[Hero Concept] Archaeologist

nathanieljbrill

Active member
Base Stats
560
Regen 2 (scales 0.1 with spirit)
Move speed 6.8
Spring +1

Gun
57 dps
19 damage
3 shots per second
Bullet Velocity 550
Ammo 36

Abilities

1. Unleash Spirits

Pick a spot on the ground within 15 meters to throw a breakable jar which will release continual spirits which hunt down enemies within a targeting range. They last until they stop following someone or 2 seconds whichever is longer. One spirit is released per second (including second 0 so 6 spirits total at base).
Cooldown 40s
Targeting range 7 meters (scales 0.015 with spirit)
Follow Speed 7 meters per second (scales 0.015 with spirit)
Duration 5 seconds
Damage 70 (scales 0.3 with spirit)
Upgrade 1. -15s cooldown.
Upgrade 2. Spirit scaling for targeting range, follow speed, and damage doubled.
Upgrade 3. Release Rate decreased to 0.8 seconds per spirit. Applies 20% movement slow for 1 second on hit.

2. Treasure Hunt
Create a treasure (a half-power bridge buff) that can only be broken by you at a chosen spot between 20 and 30 meters from you.
Buff duration 30 seconds. Scales 0.2 with spirit.
Treasure lifetime duration if unbroken 30 seconds.
Cooldown 35 seconds.
Upgrade 1. While moving closer to your treasure you have +5 movement speed.
Upgrade 2. Cooldown -15s
Upgrade 3. Buff duration increased by 30s.

3. Mummy's Scroll
The Target takes 15%% of the damage they deal. Scales 0.07% with spirit.
Cooldown 20 seconds.
Duration 8 seconds.
Range 10 meters.
Upgrade 1. The Target has -50% healing, no regen, and takes damage equal to their regen.
Upgrade 2. Self damage increased by 10%.
Upgrade 3. Cooldown -8s.

4. Mark of Doom
If the target falls below 20% hp they die. Scales 0.06% with spirit.
Range 7 meters.
Duration 10s.
Cooldown 110 seconds.
Upgrade 1. Cooldown -50s.
Upgrade 2. Threshold increased by 10%.
Upgrade 3. Affects all enemies within range.
 
After some more consideration I think the base speed of the spirits needs to be increased by 0.5 meters per second and the release rate at the 5 cost upgrade needs to reduce to 0.7, rather than 0.8.
 
Made a few more changes to the spirits.

They disappear after 2 seconds of not following a target. Releases one spirit per second (including second 0, so 6 total at base).
Cooldown 40s
Targetting range: 7.5 meters scales 0.02
Follow speed 7.5 meters per second. 0.02
Duration 5 seconds.
Damage 70 (0.4 spirit scaling)
Cooldown -15 seconds
Spirit scaling for targetting range, follow speed, and damage doubled.
Release rate decreased to 0.7 seconds. Apply 20% movement slow for 1 second on hit.
 
I like the concept of an Indiana Jones type, especially in this setting. I also like the idea of an evil version of the Urn in Unleash Spirits.

I think Treasure Hunt can be retooled to give a more consistent buff at a minimum distance away from you in a zone rather than a random bridge buff. It could be a throwable projectile that gives you (mostly offensive) buffs for a short time and maybe a damage burst (maybe an Unleash Spirit activation) after you reach it, like an X Marks the Spot sort of thing.
This makes it more of an offensive ability and also allows enemies some counterplay, as they can either try to box you out of getting to the destination, or avoid the destination altogether. One of the upgrades could be that it refreshes Unleash Spirits upon reaching the destination.

I take some issue with Mummy's Scroll in that it can potentially just kill certain characters (like Haze) when they are doing well. It's like giving Return Fire to everyone she shoots with her ult, which means this is a soft interrupt/stun. I don't know that it's that fun of an ability in general, to use or to counter; personally I would just add a different ability, but this is your concept, not mine. Also the T1 upgrade is way too strong. However, it DOES fit thematically with Mark of Doom, which I think also needs a nerf. So in the interest of keeping both abilities as per your vision, here's an idea:

3. Mummy's Scroll
The Target takes 15% of the damage they deal. Scales 0.07% with spirit.
Cooldown: 40 seconds.
Duration 8 seconds.
Range 15 meters.
Upgrade 1. Cooldown -18 seconds
Upgrade 2. Self damage increased by 12%.
Upgrade 3. Affects all enemies 8m around the target

4. Mark of Doom
If the target falls below 20% hp, they die.
Range 7 meters.
Duration 10s.
Cooldown 110 seconds.
Upgrade 1. Duration +5 seconds
Upgrade 2. Targets that die due to Mark of Doom reduce the cooldown by 50 seconds.
Upgrade 3. The Target has -50% healing, no regen, and takes damage equal to their regen.

