Mortimer - The OSIC's Grim-ish Reaper - [CONTROLLER - DUELIST - FLEXIBLE]

artoriarts

New member
With spiritual energy so haywire and restless, the dead are bound to walk again - ghosts, revenants, zombies, what have you, all walking effects and causes of both spiritual pollution and endless legal complications. Undead himself, and smoking from within with dark incense that snuffs out spirits, Mortimer, one of many in the OSIC's bluntly named Department of Death, works to investigate and deal with anything that muddies the waters between alive and dead. The exact asks of this duty can range from giving restless spirits their proper rites so they may pass willingly, enabling reasonable undead to continue their existence with minimal pollution by providing them the means to reduce their spiritual footprint, or, in the most extreme cases, making the undead simply -dead by force. That last one is his least favorite, but yet also the one he's most exceedingly skilled at, and the one he must employ now on the night-day of the Ritual, sent to investigate the mysterious forces of reanimation it bestows to its participants.
Mortimer-1762558331.png
His kit is meant to be very flexible, allowing him to play a very balanced role in any comp - Ferry allows him to both pull allies to safety, or drag enemies to their doom. Headstone can be used most effectively as cover or a pillar for high ground, but also as a way to block off enemy paths. Death Toll's active component gives him dominance over cover, shooting blind out from his, or routing enemies out from theirs. Death Toll's passive and Kill Contract both let him focus down single targets with extreme efficiency. He is a jack of all trades, and a master of support and kill power.

Notes:
His guns, two pistols - Death & Taxes - fire in a 2-shot burst, one after the other. They have excellent boon scaling.

Ferry is cast like Paradox's Kinetic Carbine, charged for a channel, and then fired off. Its pull is a knockback effect, not 'hard' displace like Bebop's hook.

Death Toll's spirit bells drift out of enemies akin to the souls from troopers, though with more horizontal deviation, and less vertical deviation - The inspiration for it was Iso's Double Tap from Valorant, if that helps visualize the kind of flow it's supposed to have.
Death Toll instances ricochet both shots from a single burst of his guns.

(Okay I have run out of any and all juice for this. I have been working on this for waayyyyy too long bc I only started with a very loose version of Death Toll and Kill Contract and had to build the hero identity from there, and I'm still not quite satisfied with the cohesion there, but it's Good Enough for Now(tm))
(Oh also personality wise. He's the most dead tired 9-5er in the world. Larry from Pokemon levels of Working Man(tm). The ritual is truly just another Tuesday for him.)
 
I think the first ability works as a good supporting ability, and the second is nice, but I think the third and fourth should be reworked. What do you think of death toll becoming his ult, and instead of shooting the bell (the changing targets from the players to the bells would be awkward I think) using the activate procs the existing bell(s)?
 
I think the first ability works as a good supporting ability, and the second is nice, but I think the third and fourth should be reworked. What do you think of death toll becoming his ult, and instead of shooting the bell (the changing targets from the players to the bells would be awkward I think) using the activate procs the existing bell(s)?
Yeah, death toll is actually the ability that the whole idea for him started from (paired with Kill Contract), supposed to be a very unique duelist-oriented thing, but kinda lost the identity as i developed him into more of a support - the target switching was part of the skill expression, the whole gameplay would be building up a tempo flicking between target to target, taxing to do but rewards with high hybrid damage. The coins thing literally just came about bc i like Ultrakill and it fits as a nice active component to a "shoot separate targets" passive lol, but as i added ferry and especially headstone and his design drew away from a dps, I wanted to make the coins more of a cover-buster feature, and so the passive part kinda lost its cohesive identity with the rest of his kit.

I think if i gave him another pass-over, looking back with hindsight, I would remove the passive feature from Death Toll and make it just the coin, but instead of just ricocheting one shot, it stays in place for a duration of time where your entire team can shoot for ricochet around cover, and then maybe give Ferry some extra spice as an engagement tool for him to allow him to act out the dps part of his support dps identity in lieu of the passive.

I would like to hear you explain more about what you mean with making death toll his ult - Like you shoot, 'collect' bells, and then activate them for a big burst of damage? I imagine his ult would have charges or be super low cd in that case... I don't think it quite works for good ol Morty here but I do like that quite a lot, especially if it wasn't just damage that built up but something extra alongside like a self buff or stun or something of the sort that specifically rewarded waiting to pop it at the right time, I'll stash that idea away.
 
I like Headstone
Like I said with the above, I started with Death Toll and everything else came later, but Headstone absolutely became my favorite conceptually after I had thought of it, feels just Useful(tm) from lane to end
 
Back
Top