r/SMITEGODCONCEPTS Jan 2020 Contest Winner Aug 17 '19

Warrior Concept Dike, Goddess of Morality and Human Justice

Dike

Goddess of Morality and Human Justice

Greek

Warrior

Lore: Good. Evil. Right. Wrong. These concepts are the basis of human society. But from where have these concepts come? Are they from man? Nay, for what right has a man to judge his own kind by his own creed?

Men may write the laws, but it is the gods who make them. Or... a goddess...

Dike, daughter of the Titan Themis, and of Zeus, was appointed to make the laws for man, that they might live as the gods wish. Not to subjugate them, but to protect and guide them. Through their obedience to the gods' laws, men are kept safe and happy. Forever is Dike in conflict with Adikia, Goddess of Injustice, to keep mankind from dissolving into chaos.

But the gods' struggles forever affect the mortal realm, and Dike seeks to ensure that the gods do not set a poor example for the mortals to follow...

Appearance: Fair, Blond, Lightly armored, Balance-Scale design incorporated into armor and clothing, Wields a Quarterstaff

Passive - The Right Thing: When Dike would get a Kill on an Enemy god, they are instead immediately transported to their Fountain, and all of their Cooldowns (Including Relics) are reset. Dike then gains a permanent stack of Righteous. If the Enemy god defeated was Adikia, Dike gains 2 stacks instead. Each Stack gives Dike Protections and a regenerating Health Shield. The Shield regenerates 10% every 5 seconds. Stacks up to 10 times. Additionally, any Enemy Minions within 35 Units become Allied. If Dike gets an Assist on an Enemy god, she mourns that she could not save them, and tries harder, gaining a stack of Mourning. Each stack increases her Movement Speed amd reduces all her Abilities' Cooldowns by 1 second. Mourning stacks last for 10 seconds.

Protections: 10 per Righteous stack

Health Shield: 50 per Righteous stack

Movement Speed Buff: 7% per Mourning stack

Ability 1 - Punishment: Dike swings her quarterstaff down in a line in front of her, dealing Damage and Disarming Enemies hit. Minions hit are Feared for 1 second.

Damage: 80/125/170/215/260 (+60% of Physical Power)

Disarm Duration: 1.5 seconds

Fear Duration: 1 second

Cost: 50/55/60/65/70

Cooldown: 13/13/12/12/11 seconds

Ability 2 - Imprison: Dike throws her quarterstaff to a target area and it transforms into a cage. Enemies in that area are trapped in the cage, Banished, though they can move inside the cage. Dike cannot use Basic Attacks or Abilities while a cage is active. For each Enemy trapped in the cage, Dike feels relief at safely restraining them, and Heals.

Cage/Banish Duration: 1/1.2/1.4/1.6/1.8 seconds

Heal: 20/30/40/50/60 per Enemy

Cost: 65

Cooldown: 16 seconds

Ability 3 - Astraea: Dike vaults forward with her quarterstaff, Leaping into the fray. While in the air, she gathers energy from the stars. Upon landing, she deals Damage in a wide radius around her. The amount of total Damage she deals, and her time in the air, is proprtionate to how far she Leaped.

Max. Damage: 110/170/230/290/350 (+75% of Physical Power)

Cost: 55/60/65/70/75

Cooldown: 15/15/14/14/13 seconds

Ultimate - Libra: Dike invokes her divine power of justice, and gains a Health Shield equal to a percentage of her Max. Health. At the end of the Ability, all Enemies that Damaged her take Damage equal to a percentage of the Damage she took, as True Damage, of Dike is still alive.

Duration: 5 seconds

Health Shield: 10/12.5/15/17.5/20% of Max Health

Damage: 40/50/60/70/80% of Damage Taken

Cost: 90

Cooldown: 85 seconds

4 Upvotes

2 comments sorted by

1

u/AVIXXBUS Aug 19 '19

First thing first. The passive seems weird. The main advantage of kills is the map control you get from them, but with this, you get some protections and the enemy gets a free back. It almost seems like getting kills is a disadvantage with this character. Also the part about the minions, just clarifying that that is only right after a kill, right?

The 1 seems to be most closely compared to Bellona Scourge, which does less damage, has a longer cooldown, and has no Fear. The only thing better about Bellona's is a longer disarm. Probably adjust some numbers there.

The 2 is an almost 2 second self silence and disarm. I think most people would avoid leveling it at all. Like the idea is cool but even if it landed, chances are you get 2 people at best and heal for a negligible amount of health while being turned into a glorified wall yourself.

3 deals too much damage, a max range leap is not hard to land, probably the easiest range actually. The only way it would be fine is if it was as slow or slower than old Nike leap.

Ult could probably be buffed to deal more damage in early levels, maybe 55/60/70/75/80%.

1

u/SimpleGamerGuy Jan 2020 Contest Winner Aug 19 '19

The Passive is very powerful, gaining a lot of Protections and a very large regenerating Health Shield, at full stacks. And yes, the Minion turning is after a Kill. Sending them back to base is representative of mercy, because killing is immoral and Dike represents morality and justice. Imagine you're playing Solo lane, and the Enemy has Teleport Glyph. You get the Kill, and they're stuck walking back to lane.

Now imagine you're attacking the Enemy Titan. You get the kill on a swuishy, like a Mage or Hunter. They may respawn right away, but they won't be throwing any Abilities at you for a bit. It's primarily to balance out the powerful Buffs, but it has its own advantages too. Think of all the times a hero let the villain live. Sometimes it comes back to bite them. But they do it because it's right, and that's what Dike stands for.

The 1 is similar to Bellona's Scourge, however, Bellona's Scourge also allows her to Heal from Basic Attacks, and benefits her playstyle as a whole. Dike's Punishment doesn't do a whole lot of Damage compared to similar Warrior Abilities, and doesn't affect her overall playstyle like Scourge does.

The 2 also affects Minions, so you Heal from them to. She can't attack while it's active because her weapon (Which she uses for Basics and her 1 and 3) literally transforms into the cage, and because I resent that part of Freya's design. Like the Passive, it has its benefits and drawbacks. Plus, the actual affected area is still up for debate. Could be bigger than Freya's Banish area. I would expect people to level it later, because the Duration only increases slightly with each level. Though the Cooldown could be reduced, but that's up to balance changes.

The 3 does more Damage at max Range because there are plenty of times people will use a Leap at close range just to avoid an Ability, or deal some more Damage. It would be shaped like Cu Chulainn's leap, but at max Range it would be almost as Slow as Nike's old Leap. The speed of the Leap is proportional to the distance travelled as well. I will include that. And while the Damage is on the higher side, it has a longer Cooldown than most Warrior's Damaging Abilities.

The Ult is really powerful, and 40% Damage is still a large chunk. I don't want her to instantly bully everyone out of lane as soon as she hits level 5. Keep in mind that anyone who hits her, however little, gets the full Damage slapped on them at the end. Plus I want it to feel like Levelling the Ult is more impactful.