I'm not good with names, so I just threw mine in there (struggle of every dungeon master). Name doesn't matter to me.
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Role:
IMO this game is lacking two main archetypes: a non-melee bruiser/tank, and a full-kit battle mage (I am happy to explain this further, but thats a discussion for another post). So, I tried to make a kit that covers both to some degree. A defensive battle mage.
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Abilities: (Numbers subject to change, pulled out of thin air based on me messing around in sandbox.)
1) Pulls all enemies within a small circle. Think similar to vortex web, except it will pull them all the way to the center instead of leaving a ~5m gap of dead space in the center. Self-Cast button would make it do the opposite (repel instead of pull).
2) Redirect all projectiles within ~20 meters towards the user. This would be a one-and-done effect (to start), rather than a lingering effect, so theoretically I could use it then immediately use warpstone, and still dodge the ability.
3) Send forward a barrier that blocks all projectiles it comes into contact with. On press, shield flies forward at a constant speed for 2 seconds. Would be small to start, a bit smaller than the size of a Paradox wall. I would have this as an ability with charges, with a LONG cooldown per charge, and a 6+ second cooldown between charges.
This ability would keep track of the amount of damage the barriers have absorbed, for...
4) Unleash all of the damage absorbed by your barriers since your last ult cast. In my mind, this would be some form of laser. Imagine pressing the button, then there is a yellow (or whatever) visual beam across the map. This first beam doesn't do any damage, merely shows where the attack is about to land. This happens instantly on cast. One second later, the actual laser is shot, dealing damage equal to whatever you were able to absorb with your shield. As for damage type, it would either retain the damage type of the absorbed projectiles, and deal it in whatever ratio, or just make it spirit. I do not think it would synergize super well with gun items.
I imagine this with finite range (probably starting range equal to the distance between mid guardians) but the beam would be able to go through walls. It would be the width of a Dynamo stomp. It would only damage players.
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Potential Ability Upgrades (in no particular skill order):
1) | Slow enemies on contact | Cooldown Reduction | Radius increase | Range increase | Could put the self-cast effect I wrote above as an upgrade
2) | Gain a shield on-cast | Effect Lingers for XYZ seconds (would probably be the tier 3) | Radius increase | Cooldown Reduction |
3) | +1 Charges | Silence or Disarm enemies that pass through | Duration increase (and movespeed slow so it covers the same distance over a longer time) | Size increase | Cooldown Reduction |
4) | Also remembers status effects like disarming hex that collide with barrier (this would be the tier 3) | Range increase | Cooldown Reduction | Width increase |
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Gun:
I would imagine something slow shooting, but with a fast and accurate projectile. Similar to doorman, but slightly slower time between shots. Hitscan. Medium/low damage fall off.
Gun could be anything though, not related at all to the core of the concept.
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Aesthetically:
In my mind, this character would be a light-scale reality warper / mage. I'm thinking a "Hero X" inspired aesthetic. Although given the kit, it could just as easily be some form of big-bodied tank. The thing I was trying to get at is outplay potential for big cooldowns, and something that is both defensive AND long range. I'm not an artist, and I don't know what yall are cooking for the lore.
However, in my opinion this character should be a low powered individual.
He (or she) is the kind of person who knows that the ocean is nothing more than a large collection of droplets. And they intend to collect.
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Q/A: (bunch of questions from my friends)
Q: Isn't that ultimate busted ASF? Can't you just hold it forever then oneshot the entire enemy team?
A: Yes, but that is far from the best usage. To do that, you would have to win multiple teamfights without using it, to store up more damage. Also, it has a full second of reaction time, so CC is going to be necessary to land it. Also counterspell exists, and this ult gives you early warning. It would only damage players so you can't oneshot walker/patron/midboss/etc...
Q: How does this kit mesh together?
A: The base kit is centered around hitting as many projectiles as possible into the barrier, both to tank for your team and to buff your ult. Pulling targets onto each other makes it easy to shoot the barrier in one direction and have it block multiple opponents worth of damage. The redirect is straightforward. You redirect the projectiles then use a barrier charge. If you don't have a barrier, you are still saving your ally. Finally, the self-cast version of the 1 works well with your 2, where it could disrupt the nature of the fight and isolate carries from safety, while still allowing you to absorb all of the (now scattered) damage. I really did try to make a supportive kit with an "its my turn" ult.
Q: Build?
A: In my mind, green and utility purple. Maybe for build diversity there is a green/orange build, but as i said, in my mind this is a chonky battle mage.
Q: Won't the character become pretty useless once people learn to play around it?
A: Yes and no. Yes, game knowledge is a massive nerf - another reason why I think the ult is not as OP as it seems on the surface. But that raises the skill ceiling for the person playing the character, to use their abilities reactively rather than to keep throwing it and wait for the enemies to misplay.
Q: Can this even be made? Seems like a programming nightmare.
A: I have no clue. I would imagine it would be more difficult than your average champion, but I'm only a hobby programmer. So, I am just as curious about this answer.
