arcsymus
Active member
Alright, look. I don't expect anyone to like this suggestion or think that it's a good fit for Deadlock. This is a passion project, through-and-through, and I understand that. You'll probably like the base hero here quite a bit and think that it would be fine if the ultimate were to go. That's okay with me, but we're here to have fun, aren't we?
Google Sheet - Bishop
Story: Until the third Maelstrom, Basil Romanov had been a devout priest of the Catholic order, believing that God had some holy reason to rescind his mighty hand from the world in the post-antediluvian age. Seeing the world change before his eyes, he asked his God why he would allow something like this to happen. He had lived through wars, and he had witnessed his own personal tragedy–but these were realities that he was able to bear, and excuse God for. Basil had lost his faith before pogroms began devastating the Mediterranean, where he lost his life to what can only be described as a monstrosity. His soul wound up in a place that Basil at first thought was Hell, as it was filled with death and decay, and fire and brimstone. Basil thought that surely this was his punishment for betraying his God, but he did not care, now, and felt more than anything that he was ready to burn in the fires of Hell and endure an eternity of torment, if that meant he should no longer suffer to worship such a cruel and indifferent God. Basil’s religious doubts, and this new experience of death and afterlife were to prepare him for his most transformative experience yet, as he was brought before the altar of Slammoth’s throne and bore witness to the supreme intelligence and power he only ever dreamed his God could possess. In a state of absolute awe and reverence, Basil accepted his servitude to the demon Slammoth, and rebranded himself in the name of the Biblical demon, Asmodeus.
Gun: Bishop possesses a staff, which he channels healing through by locking on to allied targets and holding Mouse1, scaling with Bullet Damage. Mouse2 will cause a knockback effect with a 10 second cooldown.
1. Prison of Light: Target an ally or enemy to place them in stasis. They can not act, be moved, receive damage, or be affected by negative effects, and all negative effects on them are suspended. Allies can not cancel out of this stasis. Lasts for 5 seconds.
2. Shield of Virtue: Target an ally to create tether to them that remains while within 30m of them, or until the spell ends. A bubble shield appears around Bishop that can absorb up to 500 damage, scaling with Spirit. As long as the shield remains, all damage directed towards your tethered ally will instead be taken by your shield.
3. Fires of Ahimsa: Target an enemy hero up to a very long range away, throwing a slow-medium moving projectile towards them that burns, silences and disarms for 4 seconds when it connects. This projectile can be blocked by shields and other enemy heroes.
4. Germ of Slammoth: Channel for up to ten seconds, disabling all of your actions, before the Germ of Slammoth manifests before you. The Germ of Slammoth will spend 3 minutes before transitioning into the Embryo of Slammoth, and twelve minutes after that will manifest itself, finally, as Slammoth, who will march towards the enemy to destroy their patron, devastating everything in its path.
This ability has a very long cooldown that only begins once any stage of Slammoth’s summoning is destroyed.
The Germ itself is mostly defenseless, and possesses 1,000 Health, scaling with your health. The Germ of Slammoth emits a psychic aura in a small-medium area that slows enemies by 25%.
The Embryo of Slammoth has eight independent tentacle attacks, as well as a poisonous tongue spike. The Embryo of Slammoth is capable of turning slowly, with its tongue spike only being able to target enemies in its frontal facing cone. The front of Slammoth, where his defensive frill is, reducing damage taken by 50%. Each tentacle can be killed individually and regrow after two minutes. The Embryo of Slammoth emits a psychic aura in a large, which slows enemies by 25% and deals damage over time. The Embryo of Slammoth steadily grows over the next twelve minutes in which it gestates.
Slammoth itself is a slow moving terror with a wide area of effect scythe attack, while emitting an oppressive psychic aura in a very large area that slows enemies by 25% and deals heavy damage over time. Slammoth will occasionally eat enemy heroes that are low on health (15% or less).
Both the Embryo of Slammoth and Slammoth itself permeate structures, but Slammoth will follow the course of the nearest lane.
[Rank 1] ???
[Rank 2] ???
[Rank 3] ???
Designer Notes: This is a concept that lives rent free in my head, and I think that while it seems to be very immature in its development, that I actually like it quite a lot. This character follows a story I’d previously been at work on, with Zolda, and her ability to summon Ghennamon, who is rivals with the demon Slammoth. I came up with the name before know what I thought Slammoth looked like, and this challenged me to come up with something, and what I came up with was a writhing mass of tentacles. At least in my imagination, I can imagine the mottled skin of the creature, the slickness and strange smell of it. I was inspired by xenomorphs and hydralisks, and the gestating structures of the Zerg, and I quite like the gestating stage that I came up with for this creature.
From a developer’s standpoint, this concept is a hard ask, but from a conceptual standpoint, I really like the idea of a well-dressed, clean priest, whose mission it is, is to birth a demon into this world, and in contrast to the way that Zolda summons Ghennamon, I really like the way that this has a big potential impact on the game. The idea I’d been having is that you can place the germ somewhere on the map, then it would begin to grow, and there might be this panic, like you have to go kill the embryo early, or that the embryo would become such a tenacious element of the map that you could dissuade the enemy from pushing and entire lane because of the difficulty of destroying the embryo.
I had at one point considered that Slammoth was, in its final stage, an immobile structure, but at least in this iteration decided that Slammoth ultimately reaches a final form where it is capable of slowly moving towards the enemy base. I can see the improbability of this working in the game as it is now, but I could see things such as destructible buildings being built further along in development. As is, I’ve been handling the idea of bringing very large monsters into the world by having them phase through buildings.
