PenoLG
New member
Bartos' inspiration comes from characters similar to Batman, the swordsman Gus in the comic book Berserker,and the veteran tragic hero.
He owns a long barreled handgun, a lever action shotgun, and a hook lock
In my design, Bartos is a hero based on the DeadLock terrain design, with a strong emphasis on the "Z-axis" in the game world. This hero weakens the intensity of aiming and emphasizes skill usage techniques, allowing the team to gain a certain advantage through frequent participation in kills.
Weapon name:Shackled Giant
A long barreled handgun with a slow firing rate and a relatively large projectile volume
After aiming, the firing rate decreases, increasing the distance at which damage begins to decay.
Basic damage: 27 points
Basic magazine: 10 rounds
Below is his skill design:
22 Shrapnel
Basic charging:1
Single charging time: 30 seconds
Loading interval: 1 second
T1 upgrade: Reduce single charge time by 10 seconds.
T2 upgrade: shortened loading interval by 0.5 seconds
T3 upgrade: Provides 2 points of charge and uses Classic Tricks to load one bullet after swinging.
A lever style shotgun that requires reloading every time it shoots and the reloading process cannot be interrupted. A single shot sprays 13 bullets in a cross distribution, each dealing 10 points of damage and enjoying a slight spirit bonus. After hitting, it rapidly decays (6% → 78%) according to the number of bullets hitting the enemy hero. Press it to fire the bullets immediately
Allow reverse shooting during hook lock swing to increase swing speed
The reason for using lever firearms is twofold: firstly, it can make it look more aggressive; secondly, the design of changing ammunition after shooting can control the frequency and way players use the weapon, preventing it from becoming exceptionally powerful at close range; thirdly, it can complete the reloading work with one hand like the movie Terminator, which is cool, isn't it?
Classic Tricks
Cooling time:20 s
Maximum swing radius of hook: 15 m
T1 upgrade: Reduce cooling by 5 seconds
T2 Upgrade: Participate in killing an enemy in a burning state and refresh directly
T3 upgrade: Provides a tangent speed of 20m/s after using a grappling hook
Shoot the hook lock to hook onto the wall/ground and swing it. During the swing, skills are allowed but weapon attacks are not allowed.
After swinging, it is allowed to use a shotgun to shoot backwards within 3 seconds, applying a layer of burning effect directly to enemies along the way. It cannot be used if damaged during swinging.
When swinging from low to high, it is impossible to start swinging in place.
It is obvious that this skill is the core of this hero, and you must incorporate the concept of Z-axis into your mind. You can use the skill when swinging the hook and claw and in the air. It should be noted that in my design, only when swinging from high to low can it swing naturally (after upgrading to T3, it can swing freely). Otherwise, you need to consume one charge of 22 gauge shotgun shells to shoot backwards and gain an initial velocity. The advantage of terrain in DeadLock is also an important resource, and you must pay something to get it, right?
Rough interrogatio
Passive skills
T1: Use the skill to hit enemies in the burning effect to increase movement speed.
T2: Increase stacking efficiency by 5%
T3: The maximum number of burn layers has been increased by 4, and weapon damage can also be overlaid with burn effects.
Stacking efficiency: Each bullet stacks 11.2%
Units hit by skills will receive a stacked burn effect, dealing spirit damage per second for 2.5 seconds, with a maximum of 4 layers. Each layer provides a 5% increase in damage for oneself.
Another source of damage for this hero is, firstly, because I believe that this design of increasing damage, along with unstable money and anti compensation mechanisms, can be considered a form of "psychological fear design". If you are hooked on a debuff, you will be afraid to fight Bartos up close. As long as you start to fear and retreat, in my perspective, it is almost a straight line, and I can easily use skills or firearms to hit you. The second reason is that I don't want his damage to burst out directly, because in DeadLock's recent changes, it is clear that you want both parties to have some operational space. The design of prolonging the damage output time essentially gives both parties some operational space.
Rolling Stones
Cooling time: 120 s
T1 upgrade: Shorten cooldown time by 30 seconds
T2 Upgrade: Enemies located in the center position will fly out in the direction of the player in a fixed manner
T3 Upgrade: After participating in a kill, this skill returns 30% cooldown time.
After accumulating power for 1.5 seconds, shoot a powerful bullet that causes a 40% deceleration to enemies within range for 2 seconds. With 200 damage points and being repelled outward from the bullet landing point, enemies in the center position will be stung for 1.5 seconds and receive an additional 25% damage multiplied by the number of burn layers.
The skill of forcing the opponent to move is similar in design concept to Holiday's ultimate move, which separates enemy individuals and groups to create opportunities and time for allies or oneself to output damage. As for why it is called Rolling Stone, one is to combine it with the name Batos, and the other is to hope that this name can give separated people a sense of struggling powerlessness, just like Batos pushing a giant rock. The design of this kind of power storage shooting is also to give both sides a certain operating space. Linear trajectory is a restrictive design that restricts players from using it in ground combat scenarios. You can only fly to control through the hook and claw to have a better chance of hitting.
Bartos is able to use hooks and locks to leap over tall buildings, pursue enemies, and catch them off guard. I named him after the mythological story of Bartos pushing a giant rock, further creating a hero who is powerless against the current situation. Of course, what he desires to participate in this
ceremony is also clear at a glance
I will update the image design in this post in the future
![1737813616884.png 1737813616884.png](https://project8-data.community.forum/attachments/34/34948-3c2f5c8c8f248af11a7c877385574d93.jpg?hash=tiNjRzVubf)
He owns a long barreled handgun, a lever action shotgun, and a hook lock
In my design, Bartos is a hero based on the DeadLock terrain design, with a strong emphasis on the "Z-axis" in the game world. This hero weakens the intensity of aiming and emphasizes skill usage techniques, allowing the team to gain a certain advantage through frequent participation in kills.
