Murloc Regeneration
Each regen globe augments you and your murlocs' health regeneration by 0.5. Every 5 globes gathered gives Murkdeep an extra 3 health regen, exclusive to him.
Seasoned Hunstman
Every 6 minion kills near Murkdeep increase his auto attack damage by 1. Every 2 auto attack damage he gains, his murlocs gain 1.
Armored Scales
Every regen globe picked up augments the damage reduction bonus from your trait by 0.2%.
Hunt as a pack
Increase the maximum amount of Murlocs you can get from your trait by 1 for every 10 hero kills you earn. (Murky and the Lost vikings, as well as Misha, still count for 0.25 for this. Rexxar, as in the tallies, counts for 0.75.) Maximum amount of murlocs gained from this is 3.
Vulnerability from Nova or Tyrande is 25%, this means that Murkdeep would be able to nulify and even overpower Vulnerability. Plus Armored Scales doesn't have a maximum, meaning you could get 50%, or even more.
Would Weapon Shift reset auto-attacks? It would allow people to get A LOT of damage out with the talents Shaperned Blade and Bloody Business. I think Bloody Business should be either nerfed, or moved up to a higher tier with better choices.
Is Engaging Throw a skillshot? By making it a skillshot, it would make it harder to hit, reducing the possibilty of you rooting a target for 1.5 seconds.
As far as vulnerability goes and interacts with his trait, yes his trait would cancel out vulnerability --- but, as I should add, I believe vulnerability stacks, so it could cancel out his trait. Also, his murlocs have very low health and they are all melee -- he cannot bring them out of a fight unless he walks way out, making him unable to re engage quickly. His murlocs don't get the resistance. Raynor also gets something like that with a talent on his self heal. I also think Murkdeep (as a melee assassin) has very little health, but I could nerf it further if that's a true concern. I just wanted to make it so that you have to kill his murlocs to make any confrontation equal -- he has little damage, aside from his murlocs and so a lot of his output will be coming from his murlocs, or interactions with them.
Armored scales does not have a maximum, indeed. I'm thinking about nerfing it down to 0.2% per regen globe, simply because on maps that aren't lane focused, it'll be much harder to get enough regen globes to make it have any consequence. I believe 0.1% would be too weak, as you'd get +2% out with 20 globes, which is what a lot of people stop at in a lot of globe-gathering talents, so you'd have to make it your primary focus to make it have any true consequence, but I'm open to suggestions and I'll try seeing if I can switch up the numbers!
Weapon Shift does reset auto attacks, but keep in mind that the cooldown is 15 seconds, so odds are you'll get to switch your weapon out once in a fight -- and the bleeding effect from the axe does not stack. Keep in mind that his base damage is pretty low, being at 195 damage per second at level 20 -- with the sword/spear (it goes to be at around 187 with the axe speed reduction and with the 15% damage bonus -- assuming the attack speed is 1.446, which is what i got on a calculator. Stuff seems to go awry sometimes though, so you can try and calculate yourself if that's right) , and that his bleed damage applies to one auto attack (so it would be, with bloody business, 30% of 110, which is 33, over 3 seconds. So 11 damage a second for 3 seconds.), and that it does not stack -- as I plan to add a talent that allows it to stack and refresh, as well as adding a sword/spear path for weapon talents, so that you can decide to see if you want to make the axe more prominent, or the sword/spear. I will definitely look into the numbers further though, and see if they truly do need nerfing/buffing/changing.
Engaging throw is a skillshot -- thank you for reminding me to add it -- but it will only stop at heroes or structures. Minions will not block the throw. The projectile speed is 175% (which is faster than mount speed by 35%, I may look into the speed to see if it is balanced).
Thanks for voicing your concerns. I appreciate it! I'd appreciate for you (or anyone) to voice further concerns in comments, as well as on my other concepts, as feedback is always appreciated.
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Vulnerability from Nova or Tyrande is 25%, this means that Murkdeep would be able to nulify and even overpower Vulnerability. Plus Armored Scales doesn't have a maximum, meaning you could get 50%, or even more.
Would Weapon Shift reset auto-attacks? It would allow people to get A LOT of damage out with the talents Shaperned Blade and Bloody Business. I think Bloody Business should be either nerfed, or moved up to a higher tier with better choices.
Is Engaging Throw a skillshot? By making it a skillshot, it would make it harder to hit, reducing the possibilty of you rooting a target for 1.5 seconds.
As far as vulnerability goes and interacts with his trait, yes his trait would cancel out vulnerability --- but, as I should add, I believe vulnerability stacks, so it could cancel out his trait. Also, his murlocs have very low health and they are all melee -- he cannot bring them out of a fight unless he walks way out, making him unable to re engage quickly. His murlocs don't get the resistance. Raynor also gets something like that with a talent on his self heal. I also think Murkdeep (as a melee assassin) has very little health, but I could nerf it further if that's a true concern. I just wanted to make it so that you have to kill his murlocs to make any confrontation equal -- he has little damage, aside from his murlocs and so a lot of his output will be coming from his murlocs, or interactions with them.
Armored scales does not have a maximum, indeed. I'm thinking about nerfing it down to 0.2% per regen globe, simply because on maps that aren't lane focused, it'll be much harder to get enough regen globes to make it have any consequence. I believe 0.1% would be too weak, as you'd get +2% out with 20 globes, which is what a lot of people stop at in a lot of globe-gathering talents, so you'd have to make it your primary focus to make it have any true consequence, but I'm open to suggestions and I'll try seeing if I can switch up the numbers!
Weapon Shift does reset auto attacks, but keep in mind that the cooldown is 15 seconds, so odds are you'll get to switch your weapon out once in a fight -- and the bleeding effect from the axe does not stack. Keep in mind that his base damage is pretty low, being at 195 damage per second at level 20 -- with the sword/spear (it goes to be at around 187 with the axe speed reduction and with the 15% damage bonus -- assuming the attack speed is 1.446, which is what i got on a calculator. Stuff seems to go awry sometimes though, so you can try and calculate yourself if that's right) , and that his bleed damage applies to one auto attack (so it would be, with bloody business, 30% of 110, which is 33, over 3 seconds. So 11 damage a second for 3 seconds.), and that it does not stack -- as I plan to add a talent that allows it to stack and refresh, as well as adding a sword/spear path for weapon talents, so that you can decide to see if you want to make the axe more prominent, or the sword/spear. I will definitely look into the numbers further though, and see if they truly do need nerfing/buffing/changing.
Engaging throw is a skillshot -- thank you for reminding me to add it -- but it will only stop at heroes or structures. Minions will not block the throw. The projectile speed is 175% (which is faster than mount speed by 35%, I may look into the speed to see if it is balanced).
Thanks for voicing your concerns. I appreciate it! I'd appreciate for you (or anyone) to voice further concerns in comments, as well as on my other concepts, as feedback is always appreciated.