Just as a note, I've left some stats unspecified (such as damage and cooldowns) as I don't feel confident in making them even remotely balanced (Not that specified ones would be balanced either) but hey, that's why there's feedback. And maybe there's something to inspire.
Maldict
Cursed, Unmerciful, Spirit
Background
Once a close ally from a young age and member of The Friends Of Humanity, Maldict had a hatred for the paranormal that took the lives of his friends and family one after another.
Highly respected and looked upon by the rest of the inquisition for his exceptional skills and techniques, gaining victory after another over the paranormal threatening humanity.
Another task, another victory he thought as he and his group began their attack on a powerful spirit that had ravaged his home. While the spirit was indeed defeated, it did not come without a price.
As a last ditch of effort, the spirit casted a powerful curse onto Maldict turning him into what he despised.
Now cursed by the powerful spirit, betrayed and hunted by his own kind, Maldict seeks the Patron's assistance to grant him freedom from his curse and return to normal life.
Ability kit
Primary - "Cursed Chains"
Short range, 2-burst heavy hitting chains wrapped around his forearms that deal damage in an X shape in front of him similar to Drifter, though more vertical shape.
Like a whip.
~30 meter range
Secondary - "Cursed Chains"
Slow, short range wide sweep attack. Similar to Yamato's Crimson Slash, though bit narrower.
~15 meter range
Ability 1 - "Encapsulating Ward"
"Target a single enemy to encapsulate them, reducing their fire rate and slowing them."
3.5 second duration
14 meter cast range
-15% fire rate
14 meter tether range (range which it is applied and movement slow is maxed in)
7 meter ability radius (2nd upgrade)
35% movement slow
70% max movement slow (tethered)
Upgrade 1 - additional -15% fire rate
Upgrade 2 - +10 meter cast range, applies the same effects to enemies 7 meters around the target
Upgrade 3 - Targeted enemy will be tethered to Maldict as long as they remain in line of sight, being slowed more as they create distance
Ability 2 - "Binding Chains"
"Launch your chains forwards. Hitting an enemy applies spirit damage, disarm and slows their movement but prevents Maldict from taking new actions while channeling."
"Use ability again to pull yourself and the enemy towards each other as well as to apply spirit damage."
3 second duration
20 meter range
50% movement slow
10 meter self pull distance
5 meter enemy pull distance
Upgrade 1 - +30% bullet lifesteal when pulling.
Upgrade 2 - +10 meter range, +10 meter self pull distance, +5 meter enemy pull distance
Upgrade 3 - Stun enemy on hit for 0.6 seconds
Notes:
- The pull is much like Lash's grapple though much less vertical and more horizontal; an arc.
- Moving backwards heavily reduces the self pull distance.
Ability 3 - "Mark Of Betrayal"
"Enchant your chains, causing each hit to apply stacking spirit resist reduction and cause enemy projectiles and abilities to deal damage to each other."
"Receive healing and move speed bonus whenever affected enemy is damaged by their ally."
"Enemies receive reduced damage and duration from their own abilities."
7 second ability duration
1.5 second debuff duration
3 second buff duration
-5% spirit resist reduction per hit
-25% max spirit resist reduction
Upgrade 1 - Increased weapon damage while ability is active
Upgrade 2 - +1 second debuff duration
Upgrade 3 - Passive: Dealing damage with any ability applies the debuff.
Notes:
- Basically enables friendly fire for affected enemies.
- Objectives are immune to the unique debuff.
- On hit effects/buffs are still applied; Mo & Krill will still heal with their ability 1 even if they only hit allies as example.
- Abilities and items will not deliberately target allies; McGinnis turrets won't aim at their allies or Curse can't be used on ally as examples.
Ability 4 - "Soul Obliterating Flames"
"Set your chains ablaze with cleansing fire and after short delay violently impale all enemies in front."
"Hitting an enemy applies spirit damage-over-time, immobilizes and allows Maldict to move them around."
"Bashing impaled enemies onto walls with enough momentum applies a stun."
"If enemy dies while impaled, they are unable to be revived by Rejuvenator."
0.6 second impale delay
20 meter ability range
4 second ability duration
0.6 second stun duration
-50% move speed while channeling
Upgrade 1 - +30% bullet resist while channeling
Upgrade 2 - +20 meter ability range
Upgrade 3 - No longer reduces movement speed while channeling.
Notes:
- Basically turns the enemies you hit into a kebab stick to wave around.
- Prevents rejuvenator from triggering when killed but does not consume one either. Other revival mechanics such as Victor's ability 4 is still triggered.
