cam.corvid
New member
The idea is that charterers with a design that seems as if it may effect the function of the user's melee or their kit would function well with a melee, then they would have extra functionality. It would make sense to me that the extra functionality would be tied to the ability that most reflects the design. Let us first look at Bebop, as I think his design already has this type of functionality planned.
If Bebop were to take his "Knockup" ability, then were he to use a fully charged melee the enemy hit with the melee is knocked back slightly. This would put the "boosted melee" on cooldown (which could scale with the level of the ability or with cooldown items). This knockback effect could be replaced with any number of things. Because of the spikes onn Bebop's left "hand" it could cause a bleed effect, or there could be a short stun. (Longer then current melee stun but not by much)
Let us look at Lady Geist next. Her "boosted melee" would be tied to her life-steal ability. It would allow her to steal a small ammount of health with each melee, starting at 5% and ending at 10-11% scalling with the ability level (5/7/9/11) and stacking with melee lifesteal. Though it may require her default melee damage be tuned down slightly.
Next let's look at Shiv. It makes thematic sense that when he punches, he would have a knife. So lets tie his "boosted Melee" to his throwing knives. As long as he has one throwing knife up and ready, and he uses his charged melee, he stabs the enemy causing another stack of bleed. This would of course either break one of his knives, or put the "boosted Melee" on cooldown.
Another Hero that could use this "boosted melee" attack could be Wraith, tied to her throwing cards. If she were to attack with her "boosted melee" off cool-down and she has no cards currently being charged, nothing would change. Instead, the boost would come when the card itself is on cooldown; the higher the charge of the card the more damage the boosted melee would do. This would restart the the charge of the card, eating the cooldown as a resource. It could scale linearly or at 10% intervals, capping out at 90% charge.
Another Hero that could benefit from this treatment could be Viscous. If the 'boosted melee" and "goo-ball" is off cool-down and Viscous hits with a full charge, then a small goo puddle would be left under the victim of the melee.
If Bebop were to take his "Knockup" ability, then were he to use a fully charged melee the enemy hit with the melee is knocked back slightly. This would put the "boosted melee" on cooldown (which could scale with the level of the ability or with cooldown items). This knockback effect could be replaced with any number of things. Because of the spikes onn Bebop's left "hand" it could cause a bleed effect, or there could be a short stun. (Longer then current melee stun but not by much)
Let us look at Lady Geist next. Her "boosted melee" would be tied to her life-steal ability. It would allow her to steal a small ammount of health with each melee, starting at 5% and ending at 10-11% scalling with the ability level (5/7/9/11) and stacking with melee lifesteal. Though it may require her default melee damage be tuned down slightly.
Next let's look at Shiv. It makes thematic sense that when he punches, he would have a knife. So lets tie his "boosted Melee" to his throwing knives. As long as he has one throwing knife up and ready, and he uses his charged melee, he stabs the enemy causing another stack of bleed. This would of course either break one of his knives, or put the "boosted Melee" on cooldown.
Another Hero that could use this "boosted melee" attack could be Wraith, tied to her throwing cards. If she were to attack with her "boosted melee" off cool-down and she has no cards currently being charged, nothing would change. Instead, the boost would come when the card itself is on cooldown; the higher the charge of the card the more damage the boosted melee would do. This would restart the the charge of the card, eating the cooldown as a resource. It could scale linearly or at 10% intervals, capping out at 90% charge.
Another Hero that could benefit from this treatment could be Viscous. If the 'boosted melee" and "goo-ball" is off cool-down and Viscous hits with a full charge, then a small goo puddle would be left under the victim of the melee.