mattiapearl
New member
Movement based damage calculation for both his gun and his kit.
The gimmick of the hero (3) is his passive, that acts like a minecraft elytra. Goes on cooldown when he takes damage and can't start flying (we can have a t3 upgrade that allows him to start flying anyways). Gets slowed when hit.
His 2 uses his wings to bat in front of him. The faster he's going the more knockback he inflicts to people. Higher levels of the ability movement lock the hit enemies in their knockback animation. The direction depends on the generated wind vector and their reflection = if a component of the wind vector bounces off the floor he will raise people in front of him.
Max 2 gives him enough momentum to start flying again but backwards.
His 4 is a charge that allows him to close his wings and deal damage based on his total momentum vector. Upgrades increase charges, cooldown, and scaling.
His 1 connects to his weapon.
He holds a trident or spear, the spear has aerodynamic/wing design around its shaft. When he shoots the spear goes forward and is recalled later. Bullet velocity starts at the character own speed and momentum and is tangent to the trajectory of the character if he's rotating (i.e. one can't throw a spear 90deg to where he's going). Damage per boon can be incredibly high like Apollo, single hit strong impact damage but very easy to dodge if the weapon doesn't have momentum. With decent lineups he can clear waves - but shouldn't be super good at it, silver situation.
His 1 allows him to control his weapon like a wraith card (but with slightly more complex physics). He doesn't want to be in a room, he wants to send his spear through it multiple times. Higher 1 levels should allow for momentum to be kept over hard direction changes, scaling per momentum, and empower effects after a certain speed (like recharging a ult charge if he hits 2 people).
The gimmick of the hero (3) is his passive, that acts like a minecraft elytra. Goes on cooldown when he takes damage and can't start flying (we can have a t3 upgrade that allows him to start flying anyways). Gets slowed when hit.
His 2 uses his wings to bat in front of him. The faster he's going the more knockback he inflicts to people. Higher levels of the ability movement lock the hit enemies in their knockback animation. The direction depends on the generated wind vector and their reflection = if a component of the wind vector bounces off the floor he will raise people in front of him.
Max 2 gives him enough momentum to start flying again but backwards.
His 4 is a charge that allows him to close his wings and deal damage based on his total momentum vector. Upgrades increase charges, cooldown, and scaling.
His 1 connects to his weapon.
He holds a trident or spear, the spear has aerodynamic/wing design around its shaft. When he shoots the spear goes forward and is recalled later. Bullet velocity starts at the character own speed and momentum and is tangent to the trajectory of the character if he's rotating (i.e. one can't throw a spear 90deg to where he's going). Damage per boon can be incredibly high like Apollo, single hit strong impact damage but very easy to dodge if the weapon doesn't have momentum. With decent lineups he can clear waves - but shouldn't be super good at it, silver situation.
His 1 allows him to control his weapon like a wraith card (but with slightly more complex physics). He doesn't want to be in a room, he wants to send his spear through it multiple times. Higher 1 levels should allow for momentum to be kept over hard direction changes, scaling per momentum, and empower effects after a certain speed (like recharging a ult charge if he hits 2 people).