[In-Development Hero Feedback/Suggestion] - Wrecker rework suggestions.

Deathqt

New member
To preface, I want to keep the concept of the abilities the same. I will outline the abilities, and propose changes divided in this table. If a Star is used, it means spirit power scaling. These are individual suggestions per ability, not a request for them 'all at once'.
Wrecking Ball: Long range skillshot stun with a chargeup - Inverse of Sevens stun.No longer slows you while holding the boulder, with increased weight to the projectile to cause it to move more predictably. Additional mechanic: Wrecking ball damage is based on momentum and bounces once on geometry, up to 2.2x listed damage.
Upgrade 1: Unchanged
Upgrade 2: +50% Velocity, arc, and range of projectile.
Upgrade 3: Wrecking Ball can now be held while jumping, dashing, sliding, or on a zipline.
Consume: Lane sustain and offensive buff as a reward for proactive playSpirit Scaling increased from *1 to *3. Range and Duration now scales with Spirit Power at a *0.08 and a *0.04 ratio respectively.
Buff reworked to function like Bebops bombs. Gain permanent stacks, dying removes some of them. Maximum cap of 20 stacks.
Upgrade 1: 150*2 Health restored per kill [This helps spread his item prio in the early game and makes him viable in solo lane]
Upgrade 2: Max ammo increased by 1 per stack.
Upgrade 3: Now targets all viable targets within range and deals its damage instantly.
Bio Blast: Short range damage and punish against enemies that get in your faceRange now scales at a *0.16 ratio with spirit power. Spirit Power scaling increased to *1.25 [This lets it proc Mystic Burst in the laning phase by making Mystic Burst bump its damage to 80 as well as giving it lategame viability].
Upgrade 1: It's fine, unchanged.
Upgrade 2: Changed to 30% Fire Rate penalty on target [As to not get obscene with the damage with the new 1.25 scaling]
Upgrade 3: Buffed to 30%
Astral Walk: Long-range mobility and nuke that puts Wrecker into danger.Nothing notably needs changing other than animation, but for the sake of it:
I'd like to see total speed increased during Astral Walk, total channel duration reduced, but damage per second from channeling it increased to keep it around where it is.
Example would be: Double the speed, halve the duration, double the damage gained per second from innate and upgrade 3.
And with that out of the way, there is one final change I'd like to see to Wrecker to help with his very abyssmal healthpool and average everything;
Starts the game with 30 Bullet 70 Spirit Shield, which scales with spirit at a *0.5 and a *0.3 ratio respectively.
Side suggestion: Wreckers gun currently does not fit the overall design of the character. Everything about him is close range, but his gun is medium range.
My suggestion is giving him a sort of Scrap Gun, that fires a slow-ish (Similar to Dynamos pistol) projectile of scrap metal as a slug, giving him a niche in his design from other shotgun or rifle heroes.
I do not have exact damage numbers in mind- But my gut is telling me 3 shots, very high damage, with a decent hitbox, similar to Mirages old pistol hitbox.
Reloads by just shoving a bunch of scrap down the barrel of the gun, similar to TF2s rocket launcher, and that firing it while off the ground propels you in the opposite direction, like the Force of Nature for scout in TF2.
Suggestion from the Wrecker thread in the deadlock discord, quote; "Give Wrecker the flack cannon from Unreal IMO"
Also, give Wrecker his correct wrecking ball animations, he's still using the placeholder.
 
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