Electroswing - Glass Cannon Speedster (w/ some concept art)

TF2refugee

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electroswing.png

Electroswing
(or maybe Lineman if it fits the lore better)



DESCRIPTION:
Electrowing uses several tools to rush into a fight and make a quick getaway. His abilities get more powerful the more energy he has, but staying passively out of fights or getting stunned will quickly return him to a weaker state. As a glass cannon, his entire playstyle is based around speed, aggression, and adaptability.



BACKSTORY:
He was a simple, honest repairman who fell on hard times. Struggling to find work and make ends meet after being fired from work like many people around him. Eventually, his wife became ill and just as things were reaching a boiling point, he was robbed by thugs at the worst possible moment. The law was, sadly, not capable of doing anything about it, specially within the amount of time him and his wife had.

Unable to afford rent, he begged his landlord not to evict them, if only for his wife's sake, but it was not of any help. He eventually managed to land a job on a junkyard, on the other side of the city, and had to live out in a tent while his wife stayed with her mother. The pay was low and barely enough to survive on. incapable of paying for his wife's medical bills, he could only watch as she slowly withered away and had to use what little money he had left to give her a proper burial. Now having lost everything, he seeks to destroy every criminal on his way and anyone who even coincides with them no matter who or what they are, all the while making a fool out of them.



ABILITIES:
Not much of an inventor himself but definitely an adapter, his equipment is based on already popular, commercially available products, such as: exoskeleton legs, a charged pincer arm, and a portable power converter. Welded and patched together from the remains of broken down machines, all powered up using Kilowatt storage cells stolen from the criminals he confronts.
equipment front.png



Basic Weapon: Zipgun Pistol
A handmade 22. caliber zipgun with 20 round magazines. Relatively weak but semi-automatic.



Passive: You have to manage an energy meter which goes up to 3 levels, each one is called a "Mach". When you use an ability, its power will be determined by the Mach level you are currently at, higher being better, and using abilities will cost an entire Mach level from the meter. Your basic abilities will become unavailable if you fall to Mach 0. You can also passively regenerate energy by moving, the faster you move, the faster you will regenerate it but staying still will immediately begin to quickly drain your energy away. Using one dash generates enough energy to get out of Mach 0.



1: Circuit Breaker - Attack | Cooldown 15s
Damage enemies in an arc in front of you.
T1: Increases damage - T2: +1s stun - T3: Regenerate a small amount of energy for every enemy affected



2: Voltage Amplifier - Evasion | Cooldown: 10s
Enhance your movement speed for 6 seconds.
T1: +20% movement speed - T2: -2s cooldown - T3: -50% energy cost



3: Kinetic Alternator - Sustain | Cooldown: 22s
For 8 seconds, gain a certain amount of energy every time you dash. All the energy gained through this ability will be lost after its duration ends.

Note: while it is possible to regenerate energy by simply moving, that method is way too slow to be useful during fights, for that you'll need Kinetic Alternator. However, it has a long cooldown, so wasting it out of fights to farm energy would be a mistake.
T1: +10% movement speed while active T2: +20% Overall energy yield while active T3: Gain +40% chance to dodge every damage instance while active



4: Lightning Speed - Ultimate | Cooldown: 120s
With no energy cost, disable all safety mechanisms for 6 seconds, giving you 4 incredibly fast, 20m dashes which can each be used by pressing 4. They can be aimed into any direction as long as you are on a surface. Dashing through enemies will stun for 1.25 seconds and lightly damage them. Colliding with walls will stick you to them for 1 second.

Note: You can use this to dash into the air but not from it. There is a 0.3 second cooldown between each dash.
T1: -50s cooldown - T2: Increases damage - T3: +0.5 Stun Duration
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QUOTES:
After spawning: "When those scamps get the chair, it's mercy. But when I do it, they call it a crime."
After capturing the urn: "Gotta get a move on"
After killing an evil enemy: "Sorry to leave you here, but I gotta run"
After killing a good enemy: "Good luck with that..."
After destroying an enemy tower: "My legs hurt..."

REACTIONS TOWARDS:
Evil characters: nothing but spite, he also dehumanizes them.
Neutral characters: caution
Police officers: he finds them useless
Good characters: he wants to protect them, no matter the cost



VALVE
for the love of god please add a real speedster that actually rewards movement and aggression rather than
slowness, defense or sniping, you'd be the first in the entire moba genre, and one of the first in the entire industry. I'm begging you here.
 
Last edited:
Commenting for visibility.
A for effort.

