[Hero] Burton, the homeless Drunkard with a strange, magical bottle.

I really don't fully get the concept of this hero. Do abilities reduce your drunk meter on use? Shouldn't you just always spam your 2 off cooldown in any scenario to keep your meter always high (I also think that it's too good early game)? I really like the mechanics and concept, but maybe being drunk should have some drawbaks, or when you reach 100% you puke on enemies dealing damage but losing all your meter? Right now, if I'm not misreading, you should always spam 2 to keep the bar full

It decays over time after 1 second. I was gonna put a text that says it would decay faster if stunned or silenced, but that would've been rather cruel. Also the meter gets reset completely on death.
 
It decays over time after 1 second. I was gonna put a text that says it would decay faster if stunned or silenced, but that would've been rather cruel. Also the meter gets reset completely on death.
How does the idea of, when a special effect due to the drunk meter takes place, it consumes that same %?

To encourage getting that special juice before a fight? Especially using echo shard?

How about charges on 1 and 2? 2 could have period between charges of 6 seconds, and 1 can have period between charges of 12 seconds?
 
How does the idea of, when a special effect due to the drunk meter takes place, it consumes that same %?

To encourage getting that special juice before a fight? Especially using echo shard?

How about charges on 1 and 2? 2 could have period between charges of 6 seconds, and 1 can have period between charges of 12 seconds?

Maybe I could make it so that it drains a portion of the drunk meter, whenever 1st, 3rd or Ult ability gets used, but I don't know if consuming the meter for the same amount it takes for any of the abilities' special effects is reasonable. Maybe I could make it consume, about 15% or 20% of the meter, whenever other skills get used.

But, then I'd have to do something about the T3 upgrade for the 2nd ability, because the way it is now, the double drunk buffs at 90% of the meter or higher, that would become null and void in a long run.

Also, I'm not sure if either of the first 2 abilities even need charges. Maybe on 2nd ability, but still, not sure.
 
Maybe I could make it so that it drains a portion of the drunk meter, whenever 1st, 3rd or Ult ability gets used, but I don't know if consuming the meter for the same amount it takes for any of the abilities' special effects is reasonable. Maybe I could make it consume, about 15% or 20% of the meter, whenever other skills get used.

But, then I'd have to do something about the T3 upgrade for the 2nd ability, because the way it is now, the double drunk buffs at 90% of the meter or higher, that would become null and void in a long run.

Also, I'm not sure if either of the first 2 abilities even need charges. Maybe on 2nd ability, but still, not sure.
I see, because my issue is you can get echo shard, and keep topping up your drink, and be able to use very strong abilities, think of Shiv, but more powerful and you can start fight with rage, and build it up faster and safer.

Now relooking at the numbers, yes, I agree. What is the decay rate of the drunk meter? I propose 2% per second (that way, you will have 1 (delay before drunk decays) + (10/2) = 1 + 5 = 6 seconds of making worth of the 90% drunk).

Make it consume 20% I reckon? Let's run a quick calculation:
1 - 30% bonus = 6% drunk lost
3 - 30% bonus = 6% drunk lost
4 - 60% bonus 12% drunk lost

Assume a full rotation of spells used, that would be 6 + 6 + 12 = 24 drunk lost.

100 - 24 = 76 drunk left. That's 39 seconds required to decay (76/2 + 1), assuming the combo is instant. So let's put it at 30 seconds until decay, so around 60% (30*2=60%).

I believe the drunk consumption should be 25% instead when an enhanced effect is used.

1 - 8%
2 - 8%
3 - 15%

8 + 8 + 15 = 31.

That seems more like it!

(40 - 31)/2 + 1 = 5+1 = 6 seconds, before drunk is net negative. Drinking at base is 10 seconds.

I suggest 25% consumption, decay of 2% per second, after the 1st second without drinking. You want to encourage the player to be careful about how they drink, on differing levels of being drunk.
 
I see, because my issue is you can get echo shard, and keep topping up your drink, and be able to use very strong abilities, think of Shiv, but more powerful and you can start fight with rage, and build it up faster and safer.

Now relooking at the numbers, yes, I agree. What is the decay rate of the drunk meter? I propose 2% per second (that way, you will have 1 (delay before drunk decays) + (10/2) = 1 + 5 = 6 seconds of making worth of the 90% drunk).

Make it consume 20% I reckon? Let's run a quick calculation:
1 - 30% bonus = 6% drunk lost
3 - 30% bonus = 6% drunk lost
4 - 60% bonus 12% drunk lost

Assume a full rotation of spells used, that would be 6 + 6 + 12 = 24 drunk lost.

100 - 24 = 76 drunk left. That's 39 seconds required to decay (76/2 + 1), assuming the combo is instant. So let's put it at 30 seconds until decay, so around 60% (30*2=60%).

I believe the drunk consumption should be 25% instead when an enhanced effect is used.

1 - 8%
2 - 8%
3 - 15%

8 + 8 + 15 = 31.

That seems more like it!

(40 - 31)/2 + 1 = 5+1 = 6 seconds, before drunk is net negative. Drinking at base is 10 seconds.

I suggest 25% consumption, decay of 2% per second, after the 1st second without drinking. You want to encourage the player to be careful about how they drink, on differing levels of being drunk.

That's... a lot of math, tbh. But, I'll see to the changes made to the 2nd ability, as you suggest.

I'll get on with it tomorrow, then.
 
Maybe I could make it so that it drains a portion of the drunk meter, whenever 1st, 3rd or Ult ability gets used, but I don't know if consuming the meter for the same amount it takes for any of the abilities' special effects is reasonable. Maybe I could make it consume, about 15% or 20% of the meter, whenever other skills get used.

But, then I'd have to do something about the T3 upgrade for the 2nd ability, because the way it is now, the double drunk buffs at 90% of the meter or higher, that would become null and void in a long run.

Also, I'm not sure if either of the first 2 abilities even need charges. Maybe on 2nd ability, but still, not sure.
You can make it on T3 that upon drinking, the next 5 seconds juices up (double) your stats gained on being drunk. So being recently drunk just above that 30%, 60% threshold, will be double for the next 5 seconds.

And perhaps add charges only to the 1, but not the 2.
 
Changes made to 1st and 2nd abilities.

1st Ability now has charges and T1 upgrade changed to "+1 Charge"

1stAbilityB.png



2nd Ability now consumes the Drunk Meter by 25% whenever the enhanced effects on other abilities get applied. Also changed how the T3 Upgrade works(now all buffs get doubled for 5 seconds when drinking while above 30% or 60%).

Also lowered the cooldown by 1 second and upped the Bullet Resist and Spirit Resist stats slightly.

Description now also says how much of the meter decays per second without drinking.

2ndAbilityB.png
 

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