HyperNoxious
New member
Intro:
I'm usually the type that loves creating characters in these types of games because I find it to be a nice, stressfully-relaxing creative outlet, but I truly wanted to get a feel for the game, abilities, how heroes fit into a team, and made sure I had a pretty good knowledge of the game's themes, setting, and mechanics before attempting to make something, and I honestly feel like I've cooked with this one. If there's any questions, feel free to ask. I'm sure I've missed explaining something as well as I could have.
This all started with the idea for a hero that had a large "Health Barrier" and could target allies to grant them a Barrier that would go on top of their current Health Pool. I figured it wouldn't count as healing(so it wouldn't be boosted by Healing Booster or countered by Healing-Reduction).
I'll just temporarily refer to this hero as "Shelly" because I picture them being a Turtle themed member of the Tunnel Rats.
Lore:
They were a originally a Surfer that got caught in an Oceanic Maelstrom that caused them to get turned into a Turtle-Person Cryptid, after many months of only moving around at night to avoid the harsh gazes of humanity, Shelly eventually found their way to a sewer exit that drained into the ocean. Spending time scavenging in those dank depths of the city, they got acquainted with the Tunnel Rats, and they accepted them for who they are, but that doesn't mean Shelly accepts themself. They want their life back, and maybe from the aid of a Patron, their wish can come true. Oh how they miss the golden sun beaming down as they surf the waves.
Shelly's purpose in a team would be a tanky support. Mystically granting a Health-scaling "Shell" of Health Barrier, and granting buffs to themself as well as allies that are also protected by the Shell. Displacing enemies with Whirlpools, hiding in their shell, and unleashing their seafoam flavored wrath upon the enemies. Shelly will return to a normal life. They have to.
Weapon:
Weapon Description- I'll be honest, I don't know too much about guns, but I think a slingshot style weapon could be cool, flinging little explosive pellets or something. The reload would be swapping out a sack of ammo. Or maybe there could be no reload, but instead time between shots could be pretty long, and ammo increasing items could increase Fire rate by some small percentage.
Ammo- 18-20(if doing the ammo sack idea)
DPS- somewhere between 65-75
Vitality:
Base Health- 625
Regen- 1(increased to 3 after acquiring Defender's Shell)
Bullet Resist- 10%
Spirit Power Resist- 0%
Move Speed- 6m/s(Increased to 8m/s after acquiring Defender's Shell)
Sprint Speed- 0m/s
Ability 1) Whirlpool:
Duration- 6s
Cooldown- 32s
Radius- 6.5m
Description- Target a location on the ground, any enemy within range gets slowly dragged towards the center of the Whirlpool as they take damage. (This doesn't stun or interrupt, just a slow pull towards the center that can be walked out of)
Damage- 55 DPS
T1> Increase the radius by 2.5m
T2> -14s Cooldown
T3> Friendlies standing in the Whirlpool gain 10% increased ability cooldown reduction.
Ability 2) Defender's Shell:
Duration- Infinite self duration, 12s or until the barrier is depleted for allies.
Cooldown- 25s
Range- 15m
Description- Gain a 100 Health Barrier. Use to Recharge your Health Barrier(self cast) or Grant an ally a Health Barrier. Targets protected by the Shell gain various benefits. (+2 Health Regen, +2 m/s Move Speed) Barrier amount scales with Shelly's Bonus Base Health. (Whatever the bonus base health of Shelly is, gets added to the Defender's Shell)
T1> -10s Cooldown
T2> Increase bonus Base Health by 20%
T3> When you cast on an ally, you recharge 50% of your own Barrier, and friendly Barrier duration is extended by 25s
This is just how I imagine the Health Barrier looking in-game. Once the Ability is obtained, Shelly would have a permanent Health Barrier Bar there, and even when depleted, the buffs to Regen and Movement Speed would remain. The only ones that lose it are allies when it expires or gets depleted by an enemy.
Ability 3) Tuck & Cover!:
Duration- 3.5s
Cooldown- 28s
Description- Tuck yourself inside your shell, cleansing debuffs and becoming CC Immune, but unable to move. Press again spin-dash forward 5m, escaping early.
T1> -16s Cooldown
T2> After Escaping, gain +3m/s Move Speed for 8s
T3> +1s Duration, heal for 25% of maximum HP if you stay Tucked inside for the full duration.
Ability 4) R.I.P. Tide:
Duration- 16s
Cooldown- 130s
Range- 18m
Description- Water pools around you in a large radius, granting 35% Bullet and Spirit Lifesteal and Armor, and 3m/s Move Speed to yourself and allies within line of sight of you. You deal 35% more damage to enemies caught in the R.I.P. Tide.
T1> +27m Radius
T2> -50s Cooldown
T3> Enemies in Range take 20 DPS
Thanks for reading, I had the idea for a "Health Barrier" either hero ability or item while I was at work, then I got home and spent.. many hours.. typing this up. I hope you enjoyed reading and/or got inspiration of your own from anything I've written up.
