Fricassee
New member
Hero Positioning:
As a swordsman (and a proud Templar),Midsummer disdains to use firearms, but its melee attacks are extremely deadly, and approaching it rashly will be devastating. Its container is very fragile and easily damaged, but thousands of years of experience have taught it to use a spell shield to protect the container, thereby resisting all magical damage.
Similarly, because it is not good at firearms, its magic is not ideal for physical attacks caused by bullets, so compared with the magic shield, Midsummer's physical shield is not excellent, but it can quickly dodge with flexible skills.
(This hero is actually the first hero I designed a few months ago, but for some reason it has been delayed until now. I like its concept and story very much, just like the last hero I released.)
Story:
Midsummer, the reason why it calls itself that is because Midsummer Night is the first memory it can recall of entering this world.
Perhaps before the Egyptians built the pyramids, Midsummer fell into our world for some reason. It was very confused and didn't even know what it was.
Being exposed to the material world was as painful as being burned for an alien existence like it. It spent thousands of years in this burning.
Angry and full of hostility, Midsummer became a legend in the night in countless cultures, a dangerous soul without a form. Although many people tried to explain or capture it, Midsummer lived longer than these legends themselves, so that every hundred years, the newly born civilizations would give it a new name.
People sacrificed everything they cherished. Whenever metal, trees or cattle and sheep were thrown into the burning spirit, the pain of Midsummer being burned by the material was alleviated.
Until people had nothing to sacrifice, they asked for help from a girl who used magic to save people during the plague.
The girl is an immortal. She is also troubled by why she is different from others as a human being. She must watch her father, mother and brother die in the plague while she is the only one who survives. So she climbed to the highest peak in the world to learn magic and transfer the diseases and pain of others to herself.
This time she did not refuse, and chose to throw her body into the flames of "Midsummer" without hesitation.
"Not to be loved, but to love others." Before the girl's consciousness disappeared, she reached an agreement with Midsummer.
But why?
For the first time in countless centuries, Midsummer felt confused.
The girl disappeared. As an immortal, perhaps one day in the future she will come to the world in another identity, but after the disappearance of her physical body, her humanity remained and merged with Midsummer, giving it calmness, rationality and the same compassion.
Hundreds of years before this, Midsummer had already adapted to the pain of a burning soul, but was trapped in the illusion of still being burned, complaining about why she had to fall into this damn world and suffer torture. The self-sacrifice of the immortal girl allowed it to regain its sanity from resentment.
For the first time in dozens of centuries, Midsummer cried, and then it was evaporated by its soul flame, and the tears also extinguished the flame on its body.
A brand new material body came to the world, and Midsummer became a human as a man, and walked between the earth from then on.
In the long river of history, Midsummer chose many identities, until the end of the Middle Ages, he became a Templar Knight, but in a betrayal, he was arrested by the King of France on Black Friday and burned to death with other Templar Knights.
For it, the pain of burning is nothing more than that, but it has lost its body since then and wandered in the world again as a burning soul.
This time it learned to put its soul into a container, maintain the form of interaction with the material world, and turn its soul into a sword, wearing a helmet and armor with ancient magic, and a cloak with a spell, fought for justice as a mysterious swordsman.
Such days continued until more than a hundred years later, during the Hundred Years' War between England and France, Midsummer met the immortal girl again, but now her name is Joan of Arc, a country girl who knows nothing about the past.
Although her memory has long disappeared, Joan of Arc still instinctively accepts this mysterious swordsman, as a member of the team, silently guarding the girl and fulfilling the promise made thousands of years ago.
At the beginning of the 20th century, Midsummer recalled the past years with Joan of Arc on the ship to the United States, and was surprised to find that everything seemed to have been planned in advance. From its birth to Joan of Arc's death, a conspiracy is about to be revealed.
But it doesn't matter, the destination of this departure from France will have the answer it wants.
(It could also be changed to female at any time, I haven't decided on its final gender yet)
Hero Appearance:
Midsummer never reveals his true face. In fact, he has no true face at all. His true body is a burning teal flame.
