matterbabydeluxe
Member
Sharkey would be a semi-tanky brawler whose goal is to isolate targets and target them. His 3 could be used to rocket jump. His gun would be a moderate rate semi-automatic pistol with medium range.
(Ability 1) Grape Shot: Sharkey throw a small-radius (~4 meter) grenade that explodes after a short delay (2 seconds.) Grenade attaches to enemies or surfaces hit. Enemies caught in the radius will be bounced up briefly with movement disabled* (~.5 seconds) and lit on fire for 2 seconds.
(Ability 2) Hit the Deck!: A medium range dive that inherits momentum from dodge rolls. At the end of dive Sharkey swings his arm sideways, knocking enemies away perpendicular to the dive. Knocked away enemies lose 8% gun and spirit resist for 4 seconds.
(Ability 3) Cannonball Punch!: Sharkey charges up a punch by holding down the button. The punch knocks enemies away and if it collides with a flat-surface will send Sharkey away. The range, damage and force of the punch increases while charging(Maximum charge is reached after 1.5 seconds.) A fully charged punch applies movement slow to enemies hit and counts as a heavy-melee. The initial range of this ability is slightly longer than a light-melee, and the full charge range would match a heavy -melee.
(Ability 4) Captain's Arsenal: Sharkey pulls out a cannon-ball, replacing his gun. Cannonballs explode on contact, and leave behind a small column of fire. This ability has 2 base charges and can be activated/de-activated early.
Talents (I'm mentioning this separately because who knows if these ideas even work in practice.)
Grapeshot talents: 1) +1 second burn duration, 2) -cooldown 3) +.5 second knock-up duration and silence for knock-up.
Hit the Deck! talents: 1) increased radius of swipe 2)+20% gun and spirit resist during hit the deck! 3) spell immunity during hit the deck and - cooldown
Cannonball punch! talents: 1) +1 charge 2) +movespeed for 3 seconds after starting charge 3) +damage and gain a barrier per enemy hit
Captain's Arsenal talents: 1) direct hits cause movement slow 2) +damage and + fire radius 3) +3 charges
*Disabled movement as in stamina usage and movement abilities, characters could still air-strafe
(Ability 1) Grape Shot: Sharkey throw a small-radius (~4 meter) grenade that explodes after a short delay (2 seconds.) Grenade attaches to enemies or surfaces hit. Enemies caught in the radius will be bounced up briefly with movement disabled* (~.5 seconds) and lit on fire for 2 seconds.
(Ability 2) Hit the Deck!: A medium range dive that inherits momentum from dodge rolls. At the end of dive Sharkey swings his arm sideways, knocking enemies away perpendicular to the dive. Knocked away enemies lose 8% gun and spirit resist for 4 seconds.
(Ability 3) Cannonball Punch!: Sharkey charges up a punch by holding down the button. The punch knocks enemies away and if it collides with a flat-surface will send Sharkey away. The range, damage and force of the punch increases while charging(Maximum charge is reached after 1.5 seconds.) A fully charged punch applies movement slow to enemies hit and counts as a heavy-melee. The initial range of this ability is slightly longer than a light-melee, and the full charge range would match a heavy -melee.
(Ability 4) Captain's Arsenal: Sharkey pulls out a cannon-ball, replacing his gun. Cannonballs explode on contact, and leave behind a small column of fire. This ability has 2 base charges and can be activated/de-activated early.
Talents (I'm mentioning this separately because who knows if these ideas even work in practice.)
Grapeshot talents: 1) +1 second burn duration, 2) -cooldown 3) +.5 second knock-up duration and silence for knock-up.
Hit the Deck! talents: 1) increased radius of swipe 2)+20% gun and spirit resist during hit the deck! 3) spell immunity during hit the deck and - cooldown
Cannonball punch! talents: 1) +1 charge 2) +movespeed for 3 seconds after starting charge 3) +damage and gain a barrier per enemy hit
Captain's Arsenal talents: 1) direct hits cause movement slow 2) +damage and + fire radius 3) +3 charges
*Disabled movement as in stamina usage and movement abilities, characters could still air-strafe