Creaturea Tamer
New member
Dreamcatcher:
Visual, leshen, native American medicine man. Burnt / etched Tattoos , wooden vine like body. Horns adorned with trinkets , totems, bells, spirit charms, and dream catchers
Visual 2:
Instead of a typical Americanized wendigo or Russian leshen covered on vines, bark or fur. Dreamcatcher keeps the same daunting tall and lanky silhouette but replaced the old traditional appearance for something more befitting if the 'modern' new York age
Where roots would be, is now cable bark skin now a cracked and chipped plaster covering something underneath. Runic markings of power now a dull glowing street art painted along their skin. New York is a jungle, but not one of leaves and twigs. But one of concrete and steel.
Shedding the old appearance of foliage and wood, dreamcatcher keeps the silhouette that haunts minds of those around a campfire. While adapting to the versatile hustle and bustle of the city
Their roots like visage and foliage being replaced with concrete , cables and stone. Their once burnt and etched markings now appear more like subway graffiti, their eyes shining a piercing glow of that like a subway.
Alter perception of enemy team, deny or lessen efficiency of healing items or buffs. Such as (bridge buff), gold statue buffs, box, creep orb. Deny and put pressure on moving to golden statue buffs. (3 min bridge buff. )
1: Cable Claws:
2: False Idol: (A dreamcatcher appearance of an item being placed on an ally or enemy for a duration)
3: Smog (An activated AOE around Dreamcatcher)
4: Fortune Pull
Cable Claws: Dreamcatcher slams their hand into the ground in front of them. Creating a wave that increases with levels over time. Gaps would exist between the cables, the damage would pair / scale with Dreamcatcher’s melee and melee items.
False Idol: Targets an Enemy character or ally. The enemy golden statue buffs will be consumed by Dreamcatcher. Enemy team mates can knock off the False Idol off an ally's back with light melee to destroy / remove it.
Damage amp At level 5, one level requires a heavy melee instead of a light melee.
Dreamcatchers / tokens scale with Dreamcatchers percentage and built item scaling.
Green items: provide more health,
Spirit items: more spirit shielding and damage,
Gun items: more gun shielding and damage ect.
Smog : Boxes and orbs nearby appear smaller or harder to hit with abilities. Leveled up it becomes closer to a fog of war. Possible assistance to drifter like items and abilities. I would re-evaluate this to be more like a siphon. I'd probably make it so anyone in it suffers antiheal and burns, I would probably get rid of the first thing and make it so you drain any Unsecured souls.
Fortuna’s Draw:
A pull of 1-4 of different cards, cycling between the 4 based on different circumstances throughout the match, benefitting the team or damaging the allies. The cool down is not as substantial as a Dynamo ult as it should not hold as much sway. But should be a more randomized Paige ult motive without the range
Similar to drifter ult, it would be a projectile that can be 'seen' therefore be able to be avoided with well timed counter or movement based abilities such as Dynamo’s or Mina’s 2 dash.
A pulled card is shown over dream catchers head after a shuffling noise is heard, followed by a glow revealing the pulled card. The effect will be as followed through 1-4.
The Star: Applies substantial shielding to all nearby allies for a brief duration, healing them for a small duration of percentage maximum health of dreamcatcher.
The Devil: Single target snare and burn damage over time. Most likely lasting as long as a knockdown.
The Tower: Applies various effects positive or negative to all teams in a small radius. And moves them to other sections of the map to a certain range.
Heirophant: Applies fleetfoot to allies, and snare multiple foes around an area near the Dreamcatcher.
Personality:
Dreamcatcher has no voice of their own, but takes chops of other distorted lines of other heroes for their gloats and criticals.
Possibly using their own method of communication for personal encounters, such as haze, rem, doorman.
The cards might be a shuffle, you go through the 1-4 pulling a certain amount before the whole deck goes through,
I e,
Pulling whatever is apt to the gameplay.
Let's say the devil, since there is one target near you, so it chooses priority.
Now you only have tower, star, and hierophant left before you can shuffle to full hand
Or
Perhaps you can see the card before you draw it, and abilities cycle it through the match based on aggression or passability
Healing more?
You will build up The Tower
Dealing damage?
