@cursedvisionary
New member
Tide [Deadlock Concept]
STORY
A byproduct of the Adversary’s corruption of The Deep, Tide doesn’t quite know where they stand. Feeling pressured by both Viscous and Fathom to fight for either side, they don’t know which effort to side with. On one hand, they wouldn’t be who they are now if it weren’t for The Adversary. On the other hand, The Adversary also wants to destroy the only place Tide has ever known to be a home. Unfortunately, they don’t have much time to decide…
WEAPON
Deep Strand
Tide carries a whip made of water that they control telepathically. Deals moderate damage with a moderate range. Grants 0.2x spirit scaling on melee.
ABILITIES
1 - Mark of the Deep
Tide marks an ally or an enemy, with a varying effect based on who is marked.
If Tide has chosen to side with the Adversary, the Ally option is locked, and enemies take an extra 20 damage per stack.
If Tide has chosen to side with the Deep, allies receive 20 extra healing per second.
Enemy - Enemies marked by Mark of the Deep gain one stack of Water Pressure. Every time they’re hit by a unique hero for the first time, they gain one stack. After five seconds, the Mark of the Deep detonates, dealing 20 damage (0.5x spirit scaling) per Water Pressure stack. Can be reactivated to detonate early.
Ally - Allies marked by Mark of the Deep gain 50 (1.2x Spirit scaling) health over the course of three seconds.
T1 - -5s cooldown.
T2 - 50% of damage/healing dealt by Mark of the Deep applies in a small radius around the marked target.
T3 - +30 damage/healing per stack.
—
2 - Surf’s Up!
Tide materializes a wave of water, which they ride forward wherever they’re looking. This dash leaves behind a trail of water which applies varying effects if an ally or enemy touches it. This path lasts for five seconds.
If Tide has chosen to side with the Adversary, the path does not heal allies, and its damage scaling is increased to 1x.
If Tide chooses to side with the Deep, the path does not damage enemies, and heals teammates for an extra 2% of their missing health per second.
Enemy - Enemies that walk onto Surf’s Up’s path are slowly boiled, taking 50 (0.6x Spirit scaling) per second.
Ally - Allies that stand in Surf’s Up’s path are healed for 1% of their missing health per second.
T1 - +5m distance traveled.
T2 - -10s cooldown.
T3 - Adversary: Stuns enemies you collide with for 0.5s. Deep: Healing is now 4% max health per second.
—
3 - Pursuit of Purpose (Passive)
Tide isn’t sure where they stand when The Deep is concerned. As the ritual progresses, they’re forced to make a decision.
Once Tide reaches either 500 healing or 2,000 damage, they have the option to activate this ability, adopting whichever form corresponds (Adversary for damage, Deep for healing). After choosing either side, they cannot change their mind.
For increments past this, if Tide has over 4x as much damage as healing, they’re prompted to activate Adversary’s Alliance. They cannot unlock Deep Defender unless they surpass 25% of their damage dealt as healing.
Adversary’s Alliance - By dealing significantly more damage than healing by the time this ability is activated, Tide will decide to side with The Adversary, opting for a much more violent playstyle.
Deep Defender - By providing significantly more healing than damage by the time this ability is activated, Tide will decide to side against The Adversary, opting for a much more supportive playstyle.
—
4 - For The Adversary / For The Deep
The effect of this ultimate varies based on the path Tide has chosen. This ultimate does nothing if Tide has not chosen a path.
Adversary’s Alliance - Tide slams their whip into the ground, creating an enormous area of effect. All enemies in this area gain one Mark of the Deep, and take 50 damage per second (0.7x Spirit scaling).
Deep Defender - Tide slams their whip into the ground, creating an enormous area of effect. All allies in this area gain one Mark of the Deep, and are healed for 3% missing health per second.
T1 - -20s cooldown
T2 - +10m radius
T3 - Adversary: +50 damage per second, and all allies gain 20% weapon damage while in radius. Deep: Healing becomes 5% max health per second. Allies gain 20% spirit and weapon resist while in For The Deep’s aura.
