MacHeath (Mack the Knife)

Hawf

Member
Loosely based on the character of the same name from the Three Penny Opera, MacHeath is Shark Man from the New York harbour. He's a smooth talking hit-man for black-market gangs and bootleggers across the city.
Mack Heath sketch.png

Base attack: Throwing darts

1 - Bite: MacHeath takes a massive bite, life-stealing from any targets directly in front of him. takes 50% less health from NPC's. Higher levels increase the health bonus based on the number of targets hit. Even higher levels inflict bleed on the targets.

2 - Tail Whip: MacHeath spins around for a short duration, whacking any targets around him with his tail for small chunks of damage. At higher levels this ability can have a greater radius, duration, and even remove debuffs when cast.

3 - Thirst: Similar to Bloodseeker's passive from Dota 2, MacHeath can sense targets beneath a certain threshold of health. At higher levels MacHeath gains bonus move speed based on lost health from the enemy team. Can always sense any bleeding targets.

4 - Tether Knife: MacHeath throws a homing knife that latches to a target and prevents them from moving a certain distance away from MacHeath, sort of like Grimstrokes ultimate Soulbind. MacHeath however CAN move away from his target at half speed and drag the tethered enemy around, sort of like a lasso.

MacHeath should be able to thrive in large group fights with his Bite and Tail Whip abilities, while also being able to track down individual targets and hold them down for his teammates to help finish them off.
 
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great art and neat concept, but I feel like it doesn't really come together that well because youre trying to have them do too many things at once (both thriving in large teamfights AND tracking down single targets), as well as overcomplicating their abilities by having them be balanced around their upgrades (IE bite having its bleed come from its upgrades) and thirst is kinda underwhelming compared to their other spells.
my suggestion would be to simplify their design by having bite cause bleed by default, moving the heal to thirst and having it function like how it does in dota and changing tail whip from another close range ability to maybe bloodseeker's q, where activating it gives you extra attack speed for the duration, although you could probably come up with something more fitting
 
cool concept and great art (I envy you). but like @Chilla9001 I think his skills don't fit or something like that

( my ideas for change )

take out the "thirst" and put some advancement skill or if you want to keep the "thirst" put an invisibility skill in place of the "Tail Whip" I think it suits the shark theme... more are just my ideas '-'
 
great art and neat concept, but I feel like it doesn't really come together that well because youre trying to have them do too many things at once (both thriving in large teamfights AND tracking down single targets), as well as overcomplicating their abilities by having them be balanced around their upgrades (IE bite having its bleed come from its upgrades) and thirst is kinda underwhelming compared to their other spells.
my suggestion would be to simplify their design by having bite cause bleed by default, moving the heal to thirst and having it function like how it does in dota and changing tail whip from another close range ability to maybe bloodseeker's q, where activating it gives you extra attack speed for the duration, although you could probably come up with something more fitting
tail whip was more of a last minute addition because I couldn't think of anything, I didn't want to rip everything from Bloodseeker but probably better than what he has now. I agree, bleed should be an innate part of bite.


cool concept and great art (I envy you). but like @Chilla9001 I think his skills don't fit or something like that

( my ideas for change )
take out the "thirst" and put some advancement skill or if you want to keep the "thirst" put an invisibility skill in place of the "Tail Whip" I think it suits the shark theme... more are just my ideas '-'
I thought of maybe giving him an invis but worried it'd be too similar to Haze, but maybe something like a mini slark ult.

I shall edit with revisions.
 
tail whip was more of a last minute addition because I couldn't think of anything, I didn't want to rip everything from Bloodseeker but probably better than what he has now. I agree, bleed should be an innate part of bite.



I thought of maybe giving him an invis but worried it'd be too similar to Haze, but maybe something like a mini slark ult.

I shall edit with revisions.
personally, I feel like invis isnt necessary, not every ganker-type character needs to have invis
 
mack heath portrait.pngmack heath sketch 2.png
Additional art

Revised abilities
Base attack: Throwing darts

1 - Bite: MacHeath takes a massive bite, applying bleed to any targets directly in front of him. Higher levels increase bleed duration and reduce cool-down.

2 - Stalk: Briefly shifts into an amorphous cloud of smoke, becoming untargetable (still affected by aoe), gaining bonus move speed and health regen. Cannot attack in this form. Higher levels increase duration, move speed and regen. Player can hit mouse 3 to cancel out of this form at any time. Can by used to catch up and chase down enemies or retreat from heavy fire. Casting abilities immediately ends stalk.

3 - Thirst: Gain lifesteal from any target suffering from bleed and sense targets beneath a certain health threshold through walls. At higher levels MacHeath gains bonus move speed based on lost health from the enemy team. Can always sense any bleeding targets.

4 - Tether Knife: MacHeath throws a homing knife that latches to a target and prevents them from moving a set distance away from MacHeath. MacHeath however CAN move away from his target at half speed and drag the tethered enemy around, sort of like a lasso. Inflicts bleed on impact.

possible adjustment to bleed
instead of just being a regular damage over time function, what if bleed was a really small dot but got worse with player movement.
like a really small bloodseeker rupture. not enough that it's life threatening but enough that it's cumbersome.
 
possible adjustment to bleed
instead of just being a regular damage over time function, what if bleed was a really small dot but got worse with player movement.
like a really small bloodseeker rupture. not enough that it's life threatening but enough that it's cumbersome.
Problem that I see is that cumbersome doesnt exactly mean fun to play against, which is true for Bloodseekers ult too, but there at least its an ultimate with a long cooldown, a basic ability with that effect would be pretty hard to balance I feel
 
not a lot of my ideas are meant to be "good", I'm just throwin stuff out there to see what sticks
 
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