Dekker is a ranged control caster whose niche is controlling large groups of enemies. We wanted Dekker to have a higher skill ceiling and a passive mechanic that encourages skillful execution. Her lobbed Q ability and her delayed E ability will require both skill and situational awareness to execute properly, meaning that gaining mana back from successfully hitting heroes with her abilities through her passive ability will not be freely granted to players. As a control caster, she also requires some utility, and so her Ion Boosters will give her some vertical and horizontal mobility to make either aggressive or defensive plays, while also helping her nearby allies to do the same. A nuance of her Ion Boosters is that it is guaranteed mobility in the direction the player is facing, meaning some mechanical execution is required to utilize this reliable mobility in the intended direction while also using her abilities and influence in another. Finally, her ultimate ability Ion Fence is her staple game-changing ability that, under the right circumstances, can pin down an entire enemy team for slaughter.
GRIM.exe is a ranged, hybrid carry that can be played and itemized in various different ways. We wanted to take the opportunity with a unique hero and make him our first hero to be based on energy as a resource and not mana. We wanted GRIM to have both energy and physical power scalings on most of his abilities in order to enable him to be itemized as both a mage or as a basic attack carry. As a basic attack carry, all forms of his Q receive less scaling from physical power, but the itemized attack speed has a growing, positive feedback loop through his passive and E ability that enables him to be an effective basic attack carry that still has some utility and ability damage through his Q, E and R. As a mage, energy power is scaled higher through all forms of his Q and also through his ultimate and passive ability, allowing his abilities to chunk while his slower but more empowered LMB (through his passive) provides him with consistent damage. His RMB shield is a staple defensive option for GRIM that allows him to absorb an incoming enemy ability, while also reducing the active cooldown of his Q ability. GRIM will be a high skill cap and a mechanically intense hero that we hope will provide a challenge to players that want to master him.
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