Hero Kit + Lore Idea: Miller

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)
 
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I should have mentioned - the stacks/extra ammo maxes with reload. Lets say you shoot your first two rounds and then slide, and shoot 4 more rounds. your charge is now 4 stacks, and it will not change until the ability is used. you cannot keep adding stacks from different mags.
 
I like the idea of a character and their floating gun alot!
I think the passive should be a bit broken because it sounds very cool. Like i see you have it synergize with bullet absorption ability but then it feels weird reading that the passive itself doesn't have any ability to grant extra ammo and bonus dmg effect (or allow the ability to grant extra ammo on a %based of spirit dmg dealt) cuz I feel like youre cooking something cool here! Or maybe to have it have a chance to return bullets to the mag on hit; assuming it has a very small mag right so the idea is to keep ammo up without reloading so as to encourage being aggro (sorta like billy goat and getting melees!)- small mag, maybe a slow reload, but tradeoff is a solid gun dmg without having to invest much into gun?
I think their 2nd ability should grant a large amount of extra ammo if it hits someone (becasue its a skillshot like you said). What do you think is 'Extra ammo' becasue maybe this is where I am confused. Is extra ammo when the mag reads 15/10 (just random example) OR is it when more ammo is added to a magazine before triggering a reload?
Anyway super fun concept you have!
 
the floating gun reminds me of the trophy hunters tricorn from risk of rain 2 and now I want him to have a cowboy hat to complete the look

the floating gun reminds me of the trophy hunters tricorn from risk of rain 2 and now I want him to have a cowboy hat to complete the look
lets make it happen
I like the idea of a character and their floating gun alot!
I think the passive should be a bit broken because it sounds very cool. Like i see you have it synergize with bullet absorption ability but then it feels weird reading that the passive itself doesn't have any ability to grant extra ammo and bonus dmg effect (or allow the ability to grant extra ammo on a %based of spirit dmg dealt) cuz I feel like youre cooking something cool here! Or maybe to have it have a chance to return bullets to the mag on hit; assuming it has a very small mag right so the idea is to keep ammo up without reloading so as to encourage being aggro (sorta like billy goat and getting melees!)- small mag, maybe a slow reload, but tradeoff is a solid gun dmg without having to invest much into gun?
I think their 2nd ability should grant a large amount of extra ammo if it hits someone (becasue its a skillshot like you said). What do you think is 'Extra ammo' becasue maybe this is where I am confused. Is extra ammo when the mag reads 15/10 (just random example) OR is it when more ammo is added to a magazine before triggering a reload?
Anyway super fun concept you have!
extra ammo is any bullets fired before reloading, excluding your base mag size. if you have 2 ammo, then you slide and shoot 3 times while sliding, you now have 3 stacks. the extra ammo isnt the resource, the stacks are. you use 1, sliding, kinetic dash, etc.) to add “extra ammo, and every extra bullet that hits an enemy generates a stack for your 3. the only way to reset stacks after a magazine is to use the 3.

an in game example:
You have 2 max rounds in your magazine. you pop your 1 ability and absorb 3 ammo, you now have 3 extra rounds. you slide into an enemy, shoot them twice while sliding, then shoot your additional 3 extra ammo (from your 1). lets say you hit every shot before you reload. 2 of those shots were base mag, and 5 were extra ammo. you have 5 stacks. if you do the same thing again, it doesnt add. once you generate the stacks they are a locked number until you use them. you can store them, but they slowly decay. So you slide and use kinetic again, you still have the same stacks from before. you have to pop ur 3 to regenerate your stacks.
 
lets make it happen

extra ammo is any bullets fired before reloading, excluding your base mag size. if you have 2 ammo, then you slide and shoot 3 times while sliding, you now have 3 stacks. the extra ammo isnt the resource, the stacks are. you use 1, sliding, kinetic dash, etc.) to add “extra ammo, and every extra bullet that hits an enemy generates a stack for your 3. the only way to reset stacks after a magazine is to use the 3.

an in game example:
You have 2 max rounds in your magazine. you pop your 1 ability and absorb 3 ammo, you now have 3 extra rounds. you slide into an enemy, shoot them twice while sliding, then shoot your additional 3 extra ammo (from your 1). lets say you hit every shot before you reload. 2 of those shots were base mag, and 5 were extra ammo. you have 5 stacks. if you do the same thing again, it doesnt add. once you generate the stacks they are a locked number until you use them. you can store them, but they slowly decay. So you slide and use kinetic again, you still have the same stacks from before. you have to pop ur 3 to regenerate your stacks.
the main idea of the whole kit is that your 1 (and any items you buy) (AND sliding) generates extra ammo in some way, shape or form. Any ammo (excluding your base mag) that hits an enemy generates a stack for your 3. Its almost like billy and vyper combined could build for sliding with burst fire and movespeed/stamina items, or you could find other ways to give extra ammo (kinetic dash, crushing fists, maybe reduced cooldown on your 1). I hope a dev sees it and likes it :) thank you for being interested
 
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