Testwamore
New member
I guess I can't edit old posts, so I've created a new one. This concept has more polish (and a cool name!)
Link to the old post: https://forums.playdeadlock.com/threads/hero-ghosty.62040/

BIO:
Hoover does not remember his life before he was locked up in a mental hospital. He does not even know for how long he was there and does anyone outside know of him. His life was tragically ended when the asylum drowned during the flood. But for some he is still alive, but in a ghost form. Years of lonely wondering in the sewers seemed like a torture. But now with the Ritual he finally gained an opportunity to find out who he was and why is he still alive.
Design:
Floats around the battlefield and terrorizes his enemies.
Vitality
Max HP 550 (+34)
HP regen 2
M/S 7.3
Stamina 3
Gun
Cuckoo's Echo
Projectile gun (same as Viscous or Kelvin, but with faster bullets) [Medium range, Projectile]
Altfire - fires 6 projectiles with large spread (Same as Shiv Alt fire, but if his gun was Projectile based. Can't shoot for 1 second after)
DPS 61
Bullet Damage: 9.9 +0.85
Ammo: 16
Bullets per sec: 5
Reload Time: 2.8s
Bullet Velocity: 320
Light Melee: 63 +2.67
Heavy Melee: 116 +4.92
Falloff Range: 20m → 60m
Spells:
1: Haunt
Creates a spirit behind enemy back, that slowly approaches them in 3 second. If the spirit collides, it deals 110 (+0.9) damage and silences the enemy for 2 seconds. The spirit can be destroyed with 3 light melees.
[COMMENT: Overall this is similar to Grimstroke's Phantom's Embrace, but also requires to look behind and find safe place to light melee. Mechanically similar to Warden's Cage but with more counterplay].
[Can be modelled as 3 Skulls chasing the target. Each melee removes one skull]
CD: 30 seconds.
Range: 10m
T1: -12 seconds CD
T2: While the spirit is alive, Hoover deals 30% weapon damage to target
T3: Successful connection restores CD
2: Float
Jumps into the air and float for 5 seconds.
[COMMENT: This is a mix of Pocket's Barrage and Talons Flight. You don't jump high, but you float in the air (Same as if Pocket jumps and uses barrage). Hoover can move and dash freely]
Charged. Starts with 1 charge.
Charge CD: 40 seconds.
CD between charges: 3 seconds. CD starts only after previous Float is finished (Same as Mo & Krill's Burrow)
T1: Bonus charge
T2: +2 second duration
T3: Provide 150 (+0.55) spirit shield on cast
3: Apparition
Creates an aura that slows heroes around and deals damage. The slow is amplified the longer the hero is affected by the aura.
Minimum Slow: 10%
Maximum Slow: 40%
Max slow delay: 2 seconds
DPS 35 + 0.5
Duration: 6 seconds
CD: 40s
Range: 7m
T1: +10 DPS
T2: Hoover gains 1 spirit per second for each affected enemy, duration: 10 seconds.
T3: On activation removes 1 stamina from affected enemies
4: Terrorize [ULTIMATE]
Channel for 0.5 seconds, then become invulnerable, fast flying ball that flies straight and bounces off walls. The ball deals 150 (+0.9) damage to enemies it collides with. Immediately ends if it flies more than 2 seconds without collision. Can be interrupted early.
[REFERENCE: Overwatch Moira's sphere]
[COMMENT: Basically become a Pinball that fliest straight towards the place you are aiming. Same enemy cannot be damaged twice during one bounce. This is both escape and initiation tool. The ability is Storm Spirits's Ball Lightning but more chaotic and with flat damage].
Ball M/S 70
Duration: 5 seconds (+0.02)
CD: 150s
Impact radius: 0.5m
T1: Reloads your gun at the end, gives 30% extra ammo,
T2: Heal 30 HP (+0.35) for each collision
T3: Deals 30% of the damage around the target
Link to the old post: https://forums.playdeadlock.com/threads/hero-ghosty.62040/

BIO:
Hoover does not remember his life before he was locked up in a mental hospital. He does not even know for how long he was there and does anyone outside know of him. His life was tragically ended when the asylum drowned during the flood. But for some he is still alive, but in a ghost form. Years of lonely wondering in the sewers seemed like a torture. But now with the Ritual he finally gained an opportunity to find out who he was and why is he still alive.
Design:
Floats around the battlefield and terrorizes his enemies.
Vitality
Max HP 550 (+34)
HP regen 2
M/S 7.3
Stamina 3
Gun
Cuckoo's Echo
Projectile gun (same as Viscous or Kelvin, but with faster bullets) [Medium range, Projectile]
Altfire - fires 6 projectiles with large spread (Same as Shiv Alt fire, but if his gun was Projectile based. Can't shoot for 1 second after)
DPS 61
Bullet Damage: 9.9 +0.85
Ammo: 16
Bullets per sec: 5
Reload Time: 2.8s
Bullet Velocity: 320
Light Melee: 63 +2.67
Heavy Melee: 116 +4.92
Falloff Range: 20m → 60m
Spells:
1: Haunt
Creates a spirit behind enemy back, that slowly approaches them in 3 second. If the spirit collides, it deals 110 (+0.9) damage and silences the enemy for 2 seconds. The spirit can be destroyed with 3 light melees.
[COMMENT: Overall this is similar to Grimstroke's Phantom's Embrace, but also requires to look behind and find safe place to light melee. Mechanically similar to Warden's Cage but with more counterplay].
[Can be modelled as 3 Skulls chasing the target. Each melee removes one skull]
CD: 30 seconds.
Range: 10m
T1: -12 seconds CD
T2: While the spirit is alive, Hoover deals 30% weapon damage to target
T3: Successful connection restores CD
2: Float
Jumps into the air and float for 5 seconds.
[COMMENT: This is a mix of Pocket's Barrage and Talons Flight. You don't jump high, but you float in the air (Same as if Pocket jumps and uses barrage). Hoover can move and dash freely]
Charged. Starts with 1 charge.
Charge CD: 40 seconds.
CD between charges: 3 seconds. CD starts only after previous Float is finished (Same as Mo & Krill's Burrow)
T1: Bonus charge
T2: +2 second duration
T3: Provide 150 (+0.55) spirit shield on cast
3: Apparition
Creates an aura that slows heroes around and deals damage. The slow is amplified the longer the hero is affected by the aura.
Minimum Slow: 10%
Maximum Slow: 40%
Max slow delay: 2 seconds
DPS 35 + 0.5
Duration: 6 seconds
CD: 40s
Range: 7m
T1: +10 DPS
T2: Hoover gains 1 spirit per second for each affected enemy, duration: 10 seconds.
T3: On activation removes 1 stamina from affected enemies
4: Terrorize [ULTIMATE]
Channel for 0.5 seconds, then become invulnerable, fast flying ball that flies straight and bounces off walls. The ball deals 150 (+0.9) damage to enemies it collides with. Immediately ends if it flies more than 2 seconds without collision. Can be interrupted early.
[REFERENCE: Overwatch Moira's sphere]
[COMMENT: Basically become a Pinball that fliest straight towards the place you are aiming. Same enemy cannot be damaged twice during one bounce. This is both escape and initiation tool. The ability is Storm Spirits's Ball Lightning but more chaotic and with flat damage].
Ball M/S 70
Duration: 5 seconds (+0.02)
CD: 150s
Impact radius: 0.5m
T1: Reloads your gun at the end, gives 30% extra ammo,
T2: Heal 30 HP (+0.35) for each collision
T3: Deals 30% of the damage around the target