Morgan - The Cursed Sailor [Hero Concept]

buredom

New member
Hello! So I posted this on Reddit, and after some feedback and some updating, I decided I really wanted to post it here as well!

Meet Morgan!
morgan deadlock update 1.png

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Now I will preface, I have [B]zero idea[/B] on how to make balanced abilities, I just do art, so forgive me if his abilities even after updating aren't too great or might seem too strong. The kit overall really is just a concept, as I put most of my time into making Morgan's design itself.
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Backstory:

Once a sailor, Morgan decided to find some calm and quiet tending a lighthouse off the coast of Montauk Point. Unfortunately a cataclysmic storm washed away the lighthouse and all the keepers stationed there. Morgan survived being swept into the frigid depths the only reasonable way, by making a pact with the first deep sea entity he came across.

Now he's got an evil crab arm that whispers to him at night and is slowly consuming his body, but, he's just chillin'. Maybe a trip into the city would give him some respite from his current predicament.


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Current Kit:
So the original idea for Morgan was a slow shooting, purely supportive tank, someone who'd be aura buffing his allies while running around soaking damage, unfortunately, it became a case of he'd have multiple ways to get himself and his team into a teamfight and well, not be able to do anything once he was in. After some feedback on the reddit and from my friends, we tried to give him things that let him actually be useful and have a fun dive tank feeling to him.

The Light Keeper: Could be a three flare burst with a fairly fast velocity, or a single flair with an extremely fast firing speed/reload rate, alongside an independent alt-fire that acts as a shotgun for him to confirm souls reliably. I liked the rhythm of the flare hitting something, applying the damage and a burn, then after some airtime, detonating and dealing an AOE burn. Maybe with a reduced delay on the flare you could last hit a creep and essentially guarantee a soul with the AOE afterwards, especially with a larger area size. (I think it'd be fun if you shoot a flare into the air that it will "illuminate" the area and reveal enemies, but this is also very silly)

Spectral Anchor: After charging it, you'll launch yourself in an arc in any direction you point at, hitting an enemy on the way will drag them with you, and upon landing, root the enemy. Or colliding with a wall, you'll stun them. If charged to a certain threshold (or as a level up) become unstoppable for a short period. If not charged at all, Morgan will simply slam the anchor on the ground, doing a large radius of damage.

Sea Foam Mist: This is essentially a stim, it will give Morgan a large burst of movement speed as he's channeling it, alongside multiple resistances and a health boost. Allies that follow in the trail, pass through it, or are just in the general smoke area can also get a huge burst of movement speed that will decay shortly after leaving, alongside the same resistances. I think adding on a burst of fire rate and spirit amp that decays during the channel would also make it a stronger ability. Morgan can still shoot during this, but not do any other abilities without cancelling Sea Foam Mist.

Urchin Crash: Morgan hops forward, slamming his claw arm into the ground dealing melee damage in a small area. Hitting an enemy, gives Morgan resistances to spirit and weapon damage, as well as refreshing Urchin Crash, allowing him to recast it. Continuous slams gives extra stacks of resistances. There is a cap to these stacks. At final level up, each slam also gives nearby allies a small portion of the resistances.

Curse Spikes [Passive on Urchin Crash]: Light Melee or Heavy Melee begins applying a stacking cursed bleed, at a certain threshold the bleed can be procced by a burn status to deal extra damage. Someone had mentioned the idea that alongside a stronger melee scaling, that he'd also have a unique melee, being able to hold it longer to bait out parries. I thought the idea was really neat so I'm mentioning it here!

Warding Light: Warding Light is essentially a placeable guardian. The Lighthouse can be used as cover, as it acts as a physical object. The light itself needs LOS of enemies to beam them, so if placed at a door to block someone into a room, it won't attack the enemy. The buffs to nearby allies though, only needs LOS of the base of the lighthouse, as such it should provide buffs regardless. The buffs would include a fire rate increase as well as a slow heal, maybe a cooldown reduction as well? The light beam itself deals a ramping damage and a slow so enemies aren't able to simply ignore it. The lighthouse also spawns a storm around it at the last level upgrade, This storm will then shoot lightning strikes at the ground, but will be telegraphed with glowing red AOE circles.

One of my worries for a lot of these was making him too strong, before he was severely underpowered so I may have gone overboard, but I think as a base, the concepts have some bones!

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Otherwise, this is Morgan, he's a very relaxed and laid-back guy, someone seemingly unburdened by the fact that he's been stuck with an eldritch claw. What could be his wish from the patrons?

Thank you for the people that gave feedback, I'm sure his abilities are still very rough around the edges, but overall, I hope people still find his character as cool as I do!
 
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