outofnameideas
New member
Here's my idea for an equivalent to Vyper for spirit - challenging in early game but scaling insanely well into lategame. Obviously not meant to be as broken as Vyper but I don't know how to balance too well so it might be.
ALVARD

Alvard requires careful health management to deal devastating damage. Has a self-damage mechanic similar to Geist, but has more focus on ways to mitigate his self-damage and deals insane damage in lategame.
HEALTH: 600 + 60 per boon
REGEN: 2.0 + 0.02 per boon
MOVE SPEED: 7 m/s
SPRINT SPEED: +0 m/s
STAMINA: 3
SPIRIT POWER: +2.1 per boon
Fast-firing revolver
Falloff range 24m - 55m
18 ammo
75 DPS | 25 bullet damage (+0.1 per boon) | 3 bullets/second | 2s reload time | Bullet Velocity: 750 m/s

Deals Spirit Damage in an AOE cone several times. Each charge costs increasing Health to use consecutively, but hitting consecutive charges increases damage dealt.
Spirit Damage: 20 (+ *0.5 spirit)
Bonus Damage Per Consecutive: 25 (+ *1.1 spirit)
Self Damage: 8 (+ *0.35 spirit)
Self Damage Per Consecutive: 13 (+ *1.3 spirit)
Max Time Between: 3s
Range: 20m
Angle: 30 degrees
Cooldown: 15s
T1: +2 charges
T2: +10m range
T5: Increased spirit scaling to +*0.75 spirit
Ability 2 - Hemocrystal

Spawn a crystalline structure of your own blood. When you shoot this crystal, it explodes and deals Spirit Damage in an AOE, along with Bonus Spirit Damage depending on how much damage you dealt to it.
Spirit Damage: 40 (+ *1 spirit)
Damage to Bonus Spirit Damage: 75%
Self Damage: 40 (+ *0.85 spirit)
Range: 8m
Status Duration:
Lifetime: 30s
Cooldown: 37s
T1: -15s cooldown
T2: Applies (status) on hit
T5: +50% bonus damage
Ability 3 - Blood Bags

A portion of all damage dealt is stored in Blood Bags. When an ability is cast, a portion of its health cost is drained from Blood Bags.
Toggle this ability’s active to shoot Blood Bullets, dealing additional Bullet Damage but taking a portion of your base Bullet Damage.
Stored Damage: 35% (+ *0.11 spirit)
Cast Usage: 50%
Max Blood: 500
Blood Bullets Damage: +40% (+ *0.21 spirit)
Blood Bullet Self-Damage: 55%
T1: +15% cast usage
T2: -10% blood bullet self-damage, improved scaling for damage (changed to *0.32 spirit)
T5: +30% stored damage, when Blood Bag blood is used, gain 25% of it as Health over time
Ability 4 - Red Mist

Summon an immensely sized ball of blood, launching it towards the ground to deal Spirit Damage and inflict Agony. Agony causes Damage Amplification from all targets. Charging up the ball gives it additional Damage, Range, and Agony amplification at the cost of health.
Charges twice as fast while using Blood Bag blood.
Spirit Damage: 400 (+ *1.2 spirit)
Max Spirit Damage: 1000 (+ *1.5 spirit)
Self-Damage: 200 (+ *1 spirit)
Max Self-Damage: 750 (+ *1.2 spirit)
Range: 50m
Agony Damage Amplification: 60%
Max Damage Amplification: 120%
Agony Duration: 32s
Cooldown: 120s
T1: +200 max Spirit Damage
T2: +40% max Damage Amplification
T5: +50m radius
ALVARD

Alvard requires careful health management to deal devastating damage. Has a self-damage mechanic similar to Geist, but has more focus on ways to mitigate his self-damage and deals insane damage in lategame.
HEALTH: 600 + 60 per boon
REGEN: 2.0 + 0.02 per boon
MOVE SPEED: 7 m/s
SPRINT SPEED: +0 m/s
STAMINA: 3
SPIRIT POWER: +2.1 per boon
BACKGROUND:
Born to a vampire father and human mother, Alvard held a deep hatred for his father he never knew. That hatred was fueled when his father ordered his village to be burnt down to ‘erase any chance of him being found’, leading to the death of his remaining family and friends. Now with nothing to lose, Alvard hunts down his father Dracula with every step he takes.WEAPON:
Helsing CryFast-firing revolver
Falloff range 24m - 55m
18 ammo
75 DPS | 25 bullet damage (+0.1 per boon) | 3 bullets/second | 2s reload time | Bullet Velocity: 750 m/s
ABILITIES:
Ability 1 - Vein Whip (3 charges)
Deals Spirit Damage in an AOE cone several times. Each charge costs increasing Health to use consecutively, but hitting consecutive charges increases damage dealt.
Spirit Damage: 20 (+ *0.5 spirit)
Bonus Damage Per Consecutive: 25 (+ *1.1 spirit)
Self Damage: 8 (+ *0.35 spirit)
Self Damage Per Consecutive: 13 (+ *1.3 spirit)
Max Time Between: 3s
Range: 20m
Angle: 30 degrees
Cooldown: 15s
T1: +2 charges
T2: +10m range
T5: Increased spirit scaling to +*0.75 spirit
Ability 2 - Hemocrystal

Spawn a crystalline structure of your own blood. When you shoot this crystal, it explodes and deals Spirit Damage in an AOE, along with Bonus Spirit Damage depending on how much damage you dealt to it.
Spirit Damage: 40 (+ *1 spirit)
Damage to Bonus Spirit Damage: 75%
Self Damage: 40 (+ *0.85 spirit)
Range: 8m
Status Duration:
Lifetime: 30s
Cooldown: 37s
T1: -15s cooldown
T2: Applies (status) on hit
T5: +50% bonus damage
Ability 3 - Blood Bags

A portion of all damage dealt is stored in Blood Bags. When an ability is cast, a portion of its health cost is drained from Blood Bags.
Toggle this ability’s active to shoot Blood Bullets, dealing additional Bullet Damage but taking a portion of your base Bullet Damage.
Stored Damage: 35% (+ *0.11 spirit)
Cast Usage: 50%
Max Blood: 500
Blood Bullets Damage: +40% (+ *0.21 spirit)
Blood Bullet Self-Damage: 55%
T1: +15% cast usage
T2: -10% blood bullet self-damage, improved scaling for damage (changed to *0.32 spirit)
T5: +30% stored damage, when Blood Bag blood is used, gain 25% of it as Health over time
Ability 4 - Red Mist

Summon an immensely sized ball of blood, launching it towards the ground to deal Spirit Damage and inflict Agony. Agony causes Damage Amplification from all targets. Charging up the ball gives it additional Damage, Range, and Agony amplification at the cost of health.
Charges twice as fast while using Blood Bag blood.
Spirit Damage: 400 (+ *1.2 spirit)
Max Spirit Damage: 1000 (+ *1.5 spirit)
Self-Damage: 200 (+ *1 spirit)
Max Self-Damage: 750 (+ *1.2 spirit)
Range: 50m
Agony Damage Amplification: 60%
Max Damage Amplification: 120%
Agony Duration: 32s
Cooldown: 120s
T1: +200 max Spirit Damage
T2: +40% max Damage Amplification
T5: +50m radius