[McGinnis - Ability Change] Replace Spectral Wall to Teleporter

DoMess

New member

Teleporter​

Deploy an entrance teleporter [left click] or exit teleporter [right click]. When deployed, the teleporter will charge up. A hero must stand and wait on top before being teleported. Heroes exiting a teleporter are briefly slowed. Needs to recharge before another hero can be teleported.

Executes enemy heroes standing on an exit when another hero is teleporting out.
Can be destroyed with two Heavy Melee Attacks.


-20% Move Speed
9s Charge Up Time1.5s Slow Duration
16s Recharge Time1.7s Wait Time

125
Reduces charge time by 3s.
Reduces recharge time by 1s.
Requires 1 additional Heavy Melee Attack to be destroyed.
Reduces Slow duration by 0.5s.
Reduces recharge time by 2s.
Slow removed. Teleporters are upgraded, able to be used both ways.
Reduces recharge time by 5s.

... and some other things:
  • Teleporters are placed on the ground/floor only (or anywhere that a turret can be placed)
  • Only 1 entrance and exit are available.
  • Execute damage is placeholder, its just a insta-kill teleport frag.
    - could be something else like normal spirit damage, or an explosion or something lol
  • Only your team can use this teleporter (unless a hero has a mechanic to allow them to bypass this in the future)
  • Can not be used while delivering soul urn
  • Can not be built inside the mid-boss room
  • Can not be built past your current alive friendly objective on that lane
  • Both teleporter types are deployed at maximum distance of 5m. (192 hammer units) (or less) (or could be melee range)
  • When teleporters are destroyed, they drop base 25 souls (can scale up over time if needed)
  • McGinnis should stay at 2 Stamina, as this ability would provide a lot of mobility utility for her & team
  • Could easily speedrun camps + sinners... maybe there should be a damage nerf when exiting?
  • Could make an audible noise when its online/active (and then I guess mcginnis could counter this by holding onto the entrance until needed???)
  • Might need to add anti-heal to avoid just healing your health back at base and teleporting back when it reaches T3, or just remove the upgrade and replace with something else
  • this ability could make Mirage's teleport not be as useful, but could be like a second teleport for himself I guess?
  • i might be inspired by team fortress 2, she does already have sentries and a dispenser
  • the teleporter could look like the tf2 one but just upscaled, the design of it is pretty intuitive, or could be the placeholder until theres a better idea
  • ---
  • wait just had a late night thought what if once you teleport you're blocked from using it for 120-90 seconds​

    • upgraded version is the same

I do want to see the current patch changes of the wall take in effect for a few weeks/months and see how it is (especially with echo shard 4 turrets)
why no wall? because why not!
might work better with the ultimate too, and you can rain down turrets for fun!
also people complain about mis-using the wall so this might make people happy that its not grief-able.

wait what if the name was the McTelly

"An Engineer-bot has appeared! Destroy it before it builds a Teleporter!"
(https://wiki.teamfortress.com/w/images/d/d0/Announcer_mvm_engbot_arrive03.wav)
 
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