------------------------------------------------------
Role:
IMO this game is lacking two main archetypes: a non-melee bruiser/tank, and a full-kit battle mage (I am happy to explain this further, but thats a discussion for another post). So, I tried to make a kit that covers both to some degree. A defensive battle mage.
------------------------------------------------------
Abilities: (Numbers subject to change, pulled out of thin air based on me messing around in sandbox.)
1) Pulls all enemies within a small circle. Think similar to vortex web, except it will pull them all the way to the center instead of leaving a ~5m gap of dead space in the center. Self-Cast button would make it do the opposite (repel instead of pull).
2) Redirect all projectiles within ~20 meters towards the user. This would be a one-and-done effect (to start), rather than a lingering effect, so theoretically I could use it then immediately use warpstone, and still dodge the ability.
3) Send forward a barrier that blocks all projectiles it comes into contact with. On press, shield flies forward at a constant speed for 2 seconds. Would be small to start, a bit smaller than the size of a Paradox wall. I would have this as an ability with charges, with a LONG cooldown per charge, and a 6+ second cooldown between charges.
This ability would keep track of the amount of damage the barriers have absorbed, for...
4) Unleash all of the damage absorbed by your barriers since your last ult cast. In my mind, this would be some form of laser. Imagine pressing the button, then there is a yellow (or whatever) visual beam across the map. This first beam doesn't do any damage, merely shows where the attack is about to land. This happens instantly on cast. One second later, the actual laser is shot, dealing damage equal to whatever you were able to absorb with your shield. As for damage type, it would either retain the damage type of the absorbed projectiles, and deal it in whatever ratio, or just make it spirit. I do not think it would synergize super well with gun items.
I imagine this with finite range (probably starting range equal to the distance between mid guardians) but the beam would be able to go through walls. It would be the width of a Dynamo stomp. It would only damage players.
------------------------------------------------------
Potential Ability Upgrades (in no particular skill order):
1) | Slow enemies on contact | Cooldown Reduction | Radius increase | Range increase | Could put the self-cast effect I wrote above as an upgrade
2) | Gain a shield on-cast | Effect Lingers for XYZ seconds (would probably be the tier 3) | Radius increase | Cooldown Reduction |
3) | +1 Charges | Silence or Disarm enemies that pass through | Duration increase (and movespeed slow so it covers the same distance over a longer time) | Size increase | Cooldown Reduction |
4) | Also remembers status effects like disarming hex that collide with barrier (this would be the tier 3) | Range increase | Cooldown Reduction | Width increase |
-----------------------------------------------------------
Gun:
I would imagine something slow shooting, but with a fast and accurate projectile. Similar to doorman, but slightly slower time between shots. Hitscan. Medium/low damage fall off.
Gun could be anything though, not related at all to the core of the concept.
------------------------------------------------------
Aesthetically:
In my mind, this character would be a light-scale reality warper / mage. I'm thinking a "Hero X" inspired aesthetic. Although given the kit, it could just as easily be some form of big-bodied tank. The thing I was trying to get at is outplay potential for big cooldowns, and something that is both defensive AND long range. I'm not an artist, and I don't know what yall are cooking for the lore.
However, in my opinion this character should be a low powered individual.
He (or she) is the kind of person who knows that the ocean is nothing more than a large collection of droplets. And they intend to collect.
--------------------------------------------------------
Q/A: (bunch of questions from my friends)
Q: Isn't that ultimate busted ASF? Can't you just hold it forever then oneshot the entire enemy team?
A: Yes, but that is far from the best usage. To do that, you would have to win multiple teamfights without using it, to store up more damage. Also, it has a full second of reaction time, so CC is going to be necessary to land it. Also counterspell exists, and this ult gives you early warning. It would only damage players so you can't oneshot walker/patron/midboss/etc...
Q: How does this kit mesh together?
A: The base kit is centered around hitting as many projectiles as possible into the barrier, both to tank for your team and to buff your ult. Pulling targets onto each other makes it easy to shoot the barrier in one direction and have it block multiple opponents worth of damage. The redirect is straightforward. You redirect the projectiles then use a barrier charge. If you don't have a barrier, you are still saving your ally. Finally, the self-cast version of the 1 works well with your 2, where it could disrupt the nature of the fight and isolate carries from safety, while still allowing you to absorb all of the (now scattered) damage. I really did try to make a supportive kit with an "its my turn" ult.
Q: Build?
A: In my mind, green and utility purple. Maybe for build diversity there is a green/orange build, but as i said, in my mind this is a chonky battle mage.
Q: Won't the character become pretty useless once people learn to play around it?
A: Yes and no. Yes, game knowledge is a massive nerf - another reason why I think the ult is not as OP as it seems on the surface. But that raises the skill ceiling for the person playing the character, to use their abilities reactively rather than to keep throwing it and wait for the enemies to misplay.
Q: Can this even be made? Seems like a programming nightmare.
A: I have no clue. I would imagine it would be more difficult than your average champion, but I'm only a hobby programmer. So, I am just as curious about this answer.