Hero Idea: Musketeers Guard

Fricassee

New member
Musketeers Guard

Hugo spent his childhood in the Yukon. His parents were fur traders from France. Because someone disparaged them and spread the word that Hugo and his wife would never dare to hunt wild bears in the dangerous Yukon, in order to prove that others' views of them were wrong, Hugo's parents finally chose the North American colonies. Even Hugo's diapers were made of bear skin.

This experience gave him a lot of time to get along with the nearby Indian tribes (most of the time they just shot at each other), and he exercised his courage and learned their skills.

He often traveled around in the mountains with his puppy. During one of his expeditions, he encountered a landslide. In the following night, a mysterious sound came. A mysterious shadow was watching him not far from the camp. Hugo did not retreat and rushed towards the shadow without hesitation.

There was nothing there. Only a coin-sized metal disc was left. Hugo took it as a reward for his victory over fear and wore it on his chest like a medal. Since then, he has never retreated again.

Even though he encountered a flood, Hugo, who was only fourteen years old, took the initiative to jump into the flood to save his dog. After drifting for a few days, he was salvaged by a British ship and joined the British army by accident.

Then the War of Independence broke out. The military training made him the bravest line soldier. Facing the hail of bullets, people nearby fell down, but he arrived at the enemy's position safely, and then was captured and became an American soldier, fighting until the victory of the war.

After the war, the wrong official archives regarded Hugo as a French soldier captured by the British, and sent him back to France without hesitation. (Absurdly, the French army actually accepted him.)

When the French Revolution ended and Napoleon rose, he also fought in Europe. As a brave member of the Old Guard Corps, he never backed down.

In the Battle of Waterloo, he was the last soldier standing, and what made people feel helpless was that the British army mistakenly regarded him as a colonial soldier captured by the French because of his English accent, and sent him back to his hometown in Yukon.

Since then, a legend has been circulating on the battlefield:

When the war horn is blown, the man will be braver than everyone else, always rushing to the front, but never retreating.

This time, Hugo finally had time to complete his childhood adventure. It was still the same river and the same puppy. The flood came as expected, and Hugo still did not retreat.

But this time he could not climb ashore. The glacier swallowed everything.

It was not until more than a hundred years later that Hugo woke up in the melting ice. He saw all kinds of strange things in front of him. People were dressed strangely, with completely different accents. Magic and technology were everywhere. Facing a brand new unknown world, could he still be as brave as before?




  Hero Appearance:

Hugo wore a black bearskin hat unique to the Old Guards during the Napoleonic Wars, but wore an Old Guards uniform modified from the British Redwood Army's "lobster coat". His chest was full of medals to show the honors he had won.

Before being frozen, Hugo was probably in his fifties, but he never took off his hat and uniform, so few people saw his eyes.
(He never took a bath. If he was dirty, he would jump into the river, then hold his gun and kick on the shore and wait for the wind to dry)

Yes, that's right, he even wore a military uniform to sleep.

Most of the time, Hugo's eyes were hidden under the hard-brimmed hat brim of the bearskin, and a laurel leaf ribbon (real plant) used for awarding medals was hung on the hat. He had a thick mustache, red hair, a square chin and a huge hooked nose. Hanging around his neck was the golden collar awarded to him by Napoleon, and there were some souvenirs from his time as a cuirassiers.

Although the military uniform was of British style, in order not to discard the original uniform, he chose to wear both French and British uniforms, and modified the colors of the two to look more coordinated.

Most of the time he wore leather boots, carried a pack for camping (twice as much as others), as well as a spare hunting knife, pistol, rhino horn gunpowder can, horn and some simple musical instruments needed for playing military music.

His favorite gun was an exquisite weapon made of oak, metal and ivory, mainly white and supplemented with red, with a golden bayonet, and named her: Libertas

Every night, he hugged her to sleep.



  Hero Positioning:

Hugo is a line infantryman who is proficient in using smoothbore muskets, which means that his ammunition is extremely limited, but his single-shot damage is surprisingly high.

