I thought of a concept of a hero interacting with their teams movement. He would be good at supporting his team or debuffing the enemy team.
Base attack: It would be a slow firing, high damage projectile with a quite slow travel time, but the projectile itself would be quite big.
It would deal 30 damage per bullet and have about 60 dps and an ammo count of 8
1st ability: Soul torment
would target an enemy to apply a debuff to them, which after about a second they would be slowed down. the slow ramps up over time (about 2.5 seconds to about 80%) After a 1 second delay the slow would fade in about 1.5 seconds.
This would have a 35 second cooldown and it wouldn't have charges.
Tier 1 upgrade: The enemy is unable to cast movement abilities until the debuff runs out.
Tier 2 upgrade: Enemies with the debuff take 20% more damage from weapons.
Tier 3 upgrade: -70% healing for the affected enemy and teammates have 15% lifesteal against that enemy
2nd ability: Death hex
Would spawn an aoe field (similar in size to sinclair) that lingers on the ground for 7 seconds. enemies in the zone take 40 spirit damage every second and would have their resistances reduced by 10% being reduced by further 3% every second the enemy is in the zone. the resist reduction would last for as long as the aoe is on the ground.
No charges and 25 second cooldown.
Tier 1 upgrade: +3m radius
Tier 2 upgrade: +4s duration
Tier 3 upgrade: Resist reduction is doubled.
3rd ability: Dash zone (had no idea for a name)
Apparition charges up and after 3 seconds he releases a zone on the ground where he is standing (about a 7m radius, 8s duration) . Allies in the zone will instantly regenerate 1 stamina (can only be done once per player) and their stamina recharges 50% faster, and when they jump in this zone will perform a forward leap similar to a dash jump but a bit further and for no stamina (can also only be done once per ally, but apparition himself can do it multiple times). On cast, Apparition will immediatly perform the dash jump.
Has charges and a 40 second cooldown per charge and 12 second cooldown between charges.
Tier 1 upgrade: Allies in the zone will be healed for 25 hp/s
Tier 2 upgrade: Allies in the zone will get 30% bullet evasion chance.
Tier 3 upgrade: The effect of the bullet evasion and the dash jump now lingers for 3 seconds after the ally leaves the zone.
Ultimate: Death realm
15m cast range. Cast on an enemy and a big area will spawn around them. The area will close in on the location where the ability was cast. If an enemy inside the area touches the edge of the area, it will explode, deal damage based on the time the area was there (remember it closes in. about 100-500 damage based on time), slow firerate by 30 - 70% for 2 seconds and recuce spirit power by 10 - 30 for 6 seconds. Every enemy inside the area will recieve these effects
170s cooldown the area would have a 15m radius and shrink by 3m every second
This hero is probably overpowered stat-wise, but i hope you guys like this concept
Base attack: It would be a slow firing, high damage projectile with a quite slow travel time, but the projectile itself would be quite big.
It would deal 30 damage per bullet and have about 60 dps and an ammo count of 8
1st ability: Soul torment
would target an enemy to apply a debuff to them, which after about a second they would be slowed down. the slow ramps up over time (about 2.5 seconds to about 80%) After a 1 second delay the slow would fade in about 1.5 seconds.
This would have a 35 second cooldown and it wouldn't have charges.
Tier 1 upgrade: The enemy is unable to cast movement abilities until the debuff runs out.
Tier 2 upgrade: Enemies with the debuff take 20% more damage from weapons.
Tier 3 upgrade: -70% healing for the affected enemy and teammates have 15% lifesteal against that enemy
2nd ability: Death hex
Would spawn an aoe field (similar in size to sinclair) that lingers on the ground for 7 seconds. enemies in the zone take 40 spirit damage every second and would have their resistances reduced by 10% being reduced by further 3% every second the enemy is in the zone. the resist reduction would last for as long as the aoe is on the ground.
No charges and 25 second cooldown.
Tier 1 upgrade: +3m radius
Tier 2 upgrade: +4s duration
Tier 3 upgrade: Resist reduction is doubled.
3rd ability: Dash zone (had no idea for a name)
Apparition charges up and after 3 seconds he releases a zone on the ground where he is standing (about a 7m radius, 8s duration) . Allies in the zone will instantly regenerate 1 stamina (can only be done once per player) and their stamina recharges 50% faster, and when they jump in this zone will perform a forward leap similar to a dash jump but a bit further and for no stamina (can also only be done once per ally, but apparition himself can do it multiple times). On cast, Apparition will immediatly perform the dash jump.
Has charges and a 40 second cooldown per charge and 12 second cooldown between charges.
Tier 1 upgrade: Allies in the zone will be healed for 25 hp/s
Tier 2 upgrade: Allies in the zone will get 30% bullet evasion chance.
Tier 3 upgrade: The effect of the bullet evasion and the dash jump now lingers for 3 seconds after the ally leaves the zone.
Ultimate: Death realm
15m cast range. Cast on an enemy and a big area will spawn around them. The area will close in on the location where the ability was cast. If an enemy inside the area touches the edge of the area, it will explode, deal damage based on the time the area was there (remember it closes in. about 100-500 damage based on time), slow firerate by 30 - 70% for 2 seconds and recuce spirit power by 10 - 30 for 6 seconds. Every enemy inside the area will recieve these effects
170s cooldown the area would have a 15m radius and shrink by 3m every second
This hero is probably overpowered stat-wise, but i hope you guys like this concept
