[Hero] Takemi - Monk hero with Fist Gun and unique reload gimmick

supremejester28

Well-known member
A monk style hero that uses their fists to throw projectile fists at enemy with a unique gimmick to their reload. My concept for a visual design would be an ixian woman with history in japan and the 7th Moon. Picture examples (she needs to be muscular and strong looking for her lore):
Anessix_icon.webpsakura.png
Abilities:
1. falling-blob.png Shadow Orb (Charges ability): Summon an orb infront of you in a very short range that explodes dealing spirit damage to enemies and healing friendly targets. You can light or heavy melee the orbs to shoot them in a straight line, which will influence the speed of the flying orb.
Some upgrade ideas:
- Anti-heal effect to enemies
-Successful triggering an effect refunds 1 charge
-Orbs stays longer on summon.

2. boot-stomp.pngTiger Kick: Soar through the air forwards at an increased speed. While active, the ability can be pressed to again to land. (To add to some content the ability would have full free mouse control to any side)
-Some upgrade ideas:
-
Landing applies a 70% slow in a small range
-Tiger Kick is counted as an light melee attack
-Reduce CD
-Landing on enemy refunds a Shadow Orb

3.fire-punch.pngCombo Strike: Bullets have a unique attribute depending on the pressed highlighted area.(imagine Active Reload, but as a more elaborate ability). The bullet effects stays until the next reload.
-Weapon: Your bullets do a small aoe damage on hitting an enemy target (think mini pipe from a grenade launcher) and apply melee effects.
-Vitality: Your bullets trigger an increased health regen on the nearest friendly units.
-Spirit: Your bullets trigger an increase of 0.020 Spirit scaling on all nearby friendly units

4.mighty-force.png Flurry: Takemi becomes infused with the shadows. Gains a percentage increase to health points and a single bullet is now counted as two.
-Some upgrade ideas:
-
Ally units around you get a % of the extra hp
-Reduced CD
- Unstoppable effect

Gun: A very short range projectile fists as bullets. Imagine Drifter, but instead of claws, it's martial art punches that are projectiles. The punches have somewhat of a random spray and they are never at the exact spot they've been thrown prior. The hero has very low ammo, so the 3 doesn't feel OP.

Lore: I'm not really a writer, but I do have some ideas. Like for examle, Takemi as an immigrant woman from Japan trying to escape her life as a bodyguard or muscles for the 7th Moon. You can make her a mother that wants to escape the 7th moon and run to america for a better life for her daugher, but years later she finds out the the 7th moon is in the US now. So she wants the summon the Patron to eliminate the 7th Moon and stop running from this dangerous gang. The bio could be a personal letter to her daughter.

Would love to hear your opinions.
 
The hero's concept is great. What about overall stats? Also I didn't understand how the third ability works. Does it trigger just like Active Reload? About effects, do I need to shoot in my teammates in order to apply bonuses to them?
 
The hero's concept is great. What about overall stats? Also I didn't understand how the third ability works. Does it trigger just like Active Reload? About effects, do I need to shoot in my teammates in order to apply bonuses to them?
When you enter the reload stance, you will get 3 different highlighted areas to press your reload again. The pressed highlight area determines the bullet attribute. The highlighted areas would be entire reload UI thingy, but with colors/small icon to indicate the attributes.

You still need to shoot at enemy targets to trigger the effects. Since I don't have anyway to recreat the ability in the client, I think it would either work as an aura effect or an effect based on who's closer to Takemi (with priority for heroes)

Thank you very much!
 
Interesting concept! Here is some feedback.

Ability 1. Is there ever a reason you wouldn't melee the orbs? Otherwise it seems like it should just travel forward by default.

Ability 2. Is this like Holliday air pad level control, or is it more like Slork's leap? I think the level of mobility that Holliday has is very dangerous to give to other heroes.

Ability 3. Triggering melee weapon effects on m1ing seems contrary to what melee and melee items are about. Crushing fists in particular would be really oppressive if an m1 hero could trigger it.

What do you mean by it increases the spirit scaling? The spirit scaling of what?

Ability 4. My impression is that this seems to be a very stat-checky ability. It lacks more active components to it, its just press button to gain buff, which is a bit underwhelming for an ultimate. I would probably change it to alter the behavior of, or better tie into the orbs, as those seem a bit more disconnected from the rest of the kit.


Overall, I definitely like the martial artist theme and the concept for the unique m1. This sort of hero type also seems interesting, I like m1 brawlers.
 
Interesting concept! Here is some feedback.

Ability 1. Is there ever a reason you wouldn't melee the orbs? Otherwise it seems like it should just travel forward by default.

Ability 2. Is this like Holliday air pad level control, or is it more like Slork's leap? I think the level of mobility that Holliday has is very dangerous to give to other heroes.

Ability 3. Triggering melee weapon effects on m1ing seems contrary to what melee and melee items are about. Crushing fists in particular would be really oppressive if an m1 hero could trigger it.

What do you mean by it increases the spirit scaling? The spirit scaling of what?

Ability 4. My impression is that this seems to be a very stat-checky ability. It lacks more active components to it, its just press button to gain buff, which is a bit underwhelming for an ultimate. I would probably change it to alter the behavior of, or better tie into the orbs, as those seem a bit more disconnected from the rest of the kit.


Overall, I definitely like the martial artist theme and the concept for the unique m1. This sort of hero type also seems interesting, I like m1 brawlers.
1. You are right about the first ability. Hmmm. Maybe the longer it stays idle, the damage and healing increases until a set amount? So it would have both a minimum and maximum healing and damage.

2. The 2nd ability is influenced by the Flying Serpent Kick in WoW

3. I was having a hard time to what kind of the Weapon attribute should be, I didn't want it to be boring, but yea my idea might be too oppressive. What about if instead it had the effect of reducing nearby enemy units's crit scale bonus by -0.10 instead of the melee thingy?

Increasing spirit scaling means that any friendly units would get a boost of the spirit scaling of every item and ability if they are in the range of a Takemi during her Spirit attribute.

4. I had issues with the ult in which I was afraid that the gimmick would be to complex for a lot of players, so my initial concept was to make a basic 4 ability. Now I'm not sure what would exactly fit this kit. I would still like to keep the effect of a single bullet being counted as two. Maybe Takemi's 4 can summon a tornado on her that gives dodge to all allies if they are in range of her?
 
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