[Hero Concept] The Rocket/Bomb-Jumper

rutare

New member
Launching around enemies with the power of EXPLOSIONS is fun enough, but what about launching yourself? Introducing The Rocket/Bomb-Jumper! Who needs Majestic Leap when you've got a rocket launcher and a bag full of bombs to sling around? KABOOM!

I decided to rewrite the hero idea I originally had into a concept kit separate from the character I had in mind, with some changes. I've also reformatted the text so it's (hopefully) easier to read. None of the listed values are final or balanced and are subject to change, so I encourage anyone to share their remarks, views, opinions and criticism, or ask me me any questions. Please do so, it really encourages me.

Ideally, I would like them to be WWII-era U.S. Army themed. And short like Rem, lol. If I have more ideas regarding art of my character idea, I'll update the original thread I made (viewable here). This thread is only for the kit so it can be judged separately.

=Weapon Stats=
Unnamed Automatic Rifle Gun
Tags: Rapid Fire, Medium Range
Falloff: 20m -> 58m
Bullet Damage: 9.9
Fire-Rate: 7.3 bps
Ammo: 30
Reload Time: 2.52s
Bullet Velocity: 678m/s
Bullet Lifesteal: 0%
Crit Bonus Scale: 0%

Light Melee: 50
Heavy Melee: 116

=Vitality Stats=
Max Health: 750
Heath Regen: 2
Heal Amp: 0%
Non-Combat Regen: 0
Bullet Resist: 0%
Spirit Resist: 0%
Melee Resist: 0%
Crit Reduction: 0%

Move Speed: 6.8m
Sprint Speed: 1.6m
Stamina Cooldown: 4.5s
Stamina Recovery: 0%
Stamina: 3
Dash Speed: 0m

=Spirit Power Stats=
Ability Cooldown: 0%
Ability Duration: 0%
Ability Range: 0%
Spirit Lifesteal: 0%
Max Charges Increase: 0
Charge Cooldown: 0

=Abilities=
1) Explosive Hand Grenade
Description: "Throw a grenade that bounces and rolls off the environment and enemies, exploding after a delay dealing Spirit Damage in an area and displacing enemies. Strength of the damage and displacement falls off with distance from the grenade. Can be held to channel the ability, reducing the explosion delay. When fully channeled, the thrown grenade explodes on impact."
Usage: Press [ability button 1] to ready a grenade and pull the pin, starting a channel. Press [ability button 1] again to throw the grenade at any time. The ability will be held at maximum channel.
Type: Cast with Channel (can activate early)
Charges: 2
Charge Usage Delay: 4s
Cooldown: 18s
Explosion Radius: 5m
Radius before damage falloff: 2.8m
Spirit Damage: 60 (Spirit Power Impact)
Minimum Damage: 30
Channel Duration: 3s
Upgrades:
T1) +40 damage
T2) -6s cooldown
T3) Adds -20% Bullet Resist for 4s and improves Spirit Power scaling

2) Satchel Charge
Description: "Throw a bomb that sticks to the environment and bounces off enemies on direct hits. Can be alt-cast to instantly detonate all deployed bombs, dealing Spirit Damage in an area, setting enemies on fire dealing additional Spirit Damage over time, and knocking them away. Strength of the damage and displacement falls off with distance from the bomb. Deployed bombs automatically detonate after a limited lifetime."
Usage: Press [ability button 2] to prepare to toss a bomb, press again to throw. Alt-cast the ability to detonate all currently deployed bombs. Deploying a bomb when at the deployed bomb limit will automatically detonate the oldest deployed bomb.
Type: Cast with alt-cast
Charges: 1
Charge Usage Delay: 3s
Cooldown: 26s
Explosion Radius: 7m
Radius before damage falloff: 3.3m
Spirit Damage: 80
Minimum Damage: 50
Burn Damage: 10 Spirit Damage/s (Spirit Power Impact)
Burn Duration: 4s
Bomb Lifetime: 30s
Deployed Bomb Limit: 3
Upgrades:
T1) -8s cooldown
T2) +20 damage, +1s Burn duration
T3) Deals additional Weapon Damage and applies 0.33s Stun

3) Blast Protection
Description: "You are displaced by your own ability explosions at increased strength, allowing you to launch yourself. When this happens, you gain Barrier and improved air control. The duration of this effect is paused while you are in mid-air from an explosive jump."
Usage: Use any ability and stand in the radius of the effect when it creates an explosion. You will be launched into the air and granted effects. The effects are indicated by a fiery aura around the hero.
Type: Passive
Air Control: +100%
Barrier: 140
Duration: 3s (Spirit Power Impact)
Upgrades:
T1) +10% weapon damage while barrier holds
T2) +100 Barrier Health, +1s barrier duration
T3) +125% Melee Damage while mid-air from an explosive jump

4) Super Bazooka
Description: "Equip a powerful rocket launcher firing explosive projectiles, dealing Spirit Damage and Displacing enemies in the impact zone. Strength of the damage and displacement falls off with distance from the explosion. Direct hits do additional Weapon Damage to the target and inflict a brief Movement Slow."
Usage: Press [ability button 4] to deploy the ability, changing your weapon attacks. Press [fire] to expend 1 charge of the ability and fire a projectile that explodes on contact with any surface or enemy. [zoom/alt-fire] to zoom is unchanged. Press [ability button 4] again while ability is deployed to cancel, returning usage of normal weapon. While the ability is deployed, you cannot sprint.
Type: Stance (replaces weapon attacks)
Charges: 4
Charge Usage Delay: N/A
Charge Cooldown: 40s
Explosion Radius: 4.6m
Radius before damage falloff: 2.1m
Spirit Damage: 60 (Spirit Power Impact)
Minimum Damage: 25
Additional Weapon Damage on Direct Hit: 40
Movement Slow on Direct Hit: -20%
Movement Slow Duration: 1.35s
Upgrades:
T1) -10s cooldown
T2) +20 damage, +20 direct hit damage
T3) 25% cooldown refund on direct-hit
 
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