Am i missing something or is the mach meter not expanded upon? All abilities seem to build it and it takes 1 mach meter to use each ability?
yeah. Early game, one single dash should be able to get you out of mach 0. Late game, fights could take longer thanks to all the energy regeneration, but eventually you would have to get away for a bit or focus on shooting because of cooldowns.

So his gameplay loop is basically all in burst > regen mid fight > run away or shoot > wait for energy to be at max > repeat
 
this seems like a character that could have a high skill ceiling potential with some fun early game resource management with mach. also love the art for this.
 
this seems like a character that could have a high skill ceiling potential with some fun early game resource management with mach. also love the art for this.
Thanks, man. It means a lot.
Also, yeah, he is very much inspired by Maeve from Paladins and every single gripe I have about her changes, so I made sure to nerf his gun and force him to manage his skills, so that hopefully he doesn't devolve into a sniper with the ability to jog.
 
yeah. Early game, one single dash should be able to get you out of mach 0. Late game, fights could take longer thanks to all the energy regeneration, but eventually you would have to get away for a bit or focus on shooting because of cooldowns.

So his gameplay loop is basically all in burst > regen mid fight > run away or shoot > wait for energy to be at max > repeat
But what does the mach meter do? does it supplant cooldowns? or does being at high mach enhance his abilities / weapon in some way?...
 
But what does the mach meter do? does it supplant cooldowns? or does being at high mach enhance his abilities / weapon in some way?...
you still have cooldowns, the Mach meter is there to make you have to choose between which one of your abilities you want to be more powerful at the moment (because adapting to his current environment is part of the character's personality). If you press 1 while at max, your 1 will do a lot of damage but the meter will drop one level, so the next ability won't be as strong, and so on. There might be points when running away or staying in a fight might be more important than dealing damage so it gives you options.
And sorry about the late reply.
 
Liked the kit would try to main him and fail but the name and design kinda gave a different vibe. He doesn't scream "Electro Swing" or the kind that would go fast except for the pilot hat. Maybe a dynamo/generator backpack to show his source of power. Like Isaac Clarke's suit the backpack could show the energy meter while giving the players something interesting to look at from behind (a lot of game characters have something interesting that can be seen from the back)
 
Liked the kit would try to main him and fail but the name and design kinda gave a different vibe. He doesn't scream "Electro Swing" or the kind that would go fast except for the pilot hat. Maybe a dynamo/generator backpack to show his source of power. Like Isaac Clarke's suit the backpack could show the energy meter while giving the players something interesting to look at from behind (a lot of game characters have something interesting that can be seen from the back)
I wanted to give him some sort of backpack generator thing too but I tried to keep his back unencumbered so that he could realistically roll on the ground and stuff and look agile, but it does end up feeling like he's missing something. I guess he could still get a backpack and just jump instead of using rolls, same way Ivy or Abrams do.
 
I wanted to give him some sort of backpack generator thing too but I tried to keep his back unencumbered so that he could realistically roll on the ground and stuff and look agile, but it does end up feeling like he's missing something. I guess he could still get a backpack and just jump instead of using rolls, same way Ivy or Abrams do.
Haze has a backpack and she rolls around too. Seven and Lash has something on their back and they're arguably the most agile in the roster currently. It's fine for Electroswing to roll around.
Side note, Electroswing does sounds a mouthful (4 syllables) so maybe Lineman works better, especially for callouts. Or other adjectives for fast movement.
 
UPDATE:
In case anyone reads this: after a year intense thinking and reflection, I've realized that maybe having 3 passives and no dashes for his basic abilities isn't really that fun to play. Especially when the character is meant to be all about movement. So I've reimagined his 2 into a versatile dash.





2: Voltage Amplifier - Movement | Cooldown: 10s
dash forward along the ground or from a wall. Collide with an enemy to deal light damage pushing them away or propelling yourself over them. Knock them into a wall or floor to stun them for 0.8s and slow them down by 20% for 3s.

Upgrades:
T1: +20% movement speed for 2s - T2: +1 extra charge - T3: -50% Mach cost





electroswing dash.png



NOTES:

  • Jumping maintains your momentum.
  • The dash is directed towards your cursor.
  • The grounded dash can be used to simply escape, chase an enemy or push them away to create distance between you and them, allowing you to shoot them from a distance if you're doing a gun build.
  • The fact that it has charges also means you can dash near an enemy, cast your 1 to deal burst damage, and safely get out or push them with the second cast if you go for a more bursty spirit build.
  • you can jump over a frontliner to chase an enemy on the backline trying to retreat, and even if you get the kill or not, you can still quickly dash away with the second cast to escape (unless someone stuns you).

