MULLIGAN - The Golfer

mikro236

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MULLIGAN
PRECISION / DISRUPTOR / GOLF

Mulligan is a golf champion with a unique kit designed around melee and physics interactions that adds golfing mechanics to Deadlock.

STATS​

mulligan_stats.png

Weapon: "Cold Iron"​

Burst Fire / Medium Range
An enchanted golf club that shoots golf tees.

ABILITIES​

1 - Fore!​

mulligan_ability_1.png

Fore! is a powerful melee attack that sends enemies flying into the air, similar to Bebop's Exploding Uppercut. It can also be used for hitting balls created by your second ability. Targets are launched based on the charge amount. The knockback force of a fully charged swing scales with spirit power.

Notes:
  • Heroes receive only half the knockback force compared to troopers and balls.
  • The swing can be held at full charge indefinitely, though your movement speed is slowed and you can't jump or dash while holding it.
  • The predicted trajectory of the nearest valid target is shown as an arc in the air while charging the swing.
mulligan_fore_arc.png

2 - Lucky Ball​

mulligan_ability_2.png

With this ability, you can place down a golf ball on a tee (roughly the same size as the ball in the hideout) and then hit it to send it flying, causing an explosive shockwave where it lands. The higher you hit the ball, the greater the speed of impact, thus the greater the damage. Your move speed is also increased whenever you are moving toward one of your balls.

hideout_ball.png

Notes:
  • The ball can only be moved by your own melee attacks, including Fore!, or by touching a jump pad.
  • Balls can bounce to potentially cause multiple shockwaves.
  • Minimum impact speed to cause a shockwave or stun is 9.9m/s. Minimum impact speed to knock enemies away with T2 upgrade is 14m/s.
  • "Impact velocity" is calculated based on the ball's velocity perpendicular to the surface it collides with. For example, a ball that hits the ground at a shallow angle would do less damage than landing from directly overhead.
  • Placing a new ball when the Max Balls limit has been reached will destroy the oldest ball.
The chart below shows an estimate of how high and far a ball would travel on flat terrain before landing when launched at a 45 degree angle at different velocities, and the resulting damage:

Launch V (m/s)Height (m)Distance (m)Impact V (m/s)Damage
102.5510.27.10 (Below threshold)
145209.979.2
2010.240.814.1112.8
3022.991.821.2169.6
4040.8163.228.3226.4

3 - Bunker​

mulligan_ability_3.png

A pretty simple trap that slows enemies in its radius. Can also be used to stop your balls from rolling away.

4 - Par For the Course​

mulligan_ability_4.png

Mulligan's ultimate is a golfing minigame side-quest that challenges you to shoot your ball into a hole somewhere on the map. The "hole" appears as a flagpole with a circular scoring zone at the bottom, and does not actually affect the shape of the terrain. It can be placed at one of 18 preset locations on the minimap, one at each lane objective.

mulligan_ult_placement.png

Notes:
  • When a hole is active, any balls you place are assigned a score value determining the souls and spirit power they will award based on their distance from the hole.
  • Any balls that already existed when the hole is created are assigned a score based on their current position.
  • The amount of souls and spirit power a ball will award is shown on the ball similar to how dropped souls appear.
  • The first hit on each ball does not count toward the score penalty.
  • The bonus weapon damage and explosion damage from T2 and T3 upgrades also scale with the reward percentage.
  • The hole lasts until a ball is scored in it or until a new hole is created.
In theory, hitting a hole-in-one from a distance of at least 300 meters would grant you the full reward of 1500 souls and 15 spirit power, but achieving this would be very difficult. Estimating the "par" for different distances in practice would depend greatly on the conditions of the terrain.

The chart below shows the rewards for various distances and stroke counts. I'm sure this would take a lot of in-game testing to balance so feel free to take these numbers with a grain of salt:

Distance (m)StrokesSoulsSpirit Power
10015005
10024504.5
2001100010
20029009
20038008
3001150015
3002135013.5
3003120012
3004105010.5
 

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I think you've really got something going with the 1st and second abilities. Big fan of the general design space. The 3 and 4 I think need reworked. I would put the golf ball ability as the 1 and Fore as the 3 to fit what kind of abilities normally fit in each slot, then I'd think of a suitable 2 which helps surviving in some way, such as a mobility option.

I don't like how the ult doesn't seem to interact with enemies. What if it instead you select an enemy, and after a delay (like seven stun) they are shoved into a hole where they have a small hitbox like Mo in Burrow, and that's the hole that you need to knock the ball in to do high damage and gain a permanent stack of power.

That way the enemy is trying to put himself in a hard to hit spot for the hole.
 
I think you've really got something going with the 1st and second abilities. Big fan of the general design space. The 3 and 4 I think need reworked. I would put the golf ball ability as the 1 and Fore as the 3 to fit what kind of abilities normally fit in each slot, then I'd think of a suitable 2 which helps surviving in some way, such as a mobility option.

I don't like how the ult doesn't seem to interact with enemies. What if it instead you select an enemy, and after a delay (like seven stun) they are shoved into a hole where they have a small hitbox like Mo in Burrow, and that's the hole that you need to knock the ball in to do high damage and gain a permanent stack of power.

That way the enemy is trying to put himself in a hard to hit spot for the hole.
I put Fore! as the 1 since that's where melee damage abilities are typically placed (Bebop, Billy, Drifter). His 2 does provide mobility with the bonus move speed, but maybe you're right about the lack of survival options.

I like your suggestion for the ult, I think I'll come up with a better idea for it.
 
I put Fore! as the 1 since that's where melee damage abilities are typically placed (Bebop, Billy, Drifter). His 2 does provide mobility with the bonus move speed, but maybe you're right about the lack of survival options.

I like your suggestion for the ult, I think I'll come up with a better idea for it.
The melee ability pattern is fake. Drifter and Billy have theirs as their 1s because their 2 gives mobility and their 3 is a passive or activated passive. Bebop's kit is probably a little misordered but it's because of order of activation of his abilities, hook bomb punch.

Calico's melee is her 2, as it's also her movement.
Viscous's melee damage is his 3, because it's a displacement option.
 
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