- Impaled enemies are still capable of using abilities, items and attack with the exception of movement abilities.
Maldict
Cursed, Unmerciful, Spirit
Background
Once a close ally from a young age and member of The Friends Of Humanity, Maldict had a hatred for the paranormal that took the lives of his friends and family one after another.
Highly respected and looked upon by the rest of the inquisition for his exceptional skills and techniques, gaining victory after another over the paranormal threatening humanity.
Another task, another victory he thought as he and his group began their attack on a powerful spirit that had ravaged his home. While the spirit was indeed defeated, it did not come without a price.
As a last ditch of effort, the spirit casted a powerful curse onto Maldict turning him into what he despised.
Now cursed by the powerful spirit, betrayed and hunted by his own kind, Maldict seeks the Patron's assistance to grant him freedom from his curse and return to normal life.
Ability kit
Primary - "Cursed Chains"
Short range, 2-burst heavy hitting chains wrapped around his forearms that deal damage in an X shape in front of him similar to Drifter, though more vertical shape.
Like a whip.
~30 meter range
Secondary - "Cursed Chains"
Slow, short range wide sweep attack. Similar to Yamato's Crimson Slash, though bit narrower.
~15 meter range
Ability 1 - "Encapsulating Ward"
"Target a single enemy to encapsulate them, reducing their fire rate and slowing them."
3.5 second duration
14 meter cast range
-15% fire rate
14 meter tether range (range which it is applied and movement slow is maxed in)
7 meter ability radius (2nd upgrade)
35% movement slow
70% max movement slow (tethered)
Upgrade 1 - additional -15% fire rate
Upgrade 2 - +10 meter cast range, applies the same effects to enemies 7 meters around the target
Upgrade 3 - Targeted enemy will be tethered to Maldict as long as they remain in line of sight, being slowed more as they create distance
Ability 2 - "Binding Chains"
"Launch your chains forwards. Hitting an enemy applies spirit damage, disarm and slows their movement but prevents Maldict from taking new actions while channeling."
"Use ability again to pull yourself and the enemy towards each other as well as to apply spirit damage."
3 second duration
20 meter range
50% movement slow
10 meter self pull distance
5 meter enemy pull distance
Upgrade 1 - +30% bullet lifesteal when pulling.
Upgrade 2 - +10 meter range, +10 meter self pull distance, +5 meter enemy pull distance
Upgrade 3 - Stun enemy on hit for 0.6 seconds
Notes:
- The pull is much like Lash's grapple though much less vertical and more horizontal; an arc.
- Moving backwards heavily reduces the self pull distance.
Ability 3 - "Mark Of Betrayal"
"Enchant your chains, causing each hit to apply stacking spirit resist reduction and cause enemy projectiles and abilities to deal damage to each other."
"Receive healing and move speed bonus whenever affected enemy is damaged by their ally."
"Enemies receive reduced damage and duration from their own abilities."
7 second ability duration
1.5 second debuff duration
3 second buff duration
-5% spirit resist reduction per hit
-25% max spirit resist reduction
Upgrade 1 - Increased weapon damage while ability is active
Upgrade 2 - +1 second debuff duration
Upgrade 3 - Passive: Dealing damage with any ability applies the debuff.
Notes:
- Basically enables friendly fire for affected enemies.
- Objectives are immune to the unique debuff.
- On hit effects/buffs are still applied; Mo & Krill will still heal with their ability 1 even if they only hit allies as example.
- Abilities and items will not deliberately target allies; McGinnis turrets won't aim at their allies or Curse can't be used on ally as examples.
Ability 4 - "Soul Obliterating Flames"
"Set your chains ablaze with cleansing fire and after short delay violently impale all enemies in front."
"Hitting an enemy applies spirit damage-over-time, immobilizes and allows Maldict to move them around."
"Bashing impaled enemies onto walls with enough momentum applies a stun."
"If enemy dies while impaled, they are unable to be revived by Rejuvenator."
0.6 second impale delay
20 meter ability range
4 second ability duration
0.6 second stun duration
-50% move speed while channeling
Upgrade 1 - +30% bullet resist while channeling
Upgrade 2 - +20 meter ability range
Upgrade 3 - No longer reduces movement speed while channeling.
Notes:
- Basically turns the enemies you hit into a kebab stick to wave around.
- Prevents rejuvenator from triggering when killed but does not consume one either. Other revival mechanics such as Victor's ability 4 is still triggered.
- Impaled enemies are still capable of using abilities, items and attack with the exception of movement abilities.
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