Google Sheet - Bishop
Bishop
Story: Until the third Maelstrom, Basil Romanov had been a devout priest of the Catholic order, believing that God had some holy reason to rescind his mighty hand from the world in the post-antediluvian age. Seeing the world change before his eyes, he asked his God why he would allow something like this to happen. He had lived through wars, and he had witnessed his own personal tragedy–but these were realities that he was able to bear, and excuse God for. Basil had lost his faith before pogroms began devastating the Mediterranean, where he lost his life to what can only be described as a monstrosity. His soul wound up in a place that Basil at first thought was Hell, as it was filled with death and decay, and fire and brimstone. Basil thought that surely this was his punishment for betraying his God, but he did not care, now, and felt more than anything that he was ready to burn in the fires of Hell and endure an eternity of torment, if that meant he should no longer suffer to worship such a cruel and indifferent God. Basil’s religious doubts, and this new experience of death and afterlife were to prepare him for his most transformative experience yet, as he was brought before the altar of Slammoth’s throne and bore witness to the supreme intelligence and power he only ever dreamed his God could possess. In a state of absolute awe and reverence, Basil accepted his servitude to the demon Slammoth, and rebranded himself in the name of the Biblical demon, Asmodeus.
Gun: Bishop possesses a staff, which he channels healing through by locking on to allied targets and holding Mouse1, scaling with Bullet Damage. Mouse2 will cause a knockback effect with a 10 second cooldown.
1. Prison of Light: Target an ally or enemy to place them in stasis. They can not act, be moved, receive damage, or be affected by negative effects, and all negative effects on them are suspended. Allies can not cancel out of this stasis. Lasts for 5 seconds.
2. Shield of Virtue: Target an ally to create tether to them that remains while within 30m of them, or until the spell ends. A bubble shield appears around Bishop that can absorb up to 500 damage, scaling with Spirit. As long as the shield remains, all damage directed towards your tethered ally will instead be taken by your shield.
3. Fires of Ahimsa: Target an enemy hero up to a very long range away, throwing a slow-medium moving projectile towards them that burns, silences and disarms for 4 seconds when it connects. This projectile can be blocked by shields and other enemy heroes.
4. Germ of Slammoth: Channel for up to ten seconds, disabling all of your actions, before the Germ of Slammoth manifests before you. The Germ of Slammoth will spend 3 minutes before transitioning into the Embryo of Slammoth, and twelve minutes after that will manifest itself, finally, as Slammoth, who will march towards the enemy to destroy their patron, devastating everything in its path.
This ability has a very long cooldown that only begins once any stage of Slammoth’s summoning is destroyed.
The Germ itself is mostly defenseless, and possesses 1,000 Health, scaling with your health. The Germ of Slammoth emits a psychic aura in a small-medium area that slows enemies by 25%.
The Embryo of Slammoth has eight independent tentacle attacks, as well as a poisonous tongue spike. The Embryo of Slammoth is capable of turning slowly, with its tongue spike only being able to target enemies in its frontal facing cone. The front of Slammoth, where his defensive frill is, reducing damage taken by 50%. Each tentacle can be killed individually and regrow after two minutes. The Embryo of Slammoth emits a psychic aura in a large, which slows enemies by 25% and deals damage over time. The Embryo of Slammoth steadily grows over the next twelve minutes in which it gestates.
Slammoth itself is a slow moving terror with a wide area of effect scythe attack, while emitting an oppressive psychic aura in a very large area that slows enemies by 25% and deals heavy damage over time. Slammoth will occasionally eat enemy heroes that are low on health (15% or less).
Both the Embryo of Slammoth and Slammoth itself permeate structures, but Slammoth will follow the course of the nearest lane.
[Rank 1] ???
[Rank 2] ???
[Rank 3] ???
Designer Notes: This is a concept that lives rent free in my head, and I think that while it seems to be very immature in its development, that I actually like it quite a lot. This character follows a story I’d previously been at work on, with Zolda, and her ability to summon Ghennamon, who is rivals with the demon Slammoth. I came up with the name before know what I thought Slammoth looked like, and this challenged me to come up with something, and what I came up with was a writhing mass of tentacles. At least in my imagination, I can imagine the mottled skin of the creature, the slickness and strange smell of it. I was inspired by xenomorphs and hydralisks, and the gestating structures of the Zerg, and I quite like the gestating stage that I came up with for this creature.
From a developer’s standpoint, this concept is a hard ask, but from a conceptual standpoint, I really like the idea of a well-dressed, clean priest, whose mission it is, is to birth a demon into this world, and in contrast to the way that Zolda summons Ghennamon, I really like the way that this has a big potential impact on the game. The idea I’d been having is that you can place the germ somewhere on the map, then it would begin to grow, and there might be this panic, like you have to go kill the embryo early, or that the embryo would become such a tenacious element of the map that you could dissuade the enemy from pushing and entire lane because of the difficulty of destroying the embryo.
I had at one point considered that Slammoth was, in its final stage, an immobile structure, but at least in this iteration decided that Slammoth ultimately reaches a final form where it is capable of slowly moving towards the enemy base. I can see the improbability of this working in the game as it is now, but I could see things such as destructible buildings being built further along in development. As is, I’ve been handling the idea of bringing very large monsters into the world by having them phase through buildings.