Abilities with Permanent Scaling Ideas

Uio

New member
Now, the ideas for the title aren't up to code, but I'm hoping that some of these abilities are a lot more interesting. The idea came to me after the bebop buff nerf whirlwind where the scaling for the bomb was all over the place and I thought to myself: "There must be a better way!!!!!"

Spirit Decanter:
This is an ultimate ability that drops a spirit whenever a hero dies. It grants a buff to Health, Spirit, Firerate and Gun Damage based on the stats they had when they died. So if somebody died and they had 100 gun dps, 140% total firerate, 2k health and say 60 spirit a buff that grants 20% of that would give 20 gun dps, 28% firerate, 400 health and 12 spirit for the duration.
If this ability is used on an enemy hero, a smaller portion is added to each respective category as permanent stats (Say 5%) and any new decant on enemy heroes would replace the old one if it's higher. So if you have 100 permanent health and you would get 120 permanent health, the old 100 is thrown out and you'd gain 20 more health. Since there are a lot of values it could be shown either on the tooltip, or on the side like the preview of what items do to your damage/range/etc

The cooldown should be fairly low for ultimates, maybe 40-50s, but with a nice duration.
The skill upgrades could include things like Duration, temp/perm amount increase, Cast range, Cooldown.

Essence Slork:
This would be your classic ability 3 passive. Slork applies some of his Slorkssence (Slorking Essence) into each bullet, building up Essence Slork. When the Essence Slork reaches full, the target loses 1 boon of stats and slork gains one of his. The duration for the buildup would be a lot shorter than the actual steal duration, which could even scale a little bit with spirit power.

Skill upgrades for this could be: +Ammo per slorked stack, +More Slorkupper buildup, Stack Duration (Maybe include the scaling?), Firerate steal per Stack


Manharvester:
Dealing damage to enemy heroes grants stacks, which empower your other abilities. These stacks would apply to things spirit scaling usually doesn't, like projectiles (Think mina bats). Each time you complete a stack, the required damage for the next one goes up. Say it starts like 200 and scales by 200 you would need 200 for the first one, then another 400 for the next one. Here's a table for this example:
200400 (600)600 (1200)800 (2000)1000 (3000)1200 (4200)1400 (5600)1600 (7200)1800 (9000)2000 (11000)
It would probably have to be more aggressive than even this, but you get the idea. Easy to get some stacks, but becomes a bit of a chore to get the higher ones.

The possibilities for this one are just what else the stacks give, and that depends on what type of hero this is placed on. Or just have bebop bomb work like this idk bombing people and running away in lane is kind of degenerate.
 
Back
Top