Testwamore
Member
Design:
Main Themes
Chainsaw, fuel management, burning, factory, smoke.
Visual Design
The hero carries a huge, partially transparent canister of yellow fuel on his back, allowing allies and enemies to see the amount of fuel he has remaining.
Lore (Draft)
Aaron Diesel was once a well-known ecology activist and pacifist. His social campaigns successfully shut down two highly polluting weapons factories in Michigan. Shortly after this victory, however, he was kidnapped.
The next thing Diesel remembers is waking up in his home, half of his body replaced by a gasoline engine and a note on the table. The note read: "Your body runs on others' suffering. Who you harm is up to you." Since that day, Diesel's mind has shattered. Will he choose to find a way to restore his body, or will he surrender to the engine's thirst for slaughter?
[Additional Context: Diesel is essentially forced to play a Mafia with those around him. If he does not voluntarily fuel his engine by harming others, it seizes control and chooses a victim on its own - sometimes hunting innocent people.]
Concept references:


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Gameplay
Gun: [Name: Perpetuum Mobile]
A large, slow-firing projectile gun that deals medium damage. It fires circular sawblades similar to those from Half-Life 2. Similar to McGinnis, Diesel's attack speed increases the longer he fires. It deals 0% headshot damage. Holds 12 ammo and fires at a rate of 1.59 bullets per second.
Fuel Mechanic
Diesel's abilities use a Fuel resource, which functions identically to Mana in Dota 2. This adds a layer of resource management to his kit. As part of his ultimate, this mechanic is retroactive: use Fuel to power your abilities. Maximum Fuel is 100 units, and it regenerates at a rate of 5 units per second.
Fuel meter is always visible to you (just as Shiv's Rage meter) and to everybody else through the Canister on your back.
Ability 1:
Rip Through (5s Cooldown)
Power up your chainsaw, dealing damage and reducing the resistances of enemies in front of you. You cannot use your gun during this cast. Consumes 15 Fuel per second.
DPS: 100 + 0.9
Debuff: -5% Spirit and Bullet resistance per second (stacking)
Debuff Duration: 5s
Tier 1: Adds a 5% slow per second.
Tier 2: Increases debuff duration by 5s.
Tier 3: Increases DPS by 70 and Spirit scaling by 0.2.
Tier 3 Alternative: Hitting at least one hero grants a stacking buff that increases your outgoing damage by 2% per stack. (This does not trigger on multiple heroes simultaneously; after gaining a stack, you cannot gain another for 1 second).
[Design Note: Similar to Kelvin's Arctic Beam, but with shorter range and higher damage.]
Ability 1 alternative
Rip Through (5s Cooldown)
Toggle: When activated, your bullets pierce through enemies, dealing bonus damage and reducing their resistances (stacking). Consumes 15 Fuel per second.
Bonus Damage per Bullet: 20 + 0.7
Debuff: -5% Spirit and Bullet resistance per bullet (stacking)
Debuff duration: 5s
Tier 1: Adds a 5% slow per second.
Tier 2: Increases debuff duration by 5s.
Tier 3: Increases damage by 20 and Spirit scaling by 0.2.
Tier 3 Alternative: Hitting at least one hero grants a stacking buff that increases your outgoing damage by 2% per stack. (This does not trigger on multiple heroes simultaneously; after gaining a stack, you cannot gain another for 1 second).
*[Design Note: This version is gun-focused. It is similar to the old Clinkz Burning Arrows from Dota 2, but with Spirit scaling.]*
Ability 2:
Roaring Motor (30s Charge Cooldown, 0.5s Delay between charges, Starts with 2 charges)
Dash forward, dealing damage around you. Casting again refreshes the duration and increases damage and speed by 10% per stack. If the ability button is held, the duration is extended, consuming 20 Fuel per second. Maximum of 4 stacks.
DPS: 40 + 1.0
Radius: 5m
Buff Duration: 2s
Tier 1: +1 Charge.
Tier 2: +15 DPS.
Tier 3: Enables using your gun during the dash.
[Design Note: A combination of Infernus's Flame Dash and Primal Beast's Trample from Dota 2. Like Infernus, Diesel cannot stop during this ability, but he also cannot cancel it. The ability has the sound effects of a revving motorbike. Some engines need several jumpstarts to run, the ability UX uses this mechanic]
Ability 3:
Feed the Engine (25s Cooldown)
Gain 10 Fuel per second for 5 seconds. Adds 5 ammo to your gun on cast.
Tier 1: Reduces cooldown by 5s.
Tier 2: Reloads your gun instead, granting 5 extra ammo.
Tier 3: +10 Fuel per second.
[Design Note: This ability is what makes a mana-dependent hero viable in Deadlock, creating a dependency on cooldown reduction and duration extenders.]
Ability 4 (Ultimate):
Overdrive (120s Cooldown)
For each second you have Fuel, gain a stacking buff that provides 10% weapon damage and 2 Spirit. Each stack also increases Fuel consumption by 2 per second. When you run out of Fuel, you are stunned for 0.2 seconds per stack.
Tier 1: Gain 10 Fuel on activation.
Tier 2: Gain up to 60% Spirit and Bullet resistance, scaling with your current Fuel (0% at 0 Fuel, 60% at 100 Fuel).
Tier 3: Gain 10 Fuel each time you deal 100 damage to an enemy hero.
*[Design Note: The cooldown begins when you run out of Fuel. The sum of the series 2 * n from 1 to 10 is 110, meaning the base duration is approximately 10 seconds without using or gaining any extra Fuel. You can push further, but the consequences become more severe.]*
[Alternative: make fuel consumption equal to stack_amount ^ 2, if the original design makes the ability run too long]
Main Themes
Chainsaw, fuel management, burning, factory, smoke.
