Perigren 'Peri' Williams (Terran Medic) by Sausaletus

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Perigren 'Peri' Williams (Terran Medic)

By: Sausaletus
Last Updated: Aug 22, 2015
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Perigren 'Peri' Williams (Terran Medic)

The Combat Medic

"State the nature of your medical emergency."

A young colonist from Mara Sara whose family was slaughtered by the Zerg. She, too, would have been a victim if not for the intervention of a squad of marines. Determined to save what she could as the Koprulu sector burned, she joined the Colonial Fleet medical corps. Her gruff, no-nonsense manner concealing the pain and loss she has suffered, Peri became known for her efficient, impersonal style of care as she has turned into the consummate battle hardened medic.  Often her determination allowing her to will a squad to survive.  At least long enough so that its mission is complete.

Combat Trait

1
Vital Sign
Mark target enemy, basic attacks against them will restore the attacker's health based on the damage done.

Primary Abilities

1
Healing Spray
Maintain this skill to release a steady stream of medicinal chemicals that will rapidly restore a nearby ally's health over time.
2
Flash Bang
Throw a grenade that will blind enemies nearby where it lands and stun any enemy it directly hits.
3
Stimulants
Target ally gains increased Movement and Attack speed for a short time.

Heroic Abilities

1
Triage
Has a different effect depending on the health of your target.

-COMFORT (Target HP above 75%).  Target gains a Shield and health regeneration.
-CONSOLE (Target HP below 25%).  Target becomes Invulnerable for a short time.
-CARE (Target HP between 25% and 75%).  Restore a large amount of health.
2
Bug hunt
Reveal the area around you.  Enemies within it are revealed while allies deal and receive less damage.

ROLE

Peri Williams is a combat medic, the sort of healer who'd fit well into the comps that a Bloodlust Rehgar would supercharge.  She can be as effetive at setting up kills as a Tyrande, stunning targets and fueling a deadly dive.  At the same time, she kicks out a lot of healing, more than enough to keep her team going.  To compensate a lot of her heals have significant drawbacks to work around, the way that Li Li can't aim her cups.  The result is an aggressive support who bridges the gap between power healers like Uther and team boosting off-supports like Tyrande.

TALENTS

Talents and more details to return!

Other concepts

FENIX, the Steward of the Protoss [Protoss Dragoon] (Warrior)

SELENDIS, Last Champion of Aiur [Protoss Zealot] (Assassin)

SIGFRIED 'SKEETER' BARNS, Ace Viking Pilot [Terran Viking Mech] (Warrior)

EGON STETMANN, Reasonable Scientist (Support)

ALEXI STUKOV, the Living Horror (Warrior)

DYLAN CHAPEL, Fire Fighter [Terran Firebat] (Warrior) 

EMIL NARUD, Herald of Amon (Specialist)

CHO'GALL, The Ogre Mage (Assassin)

The Innkeeper, Master of Cards (Specialist) (WIP)

Ysera, the Sleeping Dragon (Support) (Concept)

Samuro, Fallen Blademaster (Assassin) (Concept)

Blackthorne, Intrepid Wanderer (Specialist) (Concept)

Changelog

8/4 - Removed specifics like healing and damage amounts to rework.  Rewrote descriptions to be more brief and easy to read.  Added links to other concepts.

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Sausaletus (1) | August 5, 2015 3:05am
Thanks for the feedback. Always appreciated.

It helps because I've been thinking about Peri and where she goes wrong. And, yeah, she needs some work. To the point where I've changed her page and removed all the numbers because I want to focus on the concept rather than the specifics until I get a chance to fully rework her.

I cannot emphasize enough, though, how strong I think Healing Mist would be. We have to crunch numbers here but in the version I posted it was 20+5/level health per second (which I saw as a flurry of several smaller ticks just shooting off your target like green sparks) costing 10 mana per second and with a cooldown of 3 - but only if it was interrupted, otherwise Peri could soft-channel all day long. It wasn't a 13 second cooldown, it's none as long as her mana holds out and 3 if she switches targets.