I'm usually the type that loves creating characters in these types of games because I find it to be a nice, stressfully-relaxing creative outlet, but I truly wanted to get a feel for the game, abilities, how heroes fit into a team, and made sure I had a pretty good knowledge of the game's themes, setting, and mechanics before attempting to make something, and I honestly feel like I've cooked with this one. If there's any questions, feel free to ask. I'm sure I've missed explaining something as well as I could have.
This all started with the idea for a hero that had a large "Health Barrier" and could target allies to grant them a Barrier that would go on top of their current Health Pool. I figured it wouldn't count as healing(so it wouldn't be boosted by Healing Booster or countered by Healing-Reduction).
I'll just temporarily refer to this hero as "Shelly" because I picture them being a Turtle themed member of the Tunnel Rats.
Lore:
They were a originally a Surfer that got caught in an Oceanic Maelstrom that caused them to get turned into a Turtle-Person Cryptid, after many months of only moving around at night to avoid the harsh gazes of humanity, Shelly eventually found their way to a sewer exit that drained into the ocean. Spending time scavenging in those dank depths of the city, they got acquainted with the Tunnel Rats, and they accepted them for who they are, but that doesn't mean Shelly accepts themself. They want their life back, and maybe from the aid of a Patron, their wish can come true. Oh how they miss the golden sun beaming down as they surf the waves.
Shelly's purpose in a team would be a tanky support. Mystically granting a Health-scaling "Shell" of Health Barrier, and granting buffs to themself as well as allies that are also protected by the Shell. Displacing enemies with Whirlpools, hiding in their shell, and unleashing their seafoam flavored wrath upon the enemies. Shelly will return to a normal life. They have to.
Weapon:
Weapon Description- I'll be honest, I don't know too much about guns, but I think a slingshot style weapon could be cool, flinging little explosive pellets or something. The reload would be swapping out a sack of ammo. Or maybe there could be no reload, but instead time between shots could be pretty long, and ammo increasing items could increase Fire rate by some small percentage.
Ammo- 18-20(if doing the ammo sack idea)
DPS- somewhere between 65-75
Vitality:
Base Health- 625
Regen- 1(increased to 3 after acquiring Defender's Shell)
Bullet Resist- 10%
Spirit Power Resist- 0%
Move Speed- 6m/s(Increased to 8m/s after acquiring Defender's Shell)
Sprint Speed- 0m/s
Ability 1) Whirlpool:
Duration- 6s
Cooldown- 32s
Radius- 6.5m
Description- Target a location on the ground, any enemy within range gets slowly dragged towards the center of the Whirlpool as they take damage. (This doesn't stun or interrupt, just a slow pull towards the center that can be walked out of)
Damage- 55 DPS
T1> Increase the radius by 2.5m
T2> -14s Cooldown
T3> Friendlies standing in the Whirlpool gain 10% increased ability cooldown reduction.
Ability 2) Defender's Shell:
Duration- Infinite self duration, 12s or until the barrier is depleted for allies.
Cooldown- 25s
Range- 15m
Description- Gain a 100 Health Barrier. Use to Recharge your Health Barrier(self cast) or Grant an ally a Health Barrier. Targets protected by the Shell gain various benefits. (+2 Health Regen, +2 m/s Move Speed) Barrier amount scales with Shelly's Bonus Base Health. (Whatever the bonus base health of Shelly is, gets added to the Defender's Shell)
T1> -10s Cooldown
T2> Increase bonus Base Health by 20%
T3> When you cast on an ally, you recharge 50% of your own Barrier, and friendly Barrier duration is extended by 25s
This is just how I imagine the Health Barrier looking in-game. Once the Ability is obtained, Shelly would have a permanent Health Barrier Bar there, and even when depleted, the buffs to Regen and Movement Speed would remain. The only ones that lose it are allies when it expires or gets depleted by an enemy.
Ability 3) Tuck & Cover!:
Duration- 3.5s
Cooldown- 28s
Description- Tuck yourself inside your shell, cleansing debuffs and becoming CC Immune, but unable to move. Press again spin-dash forward 5m, escaping early.
T1> -16s Cooldown
T2> After Escaping, gain +3m/s Move Speed for 8s
T3> +1s Duration, heal for 25% of maximum HP if you stay Tucked inside for the full duration.
Ability 4) R.I.P. Tide:
Duration- 16s
Cooldown- 130s
Range- 18m
Description- Water pools around you in a large radius, granting 35% Bullet and Spirit Lifesteal and Armor, and 3m/s Move Speed to yourself and allies within line of sight of you. You deal 35% more damage to enemies caught in the R.I.P. Tide.
T1> +27m Radius
T2> -50s Cooldown
T3> Enemies in Range take 20 DPS
Thanks for reading, I had the idea for a "Health Barrier" either hero ability or item while I was at work, then I got home and spent.. many hours.. typing this up. I hope you enjoyed reading and/or got inspiration of your own from anything I've written up.