[Hero] Dice caster - Bullet ability and rng dices

supremejester28

Well-known member
Main idea is to create an hybrid character that feels like an gun hero, but it's core power is within in an ability. To make them more unique I have an idea to implement rng mechanics to them:
Abilities:
1. Coin Toss: Throw a coin that damages and reduces all of your cooldowns by 1 second on hit. (It has Spirit scaling, like 0.7 or 1.2)
Coin Toss is considered a bullet and can proc bullet effects from items.
Upgrades:
-Successful hit increase the next Coin Toss damage by 20%
-Reduced CD
-Coin Toss can build up a root effect on the target.

This is the main core of the character, the idea is to spam this ability and be rewarded for hitting shots. I'm trying to create a character with the consistency of Gun builds without building into the Gun. As a template using Shiv's 1 knife projectile should more or less give the right idea.

2. Escape Artist: Blink to a target location. On arrival briefly gain movement speed and a small shield.( You already have this ability in the files)
Upgrades:
-Stamina Recovery
-Makes your next Coin Toss slow on hit.
-Bigger shield
(Maybe on blink you also send a random dice that hits the nearest enemy unit for some damage, prioritizing heroes)

3. Roll Dice: Roll a dice providing a random buff out of several. Buffs:
-Faster Stamina regeneration
-Coin Toss applies the Healbane effect
-Coin Toss can do it's damage twice on hit
-Bonus HP
-Coin Toss can steal HP for a set duration.
-Items from the shop a cheaper by 100-300 souls depending on the tier.
Upgrades:
-Increased buff duration
- +1 movement speed on activation
- +1 buff on cast

4. Focus Dice: Grants self a auto-lock on Coin Toss against a single enemy unit or enemy building.
-CD reduction
-Coin Toss has 50% to ignore any resist stats
-Killing a unit during Focus Dice increases Coin Toss'a damage by 3

Gun idea: I guess, maybe some kinda of burst fire mini grenade launcher? Basically it has to be a gun that can't take advantage of the Fire Rate stat.

Concept for their design:
Ixian woman or woman presenting creature from the Deep. Idk . Haze v1's old design on top of this Kiriko skin.
haze.pngScreenshot_2025-12-06-12-44-25-662_com.miui.gallery.jpg

Lore: Basically she's heard about Abram's book adventure and wants to steal it from him. She's aware of the Wraith's underground gambling scheme and wants to take it for herself.
I'm not a writer, you can y'all figure out something better.
 
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1. Coin Toss: Throw a coin that damages and reduces all of your cooldowns by 1 second on hit.
Is this a charged ability, or something very low cooldown? All the low CD abilities in Deadlock have some limiting factor to avoid them being spammed for items like Spellslinger or Radiant Regeneration. Wraith cards need to be built up, Malice deals a lot of self damage, etc. You'd need some sort of limiting factor to keep its interactions with items in check.

2. Escape Artist: Blink to a target location. On arrival briefly gain movement speed and a small shield.( You already have this ability in the files)
This is extremely similar to what Warp Stone does, so I think you'd need better differentiation from that effect. Also, how does granting them extra mobility allow them to serve their gameplay role/power fantasy?

3. Roll Dice: Roll a dice providing a random buff out of several. Buffs:
This feels like RNG for the sake of RNG, rather than being inherently interesting in of itself. The effects should be notable and memorable, rather than a long list you need to memorize to play against the hero properly. Additionally, they'd need to be communicated very clearly visually in order to give fair chance for an enemy to play around it.

Grants self a auto-lock on Coin Toss against a single enemy unit or enemy building.
Between Roll Dice being just an rng buff mostly related to Coin Toss, and Escape Artist just being pure utility similar to Warp Stone, and now this being just an avenue of playing around Coin Toss, isn't this hero kinda just a one ability hero? There's no real combo or synergy going on here, you just press the same ability over and over.

As for the ultimate itself, making coin toss a point and click turns the hero into just a pure stat-check, as you remove the only form of skill expression (hitting the coin tosses). It's important to consider the ways that players of this hero can express their skill in gameplay and for their to be a multitude of things to learn/execute upon.



Something I'd appreciate to see shared is how you envision your character being played to execute upon a particular fantasy. For example, Drifter has a power fantasy of being a predator, hunting down targets, and gaining more and more stacks. These fantasies typically tie into the character in some way thematically. So in the case of your hero, how do you envision your hero's gameplay loop tying into the gameplay fantasy of being a gambler?



Apologies if this criticism comes off as being overly harsh, I'm used to writing feedback primarily for the Deadlock devs and I don't tend to sugarcoat my feedback for them. Good luck with refining your concepts!
 
Is this a charged ability, or something very low cooldown? All the low CD abilities in Deadlock have some limiting factor to avoid them being spammed for items like Spellslinger or Radiant Regeneration. Wraith cards need to be built up, Malice deals a lot of self damage, etc. You'd need some sort of limiting factor to keep its interactions with items in check.


This is extremely similar to what Warp Stone does, so I think you'd need better differentiation from that effect. Also, how does granting them extra mobility allow them to serve their gameplay role/power fantasy?


This feels like RNG for the sake of RNG, rather than being inherently interesting in of itself. The effects should be notable and memorable, rather than a long list you need to memorize to play against the hero properly. Additionally, they'd need to be communicated very clearly visually in order to give fair chance for an enemy to play around it.


Between Roll Dice being just an rng buff mostly related to Coin Toss, and Escape Artist just being pure utility similar to Warp Stone, and now this being just an avenue of playing around Coin Toss, isn't this hero kinda just a one ability hero? There's no real combo or synergy going on here, you just press the same ability over and over.

As for the ultimate itself, making coin toss a point and click turns the hero into just a pure stat-check, as you remove the only form of skill expression (hitting the coin tosses). It's important to consider the ways that players of this hero can express their skill in gameplay and for their to be a multitude of things to learn/execute upon.



Something I'd appreciate to see shared is how you envision your character being played to execute upon a particular fantasy. For example, Drifter has a power fantasy of being a predator, hunting down targets, and gaining more and more stacks. These fantasies typically tie into the character in some way thematically. So in the case of your hero, how do you envision your hero's gameplay loop tying into the gameplay fantasy of being a gambler?



Apologies if this criticism comes off as being overly harsh, I'm used to writing feedback primarily for the Deadlock devs and I don't tend to sugarcoat my feedback for them. Good luck with refining your concepts!
It's on a low cooldown.

In my mind allows for better positioning to hit the Coin Toss ability and better in kit kitting, consider I want the constency of a gun hero without the gun aspect.

The RNG effects are not that original, I agree. I had issues thinking of unique effect for the dices.

The way I imagined it was, what if Winranger from dota, but the her main power comes from her W. With the Ult adapted to fit that W. Maybe I didn't cook as much as I thought :/
Also, it's fine. I love getting feedback!

Ty for the reply.
 
Also, the idea for grenade launcher idea came, because this character has no AoE damage and no farming capabilities. So without some kinda of aoe gun, this character can't neither shove lanes or push lanes. So putting that requirement into the gun felt like a good idea.
 
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