[HERO] Dreadnought

coiil

Member
Dreadnought

Weapon Metal Heads
(Twin linked cannons, fires 2 rounds at once) Rapid Fire, Long Range. 4.4 Bullet Damage, 15 Bullets Per Second, 90 Ammo, 3.5s reload time.

Blowout: Detonates your ammo stores, unloading your weapon to deal 1 spirit damage per 1 ammo lost to enemies in a 9 meter radius.
6s CD.
LvL 1: +5 Meter radius.
LvL 2: -3s CD.
LvL 5: +1 Damage per ammo.

Bandoleer: Toss a bandoleer of high powered rounds to the target ally hero/self. Grants them +60 current/max ammo, and their bullets pierce through enemies for the rest of the clip.
5 Meter Range, 3s CD, 35s Charge Replenish Time.
LvL 1: +15 Meter range.
LvL 2: +1 Charge.
LvL 5: +30 Ammo.

Reactive Ammo: (Passive) You have a 30% chance when hit to completely block the bullet at the cost of 1 ammo. Fires a bullet in a random direction when triggered, and doesn't proc while you have no ammo.
LvL 1: 25% Chance not to consume ammo on proc.
LvL 2: +20% Proc chance.
LvL 5: +40% Reload speed.

Bunker Down: Drops a bunker over the target ally hero/self, immobilizing them inside it and granting them +50% rate of fire for 10s. The bunker absorbs up to 750 damage before breaking and freeing the target. Bunker breaks if the hero inside melees it.
3 Meter Range, 90s CD.
LvL 1: -30s CD.
LvL 2: +500 Bunker health.
LvL 5: +50% Rate of fire.
 
Some pretty cool concepts here! I like this more than most suggestions. Just a couple of things: 1. don't forget Spirit scaling. I think all four abilities need slightly reworked to gain power from spirit scaling and have less otherwise.

2. How does reactive ammo work with shotguns?

Edit: also did you mean for him to do 120dps with the gun? You said he shoots two rounds at once. Are you only talking about ammo.consumption?
 
Some pretty cool concepts here! I like this more than most suggestions. Just a couple of things: 1. don't forget Spirit scaling. I think all four abilities need slightly reworked to gain power from spirit scaling and have less otherwise.

2. How does reactive ammo work with shotguns?

Edit: also did you mean for him to do 120dps with the gun? You said he shoots two rounds at once. Are you only talking about ammo.consumption?
I was thinking Blowout's total damage and Bunker Down's HP would scale with spirit.

Figure Reactive Ammo would have a chance to proc per bullet hit, so could proc multiple times from spreadshots.

I was thinking how far the bullets should be spaced, and if they'd be close enough to hit the same unit with both. If so, then ya the DPS would need to come down.

Thanks for the feedback.
 
I like the concept, but Bandoleer I feel should give a % of max ammo and not a static value. Static values of ammo can vary WILDLY (60 bullets on Wraith is just another reload. 60 bullets on Abrams is 4-6 magazines) Probably make the default ammo 70% and the talent increases it to 100% or it could even be up to 120% like Dynamo's teleport.

Besides that, I think the concept is solid but I would probably add some more Spirit damage besides Blowout. Or maybe I'm wrong. It could be interesting to see a character who actually wants multiple reload items. Having this guy with Melee Charge, QSR on Blowout, and Titanic Magazine would be a lot of burst damage and could be fun.

All that said, He should have some form of slow or disable. Currently he has none, which I think doesn't actually exist with any current heroes (I believe they all have at least SOME way to slow or stop someone for some time. A hero that has none would be at a real disadvantage).

Also, I probably would make the scaling from his 3rd talent on Blowout not double the scaling damage. Melee Charge can let people stack up to 100% bonus Ammo and It would be pretty easy to rush that (as it will be part of his core anyway) to get a HUGE burst early on at a low CD. 1250 souls is probably too low to allow a 180 damage burst on a 6 second CD.

Finally, I would probably have his Ammo capacity scale with bonus Spirit, as it would be rather counter intuitive to have his primary method of dealing spirit damage not scale in any real way with bonus spirit
 
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And since editing posts is weirdly restrictive on this forum I'll add some more notes.

1.) He should have low stamina and speed, similar to Mcginnis. All that ammo weighs him down, but besides that if he has high stamina and speed it would make it too easy for him to close and just demolish people with Blowout.

2.) Blowout should probably start at something like 70% of ammo consumed. I know the idea is that he still has to shoot so Blowout won't often be used at it's fullest potential, but I can only imagine that players will find a way to make it so that they can frequently use Blowout with max ammo (or greater).
 
Reactive Ammo: (Passive) You have a 30% chance when hit to completely block the bullet at the cost of 1 ammo. Fires a bullet in a random direction when triggered, and doesn't proc while you have no ammo.
How random is this supposed to be? If it's completely random you might get shot by a trooper and nail a hero in the head, but if it's biased towards the triggering enemy, then he can actually be a pretty potent Inhibitor carrier. On the topic, Do troopers have an altered chance to activate this?
Metal Heads (Twin linked cannons, fires 2 rounds at once) Rapid Fire, Long Range. 4.4 Bullet Damage, 15 Bullets Per Second, 90 Ammo, 3.5s reload time.
From the stats reminding me of McGinnis, this is pretty much guaranteed to slow you down massively. How open are you to non-standard base stats? This guy screams Scaling Bullet resist per boon, or just having a good bit of it at base.


I have no criticisms that haven't been addressed already right now, but I like the Fire Rate tank, haven't really seen one so far.
 
I like the concept, but Bandoleer I feel should give a % of max ammo and not a static value. Static values of ammo can vary WILDLY (60 bullets on Wraith is just another reload. 60 bullets on Abrams is 4-6 magazines) Probably make the default ammo 70% and the talent increases it to 100% or it could even be up to 120% like Dynamo's teleport.

Besides that, I think the concept is solid but I would probably add some more Spirit damage besides Blowout. Or maybe I'm wrong. It could be interesting to see a character who actually wants multiple reload items. Having this guy with Melee Charge, QSR on Blowout, and Titanic Magazine would be a lot of burst damage and could be fun.

That's a good point on Bandoleer, maybe something like 10 + 70% max/current ammo capacity would be better.

Bunker Down's HP scales with spirit also. Aside from that, could make Reactive Ammo's shots deal spirit instead of bullet.
 
This is a really cool concept!

Especially since the game definitely needs more concrete support heroes in it, I feel like while many heroes kind of fit that role (i.e. Ivy) but there is no character that seems to be 100% dedicated to not being the star of the team, but a VERY strong and needed backline assist.

I would be so happy with the development of this game, if they made the next 3 released heroes 100% support characters like this.
 
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