Jersey Devil hero pitch

"In 1899, a woman had twelve children, and after discovering she was pregnant for the thirteenth time, she cursed the child in frustration, declaring, "Let the child be the devil!". During the first Maelstrom, the child would be born. The child, though born normally, immediately grew wings, a tail, and claws after birth and flew out to the Pine Barrens. 50 years later; the 2nd Maelstrom begins. The child, now known as the Jersey Devil, has come to partake in the ritual." - A Fate's Tale


The Jersey Devil is a prowling hunter that tries to finish targets off quickly and avoids long skirmishes. The Jersey Devil hungers not for the flesh of its victims, but for their Fear. This is a very rough and basic concept. The folklore and mythologies surrounding cryptids has always fascinated me and I think there are quite a few that would make fun includes into deadlock. From very well known creatures like Moth Man, Chupacabra, Dover Demon, and of course The Jersey devil. To more obscure cryptids like The Sandown Clown, The Blob Monster of Kinderhook, and the Cactus Cat. (Go look that up)

It would make my heart sing with joy to see any cryptids make their way into deadlock. So here is my rough pitch for a Jersey Devil.



BASIC KIT RUNDOWN​


Instead of a firearm the creature slowly spews a toxic bile. Functioning similarly to Viscous alternate fire. A large projectile that explodes in a small radius. Dealing a portion of its damage as damage over time. Alternatively, it could be a short ranged breath attack, a dark fume cloud that deals damage rapidly. Similar to Jormungandr's basics from Smite. Allowing it to farm camps with ease.


Ability 1 - Stalk

The Jersey Devil enters a predator's stance, lowering itself close to the ground and becoming invisible to targets not within 15 meters. It's movement speed is slowed and can activate the ability again to perform a leap. The leap does melee damage and afflicting the target with a slow. The range of being able to spot the Jersey Devil shrinks based on spirit power. Building spirit = harder to detect.

The 1st upgrade for Stalk grants normal movement speed during the first phase of the ability.
The 2nd upgrade makes the ability have a lower CD and provides an attack speed stim upon leaping and hitting the target.
The 3rd ability now makes Stalk always active. Improves the spirit scaling on the vision requirement.

Ability 2 - Devour

The Jersey Devil opens its giant mouth and consumes a non-hero target, instantly killing it. Only consumes on targets below 50% HP. Granting a heal equal to the maximum hp of the target, and a small buff to its stats. This ability has 1 charge at base.

The 1st upgrade for Devour now allows the ability to have charges.
The 2nd Upgrade for Devour now allows it to target heroes, executing them at 10%. When a hero is killed by Devour, the Jersey Devil gains an amount of gold statue buffs equal to half the heroes boons.
The 3rd upgrade for Devour grants +1 charge and instantly consumes non-hero enemies regardless of their current HP.

Ability 3 - Intensifying Hunger

Passive ability that accumulates attack speed over time as long as it isn't attacking. While actively attacking this stat boost rapidly decreases. At base it can get 40% stored attack speed. This attack speed buff also buffs melee speed. The scaling of attack speed that can be stored scales with boons.

The 1st upgrade to Intensifying Hunger adds a flat +5 weapon damage to all weapon attacks made with the attack speed buff.
The 2nd upgrade slows down how fast the stored attack speed is depleted.
The 3rd upgrade causes your stored attack speed to refresh on hero kill.

Ability 4 - Cacophony

In a cone in front of the Jersey Devil, it releases a hellish scream that causes all targets in the radius to be afflicted with Fear, targets afflicted with fear lose control of their character and immediately start running away from the Jersey Devil. The Fear duration lasts 0.8 seconds at base. The scream itself does no damage.

The 1st upgrade for Cacophony causes feared targets to lose a % of their resists
The 2nd upgrade increases the duration of fear from 0.8 seconds -> 1.5 seconds
The 3rd upgrade allows Cacophony to be cast while under the effects of CC, and grants unstoppable for 5 seconds.


SUMMARY & BONUS INFORMATION​


The Jersey Devil's basic gameplay flow is ideally steal enemy farm with Devour and lurk in their jungle waiting to jump an enemy and quickly finish them. While also being hard to detect thanks to Stalk. If the Jersey Devil is successful enough in its gameplay loop of devouring its enemy it can transition from an assassin to a terrifying carry. As a small note, maybe allow Stalk to let the Jersey Devil enter the tunnels. As for its wings, perhaps giving it a bit of lower gravity, similar to Celeste or Ivy would help sell that feel.

I've attached various depictions of the Jersey Devil, however I know Valve has amazing creative ingenuity and could create something completely new as a depiction for the legendary folklore creature.

Thank you guys again for making an amazing game that I love. I hope you enjoy the concept.
 

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