elzvalentine
New member
This is a concept for a set of duo heroes that are forced to be played with the other. One cannot be present without the other. They would always be in the same team, and start in the same lane as each other.
The entire point of these characters is that they are tied together and synergise extremely well.
The Medium is a mostly gun-based character with flexible build options and Ghost is a spirit-based disabler or support.
They can work together in ways that let Ghost use items like Bullet Resist Shredder to enable high damage combos for their Medium. The Medium can use items like Spirit Shredder Bullets or Crippling Headshot to enable further damage from one or both of them.
These heroes would live and die by each other. Ghost would die from damage over time if Medium dies, so it's a priority for Ghost to keep Medium alive.
Medium would lose their passive effects if Ghost dies without them.
When ghost is possessing Medium they would take shared (but reduced) damage and inevitably die if Medium does first. Ghost can delay its death by possessing enemy players, enemy lane creeps or neutral creeps. This could allow for plays where Ghost can continue fighting after Medium dies and potentially still turn a fight to a win.
Ghost can be targetted when possessing enemies and eject or recall to get to safety. Essentially playing with risk-reward of going for longer disables but being dispellable and targetable.
No deep ideas for lore. Perhaps an OSIC Medium that is stuck with a high threat level poltergeist that has ruined their life, and livelihood. They seek to rid the poltergeist through a wish from the Patrons. The poltergeist wants to prove itself worthy of staying in their vessel out of fear of being exorcised. May attempt stealing the their vessel's wish if it can gain full control.
Medium
A medium that is victim to a spirit that is attuned to them and their body. Gains and loses buffs depending on if Ghost is absent from their body. Gains pure damage options when following up Ghost's disables. Flexible abilities.
Weapon - A Volcanic Pistol. High damage, slower firerate.
Ability 1 - Rounds Rotation - Eject and reload your weapon with different rounds. Rotate between silver bullets and phantom bullets. Silver bullets deal a flat amount of bonus true damage to possessed enemies. Phantom bullets deal spirit damage and pierce through targets and have reduced velocity and effective range.
AP1 - Faster reload speed, reduce cooldown.
AP2 - Silver bullets reduced spirit resistance, Phantom bullets reduced bullet resistance.
AP5 - Silver bullets increased firerate, Phantom bullets increased bullet velocity and damage range. Buffs linger between swaps.
Ability 2 - Exorcism Grab - A close range grapple that deals melee damage. Deals bonus spirit damage if Ghost is in Medium. Deals bonus pure damage against possessed enemies.
AP1 - Increased stun duration
AP2 - Decrease cooldown
AP5 - Increased all damages and their scalings
Ability 3 - Passive - Unyielding Vessel - While Ghost is inside their body, gain bonus spirit power and spirit resist. When Ghost is absent, gain bonus weapon damage, additional melee damage and bullet resistance.
AP1 - Increased buffs when Ghost is present
AP2 - Medium gains shared lifesteal from damage Ghost deals.
AP5 - Increased buffs when Ghost is absent
Ability 4 - Mass Exorcism - Medium creates a binding circle that after a delay, produces a blast that deals pure damage to possessed targets and a small amount of spirit damage to non-possessed targets.
AP1 - Increased radius.
AP2 - Reduced cooldown.
AP5 - Reduced delay, increased damage.
Ghost
Parasitic spirit that possesses and fights for control with its host. Leaves its host to deal damage to multiple targets and disable enemies allowing for followup attacks from their host. Supportive disabler.
Targetable during possession.
Weapon - A close range sapping weapon which functions similarly to Graves' weapon, reduced assisted aiming. Unlimited or increased ammo while possessing Medium.
Ability 1 - Bounce Through - Ghost dashes forward dealing spirit damage and bouncing between nearby enemies. When there are no targets left to bounce possess them and choose a direction to eject from.
AP1 - Increased base damage, increase damage for each bounce.
AP2 - Enables charges.
AP3 - Increased search radius, eject mini-stuns.
Ability 2 - Possession - Ghost can enter an enemy player's body at point blank range. Deals damage over time and disarms enemies. After possessing a target gains increased damage reduction which rapidly drops and is lost when ejecting or recalling.
AP1 - Reduce cooldown.
AP2 - Increased damage over time.
AP5 - Applies curse for the duration.
Ability 3 - Active + Passive - Parasitic Host - Ghost can eject themself from their host, gaining free range movement and taking damage over time while they are without a host. Damage over time scales with distance Using this ability again will recall them to its vessel. Recall is put on cooldown when ejecting manually.
AP1 - Ghost gains shared lifesteal from damage their vessel deals.
AP2 - Reduce cooldown of ejection and recall.
AP5 - Distance damage over time reduced / removed.
Ability 4 - Mass Hysteria - Ghost projectiles itself into the enemies, after hitting an enemy player directly they are lifted into the air forcing all other enemies in an area of effect to attack the lifted target. All enemies that are possessed by this are immune to damage from anyone but Ghost and Medium. Weapon on-hit effects are not applied by enemies to other enemies.
AP1 - Slightly increased radius.
