SingularityMaw
Member
Hello. Trying out putting numbers for the sake of readability. This concept is likely too strong, considering the thematic. Anyway, here is the English Version:
A Fate's Tale: This concept is based on a character mentioned in Viscous and Fathom's backstories.
Appearance: A light blue, surprisingly undersized jellyfish, has 10 tentacles tipped with hooks. 5 orange orbs float within his gelatinous body in a "U" shape. These orbs count as headshot hitboxes, but the three closer to the center have up to 20% Headshot Critical damage Reduction.
Stat-line:
[Health: 530 +30/Boon +3.5/Spirit] [Health Regen: 3]
[Spirit Resist: -7%] [Bullet Resist: -7%]
[Move Speed: 7.7 m/s] [Sprint Speed: 1m/s]
Woe o' war: Burst Fire(+1 bullet/10 Fire Rate), Projectile, Close range.
[Bullet Damage: 8+0.80 per boon] [Bullet per sec: 5]
[Bullet Velocity: 498-8 m/s] [Fall-off Range: 13m-15m] [Bullet lifetime: 1 sec]
[Ammo: 24] [Reload Speed: 2.82 s]
1- Saltwater Cuts
[2 Charges, 1.5s] [Cooldown: 25s]
Draw a 9m line from your center to your crosshair. After 1.5s, the line slashes the area and deals 80+0.8x Spirit Damage. Enemies struck by two slashes have -15% Spirit Resist for 5s.
2- Presence
[Radius: 13m] [Toggle: 1.2s lockout] [Lose 1% max Health/s]
Lose health per second, but steals 30% of all healing received by nearby enemies.
3- Deep's Policy
[Range: 6 Meters] [Splash: 3m] [Cooldown: 28s]
Deal Light Melee Damage to enemies in front of you and push them away. If they collide with a wall, they take +30 bonus Bullet Damage and are slowed by 30% for 3s. You can push your weapon's bubbles an additional 3m, resetting their bullet velocity and fall-off while dealing their Damage in a Splash close to a collided enemy or wall.
4- Abyssal Leviathan
[Range: 7m] [Radius: 25m, locked] [Duration: 7 seconds] [Cooldown: 130s]
Passive: You gain 1% model size and 1.5% resists per Ability Point spent.
Active: Reach out in front of you, teleporting you and an enemy hero to the Depths for a duration. This large arena is isolated from the world, and there is only you and your target. While within this arena, you receive 20% Fire Rate, 5% Spirit and Bullet resist, 5% hero size and 10% Health. If you kill your target within the arena, this ability's duration is permanently increased by 1.3s.
Feel free to respond, will check regularly.
A Fate's Tale: This concept is based on a character mentioned in Viscous and Fathom's backstories.
Appearance: A light blue, surprisingly undersized jellyfish, has 10 tentacles tipped with hooks. 5 orange orbs float within his gelatinous body in a "U" shape. These orbs count as headshot hitboxes, but the three closer to the center have up to 20% Headshot Critical damage Reduction.
Stat-line:
[Health: 530 +30/Boon +3.5/Spirit] [Health Regen: 3]
[Spirit Resist: -7%] [Bullet Resist: -7%]
[Move Speed: 7.7 m/s] [Sprint Speed: 1m/s]
Woe o' war: Burst Fire(+1 bullet/10 Fire Rate), Projectile, Close range.
[Bullet Damage: 8+0.80 per boon] [Bullet per sec: 5]
[Bullet Velocity: 498-8 m/s] [Fall-off Range: 13m-15m] [Bullet lifetime: 1 sec]
[Ammo: 24] [Reload Speed: 2.82 s]
1- Saltwater Cuts
[2 Charges, 1.5s] [Cooldown: 25s]
Draw a 9m line from your center to your crosshair. After 1.5s, the line slashes the area and deals 80+0.8x Spirit Damage. Enemies struck by two slashes have -15% Spirit Resist for 5s.
[Tier 1: Line width equals half your size]
[Tier 2: +0.2 Spirit Power scaling]
[Tier 3: +1 charge, three slashes also apply -15% Bullet Resist]
[Tier 2: +0.2 Spirit Power scaling]
[Tier 3: +1 charge, three slashes also apply -15% Bullet Resist]
2- Presence
[Radius: 13m] [Toggle: 1.2s lockout] [Lose 1% max Health/s]
Lose health per second, but steals 30% of all healing received by nearby enemies.
[Tier 1: +2 Radius, multiplied by size]
[Tier 2: +4 Spirit Damage per 2 Health Regen]
[Tier 3: Gain 5% Healing Amplification per second, maximum of 30%]
[Tier 2: +4 Spirit Damage per 2 Health Regen]
[Tier 3: Gain 5% Healing Amplification per second, maximum of 30%]
3- Deep's Policy
[Range: 6 Meters] [Splash: 3m] [Cooldown: 28s]
Deal Light Melee Damage to enemies in front of you and push them away. If they collide with a wall, they take +30 bonus Bullet Damage and are slowed by 30% for 3s. You can push your weapon's bubbles an additional 3m, resetting their bullet velocity and fall-off while dealing their Damage in a Splash close to a collided enemy or wall.
[Tier 1: +2 range and Splash]
[Tier 2: -16s Cooldown]
[Tier 3: 2 additional tentacles after 1s, each dealing 25% Damage]
[Tier 2: -16s Cooldown]
[Tier 3: 2 additional tentacles after 1s, each dealing 25% Damage]
4- Abyssal Leviathan
[Range: 7m] [Radius: 25m, locked] [Duration: 7 seconds] [Cooldown: 130s]
Passive: You gain 1% model size and 1.5% resists per Ability Point spent.
Active: Reach out in front of you, teleporting you and an enemy hero to the Depths for a duration. This large arena is isolated from the world, and there is only you and your target. While within this arena, you receive 20% Fire Rate, 5% Spirit and Bullet resist, 5% hero size and 10% Health. If you kill your target within the arena, this ability's duration is permanently increased by 1.3s.
[Tier 1: +2s arena duration]
[Tier 2: +18 Health Per Boon]
[Tier 3: Can teleport multiple enemies, receiving 20% bonus statistics per additional hero]
[Tier 2: +18 Health Per Boon]
[Tier 3: Can teleport multiple enemies, receiving 20% bonus statistics per additional hero]
Feel free to respond, will check regularly.