Fallen Angel (Not final name)

Novadinunzio

New member
Sorry about the character art being Dynamo, and for the icons not being original. I can't draw lmao. I'm currently using an outdated version of Deadmock as I can't find the currrent version, if anyone has the link and could share it that'd be greatly appreciated

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Some of these concepts are pretty cool, while others feel really off. Your numbers are also absolutely bonkers on Guarded Dash.

It has a 16s CD and reduces it's CD by 25% every time you deal weapon damage? The gun fires 2 times per second by default, meaning that the average CD of this thing is going to be around.... 4-7s with NO CDR and no ability points. Once you get 2 points, it goes down to 10s and the barrier duration is 8s meaning that you are permanently barriered with 100 HP on a 3-5s CD and at 5 points the barrier scales with your bonus Weapon damage, making it even MORE heinous. This ability should START with something like a 40s+ CD.

Unholy Rage is pretty extreme, and I'm not sold on having an ability that actively hurts your allies on purpose. Bebop and Viscous can both move their allies and accidentally put them in a bad spot, but it doesn't ACTIVELY hurt them. I would probably have it so that Holy Aura ONLY benefits allies at first, but that Unholy Rage inverts it to only penalizing enemies.

+150% weapon damage is also an impossibly large bonus. Throw on some things like Spell slinger, Point Blank, and Weighted Shots and you will be hitting 4-5 shots per second that will head shot for around 450-500 damage. Per bullet. That's not just bonkers, that's ultra broken. You could bring that down to something like 50% and it will still be pretty damn strong. The Spirit damage buff isn't quite so silly, but it's still way too high. (Consider that both Pocket and Calico are considered to have very high flat damage modifiers and those cap out around 30%).

The concepts aren't bad, but your numbers are so astronomical as to make it hard to discuss. Also, your ability points feel rather bland besides the 5 point Holy Aura one. It would be nice to see them make each ability feel a bit more unique and distinguished. Not required, but would be cool
 
Some of these concepts are pretty cool, while others feel really off. Your numbers are also absolutely bonkers on Guarded Dash.

It has a 16s CD and reduces it's CD by 25% every time you deal weapon damage? The gun fires 2 times per second by default, meaning that the average CD of this thing is going to be around.... 4-7s with NO CDR and no ability points. Once you get 2 points, it goes down to 10s and the barrier duration is 8s meaning that you are permanently barriered with 100 HP on a 3-5s CD and at 5 points the barrier scales with your bonus Weapon damage, making it even MORE heinous. This ability should START with something like a 40s+ CD.

Unholy Rage is pretty extreme, and I'm not sold on having an ability that actively hurts your allies on purpose. Bebop and Viscous can both move their allies and accidentally put them in a bad spot, but it doesn't ACTIVELY hurt them. I would probably have it so that Holy Aura ONLY benefits allies at first, but that Unholy Rage inverts it to only penalizing enemies.

+150% weapon damage is also an impossibly large bonus. Throw on some things like Spell slinger, Point Blank, and Weighted Shots and you will be hitting 4-5 shots per second that will head shot for around 450-500 damage. Per bullet. That's not just bonkers, that's ultra broken. You could bring that down to something like 50% and it will still be pretty damn strong. The Spirit damage buff isn't quite so silly, but it's still way too high. (Consider that both Pocket and Calico are considered to have very high flat damage modifiers and those cap out around 30%).

The concepts aren't bad, but your numbers are so astronomical as to make it hard to discuss. Also, your ability points feel rather bland besides the 5 point Holy Aura one. It would be nice to see them make each ability feel a bit more unique and distinguished. Not required, but would be cool
No No, the cooldown is reduced by 25% of your dealt weapon damage
(ex: 40 x 0.25 = 10% reduced cooldown (or 1.6s)
I get the confusion tho


I'm not too sure what you mean by this

That's valid, the weapon damage is a bit much. The spirit damage is negligible though imo, since they're barely doing any to begin with
 
That's valid, the weapon damage is a bit much. The spirit damage is negligible though imo, since they're barely doing any to begin with
I would still increase the base CD on guarded dash significantly simply due to the sheer amount of barrier you are getting.

A close parallel would be Warden's Willpower. That gives 125 barrier (so 25% more) on a 42s cooldown. Guarded dash does damage on top of having a cooldown that is only 40% as long and has a way to reduce the CD innately. Unless the barrier only lasts as long as the dash itself, it's incredibly overtuned even if it did no damage.

I think you are probably forgetting that melee damage is considered weapon damage, so 1 heavy melee will reduce the CD of this ability by over 2.5 seconds based on your math and you haven't indicated that the damage has to be on a hero so you can go around spamming heavy melee on the creep waves and be functionally impervious to poke.

As for the Spirit Damage amplify being extreme, while his stake isn't doing extraordinary damage at only 240 base and pretty poor scaling, it does have the immobilized effect (CC is generally the best part of an ability like this) AND it's charged so it can do a decent amount of damage via things like Tank Buster. Doubling that isn't exceptional, until your have him pick up this like a Capacitor, Cold Front, or maybe even a Scourge. (You know, that thing that does 3.25% max HP per second as Spirit damage in an AoE? Doubling that would make it fall a total of 65% of anyone's health with no duration extenders that's 1 item)

100% Bonus spirit damage is bonkers amplifier. Even if you are giving the enemy some buffs to offset it.
 
The 1, 2, and 3 abilities mesh together really well, even if the numbers are a bit overtuned. Pin someone to the wall then dash in, while your aura steals a bit of their stats. Conversely you could 1 somebody and dash away if you need to make space. There's a certain sauce in there, it's good.

Although I think the abilities might need some modification. The idea of stealing regen stands out to me as particularly fun, so I was thinking this: Maybe if it were a short ranged aura that steals a flat amount of regen. Like "steal x HP a second from enemies within 10 meters", with healing reduced for troopers/neutrals. Basically Necromancer's decay aura from Dota 2.

Then we take the damage off of the 2 and just make it a shielding dash.

But yeah there's something there for the first 3 abilities. A kit that sets up a stun on the enemy from afar before closing the gap and staying on them.

I think the ultimate would need to be reworked, however. It fills the same niche as Yamato's ult, in that it's a Devil Trigger powerup mode for the hero. A bit too similar imo.
 
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