AP2 - Cooldown reduction.
AP5 - Allows ability and weapon use during ultimate.
The entire point of these characters is that they are tied together and synergise extremely well.
The Medium is a mostly gun-based character with flexible build options and Ghost is a spirit-based disabler or support.
They can work together in ways that let Ghost use items like Bullet Resist Shredder to enable high damage combos for their Medium. The Medium can use items like Spirit Shredder Bullets or Crippling Headshot to enable further damage from one or both of them.
These heroes would live and die by each other. Ghost would die from damage over time if Medium dies, so it's a priority for Ghost to keep Medium alive.
Medium would lose their passive effects if Ghost dies without them.
When ghost is possessing Medium they would take shared (but reduced) damage and inevitably die if Medium does first. Ghost can delay its death by possessing enemy players, enemy lane creeps or neutral creeps. This could allow for plays where Ghost can continue fighting after Medium dies and potentially still turn a fight to a win.
Ghost can be targetted when possessing enemies and eject or recall to get to safety. Essentially playing with risk-reward of going for longer disables but being dispellable and targetable.
No deep ideas for lore. Perhaps an OSIC Medium that is stuck with a high threat level poltergeist that has ruined their life, and livelihood. They seek to rid the poltergeist through a wish from the Patrons. The poltergeist wants to prove itself worthy of staying in their vessel out of fear of being exorcised. May attempt stealing the their vessel's wish if it can gain full control.
Medium
A medium that is victim to a spirit that is attuned to them and their body. Gains and loses buffs depending on if Ghost is absent from their body. Gains pure damage options when following up Ghost's disables. Flexible abilities.
Weapon - A Volcanic Pistol. High damage, slower firerate.
Ability 1 - Rounds Rotation - Eject and reload your weapon with different rounds. Rotate between silver bullets and phantom bullets. Silver bullets deal a flat amount of bonus true damage to possessed enemies. Phantom bullets deal spirit damage and pierce through targets and have reduced velocity and effective range.
AP1 - Faster reload speed, reduce cooldown.
AP2 - Silver bullets reduced spirit resistance, Phantom bullets reduced bullet resistance.
AP5 - Silver bullets increased firerate, Phantom bullets increased bullet velocity and damage range. Buffs linger between swaps.
Ability 2 - Exorcism Grab - A close range grapple that deals melee damage. Deals bonus spirit damage if Ghost is in Medium. Deals bonus pure damage against possessed enemies.
AP1 - Increased stun duration
AP2 - Decrease cooldown
AP5 - Increased all damages and their scalings
Ability 3 - Passive - Unyielding Vessel - While Ghost is inside their body, gain bonus spirit power and spirit resist. When Ghost is absent, gain bonus weapon damage, additional melee damage and bullet resistance.
AP1 - Increased buffs when Ghost is present
AP2 - Medium gains shared lifesteal from damage Ghost deals.
AP5 - Increased buffs when Ghost is absent
Ability 4 - Mass Exorcism - Medium creates a binding circle that after a delay, produces a blast that deals pure damage to possessed targets and a small amount of spirit damage to non-possessed targets.
AP1 - Increased radius.
AP2 - Reduced cooldown.
AP5 - Reduced delay, increased damage.
Ghost
Parasitic spirit that possesses and fights for control with its host. Leaves its host to deal damage to multiple targets and disable enemies allowing for followup attacks from their host. Supportive disabler.
Targetable during possession.
Weapon - A close range sapping weapon which functions similarly to Graves' weapon, reduced assisted aiming. Unlimited or increased ammo while possessing Medium.
Ability 1 - Bounce Through - Ghost dashes forward dealing spirit damage and bouncing between nearby enemies. When there are no targets left to bounce possess them and choose a direction to eject from.
AP1 - Increased base damage, increase damage for each bounce.
AP2 - Enables charges.
AP3 - Increased search radius, eject mini-stuns.
Ability 2 - Possession - Ghost can enter an enemy player's body at point blank range. Deals damage over time and disarms enemies. After possessing a target gains increased damage reduction which rapidly drops and is lost when ejecting or recalling.
AP1 - Reduce cooldown.
AP2 - Increased damage over time.
AP5 - Applies curse for the duration.
Ability 3 - Active + Passive - Parasitic Host - Ghost can eject themself from their host, gaining free range movement and taking damage over time while they are without a host. Damage over time scales with distance Using this ability again will recall them to its vessel. Recall is put on cooldown when ejecting manually.
AP1 - Ghost gains shared lifesteal from damage their vessel deals.
AP2 - Reduce cooldown of ejection and recall.
AP5 - Distance damage over time reduced / removed.
Ability 4 - Mass Hysteria - Ghost projectiles itself into the enemies, after hitting an enemy player directly they are lifted into the air forcing all other enemies in an area of effect to attack the lifted target. All enemies that are possessed by this are immune to damage from anyone but Ghost and Medium. Weapon on-hit effects are not applied by enemies to other enemies.
AP1 - Slightly increased radius.
AP2 - Cooldown reduction.
AP5 - Allows ability and weapon use during ultimate.