The concept this is built around is "distributing" damage / stats, as seen most easily in the 3 and 2 abilities. I imagine them filling a role similar to Dynamo - can be support / utility focused by empowering teammates / putting enemies in compromised states, but still viable as a solo dps type character. Pretty much all of the numbers for abilities I just pulled out of my butt, but I'm hoping they communicate the idea of how the ability should work. Would love whatever feedback you feel like giving!
Concept Backstory -
Even before the first maelstrom, Laveau knew the spiritual side was real. Many have claimed to have been one with the voodoo arts, but having already garnered a modest following in the deep south, no one could do it like she could. Ritual healings were an almost daily occurrence, esteemed guests had organized trips across the world for the chance to re-connect with lost loved ones, and the people spoke of the strength of her connection to the other side.
After the maelstrom, though, the veneration faded away. Voodoo wasn’t a lost art anymore, and vendors were suddenly popping up on every street corner selling trinkets and charms; weak protections or curses at best and junk at worst. A mockery of what once was an esteemed theology; gods called upon like children to a meal. With her glory days behind her, many expected her to stick to what she’d been good at and eventually fade away into obscurity with all the new blood that had risen up. This was a new era, there was no doubt about. She had already peaked in her practice, achieving heights she could never hope to regain, and being best around simply wasn’t good enough anymore. She had a different idea in mind, however, and was far from finished with making her mark.
The world of voodoo had expanded, after all. Surely the gods could make room for one more…
1 - Totem
Spirit resist reduction (like 10 percent to start?) and small dot
+ cooldown reduction
++ area / dot increase
+++ shooting totem deals spirit damage to anyone in area / pin cushion effects and damage are dealt as well
The main idea behind this is is should synergize decently with the 3 ability, as damage dealt from voodoo would be spirit damage, while also being a utility for teammates to deal extra damage through as well. In a solo lane, the dot could provide some wave management / jungling, but I don't think it should be a main feature that you could build around - I added it the only other ways to deal spirit damage would be the 3 ability and then the ult, which might really restrict what kinds of build you can be effective with. The third upgrade was inspired by a post on reddit that someone had suggested for paradox grenade, which I thought to be a neat idea and could continue to give more options for spirit damage, as well as further synergize with the 3 by applying the effects of it to all enemies in the area when totem is shot.
2 - Ritual Possession
Fly to and "possess" a teammate (your character would disappear and occupy the body of your teammate - teammate would still be totally in control of their character, you'd be unable to shoot or use abilities), sharing health regen and resist stats. Upon finishing the ability, you'd pop out at the teammates location (probably like within 5m or something)
+ 3 extra regen during possession / +15% spirit resist
++ cooldown reduction
+++ Allows you to use your abilities during possession (pin cushion / effigy apply to teammate’s shot / character)
This would be a support ability, with the idea being that you could empower a teammate briefly with the extra stats, or use it to help a teammate finish a close fight. It also provides the ability to reposition yourself by either jumping into a fight and then quickly popping out of their body to assist, or a teammate could position themselves such that you could escape to them from a dangerous situation. With the final upgrade, you'd be able to cast your other abilities from the body of your teammate, with the 3 and 4 abilities applying to your teammates gun / character model respectively. There is also interesting potential in this from the standpoint of allowing items like hunters aura / torment pulse to still apply while your possessing a teammate, as well as considering wether you'd appear on the minimap during possession or not - if not, could be a neat tool for ganking?
3 - Hex Pin
Charge ability - next shot will be imbued with spirit damage and apply Voodoo on hit
Voodoo - enemies that have the voodoo effect share 10% damage they take with all other enemies that have the voodoo effect
+ extra charge
++ applies slow (like mirage mark)
+++ effect becomes a duration during which your shots apply voodoo / deal spirit damage
This is the core idea that I initially built this character around, inspired by the Resonance effect from the game Ship of Fools. The numbers I just kinda guessed, but the concept would be to allow damage to be "distributed" to enemies with the effect - could be powerful if used skillfully in team fights, as well as having potential early on in duo lanes / ganking / defending against ganks. Can be paired with the 1 to get additional damage on enemies retreating to potentially secure some kills, or amplify damage to enemies trying to hide behind cover that have the effect when you're shooting at their teammate with the effect. Initially I had this as a passive a la Infernus afterburn, but I felt it'd be either too effective or ineffective for that to make sense - a charge ability feels like the sweet spot. The spirit damage allows for spirit builds to be more viable, as well as provide some utility early on in solo lanes
4 - Effigy
After a brief channel, incoming damage is reduced by 20%, with that 20% being distributed across enemies with the Voodoo effect
+ cooldown reduction
++ first 5% of damage reduced is distributed to all enemies with voodoo. remaining 15% is shared
+++ damage reduction and initial “all” damage distribution increases by 2% for each enemy with voodoo
Become an effigy of your enemies - generally I assume this would be most optimal in large teamfights, assuming you can put voodoo on everyone. To keep this from being too powerful in those scenarios, I thought it'd be best to have that damage be distributed across all the enemies, but have an upgrade that allows for flat damage across all enemies to still be powerful, while still being viable in solo scenarios. An idea with this would be to have your gun also apply voodoo during this ability, but I like the idea of having more of skill exercise by needing to use the 3 ability to make this effective - could instead have it refresh a charge / full refresh your 3 ability on channel? Gives an interesting dynamic between how tanky you want to be normally, but then that tankiness reduces the effectiveness as your incoming damage is reduced while ulting
Concept Backstory -
Even before the first maelstrom, Laveau knew the spiritual side was real. Many have claimed to have been one with the voodoo arts, but having already garnered a modest following in the deep south, no one could do it like she could. Ritual healings were an almost daily occurrence, esteemed guests had organized trips across the world for the chance to re-connect with lost loved ones, and the people spoke of the strength of her connection to the other side.