Level 1 is wacky, it's a bad place to look to compare things because of the way that HOTS characters grow in power as they gain in level, it's not like other MOBAs where stat growth more limited, everone's on an accelerating curve. At level 20 that would be 120HPS or 7.2k over a full minute. Do you know how much a tank would give up for that kind of regeneration? And, keep in mind, Healing Spray is a soft-channel, meaning that Peri gets to use the rest of her kit, too, the only thing she can't do is attack and who cares if she does? Not when she's pumping out 120HPS. That is nuts. Best heal in the game level nuts. So good it needs a significant downside nuts, the same way that Li Li's heal (149HPS at lv20, most other healers get 80HPS on their bread and butter heal) is more efficient than most because it can't be targeted and Malfurion's Regrowth also benefits from being a slow trickle rather than all at once (I put its healing at 107HPS at 20, 1070 over its 10 second duration. Regrowth is complicated because you heal for 54.6+12.6/lvl right away and then 136.5+31.5/lvl over 10 seconds or 191.1+44.1/lvl over 10 or 19.11+4.41/lvl a second. The 7 second cooldown means it can overlap some - but that regeneration can't, its duration just resets. So, yeah, call it 20+5/lvl and that's where I set Healing Mist with a high rate of mana burn to keep her from doing it too long.). They need to be stronger to make up for their built-in limitations and they need a limitation to make up for their inherent strength.

Malfurion's Regrowth kicks out a lot of healing, over time, but Malfurion doesn't do burst. He heals over time. That's who he is, as a healer. That's really important to his design, to the point where his last update removed anything that smacked of being able to directly single-target heal. I think characters are defined by their weaknesses, with what they struggle to do, so I like working in a powerful skill with a significant disadvantage for players to work around. Half range or whatever it would be might be too much of such a drawback but I wanted a strong heal with a definite limitation, in keeping with the flavor of the little Terran medic floating autocasting heals on everyone.

Likewise, I think you're discounting a 25% attack speed increase, especially when the movement buff is helping to ensure a target can't kite away. It means attacking every 2/3rds a second instead of 1 (Because a 25% increase in swing speed works out to a 33% decrease in the time between swings the same way that going 10% faster doesn't mean you cover the same distance in 90% of the time. Most characters attack faster than that to begin with). That means 6 attacks instead of 4 over 4 seconds. If those attacks hit for 500 each that's an extra 1000 damage that might be the difference someone limping away and a kill that swings the course of a fight. And there are Zeratul auto-attack builds that hit at least that hard. I was actually worried I set the power level there too hard and it needed a drawback, too, like costing an attacker health or slowing them once it was over or something. It might be too high, it might be too low, but there's a point where it gets to be as scary on an Illidan or a Butcher as an Abathur hat so I was trying to be respectful of that.



Triage was really the key to her build, for me. Like most healers, she's got the heal that everyone takes and the skill that everyone ignores so I know Bug Hunt's a mess, flavor in search of a mechanic, but I also figured it could read 'everyone turns purple' and it would have about as much impact. Triage was supposed to be the big powerheal capstone to her kit and function by rewarding those players skillful enough to consistently hit the right moment in time. And really stinging if you messed up your timing and whiffed, about as much as the Ancestral's that lands a second too late. Or even on that ally who wasn't in much trouble to begin with. If you're early, then they get a massive shield and regeneration to keep them safe. If you're late then you get to scramble to save them for a few seconds more. But if you get it just right, then you save them. I think that idea of a heal where you have to thread a needle could see play, especially on a character with a high skill cap. It probably needs a lower cooldown to be more forgiving, though.

It also might help to know that I see Peri, suited up in combat armor, as having a solid body. More like a frontline, melee healer like Uther or Rehgar than a real squish like Li Li. But, even still, I wanted Healing Spray to be dangerous to use so that players had to figure out a way of getting to blast out all that healing without getting punished for it by the enemy team. It's another tool for Peri that rewards careful positioning and paying attention to the battle around her, as she can't just blindly follow after the tank spamming. You use it when someone dives into the back of your team, instead, keeping your carries topped off as they pull back from engage, or even rush up and heal the tank when you see an opening. Healing Spray is saying to the players, you want to use it but you can't so figure out a way. That limitation, that pull between rushing into trouble to help and staying back to keep safe was supposed to define Peri, give her a niche that other healers lacked. A bridge between off-supports like Tyrande who can't keep a team afloat and strong healers like Uther who can. I think there's a point where Peri can, but she'd have to work for it.