I did some reshuffling of the upgrades on both abilities. Mummy's Scroll I increased the cooldown since it would be very annoying to deal with every 20 seconds in lane, but I buffed the range (10m is shorter than you might think) and buffed the T2 upgrade. The T3 upgrade is now an AoE, which I switched with Mark of Doom.

With Mark of Doom, I took out its scaling, which I think was too OP and added duration as the T1 upgrade, giving you some wiggle room. The T2 upgrade is now the old -50 seconds but with a condition, making the price of failure much higher. Coincidentally, this also has some funny synergy with Refresher, as getting 2 Marks off before either of them activates gives you access to a 3rd one if they both activate. The T3 upgrade I just yoinked straight from Mummy's Scroll. I think it's too powerful to have on a low CD ability, and shouldn't be AoE, but it fits the theme of Mark of Doom quite nicely I think.

Let me know what you think.
 
I like the concept of an Indiana Jones type, especially in this setting. I also like the idea of an evil version of the Urn in Unleash Spirits.

I think Treasure Hunt can be retooled to give a more consistent buff at a minimum distance away from you in a zone rather than a random bridge buff. It could be a throwable projectile that gives you (mostly offensive) buffs for a short time and maybe a damage burst (maybe an Unleash Spirit activation) after you reach it, like an X Marks the Spot sort of thing.
This makes it more of an offensive ability and also allows enemies some counterplay, as they can either try to box you out of getting to the destination, or avoid the destination altogether. One of the upgrades could be that it refreshes Unleash Spirits upon reaching the destination.

I take some issue with Mummy's Scroll in that it can potentially just kill certain characters (like Haze) when they are doing well. It's like giving Return Fire to everyone she shoots with her ult, which means this is a soft interrupt/stun. I don't know that it's that fun of an ability in general, to use or to counter; personally I would just add a different ability, but this is your concept, not mine. Also the T1 upgrade is way too strong. However, it DOES fit thematically with Mark of Doom, which I think also needs a nerf. So in the interest of keeping both abilities as per your vision, here's an idea:

3. Mummy's Scroll
The Target takes 15% of the damage they deal. Scales 0.07% with spirit.
Cooldown: 40 seconds.
Duration 8 seconds.
Range 15 meters.
Upgrade 1. Cooldown -18 seconds
Upgrade 2. Self damage increased by 12%.
Upgrade 3. Affects all enemies 8m around the target

4. Mark of Doom
If the target falls below 20% hp, they die.
Range 7 meters.
Duration 10s.
Cooldown 110 seconds.
Upgrade 1. Duration +5 seconds
Upgrade 2. Targets that die due to Mark of Doom reduce the cooldown by 50 seconds.
Upgrade 3. The Target has -50% healing, no regen, and takes damage equal to their regen.

I did some reshuffling of the upgrades on both abilities. Mummy's Scroll I increased the cooldown since it would be very annoying to deal with every 20 seconds in lane, but I buffed the range (10m is shorter than you might think) and buffed the T2 upgrade. The T3 upgrade is now an AoE, which I switched with Mark of Doom.

With Mark of Doom, I took out its scaling, which I think was too OP and added duration as the T1 upgrade, giving you some wiggle room. The T2 upgrade is now the old -50 seconds but with a condition, making the price of failure much higher. Coincidentally, this also has some funny synergy with Refresher, as getting 2 Marks off before either of them activates gives you access to a 3rd one if they both activate. The T3 upgrade I just yoinked straight from Mummy's Scroll. I think it's too powerful to have on a low CD ability, and shouldn't be AoE, but it fits the theme of Mark of Doom quite nicely I think.