You will build up the The Devil
If that makes sense
And it would make it more controllable
Reference art I do not own. Purely for visual point accross: MS rough paint is by me-
Visual, leshen, native American medicine man. Burnt / etched Tattoos , wooden vine like body. Horns adorned with trinkets , totems, bells, spirit charms, and dream catchers
Visual 2:
Instead of a typical Americanized wendigo or Russian leshen covered on vines, bark or fur. Dreamcatcher keeps the same daunting tall and lanky silhouette but replaced the old traditional appearance for something more befitting if the 'modern' new York age
Where roots would be, is now cable bark skin now a cracked and chipped plaster covering something underneath. Runic markings of power now a dull glowing street art painted along their skin. New York is a jungle, but not one of leaves and twigs. But one of concrete and steel.
Shedding the old appearance of foliage and wood, dreamcatcher keeps the silhouette that haunts minds of those around a campfire. While adapting to the versatile hustle and bustle of the city
Their roots like visage and foliage being replaced with concrete , cables and stone. Their once burnt and etched markings now appear more like subway graffiti, their eyes shining a piercing glow of that like a subway.
Alter perception of enemy team, deny or lessen efficiency of healing items or buffs. Such as (bridge buff), gold statue buffs, box, creep orb. Deny and put pressure on moving to golden statue buffs. (3 min bridge buff. )
1: Cable Claws:
2: False Idol: (A dreamcatcher appearance of an item being placed on an ally or enemy for a duration)
3: Smog (An activated AOE around Dreamcatcher)
4: Fortune Pull
- Fortune’s Gambit
- Fortuna’s Draw
- Faith’s Fable
Cable Claws: Dreamcatcher slams their hand into the ground in front of them. Creating a wave that increases with levels over time. Gaps would exist between the cables, the damage would pair / scale with Dreamcatcher’s melee and melee items.
False Idol: Targets an Enemy character or ally. The enemy golden statue buffs will be consumed by Dreamcatcher. Enemy team mates can knock off the False Idol off an ally's back with light melee to destroy / remove it.
Damage amp At level 5, one level requires a heavy melee instead of a light melee.
Dreamcatchers / tokens scale with Dreamcatchers percentage and built item scaling.
Green items: provide more health,
Spirit items: more spirit shielding and damage,
Gun items: more gun shielding and damage ect.
Smog : Boxes and orbs nearby appear smaller or harder to hit with abilities. Leveled up it becomes closer to a fog of war. Possible assistance to drifter like items and abilities. I would re-evaluate this to be more like a siphon. I'd probably make it so anyone in it suffers antiheal and burns, I would probably get rid of the first thing and make it so you drain any Unsecured souls.
Fortuna’s Draw:
A pull of 1-4 of different cards, cycling between the 4 based on different circumstances throughout the match, benefitting the team or damaging the allies. The cool down is not as substantial as a Dynamo ult as it should not hold as much sway. But should be a more randomized Paige ult motive without the range
Similar to drifter ult, it would be a projectile that can be 'seen' therefore be able to be avoided with well timed counter or movement based abilities such as Dynamo’s or Mina’s 2 dash.
A pulled card is shown over dream catchers head after a shuffling noise is heard, followed by a glow revealing the pulled card. The effect will be as followed through 1-4.
The Star: Applies substantial shielding to all nearby allies for a brief duration, healing them for a small duration of percentage maximum health of dreamcatcher.
The Devil: Single target snare and burn damage over time. Most likely lasting as long as a knockdown.
The Tower: Applies various effects positive or negative to all teams in a small radius. And moves them to other sections of the map to a certain range.
Heirophant: Applies fleetfoot to allies, and snare multiple foes around an area near the Dreamcatcher.
Personality:
Dreamcatcher has no voice of their own, but takes chops of other distorted lines of other heroes for their gloats and criticals.
Possibly using their own method of communication for personal encounters, such as haze, rem, doorman.
The cards might be a shuffle, you go through the 1-4 pulling a certain amount before the whole deck goes through,
I e,
Pulling whatever is apt to the gameplay.
Let's say the devil, since there is one target near you, so it chooses priority.
Now you only have tower, star, and hierophant left before you can shuffle to full hand
Or
Perhaps you can see the card before you draw it, and abilities cycle it through the match based on aggression or passability
Healing more?
You will build up The Tower
Dealing damage?
You will build up the The Devil
If that makes sense
And it would make it more controllable
Reference art I do not own. Purely for visual point accross: MS rough paint is by me-