arcsymus
Active member
Hey y'all. Nearly twenty years ago I entered a Model to Hero Contest on the old DotA Allstars forums under the alias of Vodoun, where my concept which placed 3rd was implemented as Puck the Fairy Dragon, with an accompanying initiation ability inspired by another applicant. I wish I could say that I'm an amazing Puck player, but I am proud to see Puck perform well in DotA and proud to have my ability, Illusory Orb, incorporated as a staple of MOBA abilities.
The idea for this character popped into my head recently, and I didn't know what direction I was going to take with it until I studied all of the characters in Deadlock more closely. My goal with this character was to create a stunning visual character that fits into the setting of Deadlock, while also incorporating at least one very unique ability with a lot of potential for skill expression. I think Polarity Beam satisfies this goal fairly well. It's a complex ability that may require the integration of new or complex systems, or at least benefit from new systems. I considered adding the idea that different characters possess different weights, but that's not essential to the core concept of the ability, so I left it out. I'm not great at Deadlock, but I tried designing around some of the items in the game, and more or less succeeded in this goal.
My biggest concern with this design revolves around Meteor Punch, and whether it's too similar to the normal heavy punch, or if it's occupying the same space as Abram's punch skill. (I'm also concerned that Chariot occupies Abram's space where it pertains to smoking cigars, as well as Pocket's space where it pertains to wearing a snazzy jacket.) While it doesn't come across very well in text, my hope is that this ability differs in the extended mobility that the ability offers (higher range, omnidirectional, free movement during charge).
Ideally Chariot would be an excellent melee hero, while it seems that Chariot's design possibly suffers from a lack of incentive to utilize Gun Damage. It may be possible to leverage the balance around Chariot's gun damage by forcing him to have substantially slower projectiles than other characters, hindering his laning potential and incentivizing him to jump into the fray, while significantly increasing his base gun damage output, making him more effective in close-quarters combat.
docs.google.com
Pitch: Controls spacing, initiates and peels. Chariot decides when and how he gets in and gets out, and loves to exert control over his enemies. Whether his enemies want to be far away or up close and personal, Chariot is going to give them a hard time getting there.
Gun: Chariot sucks down a cigar to reload, then spits a rapid salvo of fire bolts (from where his head would be) that have a slow (relative) projectile speed. High ammo capacity.
Hitbox: Chariot does not have a head, and can only be headshot by targeting the large gem on the front of his abdomen. Chariot is huge.
1) Shockwave: Target an enemy to send a shockwave traveling towards them that picks up in size and damage the farther it travels, before cutting off at max range traveled. Deals area damage at point of impact, slowing targets hit by 20% for 1.5s. The shockwave can be intercepted by other enemy heroes.
2) Echo Slam: Damage enemies in an area around Chariot, stunning enemies for 0.8 seconds, and repeating the effect with 50% damage and duration for every enemy hero in the area.
3) Meteor Punch: Begin charging up a punch attack that sends Chariot flying in the direction of his cursor, dealing damage to all units caught in between and area damage at the point of impact (both count as one single source damage), stopping at the first enemy hero hit, dealing bonus damage to that hero. Charge for up to 2s for full damage and full range (long range, lose charge over 2s). Chariot can move as normal while charging.
4) Polarity Beam: Activate with either the right or left mouse button to determine polarity. Project a beam originating from Chariot’s abdomen. Right clicking will pull enemies and allies caught in the beam towards Chariot, as well as pulling Chariot towards allies, enemies and terrain. Left clicking will send enemies and allies hurling away from Chariot, while pushing Chariot away from allies, enemies and terrain.
The beam is constant and allows for full movement (with a gravitational pull), lasting for up to 7 seconds or until it is canceled or if Chariot becomes stunned or silenced.