Years of training have made him do more damage and reload faster the longer he stays in one place.

If you hear Hugo playing the Grenadiers' March or the Marseillaise, it is the prelude to a charge. Don't try to shoot at him or stay within sight.





Weapons:

Customized flintlock (Headshot triple damage)

Main attack

Decay distance 30M

Ammunition 1/1 (only one round of ammunition, can be equipment bonus)

Ammunition damage 120 (weapon damage bonus)

Attack speed 0 (what you see after shooting is what you get)

Reload time 5s

Reload speed determines attack speed.

When shooting, in addition to the target of the straight shot being damaged, the enemy within the light melee attack range will also receive 50 gunpowder damage, which is superimposed with the ammunition damage, and the gunpowder damage enjoys soul bonus.

Ammunition causes penetration damage, which can penetrate up to two people for hero units, and the damage received by the second person will be decayed by 50%. There is no upper limit for penetration for non-hero units, and the maximum decay is 20%, which means that a line of candle soldiers can be completely penetrated.






Attributes:

Health value 650HP (high growth)

Health recovery 3.5

Movement speed 5m/s

Sprint speed 4m/s

Endurance 3

Bullet resistance 20%

Soul resistance 0%



Skill 1

Volley fire


Stop moving and enter the charging state, summon several spirit soldiers to the left and right of the hero, and after charging, fire a round of volleys horizontally in front. Each soldier's attack depends on a certain percentage of the hero's bullet damage. Gunpowder damage is also caused at close range. The damage of the spirit soldiers is affected by the bloodsucking effect and will be shared and restored to the hero.

The soldier's shooting trajectory will be offset, and the bullet hit rate is low.

You can fire actively before charging is completed

Skill CD 30S

Number of soldiers 4

Soldier bullet percentage 30% (soul bonus 0.5)

Charging time 2s (summon one every 0.5s, 2s to the maximum, start summoning from the left, no matter how many soldiers there are, the maximum charging time required is still 2s)

1AP

Reduce CD 15s

2AP

The number of soldiers is affected by soul bonus (1 soldier is added for every 30 soul power, and 1 soldier is calculated if greater than 0.75)

5AP

Provide a second row of soldiers, with an initial number of 3 (can be strengthened by soul)

After the first row of soldiers finish shooting, the second row of soldiers will take turns shooting (animation of about 1.5s is required to end two rounds of shooting)


Skill 2

March of Courage


Play the march, and place a line about 2 meters in front of the hero. The side the hero is facing is always the front. When crossing this line and moving forward, you will gain bullet resistance, soul damage resistance, reload speed, movement speed, and recovery speed, but moving backward will be greatly reduced.

The deceleration effect also applies to enemies, who can gain the forward acceleration effect (cannot gain bullet resistance and bullet damage)

Teammate gains 20% bonus and deceleration effect of the hero

Skill CD 75s

Placement distance 2m

Width 10m

Duration of line 7s

Morale effect duration 6s (can be enhanced by soul)

Soul resistance 20%

Movement speed 3m/s

Sprint speed 4m/s

Reload speed 50% (can be enhanced by soul)

Recovery speed 2% (can be enhanced by soul)

Deceleration when escaping 4m/s, deceleration when escaping by yourself will be doubled

Deceleration duration 2.5s

1AP

Increases bullet damage by 40% and bullet resistance by 20%

2AP

CD reduced by 30s

5AP

After crossing, it is allowed to move while using a charging skill, and touching and hitting the enemy will cause a bayonet damage (only one heavy attack value soul damage)


Easter egg:

Randomly play songs such as Grenadiers March or Marseillaise
The basic duration is not enough to play a whole song, but as the skill duration increases, more sections can be played slowly



Skill 3

Manual of arms


Passive skill, when the hero stops moving, his reload speed, bullet damage, and bullet resistance will continue to increase

