New Hero Concept: Mylo the Butcher

gustavnis

New member
Mylo the Butcher

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Background Rough size comparison^
This is Mylo. A salamander-amphibian like creature from the slums. Living in poverty, Mylo turned to extreme methods to make a living. With his innate abillity to quickly regenerate limbs and flesh, he started selling his own bodyparts as produce. Over the many years Mylo had grown used to- and even took a liking to the pain.
This earned him the attention of a mysterious demonic entity. A deal was proposed, a regular sacrifice of flesh for the power of the entity. Eager for a permanent customer, Mylo gladly agreed to the deal.

Gun
As you may have noticed Mylo has no 'gun'. Instead the spectral eye in front of his forehead is the gun equivalent for Mylo. It functions similar to Bebop's lazer gun, except it's much closer range and hits in a wider area. The firing animation looks like a continuous beam, starting from the enemy target and swirling into the spectral eye. Yes, the entity is trying to eat their soul.
The reload animation is naturally a slow blink of the eye.
Of course for game rule reasons it still deals bullet damage and works off of orange items in the shop.


Abilities
Far chop
Passive
Mylo's melee damage is increased when the cleaver is in his hand. But if the cleaver is on the ground or on cooldown, his melee damage is reduced instead.

Active
Mylo throws his cleaver through the air, dealing damage. Upon hitting the ground or a wall, it gets stuck. The cleaver stays on the ground until the ability is pressed again or until Mylo runs too far away. The cleaver is recalled towards Mylo with the power of the entity, dragging across the ground and dealing damage in its path. Once it reaches Mylo, he picks the cleaver back up, and it goes on cooldown.

T2 upgrade: When stuck in the ground, the power of the entity causes spectral matter to appear in a puddle around the cleaver, slowing enemies. The cleaver recall also draws a line of slowing spectral matter where it slid.


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Sacrifice
Passive
Self-inflicted damage temporarily increases Mylo's health regen and spirit.

Active
Sacrifice some flesh. Deals x damage to self and creates a spectral aura around Mylo. Slowing nearby enemies movement and fire rate. T2 also lowers spirit resist.



Hook up
Mylo uses a meathook to grab an enemy in melee range, allowing him to drag the enemy around for a period of time. The enemy can still shoot their gun but only in a 180° cone behind Mylo.


Greater Sacrifice (Ultimate)
A longer animation, intended to be used out of combat.
Spectral candles light up around Mylo as he chops
off his tail and sacrifices it to the entity. Deals x damage to self. Boosts nearby allies (not Mylo) with spirit shield and cooldown reduction for a duration. Enhances Mylo's gun with more damage and deals purely spirit damge for a duration.
Once the the ability is off cooldown Mylo's tail will have regrown.
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Visual of the spectral eye power up^

Conclusion
The idea is for Mylo to be a diverse debuffer and support for his team. Oppresive in close combat, making it hard for enemies to escape.
I created Mylo as a character a long time ago but never really did anything with him. Once I saw that Deadlock was taking suggestions for new heros I realized that he's a perfect fit for deadlocks world. And so I adapted his design and abilities for deadlock and I really like how the ideas came out.

What do you think of Mylo? Would you like to see him in deadlock? Would you play him?
Thanks for checking it out!
// Gustav Nisbel
 
The first ability, and the visual design seem amazing. The gun seems okay, but the idea of a wider bepop laser seems absurd for soul grabbing.
Sacrifice seems a bit lame. Only two abilties here trigger it, the health regen feels like it's just mitigating the cost you paid, and the spirit is fine I guess. The AOE slow aura isn't too bad, but it requires you to get in close, which is the main time you might consider self damaging a questionable plan. Risk can be fun, but I feel like that ability isn't something I'd enjoy.
The drag is interesting, setting your opponents camera to spin around like that will be a little jarring.
Cutting off your tail and sacrificing it visually sounds cool, but I would prefer the effect to be more cohesive. Instead of it doing two things, an aoe buff, and transforming your gun, make them work together, like during this time your gun damage causes nearby allies to gain spirit shield, or have it put weak, autotracking versions of your gun on your allies with the shield until the shield breaks. Basically a floating eye appears above their head that works like a mcginnis turret until their spirit shield breaks. Something to make it feel more like one good ability than two okay ones.
 
The first ability, and the visual design seem amazing. The gun seems okay, but the idea of a wider bepop laser seems absurd for soul grabbing.
Sacrifice seems a bit lame. Only two abilties here trigger it, the health regen feels like it's just mitigating the cost you paid, and the spirit is fine I guess. The AOE slow aura isn't too bad, but it requires you to get in close, which is the main time you might consider self damaging a questionable plan. Risk can be fun, but I feel like that ability isn't something I'd enjoy.
The drag is interesting, setting your opponents camera to spin around like that will be a little jarring.
Cutting off your tail and sacrificing it visually sounds cool, but I would prefer the effect to be more cohesive. Instead of it doing two things, an aoe buff, and transforming your gun, make them work together, like during this time your gun damage causes nearby allies to gain spirit shield, or have it put weak, autotracking versions of your gun on your allies with the shield until the shield breaks. Basically a floating eye appears above their head that works like a mcginnis turret until their spirit shield breaks. Something to make it feel more like one good ability than two okay ones.
Hey! It's fun to get some feedback.

On the gun. I don't think it would be an issue to have a character that's good at securing souls at close range really.

About the Sacrifice ability. The idea is that the self damage is a price you pay upfront for a health regen that heals more than the health you invested over time. So long the health regen you get out of it is good enough it wouldn't feel very lame I don't think.
Mylo is a close range character so the fact that you need to get in close to use the slow aura shouldn't be an issue, especially since his gun is also close range. As for losing health when in close combat, yeah that's not the ideal situation to use it. Rather you'd use it before going in to a fight. I can see your concerns on this one but if balanced well it shouldn't be an issue I think.

The hook. I see what you're saying with the camera spin, and it's a good catch. There'd have to be a lot of testing to see if it can work.

The ult. I really like your feedback on this one. Again, like with the sacrifice ability I want it to be an ability you use before going into the fight. But I do like the idea of the other idea for a team buff. Maybe instead, There could be a large aura around Mylo after using the ult and powering up. The aura would grant any allies a small spectral eye that shoots a weak projectile along with their gun, dealing spirit damage. Or as you said, making them shoot automatically at nearby allies. I also like the idea of Mylo's gun damage charging up spirit shield for nearby allies as well.
 
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