After the maelstrom, though, the veneration faded away. Voodoo wasn’t a lost art anymore, and vendors were suddenly popping up on every street corner selling trinkets and charms; weak protections or curses at best and junk at worst. A mockery of what once was an esteemed theology; gods called upon like children to a meal. With her glory days behind her, many expected her to stick to what she’d been good at and eventually fade away into obscurity with all the new blood that had risen up. This was a new era, there was no doubt about. She had already peaked in her practice, achieving heights she could never hope to regain, and being best around simply wasn’t good enough anymore. She had a different idea in mind, however, and was far from finished with making her mark.
The world of voodoo had expanded, after all. Surely the gods could make room for one more…
1 - Totem
Spirit resist reduction (like 10 percent to start?) and small dot
+ cooldown reduction
++ area / dot increase
+++ shooting totem deals spirit damage to anyone in area / pin cushion effects and damage are dealt as well
The main idea behind this is is should synergize decently with the 3 ability, as damage dealt from voodoo would be spirit damage, while also being a utility for teammates to deal extra damage through as well. In a solo lane, the dot could provide some wave management / jungling, but I don't think it should be a main feature that you could build around - I added it the only other ways to deal spirit damage would be the 3 ability and then the ult, which might really restrict what kinds of build you can be effective with. The third upgrade was inspired by a post on reddit that someone had suggested for paradox grenade, which I thought to be a neat idea and could continue to give more options for spirit damage, as well as further synergize with the 3 by applying the effects of it to all enemies in the area when totem is shot.
2 - Ritual Possession
Fly to and "possess" a teammate (your character would disappear and occupy the body of your teammate - teammate would still be totally in control of their character, you'd be unable to shoot or use abilities), sharing health regen and resist stats. Upon finishing the ability, you'd pop out at the teammates location (probably like within 5m or something)
+ 3 extra regen during possession / +15% spirit resist
++ cooldown reduction
+++ Allows you to use your abilities during possession (pin cushion / effigy apply to teammate’s shot / character)
This would be a support ability, with the idea being that you could empower a teammate briefly with the extra stats, or use it to help a teammate finish a close fight. It also provides the ability to reposition yourself by either jumping into a fight and then quickly popping out of their body to assist, or a teammate could position themselves such that you could escape to them from a dangerous situation. With the final upgrade, you'd be able to cast your other abilities from the body of your teammate, with the 3 and 4 abilities applying to your teammates gun / character model respectively. There is also interesting potential in this from the standpoint of allowing items like hunters aura / torment pulse to still apply while your possessing a teammate, as well as considering wether you'd appear on the minimap during possession or not - if not, could be a neat tool for ganking?
3 - Hex Pin
Charge ability - next shot will be imbued with spirit damage and apply Voodoo on hit
Voodoo - enemies that have the voodoo effect share 10% damage they take with all other enemies that have the voodoo effect
+ extra charge
++ applies slow (like mirage mark)
+++ effect becomes a duration during which your shots apply voodoo / deal spirit damage
This is the core idea that I initially built this character around, inspired by the Resonance effect from the game Ship of Fools. The numbers I just kinda guessed, but the concept would be to allow damage to be "distributed" to enemies with the effect - could be powerful if used skillfully in team fights, as well as having potential early on in duo lanes / ganking / defending against ganks. Can be paired with the 1 to get additional damage on enemies retreating to potentially secure some kills, or amplify damage to enemies trying to hide behind cover that have the effect when you're shooting at their teammate with the effect. Initially I had this as a passive a la Infernus afterburn, but I felt it'd be either too effective or ineffective for that to make sense - a charge ability feels like the sweet spot. The spirit damage allows for spirit builds to be more viable, as well as provide some utility early on in solo lanes
4 - Effigy
After a brief channel, incoming damage is reduced by 20%, with that 20% being distributed across enemies with the Voodoo effect
+ cooldown reduction
++ first 5% of damage reduced is distributed to all enemies with voodoo. remaining 15% is shared
+++ damage reduction and initial “all” damage distribution increases by 2% for each enemy with voodoo
Become an effigy of your enemies - generally I assume this would be most optimal in large teamfights, assuming you can put voodoo on everyone. To keep this from being too powerful in those scenarios, I thought it'd be best to have that damage be distributed across all the enemies, but have an upgrade that allows for flat damage across all enemies to still be powerful, while still being viable in solo scenarios. An idea with this would be to have your gun also apply voodoo during this ability, but I like the idea of having more of skill exercise by needing to use the 3 ability to make this effective - could instead have it refresh a charge / full refresh your 3 ability on channel? Gives an interesting dynamic between how tanky you want to be normally, but then that tankiness reduces the effectiveness as your incoming damage is reduced while ulting