It will start to increase immediately after stopping moving

Bullet resistance 1%-20%

Bullet damage 1%-30%

Reload speed 1%-60%

Time required to reach maximum gain 5s

After more than 5s, you will be immune to debuffs

Once you move, you will immediately lose all buffs

1AP

Buffs will receive soul bonus (0.1)

2AP

After moving, buffs provide a sticky time of 0.75s, and the sticky time is affected by soul bonus

5AP

Provide bullet blood sucking 1%-100% (reaches the highest within 5s, affected by soul bonus)




Ultimate skill

Reload


A rechargeable skill that immediately completes the weapon's bullet reload. After using it, you will get a stackable buff effect, increase the reload speed, and increase the bullet damage of the next clip.

Skill CD 15s

Reload speed 25%

Next clip bullet damage 20%

Benefit duration 6s

Use interval of rechargeable skills 3s

1AP

CD reduced by 5s

2AP

Cancel the use interval, allowing repeated reloads to quickly stack benefits

5AP

Clip bullets will penetrate three units





Design concept:

This hero's behavior tries to imitate the line infantry of the 18th and 19th centuries, and combines this gameplay with the game content to create a hero that allows players to play as line infantry, has unique mechanisms, and can take into account the balance of the game. (The fantasy of playing as a line infantry and shooting is the dream of many men!)

Hugo's main gameplay is to cause soul damage through close-range muzzle powder attacks, and at the same time use bullets to cause damage to long-range enemies.

Although his bullets are powerful, the disadvantage of the flintlock rifle that cannot fire continuously means that he must carefully consider when to shoot. If he finds a good angle, he can attack up to three people in a straight line at the same time (because the second target penetrated by the bullet has penetration)

Similarly, any enemy who fights Hugo must carefully consider the time to approach Hugo.

Because the close-range muzzle powder damage will be superimposed with the bullet damage, this means that in the early stage, about 170 burst damage will be caused at close range.

Since he has a 20% bullet resistance and his skills can increase this attribute, it is not a wise choice to shoot Hugo at any time.

Once Hugo obtains the first and third skills, those who oppose him will not be able to cheat his bullets by rolling and moving, because the longer Hugo stops, the higher his damage will be, and this damage will be applied to the volley of the first skill, and you will have no way to avoid it. (Even if the volley may not be accurate.)

The use of the first skill can effectively improve Hugo's shortcomings of lack of bullets and super long reload, increase the number of soldiers obtained by souls, and only increase the horizontal attack range. Only when you get a 5AP upgrade, will you increase the straight line damage.

This can effectively solve the problem of rolling everywhere in the early stage, and the skills without sufficient attack range can miss people, and lack of damage in the later stage.

The second skill is a skill with huge risks and benefits. If used correctly, Hugo can take the initiative in pursuit and head-on confrontation.

Especially when the 5AP upgrade is obtained, the player can charge the first skill and move, just like a train charging, and anyone who tries to stand in front will be hit by a large-scale volley (the premise is that the player must obtain the highest level of both skills, which will take at least 20 minutes, so there will be no phenomenon of players being too strong)

In fact, the British Red Coat who played the Grenadiers' March in history, or the French Old Guards who played La victoire est à nous, were both extremely impactful armies. This design is precisely to restore the characteristics of that era.

That is, in the elegant and exciting music, the warriors generously faced death, changed ammunition rhythmically without changing their faces, and defeated all enemies who blocked them shoulder to shoulder.

In some cases, the second skill can be used as an active debuff skill, such as when the hero uses the long-distance jump skill, goes around the enemy's back, and uses it in the direction where the enemy may retreat. Once the enemy intends to retreat, they must face a severe speed penalty, and the pursuer can quickly kill them.

On the contrary, if used incorrectly, it will lead to Hugo's rapid death and may even drag down teammates.

This is why I set the skill's cooldown time so long.

I didn't use it as an ultimate skill because too many game heroes will habitually set their ultimate skills as a one-time move.