Let me know what you think.
I actually really like your thoughts. I don't fully agree but let's address each one.

1. I think it's part of the flavor of the treasure Hunt that it's random what buff you get, and the idea is when the duration increases is that you'll be stacking these buffs on yourself, making it more consistent. He has weakish gun damage and doesn't have an ability to compliment it, so the buffs are supposed to be a source of otherwise not being particularly powerful which change from cast to cast and make the gameplay consistently interesting

Additionally I don't necessarily like the idea of additional counterplay, 1 because he has lower total power levels outside of the buffs, and 2 because Treasure Hunt is supposed to double as his escape option. The ability to place the treasure Hunt farther away is supposed to take advantage of the big move speed buff. If you can counter other people's escape options then you already have somewhat of a counter to this.

The idea of refreshing unleash spirits is interesting. I could definitely see reworking it to be weaker buffs overall and adding that caveat. It has good flavor.

I think you're right about mummy scroll being too powerful against some characters. I think an important addition would be to say "take X% of the damage they deal as Spirit damage". This would allow Spirit resist to reduce the damage dealt by Mummy Scroll as a form of counterplay.

I don't think the area of effect on Mummy Scroll is a good idea, that makes it even better I think. Perhaps the tier 2 should be "Archaeologist heals the amount of spirit damage dealt through Mummy Scroll", and the tier 3 should be the +12% self damage. Otherwise I like your changes.

For Mark of Doom I disagree that the AOE is too strong. Compare to wraith ult. Mark of Doom is weaker than Wraith ult on a single target, and wraith ult gains AOE. However, if it has both the AOE and the -50% healing, that could be a bit much. It could be that a permanent buff for the archaeologist on kill with Mark of Doom applied would be very fitting.

Actually I have an interesting thought...

What do you think of this rendition?

4. Mark of Doom
If the target falls below 25% hp they die. Scales 0.06% with spirit.
Range 9 meters. (+2 from previous renditions)
Duration 10s.
Cooldown 110 seconds.
Upgrade 1. Cooldown -50s.
Upgrade 2. Affects all enemies within range. When one of them dies the Mark is removed from the rest of them.
Upgrade 3. When a character dies with Mark of Doom on them Archaeologist gains 2 random Golden Statue Buffs.

Removing the +10% threshold makes the spirit scaling more relevant, and allows the base stat to be higher, and the way the AOE works now it's not an EVERYONE WILL DIE but rather an ANYONE WILL DIE.

Would love to hear your response to everything I said.
 
Ooh! I just came up with something really cool. Tell me your opinion on this too.

So taking your idea of the -50s cooldown on a kill and making that the tier 1 instead of a base -50s cooldown, I like that more.

Make the tier 2. When a character marked by Mark of Doom dies Archaeologist gains 1 random golden Statue Buff.

Make the tier 3. Marked characters can't get on rails, have -15% move speed, and are revealed on the map.
 
Ooh! I just came up with something really cool. Tell me your opinion on this too.

So taking your idea of the -50s cooldown on a kill and making that the tier 1 instead of a base -50s cooldown, I like that more.

Make the tier 2. When a character marked by Mark of Doom dies Archaeologist gains 1 random golden Statue Buff.

Make the tier 3. Marked characters can't get on rails, have -15% move speed, and are revealed on the map.
Sorry, I'm a bit limited on time; I do mean to reply to your main comment, but this sort of addresses some of what I was gonna talk about.

I really like the T3; it makes it feel like Doom ult from Dota. Revealed on map with no escape makes you really feel Doomed.
I like the new T2 over the old one you suggested; applying it to a group and dispelling it after 1 went off made it strictly worse. Like way worse. However I think Golden Statue buffs aren't good enough to justify taking up a T2 upgrade. That should be something it does baseline. With that design space freed up, I think a weaker version of the old anti-heal upgrade from Mummy's Curse could exist there (or even baseline).

