gibnewitems
Active member
Using an ability concept from a previous thread of mine (viewable here)
Goal with this concept was to create a hero concept with a pseudo-ability as their alternative fire (right-click for most heroes). Had this concept down on paper for a long time.
I reused Lash's grapple for the 2nd ability. I think it's by far the most fun ability in the game currently, and I don't even play a lot of lash. Should also make it a hell of a lot easier to add to the game (fat chance)
Primary fire: Basic shotgun. Loads shells one at a time and can be interrupted, similar to Abrams. 6/6 with 0.22 spirit scaling on ammo count.
Secondary: Starts charging the steam gauntlet. Plays an old-fashioned air whistle effect from a train once fully charged. Release to send yourself flying. Distance flown depends on charge time (ranging from less than a dash for a tap to greater than a 2 stamina dash jump for a full charge). 9 second cooldown, reset upon kill.
Vitality stats: Low base HP, low health regen, high movement speed, 3 stamina, -8% innate bullet and spirit resist, spirit scaling on sprint speed.
Abilities:
(1) Rock-it: Throws a brick/rock/glass bottle. That's pretty much it. 8 second cd
Upgrades:
1. Now secures like a melee would
2. +50% travel speed
3. +1 charge and enables ability charges
(2) Grapple: Pull yourself through the air towards a target. Using Grapple also resets your limit of air jumps and dashes.
Upgrades:
1. -19s Cooldown
2. +20m Cast Range and gain +6 weapon damage for 10s
3. +20% fire rate to weapon bonus buff
(3) Smash-and-grab: Activate to leap towards an enemy hero and instantly "borrow" an active item. You can pre-mark which items to steal by clicking the item icon on the player's scorecard (same way you ping items currently. enemies can hear if one of their actives is being marked via an audio cue, but cannot see which active is gonna get stolen). 30s CD (only ticks down with no stolen item in slot, 5s if unsuccessful). This ability is replaced by the stolen active for 6 seconds. This ability can be parried to cancel it's effect.
Upgrades:
1. +25% move speed while carrying a stolen item or soul purse.
2. +1 stamina and 1s unstoppable after activating
3. This ability now steals half of the target's unsecured souls! Wait 15 seconds or kill the target to start securing these souls. Stolen souls appear as a separate purse, right next to your own unsecured souls.
(4) Shine: Activates a quick personal shield that grants invincibility but stops all movement. 25s cooldown. 0.5s duration. Charge based. Cooldown only ticks down while out of combat.
Upgrades:
1. +9 spirit after exiting shine
2. Float and maintain horizontal momentum if cast airborne
3. +1 charge
Goal with this concept was to create a hero concept with a pseudo-ability as their alternative fire (right-click for most heroes). Had this concept down on paper for a long time.
I reused Lash's grapple for the 2nd ability. I think it's by far the most fun ability in the game currently, and I don't even play a lot of lash. Should also make it a hell of a lot easier to add to the game (fat chance)
Primary fire: Basic shotgun. Loads shells one at a time and can be interrupted, similar to Abrams. 6/6 with 0.22 spirit scaling on ammo count.
Secondary: Starts charging the steam gauntlet. Plays an old-fashioned air whistle effect from a train once fully charged. Release to send yourself flying. Distance flown depends on charge time (ranging from less than a dash for a tap to greater than a 2 stamina dash jump for a full charge). 9 second cooldown, reset upon kill.
Vitality stats: Low base HP, low health regen, high movement speed, 3 stamina, -8% innate bullet and spirit resist, spirit scaling on sprint speed.
Abilities:
(1) Rock-it: Throws a brick/rock/glass bottle. That's pretty much it. 8 second cd
Upgrades:
1. Now secures like a melee would
2. +50% travel speed
3. +1 charge and enables ability charges
(2) Grapple: Pull yourself through the air towards a target. Using Grapple also resets your limit of air jumps and dashes.
Upgrades:
1. -19s Cooldown
2. +20m Cast Range and gain +6 weapon damage for 10s
3. +20% fire rate to weapon bonus buff
(3) Smash-and-grab: Activate to leap towards an enemy hero and instantly "borrow" an active item. You can pre-mark which items to steal by clicking the item icon on the player's scorecard (same way you ping items currently. enemies can hear if one of their actives is being marked via an audio cue, but cannot see which active is gonna get stolen). 30s CD (only ticks down with no stolen item in slot, 5s if unsuccessful). This ability is replaced by the stolen active for 6 seconds. This ability can be parried to cancel it's effect.
Upgrades:
1. +25% move speed while carrying a stolen item or soul purse.
2. +1 stamina and 1s unstoppable after activating
3. This ability now steals half of the target's unsecured souls! Wait 15 seconds or kill the target to start securing these souls. Stolen souls appear as a separate purse, right next to your own unsecured souls.
(4) Shine: Activates a quick personal shield that grants invincibility but stops all movement. 25s cooldown. 0.5s duration. Charge based. Cooldown only ticks down while out of combat.
Upgrades:
1. +9 spirit after exiting shine
2. Float and maintain horizontal momentum if cast airborne
3. +1 charge