Flagellant/Berserker-style concepts

Paper1

New member
Deadlock already has a "cast from HP" hero in Geist, but I think more heroes can fulfill the same idea of "powerful abilities with a risk"
I brainstormed these ideas about a month and a half ago, and I finally got around to packaging them into a few hero concepts. I grouped my ability ideas into 2 hero concepts. It's a few different ability concepts that play around with transferring positive and negative effects around strategically.


Hero 1: Support Abilities
Ability 1: AOE grenade that buffs fire rate of allies, and debuffs fire rate of enemies, along with some damage.
Ability 2: Give yourself bullet & spirit shield, based on the HP of a target. Also grant yourself a temporary speedboost.
Ability 3: Target an enemy: Steal their buffs, and give them your debuffs. Target an ally: Steal their debuffs, and give them your buffs. Self cast: just cleanse debuffs
Ability 4A: Heal all allies around you for the damage you take (Healing would be split between allies, so to heal 2 allies 1 HP each, you would need to receive 2 incoming damage, before reductions)
Ability 4B: A fraction of the damage that allied heroes around you take is dealt to you instead, but you also get higher survivability (regen a portion of the damage, increased resist, etc)

Overall Idea:
Ability 1 is a generic grenade, like what a lot of heroes have.
Ability 2 is a self-buff option to act as an escape tool.
Abilities 3 and 4 are the core of the hero concept. Both are built around you taking on risk to reduce your allies' risk. For Ability 4, I think it should be applied as a buff to yourself rather than a channeled ability, so that you can still do things while it's up. A and B are two different versions of the same rough idea (take on damage to allevieate the damage your allies take)


Hero 2: Offensive Abilities
Ability 1: AOE grenade that debuffs fire rate and movement speed of enemies, along with some damage.
Ability 2: Mark an enemy. Both of you deal double damage to each other
Ability 3: Passive. lose health regen, gain bullet and spirit lifesteal (hero starts with some health regen)
Ability 4: Mark an enemy. Damage either of you recieve is dealt to the other instead

Overall Idea:
Ability 1 is just a more offense-focused version of the Support Ability 1. Functionally similar to Warden's flask.
Ability 2 is something you could pop right before ganking someone. Both hero concepts are meant to be high-risk heroes with a high situational awareness requirement, and this ability is part of that philosophy.
Ability 3 could give -2 health regen so that you can have health regen in laning until you feel comfortable with losing it for lifesteal once you've got some self-healing items purchased
Ability 4 is a bit weird, and would probably have high potential for team trolling.

A possible merge of abilities 2 and 4 could be "Mark an enemy. Damage either of you deal to the other is doubled and reflected back instead." as a "fuck off, don't chase me" ability that fixes some of the trolling potential of 4 and self-killing potential of 2.


While I split out these abilities into 2 heroes, I think you could do a fusion of the 2. Having Offensive Ability 2 in the same kit as Support Ability 3 could have an interesting relationship where you debuff yourself, then transfer that debuff to an enemy, so then both of them take double damage.

Some other ability ideas that have the general theme of transferring/spreading buffs/debuffs/damage:

Pain Share AOE: Throw out a lingering AOE. 10% of the damage an enemy in the AOE takes is also dealt to the other enemies in the AOE.

Ult Passive: When you take lethal damage, trigger this ability and heal back some health instead. For a couple seconds, you can't heal, deal damage, take damage, run urn, or be debuffed. Also, get a debuff that expires when the invincibility does and kills you (like, set HP to 100 and take 200). This debuff could be transferred away with Support Ability 3. Ults that make you invincible are unpopular but I think this one would be fine because it's honestly kind of dumb and useless. I just think a "When you die: Don't die. 2 seconds later: die" type ability is funny.
 
A really weird possible interplay between abilities could be if you split out the tankiness parts of Support Ability 4B and the "allies in area have damage transferred" so that you could then transfer the AOE onto an enemy to cause *them* to take damage whenever any of *your* allies that are near them take damage. That would be extremely funny.
 
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