[Hero Concept] Sand Viper "Sandra"

AzraelSoulHunter

New member
I had an idea ever since I got to know about this game for one Hero. A snake girl cowboy. I want to explore that concept here. I am no game designer, but I wanted to give it a shot in at least character creation.

Visuals: Basically a mix of two things I had in mind. Vipers from X-COM series and Rattlesnake Jake from Rango.
BadassAndEdgyButPlsDon27t.webp
xcom2_viper_hero.jpg

The visual would be with a humanoid Viper with a suit and a hat like that of a Cowboy with a big viper hood and with 2 revolvers and their tail at the end having a big metal canon. I thought that would be an interesting concept for this world... definitely has nothing to do with my own personal desires. Ain't no way.

Basic Attack: Shooting with two Revolvers that are very quick both in terms of shooting and reloading. Her melee attack would be with the metal canon at the end of her tail.
Visual: Two small revolvers that may have some engravings on them. They could be special ones with comically large chambers to explain maybe them having far more ammo in them.

Ability 1: Tail Canon. Shoots from the tail a huge ball that explodes on impact hitting everything around it, dealing far more damage to the creature it directly hits. When using it Sandra would take the canon into both of her hands.
Upgrade 1: Quicker reload
Upgrade 2: Larger area of effect
Upgrade 3: Smaller canons scatter from the area where the original ball hit, exploding all around the area.

Ability 2: Rapid Approach. Sandra crawls quickly on the ground, making herself harder to hit and her tails flails around hitting everything she walks passed like a giant metal club. Can cause enemies to get thrown back.
Upgrade 1: Quicker movement
Upgrade 2: More damage from the tail
Upgrade 3: Hit from the tail can cause a stun effect

Ability 3: Out of Breath. Sandra coils around one enemy and chokes the life out of them (hip swaying may or may not be included). Deals A LOT of damage to the character she coils around.
Upgrade 1: More damage dealt to the enemy
Upgrade 2: Small amount of health is restored while using it
Upgrade 3: Coiling ends with Sandra shooting the enemy with her Canon Tail

Ability 4: Hypnosis. Sandra opens up her Hood and lets out hypnotic light that causes everyone who sees it be it the small mobs or enemy heroes to approach her and opening them up for attacks either from her once she stops exuding light or her allies.
Upgrade 1: Greater area of effect and range
Upgrade 2: Lowers Defenses of all creatures affected
Upgrade 3: Effect lingers few seconds after Sandra stops using it

Let me know if this concept sounds interesting or balanced (probably is not balanced at all) and how do you all feel about concept of Cowboy Viper. I personally would like to see it in this game and honestly would not be too out of place... maybe. Hope someone sees it at least and if someone reads it please provide feedback. And sorry for no art... I am no artist.
 
I dont care too much for the character concept, but i do like Rapid Approach a lot. Be it for this character or another.
Having a charge abiltiy that shoves enemies to the side, as opposed to what Abrams does is a fun way to break positioning.
It would alllow pushing enemies out of cover, blocking fire, or even knocking them off elevations or into buildings. Its very strategic.

One change i would make;
Upgrade 2: ''More damage from tail'' > into; Wider area / longer range.
Scaling damage of tactical abilities with items is better for the usability and build options for characters. Its damage should probably scale with melee based items.

If charm effects like Hypnosis are going to be a thing in Deadlock, it needs to be either something thats breakable by damage with limited range. Or be single target only for a short duration, like the charm Ahri does from League of Legends. Otherwise you get players shoved together by abilities like Dynamo, and then charmed for easy full party kills.
 
Rapid Approach sounds like an unholy child between viscous ult and mo burrow, should just shrink the hitbox + make the hero faster for a bit.
 
I dont care too much for the character concept, but i do like Rapid Approach a lot. Be it for this character or another.
Having a charge abiltiy that shoves enemies to the side, as opposed to what Abrams does is a fun way to break positioning.
It would alllow pushing enemies out of cover, blocking fire, or even knocking them off elevations or into buildings. Its very strategic.

One change i would make;
Upgrade 2: ''More damage from tail'' > into; Wider area / longer range.
Scaling damage of tactical abilities with items is better for the usability and build options for characters. Its damage should probably scale with melee based items.

If charm effects like Hypnosis are going to be a thing in Deadlock, it needs to be either something thats breakable by damage with limited range. Or be single target only for a short duration, like the charm Ahri does from League of Legends. Otherwise you get players shoved together by abilities like Dynamo, and then charmed for easy full party kills.
Maybe Hypnosis could be change to single target and you have to quickly stop looking to not get charmed and if you do you get to walk towards Sandra for a bit when she finishes this attack. Maybe in this case upgrades could be like this:
Upgrade 1: Higher range
Upgrade 2: Less time for enemy to run away
Upgrade 3: 2 characters can get charmed

Maybe that could be better. I was also thinking if Items could change types of canon balls her tail could shoot out. Maybe explosion from the tail canon also pushes everyone away too.

Now that I think about it, this could all turn her into a character that is like a pure predator for one character she sets out to kill. Shoving everyone else aside like they are nothing in order to get to her target, like a bounty hunter.
 
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Maybe Hypnosis could be change to single target and you have to quickly stop looking to not get charmed and if you do you get to walk towards Sandra for a bit when she finishes this attack. Maybe in this case upgrades could be like this:
Upgrade 1: Higher range
Upgrade 2: Less time for enemy to run away
Upgrade 3: 2 characters can get charmed
That does sound a lot better, but instead of looking away using existing mechanics might be better. For example using Block to stop being charmed in a limited time window, just like some stun effects can be circumvented. It would create a similar ability where the players slowly move towards the target, and have to do something at the right time to counter it.
It could also be interesting for the user of this charm because then you can counter that again, by punching targets and making them use their block before hitting them with a charm.
 
That does sound a lot better, but instead of looking away using existing mechanics might be better. For example using Block to stop being charmed in a limited time window, just like some stun effects can be circumvented. It would create a similar ability where the players slowly move towards the target, and have to do something at the right time to counter it.
It could also be interesting for the user of this charm because then you can counter that again, by punching targets and making them use their block before hitting them with a charm.
I was thinking of looking away because that could disrupt the enemy team as a whole as one of their allies has to suddenly run away somewhere else or look away and open themselves up, but this sounds interesting as well with making them waste a block. Could lead to some interesting strategies like using rapid approach at first and using punch when you get close (or instantly using charm if they get stunned) and then lay waste on them with maybe coiling around them or blasting them with canon tail. Definitely has that feel of a predator hunting it's prey and destroying everything in it's path to do so.
 
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