In order to interact with the material world and to disguise himself in the crowd, he must wear armor, and the flames seep out from the gaps in the armor.
In the Middle Ages, he liked to wrap himself tightly, but in modern times he prefers to reduce the amount of armor and replace it with magic cloth strips that will not burn. In addition to the armor on his wrists, he only wears the ceremonial armor made of gold for the king in France in the 18th century on his head. There is a golden dove on the top of the helmet symbolizing peace, but most of the helmets are wrapped in Ottoman-style turbans.
A dark red scarf is wrapped around his neck. The scarf is made of magical substances, covered with constellations and star map symbols. It will not be damaged and is very large. It is wrapped around his neck and almost falls to the ground behind him. It can almost be used as a cloak. The end of the towel is burning with flames. He occasionally uses these flames to light his cigarettes (his own flames cannot ignite substances.)
Under the naked cloth strips, there is a body made of cyan flames. There is a floating potted plant in the chest area. It is his favorite plant. Objects float in his body like a pool. There is a ruby in the potted plant, which is his container. If the container is destroyed, he will lose his current shape and body.
On Midsummer's right arm, there is a huge arm armor, and a psychic sword extends from it. This weapon is a part of him. He refines his own soul as a weapon, but it must be released through the arm armor. This arm armor is a treasure from King Solomon. Midsummer bought it from a painter during the Renaissance. There are carvings of a lion's mouth and an olive branch on it. There are seventy-two slots, and seventy gems are inlaid on it. Each gem represents a demon. This trip to the United States is to deal with the last one.
Weapons:
Soul Arm Blade (no headshot damage, enjoy the special effect bonus brought by weapons and souls at the same time)
Main attack
Attack distance 3-7 meters (range damage) Each attack will shorten the attack range, and the soul sword will become shorter and shorter visually. When reloading, it will be shown as the intangible psychic arm blade lengthening again, just like a flame.
5 rounds of ammunition = 7 meters
4 rounds of ammunition = 6 meters
3 rounds of ammunition = 5 meters (the light attack range of most heroes is 5 meters)
1 round of ammunition = 3 meters
Ammunition quantity 5
Reloading time 4
Ammunition damage 60
Attack speed 0.9
DPS 54
Secondary attack (right mouse button)
Charge, condense the ammunition into a single attack with higher damage and longer attack distance. It cannot be reloaded before the charge is used
Each remaining round of ammunition will increase the weapon's damage by 10% and the attack distance by 10%.
5 rounds of ammunition = 60X150% = 90, 7 meters X150% = 10.5m
4 rounds of ammunition = 60X140% = 84, 6 meters X140% = 8.4m
1 round of ammunition = 60X110% = 66, 3 meters X110% = 3.3m
Attributes:
Health 100HP (no growth)
Health regeneration 0 (no growth)
Spell shield 400 (soul bonus)
Bullet shield 300 (soul bonus)
Movement speed 7.5m/s
Sprint speed 2.5m/s
Endurance 2
Bullet resistance -30%
Soul resistance 10%
Melee attack 63 (special mechanism, Midsummer can recharge weapon ammunition during light attack, but cannot cause weapon damage)
Charge attack 90 (special mechanism, Midsummer cannot recharge ammunition during heavy attack, causes weapon damage and consumes ammunition)
Skills:
Skill 1 Arc Slash (Rechargeable Skill)
Choose a direction to use, then let the hero do a backflip once and jump high into the air, then cause an arc slash in the straight line range of the original place. The distance of the arc slash depends on the weapon attack distance and skill bonus, causing damage and deceleration. If the backflip hits the side wall, the hero is allowed to stay on the wall for 0.7 seconds with the correct perspective. (Does not move the camera position, and always faces the enemy)
Using a backflip after jumping will reset the CD of the jump, which means that the hero can use a double jump if there is stamina.
