SnickerPuffs
Member
Late last year, when I was still new to the game, I proposed splitting Bebop into two different heroes-- one focused on melee combos, and the other focused on bombs and lasers.
In hindsight, I was wrong and stupid.
That said, after my recent Trapper rework concept, I've been mulling over the other members of the Hero Labs roster and how I, personally, would fix them. Wrecker had always seemed odd and incongruent to me. His lore and scattered interactions painted him as an eldritch monstrosity and a war criminal... but his kit implied otherwise. Throwing scrap in various fashions, siphoning life, and the "Magnetic Flux" ability he had pre-Hero Labs seem more befitting to some manner of junk yard vampire.
As a result, I've decided to pull an Equalizer and split Wrecker into two similar-yet-distinct heroes. One focused on his eldritch side, and the other focused on maintaining his kit.
SPLIT WRECKER A: THE BUTCHER'S HAND, A SPIRITUAL MONSTROSITY

The first Wrecker is a hyper-mobile Spirit bruiser, similar to Lash, that deals heavy damage up close. If he can't close the gap, or fumbles a combo, he suffers greatly. He has plenty of mobility options, both in short range and in long range, and pulls elements from other scrapped heroes to fill the gaps left behind from his transplanted kit. (Cognitohazard was inspired by pre-Hero Labs Calico's "Nano Warp", Consume was inspired by Slork's "Chomp", and Astral Walk's new damage falloff functionality was borrowed from Rutger's "Pulse")
SPLIT WRECKER B: THE DEMOLITION'S HYMN, A SCRAPPY FIGHTER

The second Wrecker maintains much of the original Wrecker's kit, but retooled to focus on weapon damage and applying stacking debuffs to the enemy team. They lean heavily on earlier versions of Wrecker's kit for inspiration, but don't copy their functionality wholesale. For example, Magnetic Hymn may borrow several features from Wrecker's very early "Magnetic Flux" ultimate (A channeled ability with the same icon, which upgrades to gain "Unstoppable" while channeling), but it functions more like a cross between Bebop's "Hyper Beam" and Yamato's "Shadow Transformation".
If you have any feedback on these concepts, please let me know! Much like my aformentioned Trapper rework, while I've been tinkering with these concepts for a while now, this forum post was written very much off-the-cuff. I may have overtuned some numbers, or failed to explain some functionalities.
In hindsight, I was wrong and stupid.
That said, after my recent Trapper rework concept, I've been mulling over the other members of the Hero Labs roster and how I, personally, would fix them. Wrecker had always seemed odd and incongruent to me. His lore and scattered interactions painted him as an eldritch monstrosity and a war criminal... but his kit implied otherwise. Throwing scrap in various fashions, siphoning life, and the "Magnetic Flux" ability he had pre-Hero Labs seem more befitting to some manner of junk yard vampire.
As a result, I've decided to pull an Equalizer and split Wrecker into two similar-yet-distinct heroes. One focused on his eldritch side, and the other focused on maintaining his kit.
SPLIT WRECKER A: THE BUTCHER'S HAND, A SPIRITUAL MONSTROSITY

The first Wrecker is a hyper-mobile Spirit bruiser, similar to Lash, that deals heavy damage up close. If he can't close the gap, or fumbles a combo, he suffers greatly. He has plenty of mobility options, both in short range and in long range, and pulls elements from other scrapped heroes to fill the gaps left behind from his transplanted kit. (Cognitohazard was inspired by pre-Hero Labs Calico's "Nano Warp", Consume was inspired by Slork's "Chomp", and Astral Walk's new damage falloff functionality was borrowed from Rutger's "Pulse")
SPLIT WRECKER B: THE DEMOLITION'S HYMN, A SCRAPPY FIGHTER

The second Wrecker maintains much of the original Wrecker's kit, but retooled to focus on weapon damage and applying stacking debuffs to the enemy team. They lean heavily on earlier versions of Wrecker's kit for inspiration, but don't copy their functionality wholesale. For example, Magnetic Hymn may borrow several features from Wrecker's very early "Magnetic Flux" ultimate (A channeled ability with the same icon, which upgrades to gain "Unstoppable" while channeling), but it functions more like a cross between Bebop's "Hyper Beam" and Yamato's "Shadow Transformation".
If you have any feedback on these concepts, please let me know! Much like my aformentioned Trapper rework, while I've been tinkering with these concepts for a while now, this forum post was written very much off-the-cuff. I may have overtuned some numbers, or failed to explain some functionalities.