Decency
New member
I put together a hero design for a committal combo based initiator that draws heavily from Dota's Earth Spirit. Something that feels lacking in Deadlock currently are durable low cooldown initiators, a staple of the genre that allow you to reliably and frequently probe an enemy team's strength in an area, looking to start fights. Other heroes along these lines are Tusk with Snowball, Clockwerk with Hookshot, and Primal Beast with Onslaught- all of which help allow them to play with tempo and make repeated moves early on into the game.
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Weapon: Revolver, 7 shots. Very high damage, good falloff, slow ROF, reloads one bullet at a time (like Abrams)
Key Stats: High health regen, high sprint speed, low movespeed, low stamina. Bullet resist scales with boons.
1: Bat - Bat something to push it, damaging it and units it contacts. If a batted enemy hits terrain, they take bonus terrain collision damage. Distance sent is based off a sweetspot in center of Bat range (~1.3m-1.7m away) which sends target at max speed and distance; otherwise distance is reduced based on amount offcenter. Bat can be parried. Confirms troop Orb on terrain collision kill. Alt cast targets allies only.
[20s cooldown, heavy melee bat damage, 60 hit damage, 60 terrain damage, 0-3m range, 8m-16m push]
* T1: -8s cooldown
* T2: +90 hit damage
* T5: Gains 3.0x AP scaling on terrain damage
* AP scaling: none until T5
2: Log Cannon - After a 0.6s windup (allowing minor aim adjustment), blast yourself parabolically in the facing direction and angle. Stop at the first enemy hero collided with: they are damaged, bounced into the air, and have their movement and parry disabled. Fully immune during windup; immune to disabling effects but not damage while traveling. Can cast spells while traveling.
[16s cooldown, 80 + 1.2x AP damage, 20m range, 0.8s lift duration]
* T1: +0.4s lift/disable duration
* T2: +100 damage
* T5: -9s cooldown
* AP scaling: damage
3: Thorns - Pull entangling Thorns out of a wall towards you, covering a conal shape. Enemies touching Thorns are damaged and slowed. Enemies propelled at speed into Thorns are stopped and stunned.
[32s cooldown, 50 dps, 24m cast range, 1m radius/4m length thorns, 20% slow (0.5s linger), 1.5s stun duration]
* T1: +20% slow
* T2: -16s cooldown
* T5: Slowed enemies are also Silenced
* AP scaling: thorn size
4: Photosynthesis - Empower your next cast ability, granting it double ability range. Charge based.
[48s cooldown, 6s recharge, 8s duration]
* T1: Instantly reload weapon on first enemy hero hit
* T2: +1 Charge
* T5: Halve cooldown of empowered ability on first enemy hero hit
* AP scaling: none
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For a basic weapon, the premise here was to give the hero solid poke with a deagle-like revolver, allowing him to apply weapon and skillshot pressure from range before committing on potential openings with the traditional Roll+Smash combo. There's no innate weapon scaling here, so any weapon builds should require playing from ahead. There is cooldown reduction, though, and a lot of it: on every spell and also the ultimate's T5. With the basic ability T5's my goal was to provide build flexibility, allowing the choice of, respectively: heavy damage, rapid maneuverability, or silence.
Silence is strong and less availabile in Deadlock, so requiring reasonable investment to unlock it seemed necessary. This caused the third spell to evolve into more of an area denial tool, with interesting physical scaling in 3D. Since the hero's lategame teamfight power shifted there, and since ultimates are unlocked early the ultimate became the playmaker ability: a charge can be spent on an ability to double its range. Some ganks demand target separation, some reach, some control: this allows emphasis to be placed during fights as best required.
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Niloak
Weapon: Revolver, 7 shots. Very high damage, good falloff, slow ROF, reloads one bullet at a time (like Abrams)
Key Stats: High health regen, high sprint speed, low movespeed, low stamina. Bullet resist scales with boons.
1: Bat - Bat something to push it, damaging it and units it contacts. If a batted enemy hits terrain, they take bonus terrain collision damage. Distance sent is based off a sweetspot in center of Bat range (~1.3m-1.7m away) which sends target at max speed and distance; otherwise distance is reduced based on amount offcenter. Bat can be parried. Confirms troop Orb on terrain collision kill. Alt cast targets allies only.
[20s cooldown, heavy melee bat damage, 60 hit damage, 60 terrain damage, 0-3m range, 8m-16m push]
* T1: -8s cooldown
* T2: +90 hit damage
* T5: Gains 3.0x AP scaling on terrain damage
* AP scaling: none until T5
2: Log Cannon - After a 0.6s windup (allowing minor aim adjustment), blast yourself parabolically in the facing direction and angle. Stop at the first enemy hero collided with: they are damaged, bounced into the air, and have their movement and parry disabled. Fully immune during windup; immune to disabling effects but not damage while traveling. Can cast spells while traveling.
[16s cooldown, 80 + 1.2x AP damage, 20m range, 0.8s lift duration]
* T1: +0.4s lift/disable duration
* T2: +100 damage
* T5: -9s cooldown
* AP scaling: damage
3: Thorns - Pull entangling Thorns out of a wall towards you, covering a conal shape. Enemies touching Thorns are damaged and slowed. Enemies propelled at speed into Thorns are stopped and stunned.
[32s cooldown, 50 dps, 24m cast range, 1m radius/4m length thorns, 20% slow (0.5s linger), 1.5s stun duration]
* T1: +20% slow
* T2: -16s cooldown
* T5: Slowed enemies are also Silenced
* AP scaling: thorn size
4: Photosynthesis - Empower your next cast ability, granting it double ability range. Charge based.
[48s cooldown, 6s recharge, 8s duration]
* T1: Instantly reload weapon on first enemy hero hit
* T2: +1 Charge
* T5: Halve cooldown of empowered ability on first enemy hero hit
* AP scaling: none
----
For a basic weapon, the premise here was to give the hero solid poke with a deagle-like revolver, allowing him to apply weapon and skillshot pressure from range before committing on potential openings with the traditional Roll+Smash combo. There's no innate weapon scaling here, so any weapon builds should require playing from ahead. There is cooldown reduction, though, and a lot of it: on every spell and also the ultimate's T5. With the basic ability T5's my goal was to provide build flexibility, allowing the choice of, respectively: heavy damage, rapid maneuverability, or silence.
Silence is strong and less availabile in Deadlock, so requiring reasonable investment to unlock it seemed necessary. This caused the third spell to evolve into more of an area denial tool, with interesting physical scaling in 3D. Since the hero's lategame teamfight power shifted there, and since ultimates are unlocked early the ultimate became the playmaker ability: a charge can be spent on an ability to double its range. Some ganks demand target separation, some reach, some control: this allows emphasis to be placed during fights as best required.