Weapon name:Shackled Giant
A long barreled handgun with a slow firing rate and a relatively large projectile volume
After aiming, the firing rate decreases, increasing the distance at which damage begins to decay.
Basic damage: 27 points
Basic magazine: 10 rounds
Below is his skill design:
22 Shrapnel
Basic charging:1
Single charging time: 30 seconds
Loading interval: 1 second
T1 upgrade: Reduce single charge time by 10 seconds.
T2 upgrade: shortened loading interval by 0.5 seconds
T3 upgrade: Provides 2 points of charge and uses Classic Tricks to load one bullet after swinging.
A lever style shotgun that requires reloading every time it shoots and the reloading process cannot be interrupted. A single shot sprays 13 bullets in a cross distribution, each dealing 10 points of damage and enjoying a slight spirit bonus. After hitting, it rapidly decays (6% → 78%) according to the number of bullets hitting the enemy hero. Press it to fire the bullets immediately
Allow reverse shooting during hook lock swing to increase swing speed
The reason for using lever firearms is twofold: firstly, it can make it look more aggressive; secondly, the design of changing ammunition after shooting can control the frequency and way players use the weapon, preventing it from becoming exceptionally powerful at close range; thirdly, it can complete the reloading work with one hand like the movie Terminator, which is cool, isn't it?
Classic Tricks
Cooling time:20 s
Maximum swing radius of hook: 15 m
T1 upgrade: Reduce cooling by 5 seconds
T2 Upgrade: Participate in killing an enemy in a burning state and refresh directly
T3 upgrade: Provides a tangent speed of 20m/s after using a grappling hook
Shoot the hook lock to hook onto the wall/ground and swing it. During the swing, skills are allowed but weapon attacks are not allowed.
After swinging, it is allowed to use a shotgun to shoot backwards within 3 seconds, applying a layer of burning effect directly to enemies along the way. It cannot be used if damaged during swinging.
When swinging from low to high, it is impossible to start swinging in place.
It is obvious that this skill is the core of this hero, and you must incorporate the concept of Z-axis into your mind. You can use the skill when swinging the hook and claw and in the air. It should be noted that in my design, only when swinging from high to low can it swing naturally (after upgrading to T3, it can swing freely). Otherwise, you need to consume one charge of 22 gauge shotgun shells to shoot backwards and gain an initial velocity. The advantage of terrain in DeadLock is also an important resource, and you must pay something to get it, right?
Rough interrogatio
Passive skills
T1: Use the skill to hit enemies in the burning effect to increase movement speed.
T2: Increase stacking efficiency by 5%
T3: The maximum number of burn layers has been increased by 4, and weapon damage can also be overlaid with burn effects.
Stacking efficiency: Each bullet stacks 11.2%
Units hit by skills will receive a stacked burn effect, dealing spirit damage per second for 2.5 seconds, with a maximum of 4 layers. Each layer provides a 5% increase in damage for oneself.
Another source of damage for this hero is, firstly, because I believe that this design of increasing damage, along with unstable money and anti compensation mechanisms, can be considered a form of "psychological fear design". If you are hooked on a debuff, you will be afraid to fight Bartos up close. As long as you start to fear and retreat, in my perspective, it is almost a straight line, and I can easily use skills or firearms to hit you. The second reason is that I don't want his damage to burst out directly, because in DeadLock's recent changes, it is clear that you want both parties to have some operational space. The design of prolonging the damage output time essentially gives both parties some operational space.
Rolling Stones
Cooling time: 120 s
T1 upgrade: Shorten cooldown time by 30 seconds
T2 Upgrade: Enemies located in the center position will fly out in the direction of the player in a fixed manner
T3 Upgrade: After participating in a kill, this skill returns 30% cooldown time.
After accumulating power for 1.5 seconds, shoot a powerful bullet that causes a 40% deceleration to enemies within range for 2 seconds. With 200 damage points and being repelled outward from the bullet landing point, enemies in the center position will be stung for 1.5 seconds and receive an additional 25% damage multiplied by the number of burn layers.
The skill of forcing the opponent to move is similar in design concept to Holiday's ultimate move, which separates enemy individuals and groups to create opportunities and time for allies or oneself to output damage. As for why it is called Rolling Stone, one is to combine it with the name Batos, and the other is to hope that this name can give separated people a sense of struggling powerlessness, just like Batos pushing a giant rock. The design of this kind of power storage shooting is also to give both sides a certain operating space. Linear trajectory is a restrictive design that restricts players from using it in ground combat scenarios. You can only fly to control through the hook and claw to have a better chance of hitting.
Bartos is able to use hooks and locks to leap over tall buildings, pursue enemies, and catch them off guard. I named him after the mythological story of Bartos pushing a giant rock, further creating a hero who is powerless against the current situation. Of course, what he desires to participate in this
ceremony is also clear at a glance
I will update the image design in this post in the future
![1737813616884.png 1737813616884.png](https://project8-data.community.forum/attachments/34/34948-3c2f5c8c8f248af11a7c877385574d93.jpg?hash=tiNjRzVubf)