Damage 40 (soul bonus) + weapon damage (consumes one round of ammunition, allows consumption of pre-prepared charge attacks)
Slowdown 10%, duration 3 seconds, allows stacking
Skill CD 15s
Rechargeable use interval 0.4 seconds
1AP
Increase skill blood sucking by 30%
2AP
Increase the number of recharges
5AP
Cancel the rechargeable use interval, reduce the rechargeable interval to 0s, and cause a cross-shaped slash
Second skill
Soul Shield
Switch to select a primary shield type (the default spell shield is the primary shield). After use, the primary shield will gain an additional 30% upper limit, and the secondary shield will reduce the upper limit by 50%. At the same time, it will obtain a shield recovery that will not be interrupted and is independent of the equipment.
Skill CD 40s
Main shield recovery 20/s, secondary shield recovery 10/s
Recovery duration 5s
1AP
Increase shield recovery duration 3s
2AP
Reduce the depreciation rate of secondary shield after conversion from 50% to 30%
5AP
When the main shield is broken, the shield will explode, causing the same amount of damage to enemies in the nearby range that is consistent with the maximum upper limit of the shield (bullet shield is bullet damage, spell shield is magic damage)
Skill 3
life Arc Blade
Passive skill. If the player does not use weapons to attack units and cause damage in a short period of time, the weapon damage will continue to increase to a certain multiple.
When the player kills a unit, a certain amount of shields will be restored, and the upper limit of the main shield will be permanently increased. At the same time, after killing a hero, the main weapon will gain damage enhancement and ammunition. (Weapon enhancement is limited to heroes)
If the hero does not attack any unit to cause damage within 5 seconds, the weapon damage will continue to increase and reach the maximum after 15 seconds. (It takes 10 seconds to reach the maximum bonus)
Basic amplification multiplier 20% (5s)
Maximum amplification multiplier 100% (10s)
Killing non-hero units restores shields 30/15 (primary and secondary shields), permanent shield bonus 2 (primary shield only)
Killing hero units restores shields 100/50, permanent shield bonus 20 (primary shield only)
Killing hero units permanently increases the damage of the main weapon by 5 and increases the ammunition by 1
1AP
After charging reaches 50%, a 20% slowdown will be applied for 5 seconds
2AP
The maximum amplification of charging is increased to 200%
5AP
The permanent bonus effect obtained by killing heroes and non-hero units is doubled (no retroactive effect)
Ultimate skill
Sacrifice
After a period of casting, absorb all nearby bullet attacks shot at yourself, and the attacked enemies will be silenced.
Casting time 0.5s
Duration 3s
Silence duration 1s
Range 10m
Skill CD 100s
1AP
Increase duration 1s
2AP
Absorbs non-AOE skill damage
5AP
Damage converted to shield after duration ends
Design concept:
There is no hero that can completely rely on melee attacks in the game, nor a hero that completely relies on shields. Combining these two points, I designed Midsummer.
In battle, I hope to give him extremely devastating destructive power at close range, but for a game where everyone has long-range attack means, only melee means severely limited combat ability.
Therefore, this is a high-level advanced hero that pays great attention to movement, sprinting and using cover, which is not suitable for novices at all.
There is no life growth, but he can use equipment to enhance his own health. The recoverable shield provides fault tolerance for players with poor mobility skills, and also enhances reliability in early confrontation.
Because the ammunition setting cannot be ignored, I converted the ammunition setting to the length of the psychic weapon, and his weapon will also be affected by all weapon bonuses. Charging can increase the melee attack damage and range of the weapon, but it will also consume a lot of ammunition, and it will not allow players to attack continuously (because it will be consumed once used), so players can only choose to attack the enemy after charging, or give up charging and miss the opportunity to kill the soldiers.
However, this structure also means that in the early stage of the game, players can choose to use cover to hit the approaching enemies and obtain all souls. You can also choose to right-click to charge and deal high burst damage to the enemy. To some extent, his weapon is very similar to Yamato's first skill in this regard, except that it is a fan-shaped attack instead of a linear one, which allows him to have extremely high AOE efficiency when facing multiplayer battles.