GENERAL NOTES:
  • This hero isn't meant to have any magic, so he can't run in the air, which is why he needs a surface (could be changed completely for gameplay reasons).
  • I've decided to give him some sort of backpack equipment since I've realized that characters don't actually have to roll on the ground, they can leap or straight up just run faster when they dash.
  • Electroswing wishes to revive his wife, but she wouldn't be happy with the type of person he has become since she last saw him.
 
Overall, you have a template for a very fun tempo carry with some peak gameplay highs. You even managed to avoid giving it a passive on-hit effect that every carry hero gets as their third ability for some reason. That takes some genuine effort.

The concept art and designs are also very cool, comparable to the official warden concept art. Even the generic guys he beats up exude a ton of soul. I really like the flying jetpack guy in the second to last panel. Same with fat revolver man in the first panel and wifebeater dude with two daggers in the second panel. I hope they become real concepts some day.

The only issue that I find is the Mach system. I had to read it carefully for a couple minutes to even understand it, and it overall feels a little off-putting to be the only hero in the game that has to manage a meter mechanic, otherwise they can't use their fun abilities. It's not like these abilities are powerful, or even low enough cooldown to justify being locked behind a meter mechanic like this.

If I was in your shoes, I probably would rework the Mach system (along with Kinetic Alternator) to be something a bit more closer to the following:

PASSIVE: Moving and dealing damage slowly grants the user energy. After reaching a certain damage/movement threshold, gain a Mach point. Each Mach point held grants a slight stat bonus:
  • Mach One provides a slight movespeed boost
  • Mach Two provides a little bit of resist and another movespeed boost
  • Mach Three provides regen and grants the movespeed boost to allies around you for a short duration after reaching it.
After reaching Mach Three, you are granted access to the (hopefully) new-and-improved Kinetic Alternator:

Active:
Activate to consume all Mach stacks, causing your Kinetic Alternator to overcharge for 6 seconds. While overcharged, you gain the following effects:
  • Increased Stamina Recovery
  • Resistance to AOE spirit effects like ivy vines (with an eventual upgrade that nullifies their non-damage effects)
  • All of your basic abilities are enhanced with extra power and new effects
The goal with this kind of rework is to streamline the Mach mechanic, so that it's hopefully a little easier to understand for first-timers, while still preserving some depth and the interesting tradeoffs between passive vs active value.

If I had a bit more time, I'd also suggest being able to consume a single Mach point to get a slight heal or something while you're at Mach 1 or 2. That would reinforce the tradeoff part of this reworked passive, but that could introduce a bit more sustain than a lot of people would be comfortable with, so I understand leaving that on the cutting room floor.
 
Overall, you have a template for a very fun tempo carry with some peak gameplay highs. You even managed to avoid giving it a passive on-hit effect that every carry hero gets as their third ability for some reason. That takes some genuine effort.

The concept art and designs are also very cool, comparable to the official warden concept art. Even the generic guys he beats up exude a ton of soul. I really like the flying jetpack guy in the second to last panel. Same with fat revolver man in the first panel and wifebeater dude with two daggers in the second panel. I hope they become real concepts some day.

The only issue that I find is the Mach system. I had to read it carefully for a couple minutes to even understand it, and it overall feels a little off-putting to be the only hero in the game that has to manage a meter mechanic, otherwise they can't use their fun abilities. It's not like these abilities are powerful, or even low enough cooldown to justify being locked behind a meter mechanic like this.

If I was in your shoes, I probably would rework the Mach system (along with Kinetic Alternator) to be something a bit more closer to the following:

PASSIVE: Moving and dealing damage slowly grants the user energy. After reaching a certain damage/movement threshold, gain a Mach point. Each Mach point held grants a slight stat bonus:
  • Mach One provides a slight movespeed boost
  • Mach Two provides a little bit of resist and another movespeed boost
  • Mach Three provides regen and grants the movespeed boost to allies around you for a short duration after reaching it.
After reaching Mach Three, you are granted access to the (hopefully) new-and-improved Kinetic Alternator:

Active:
Activate to consume all Mach stacks, causing your Kinetic Alternator to overcharge for 6 seconds. While overcharged, you gain the following effects:
  • Increased Stamina Recovery
  • Resistance to AOE spirit effects like ivy vines (with an eventual upgrade that nullifies their non-damage effects)
  • All of your basic abilities are enhanced with extra power and new effects
The goal with this kind of rework is to streamline the Mach mechanic, so that it's hopefully a little easier to understand for first-timers, while still preserving some depth and the interesting tradeoffs between passive vs active value.

