[Hero Concept] Trapper - Revised

Grittle

New member
I have a feeling that Trapper can be a great addition if revised. To keep the concept of a "trap" Hero while still going with the overall flow of the game. Here is my suggestion version of Trapper.

1- Volatile Phantasmicide
Trapper throws a magically enhanced compound in an area that lingers for 6 seconds. Enemies caught in the area are slowed and take minor spirit damage over time. The compound can be manually detonated (by casting the spell again) to deal a Silence and minor slow. If manually detonated 2 seconds after it was cast or when the duration ends, It will instead deal the minor slow and silence in a slightly larger area and spawn 3 plague spiders (From his old ultimate) that will chase the closest enemy, prioritizing heroes.
+1: Increased Range (Both compound and Spider)
+2: Increased Debuff Duration (both compound and Spider)
+5: 1 Spider will spawn from the compound every second compound is active.
*Spiders will spawn facing then moving clockwise (north, then east, then south, then west, repeat).

2- Silktrap (2 Charges)
Trapper plants a web that deals a non stacking debuff that deals damage over time, revealed, and slows over a short period of time. Works pretty much similar as its old version in terms of function.
+1: +75 Second Duration, +1s Debuff Duration
+2: Can now only be seen by enemies when within 15 meters.
+5: Damage over time is now Stackable.

3- Pest Barrier
Works the same as its previous version. Just that the damage aura damages in ticks like Abram's 1, not in pulses like torment pulse item.
+1: +3m Radius
+2: When targeting Ally: Also Applies to you at 60% Barrier.
+5: Damage from Barrier increases Barrier 75% conversion rate.

4- Pest Wards (2 Charges)
Trapper places a Ward in the target area. The Ward will deal moderate spirit damage (single target) when an Enemy damages Trapper within attack range of the Ward. After 4 seconds of attacking or when the duration of the Ward ends. the Ward explodes. Dealing minor damage and a moderate slow and a small area around the ward. Destroying the ward before its duration ends will prevent the explosion.
+1: Increased Attack Range and Explosion Range.
+2: Wards will attack when any ally is attacked within range.
+5: Provides +15% Spirit and Bullet Resist within attack range of the ward, non-stackable.
 
It should be noted that the Spiders from Volatile Phantasmicide are similar to the crawling plague spiders from his previous iteration. While Pest Wards are my take on Calico's old cat turret wards, except they are the ultimate, they are NOT invisible, and they only attack when Trapper is in range of the wards and being attacked by an enemy in the ward (Until the +2, then they defend any ally is under attack under range). Also numbers can be changed, they just provide a baseline for how I think they should be.
 
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