[HERO CONCEPT] - Golem

caii_i

New member

An ancient spirit of earth and stone, Golem rises against humanity’s unchecked expansion. Aligning with the Patrons to reclaim her homeland, she reshapes the battlefield itself, locking enemies in place and crushing them through relentless pressure.

Weapon

Golem throws rocks from her hands, slow rate of fire and heavy bullet weight (Reload animation is her plunging her fists into the ground to restore the debris to her hands.)

Abilities

Unstable Earth - Area where movement abilities are prohibited, dealing intermittent pulses that remove stamina. (And maybe allies that stand in it take reduced dmg, I dunno might be kinda OP)

[1] Rock Throw

65 SP DMG (Tap) 160 SP DMG (Hold) - 1x SP Scaling (Tap) 1.4x SP Scaling (Hold) - 11s CD (Tap) 21s CD (HOLD)

Tap to fling debris in a cone in front of you, damaging and slowing enemies hit, Hold for 2s to throw a boulder instead that deals increased damage, knocks back and stuns enemies hit. (Cannot move while channeling.)


Tier 1: Debris slows for 15% longer, Boulder deals +50 damage.

Tier 2: Reduces channel time to 1.35s.

Tier 3: Debris reduces spirit resist of targets hit by 8%, Boulder creates Unstable Earth on area of impact.


[2] Crushing Leap

80 SP DMG - 0.87x SP Scaling - 22s CD

Golem channels a big leap, increasing distance with channel duration. Deals damage at area of impact and knocks up enemies.


Tier 1: Creates Unstable Earth on area of impact.

Tier 2: Increased knock-up strength by 35%.

Tier 3: Reduce cooldown to 12s.


[3] Bulwark

30% SP Res 30% Bullet Res - .42x SP Scaling - 33s CD

Take a defensive stance, reducing movement speed but greatly increasing spirit and bullet resistance. Heal yourself for a portion of the damage received and increase movement speed upon the end of the channel.


Tier 1: Cooldown reduced to 23s.

Tier 2: Immune to crowd control effects while channeling.

Tier 3: Can now shoot while channeling.


[4] Tectonic Rush

90 SP DMG per pulse - .7x SP Scaling - +8% Outgoing DMG Amp per pulse, 3% for allies - 150s CD

Golem deals 5 pulses of spirit damage around her that slows enemies and amps her and nearby allies' outgoing damage for each pulse hit.

Tier 1: Increases pulse radius by 30%

Tier 2: Increases movement speed for Golem and nearby allies by 4% for each pulse hit.

Tier 3: Each pulse creates Unstable Earth.

Numbers are subject to change, more of a rough idea of how I want her to feel. Open to feedback so lemme know what yall think!!
 
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Weapon - seems fine but idk how much range she should have

Status effect - Unstable earth should be fine and not broken if it has like 3-5m radius

Ability 1 - I like the boulder idea and it fits the character design but again idk the the intended range of the ability and I would like to know if it does a small aoe explosion would make it a bit better

Debris feel a bit to weak compared to the boulder because there is no slow example or duration but depending on the debuff it should be fine (maybe even 0.1s root if hit enemy is on ground would be nice)

Ability 2 - again without the range its hard to get a feel for it but seem like a really cool idea
(knock up should still be in range of unstable earth to not make it have a bad synergy)

Ability 3 - dont know duration but could be fun if you can still fun while active

Ability 4- seems good but again where is the example for range idk if its like 5m or 25m (really small or large)

All in all a pretty good idea where the abilities fit the intended hero design
 
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