Visual Design
The hero carries a huge, partially transparent canister of yellow fuel on his back, allowing allies and enemies to see the amount of fuel he has remaining.
Lore (Draft)
Aaron Diesel was once a well-known ecology activist and pacifist. His social campaigns successfully shut down two highly polluting weapons factories in Michigan. Shortly after this victory, however, he was kidnapped.
The next thing Diesel remembers is waking up in his home, half of his body replaced by a gasoline engine and a note on the table. The note read: "Your body runs on others' suffering. Who you harm is up to you." Since that day, Diesel's mind has shattered. Will he choose to find a way to restore his body, or will he surrender to the engine's thirst for slaughter?
[Additional Context: Diesel is essentially forced to play a Mafia with those around him. If he does not voluntarily fuel his engine by harming others, it seizes control and chooses a victim on its own - sometimes hunting innocent people.]
Concept references:


------------------------------------------------------------
Gameplay
Gun: [Name: Perpetuum Mobile]
A large, slow-firing projectile gun that deals medium damage. It fires circular sawblades similar to those from Half-Life 2. Similar to McGinnis, Diesel's attack speed increases the longer he fires. It deals 0% headshot damage. Holds 12 ammo and fires at a rate of 1.59 bullets per second.
Fuel Mechanic
Diesel's abilities use a Fuel resource, which functions identically to Mana in Dota 2. This adds a layer of resource management to his kit. As part of his ultimate, this mechanic is retroactive: use Fuel to power your abilities. Maximum Fuel is 100 units, and it regenerates at a rate of 5 units per second.
Fuel meter is always visible to you (just as Shiv's Rage meter) and to everybody else through the Canister on your back.
Ability 1:
Rip Through (5s Cooldown)
Power up your chainsaw, dealing damage and reducing the resistances of enemies in front of you. You cannot use your gun during this cast. Consumes 15 Fuel per second.
DPS: 100 + 0.9
Debuff: -5% Spirit and Bullet resistance per second (stacking)
Debuff Duration: 5s
Tier 1: Adds a 5% slow per second.
Tier 2: Increases debuff duration by 5s.
Tier 3: Increases DPS by 70 and Spirit scaling by 0.2.
Tier 3 Alternative: Hitting at least one hero grants a stacking buff that increases your outgoing damage by 2% per stack. (This does not trigger on multiple heroes simultaneously; after gaining a stack, you cannot gain another for 1 second).
[Design Note: Similar to Kelvin's Arctic Beam, but with shorter range and higher damage.]
Ability 1 alternative
Rip Through (5s Cooldown)
Toggle: When activated, your bullets pierce through enemies, dealing bonus damage and reducing their resistances (stacking). Consumes 15 Fuel per second.
Bonus Damage per Bullet: 20 + 0.7
Debuff: -5% Spirit and Bullet resistance per bullet (stacking)
Debuff duration: 5s
Tier 1: Adds a 5% slow per second.
Tier 2: Increases debuff duration by 5s.
Tier 3: Increases damage by 20 and Spirit scaling by 0.2.
Tier 3 Alternative: Hitting at least one hero grants a stacking buff that increases your outgoing damage by 2% per stack. (This does not trigger on multiple heroes simultaneously; after gaining a stack, you cannot gain another for 1 second).
*[Design Note: This version is gun-focused. It is similar to the old Clinkz Burning Arrows from Dota 2, but with Spirit scaling.]*
Ability 2:
Roaring Motor (30s Charge Cooldown, 0.5s Delay between charges, Starts with 2 charges)
Dash forward, dealing damage around you. Casting again refreshes the duration and increases damage and speed by 10% per stack. If the ability button is held, the duration is extended, consuming 20 Fuel per second. Maximum of 4 stacks.
DPS: 40 + 1.0
Radius: 5m
Buff Duration: 2s
Tier 1: +1 Charge.
Tier 2: +15 DPS.
Tier 3: Enables using your gun during the dash.
[Design Note: A combination of Infernus's Flame Dash and Primal Beast's Trample from Dota 2. Like Infernus, Diesel cannot stop during this ability, but he also cannot cancel it. The ability has the sound effects of a revving motorbike. Some engines need several jumpstarts to run, the ability UX uses this mechanic]
Ability 3:
Feed the Engine (25s Cooldown)
Gain 10 Fuel per second for 5 seconds. Adds 5 ammo to your gun on cast.
Tier 1: Reduces cooldown by 5s.
Tier 2: Reloads your gun instead, granting 5 extra ammo.
Tier 3: +10 Fuel per second.
[Design Note: This ability is what makes a mana-dependent hero viable in Deadlock, creating a dependency on cooldown reduction and duration extenders.]
Ability 4 (Ultimate):
Overdrive (120s Cooldown)
For each second you have Fuel, gain a stacking buff that provides 10% weapon damage and 2 Spirit. Each stack also increases Fuel consumption by 2 per second. When you run out of Fuel, you are stunned for 0.2 seconds per stack.
Tier 1: Gain 10 Fuel on activation.
Tier 2: Gain up to 60% Spirit and Bullet resistance, scaling with your current Fuel (0% at 0 Fuel, 60% at 100 Fuel).
Tier 3: Gain 10 Fuel each time you deal 100 damage to an enemy hero.
*[Design Note: The cooldown begins when you run out of Fuel. The sum of the series 2 * n from 1 to 10 is 110, meaning the base duration is approximately 10 seconds without using or gaining any extra Fuel. You can push further, but the consequences become more severe.]*
[Alternative: make fuel consumption equal to stack_amount ^ 2, if the original design makes the ability run too long]