Sarus
Active member
muh lore:
It was a trap. That's why he went. The cowardly always crumple before confrontation. But this time it was different, his family was involved. He hadn't seen his wife in many years. His daughter, not since she was a baby. It was an invitation to a high-class NYC restaurant. He smirked to himself, couldn't they try harder? Stepping through the door he met his wife's eyes and immediately knew the score. He didn't have to look around to know they were surrounded on all sides. His daughter's wide blue eyes made him hesitate for once in his life.
It ended in a few moments. Bodies were splayed everywhere, the gun-smoke was still clearing when the distant screams began. Yet, somehow his gaze was still fixed on his daughter. He didn't do it, the gaping hole in her back made that clear. She was still holding on to his waist, her small frame still trembling with the rhythm of her ragged breathing. It didn't even occur to him look for his wife. Later, witnesses to the scene could only agree on one thing: it looked like an old devil was carrying a small wounded angel away with him, weeping.
She couldn't receive care at a public hospital. He was too notorious, her fate would be sealed the moment he left her somewhere. He left her swathed in bandages in an old hideout. Cursed Apple's most infamous hitman prepares to participate in the ritual. The Patrons already know his wish: a life for a life. "Save her life. Take mine in return. Make her and the world forget she ever had a father."
hero inspo: Dr. Peace from No More Heroes, Revolver Ocelot, Hol Horse + Bobby Jean from Jojo's.
kit concept: I had submitted an old gunslinger kit almost 2 years and 1000+ in-game hours ago. after hearing some online discussion from people wanting a "true" gunslinger kit, I've decided to come back and take another crack at it. this kit will have what I believe to be are some unique concepts not seen in other games featuring revolvers, so hopefully this would satisfy as a mock-up for a revolver gun carry hero one day.
Weapons: dual revolvers, duh. 12 ammo capacity, high velocity (matching geist), with high damage and very low base fire rate (think doorman). this kit features a passive that is more about rewarding tracking contra headshots like holliday's crackshot. the low base fire rate is to keep that early lane tempo in check.
another distinctive quality would be a higher than average reload time, due to his passive. I like to think I've created a kit primarily made with active reload in mind.
hypothetical core: fleetfoot, active reload, h. point, spellslinger (both active reload and spell slinger would flow naturally with passive), burst fire, fleetfoot, etc
1 - Explosive Round
16sCD 2.5s hold-to-charge time 5s duration of held round, 6m fully charged AOE radius
Power up your next bullet with an explosive round that turns it into a high-velocity projectile dealing bonus 1.3 WD to struck enemies. Hold (1) to fully charge this round after 2.5s, leading to a larger projectile dealing bonus 1.6 WD in a larger radius.
- Fully charged projectiles can knock back struck enemies. Partial charge projectiles can still headshot.
1 +2 m/s while charging or holding on to a charge
2 CD reduction (9sCD)
3 Partial and fully charged shots can now ricochet off of surfaces 1 time with improved WD scaling.
notes:
- Powered up bullet projectiles only shares the sixth shot bonus damage, it does not share any other on-hit effects from items.
- Partial charge is a high-velocity projectile that can still headshot. meant to bolster long/mid range burst.
- full charge is a slightly lower velocity, larger projectile with a 6m radius for AOE and single person knockback (more if they bunch up)
Concept: A unique "imbue" bullet ability. This is explicitly tied to the gunslinger's ammo. No ammo, no projectile. This also gives him a unique disadvantage of "losing" his 1 to disarm. In return he is able to take advantage of his passive's sixth shot bonus damage for huge chunks of enemy damage, pick-off, etc. Outside of being (probably) mechanically satisfying, he would have some light mind-games, threatening powerful ricochet projectiles at longer distances.
Visually, he would start twirling his left hand during charging and probably have something like a golden glow when packing a fully charged shot. Via upgrades, he can gets access to ricochet trickshots for longer range burst and improved scaling. Holding on to a charge will eventually auto fire it after duration. I suppose I was inspired by megaman with this.
2 - Trick Rodeo
19sCD debuff duration 2.7s, dash length 9m, roll length 9m, fire rate debuff (35%), slow (-35%)
Dash forward, slowing and reducing the fire-rate of the first enemy hit. After striking, immediately roll in the direction in any forward facing direction. Missing an enemy only performs the dash.
1 CD reduction (14sCD)
2 Bullet resist lowered -15%
3 Slow is now a Root throughout duration.
notes:
-"Forward facing direction" means he would just perform an evasive roll in any direction the player moves the camera after hitting an enemy. Inspired largely by Silver's 2.
