Ideas for Unique Melee Atacks for Every Hero

Abrams: In curent game only character that reguraly uses Heavy Melee so its strange for him to have 0 unique Melee interactions.

Variants:

1.
His Melee damage scales with Max HP. Simple and logical.
2. Heavy Melee have HP or Spirit power draining effect similar to his first skill.
3. Shoulder Charge damage scales with Melee damage and Heavy Melee after succesful charge becomes Headbut. Less Distance but more Damage, not strange for demonlike Hero to use Horns in combat.

I guess Beboop gonna be Redesigned so there is no reason to suggest anything for Now.


Billy: Almost perfect Melee Hero, i just personaly dont like his Melee animations, they looks so visually unclear and feels Way less impactfull to rest of his kit.

In Ultimate since his Bat is wrapped with Chains it can deal Additional damage, or gain similar Buff after ultimate, like Victors max upgraded ultimate.


Calico: waiting for unique Melee animations.

Leaving Ava/deactivating third skill gives buff for Melee atacks. Maybe deal damage twice for each Melee atack.


Doorman: just fun idea

Slaping Avatar of hero in The Baroness Hotel deals damage. Potentially can be unbalanced in dueling, but it just fun.


Drifter: i think in Theory he is a Melee Hero, but most players build him full gun.

1. Melee Atacks apply Stalkers Mark or only bleeding form Stalkers Mark
2. Melee Atack on enemy with Applyed Stalker Mark becomes Bite. Bite heals and deal more damage. Ancient Killer Vampire can Bite.

 
I like this idea a bunch, I just think they couldn't be too strong as to not coerce players to build melee every time they pick those characters. That said, every ounce of uniqueness they sprinkle into the kits the better and these paired with the animations they seem to be going for would be so cool.
 
Dynamo: already have most fun Heavy Melee animation, but dont have unique effects

Perfect hero for Heavy Melee knockback. Since Dynamo all about physics nothing strange for him to have knockback, and he often played as Support. For supports knockback is great positioning and saving instrument. Knockback must have significant own cooldown.


Gray Talon: waiting for redisign, so suggetions can be outdated.

1. Gray Talon Grabs one of his arrows and stabs enemy in close distance, deal damage of First Skill or consumes 1 change of First Skill. Instrument to damage enemys in close range intead of Aiming Charged Shot.
2. Same Idea but for Third Skill, instead of damaging, Curse enemys in close range to Escape or fight back.


Haze: fights in close range so Unique Melee is great

1. Haze Heavy Melee stabs with Dagger and apply First Skill effect, Enemys under Melee Sleep dont recieve damage from any source expect Haze.
2. Heavy Melee on sleeping targets applyes Fixation stacks, or same effect but After Smoke Bomb Invisibility.


Holliday: goes close range and pulling enemys on close range so Unique Melee is great.

Heavy Melee after Bounce Pad jump have Diagonal Trajectory and deal Additional Stomp damage. Allows to land faster and Atack heroes with flashy Kick from skyes.


Infernus: Melee apllyes Afterburn stacks.


Ivy: Must Use her giant tail in Melee Atacks.

Enemys hitted with Heavy Melee get Kudzu Bomb slow effect and Maybe decreased Kudzu Bomb damage, visuailised as vines from First Skill applyed directly on target. Not stacks with First Skill effects and have unique cooldown per target.

 
Kelvin: as support character i think some kind of cc on Heavy Melee atack is ok

Hitting enemy with Heavy Melee under First skill, Third skill or Ultimate slow cause them to get Rooted for short time with unique cooldown per target.


Lady Geist: Her arm for Melee Atacks is litteraly Evil Spirit so its ok.

1. Tether of Life Drain no need line of sight if its Casted on target that was Marked by Oathkeeper/Heavy Melee.
2.
Melee Atacks apply stacks of Malice/Third Skill
3. Soul Exchange swaps Negative Effect or gaining Big Bonus Use Distance against target that was Marked by Oathkeeper/Heavy Melee.


Lash: Underground Fighter with 0 Melee interactions. Strange.

Ground Strike and Death Slam must have Additional Melee scaling.
Succesful Heavy Melee Lunches Lash into Air or automaticaly cacts Second Skill on target. Lash wants to be mid air so he uses Enemys Faces as Jump Pad.


McGinnis: Unique Melee for saving or supporting.

Succesful Heavy Melee have Spectrall Wall hit effect and/or moves already placed Turrets closer to McGinnis.


Mina: Hitting Enemy with Heavy Melee gives 1 Adiitional Charge of Second Skill, have unique cooldown, shorter range and cant be recasted like main skill. Instrument in desperate situations.


Mirage: for the Djin.

1. Melee atacks can once apply Djin Mark multiplier without interval but goes on unique cooldown per target.
2.
Heavy Melee Apply Second skill effect with lower duration.
 
Mo & Krill: They unique enough to have Unique Melee

1. Melee Atack Damage Scales with Bonus HP
2. All Melee Atacks hit twice. 1 for Mo and 1 for Krill
3. Since Combo/Ultimate in reality Definitely not Combo in my understanding it can be Changed by Adding Melee Atack interaction. Hitting enemy with Melee Atacks apply stack of Combo, after activating Ultimate on target with stacks, ult gets Bonus Duration or Damage for each stack.

Paige: technicaly already have Unique Melee, so i am not gonna suggest anything for now.


Paradox: waititng for her melee animations.

1. Melee Atacks turn some of Targets Secured Souls into Unsecured. Stealing by rewinding money in time.
2. Hitting Heavy Melee does Mini Swap, swap positions with hitted target, have same unique cooldown as Ultimate.


Pocket: Get hit by Magical Suitcase must have Unique Effects.

1. Melee Atacks apply stacks of Barrage.
2. After using Third Skill next Heavy Melee gain additional distance and deal some of Third Skills damage on hit.


Seven: i dont realy like his Light Melee animations, dont know if he gets redesign or model update. But it not stoping him from reaching Apotheosis.

1. Melee Atacks deal Additional Spirit damage that bounces to nearby targets.
2. Hitting Enemy with Heavy Melee have effect of Ultimate Lightning Bolt Strike, has unique big cooldown.


Shiv: Must use his Blades in Melee Atacks.

1. Melee Atacks apply First Skill stacks or consumes 1 stack of First Skill
2. Heavy Melee become Mini Second skill with default Heavy Melee distance, has unique cooldown.
3. Shiv Heavy Melee Deals increased damage based on Third Skill/Passive deferred damage amount.
Heavy Blade strikes covered with his own Blood.

 
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