Hero — Dutch the Henchman

ToastyGhostey

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Dutch.png
Dutch
Fast, Annoying, Henchman

Dutch is a henchmen for the mysterious "Viscountess", an eldritch crime boss that most recently has been banished back to her origin realm after being double crossed. Having died in the battle to protect the Viscountess, Dutch would've otherwise slunk into oblivion had the Viscountess not made a pact with him seconds before her banishing. Now a superpowered grunt, but a grunt all the same, Dutch does "da boss's" bidding all the same — the pact she made being what keeps him alive and granting his newfound abilities. "One last job" he thinks to himself "An' the boss'll bring me back ta' life for real!".

Dutch is a character with very low health, low defense scaling, and low gun damage. His unique gimmick is his ability, Vandalism, which allows him to set a spawn point that also makes him respawn quickly and be worth a fraction of a kill. At higher upgrades, Vandalism allows you to teleport to it, allowing you to quickly move across the map to a different objective. The concept is to make a character can provide help pushing objectives and disabling an enemy in a team fight, creating a high-octane game of tag to distract or disable the enemy team.

Dutch's uses two akimbo pistols named "Assault and Battery". He has 18 ammunition to start, and one click of the mouse fires both pistols in a two-round burst. Dutch begins with 3 stamina.

1. Vandalism (Cooldown 100 seconds)
Channel (7 seconds, Dutch gets on a knee and draws the sigil with a chalk). Create a Sigil where you stand. When Dutch dies he will respawn at the sigil instead of at base and with only a third of the respawn time. Dutch is only worth a third of a normal kill's soul amount when killed while his sigil is on the map. Dutch's Sigil can be destroyed by attacking it, and will be targeted by NPC's — the Sigil only disappearing when it is destroyed or marked elsewhere.
Level 1: On Death: -12 seconds to Vandalism current cooldown
Level 2: Upon taking damage, the Sigil grants itself a temporary shield.
Level 3: Alt-cast: Self destruct to teleport to your Sigil, destroying it in the process and resetting its cooldown to half. (animation is Dutch drinking a cartoonish bottle of poison)

2. Arson (Cooldown 24 seconds - Range 30m, travels in an arc)
Toss a flaming bottle that explodes and creates an area of fire that burns enemies, dealing damage over time.
Level 1: Hitting an enemy hero directly causes them to bleed.
Level 2: Arson creates a plume of smoke on detonation, obscuring enemy vision and removing any pings they had on you.
Level 3: Gain a stack any time an enemy takes damage from burning or bleeding from Arson. Stacks are consumed on next direct hit of Arson, dealing extra spirit damage per stack.

3. Trespass (Cooldown 30 seconds - Range 10m)
Teleport quickly Infront of you in a horizontal line. Teleporting past enemies deals Spirit Damage. Teleporting directly into enemies deals extra Spirit Damage and knocks them up.
Level 1: Range +5m
Level 2: Charge +1
Level 3: You can teleport through walls.

4. Grand Theft (Cooldown 90 seconds - Duration 12 seconds)
Target a hero and Mug them, gaining an initial speed boost but disarming yourself during the ultimate's duration. When stealing from a hero, they get an initial brief stun (1 second), and are Mugged for the duration of the ultimate. If Dutch dies or the ultimate ends, the enemy is no longer Mugged. Grand Theft leaves a trail for enemies to follow you.
Mugged - Status Effect): Cannot fire gun, use abilities or items, buy items, or gain new souls. Can still melee and heavy melee
Level 1: Grand Thefts' initial speed boost lasts longer.
Level 2: Decrease the length and duration of the trail you leave behind during Grand Theft.
Level 3: Become immune to stuns and slows during the duration of Grand Theft.
 
Great stuff Toasty!

I like the idea of a big buff guy who has surprisingly low health scaling, even if it's a bit counterintuitive for new players. Hitbox size is a balancing tool, and Mina being so tiny is a part of her survivability, so this guy is gonna get absolutely cooked with his big torso.

It'd be fun to try and hunt down his Sigil, and I think that's the greatest part of his kit gameplay wise. It's like a horcrux. It also reminds me of the "Heartless" card from Friends vs. Friends
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You literally hide your heart somewhere on the map and cannot be killed unless it's shot. You do take bleed damage that'll kill you though. A bit different, but It's that "thing on the map that's a part of me" idea that's really awesome.

Is the T2 a barrier that scales with Spirit? Or is it literally a shield that prevents its destruction for X amount of time?

This hero does feel like it has two Ults. My opinion is that Grand Theft could be greatly reduced in its strength and cooldown and swapped with Vandalism, and just focus the hero around that as an Ult more specifically. He's getting strongly pulled in two different directions currently.

I like Arson having bleed on direct hit. This game needs more direct-hit reward skillshots like Bola. You could honestly include that in the item from the start. The smoke would piss me off and I'd hate it, Drifter Ult pains me. Vision obfuscation is a touchy subject, and personally I don't think it's great for the game. You could give him a buff of movespeed and being unpingable when he's in Arson and for X seconds after he leaves it.

If this hero is truly squishy as you say, I'm not sure Trespass will get used too often as an offensive tool. He seems like he's always kiting with Grand Theft, Dual Pistols, and an Area Denial tool. Getting a Tresspass knockup to confirm an Arson bleed would be sick though, turn the hero on its head a little.

The art is fantastic, I imagine he hits people with that big coin bag.
 
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