Pendulum. The broken clock

Flint Swagwood

New member

Pendulum hero concept.​

Pendulum's abilities all start fully upgraded, but these are actually negative effects that limit their effectiveness. The hero's progression and power are unlocked by removing these negative attributes as the player upgrades their kit.

Ability 1: Temporal Loop​

Rewinds Pendulum to a past position. The base ability rewinds his position, health, stamina, and ammo to their state five seconds prior. The rewind takes two seconds, during which he moves in an accelerated state. The "fully upgraded" version applies an ammo penalty adding 40% to the magazine and during the rewind taking 50% increased damage

Upgrades:

  • Upgrade 1: Removes the ammo penalty.
  • Upgrade 2: No longer reduces stamina.
  • Upgrade 3: Grants a temporary invulnerability window during the rewind instead of amplifying damage taken.

Ability 2: Harmonic Flux​

Marks an enemy to store damage and healing. Applies a mark to a single enemy, storing a portion of the damage and healing they take. This stored effect can then be released as a burst. The "fully upgraded" mark also grants the target spirit and bullet resistance.

The ability can be alt casted onto teammates and all effects are reversed. So instead of granting damage resistance to allies it lowers them.

Upgrades:

  • Upgrade 1: inverses the resistances granted/ lost.
  • Upgrade 2: Removes stored healing on enemies and amps healing on allies.
  • Upgrade 3: The released damage/ healing is now an area of effect around the target.

Ability 3: Eventide Exchequer​

Siphons ammo from enemies. Instead of firing bullets, this weapon siphons bullets from enemies to fill the magazine. The magazine starts empty and fills up when firing. After reloading unleashes all stored shots as a burst of damage on marked targets. Bullets from this ability have increased falloff and slower velocity. "fully upgraded" reload speed is slowed by 50% and projectile speed lowered by 50%.

Note. The weapon is hitscan when fired but after marking an enemy must travel to Pendulum. These projectiles can be blocked by terrain on their travel to Pendulum. Weapon is similiar to kelvin, warden. All affects that would add ammo to a magazine EG kinetic dash instead remove ammo from the magazine or temporarily increase the mag size.

Upgrades:

  • Upgrade 1: Removes the reload speed penalty.
  • Upgrade 2: Stored damage no longer suffers from falloff.
  • Upgrade 3: The reload now also triggers on-hit effects at half value equal to the shots landed on the target.

Ultimate: Chronal Inversion​

Flips the effects of damage and healing. For a short duration in an area all damage is converted to healing at 50% value, and all healing is converted to damage at 50% value. All cooldowns regress instead of progressing. This affects both allies and enemies.

Upgrades:

  • Upgrade 1: Reduces negative effects on allies 25%
  • Upgrade 2: Reduces positive effects on enemies by 25%
  • Upgrade 3: Allies no longer suffer from cooldown regression, and enemies cooldowns tick up at twice the rate.
 
This is a quite unusual hero. Really, it's an interesting concept. While others heroes start with weak abilities and upgrade them during the match, your character is maxed out, but has some negative effects, that you eventually get rid of.

Even without these negative effects, the ability kit feels truly unique, since every ability (except ult) could be used for different purposes.

First ability is well suited for quick escape or disorienting enemies.

Second is able to reduce healing (if the damage/healing release is optional) or disable it fully if upgraded. I didn't get the idea of reversing "all" effects on teammates. Does it mean, that he would be healed by taking damage and vice versa or you just meant only resistance part?

The same about the third ability. Is it passive properties of the weapon or it's an active ability? No matter what, the mechanics are insanely fun, since there two mechanics: damage accumulation and ammo steal.

Ultimate is nice too, but it's more straightforward to use. The amount of the damage in the match is much bigger than amount of healing. Ultimate converts damage and healing to the 50% of initial value. Since that, the main purpose of the ult - team saving, as it blocks all damage and even heal based on it. It cannot be used to attack, as only enemies can damage themselves with healing. So there is no way for you and teammates to negatively affect enemies in any way.

I like this idea of hero. He lets you to do some mind games and actually requires you to think. How to squeeze as much benefit for your team as you can, while minimize any risks and negative consequences. But because of it, there's a small chance that we would ever see similar hero in the game, as it will be really easy to hurt your team. I'd like to play him, if I had a chance.
 