From the perspective of gameplay and balance, I designed five gameplay plans.
1.
The first one focuses on the one-time burst of the weapon, makes good use of the charge attack, and uses the cutting-in technique to cause a devastating blow. (Right mouse button)
I did not provide him with any flash cutting-in skills, because this would make it too easy for the hero to kill enemies with low health, so the only way to get the cutting-in is to purchase equipment and make good use of the map to achieve it, so that his high burst is limited, so that any enemy can use high mobility to quickly escape as long as they pay attention to his position.
This is why I limited his rolling endurance to two bars, which means that most of the time he can't catch up with others, but he has a faster running speed out of combat, which allows this hero to effectively support the battlefield and use the advantage before being attacked to quickly execute the target.
2.
The second way is to focus on the shield, use the shield to act as a tank, and rebound damage.
While playing the game, I found that there was a noise of broken glass when the shield was broken, so I thought why not create a psychic hero who only uses the shield and can hurt others when the shield is broken? (I like the concept of shields very much)
So I used the character's shield skill as a developable gameplay system, allowing players to use this skill to choose a completely different tank route in addition to assassin-type heroes.
Killing enemies can increase the shield limit, corresponding to the health value that has not grown, and the shield explosion will cause damage, so the enemy may not be willing to fight him at close range.
The result of the two interweaving is that when the player chooses the tank gameplay, the hero can use the ultimate move to absorb all bullets and skill attacks while causing damage.
This is why I designed the ultimate skill to absorb all attacks. The range silence and attack absorption can bring huge advantages to the team.
Sometimes, if you fight the enemy alone, you can also kill the enemy by shield shattering.
The risk of shield shattering is high, but it will be very interesting.
3.
The third way is to use the wall stickiness time brought by the first skill to carry out highly maneuverable three-dimensional space combat and properly use the Z-axis gameplay.
The first skill allows players to stick to the wall for 0.7 seconds and can be enhanced by equipment. When the player uses this charging skill many times, it is equivalent to flipping between the walls like Spider-Man.
It will bring players extremely high dodge. If it is between two buildings, this repeated flipping can avoid the enemy's sight, and even jump directly to the roof without using ropes in certain areas.
The cross slash brought by 5AP means that most of the time the first skill can always attack the enemy, so players do not need to choose to be a shield tank school, nor do they need to go for the assassin one-hit-kill school. Just choose to create chaos and dodge like Spider-Man, making it difficult for the enemy to catch themselves, wasting a lot of their bullets and skills, and can also be used to effectively chase and kill targets with low health.
4.
The fourth type, the attack speed type, mainly uses normal attacks (left mouse button)
Players can choose defensive equipment and attack speed weapons and equipment with a certain strength, and have both offensive and defensive characteristics.
Although neither is outstanding, players can greatly improve melee efficiency through attack speed, and then absorb blood through large-area attacks with fan-shaped penetration (similar to Yamato's third skill, but with a smaller area and faster speed). The special melee attack mechanism allows the hero to reload ammunition while lightly attacking, which means that he can use Q to attack directly after the ammunition is used up, which can improve efficiency.
Such a mode means that the player's economic income is better, more equipment can be obtained, and a variety of options are provided for the player's later choices.
5.
The fifth type, the charging melee heavy attack style (Q+mouse right button charging)
As I mentioned before, the special mechanism of this hero is that ammunition cannot be recharged during heavy attack, but weapon damage is attached and ammunition is consumed.
Players can mainly use charging heavy attack with right button charging damage. The reason why it is different from the first type is that the first type does not rely on charging heavy attack, but only uses the left button to release after the right button charges, and the enhanced equipment for melee attack in the game is not applicable.
Therefore, a special gameplay relying on charging heavy attack and right button charging is derived. From the perspective of burst, the first style has a higher burst force, and benefiting from the equipment for charging melee attack in the game, the fifth style is more sustainable, but it also means that it is difficult to switch to the normal attack style.
