[Hero] Moth-Man, The Capitalist

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
 
Some refinements I have made:
  • 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.
    1. 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.
 
A guy that plays on greed. Makes it so both teams are more likely to greed. Can be support to help people generate money, but careless playing, they can take your unsecured souls or soul orbs -at a cost - which they can be willing to take at the expense of damage. He will also have a stronger laning phase.

He really could just hide and have someone take the bait.

Also:
Updated design with boon scaling added.
Make it based on difference of unsecured souls. They need to be buying frequently to prevent anyone wanting to greed and kill them - which could be used to set up a bait play by the enemy team (come and take it!).

Perhaps he could have a giant bullet gun so that he can hit both the head and the flame, but requires a pretty good aim?
 
That is what 4 T5 is for. I'm making the players buy the ability to do that.
I mean, even without the 4 T3. That could be something unique to him. Otherwise you're in this weird place of picking between flame or headshot.

Ooo, ooo, what if the bullet comes out the gun, spins for a bit, before going directly in a straight line. Bullet velocity would increase how long it takes "spinning" before firing out, as well as travel speed. Kind of like Touhou bullets. GLOWING Touhou bullets, because he's about flames and light and stuff.
 
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