This is a quite unusual hero. Really, it's an interesting concept. While others heroes start with weak abilities and upgrade them during the match, your character is maxed out, but has some negative effects, that you eventually get rid of.

Even without these negative effects, the ability kit feels truly unique, since every ability (except ult) could be used for different purposes.

First ability is well suited for quick escape or disorienting enemies.

Second is able to reduce healing (if the damage/healing release is optional) or disable it fully if upgraded. I didn't get the idea of reversing "all" effects on teammates. Does it mean, that he would be healed by taking damage and vice versa or you just meant only resistance part?

The same about the third ability. Is it passive properties of the weapon or it's an active ability? No matter what, the mechanics are insanely fun, since there two mechanics: damage accumulation and ammo steal.

Ultimate is nice too, but it's more straightforward to use. The amount of the damage in the match is much bigger than amount of healing. Ultimate converts damage and healing to the 50% of initial value. Since that, the main purpose of the ult - team saving, as it blocks all damage and even heal based on it. It cannot be used to attack, as only enemies can damage themselves with healing. So there is no way for you and teammates to negatively affect enemies in any way.

I like this idea of hero. He lets you to do some mind games and actually requires you to think. How to squeeze as much benefit for your team as you can, while minimize any risks and negative consequences. But because of it, there's a small chance that we would ever see similar hero in the game, as it will be really easy to hurt your team. I'd like to play him, if I had a chance.
Ah yes I see I have made an error with the second ability. I went through quite a lot of versions of it and have mixed it up a tad. So what it was meant to do was this

Marks an enemy to store damage and healing. Applies a mark to a single enemy, storing a portion of the damage and healing they take. The target receives increased bullet and spirit resistance. This stored effect can then be released as a burst.. The base duration is 5 seconds.

The ability can be alt casted onto teammates and all effects are reversed. So instead of granting damage resistance to allies it lowers them.

Upgrades:

  • Upgrade 1: inverses the resistances granted/ lost.
  • Upgrade 2: Removes stored healing on enemies aspect and amps healing on allies.
  • Upgrade 3: The released damage/ healing is now an area of effect around the target.
And for the 3rd ability I explained it quite poorly. How it would work is it's an passive ability for most of the time but when you hit an enemy it "marks" them like mirage. you then build up your mag with the stored damage as the bullets themselves do no damage. When you reload it then deals the stored damage as large hit.

Ability 3: Eventide Exchequer​

Instead of firing bullets, this weapon bullets travel from enemies to fill the magazine. The magazine starts empty and fills up when firing. After reloading unleashes all stored shots as a burst of damage on marked targets. Bullets from this ability have increased falloff and slower velocity. "fully upgraded" reload speed is slowed by 50% and projectile speed lowered by 50%.

Note. The weapon is hitscan when fired but after marking an enemythe bullets must travel to Pendulum. These projectiles can be blocked by terrain on their travel to Pendulum. Weapon is similiar to kelvin, warden. All affects that would add ammo to a magazine EG kinetic dash instead remove ammo from the magazine or temporarily increase the mag size.

Upgrades:

  • Upgrade 1: Removes the reload speed penalty.
  • Upgrade 2: Stored damage no longer suffers from falloff.
  • Upgrade 3: The reload now also triggers on-hit effects at half value equal to the shots landed on the target.
Ah and the 3rd ability doesn't start doing it's thing until a level has been put into it. Before that it's just like kelvin and wardens weapon. with the t3 upgrade it would proc all affects at the same time. so you would have tesla shots all proccing at once. though it would half the amount of procs. so lets say if it would have procced 10 times the enemy only gets hit with 5. it's make up for the big burst at the end.

Also the ammo steal concept does seem very interesting and i could think of ways to do that.

And the ultimate is pretty dead on the money. Let's say the enemy dynamo/ lash get a full 5 man ult and you are able to cast this you can then toss it on the team to save them. Also another factor is let's say the enemy team has massive heals such as infuser, vampiric burst or leech this absolutely destroys them.

I intentionally left a lot of the numbers blank as balancing is not something i would be able to confidently put down.

Apologies for the poor technical writing as I did the final draft quite drunk.
 
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