Because the first and fourth types are interoperable.
As a swordsman (and a proud Templar),Midsummer disdains to use firearms, but its melee attacks are extremely deadly, and approaching it rashly will be devastating. Its container is very fragile and easily damaged, but thousands of years of experience have taught it to use a spell shield to protect the container, thereby resisting all magical damage.
Similarly, because it is not good at firearms, its magic is not ideal for physical attacks caused by bullets, so compared with the magic shield, Midsummer's physical shield is not excellent, but it can quickly dodge with flexible skills.
(This hero is actually the first hero I designed a few months ago, but for some reason it has been delayed until now. I like its concept and story very much, just like the last hero I released.)
Story:
Midsummer, the reason why it calls itself that is because Midsummer Night is the first memory it can recall of entering this world.
Perhaps before the Egyptians built the pyramids, Midsummer fell into our world for some reason. It was very confused and didn't even know what it was.
Being exposed to the material world was as painful as being burned for an alien existence like it. It spent thousands of years in this burning.
Angry and full of hostility, Midsummer became a legend in the night in countless cultures, a dangerous soul without a form. Although many people tried to explain or capture it, Midsummer lived longer than these legends themselves, so that every hundred years, the newly born civilizations would give it a new name.
People sacrificed everything they cherished. Whenever metal, trees or cattle and sheep were thrown into the burning spirit, the pain of Midsummer being burned by the material was alleviated.
Until people had nothing to sacrifice, they asked for help from a girl who used magic to save people during the plague.
The girl is an immortal. She is also troubled by why she is different from others as a human being. She must watch her father, mother and brother die in the plague while she is the only one who survives. So she climbed to the highest peak in the world to learn magic and transfer the diseases and pain of others to herself.
This time she did not refuse, and chose to throw her body into the flames of "Midsummer" without hesitation.
"Not to be loved, but to love others." Before the girl's consciousness disappeared, she reached an agreement with Midsummer.
But why?
For the first time in countless centuries, Midsummer felt confused.
The girl disappeared. As an immortal, perhaps one day in the future she will come to the world in another identity, but after the disappearance of her physical body, her humanity remained and merged with Midsummer, giving it calmness, rationality and the same compassion.
Hundreds of years before this, Midsummer had already adapted to the pain of a burning soul, but was trapped in the illusion of still being burned, complaining about why she had to fall into this damn world and suffer torture. The self-sacrifice of the immortal girl allowed it to regain its sanity from resentment.
For the first time in dozens of centuries, Midsummer cried, and then it was evaporated by its soul flame, and the tears also extinguished the flame on its body.
A brand new material body came to the world, and Midsummer became a human as a man, and walked between the earth from then on.
In the long river of history, Midsummer chose many identities, until the end of the Middle Ages, he became a Templar Knight, but in a betrayal, he was arrested by the King of France on Black Friday and burned to death with other Templar Knights.
For it, the pain of burning is nothing more than that, but it has lost its body since then and wandered in the world again as a burning soul.
This time it learned to put its soul into a container, maintain the form of interaction with the material world, and turn its soul into a sword, wearing a helmet and armor with ancient magic, and a cloak with a spell, fought for justice as a mysterious swordsman.
Such days continued until more than a hundred years later, during the Hundred Years' War between England and France, Midsummer met the immortal girl again, but now her name is Joan of Arc, a country girl who knows nothing about the past.
Although her memory has long disappeared, Joan of Arc still instinctively accepts this mysterious swordsman, as a member of the team, silently guarding the girl and fulfilling the promise made thousands of years ago.
At the beginning of the 20th century, Midsummer recalled the past years with Joan of Arc on the ship to the United States, and was surprised to find that everything seemed to have been planned in advance. From its birth to Joan of Arc's death, a conspiracy is about to be revealed.
But it doesn't matter, the destination of this departure from France will have the answer it wants.
(It could also be changed to female at any time, I haven't decided on its final gender yet)
Hero Appearance:
Midsummer never reveals his true face. In fact, he has no true face at all. His true body is a burning teal flame.