All that said, I STILL think it shouldn't scale. 25% may be pushing it, but I think it's probably at a fair level there. Given how many items interact with %HP amounts (Toxic Bullets, Decay, Improved Burst) I think it could be too easy to get someone low enough to disengage, but not die. This ult feels really powerful on paper, but it's hard to know. I think if it were to scale with spirit, it should be duration or range. Duration would be similar in effect, and synergize with the upgrades more. Range is fairly inconsequential, but it could have some QoL for a spirit build. The most similar ability to this is Shiv ult, which doesn't scale with spirit at all. He gets the passive component in the Rage mechanic, so it could be argued that is what makes up for it.
Duration would make it more meaningful in fights without straight up removing a massive portion of the target's HP so you could all-in them. Scaling the %HP at which it kills almost necessitates Ethereal Shift or just disengaging altogether.
If it scaled with duration at, say, 0.035x, it would be 14.2 seconds at 120 spirit. Because his other main source of spirit damage is Unleash Spirits, he wouldn't really be able to solo kill people assuming he went all into spirit at a given point in an even game unless the enemy was running a squishy build. I think that's probably a good thing. However, the extra duration means a teammate would have more time to swoop in and grab a kill from activating Mark of Doom. But again, that's just an alternate idea. I ultimately think it shouldn't scale, or just scale with range. Maybe put a threshold increasing aspect back on the T2.

It's possible I'm fixating too hard on the scaling aspect of it, but I just see it getting out of control.
 
Sorry, I'm a bit limited on time; I do mean to reply to your main comment, but this sort of addresses some of what I was gonna talk about.

I really like the T3; it makes it feel like Doom ult from Dota. Revealed on map with no escape makes you really feel Doomed.
I like the new T2 over the old one you suggested; applying it to a group and dispelling it after 1 went off made it strictly worse. Like way worse. However I think Golden Statue buffs aren't good enough to justify taking up a T2 upgrade. That should be something it does baseline. With that design space freed up, I think a weaker version of the old anti-heal upgrade from Mummy's Curse could exist there (or even baseline).

All that said, I STILL think it shouldn't scale. 25% may be pushing it, but I think it's probably at a fair level there. Given how many items interact with %HP amounts (Toxic Bullets, Decay, Improved Burst) I think it could be too easy to get someone low enough to disengage, but not die. This ult feels really powerful on paper, but it's hard to know. I think if it were to scale with spirit, it should be duration or range. Duration would be similar in effect, and synergize with the upgrades more. Range is fairly inconsequential, but it could have some QoL for a spirit build. The most similar ability to this is Shiv ult, which doesn't scale with spirit at all. He gets the passive component in the Rage mechanic, so it could be argued that is what makes up for it.
Duration would make it more meaningful in fights without straight up removing a massive portion of the target's HP so you could all-in them. Scaling the %HP at which it kills almost necessitates Ethereal Shift or just disengaging altogether.
If it scaled with duration at, say, 0.035x, it would be 14.2 seconds at 120 spirit. Because his other main source of spirit damage is Unleash Spirits, he wouldn't really be able to solo kill people assuming he went all into spirit at a given point in an even game unless the enemy was running a squishy build. I think that's probably a good thing. However, the extra duration means a teammate would have more time to swoop in and grab a kill from activating Mark of Doom. But again, that's just an alternate idea. I ultimately think it shouldn't scale, or just scale with range. Maybe put a threshold increasing aspect back on the T2.

It's possible I'm fixating too hard on the scaling aspect of it, but I just see it getting out of control.
I think the scaling aspect is important for fun. After looking at shiv's ult, which includes the broken rage mechanic, I can confidently say this is not as good. I can clarify that the golden Statue Buffs are Max Strength so they don't have to scale up with game time.
 
2 is a really sweet idea for an ability. i hope they do more character specific stuff like that. would other people be able to see the treasures, just not interact with them?
 
2 is a really sweet idea for an ability. i hope they do more character specific stuff like that. would other people be able to see the treasures, just not interact with them?
That's what I think yea so you can tell when he got one and it makes sense why he just got a speed boost.
 
I came up with a slightly different Ultimate that is less similar to shiv ult and I think c
Still captures the doom energy/flavor. Also I want to not implement the -50% healing because I learned that Pocket ult applies that.

