Ghost & Medium - 2 Heroes in One (Piloted by separate players!)

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.
 
I suppose instead of forcing that your heroes 'medium/ghost' cannot be drafted unless the other hero 'ghost/medium' is also drafted on the same team, you could just put those two heroes into one, then one of your allies has a choice to become ghost or medium permanently - not sure how it would work if none of your allies wants to change either hero though.
 
Cool concept but I think it can be played by a single player since Lone Druid from Dota exists so controlling two heroes is possible. A way to make it playable as single player is make the ability kit like Kez from Dota, you can switch to Medium/Ghost form.

For the hero control, both heroes will be side by side. If you are Medium then Ghost is by your side shooting and vice versa. Both have their own item slots.
 
Cool concept but I think it can be played by a single player since Lone Druid from Dota exists so controlling two heroes is possible. A way to make it playable as single player is make the ability kit like Kez from Dota, you can switch to Medium/Ghost form.

For the hero control, both heroes will be side by side. If you are Medium then Ghost is by your side shooting and vice versa. Both have their own item slots.
I wonder if a dead player could be granted permission to control them (the other half). Perhaps on a tier upgrade, if the clone dies, then another dead teammate are able to control it. When a clone dies, they won't be able to control, until they die again! If the host dies - both dies! Unless, the host has rejuv and is respawning.

If one gets affected by a debuff, it will only affect that one. If a buff is applied by an ally or an effect, only that one will get it. So it is possible for a rejuv to go off, but then the merge happens, and everyone will has rejuv potential, but it went down by 1. So a duo trying to respawn, could chew 2 rejuvs and still be in the fight.

However... buffs can be shared based on the shared item pool... But also, they have to wrestle with the limitations of the host's itemisation. Only the host can buy items! Tisk tisk!

This would be interesting on Rejuvenator, where you have split 3 seconds to use the other hero before being respawned back. It would be interesting if you are able to cast/use passive items of the host's kit (which could deny or enhance the host's gameplay), and some items could be cast to both at the same time, otherwise only to the one that summons it.

NOTE THE ITEMISATIONS WILL HAVE SHARED COOLDOWNS, BUT SOMETIMES EFFECTS CAN BE "SPLICED".




Their HP/cooldown pools will be healed/refunded on the average of the %'s, multipled by 8% extra. This is to encourage synergistic "min-maxxing". Same thing done per ability, if the % of completeness is treated as "health". Any overcap will just hit to 100%.

I.e: 58%,68% => (58+68)/2 => 68% back towards the host.



Interesting interactions:
Blood tribute only activates when you have activated on yourself. If it is active on another person, you can disable their blood tribute, to then they can reactive it to get it back on them, or you activate it and get it on yourself. So effectively, one person can benefit from blood tribute active, but the other person will not suffer from the penalty/buff that it provides on the drain active.

Toxic bullets/Tesla/Silencer:
Both bullets build up. Same with upgrade (but one using Capacitor active will deny). Can contribute to each other's build up faster, which works nicely with slowing bullets. Tesla/Cap shot shock is the only instance where cooldowns are seperate pools.

Frenzy:
Activates on whoever gets low (including both).

Hollow point:
Activates on whoever has HP greater than threshold (which can include both).

Shadow Weave:
Activates on whoever activates it first.

Glass Cannon/SpellSlinger:
Stacks obtained will be merged back to solo host, and will not exceed the cap of maximum value. Upon splitting into 2 players playing, it will takeover the host's current stacks, divided by 2, rounded down. Losing stacks (death) during this time will lose only the affected player. Stacks upon merge gets rounded up.

Example:
Glass cannon is empty on host.
Both get empty. Host gets 3 stacks, other gets 3, when host gets full control, it is 6 stacks.
If done again, both will have 3 stacks. If one gets a kill, then when merge happens, it is 4+3 = 7 stacks.

Done again, 3, 3 which combined makes 6. So allowing permission can cause you to decrease in stacks - or increase if the other teammate is in a perfect spot and can go ham.

Spirtual overflow:
Seperate characters have seperate triggers.

Crippling Headshot:
Both can apply it! (But not stack, duhhh)

Rebuttal:
Both have stronger parries! During team fights, you can parry for your other teammate! Harder to outjuke! Some karate type shit!

