A new take on the character concept created by FabianBanu. (search Moth man to find his submission.) I reworked the abilities to have functionality in combat. Judge by the concept instead of the numbers as they are educated guesses at what balance would look like.
I really like this design, this seems like a very fun character to play and mess around with. Also lends itself to a set up trap with honeypot or a creative outplay to heavy punch.
Love to try this hero. Feel like a good way to balance out the 4 passive would be a slow and hard to aim gun. Otherwise, would feel unfair for carrys who farm really well just to get punished too hard
Swap Honeypot 1 and 5 AP. Increase the increase to 15%.
Put upgrades where they can meaningfully help the player.
Swap Alluring Flame 1 and 2 AP.
Utility before damage give reason for non-Flame builds to buy in early.
Sold on Soul 5 AP now: 0.25 stacks on headshot.
Remove niche interaction on a niche ability and replace with one that give greater usage.
Fire of life 5 AP wording change: crit to headshot.
Increases synergy with items in a small but meaningful way.
Considering
Give Honeypot base damage and reduce soul damage scaling.
100 spirit power makes a 200 large ball deal 500 damage which seems a bit extreme. This requires AP5 and about 300 unsecured to happen. And what happens if the player has more?
Currently thinking (35+0.25 per spirit) base and (0.75+0.01 per spirit) per soul.
The decision to change is dependent on if large bursts of damage are infrequent/costly enough for this to not be concerning. Would need in game testing.