STORY
A byproduct of the Adversary’s corruption of The Deep, Tide doesn’t quite know where they stand. Feeling pressured by both Viscous and Fathom to fight for either side, they don’t know which effort to side with. On one hand, they wouldn’t be who they are now if it weren’t for The Adversary. On the other hand, The Adversary also wants to destroy the only place Tide has ever known to be a home. Unfortunately, they don’t have much time to decide…
WEAPON
Deep Strand
Tide carries a whip made of water that they control telepathically. Deals moderate damage with a moderate range. Grants 0.2x spirit scaling on melee.
ABILITIES
1 - Mark of the Deep
Tide marks an ally or an enemy, with a varying effect based on who is marked.
If Tide has chosen to side with the Adversary, the Ally option is locked, and enemies take an extra 20 damage per stack.
If Tide has chosen to side with the Deep, allies receive 20 extra healing per second.
Enemy - Enemies marked by Mark of the Deep gain one stack of Water Pressure. Every time they’re hit by a unique hero for the first time, they gain one stack. After five seconds, the Mark of the Deep detonates, dealing 20 damage (0.5x spirit scaling) per Water Pressure stack. Can be reactivated to detonate early.
Ally - Allies marked by Mark of the Deep gain 50 (1.2x Spirit scaling) health over the course of three seconds.
T1 - -5s cooldown.
T2 - 50% of damage/healing dealt by Mark of the Deep applies in a small radius around the marked target.
T3 - +30 damage/healing per stack.
—
2 - Surf’s Up!
Tide materializes a wave of water, which they ride forward wherever they’re looking. This dash leaves behind a trail of water which applies varying effects if an ally or enemy touches it. This path lasts for five seconds.
If Tide has chosen to side with the Adversary, the path does not heal allies, and its damage scaling is increased to 1x.
If Tide chooses to side with the Deep, the path does not damage enemies, and heals teammates for an extra 2% of their missing health per second.
Enemy - Enemies that walk onto Surf’s Up’s path are slowly boiled, taking 50 (0.6x Spirit scaling) per second.
Ally - Allies that stand in Surf’s Up’s path are healed for 1% of their missing health per second.
T1 - +5m distance traveled.
T2 - -10s cooldown.
T3 - Adversary: Stuns enemies you collide with for 0.5s. Deep: Healing is now 4% max health per second.
—
3 - Pursuit of Purpose (Passive)
Tide isn’t sure where they stand when The Deep is concerned. As the ritual progresses, they’re forced to make a decision.
Once Tide reaches either 500 healing or 2,000 damage, they have the option to activate this ability, adopting whichever form corresponds (Adversary for damage, Deep for healing). After choosing either side, they cannot change their mind.
For increments past this, if Tide has over 4x as much damage as healing, they’re prompted to activate Adversary’s Alliance. They cannot unlock Deep Defender unless they surpass 25% of their damage dealt as healing.
Adversary’s Alliance - By dealing significantly more damage than healing by the time this ability is activated, Tide will decide to side with The Adversary, opting for a much more violent playstyle.
Deep Defender - By providing significantly more healing than damage by the time this ability is activated, Tide will decide to side against The Adversary, opting for a much more supportive playstyle.
—
4 - For The Adversary / For The Deep
The effect of this ultimate varies based on the path Tide has chosen. This ultimate does nothing if Tide has not chosen a path.
Adversary’s Alliance - Tide slams their whip into the ground, creating an enormous area of effect. All enemies in this area gain one Mark of the Deep, and take 50 damage per second (0.7x Spirit scaling).
Deep Defender - Tide slams their whip into the ground, creating an enormous area of effect. All allies in this area gain one Mark of the Deep, and are healed for 3% missing health per second.
T1 - -20s cooldown
T2 - +10m radius
T3 - Adversary: +50 damage per second, and all allies gain 20% weapon damage while in radius. Deep: Healing becomes 5% max health per second. Allies gain 20% spirit and weapon resist while in For The Deep’s aura.