silver0scale
New member
Just a bunch of ability idea that I have, with no specific hero in mind. Maybe it will inspire new hero.
== Set Ability
1. Plasma Spirit - Active - Fire a fast moving, highly energized balls in a straight line. The hero that fire the Plasma Spirit can detonate it by shooting it, causing it to explode and dealing AoE damage. Otherwise it only damage whatever it hit.
2. Spirit Release - Active - Charge up their weapon to fire a ray of plasma. Convert bullet damage to spirit damage. Can be use to detonate Plasma Spirit for additional damage/aoe radius.
== End Set
== Set Ability
1. Peeking Through - Active - Create a tunnel through a valid wall or floor for bullet. (Just imagine the Portal gun that create a portal on the other side of the wall) Allowing Allies to shoot and see through it. (Enemy only see a distorted portal but they'll know its there.)
2. Walking Through - Active - Create a big tunnel on a valid surface (Wall of X thickness, valid exit on the other side) Allowing player to travel through them.
== End Set
== Set Ability
1. Assemble Drone - Active/Charge - Summon a drone for set duration, that follows and hover around the summoner. Shoot at where the summoner fire their gun, Deal a percentage of summoner's spirit damage. Can have multiple drone up at once.
2. Drone Strike - Active - Throw a drone at the target location and explode. Allows expired drone to launch themselves automatically.
== End Set
== Set Ability
1. Martial Art - Active - Disable gun for the effect duration or until ability is cancel, increase movement speed, bullet resist, slow resist. Increase melee damage and become immune to parry. Each successive melee attack increase the melee damage further and slow down the target during the effect.
2. Flying Kick - Active - Do a flying kick, launching the hero forward and dealing damage, count as melee (Thus parriable?)
3. Close Quarter Combat - Passive - Bullet damage now increase Melee Damage, Spirit now increase melee lifesteal.
== End Set
== Set Ability
1. Illusion - Active - Create a puppet a set distance away from the hero, Puppet mimic all hero movement and attack. Puppet take damage like the hero do but is destroy after health reaches a certain threshold. Puppet deal only X% of hero damage. If Hero use ability, Puppet will use fake ability.
== End Set
== Set Ability
1. Ammo Disappearing Act - Active - Fire a projectile forward, if it hit, deal small damage but take a percentage of enemy ammo away and restore ammo on self.
== End Set
== Set Ability
1. Plasma Spirit - Active - Fire a fast moving, highly energized balls in a straight line. The hero that fire the Plasma Spirit can detonate it by shooting it, causing it to explode and dealing AoE damage. Otherwise it only damage whatever it hit.
2. Spirit Release - Active - Charge up their weapon to fire a ray of plasma. Convert bullet damage to spirit damage. Can be use to detonate Plasma Spirit for additional damage/aoe radius.
== End Set
== Set Ability
1. Peeking Through - Active - Create a tunnel through a valid wall or floor for bullet. (Just imagine the Portal gun that create a portal on the other side of the wall) Allowing Allies to shoot and see through it. (Enemy only see a distorted portal but they'll know its there.)
2. Walking Through - Active - Create a big tunnel on a valid surface (Wall of X thickness, valid exit on the other side) Allowing player to travel through them.
== End Set
== Set Ability
1. Assemble Drone - Active/Charge - Summon a drone for set duration, that follows and hover around the summoner. Shoot at where the summoner fire their gun, Deal a percentage of summoner's spirit damage. Can have multiple drone up at once.
2. Drone Strike - Active - Throw a drone at the target location and explode. Allows expired drone to launch themselves automatically.
== End Set
== Set Ability
1. Martial Art - Active - Disable gun for the effect duration or until ability is cancel, increase movement speed, bullet resist, slow resist. Increase melee damage and become immune to parry. Each successive melee attack increase the melee damage further and slow down the target during the effect.
2. Flying Kick - Active - Do a flying kick, launching the hero forward and dealing damage, count as melee (Thus parriable?)
3. Close Quarter Combat - Passive - Bullet damage now increase Melee Damage, Spirit now increase melee lifesteal.
== End Set
== Set Ability
1. Illusion - Active - Create a puppet a set distance away from the hero, Puppet mimic all hero movement and attack. Puppet take damage like the hero do but is destroy after health reaches a certain threshold. Puppet deal only X% of hero damage. If Hero use ability, Puppet will use fake ability.
== End Set
== Set Ability
1. Ammo Disappearing Act - Active - Fire a projectile forward, if it hit, deal small damage but take a percentage of enemy ammo away and restore ammo on self.
== End Set