megamagicmonkey
New member
This is more of a thought experiment than an actual suggestion, of course.
Weapon - Vampire Killer , Range of 15 meters, high damage, rapid attacks, quick reload, 19 shots. Reloads by winding and tightening the whip. Alternate fire, move speed drops significantly and spins the whip in place on their side at extreme attack speed. Unlike most weapons, Vampire killer has a reverse fall-off range doing the bulk of its high damage at 14 and 15 meters. and going down as you get closer. This means keeping Richter in a "sweet spot" to deal optimum damage.
3 starting stamina, slightly slower move speed, good health
Richter does not have an ultimate directly as much as each of his activated skills have an ultimate form as their last upgrade.
Ability 1 - Dagger Toss: Charged ability, 3 charges. Dagger toss fires off a quick dagger that flies straight and deals 25 damage and has weapon scaling. Cooldown 2 seconds, charge rate 10 seconds.
Upgrade 1 - Each dagger slows heroes hit by 50% for 1 second.
Upgrade 2 - Reduces charge rate by 3 seconds and improves weapon scaling.
Upgrade 3 - Can charge for two seconds to activate Knife Barrage. Consumes all charges of Dagger Toss and rapidly throws 7 daggers per charge. Increases Dagger Toss cooldown to 90 seconds when used.
Ability 2 - Holy water: Throw a bottle of caustic holy water in an arc in front of you, breaking upon hitting something and leaving a pool of burning water on the ground. Holy water lasts 5 seconds in a 3 meter radius (spirit scaling) and does 10 spirit damage (spirit scaling) every .25 seconds. Cooldown of 26 seconds.
Upgrade 1 - Holy Water gains 2 seconds to its duration.
Upgrade 2 - Reduces spirit resist by 3% each time it deals damage, stacking up to 10 times.
Upgrade 3 - Can charge for 2 seconds to activate Hydro Storm. Hydro storm rains holy water in a 50 meter radius centered on the point of casting. Hydro Storm does not hit targets under cover. Hydro storm has the same duration, damage, and spirit shredding effect of Holy Water. Increases Holy Water cooldown to 130 seconds when used.
Ability 3 - Acrobatics (passive) Gain 20% increased aerial control and 10% increased dash speed.
Upgrade 1 - Stamina cost of dashing backwards reduced by 66%
Upgrade 2 - Gain 1 additional stamina
Upgrade 3 - Gain air jump and dash an additional time and stamina recovery increased by 10%
Ability 4 - Cross: Toss out a .5 meter radius cross in front of you that travels 20 meters slowing as it reaches its max range before returning to the cast point. The cross deals 120 (spirit scaling) pure damage to heroes it hits each second its in contact with them and half as much to non heroes. Cooldown of 99 seconds.
Upgrade 1 - Targets hit by the cross take 8% more damage from Richter for 7 seconds.
Upgrade 2 - After throwing the first cross, throw a second after 1.5 seconds.
Upgrade 3 - Can charge for two seconds the activate Holy Cross. When the each cross reaches its maximum distance, it remains there for 8 seconds firing 4 rotating beams with unlimited range that deal 65% damage before returning as normal. Increases Cross cooldown to 270 seconds.
So this is silly in a lot of ways, but I think it has some interesting ideas. Your whip is powerful but has a strict sweet spot that Acrobatics will help manage. Backpedaling is a staple of Castlevania so reducing backwards dashes by a large amount feels appropriate and helps control that sweet spot range. Likewise the cross goes a bit further and can hit multiple times of the player is skilled enough. Having a diverse kit of weapons under their belt is of course a Belmont staple and Richter has empowered versions of these sub weapons, but deciding if and when to use them is important since the empowered version lock you out of the ability for a good long while. A lot of these numbers are of course just guess work and some abilities don't necessarily look like what he had in the game (like holy cross), but were an attempt to try and make him work for Deadlock.
Weapon - Vampire Killer , Range of 15 meters, high damage, rapid attacks, quick reload, 19 shots. Reloads by winding and tightening the whip. Alternate fire, move speed drops significantly and spins the whip in place on their side at extreme attack speed. Unlike most weapons, Vampire killer has a reverse fall-off range doing the bulk of its high damage at 14 and 15 meters. and going down as you get closer. This means keeping Richter in a "sweet spot" to deal optimum damage.
3 starting stamina, slightly slower move speed, good health
Richter does not have an ultimate directly as much as each of his activated skills have an ultimate form as their last upgrade.
Ability 1 - Dagger Toss: Charged ability, 3 charges. Dagger toss fires off a quick dagger that flies straight and deals 25 damage and has weapon scaling. Cooldown 2 seconds, charge rate 10 seconds.
Upgrade 1 - Each dagger slows heroes hit by 50% for 1 second.
Upgrade 2 - Reduces charge rate by 3 seconds and improves weapon scaling.
Upgrade 3 - Can charge for two seconds to activate Knife Barrage. Consumes all charges of Dagger Toss and rapidly throws 7 daggers per charge. Increases Dagger Toss cooldown to 90 seconds when used.
Ability 2 - Holy water: Throw a bottle of caustic holy water in an arc in front of you, breaking upon hitting something and leaving a pool of burning water on the ground. Holy water lasts 5 seconds in a 3 meter radius (spirit scaling) and does 10 spirit damage (spirit scaling) every .25 seconds. Cooldown of 26 seconds.
Upgrade 1 - Holy Water gains 2 seconds to its duration.
Upgrade 2 - Reduces spirit resist by 3% each time it deals damage, stacking up to 10 times.
Upgrade 3 - Can charge for 2 seconds to activate Hydro Storm. Hydro storm rains holy water in a 50 meter radius centered on the point of casting. Hydro Storm does not hit targets under cover. Hydro storm has the same duration, damage, and spirit shredding effect of Holy Water. Increases Holy Water cooldown to 130 seconds when used.
Ability 3 - Acrobatics (passive) Gain 20% increased aerial control and 10% increased dash speed.
Upgrade 1 - Stamina cost of dashing backwards reduced by 66%
Upgrade 2 - Gain 1 additional stamina
Upgrade 3 - Gain air jump and dash an additional time and stamina recovery increased by 10%
Ability 4 - Cross: Toss out a .5 meter radius cross in front of you that travels 20 meters slowing as it reaches its max range before returning to the cast point. The cross deals 120 (spirit scaling) pure damage to heroes it hits each second its in contact with them and half as much to non heroes. Cooldown of 99 seconds.
Upgrade 1 - Targets hit by the cross take 8% more damage from Richter for 7 seconds.
Upgrade 2 - After throwing the first cross, throw a second after 1.5 seconds.
Upgrade 3 - Can charge for two seconds the activate Holy Cross. When the each cross reaches its maximum distance, it remains there for 8 seconds firing 4 rotating beams with unlimited range that deal 65% damage before returning as normal. Increases Cross cooldown to 270 seconds.
So this is silly in a lot of ways, but I think it has some interesting ideas. Your whip is powerful but has a strict sweet spot that Acrobatics will help manage. Backpedaling is a staple of Castlevania so reducing backwards dashes by a large amount feels appropriate and helps control that sweet spot range. Likewise the cross goes a bit further and can hit multiple times of the player is skilled enough. Having a diverse kit of weapons under their belt is of course a Belmont staple and Richter has empowered versions of these sub weapons, but deciding if and when to use them is important since the empowered version lock you out of the ability for a good long while. A lot of these numbers are of course just guess work and some abilities don't necessarily look like what he had in the game (like holy cross), but were an attempt to try and make him work for Deadlock.