She's a Bloodlust Rehgar who's still able to heal, who doesn't give up on the power of Ancestral's for the offensive buffs. She's aggressive but still support. And she's - deliberately - not that good of a healer. She has a lot of tools but they each have their own drawback (Vital Signs needs someone to stand and be hit. Triage takes proper timing. Healing Mist is just begging for you to overextend.), but I was hoping that in combination they could work well enough. Even at that, she's really more of a sustain healer, ideal for laning or short skirmishes, than she is good at dealing with burst or a long, protracted teamfight. Which doesn't make her ideal for the current meta but, again, trying to carve out a space for her that doesn't overshadow anyone else. But there are other gamestates out there, and Peri's meant for one where support means helping you kill faster and keeping you alive just long enough so you can. I just have to keep carving away at her design to get her there.
1
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Egregorious | August 3, 2015 2:39pm
I like the principle, I would certainly enjoy playing a character with these ideas, however I think some of the details are not very viable in their current state. Working off Dreadnaught's principle that the best supports fix their teammates mistakes;

Healing Spray having a limited cast range means your not flexible at all in teamfights. If you're wanting to heal the tank, say a muradin, during the engagement, you have to pre-cast healing spray while he's in range. This means that you're effectively telling the other team that noone else is going to get any heals from you, and therefore they are more vulnerable. If you don't precast the heal on Muradin, you're either leaving him high and dry, or becoming a giant target by forcing you to get within the limited range. The numbers are also quite low, you're doing 200 healing over 10 seconds with effectively 13 second cooldown for 100 mana, compared to malfurions 190 healing over 10 seconds with 7 second cooldown for 75 mana (at lvl 1).

Flashbang is cool, I always liked throwing Tychus' grenade, and adding a more precise skillshot for extra bonus sounds fun. However, the stun is massive, I don't think any untalented stun in the game does as much as 2 seconds outside of heroic abilities. Regardless of the difficulty of the shot, it's on an 8 second cooldown for a small amount of mana, 2 seconds is probably way too strong.

Stimulants is alright, I sense it would feel like Brightwing's shield, I'm not sure how much 25% movement and attack speed would really benefit a single target for only 4 seconds however. This does seem like just about the only skill outside of one of the ultis that falls under a 'lethal combination' that would shorten teamfights. Compare this to Tyrande, I don't think 25% attack speed amounts to 25% extra damage from even one target, so it's potential already seems less than 1/5th of Tyrande's traits potential from a damage perspective. However, it's defensive power is there too, but again not sure that makes up for it.

Bug Hunt is alright, considering it's cooldown. However I cannot see 10% damage increase and reduction really mattering THAT much considering it can be played around, and the vision is really just a mediocre oracle when you consider a lot of Tassadars talent for the 15 second cooldown. The level 20 version looks very impactful however. You could probably just play with the numbers somehow and make this good.

Triage I have issues with. Most of the time you're not going to be able to pick and choose, unless you're placing a 20% shield and some regen on someone before they engage, but this is certainly not worth an 80 second cooldown. Care is a terrible Ancestral Healing, especially considering it's the most likely version of the ultimate you're going to be casting on someone, and even if Console was a Divine Shield without the movement increase (which I don't think it is, considering lvl 20 adds the unstoppable) then it's simply a nerfed Divine Shield with none of the utility potential that Divine Shield has. So you'd prefer to pick another hero for every single version of this ultimate, and the problem is I don't think you could even buff these specific versions because then she'd just have other heroes ultimates, and that's quite boring, and still suffer from the issue of lack of choice.

Vital Sign is cool.

I do like the hero for the most part, but in the details she doesn't have enough heals to be a solo support (I realise that's not what you're after), and her aggression just isn't enough to make up for it. It'd probably also be better received if she was an actual character from Starcraft, since a lot of people had an issue that Sgt. Hammer wasn't from the game, but these are just my opinions.
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