arcsymus
Active member
Story: Death, or Nicolae Anatoliev, was once an Orthodox Catholic priest, distraught by the magical apocalypse which he saw as an offense to God. Caught up in a pogrom, Nicolae died, and was offered a chance to return to life in another form by undergoing a process known as candelization. Thinking that he would come back to avenge his God, deliver his kingdom and root magic out wherever it was to destroy it, he accepted this heresy upon his soul. However, candelization changed Nicolae in ways that he could not have predicted, and his memories as a priest quickly faded as he came to revel in the hedonism of his new, evil ways.
Though this new world where Nicolae was reincarnated seemed to be morally ambiguous, he was reminded of the world he once thought to fight for when he was introduced to The Arcana, where, despite his penchant for villainy, he was inducted to the role of “Death”.
Pitch: Tenacious melee powerhouse. Death puts the pressure on with all-in scenarios where he is able to sacrifice his own health to silence and damage his enemies, while holding on to a devastating melee wild card.
1. Reckoning: Death sacrifices 10% of his Current HP to deal a burst damage in a medium area around him equal to the amount of self-damage taken, plus 2.5x Spirit and Silencing enemies hit for 2.5 seconds. 40 second cooldown.
[Rank 1] Capture Souls in the area effect of Reckoning.
[Rank 2] Gain +150 base health.
[Rank 3] Gain +50% Fire Rate for 3 seconds after casting Reckoning.
2. Beleaguer: Death begins forward momentum (+5 m/s) in his facing direction for 15 seconds. Momentum pauses while holding the back arrow. Death is still able to jump, dash and slide while in this state. Can be canceled by reactivating. (Forward momentum only carries Death parallel to the ground.) 45 second cooldown.
[Rank 1] Reduce the effectiveness of Slows by 60% while Beleaguer is active.
[Rank 2] Reduce Cooldown by 15 seconds.
[Rank 3] Slow enemies damaged by Death's melee strikes by 25% for 3 seconds while Beleaguer is active.
3. Perdition (Passive): Death gains increased Health Regeneration, and Damage Amplification the lower his current health becomes. Gain up to 6.5% of your Health in Regen every Second, and up to 45% Damage Amplification while at 25% health or lower (bonuses are 0% while at 100% health).
[Rank 1] Gain +1.5 Health Regen.
[Rank 2] Gain an Active component. Lose control of Death to channel rapid healing (6.5% HP/s). After channeling, gain maximum Damage Amplification (45%) for a number of seconds equal to channeling time (up to 15 seconds). Cancel channeling to regain control of Death (Beleaguer still causes forward momentum while channeling.) 60s Cooldown.
[Rank 3] If you haven’t taken damage in the past 5 seconds, gain Unstoppable, which lasts for 3 seconds after taking damage.
4. Bring to Ruin: Death winds up a heavy melee attack that can not be parried or mitigated, becoming Unstoppable while making this attack. Bring to Ruin deals 2x Heavy Melee Damage, plus an additional 0.5x Heavy Melee Damage for each kill Death scores with Bring to Ruin. Death can cancel most actions into Bring to Ruin (such as a heavy melee). 60 second cooldown.
[Rank 1] Stun enemies hit for 1 second.
[Rank 2] Deal an additional +25% of an enemy’s missing health (as melee damage).
[Rank 3] Gain a 25% damage buff and regain 10% of your Max HP per second for 3 seconds after scoring a kill with Bring to Ruin.
I formerly released this guy as Reaper, but realized he should rather be a part of The Arcana faction that I'm building, and I've rebranded him as Death while expanding on his statistics and revisiting his talents. I think this is a character with substantial strengths, but also limitations or weaknesses. Lots of people might look at his Beleaguer skill and think that it's a stupid ability, but this is actually the crux of my design, which was inspired by the idea of improving a character's target access so they have better melee opportunities. Add to that a melee wildcard that can't be parried, which can be canceled into, and I feel like I'm leaning into the fighting game elements of Deadlock's melee system.
Artwork: Death is a manic character that wears many emotions, which are represented by whether his smile/frown is facing up or down, and where his eyes and mouth are placed on his head at any given point. While running around in battle, he takes on the visage of a hulking monstrosity, shoulder blades pushed up, his hands furled into claws, his mouth wide open. A candle wick may or may not be a welcome addition to his design.
Though this new world where Nicolae was reincarnated seemed to be morally ambiguous, he was reminded of the world he once thought to fight for when he was introduced to The Arcana, where, despite his penchant for villainy, he was inducted to the role of “Death”.
