggest giving [Propaganda Tower] its own slot in the concept instead of putting it inside the [Propaganda] description. You can have more than one Combat Trait.
My bad. I've accidentally read it as "decrease its healing to 50 OR remove the healing bonus per affected enemy Hero". It's changed now so it's no longer stackable.