Healing rite:
Heal your teammate, and help them roam. Why not? They are gonna go back when that ally respawns... anyways!

Majestic leap:
Careful! If you use it, the other teammate won't be able to jump... :c Same if a reactive barrier procs. Same goes with Spell Breaker!

Healing nova:
Double heal value, which can help with the host getting an even bigger heal! 4x healing done => double + 8% heal for host (averaging, remember?)

Metal skin/Return fired:
Both guys will be metal skinned/return fired! So best to be both together. One guy would get less value if you activate metal skin when one is returning back to base, for instance.

Rescue beam:
Why not save part of yourself with part of yourself? Freaky! When one uses it, the other won't be able to and it will go on cooldown - so choose wisely!

Trophy collector:
Same stack logic with Glass/Spellslinger.

Colossus:
Both will be affected!

Divine barrier:
Activate on your other half for the reduced cooldown/purge! Same with Guardian Ward!

Battle Vest/Enchanter:
Affects whoever's HP is above a threeshold.

Unstoppable:
Double unstoppable!

Vampiric/Infuser:
Whoever activates it first, will be the only one getting it!

Witchmail:
Works seperately. Good lord.

Siphon Bullets:
Same stacking mechanic described above.

Mystic Regeneration:
Can work seperately! Host can get a much fresher heal upon remerging!

Cold Front/Artic Blast: When one uses it, the other won't be able to! Be careful!

QuickSilver Reload:
Again, the same! Same goes with Slowing, Spirit. And Merc too! Mystic Reverb too! Vortex as well!

Suppressor:
Both can apply it!

Decay:
If one uses it, the other won't be able to! Would go on cooldown!

Knockdown: Only one gets stunned!

Silence wave:
Only one can use it!

Surge of power:
Only 1!

Torment pulse:
Both will be able to shock, which can stack for a double microwave!

Escalating exposure:
This is scary, but it can cause the scaling to grow even faster, as it the window for new application is per player, not >per character<. So it can reach full stacks 2x faster theoretically and if done perfectly.

Lighting scroll:
They have seperate ultimates, so you can double layer stuns.

Curse:
Only one gets cursed! Same with Focus!

Magic Carpet:
If you use carpet, the other will be left stranded...!

Scourge:
Only one can use it, which may include casting on another to save part of "yourself". Similar to Rescue Beam!

Spirit Burn:
Shared cooldown, but can get to the threshold much more faster and hence cause more earlier pops.

Refresher:
Why not both kits get their abilities refreshed? Either way, if one holds onto it, that will produce a partial cooldown of about half more or less per ability.

Echo Shard:
Someone can be be greedy and yonk an ability refresh!

Etheral Shift:
Crazy idea: Both gets shifted. Both can jump out with extra juiced up stats, or one activates if low, the higher hp one gets out, and goes ham to help the lower one etheral and float away to cover/bait.

I think this list should get an idea for other items I did not include - since it would be obvious. I really like the idea of Siamese twins - similar to that one TF2 mod for Zombie Survival (it is very niche reference I'm making). Where things are conjoined but not exactly the same.
 
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I suppose instead of forcing that your heroes 'medium/ghost' cannot be drafted unless the other hero 'ghost/medium' is also drafted on the same team, you could just put those two heroes into one, then one of your allies has a choice to become ghost or medium permanently - not sure how it would work if none of your allies wants to change either hero though.
You could refer to the approach used in *Heroes of the Storm*: this hero can only be selected when two players play cooperatively.
 
You could refer to the approach used in *Heroes of the Storm*: this hero can only be selected when two players play cooperatively.
Check my idea above:
It is a lil complex, but basically, I am assuming the other player could be a bot, and only becomes a human when someone is respawning.

I thought a bit about weird edge case scenarios. It is to encourage the clone to serve the host's wishes, with the influence being able to suggest things so the host can gain even more from it.
 
P.S: Fleet foot: Only one gets faster movement active.
I should also say - Items should be able to have orange text stating in very short term the nature of the "splice" effect.

Whether: "Only 1 half" or "Force 2 halfs" or "Seperate Pools". So new players aren't wondering wtf is and isn't possible.
 
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