Target items: Warp Stone / Spiritual Overflow / Melee Charge / Return Fire / Life Strike/ Majestic Leap / Colossus / Phantom Strike / Unstoppable / Mystic Reach / Spirit Strike / Cold Front / Mystic Slow / Torment Pulse / Knockdown / Escalating Exposure
The idea for this character popped into my head recently, and I didn't know what direction I was going to take with it until I studied all of the characters in Deadlock more closely. My goal with this character was to create a stunning visual character that fits into the setting of Deadlock, while also incorporating at least one very unique ability with a lot of potential for skill expression. I think Polarity Beam satisfies this goal fairly well. It's a complex ability that may require the integration of new or complex systems, or at least benefit from new systems. I considered adding the idea that different characters possess different weights, but that's not essential to the core concept of the ability, so I left it out. I'm not great at Deadlock, but I tried designing around some of the items in the game, and more or less succeeded in this goal.
My biggest concern with this design revolves around Meteor Punch, and whether it's too similar to the normal heavy punch, or if it's occupying the same space as Abram's punch skill. (I'm also concerned that Chariot occupies Abram's space where it pertains to smoking cigars, as well as Pocket's space where it pertains to wearing a snazzy jacket.) While it doesn't come across very well in text, my hope is that this ability differs in the extended mobility that the ability offers (higher range, omnidirectional, free movement during charge).
Ideally Chariot would be an excellent melee hero, while it seems that Chariot's design possibly suffers from a lack of incentive to utilize Gun Damage. It may be possible to leverage the balance around Chariot's gun damage by forcing him to have substantially slower projectiles than other characters, hindering his laning potential and incentivizing him to jump into the fray, while significantly increasing his base gun damage output, making him more effective in close-quarters combat.
Chariot
Chariot Pitch: Controls spacing, initiates and peels. Chariot decides when and how he gets in and gets out, and loves to exert control over his enemies. Whether his enemies want to be far away or up close and personal, Chariot is going to give them a hard time getting there. Gun: Chariot sucks...
Pitch: Controls spacing, initiates and peels. Chariot decides when and how he gets in and gets out, and loves to exert control over his enemies. Whether his enemies want to be far away or up close and personal, Chariot is going to give them a hard time getting there.
Gun: Chariot sucks down a cigar to reload, then spits a rapid salvo of fire bolts (from where his head would be) that have a slow (relative) projectile speed. High ammo capacity.
Hitbox: Chariot does not have a head, and can only be headshot by targeting the large gem on the front of his abdomen. Chariot is huge.
1) Shockwave: Target an enemy to send a shockwave traveling towards them that picks up in size and damage the farther it travels, before cutting off at max range traveled. Deals area damage at point of impact, slowing targets hit by 20% for 1.5s. The shockwave can be intercepted by other enemy heroes.
2) Echo Slam: Damage enemies in an area around Chariot, stunning enemies for 0.8 seconds, and repeating the effect with 50% damage and duration for every enemy hero in the area.
3) Meteor Punch: Begin charging up a punch attack that sends Chariot flying in the direction of his cursor, dealing damage to all units caught in between and area damage at the point of impact (both count as one single source damage), stopping at the first enemy hero hit, dealing bonus damage to that hero. Charge for up to 2s for full damage and full range (long range, lose charge over 2s). Chariot can move as normal while charging.
4) Polarity Beam: Activate with either the right or left mouse button to determine polarity. Project a beam originating from Chariot’s abdomen. Right clicking will pull enemies and allies caught in the beam towards Chariot, as well as pulling Chariot towards allies, enemies and terrain. Left clicking will send enemies and allies hurling away from Chariot, while pushing Chariot away from allies, enemies and terrain.
The beam is constant and allows for full movement (with a gravitational pull), lasting for up to 7 seconds or until it is canceled or if Chariot becomes stunned or silenced.
Target items: Warp Stone / Spiritual Overflow / Melee Charge / Return Fire / Life Strike/ Majestic Leap / Colossus / Phantom Strike / Unstoppable / Mystic Reach / Spirit Strike / Cold Front / Mystic Slow / Torment Pulse / Knockdown / Escalating Exposure