Dai'ir "Cultist" - Hero idea

ninkaridze

Member
"Your greed will be your downfall, Dai'ir"
-Patron

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Dai'ir
Harness power from collecting souls

Dai'ir is all about patience and collecting souls of unfortunate enemies and their minions and using them to either increase his own power or unleashing what he collected to deal devastating amount of damage.


Abilities:

Unique: Dai'ir starts with the an activatable item called "Skull of Misdao". Dai'ir does not receive stats from Power Increase.

Skull of Misdao: Can be activate only at nearest shop. Cannot be sold.
On activation: Consume 400 souls to increase Dai'ir stats.

  • Max HP increased by 20 and health regen increased by 0,5 for each 400 souls consumed
  • Ammo increased by 2 and fire rate is increased by 0,1% every 800 souls consumed
  • Bullet damage and Spirit Power increased by 5 every 1200 souls consumed
  • Bullet and Spirit resist increased by 2% every 1600 souls consumed (up to 50%)
  • Movement Speed increased by 0,2 every 2000 souls consumed (up to 5 m/s)
  • Increase cooldown reduction by 1% every 2400 souls consumed (up to 30%)

Weapon:

LMB - shoots a small fireball, dealing damage.
RMB - shoots a fast missile with higher range but dealing less damage.
14 ammo.


1 - Dark Flame
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Max base duration: 3 seconds. 20 seconds cooldown.

Damage: 40 DPS. 10 burn DPS. Burn duration: 2 seconds.
Hold button to unleash flame in front of you, damaging to all enemies in it is way and ignite them for a short duration.

Upgrades:
  1. -10 seconds cooldown
  2. Increase Burn duration by 2 seconds.
  3. After ability ends it can be recast again and channelled indefinetly, but it will consume X souls each second. (Recast window = Ability cooldown)

2 - Soul consumption
40 seconds cooldown.

Immediatly kill minion below half hp. Restore health. Doesn't grant souls if it is an ally minion.
Health restored: 10%.

Upgrades:
  1. +10% health restored
  2. Removes hp requirment.
  3. -20 seconds cooldown and now always grants souls.
3 - Infusion
5 seconds duration. 40 seconds cooldown.

Bonus Spirit damage: 20.
Increase speed by 2 m/s. Change weapon attacks and now send flame wave instead, dealing bonus Spirit damage. RMB sends vertical waves.

Upgrades:
  1. Killing enemies while ability active grant 15% bonus souls.
  2. On activation cleanse all slowing effects. This have 10 seconds cooldown.
  3. Remove cooldown and ability become toggle, but now consume X souls on every attack. (small amount)
4 - Endbringer Rite
10 seconds duration. 180 seconds cooldown

After channeling for 2 seconds, create a big ritual zone. While inside, Dai'ir unstoppable, have infinite stamina and have two additional jumps.
After 4 seconds Dai'ir can reactivate this ability to immediatly end it.

Upgrades:
  1. Upon activation immediately apply Soul Consumption on all minion within a zone.
  2. Dai'ir is also unstoppable during a channel.
  3. Ability now lasts as long as Dai'ir within a zone but after 10 seconds starts consuming X souls each second.

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I had this idea of a character for quite a while but never really had a place to showcase it until now. And it is so happens that Deadlock itself have some occult undertones (ritual afterall), which made it even better.
Anyways, no idea how character is good in terms of balance but I just adore ongoing theme I have here: You either use souls to empower your own character via items and Skull or you save souls to empower your abilities during the fight. I think it is cool at least on paper
 
Other ideas that not made in:

Skull of Misdao instead of being active would instead tax certain % of souls you getting, basically meaning that you get less souls overall, but passively become stronger.
Alternatively, Skull of Misdao would instead count how much souls you spent by using your abilities and upgrade your stat this way.
But I decided to stay on a version where you have more control over it while also not getting severy punished just by playing the game.


Scrapped ability:
Instead of being attack steroid as it is now, I thought making 3 skill as sort of sustain ability while 2-ability would be a different damaging one.
So, idea was making passive ability that would heal you whenever you gain soul and upon activation, it would start consuming souls to rapidly heals you as long as you channel it and the longer you channel it, the stronger heal would become.

But in my opinion it would make this ability either utterly useless or extremely overpowered, especially considering that character itself supposed to be late game monster.
 
I just thought that I need math guy to actually consider if this hero even work in game because of amount souls it probably gonna need lmao
 
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