HUNTSMAN - BRAWLER, RELENTLESS, HOOK

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GAMEPLAY SUMMARY
The HUNTSMANS gameplay centres around playing in his extended melee range, interweaving use of your gun between melee combos and ability usage.

Very open to feedback and opinions.

GUN/MELEE/VITALITY
DPS: 55
BULLET DAMAGE: 4.9 (0.158 boon scaling)
BULLETS PER SEC: 1
AMMO: 4
RELOAD TIME: 3
LIGHT MELEE: 50 (1.58 boon scaling)
HEAVY MELEE: 120 (3.7 boon scaling)
FALLOFF RANGE: 10m - 25m

Light Melee Range: 10m radius in front
Heavy Melee Range: 10m in a line
-0.2s time to shoot after melee

HEALTH: 900 (51 boon scaling)
HEALTH REGEN: 1.5
MOVE SPEED: 5m/s
SPRINT SPEED: 2m/s
DASH SPEED: 0.8s
STAMINA: 2
STAMINA COOLDOWN: 4s

SPECTRAL BOLA
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Spectral Bola is HUNTSMANS tool for slowing down enemies to catch up to them to mow them down with melees. Having +1 charge will allow you to throw another bola after your first to stop an enemy from escaping.
The T1 lets it have potential to catch more than 1 enemy to enable team fight potential or fighting multiple enemies at once.
T2 is a big spike in power for preventing enemies from escaping, being a capacitor in utility.
T3 upgrades the damage to let you proc Tankbuster, giving you spirit damage potential.

HOOKSHOT
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Hookshot is a mobility/pick tool that is used to maintain within melee range of enemies. It can be used at the beginning of an engage to catch an enemy out or could be used after engaging to keep an enemy beside you.
Range is not meant to be too far compared to a bebop hook.
Ability cannot proc Tankbuster even with boundless, needing heavy spirit investment to be a reliable damage tool.
T3 makes range more reliable and reloads gun for more combo potential.

DISCIPLINE
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(Hitting multiple enemies in a melee grants stacking shields.)

HUNTSMANS passive that enables his survivability and special effects on heavy melees. Knockback mode can help with further displacing an enemy after using hookshot to push them towards your team, or as a tool to push enemies away to buy yourself time to escape.
Move Speed Reduction mode is used most of the time to keep enemies from escaping from you.
Parrying and Dashes reduce damage you take. HUNTSMANS' dash cooldown is 4 with 2 max dashes at base, allowing for large amounts of damage reduction in fights.
T2 gives him extra mobility to dodge around enemies.

BUTCHER
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This ability is meant to be used when a large amount of enemies ambush you. This ability allows you to grant you a large heal and stun, giving you time to escape.
To function this ability requires Greater Expansion which enhances other parts of his kit (Spectral Bola and Hookshot).
The T3 rids of this ability's main weakness of leaving the HUNTSMAN vulnerable to CC when charging this ability.

BUILD IDEAS
Gun

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QSR on Bola.
Have to imagine kinetic dash would work differently on this hero, as it would give you more ammo by dash jumping (which this hero already wants to do with their dash damage reduction and lower dash cooldown).

Melee
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Alchemical fire amps your melee damage and melees and abilities cause slow, keeping you in alch fire. Crushing fists naturally restores some of your ammo.

Spirit
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Vortex Web would essentially be a second hookshot, letting you bring an enemy back to you after they try to escape. Torment pulse helps to do crazy damage with how much you keep enemies near you.

CLOSING THOUGHTS
Pretty happy with this hero. I think the idea of a melee focused hero who has a short hook (similar to Winter Solider from Rivals) and an ult that forces you to "all in" with an already hyper aggressive close-range hero is fun.
Pretty divisive on how useful the damage reduction on Parry and Dashes would feel. Maybe it would be better if these gave different utility, but it felt cheap to give him Counterspell on a cooldown when that item already exists.

Very open to opinions and feedback.
 

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