[Hero Concept] Control

ip.rak4

New member
Weapon: The Silent Retreat
A new railgun weapon archetype that Control has to hold-and-release to fire a shot. Fire rate works differently as it modifies this weapon 0 to 100 charge time instead of the firing interval in-between shots.

Ability 1: Spectral Abduction - Shoot a projectile that damages/heals and sends an enemy/ally and Control to the negative realm. (Base CD: 30 seconds)
- Levelling this ability also unlocks his passive "negative realm".
- The negative realm is essentially a "debuff" that cannot be dispelled using Dispel Magic or reduced by Debuff Reducer.
- Players outside can see the players affected by the negative realm, but CANNOT interact with them at all. They also can't be seen in the minimap. Any damage will pass through and structure AI will not detect you as an aggro threat. Players inside the negative realm also can't damage anyone outside.
- Players affected by the Negative Realm debuff will have greatly reduced footsteps sounds.
- Control gains 10% bullet and spirit lifesteal while in the negative realm.
- Base duration is 10 seconds, but if the abducted target is an enemy, they can hit Control to reduce the abduction duration by 1 second per 100 damage dealt to Control.
- Control can press this ability again to end the negative realm early.
- If an ally is hit by the negative realm, they are healed for 100 HP.
- Cooldown only starts when the negative realm is "over".

Upgrades
T1: -12s Cooldown. Bonus: Increase Control's reload speed while in the realm.
T2: +75 damage threshold to reduce the realm's duration. Bonus: Control gains headshot immunity while in the realm.
T3: Locks 1 stamina bar until exiting the realm, -10% stamina recovery while inside. Bonus: Increased health regen for Control and teammates while in the realm.

Ability 2: Assailant's Mark - Point and click mark that will grant wallhacks of that enemy only to Control (Base CD: 20 seconds, CD Between Use: 1.5 seconds)
- Control needs to be within 15m and has direct line of sight to cast this mark. The mark is a travelling projectile and can be counterspelled.
- The mark counts as a debuff, so Dispel Magic or any Debuff-Altering abilities works to cleanse this mark off.
- Control has increased move speed (per stack) and the enemy's silhouette will persist through walls (similar to Venator's 3). It starts off at +0.5 m/s per stack of Assailant's Mark.
- This starts out as a charged ability, has 2 starting charges, and has low in-between usage cooldown, so Control can mark more than 1 enemy at once during skirmishes to gain speed boost.
- Mark duration lasts for 20 seconds upon reaching the targets.
- If Control successfully lands a kill or an assist on marked enemies, they receive +25 Bonus Health.

Upgrades:
T1: +0.75 m/s move speed per stack of Assailant's Mark.
T2: +1 Charges, increases the mark duration by 5 seconds.
T3: +15 Bonus Health per takedown stack. Marked enemies suffers -20% move speed and -10% fire rate within 15m of Control (this does not require clear LoS)

Ability 3: Dimensional Conditioning - Passive that reduces incoming damage the more you got hit by an enemy hero.
- Whenever Control receives a damage instance from ANY enemy of ANY type (Bullet/Spirit/Pure), he gains a stacking damage reduction. But ONLY to the enemy dishing out the damage.
- This debuff lasts until end of combat. Upon exiting combat, the stack decays at a rate of 2 per second.
- The starting damage reduction is 1.25% per stack of Dimensional Conditioning, up to a maximum of 10 stacks per unit. This damage reduction per stack directly scales with how much HP Control has. So when it's late into the game, where Control has around 3k-4k HP, the damage reduction per stack is around 2.25% (I'm not sure about the numbers yet on this one).
- This debuff can also work on troopers and towers.

Upgrades:
T1: +5 Dimensional Conditioning stacks.
T2: +0.25% damage reduction per stack of Dimensional Conditioning, +5 out of combat regen.
T3: For every 300 damage taken, gains a stack of 'Otherworldly Aid', each stacks empowers your weapon damage by 200%. Each shot consumes a stack. (Think of Mystic Shot that can be stored up, missing a shot will also consume a stack).

Ultimate: Lead Eater - Summons a spherical area around Control that will eat any enemy projectiles for a short duration. (Base CD: 120 seconds)
- Projectiles that the Lead Eater's radius successfully eat will also count towards Control's Dimensional Conditioning passive.
- Base duration is 3 seconds and has an initial expansion casting time of 0.5 seconds that will also eat any projectiles.
- The starting area radius is 12m around Control.

Upgrades:
T1: +1 second duration and +3m area radius
T2: Allies inside Lead Eater radius gains 10% Bullet and Spirit Lifesteal.
T3: Every projectile successfully eaten by the area heals him for 15 HP. +15% Bullet and Spirit Resist during this time.

Lore Pitch (not sure)
He is the Baxter's Society's front-most fighter during monster incursions, he can tank hits other hunters cannot take. When shit hits the deck, he can send his team and himself to the safety of his negative realm.
 
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