Sarus
Active member
Hero Design: Big guy with a parasite attached to his arm. Think parasyte (manga) or prototype (action game). Or could be a big old occult flesh golem, see Resident Evil's Nemesis, Marvel's Venom, the MAXX, etc etc.
Hero concept: Chunky front-line melee tank, with Mars spear, a unique melee transformation ability, and my favorite, an ability to drop auto-tracking creatures that function very similarly to Dystopia's spider mines or even the beloved Snarks from Half Life Deathmatch. Fleshcraft concept also allows unique visual flair for transformation and the fleshling/snark ability.
Ability 1: Flesh-Scythe
+2 m/s +25% bullet resist 3s transformation time
1. +1 m/s
2. +10% bullet resist
3. Light melee now roots for 1s, transformation time is now 1s.
Ability concept: Unique toggable transformation ability that temporarily disables the hero's gun and abilities, and changes the way his melee functions. Allows him to function as a displacement tank quite effectively and gives unique melee mechanics. Visually, makes it easier for the enemy to understand what's going on when they see this hero running around with a scythe as well. Transformation time is mostly in place to tone down laning combos so the hero isn't quite as cheesy
Ability 2 - Fleshlings
35s CD 5m tracking
1. +4m to fleshling tracking
2. +1 fleshlings
3. Drains 1 stamina for every successful attachment.
NOTE: much like snarks, the fleshlings would auto explode with no nearby target within 2 seconds or so.
Ability Concept: Inspired by the spider-mines from the source mod dystopia/snarks from half life death match, these auto track all nearby heroes for a short duration. Very useful for sniffing out enemies behind veils, using invis, attempting to hide in juke closets, or simply hiding behind cover. Since Juking is such a big deal in deadlock, I believe there would be room for a unique anti-juking ability, also I just love Snarks and would love to see a thematic successor in a new Valve game
Ability 3 - Harpoon
40s CD
1. -10s CD
2. + damage increase
3. Projectile velocity increased, and if one or more enemies are struck in path of spear, they are all knocked back.
Ability concept: Spear of Mars. Pretty simple port, great for initiation, ganking, or disabling a target mid-fight. I actually forgot about Mars when I first wrote this, so I don't think this ability would be out of place at all. Again, the visual theme would come in handy here if they see a big fleshy cannon pointed in their direction.
Ability 4 - God Press
60CD
1. +damage bonus
2. Wall slam bonus damage increased
3. -20s CD
Ability concept: Inspired by Primal Beast's onslaught and SNK's Rugal. I had originally wanted Primal Beast's Pulverize, but I figured that would just be a power-creep of Mo's ult. Generous hitbox to hopefully snag a hero or two. Chargeable both on the ground and in the air, it would function a bit similarily to Abram's shoulder charge, but much much more satisfying to land. Mother of all initiations.
Default Fire: A default weapon that functions similarly to the Hivehand from Half-Life 1 would be cool and thematic. Auto-tracks a bit if fired towards an enemy hero and cannot headshot at all. For the sake of balance, would also deal less damage than most guns in the game.
Hero concept: Chunky front-line melee tank, with Mars spear, a unique melee transformation ability, and my favorite, an ability to drop auto-tracking creatures that function very similarly to Dystopia's spider mines or even the beloved Snarks from Half Life Deathmatch. Fleshcraft concept also allows unique visual flair for transformation and the fleshling/snark ability.
Ability 1: Flesh-Scythe
+2 m/s +25% bullet resist 3s transformation time
Transforms your gun into a unique weapon, granting you bonus movespeed and bullet resist. Cannot fire with your gun or use any other abilities than this one. Light melee range is extended and now rakes in all struck enemies towards you. Heavy melee now has damage amplification and knocks back struck enemies. Damage dealt is amplification of your current weapon damage.
1. +1 m/s
2. +10% bullet resist
3. Light melee now roots for 1s, transformation time is now 1s.
Ability concept: Unique toggable transformation ability that temporarily disables the hero's gun and abilities, and changes the way his melee functions. Allows him to function as a displacement tank quite effectively and gives unique melee mechanics. Visually, makes it easier for the enemy to understand what's going on when they see this hero running around with a scythe as well. Transformation time is mostly in place to tone down laning combos so the hero isn't quite as cheesy

Ability 2 - Fleshlings
35s CD 5m tracking
Your symbiote lays a fleshling creature that automatically track nearby enemies, attaching themselves and exploding on contact. Attachment duration time is 0.5s and prevents stamina usage and movement based abilities. The fleshlings prioritize the nearest enemy heroes.
1. +4m to fleshling tracking
2. +1 fleshlings
3. Drains 1 stamina for every successful attachment.
NOTE: much like snarks, the fleshlings would auto explode with no nearby target within 2 seconds or so.
Ability Concept: Inspired by the spider-mines from the source mod dystopia/snarks from half life death match, these auto track all nearby heroes for a short duration. Very useful for sniffing out enemies behind veils, using invis, attempting to hide in juke closets, or simply hiding behind cover. Since Juking is such a big deal in deadlock, I believe there would be room for a unique anti-juking ability, also I just love Snarks and would love to see a thematic successor in a new Valve game

Ability 3 - Harpoon
40s CD
The symbiote transforms into a harpoon cannon, damaging each enemy unit it strikes. The first enemy hero it hits is skewered on the spear, pushing it back. If a skewered hero hits any surface, they will be impaled to it and stunned. Press 3 again to fire, and MOUSE 2 to cancel ability.
1. -10s CD
2. + damage increase
3. Projectile velocity increased, and if one or more enemies are struck in path of spear, they are all knocked back.
Ability concept: Spear of Mars. Pretty simple port, great for initiation, ganking, or disabling a target mid-fight. I actually forgot about Mars when I first wrote this, so I don't think this ability would be out of place at all. Again, the visual theme would come in handy here if they see a big fleshy cannon pointed in their direction.
Ability 4 - God Press
60CD
Charge and then propel yourself forward into the enemy with a mighty lariat. The longer you charge, the faster and further you are propelled. Pushing the enemy into a wall stuns for 1.5s and deals bonus damage. Can be cancelled at any time with MOUSE 3. Drags along both friends and enemies.
1. +damage bonus
2. Wall slam bonus damage increased
3. -20s CD
Ability concept: Inspired by Primal Beast's onslaught and SNK's Rugal. I had originally wanted Primal Beast's Pulverize, but I figured that would just be a power-creep of Mo's ult. Generous hitbox to hopefully snag a hero or two. Chargeable both on the ground and in the air, it would function a bit similarily to Abram's shoulder charge, but much much more satisfying to land. Mother of all initiations.
Default Fire: A default weapon that functions similarly to the Hivehand from Half-Life 1 would be cool and thematic. Auto-tracks a bit if fired towards an enemy hero and cannot headshot at all. For the sake of balance, would also deal less damage than most guns in the game.
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