Concept: "Tactical" repositioning dash. Meant to be a staple counterplay to ganks, other gun carries, or set up knockback shenanigans with fully charged 1s. Deals no damage. lvl3 root would make point blank ult and sixth shot combos a very real threat in mid-late game. lvl2 ofc would enable bigger burst payoffs. I was considering adding a spirit DOT just for spirit item debuffs, but being able to combo into 1 and ult likely make up for it. Root would also likely be funny/viable with the t3 alchemical flask item.
3 - Six Shooters
4s fire rate buff duration, 5s max stacks, 3% fire-rate each stack
Shooting an enemy with your bullets gradually builds up fire-rate stacks per shot and the sixth shot will deal bonus spirit damage (1.3).
*Sixth shot spirit bonus will immediately come out of CD after manual or active reloading. Can only access 2 bonus shots per clip.
-Sixth shot bonus will only proc after landing 5 bullets on any enemy hero or trooper.
-Sixth shot bonuses also apply to Explosive Rounds or Magic Bullet
1 CD Reduction
2 +10% reload speed after unloading a full clip
3 Can now access 3 bonus shots per clip, increased spirit scaling on sixth shots.
Concept: Unique revolver passive that is more about rewarding tracking than headshots (contrary to holliday's crackshot). besides keeping him distinct from holliday, the idea here was to create a "rhythm" based gunslinger, with the 6th shot bonuses only activating while actively pressuring enemies. the manual and active reload clause prevents this from working with QSR finally making a hero based around active reload, or so I hope. QSR also not applying would make the 9sCD on Concussive Round less abusable. lvl3 is for mid-late game typical DPS stuff, lvl2 would help finesse the lower base reload speed and likely synergize with something like spellslinger (but not make it mandatory)
Visually, you could have his revolver barrels glow purple or something to signify to all players he's sitting on a burst round.
4 - Magic Bullet
120sCD 3.5s duration
Cast 1.5s to shoot a powerful high-powered controllable bullet. Steer this object toward an enemy dealing major spirit damage (1.8s spirit). Can headshot. Getting kills with Magic Bullet increases spirit damage (bonus spirit stacks)
1. Duration increase
2. CD Reduction
3. Now receives 6th shot bonus
Concept: Hol Horse ult, why not? Also taken from a very old kit. Still cool.
Visually, he would twirl his right gun possibly with some fancy VFX/SFX to communicate he's vulnerable like Talon's casting mode.
You could totally larp as Hol Horse getting a kill with this on trapped enemies
It was a trap. That's why he went. The cowardly always crumple before confrontation. But this time it was different, his family was involved. He hadn't seen his wife in many years. His daughter, not since she was a baby. It was an invitation to a high-class NYC restaurant. He smirked to himself, couldn't they try harder? Stepping through the door he met his wife's eyes and immediately knew the score. He didn't have to look around to know they were surrounded on all sides. His daughter's wide blue eyes made him hesitate for once in his life.
It ended in a few moments. Bodies were splayed everywhere, the gun-smoke was still clearing when the distant screams began. Yet, somehow his gaze was still fixed on his daughter. He didn't do it, the gaping hole in her back made that clear. She was still holding on to his waist, her small frame still trembling with the rhythm of her ragged breathing. It didn't even occur to him look for his wife. Later, witnesses to the scene could only agree on one thing: it looked like an old devil was carrying a small wounded angel away with him, weeping.
She couldn't receive care at a public hospital. He was too notorious, her fate would be sealed the moment he left her somewhere. He left her swathed in bandages in an old hideout. Cursed Apple's most infamous hitman prepares to participate in the ritual. The Patrons already know his wish: a life for a life. "Save her life. Take mine in return. Make her and the world forget she ever had a father."
hero inspo: Dr. Peace from No More Heroes, Revolver Ocelot, Hol Horse + Bobby Jean from Jojo's.
kit concept: I had submitted an old gunslinger kit almost 2 years and 1000+ in-game hours ago. after hearing some online discussion from people wanting a "true" gunslinger kit, I've decided to come back and take another crack at it. this kit will have what I believe to be are some unique concepts not seen in other games featuring revolvers, so hopefully this would satisfy as a mock-up for a revolver gun carry hero one day.
Weapons: dual revolvers, duh. 12 ammo capacity, high velocity (matching geist), with high damage and very low base fire rate (think doorman). this kit features a passive that is more about rewarding tracking contra headshots like holliday's crackshot. the low base fire rate is to keep that early lane tempo in check.
another distinctive quality would be a higher than average reload time, due to his passive. I like to think I've created a kit primarily made with active reload in mind.
hypothetical core: fleetfoot, active reload, h. point, spellslinger (both active reload and spell slinger would flow naturally with passive), burst fire, fleetfoot, etc
1 - Explosive Round
16sCD 2.5s hold-to-charge time 5s duration of held round, 6m fully charged AOE radius
Power up your next bullet with an explosive round that turns it into a high-velocity projectile dealing bonus 1.3 WD to struck enemies. Hold (1) to fully charge this round after 2.5s, leading to a larger projectile dealing bonus 1.6 WD in a larger radius.