4. Pharaoh's Curse "Look into it's eyes heheh!"
Reduce a target enemy's bullet and spirit resist to -10%, or reduce them by 35%, whichever is lower. Scales -0.075% bullet and spirit resist with spirit
Range 8 meters.
Duration 12 seconds
Cooldown 110 seconds
1. If a cursed enemy hero dies you gain a golden Statue Buff.
2. Cursed targets cannot touch rails, have -10% movement speed, and show up on the map.
3. You have a 10 second window where you can activate Pharaoh's curse on an additional target after casting. If you do, you also gain the penalties of the curse, and if an enemy hero kills you they gain a golden Statue Buff.
"Look into i-auugh!"
 
i feel like the 2 should just be healing and not at random

the new 4 is awesome, but it should be

enemies facing you suffer a lingering debuff that stacks each second. each stack reduces all of their resistances by 35% if positive and 10% if negative.

1 - you get +7 bullet damage per enemy hit while active and allies get a positive version of the effect when a hero dies under it

2 - cursed targets are mummified and can only walk forward if they are effected for over 2.5 seconds

5 - you can Reactivate Pharaoh's Curse to Mummify yourself and make it a 300% wider Radial effect for the duration
 
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This really looks and feels like an "Artifact" character that just throws their collection at you, which is fun.

On the Treasure Hunt, it could have a set order of runes it gives you, like always first gun, and then always spirit next, and so on. Also, would be it possible for him to also get extra benefits from the actual bridge buffs, like running faster towards it and the like? This ability costs a lot of his over-all power, it seems.

I think the scaling aspect is important for fun. After looking at shiv's ult, which includes the broken rage mechanic, I can confidently say this is not as good. I can clarify that the golden Statue Buffs are Max Strength so they don't have to scale up with game time.
I don't think it needs to scale on the threshold, since it effectively scales on the enemy's health and it basically reads "You have 25% less Maximum Health for the duration.", which is not the same as Shiv's in practice. This is very powerful on it's own, even more so against the likes who have a disproportionate amount of health, since it's a death sentence for any character that puts themselves at risk and can't comfortably fit in a debuff remover. The only thing I'd give it in terms of scaling is on secondary attributes, like duration or range, perhaps on number of targets?

4. Pharaoh's Curse "Look into it's eyes heheh!"
Reduce a target enemy's bullet and spirit resist to -10%, or reduce them by 35%, whichever is lower. Scales -0.075% bullet and spirit resist with spirit
Range 8 meters.
Duration 12 seconds
Cooldown 110 seconds
1. If a cursed enemy hero dies you gain a golden Statue Buff.
2. Cursed targets cannot touch rails, have -10% movement speed, and show up on the map.
3. You have a 10 second window where you can activate Pharaoh's curse on an additional target after casting. If you do, you also gain the penalties of the curse, and if an enemy hero kills you they gain a golden Statue Buff.
"Look into i-auugh!"
This is actually pretty funny with certain heroes with altered resists like Pocket and Lash, which either have halved effect or lose a lot more than they had originally. Not that it makes it bad or too strong, just fun to point out for me.
 
my take:

Abilities

1. Unleash Spirits

Pick a spot on the ground within 15 meters to throw a breakable jar which will release continual spirits which hunt down enemies within a targeting range. They last until they stop following someone or 2 seconds whichever is longer. One spirit is released per second (including second 0 so 6 spirits total at base).
Cooldown 25s
Targeting range 7 meters (scales 0.015 with spirit)
Follow Speed 7 meters per second (scales 0.015 with spirit)
Duration 5 seconds
Damage 80 (scales 0.3 with spirit)
Upgrade 1. Enemies hit by All the Spirits get Mummified and Forced to Only Move Forward for 1s
Upgrade 2. Release Rate decreased to 0.9 seconds per spirit, Improved Damage Spirit Scaling (0.3x -> 1.3x)
Upgrade 3. Silences for 0.9 seconds on hit.