In order to interact with the material world and to disguise himself in the crowd, he must wear armor, and the flames seep out from the gaps in the armor.
In the Middle Ages, he liked to wrap himself tightly, but in modern times he prefers to reduce the amount of armor and replace it with magic cloth strips that will not burn. In addition to the armor on his wrists, he only wears the ceremonial armor made of gold for the king in France in the 18th century on his head. There is a golden dove on the top of the helmet symbolizing peace, but most of the helmets are wrapped in Ottoman-style turbans.
A dark red scarf is wrapped around his neck. The scarf is made of magical substances, covered with constellations and star map symbols. It will not be damaged and is very large. It is wrapped around his neck and almost falls to the ground behind him. It can almost be used as a cloak. The end of the towel is burning with flames. He occasionally uses these flames to light his cigarettes (his own flames cannot ignite substances.)
Under the naked cloth strips, there is a body made of cyan flames. There is a floating potted plant in the chest area. It is his favorite plant. Objects float in his body like a pool. There is a ruby in the potted plant, which is his container. If the container is destroyed, he will lose his current shape and body.
On Midsummer's right arm, there is a huge arm armor, and a psychic sword extends from it. This weapon is a part of him. He refines his own soul as a weapon, but it must be released through the arm armor. This arm armor is a treasure from King Solomon. Midsummer bought it from a painter during the Renaissance. There are carvings of a lion's mouth and an olive branch on it. There are seventy-two slots, and seventy gems are inlaid on it. Each gem represents a demon. This trip to the United States is to deal with the last one.
Weapons:
Soul Arm Blade (no headshot damage, enjoy the special effect bonus brought by weapons and souls at the same time)
Main attack
Attack distance 3-7 meters (range damage) Each attack will shorten the attack range, and the soul sword will become shorter and shorter visually. When reloading, it will be shown as the intangible psychic arm blade lengthening again, just like a flame.
5 rounds of ammunition = 7 meters
4 rounds of ammunition = 6 meters
3 rounds of ammunition = 5 meters (the light attack range of most heroes is 5 meters)
1 round of ammunition = 3 meters
Ammunition quantity 5
Reloading time 4
Ammunition damage 60
Attack speed 0.9
DPS 54
Secondary attack (right mouse button)
Charge, condense the ammunition into a single attack with higher damage and longer attack distance. It cannot be reloaded before the charge is used
Each remaining round of ammunition will increase the weapon's damage by 10% and the attack distance by 10%.
5 rounds of ammunition = 60X150% = 90, 7 meters X150% = 10.5m
4 rounds of ammunition = 60X140% = 84, 6 meters X140% = 8.4m
1 round of ammunition = 60X110% = 66, 3 meters X110% = 3.3m
Attributes:
Health 100HP (no growth)
Health regeneration 0 (no growth)
Spell shield 400 (soul bonus)
Bullet shield 300 (soul bonus)
Movement speed 7.5m/s
Sprint speed 2.5m/s
Endurance 2
Bullet resistance -30%
Soul resistance 10%
Melee attack 63 (special mechanism, Midsummer can recharge weapon ammunition during light attack, but cannot cause weapon damage)
Charge attack 90 (special mechanism, Midsummer cannot recharge ammunition during heavy attack, causes weapon damage and consumes ammunition)
Skills:
Skill 1 Arc Slash (Rechargeable Skill)
Choose a direction to use, then let the hero do a backflip once and jump high into the air, then cause an arc slash in the straight line range of the original place. The distance of the arc slash depends on the weapon attack distance and skill bonus, causing damage and deceleration. If the backflip hits the side wall, the hero is allowed to stay on the wall for 0.7 seconds with the correct perspective. (Does not move the camera position, and always faces the enemy)
Using a backflip after jumping will reset the CD of the jump, which means that the hero can use a double jump if there is stamina.
