Concept - Multicast in Deadlock

JisBeanGaming

Active member
Skill 1 - Shoots a single bullet that ricochets off another target. The one bullet deals large spirit damage, and has a 15% chance to ricochet one time. If ultimate is learned, a dice is rolled, and if it activates x3/x4/x5. It ricochets that amount of time.

Cooldown 9 sec.

T1- Cooldown reduced by 5 second.
T2- Bullet deals 25% more damage each time it ricochets.
T3- Increases odd of jumping to 33%, increase spirit scaling.

Skill 2 - Buffs an ally or self with increased ammo +20% and increased fire rate (+20%) for that ammo pack only.
Has a 25% chance to upgrade the buff received by x2. With ultimate learned, has a chance to buff it by x3/x4/x5 times. Cooldown 40s

E.g. x2 = +40% ammo pack and +40% Fire Rate.
x3 = +60% ammo pack and 60% fire rate
x4 = +80% ammo pack and 80% fire rate
x5 = +100% ammo pack and 100% fire rate

Upgrades​


T1: Target gains +1 m/s Movement Speed while buffed
T2: -25s Cooldown
T3: Grants bonus Weapon Damage equal to Fire Rate bonus %

Skill 3 - Throws a bottle of fire, has a 25% chance to throw the bottle of fire again to a random or same target. The bottle of fire slows the target for 20% and damage per second for 3 second. Anytime the bottle of fire is reapplied, it increases duration by +3sec.

T1- Slows for 20% more
T2- +1 duration and stacking duration
T3- Adds charge +2 charge


Skill 4 - Active- Throws a curse to a target, if it hits it has a chance to link 3/4/5 targets. If it links up, any time the main target receives a debuff all target linked receives it and any the main target receives damage, all linked target receives it.
All other targets receive the buff at 50% reduced duration and damage and 50% reduced damage.

Passive - Increases base chance for all skills to activate by x3

T1- Reduces cooldown by 25 second
T2- Unlocks x4 chance
T3 Unlock x5 chance



x3 chance 15%
x4 chance 15%
x5 chance 15%

How it works, a dice is rolled if it rolls x3, rolls again if it hits x4, rolls again, if it does not hit, it uses whatever last x achieved.
 
Welcome back, Ogre Magi. Fun hero to play design-wise. Hope it gets added.

Also thank you for the Deadmock link. Been trying to know how people here design abilities/items in Deadlock style.
 
The dopamine hit from playing Ogre Magi is something Deadlock is missing right now. That chaotic high-roll, dice-roll excitement adds a unique layer of unpredictability that keeps fights memorable.

I don’t mind if my exact concept isn’t used, but I’d love to see that kind of variance-based design explored in Deadlock. Here’s a rough updated mockup using Dead Mock to illustrate the direction.
 
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