2. Treasure Hunt
Create a treasure (a heavy melee only breakable) that can only be broken by Allies at a target point. Blocks enemy movement. Breaking it grants Allies a Heal and Heal Amp for a duration after.
Buff duration 30 seconds. Scales 0.09x.
Treasure lifetime duration if unbroken 180 seconds.
Cooldown 35 seconds.
Charges: 2
Charge Uptime: 2s
Heal AOE: 25m
Heal: 40 (+0.4x)
Heal Amp: 40% (+0.07x)
Upgrade 1. While moving closer to your treasure you have +5 movement speed.
Upgrade 2. Heavy Melees that Break Treasures Splash in 10m and Deal 50% more Melee Damage and Apply 25% Slow for 3s.
Upgrade 3. +100% Heal Amp

3. Mummy's Scroll
The Target takes 15% of the damage they deal. Scales 0.07x. If the target falls below 20% hp they take 60 damage. Scales 3.5x.
Cooldown 50 seconds.
Duration 8 seconds.
Range 10 meters.
Upgrade 1. -21s Cooldown
Upgrade 2. Target takes +25% more of the Damage they Deal as Deferred Damage over 18s
Upgrade 3. +2 Charges and uses Charge System with 0.9s uptime

4. Pharaoh's Curse
Enemies facing you suffer a lingering debuff that stacks each second. Each stack reduces all of their resistances by 35% if positive and 10% if negative.
Range 7 meters (+0.07x)
Duration 7s (+0.07x)
Cooldown 170 seconds.
Upgrade 1. You get +7 bullet damage per enemy hit while active and allies get a positive version of the effect when a hero dies under it
Upgrade 2. Cursed targets are Mummified and can only walk forward for 3 seconds if they are effected for over 3.5 seconds
Upgrade 3. You can Reactivate Pharaoh's Curse to Mummify yourself for the remaining duration and make it a 300% wider Radial effect for the duration
 
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This really looks and feels like an "Artifact" character that just throws their collection at you, which is fun.

On the Treasure Hunt, it could have a set order of runes it gives you, like always first gun, and then always spirit next, and so on. Also, would be it possible for him to also get extra benefits from the actual bridge buffs, like running faster towards it and the like? This ability costs a lot of his over-all power, it seems.


I don't think it needs to scale on the threshold, since it effectively scales on the enemy's health and it basically reads "You have 25% less Maximum Health for the duration.", which is not the same as Shiv's in practice. This is very powerful on it's own, even more so against the likes who have a disproportionate amount of health, since it's a death sentence for any character that puts themselves at risk and can't comfortably fit in a debuff remover. The only thing I'd give it in terms of scaling is on secondary attributes, like duration or range, perhaps on number of targets?


This is actually pretty funny with certain heroes with altered resists like Pocket and Lash, which either have halved effect or lose a lot more than they had originally. Not that it makes it bad or too strong, just fun to point out for me.
I really want to add some special interaction with bridge buffs and even the rejuv but I can't think of one that wouldn't provide competition between team members. Like you don't want anyone else to grab it because you get a special perk. Actually I might have just thought of one while writing this... if a teammate grabs a bridge buff they leave behind a treasure of the same buff for 1 minute. That way you aren't just encouraging yoursel to grab the bridge buffs but anyone on your team can benefit you.

I actually really like the idea of there being a set order! That could allow you to plan things out in an interesting way. It could also mean you could optomize for health/firerate or casting ability for a teamfight depending on what you're building for. I'll take these notes for the 2nd draft Archaeologist which I may post soon with what I've learned going through the comments and changes I've made.

It is important to me that the spirit scaling on the ult is engaging and that there is a form of engaging spirit scaling on every skill. It allows for more build diversity and trying to optomize / maximize your character.

I do think the 25% health thing is an interesting ult but I think it's more unique and probably cooler with the reduced resistance ult that I came up with as a replacement.
 
my take:

Abilities

1. Unleash Spirits

Pick a spot on the ground within 15 meters to throw a breakable jar which will release continual spirits which hunt down enemies within a targeting range. They last until they stop following someone or 2 seconds whichever is longer. One spirit is released per second (including second 0 so 6 spirits total at base).
Cooldown 40s
Targeting range 7 meters (scales 0.015 with spirit)
Follow Speed 7 meters per second (scales 0.015 with spirit)
Duration 5 seconds
Damage 80 (scales 0.3 with spirit)
Upgrade 1. Enemies hit by All the Spirits get Mummified and Forced to Only Move Forward for 1s
Upgrade 2. Release Rate decreased to 0.9 seconds per spirit, Improved Spirit Scaling (0.3x -> 1.3x)
Upgrade 3. Silences for 0.9 seconds on hit.

