There aren't many get in-get out harass heroes in the game, and I think a little more of that could be good for variety. The risk/reward associated with it is a playstyle I've found fun in hero shooters, granted I have no other MOBA experience.
The first ability would be a short range teleport...
Bump. Speaking of Kelvin, he has three abilities that can be cancelled. Thankfully his ult can be cancelled with the ability key, but when using ice beam and ice path simultaneously, is isn't possible to cancel one and not the other. Players have to either use both until the end, or cancel both.
Oh wow, I didn't realize it had been going on this long. I've definitely experienced some issues when it comes to selling to make space, and weird issues here and there. This update seems to have made it especially bad though, because it was never consistent enough previously for me to figure...
Love the concept, I don’t know about the kick though. He seems very close range and so sending enemies away seems a bit counter intuitive. Also a 7 second cripple is insane, that number would need to come way down lol
I think refiring the exact projectiles that are absorbed is a bit much (probably not easy to implement, and also just unnecessary) but I like the general idea.
Maybe even one ability that absorbs damage, and another that sends it back out, with a shared cooldown, and a cap on how much damage...
I could get into this if it’s effect was limited in some way - soul multiplier for x minutes, stops breaks after death, breaks the next time you enter the shop, etc.
I could also see a mechanic where it chooses its slot randomly, to add to the risk factor of picking it up.
Overall I like the...
This would be infuriating to play into. The only way I see this being even somewhat balanced would be as a consumable (which I don’t think would belong in this game anyway) with a high price, that drops a destructible in the place you want to teleport to.