So I positioned Hugo's ultimate skill as a rechargeable reload, which solves Hugo's biggest shortcoming, allowing Hugo to have sufficient ammunition, and when you upgrade 2AP, you can also reload four times at a time, so that the bullets in the next clip can get the maximum benefit.

The upgrade of 5AP solves the problem of straight-line output, forcing players not to stay in Hugo's sight.

But at the same time, Hugo's side is very vulnerable. Once he charges, he will enter a stagnation of about 2 seconds. Even if he can end it early, it also means that he loses the ability to counterattack.

The enemy quickly approaches him, and he doesn't reload the bullet or his teammates are nearby, so he can be easily killed.


I can't draw, so I won't update the art design for the time being
 
One of the more complex designs I've seen on here, pretty cool and original. Only real problem I have is with his passive, rewarding a player for standing skill IE doing nothing doesn't sound right on paper to me. Infantry bayonets and canons, maybe trying to work one of those into the design instead of into one of the upgrades would benefit it better (also they seem like theyd have a real problem with last hitting and contesting souls)
 
One of the more complex designs I've seen on here, pretty cool and original. Only real problem I have is with his passive, rewarding a player for standing skill IE doing nothing doesn't sound right on paper to me. Infantry bayonets and canons, maybe trying to work one of those into the design instead of into one of the upgrades would benefit it better (also they seem like theyd have a real problem with last hitting and contesting souls)
Thanks for your reply and question.
I considered incorporating cannons as one of the skills, but I'm not sure what Valve thinks of artillery bombardment weapons. (Because it may be complicated to simulate the effects of 18th century artillery)

So I finally decided to define him as a "soldier" rather than a gunner, and planned to transfer the concept of "cannon" to another hero design positioned as a "gunner general".

Regarding his third skill, yes, the design encourages him to stand still, so that he can make very effective use of bunkers and fog gates.
Because I observed that in the early game, bridges and bunkers played a big role, and candle soldiers would line up in horizontal lines near the bridges.

This means that when playing with Hugo, although you only have one chance to shoot, your bullet penetration characteristics allow you to attack up to three units in a diagonal line at the same time.

And the close-range magic attack caused by the muzzle is range damage.
This means that when he fires, it will cause penetrating damage to the straight line at the same time, which can kill two candle soldiers side by side, and cause melee damage to nearby units.

That is to say, it is indeed difficult for him to compete with the enemy for deny or last hit with bullets, but the melee damage of gunpowder will replace the traditional melee damage, and other heroes cannot shoot and use melee at the same time.

And the melee damage generated by Hugo's gun will not share the CD with his natural melee attack.
This means that you can melee at the same time as firing, causing two stages of melee damage.

I have observed that some heroes rely heavily on melee damage to seize soul balls, and Hugo is one such character.

If you use his weapon properly and continuously create large-scale gunpowder damage at close range, when killed by melee attributes, the candle soldiers will not generate soul balls, and the enemy will not be able to seize them.

If they try to get close to Hugo, they will be instantly damaged by nearly 200. (It may be as high as 250 if you count the immediate melee attack)

In fact, his gunpowder damage (close-range light attack generated when firing) is equivalent to allowing players to shoot high-damage bullets and attack nearby with a large-scale melee attack again.

Sometimes, players want to attack the enemy and kill the candle soldiers at the same time, but they will find that they don’t have enough bullets or they don’t have time to turn.
One solution provided here is to allow players to aim at the enemy while using gunpowder damage to harvest candle soldiers at close range in a large area.

The third skill takes effect immediately, and after upgrading, it will gain a short sticky time that can be strengthened.
If this effect is placed at 1AP, it will be too strong, and at 5AP, it will be too weak.

So I put it at 2AP, just like Kelvin's first skill needs to reach 2AP to cause damage and restore HP at the same time.
Allow players to focus on a certain skill direction to establish a skill system and gameplay style.