2. Treasure Hunt
Create a treasure (a heavy melee only breakable) that can only be broken by Allies at a target point. Blocks enemy movement. Breaking it grants Allies a Heal and Heal Amp for a duration after.
Buff duration 30 seconds. Scales 0.09x.
Treasure lifetime duration if unbroken 180 seconds.
Cooldown 35 seconds.
Charges: 2
Charge Uptime: 2s
Heal AOE: 25m
Heal: 40 (+0.4x)
Heal Amp: 40% (+0.07x)
Upgrade 1. While moving closer to your treasure you have +5 movement speed.
Upgrade 2. Heavy Melees that Break Treasures Splash in 10m and Deal 50% more Melee Damage and Apply 25% Slow for 3s.
Upgrade 3. +100% Heal Amp

3. Mummy's Scroll
The Target takes 15% of the damage they deal. Scales 0.07x. If the target falls below 20% hp they take 60 damage. Scales 3.5x.
Cooldown 50 seconds.
Duration 8 seconds.
Range 10 meters.
Upgrade 1. -21s Cooldown
Upgrade 2. Target takes +25% more of the Damage they Deal as Deferred Damage over 18s
Upgrade 3. +2 Charges and uses Charge System with 0.9s uptime

4. Pharaoh's Curse
Enemies facing you suffer a lingering debuff that stacks each second. Each stack reduces all of their resistances by 35% if positive and 10% if negative.
Range 7 meters (+0.07x)
Duration 7s (+0.07x)
Cooldown 170 seconds.
Upgrade 1. You get +7 bullet damage per enemy hit while active and allies get a positive version of the effect when a hero dies under it
Upgrade 2. Cursed targets are Mummified and can only walk forward for 3 seconds if they are effected for over 3.5 seconds
Upgrade 3. You can Reactivate Pharaoh's Curse to Mummify yourself for the remaining duration and make it a 300% wider Radial effect for the duration
SILCENCES ON HIT? Woah!
That's a pretty cool ability but probably too crazy as designed. It's harder for them to catch people but the cost of being caught is just sevastating. I feel like it's better as is with a higher downside and a lower upside. Still low and high just not as extreme.

I don't like the treasure being able to be broken by allies because it's supposed to empower your kit and not be a way of feeding the carry. Also it feels a lot less dynamic if it's only healing.

For the mummy scroll it's important to mention that nobody can have 2 abilities on a charge system. It just doesn't work with the existing shop items. That's definitely an interesting ability and I'll have to think about the "fall below 20% hp and take damage" think. It probably just ends up being an executing thing at high levels which is probably too strong.

That's an interesting version of the ult but I like the idea of making it so that you need to run away after ulting if you do the greedy second target because the enemy wants to finish you off too. The mummified isn't that different from a stun and I think makes it too powerful.
 
I have decided the buff order for treasures will go Casting-Vitality-Weapon-Mobility. This allows the faster cooldown of casting to help stack vitality and weapon at the same time, then mobility is the odd man out to help man traversal.
 
Dialogue so far:
Shop
Since you don't talk back to the shopkeeper these are all one liners of his.

No I don't want the cursed statue even you can't control!

I can't use that scroll, I don't know Egyptian.

A jar of angry souls? Hmm... HOW MUCH???

Abrams:
Arch: How old do you think that book is?

Abe: oh no, you're not putting this in a museum!

Arch: Museums don't want everything, but it is selfish to keep it to yourself.

Abe: I'm going to destroy it!

Pocket
A: Mind if I take a look at those artifacts of yours?

P: didn't you sneak into the pyramids alone when your team was sleeping?

A: What are you suggesting, that I'm dishonest? The nerve!

P: Well... Yea.

Seven:
S:I didn't think you'd be any help, turns out, you're wanted in more countries than I am.

A: Silly stuff with customs *mumbles* I'm accredited..

S: Nothing serious then?

A: Goodness no! (Nervous chuckle) I do respected work.

S: of course. So how much is that statue worth?

A: statue? ... oh this statue! Do I have a buyer?

S: I think something can be arranged.

Haze:
A: Glad to work with you, I always stay on good terms with law enforcement!

H: I have a file on you.

A: Because you're a student of history?

H: What's in the bag?

A: A signet ring of Alexander the Great!