If I had a bit more time, I'd also suggest being able to consume a single Mach point to get a slight heal or something while you're at Mach 1 or 2. That would reinforce the tradeoff part of this reworked passive, but that could introduce a bit more sustain than a lot of people would be comfortable with, so I understand leaving that on the cutting room floor.
I like it, and I know that the mach meter would probably feel restraining but the idea behind it was to make the player take a decision between which one of their abilities would be better to buff up under different circumstances and in what order so that none of them would feel weaker than the other, and trying to create tense moments when the enemy slows you down or stuns you. But your idea also works while maintaining the playstyle
 
This is a great concept. Visuals, mechanics, everything is on high level. Especially the arts, they give much more idea of the character. It would be cool to have such a hero in the game.

It seems like he is fully ability-based hero, making gun play non-viable. Maybe Mach passive could enhance some gun stats based on its level? Or vice versa, gun could give some charge to Machs. In addition, some stats can have scaling based on move speed.
 
This is a great concept. Visuals, mechanics, everything is on high level. Especially the arts, they give much more idea of the character. It would be cool to have such a hero in the game.

It seems like he is fully ability-based hero, making gun play non-viable. Maybe Mach passive could enhance some gun stats based on its level? Or vice versa, gun could give some charge to Machs. In addition, some stats can have scaling based on move speed.
I never actually thought about it but it's not a bad idea. The way I originally thought about it was that spamming 1 would be his "spirit build", but that his 1 would be really weak if you don't buy the items for it (like with dynamo), and that running circles around enemies while shooting his pistol and using 2 or 3 would be the "gun build".
It could be a good idea to boost his firerate with the Mach meter, like from +10% to +30%. And his speed should definitely scale with spirit.
 
This is still the best concept I've ever seen, art-wise at least. Very few can create something that fits Deadlock's art-style. I really wished concepts like this got attention from the wider community.
 
You have good stuff here. I have 2 problems with it, one easily fixed. 1. With your update you have 3 abilities that stun. That is, in a word, uncool.
2. I don't see a good gameplay loop with his abilities. He goes fast yes, drops his 1 on people, but if he doesn't have ult his gameplay seems to stop there and he seems to be stuck at just shooting people. Really takes away from the need to go fast to buff abilities.

I would reorient this into
Ability 1. His main burst damage tool, which he ideally wants to drop at max energy for the highest burst. This one should probably get a stun at upgrade.
Ability 2. Multiple dashes that cost no / gain some energy on use for a combination of in combat mobilty and damage, with the option of out of combat mobility.The dashes are used one after another automatically and each enemy can only be hit by one dash. That way you are trying to either use the dashes to micro your end position advantageiously against a single target, or hit mutliple targets in a crowd situation. Since these would not deplete energy it would be a good time to drop the 1 on the person you end up by after hitting them.
3. The energy passive with amps, including faster dash speed/distance when at higher energy. Possiblty an active that lets him absorb a large chunk of his energy to heal himself for sustain and resetting after a dive.
4. Undecided.
 
You have good stuff here. I have 2 problems with it, one easily fixed. 1. With your update you have 3 abilities that stun. That is, in a word, uncool.
2. I don't see a good gameplay loop with his abilities. He goes fast yes, drops his 1 on people, but if he doesn't have ult his gameplay seems to stop there and he seems to be stuck at just shooting people. Really takes away from the need to go fast to buff abilities.

I would reorient this into
Ability 1. His main burst damage tool, which he ideally wants to drop at max energy for the highest burst. This one should probably get a stun at upgrade.
Ability 2. Multiple dashes that cost no / gain some energy on use for a combination of in combat mobilty and damage, with the option of out of combat mobility.The dashes are used one after another automatically and each enemy can only be hit by one dash. That way you are trying to either use the dashes to micro your end position advantageiously against a single target, or hit mutliple targets in a crowd situation. Since these would not deplete energy it would be a good time to drop the 1 on the person you end up by after hitting them.
3. The energy passive with amps, including faster dash speed/distance when at higher energy. Possiblty an active that lets him absorb a large chunk of his energy to heal himself for sustain and resetting after a dive.
4. Undecided.
I'm a fully biased fan of stuns, but yeah I can see it being annoying as hell if the burst character gets to stunlock you and burst you down at the same time. Maybe the enhanced 1 could arc between nearby enemies instead of stunning them. And the 2 could just slow firerate down after a successful slam against the wall/floor. Can still be improved.

Also the gameplay loop is meant to be somewhat similar to Akali from League. You rush in > Use all your damage skills > Use your supportive skills to regenerate your cooldowns > You run around to get some of your energy back > Use your damage skills again with whatever energy you have left > You run away with low health after hopefully having killed an enemy > You repeat.
 
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