If you are not a player who can properly use the third skill, it is recommended to increase the number of bullets, reload speed, or allow QTE to obtain a new magazine as early as possible.
Or you can be a magician, focus on using the first skill, quickly upgrade to 2AP, and use a large number of soldiers to get the last blow and damage the enemy in a large area.

Regarding the bayonet, I forgot to fill in his melee attack. In fact, his melee attack is to use the bayonet to hurt others, but because I want to focus on his identity as a line infantry, I only gave the bayonet damage once during the charge attack of the second skill.

At the same time, I am not sure whether Valve will give each character a unique animation for light and heavy attacks, so I did not design it too deeply and only made a symbolic reservation.

Thanks again.
 
Thanks for your reply and question.
I considered incorporating cannons as one of the skills, but I'm not sure what Valve thinks of artillery bombardment weapons. (Because it may be complicated to simulate the effects of 18th century artillery)

So I finally decided to define him as a "soldier" rather than a gunner, and planned to transfer the concept of "cannon" to another hero design positioned as a "gunner general".

Regarding his third skill, yes, the design encourages him to stand still, so that he can make very effective use of bunkers and fog gates.
Because I observed that in the early game, bridges and bunkers played a big role, and candle soldiers would line up in horizontal lines near the bridges.

This means that when playing with Hugo, although you only have one chance to shoot, your bullet penetration characteristics allow you to attack up to three units in a diagonal line at the same time.

And the close-range magic attack caused by the muzzle is range damage.
This means that when he fires, it will cause penetrating damage to the straight line at the same time, which can kill two candle soldiers side by side, and cause melee damage to nearby units.

That is to say, it is indeed difficult for him to compete with the enemy for deny or last hit with bullets, but the melee damage of gunpowder will replace the traditional melee damage, and other heroes cannot shoot and use melee at the same time.

And the melee damage generated by Hugo's gun will not share the CD with his natural melee attack.
This means that you can melee at the same time as firing, causing two stages of melee damage.

I have observed that some heroes rely heavily on melee damage to seize soul balls, and Hugo is one such character.

If you use his weapon properly and continuously create large-scale gunpowder damage at close range, when killed by melee attributes, the candle soldiers will not generate soul balls, and the enemy will not be able to seize them.

If they try to get close to Hugo, they will be instantly damaged by nearly 200. (It may be as high as 250 if you count the immediate melee attack)

In fact, his gunpowder damage (close-range light attack generated when firing) is equivalent to allowing players to shoot high-damage bullets and attack nearby with a large-scale melee attack again.

Sometimes, players want to attack the enemy and kill the candle soldiers at the same time, but they will find that they don’t have enough bullets or they don’t have time to turn.
One solution provided here is to allow players to aim at the enemy while using gunpowder damage to harvest candle soldiers at close range in a large area.

The third skill takes effect immediately, and after upgrading, it will gain a short sticky time that can be strengthened.
If this effect is placed at 1AP, it will be too strong, and at 5AP, it will be too weak.

So I put it at 2AP, just like Kelvin's first skill needs to reach 2AP to cause damage and restore HP at the same time.
Allow players to focus on a certain skill direction to establish a skill system and gameplay style.

If you are not a player who can properly use the third skill, it is recommended to increase the number of bullets, reload speed, or allow QTE to obtain a new magazine as early as possible.
Or you can be a magician, focus on using the first skill, quickly upgrade to 2AP, and use a large number of soldiers to get the last blow and damage the enemy in a large area.

Regarding the bayonet, I forgot to fill in his melee attack. In fact, his melee attack is to use the bayonet to hurt others, but because I want to focus on his identity as a line infantry, I only gave the bayonet damage once during the charge attack of the second skill.

At the same time, I am not sure whether Valve will give each character a unique animation for light and heavy attacks, so I did not design it too deeply and only made a symbolic reservation.

Thanks again.
you've clearly put a whole lot of thought in both the kit itself and the game plan of the character, least I could do is give you my thoughts on it all :)
 
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