Hero Concept Idea: Techies

come219

Active member
As we all know, Techies in a moba is flawed.

A hero that can instantly kill units (across the map or dead) without effective counter play, doesn't seem to fit within the design of this game. Gameplay elements should appear and come from an entity that you can percieve/see - which is why we don't see many global abilities.

Traps are another element of mobas that have a varying strategy. Either you clump your mines in a lane preventing a siege (in a single lane) or spread out your mines, hoping that you hinder your opponent. When your mines are not in a good location or if you 'put all your eggs in one basket', it results in a gameplay loss with no way to react or defend.

There are traps in Deadlock, namely Grey Talon, which is used more for deterance.

That being said, lets design techies for deadlock!

1 - sticky bomb ...

charged based. Bebop's 2 but can be thrown

2 - minefield sign

Can be shot and destroyed. Prevents invisible mines from being destroyed and mines from revealing invisibility. Also increases AOE radius of mines and drains 0.25 stamina per second in an AOE.

3 - hp cost jump stun

HP cost to charge a jump then explode at the landing position and stunning all units in the area and draining 1 stamina.

4 - Trap Mines

Charged based.

Definitely should be an ultimate ability. This prevents a player using mines from minute 0 - abandoning lane, furthermore, mines don't really have a laning component that is 'fun'.

These trap mines should act like Techies current red mines. Where it reveals itself and a player may shoot or punch it before it activates to destroy it.

I think for balance, mines can be shot while they are invisible so that if a player can predict a Techies bomb cluster, they can attempt to clear the path.

Perhaps for balance, planting a mine costs 1 stamina.



Thanks for reading!

Something I am finding difficult when I design these heroes is that I always look towards the dota design and it feels like it ends up being a DOTA hero with no unique designs - something to work on...

Deadlock should have new designs, it could introduce new roles and new gameplay elements rather than perhaps something that is familar, understood and 'studied'. Although familiarity is good and fun too.
 
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