Pitch: Tenacious melee powerhouse. Death puts the pressure on with all-in scenarios where he is able to sacrifice his own health to silence and damage his enemies, while holding on to a devastating melee wild card.
Stats: Health: 600 Health Regen: 2 Move Speed: 7 m/s Bullet Resist: 0% (+10% Spirit) | Melee: Light Melee swings Death’s claws. Heavy Melee manifests an energy axe. Melee: 69 / 128 |
Gun: Death fires a rapid, short range burst of blood spray from the open wound in his abdomen at the cost of his health. Large clip, long reload time. High damage, wide spray, rapid damage fall-off. Ammo: 40 Bullets per second: 10 Bullet Damage: 10 Self-Damage per bullet: 2 DPS (to enemy): 100/s DPS (to self): 20/s Damage Fall-Off range: 15-35 meters Reload Time: 5 seconds | Growth: + 0.5 bullet damage + 0.1 self-damage per bullet + 40 base health + 4 base melee damage |
Abilities
1. Reckoning: Death sacrifices 10% of his Current HP to deal a burst damage in a medium area around him equal to the amount of self-damage taken, plus 2.5x Spirit and Silencing enemies hit for 2.5 seconds. 40 second cooldown.
[Rank 1] Capture Souls in the area effect of Reckoning.
[Rank 2] Gain +150 base health.
[Rank 3] Gain +50% Fire Rate for 3 seconds after casting Reckoning.
2. Beleaguer: Death begins forward momentum (+5 m/s) in his facing direction for 15 seconds. Momentum pauses while holding the back arrow. Death is still able to jump, dash and slide while in this state. Can be canceled by reactivating. (Forward momentum only carries Death parallel to the ground.) 45 second cooldown.
[Rank 1] Reduce the effectiveness of Slows by 60% while Beleaguer is active.
[Rank 2] Reduce Cooldown by 15 seconds.
[Rank 3] Slow enemies damaged by Death's melee strikes by 25% for 3 seconds while Beleaguer is active.
3. Perdition (Passive): Death gains increased Health Regeneration, and Damage Amplification the lower his current health becomes. Gain up to 6.5% of your Health in Regen every Second, and up to 45% Damage Amplification while at 25% health or lower (bonuses are 0% while at 100% health).
[Rank 1] Gain +1.5 Health Regen.
[Rank 2] Gain an Active component. Lose control of Death to channel rapid healing (6.5% HP/s). After channeling, gain maximum Damage Amplification (45%) for a number of seconds equal to channeling time (up to 15 seconds). Cancel channeling to regain control of Death (Beleaguer still causes forward momentum while channeling.) 60s Cooldown.
[Rank 3] If you haven’t taken damage in the past 5 seconds, gain Unstoppable, which lasts for 3 seconds after taking damage.
4. Bring to Ruin: Death winds up a heavy melee attack that can not be parried or mitigated, becoming Unstoppable while making this attack. Bring to Ruin deals 2x Heavy Melee Damage, plus an additional 0.5x Heavy Melee Damage for each kill Death scores with Bring to Ruin. Death can cancel most actions into Bring to Ruin (such as a heavy melee). 60 second cooldown.
[Rank 1] Stun enemies hit for 1 second.
[Rank 2] Deal an additional +25% of an enemy’s missing health (as melee damage).
[Rank 3] Gain a 25% damage buff and regain 10% of your Max HP per second for 3 seconds after scoring a kill with Bring to Ruin.
Design Notes
I formerly released this guy as Reaper, but realized he should rather be a part of The Arcana faction that I'm building, and I've rebranded him as Death while expanding on his statistics and revisiting his talents. I think this is a character with substantial strengths, but also limitations or weaknesses. Lots of people might look at his Beleaguer skill and think that it's a stupid ability, but this is actually the crux of my design, which was inspired by the idea of improving a character's target access so they have better melee opportunities. Add to that a melee wildcard that can't be parried, which can be canceled into, and I feel like I'm leaning into the fighting game elements of Deadlock's melee system.
Artwork: Death is a manic character that wears many emotions, which are represented by whether his smile/frown is facing up or down, and where his eyes and mouth are placed on his head at any given point. While running around in battle, he takes on the visage of a hulking monstrosity, shoulder blades pushed up, his hands furled into claws, his mouth wide open. A candle wick may or may not be a welcome addition to his design.
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