H: What ELSE is in
the bag?

A: oh did you hear that? Patron calls!
 
Time for Version 2 (2nd draft whatever you want to call it). All changes to the original are put in bold. Feedback greatly appreciated.
Base Stats
560
Regen 2 (scales 0.1 with spirit)
Move speed 6.8
Sprint +1

Gun
57 dps
19 damage
3 shots per second
Bullet Velocity 550
Ammo 20
Reloads 10% of ammo per 0.35 seconds. Reloads like Abrams.

The intent of this change is to allow him to have his slow firing gun at the beginning and not be totally ruined as far as shooting orbs. The 10% of ammo is so that he can build clip size and firerate without having an absolutely horrible reload speed.

Abilities

1. Unleash Spirits
Voiceline "Pocket Hittites!"

Pick a spot on the ground within 15 meters to throw a breakable jar which will release continual spirits which hunt down enemies within a targeting range. They disappear after 2 seconds of not following a target. One spirit is released per second (including second 0 so 6 spirits total at base).
Cooldown 40s
Targeting range 10 meters (scales 0.02 with spirit)
Follow Speed 7.5 meters per second (scales 0.02 with spirit)

Duration 5 seconds
Damage 60 (scales 0.35 with spirit)
Upgrade 1. -15s cooldown.
Upgrade 2. Spirit scaling for targeting range, follow speed, and damage doubled.
Upgrade 3. Release Rate decreased to 0.7 seconds per spirit. Removes 1 stamina on hit.

Some effects of Unleash Spirits have been streamlined. The initial potential upside and high damage has been reduced because it was a bit much. The chance of it doing nothing is reduced with the targeting range.

2. Treasure Hunt
Voiceline "What a find!"

Create a treasure (a 75%-power bridge buff) that can only be broken by you at a chosen spot between 15-25 meters from you.
Buff duration 35 seconds. Scales 0.15 with spirit.
Treasure lifetime if not grabbed 15 seconds.
Treasure Spawn Order: Vitality, Weapon, Movement, Casting
Passive
If an ally breaks a bridge buff they leave a treasure that you can grab of the same buff for 1 minute.

Cooldown 35 seconds.
Upgrade 1. While moving closer to your treasure you have +4 movement speed.
Upgrade 2. Cooldown -12s
Upgrade 3. Buff duration +10s. Pick a Treasure Buff to get an additional +20s.

The intention here is to allow more planning ahead and customization of your use of treasures and how they fit your gameplan. Also balancing the duration and cooldown slightly differently to control precisely how many buffs you can have at once.


3. Mummy's Scroll
Voiceline "Hah get cursed."

The Target takes 15%% of the damage they deal as spirit damage. Scales 0.07% with spirit.
Cooldown 25 seconds.
Duration 8 seconds.
Range 10 meters.
Upgrade 1. Archaeologist heals the amount of spirit damage dealt by Mummy's Scroll
Upgrade 2. Cooldown -8s
Upgrade 3. Self Damage +12%


This makes Mummy's scroll more useful for Archaeologist and less potentially busted.

4. Pharaoh's Statue
Voiceline "Look into its eyes!"
Reduce a target enemy's bullet and spirit resist to -15% or by 40% (whichever is lower).
The target cannot gain bullet or spirit resist for the duration.
Scales -0.1% bullet and spirit resist with spirit.
Range 8 meters.
Duration 12 seconds.
cooldown 100 seconds.
Upgrade 1. If a cursed enemy hero dies you gain a golden statue buff.
Upgrade 2. Cursed targets cannot touch rails, have -10% movement speed, and show up on the map.
Upgrade 3. Movement slow increased to 20%. You have a 10 second window where you can activate Pharaoh's Curse on an additional target after casting. If you do, you also gain the penalties of the curse, and if an enemy hero kills you they gain a golden statue buff.
Voiceline "Look into i-auugh!"


This ult is more unique and makes for a more fun chasing the target relationship. Also potentially making yourself need to run to create another target.
 
I like the idea of an ability that is like an item or chest you throw down on the ground like a treasure chest or a coffin that gives you buffs when in that area, but perhaps is difficult to move. For some reason my brain immediately is thinking of Goldlewis Dickinson
 

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