(Carry) (Caster) Ranger

gibnewitems

Active member
Goal with this concept was to create a caster with some light supportive and carry elements. We don't have many casters in this game, and the ones that we do have just don't feel very fun to play in my opinion. I also made secondary fire a pseudo ability, with a cooldown and interactions that go beyond most existing alt fires.

Primary (Left click): Slow-firing and weak wrist crossbow with low velocity and 15 starting ammo. No headshots. No movement penalty while firing.

Secondary (Right click): Fires a larger, more powerful bolt of pure spirit. Deals spirit damage. 14s cooldown. Some abilities grant upgrades to this. Cooldown is reduced by 50% upon successful hit. Cannot be reduced by cdr from items.

Vitality stats: Low base HP, low base regen, 6.5m/s base move speed, 3m/s sprint speed, 3 base stamina.

Abilities:

Bursting Bomb

25s Cooldown | 6.5m Area of Effect
Ranger throws a grenade that begins pulsing as soon as it lands. Bomb continues to pulse as long as an enemy hero or denizen remains within it's radius.
  • 25 Pulse Damage (+0.75 x Spirit)
  • +50% Bonus Damage towards NPCs
  • 3 Max Pulses
  • 0.75s Pulse Interval
Tier 1: +1 Extra Pulse
Tier 2: -10s Cooldown
Tier 3: +1.5m Radius

Restraint
30s Cooldown | 4s Duration | 20m Area of Effect
Ranger throws a hunting bola that marks the enemy target. Hitting a marked target with a secondary fire causes them to be slowed.
  • 20% Movement slow
  • 1.5s Slow duration
Tier 1: +0.5s Secondary effect duration
Tier 2: -8s Cooldown
Tier 3: Now roots the enemy hero instead of slows.

Blink
18s Cooldown
Teleport towards the direction Ranger is moving. Ranger's next secondary attack is enhanced with additional damage after blinking.
  • +50 Additional Spirit Damage
  • 9m Blink Range
Hold A to teleport to the left, W to go forward, etc. Holding two keys allows Ranger to blink diagonally.
Light melee to travel through 3rd upgrade rift.
1st upgrade also includes secondary fire and items, and is half as effective against immobilized heroes. Secondary does not have to be enhanced in order to benefit from this effect.
Tier 1: Successful secondary hits now reduce all of Ranger's basic cooldowns by 1s
Tier 2: -2s Cooldown on Secondary
Tier 3: Leaves behind a temporary rift that anyone can travel through.

Rallying Call
75s Cooldown | 25m Area of Effect | 6s Duration
Temporarily boosts the movement speed of Ranger and all her nearby allies.
  • +50% Movement speed
Tier 1: Now grants 175 bullet and spirit shield to Ranger.
Tier 2: Secondary fire now heals Ranger for 10% of max HP while active.
Tier 3: +1s Duration


In addition to the basic kit, I will also be suggesting concepts for hero-specific items for this hero (as seen here). These seem to be a pretty popular idea within the community. I implore anybody reading this to consider adding hero specific items/upgrades to your concepts in the future. I sure wish I did with my older concepts.
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I like the alt 2 and 3. The 1 and ult don't seem to synergize so they could be changed to be more thematic.
Good overall idea. What do you mean by a "caster"?

Also I disagree with the model of hero specific upgrades as shown in that post. I posted the original hero specific upgrades post in which they were weapon, Vitality, or spirit items tied to altfire and abilities, rather than being "blue items" which seems to be an unnecessary category.
 
I like the alt 2 and 3. The 1 and ult don't seem to synergize so they could be changed to be more thematic.
Good overall idea. What do you mean by a "caster"?

Also I disagree with the model of hero specific upgrades as shown in that post. I posted the original hero specific upgrades post in which they were weapon, Vitality, or spirit items tied to altfire and abilities, rather than being "blue items" which seems to be an unnecessary category.
I agree with the 1. That's a leftover from a previous iteration of this hero, and I left it in mostly because I couldn't come up with a good replacement that would also facilitate farming well. I disagree with the ult. I think it's a good way to slot this hero towards the utility and more supportive side of the roster, rather than giving it some big damaging ability.

When I say "caster" I simply mean a hero that deals it's damage through abilities. Deadlock does have quite a few of those, but most of those tend to be more burst-oriented. I intend for this hero to be competing with the carries (Seven, Wraith, Infernus) for a spot on a team comp, rather than someone like Yamato or Geist.

I just added in the blue items for a little bit of fun, and also to boost up another community concept that I like. I think these do need to have their separate color for readabilities sake. If they took up actual item slots, I don't think anybody would buy them.
 
A simple combo hero, I like it. One thing that I don't like is his fist skill, kinda too similar to paradox bomb and I don't think it fits into his kit.
I like the alt 2 and 3. The 1 and ult don't seem to synergize so they could be changed to be more thematic.
Good overall idea. What do you mean by a "caster"?

Also I disagree with the model of hero specific upgrades as shown in that post. I posted the original hero specific upgrades post in which they were weapon, Vitality, or spirit items tied to altfire and abilities, rather than being "blue items" which seems to be an unnecessary category.
With the new changes to 2 slots per category that the rumors say are true, hero specific items need a separate tab EVEN more. Also kinda had this idea for a long time before seeing your post, just didn't think of a way to implement it. https://forums.playdeadlock.com/threads/ability-booster.51331/
Keep in mind this "Ability Booster" is not balanced like at all.
 
Currently brainstorming a new ability to replace the 1st ability. What I have in mind is bottle from dota, but really souped up. Max upgrade would allow you to pick up rejuv and sell it to the shop for a pittance of souls. Schmovement players would have a field day with their mad dash to the mid shop in order to piss off everybody in the process.
 
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