here's an example kit for a hero that explores some of the ideas I was talking about here.
The mechanics are more the point than their design/vibe, but I'm imagining a robotic/mechanical design with a furnace/engine theme going well with their abilities (a little tanky, fast but heavy, use of heat). Their kit focuses on area control and comboing abilities.
the specific numbers aren't my strong suit, I'm mostly just including rough cooldown times.
primary fire
shoot flames in a short, wide cone. very close range but aoe. uses an overheat mechanic instead of consuming ammo. Lowish dps.
(overheat mechanic encourages cycling primary fire with other cooldowns.)
secondary fire
hold to charge up a molten glob projectile and release to fire. Charging for longer will deal more damage. The projectile will burst after traveling a certain distance or colliding with an enemy or obstacle, limiting range but splashing damage to a small area.
(This softens the edges of the hero's kit by giving them some poke options, is usable in ability combos in short range duels, and still enforces the hero's identity of aoe/area control in an engaging way)
ability 1
circle of the keeper - 40 second cooldown, 6 second duration - deploy a protective wall in a 15 ft radius around yourself, blocking bullets and LOS abilities from enemies for the duration. The wall is transparent and can be moved through, and is not bound to the caster (it remains where it is deployed on the ground, as opposed to following the player).
tier 1 - reduce cooldown by 20 seconds
tier 2 - temporarily slow enemies inside radius when deployed
tier 3 - increase duration by 6 seconds
ability 2
leap and slam idk - 12 second cooldown - hold to charge, release to leap forward through the air in the direction you are facing (it doesn't give much verticality unless you look up), and damage enemies in a wide cone in front of you when landing. Deals critical damage and briefly stuns enemies hit very close to the player. Charging the ability increases the leap distance, but damage when landing is constant (makes it slightly harder to use as an escape tool, but enables short-range combos more).
tier 1 - gain a second charge(or maybe just reduce cd, idk)
tier 2 - displaces enemies, moving them towards the center of the cone and in the direction you are facing
tier 3 - temporary increased weapon damage against affected enemies
ability 3
forced induction - passive - using stamina heals you
tier 1 - increased stamina recovery
tier 2 - Colliding with an enemy while dashing or sliding will damage and knock them back
tier 3 - additionally heals 5% of max health
ability 4
reforge - 90 second cooldown, 2 second cast time - recover all health and stamina, and reset weapon heat and other cooldowns.
tier 1 - reduce cooldown by 30 seconds
tier 2 - remove cast time
tier 3 - become immune to CC for 3 seconds after casting
The mechanics are more the point than their design/vibe, but I'm imagining a robotic/mechanical design with a furnace/engine theme going well with their abilities (a little tanky, fast but heavy, use of heat). Their kit focuses on area control and comboing abilities.
the specific numbers aren't my strong suit, I'm mostly just including rough cooldown times.
primary fire
shoot flames in a short, wide cone. very close range but aoe. uses an overheat mechanic instead of consuming ammo. Lowish dps.
(overheat mechanic encourages cycling primary fire with other cooldowns.)
secondary fire
hold to charge up a molten glob projectile and release to fire. Charging for longer will deal more damage. The projectile will burst after traveling a certain distance or colliding with an enemy or obstacle, limiting range but splashing damage to a small area.
(This softens the edges of the hero's kit by giving them some poke options, is usable in ability combos in short range duels, and still enforces the hero's identity of aoe/area control in an engaging way)
ability 1
circle of the keeper - 40 second cooldown, 6 second duration - deploy a protective wall in a 15 ft radius around yourself, blocking bullets and LOS abilities from enemies for the duration. The wall is transparent and can be moved through, and is not bound to the caster (it remains where it is deployed on the ground, as opposed to following the player).
tier 1 - reduce cooldown by 20 seconds
tier 2 - temporarily slow enemies inside radius when deployed
tier 3 - increase duration by 6 seconds
ability 2
leap and slam idk - 12 second cooldown - hold to charge, release to leap forward through the air in the direction you are facing (it doesn't give much verticality unless you look up), and damage enemies in a wide cone in front of you when landing. Deals critical damage and briefly stuns enemies hit very close to the player. Charging the ability increases the leap distance, but damage when landing is constant (makes it slightly harder to use as an escape tool, but enables short-range combos more).
tier 1 - gain a second charge(or maybe just reduce cd, idk)
tier 2 - displaces enemies, moving them towards the center of the cone and in the direction you are facing
tier 3 - temporary increased weapon damage against affected enemies
ability 3
forced induction - passive - using stamina heals you
tier 1 - increased stamina recovery
tier 2 - Colliding with an enemy while dashing or sliding will damage and knock them back
tier 3 - additionally heals 5% of max health
ability 4
reforge - 90 second cooldown, 2 second cast time - recover all health and stamina, and reset weapon heat and other cooldowns.
tier 1 - reduce cooldown by 30 seconds
tier 2 - remove cast time
tier 3 - become immune to CC for 3 seconds after casting