Damage 40 (soul bonus) + weapon damage (consumes one round of ammunition, allows consumption of pre-prepared charge attacks)
Slowdown 10%, duration 3 seconds, allows stacking
Skill CD 15s
Rechargeable use interval 0.4 seconds
1AP
Increase skill blood sucking by 30%
2AP
Increase the number of recharges
5AP
Cancel the rechargeable use interval, reduce the rechargeable interval to 0s, and cause a cross-shaped slash
Second skill
Soul Shield
Switch to select a primary shield type (the default spell shield is the primary shield). After use, the primary shield will gain an additional 30% upper limit, and the secondary shield will reduce the upper limit by 50%. At the same time, it will obtain a shield recovery that will not be interrupted and is independent of the equipment.
Skill CD 40s
Main shield recovery 20/s, secondary shield recovery 10/s
Recovery duration 5s
1AP
Increase shield recovery duration 3s
2AP
Reduce the depreciation rate of secondary shield after conversion from 50% to 30%
5AP
When the main shield is broken, the shield will explode, causing the same amount of damage to enemies in the nearby range that is consistent with the maximum upper limit of the shield (bullet shield is bullet damage, spell shield is magic damage)
Skill 3
life Arc Blade
Passive skill. If the player does not use weapons to attack units and cause damage in a short period of time, the weapon damage will continue to increase to a certain multiple.
When the player kills a unit, a certain amount of shields will be restored, and the upper limit of the main shield will be permanently increased. At the same time, after killing a hero, the main weapon will gain damage enhancement and ammunition. (Weapon enhancement is limited to heroes)
If the hero does not attack any unit to cause damage within 5 seconds, the weapon damage will continue to increase and reach the maximum after 15 seconds. (It takes 10 seconds to reach the maximum bonus)
Basic amplification multiplier 20% (5s)
Maximum amplification multiplier 100% (10s)
Killing non-hero units restores shields 30/15 (primary and secondary shields), permanent shield bonus 2 (primary shield only)
Killing hero units restores shields 100/50, permanent shield bonus 20 (primary shield only)
Killing hero units permanently increases the damage of the main weapon by 5 and increases the ammunition by 1
1AP
After charging reaches 50%, a 20% slowdown will be applied for 5 seconds
2AP
The maximum amplification of charging is increased to 200%
5AP
The permanent bonus effect obtained by killing heroes and non-hero units is doubled (no retroactive effect)
Ultimate skill
Sacrifice
After a period of casting, absorb all nearby bullet attacks shot at yourself, and the attacked enemies will be silenced.
Casting time 0.5s
Duration 3s
Silence duration 1s
Range 10m
Skill CD 100s
1AP
Increase duration 1s
2AP
Absorbs non-AOE skill damage
5AP
Damage converted to shield after duration ends
Design concept:
There is no hero that can completely rely on melee attacks in the game, nor a hero that completely relies on shields. Combining these two points, I designed Midsummer.
In battle, I hope to give him extremely devastating destructive power at close range, but for a game where everyone has long-range attack means, only melee means severely limited combat ability.
Therefore, this is a high-level advanced hero that pays great attention to movement, sprinting and using cover, which is not suitable for novices at all.
There is no life growth, but he can use equipment to enhance his own health. The recoverable shield provides fault tolerance for players with poor mobility skills, and also enhances reliability in early confrontation.
Because the ammunition setting cannot be ignored, I converted the ammunition setting to the length of the psychic weapon, and his weapon will also be affected by all weapon bonuses. Charging can increase the melee attack damage and range of the weapon, but it will also consume a lot of ammunition, and it will not allow players to attack continuously (because it will be consumed once used), so players can only choose to attack the enemy after charging, or give up charging and miss the opportunity to kill the soldiers.
However, this structure also means that in the early stage of the game, players can choose to use cover to hit the approaching enemies and obtain all souls. You can also choose to right-click to charge and deal high burst damage to the enemy. To some extent, his weapon is very similar to Yamato's first skill in this regard, except that it is a fan-shaped attack instead of a linear one, which allows him to have extremely high AOE efficiency when facing multiplayer battles.