- Fully charged projectiles can knock back struck enemies. Partial charge projectiles can still headshot.
1 +2 m/s while charging or holding on to a charge
2 CD reduction (9sCD)
3 Partial and fully charged shots can now ricochet off of surfaces 1 time with improved WD scaling.
notes:
- Powered up bullet projectiles only shares the sixth shot bonus damage, it does not share any other on-hit effects from items.
- Partial charge is a high-velocity projectile that can still headshot. meant to bolster long/mid range burst.
- full charge is a slightly lower velocity, larger projectile with a 6m radius for AOE and single person knockback (more if they bunch up)
Concept: A unique "imbue" bullet ability. This is explicitly tied to the gunslinger's ammo. No ammo, no projectile. This also gives him a unique disadvantage of "losing" his 1 to disarm. In return he is able to take advantage of his passive's sixth shot bonus damage for huge chunks of enemy damage, pick-off, etc. Outside of being (probably) mechanically satisfying, he would have some light mind-games, threatening powerful ricochet projectiles at longer distances.
Visually, he would start twirling his left hand during charging and probably have something like a golden glow when packing a fully charged shot. Via upgrades, he can gets access to ricochet trickshots for longer range burst and improved scaling. Holding on to a charge will eventually auto fire it after duration. I suppose I was inspired by megaman with this.
2 - Trick Rodeo
19sCD debuff duration 2.7s, dash length 9m, roll length 9m, fire rate debuff (35%), slow (-35%)
Dash forward, slowing and reducing the fire-rate of the first enemy hit. After striking, immediately roll in the direction in any forward facing direction. Missing an enemy only performs the dash.
1 CD reduction (14sCD)
2 Bullet resist lowered -15%
3 Slow is now a Root throughout duration.
notes:
-"Forward facing direction" means he would just perform an evasive roll in any direction the player moves the camera after hitting an enemy. Inspired largely by Silver's 2.
Concept: "Tactical" repositioning dash. Meant to be a staple counterplay to ganks, other gun carries, or set up knockback shenanigans with fully charged 1s. Deals no damage. lvl3 root would make point blank ult and sixth shot combos a very real threat in mid-late game. lvl2 ofc would enable bigger burst payoffs. I was considering adding a spirit DOT just for spirit item debuffs, but being able to combo into 1 and ult likely make up for it. Root would also likely be funny/viable with the t3 alchemical flask item.
3 - Six Shooters
4s fire rate buff duration, 5s max stacks, 3% fire-rate each stack
Shooting an enemy with your bullets gradually builds up fire-rate stacks per shot and the sixth shot will deal bonus spirit damage (1.3).
*Sixth shot spirit bonus will immediately come out of CD after manual or active reloading. Can only access 2 bonus shots per clip.
-Sixth shot bonus will only proc after landing 5 bullets on any enemy hero or trooper.
-Sixth shot bonuses also apply to Explosive Rounds or Magic Bullet
1 CD Reduction
2 +10% reload speed after unloading a full clip
3 Can now access 3 bonus shots per clip, increased spirit scaling on sixth shots.
Concept: Unique revolver passive that is more about rewarding tracking than headshots (contrary to holliday's crackshot). besides keeping him distinct from holliday, the idea here was to create a "rhythm" based gunslinger, with the 6th shot bonuses only activating while actively pressuring enemies. the manual and active reload clause prevents this from working with QSR finally making a hero based around active reload, or so I hope. QSR also not applying would make the 9sCD on Concussive Round less abusable. lvl3 is for mid-late game typical DPS stuff, lvl2 would help finesse the lower base reload speed and likely synergize with something like spellslinger (but not make it mandatory)
Visually, you could have his revolver barrels glow purple or something to signify to all players he's sitting on a burst round.
4 - Magic Bullet
120sCD 3.5s duration
Cast 1.5s to shoot a powerful high-powered controllable bullet. Steer this object toward an enemy dealing major spirit damage (1.8s spirit). Can headshot. Getting kills with Magic Bullet increases spirit damage (bonus spirit stacks)
1. Duration increase
2. CD Reduction
3. Now receives 6th shot bonus
Concept: Hol Horse ult, why not? Also taken from a very old kit. Still cool.
Visually, he would twirl his right gun possibly with some fancy VFX/SFX to communicate he's vulnerable like Talon's casting mode.
You could totally larp as Hol Horse getting a kill with this on trapped enemies