djbeltz365
New member
Miller
Miller is a Decrepit hunter who’s soul was damned for eternity, binding him to a now-sentient double-barreled shotgun, Betsy. His hunting clothes/gear are disheveled and tarnished with glowing blue (souls) energy. The shotgun floats in mid air next to him, and it has glowing blue barrels leaking blue smoke, and it has intricate glowing blue engravings. While playing, the shotgun sits off to the side of the crosshair. The character is on the other side of the crosshair, so that the shotgun floats where most characters would be.
His kit synergizes around his 3, which generates stacks based on extra ammo (sliding, kinetic, his 1, etc.) and on use (next shot) it shoots essentially a chaining capacitor bolt that damages based on the number of stacks/extra ammo.
The name miller comes from the hunter in Butchers Crossing, a popular western novel. Name, style, lore and theme are free to change and need improvement, however, i think the idea of a floating shotgun and it’s wielder goes well with the zainy and creative character designs in the game.In camera/frame, The shotgun would essentially exist where your character is, with your character being off to the side. this could change as well, but it would be interesting to do something funky with the camera angle and floating shotgun (betsy) There could also be cool telekinetic reload animations, and i also envisioned the gun and blue decals glowing brighter and brighter based on extra rounds fired.
Betsy is a double barreled shotgun with only 2 rounds (not including extra ammo) and a very short reload.
Also, i am not a game dev, and i have no clue about balance. However, i think with the right numbers and possible tweaks/adjustments to his kit and scaling - you could easily balance this character imo
Abilities
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1: Miller activates a temporary energy field that absorbs bullets for betsy. For every bullet absorbed, add 0.5 extra ammo.
Max Extra Ammo per use: 5
Duration: 2s
Cooldown: 25 seconds
T1: Cooldown -7s
T2: +1s duration, +2 max extra ammo
T3: Absored bullets retain their effects when fired as extra ammo (ricochet, toxic, tesla)
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2: Besty blasts the ground and propels Miller towards the crosshair. (generates momentum.) This expels all ammo. The gun really does fire at the ground, so any enemies under you will be hit. This is an extreme skill shot however, as the gun fires at about a 45 degree angle downwards and backwards. Extra ammo does not apply extra damage, but it does increase the power of the blast and thus the momentum generated.
Charges: 1
Cooldown: 12s
T1: +1 charges
T2: Generates a small barrier based on the number of rounds expelled. (10 per round)
T3: Cooldown -4s, and 5hp added to barrier per round expelled)
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3: Passive: Generate stacks by shooting enemies with extra ammo (sliding, kinetic dash, etc.)
On Use: Your next shot includes a burst of energy (gun damage) that chains between targets. damage scales with stacks and spirit scaling.
Max stacks: 5
Base Damage: 60
Damage per stack: 10%
T1: +3 Max Stacks
T2: Energy chain inflicts 3s slow
T3: Energy chain will chain between ALL targets in radius, and +5 Max Stacks
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4: Betsy briefly charges up (2s) and fires all rounds (merged into one piercing bullet) towards the crosshair, dealing the combined full damage of each round (including extra ammo) with minimal falloff. inflicts massive knockback on the enemy (scaling with stacks size and gun scaling)
Cooldown: 60s
T1: Knockback effect is doubled
T2: Charge up/channel time reduced by 50%
T3. Enemies are slowed based on the distance of knockback. (10% slow per meter)
Miller is a Decrepit hunter who’s soul was damned for eternity, binding him to a now-sentient double-barreled shotgun, Betsy. His hunting clothes/gear are disheveled and tarnished with glowing blue (souls) energy. The shotgun floats in mid air next to him, and it has glowing blue barrels leaking blue smoke, and it has intricate glowing blue engravings. While playing, the shotgun sits off to the side of the crosshair. The character is on the other side of the crosshair, so that the shotgun floats where most characters would be.
His kit synergizes around his 3, which generates stacks based on extra ammo (sliding, kinetic, his 1, etc.) and on use (next shot) it shoots essentially a chaining capacitor bolt that damages based on the number of stacks/extra ammo.
The name miller comes from the hunter in Butchers Crossing, a popular western novel. Name, style, lore and theme are free to change and need improvement, however, i think the idea of a floating shotgun and it’s wielder goes well with the zainy and creative character designs in the game.In camera/frame, The shotgun would essentially exist where your character is, with your character being off to the side. this could change as well, but it would be interesting to do something funky with the camera angle and floating shotgun (betsy) There could also be cool telekinetic reload animations, and i also envisioned the gun and blue decals glowing brighter and brighter based on extra rounds fired.
Betsy is a double barreled shotgun with only 2 rounds (not including extra ammo) and a very short reload.
Also, i am not a game dev, and i have no clue about balance. However, i think with the right numbers and possible tweaks/adjustments to his kit and scaling - you could easily balance this character imo
Abilities
_______________________________________
1: Miller activates a temporary energy field that absorbs bullets for betsy. For every bullet absorbed, add 0.5 extra ammo.
Max Extra Ammo per use: 5
Duration: 2s
Cooldown: 25 seconds
T1: Cooldown -7s
T2: +1s duration, +2 max extra ammo
T3: Absored bullets retain their effects when fired as extra ammo (ricochet, toxic, tesla)
__________________________________________
2: Besty blasts the ground and propels Miller towards the crosshair. (generates momentum.) This expels all ammo. The gun really does fire at the ground, so any enemies under you will be hit. This is an extreme skill shot however, as the gun fires at about a 45 degree angle downwards and backwards. Extra ammo does not apply extra damage, but it does increase the power of the blast and thus the momentum generated.
Charges: 1
Cooldown: 12s
T1: +1 charges
T2: Generates a small barrier based on the number of rounds expelled. (10 per round)
T3: Cooldown -4s, and 5hp added to barrier per round expelled)
_____________________________________
3: Passive: Generate stacks by shooting enemies with extra ammo (sliding, kinetic dash, etc.)
On Use: Your next shot includes a burst of energy (gun damage) that chains between targets. damage scales with stacks and spirit scaling.
Max stacks: 5
Base Damage: 60
Damage per stack: 10%
T1: +3 Max Stacks
T2: Energy chain inflicts 3s slow
T3: Energy chain will chain between ALL targets in radius, and +5 Max Stacks
____________________________________
4: Betsy briefly charges up (2s) and fires all rounds (merged into one piercing bullet) towards the crosshair, dealing the combined full damage of each round (including extra ammo) with minimal falloff. inflicts massive knockback on the enemy (scaling with stacks size and gun scaling)
Cooldown: 60s
T1: Knockback effect is doubled
T2: Charge up/channel time reduced by 50%
T3. Enemies are slowed based on the distance of knockback. (10% slow per meter)
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