From the perspective of gameplay and balance, I designed five gameplay plans.
1.
The first one focuses on the one-time burst of the weapon, makes good use of the charge attack, and uses the cutting-in technique to cause a devastating blow. (Right mouse button)
I did not provide him with any flash cutting-in skills, because this would make it too easy for the hero to kill enemies with low health, so the only way to get the cutting-in is to purchase equipment and make good use of the map to achieve it, so that his high burst is limited, so that any enemy can use high mobility to quickly escape as long as they pay attention to his position.
This is why I limited his rolling endurance to two bars, which means that most of the time he can't catch up with others, but he has a faster running speed out of combat, which allows this hero to effectively support the battlefield and use the advantage before being attacked to quickly execute the target.
2.
The second way is to focus on the shield, use the shield to act as a tank, and rebound damage.
While playing the game, I found that there was a noise of broken glass when the shield was broken, so I thought why not create a psychic hero who only uses the shield and can hurt others when the shield is broken? (I like the concept of shields very much)
So I used the character's shield skill as a developable gameplay system, allowing players to use this skill to choose a completely different tank route in addition to assassin-type heroes.
Killing enemies can increase the shield limit, corresponding to the health value that has not grown, and the shield explosion will cause damage, so the enemy may not be willing to fight him at close range.
The result of the two interweaving is that when the player chooses the tank gameplay, the hero can use the ultimate move to absorb all bullets and skill attacks while causing damage.
This is why I designed the ultimate skill to absorb all attacks. The range silence and attack absorption can bring huge advantages to the team.
Sometimes, if you fight the enemy alone, you can also kill the enemy by shield shattering.
The risk of shield shattering is high, but it will be very interesting.
3.
The third way is to use the wall stickiness time brought by the first skill to carry out highly maneuverable three-dimensional space combat and properly use the Z-axis gameplay.
The first skill allows players to stick to the wall for 0.7 seconds and can be enhanced by equipment. When the player uses this charging skill many times, it is equivalent to flipping between the walls like Spider-Man.
It will bring players extremely high dodge. If it is between two buildings, this repeated flipping can avoid the enemy's sight, and even jump directly to the roof without using ropes in certain areas.
The cross slash brought by 5AP means that most of the time the first skill can always attack the enemy, so players do not need to choose to be a shield tank school, nor do they need to go for the assassin one-hit-kill school. Just choose to create chaos and dodge like Spider-Man, making it difficult for the enemy to catch themselves, wasting a lot of their bullets and skills, and can also be used to effectively chase and kill targets with low health.
4.
The fourth type, the attack speed type, mainly uses normal attacks (left mouse button)
Players can choose defensive equipment and attack speed weapons and equipment with a certain strength, and have both offensive and defensive characteristics.
Although neither is outstanding, players can greatly improve melee efficiency through attack speed, and then absorb blood through large-area attacks with fan-shaped penetration (similar to Yamato's third skill, but with a smaller area and faster speed). The special melee attack mechanism allows the hero to reload ammunition while lightly attacking, which means that he can use Q to attack directly after the ammunition is used up, which can improve efficiency.
Such a mode means that the player's economic income is better, more equipment can be obtained, and a variety of options are provided for the player's later choices.
5.
The fifth type, the charging melee heavy attack style (Q+mouse right button charging)
As I mentioned before, the special mechanism of this hero is that ammunition cannot be recharged during heavy attack, but weapon damage is attached and ammunition is consumed.
Players can mainly use charging heavy attack with right button charging damage. The reason why it is different from the first type is that the first type does not rely on charging heavy attack, but only uses the left button to release after the right button charges, and the enhanced equipment for melee attack in the game is not applicable.
Therefore, a special gameplay relying on charging heavy attack and right button charging is derived. From the perspective of burst, the first style has a higher burst force, and benefiting from the equipment for charging melee attack in the game, the fifth style is more sustainable, but it also means that it is difficult to switch to the normal attack style.
Because the first and fourth types are interoperable.