carrotoniii
Member
Last hitting in this game is done in a really interesting way. The souls that serve as a streamlined "deny" system are really cool, and that got me thinking about how some abilities could play around it.
I pondered it for a bit, and what I've got right now is a pretty primitive "close-range" shotgun-type hero who doesn't really do anything past their effective range, nor do they have any unique movement options. Their weapon in question has miserable fall-off range, making traditional forms of lane harassment via weapon fire as, not exactly pointless, but pretty non-threatening. Their "laning" is played around a certain passive ability, though: When they deny a soul, a small blast of shotgun pellets fires towards a single enemy in a medium-ish range of the denied soul.
It's important to remember that last-hitting a minion with a melee attack automatically "secures" the soul, preventing it from popping out in the first place. This, combined with the hero's sort of "all-or-nothing" close range design, would ideally facilitate a unique playstyle from enemy players, encouraging them to play more up-close and aggressive while also empowering this hero's close-range strengths, having conditioned their foes to play around their passive.
I don't think it'd be wise to make this hero a close-range powerhouse who mandates that enemies play their game; that'd probably make them more frustrating to fight, which isn't the goal. The idea is to create an interesting lane dynamic where the hero's player needs to play patiently and adapt to their opponents' responses, while opponents need to weigh whether they want to walk up to secure a minion with melee or risk getting poked by the passive. Described as such, perhaps they'd be a lane bully, but not really able to secure kills early on without either some help from their team or the enemy messing up big time.
As for their teamfighting potential in later stages of the game, I propose the idea of their passive scaling with and being able to apply items and their effects. As such, they'd probably play more as a close-quarters ADC who could potentially "snowball" off of a kill with the souls that pop out if the enemies don't deny said souls. Keep in mind that the range for this passive proccing is kind of small, at most a little below medium reach; this could avoid team infighting over deaths that allow the hero to get their passive off for big chunks of damage since they can try to deny the souls first, which would also buy time for the hero to get into a more effective position to continue the fight.
I think the idea needs to be a bit more fleshed out since everything is just on paper, but I feel that it could be an interesting base for a potential hero!
I pondered it for a bit, and what I've got right now is a pretty primitive "close-range" shotgun-type hero who doesn't really do anything past their effective range, nor do they have any unique movement options. Their weapon in question has miserable fall-off range, making traditional forms of lane harassment via weapon fire as, not exactly pointless, but pretty non-threatening. Their "laning" is played around a certain passive ability, though: When they deny a soul, a small blast of shotgun pellets fires towards a single enemy in a medium-ish range of the denied soul.
It's important to remember that last-hitting a minion with a melee attack automatically "secures" the soul, preventing it from popping out in the first place. This, combined with the hero's sort of "all-or-nothing" close range design, would ideally facilitate a unique playstyle from enemy players, encouraging them to play more up-close and aggressive while also empowering this hero's close-range strengths, having conditioned their foes to play around their passive.
I don't think it'd be wise to make this hero a close-range powerhouse who mandates that enemies play their game; that'd probably make them more frustrating to fight, which isn't the goal. The idea is to create an interesting lane dynamic where the hero's player needs to play patiently and adapt to their opponents' responses, while opponents need to weigh whether they want to walk up to secure a minion with melee or risk getting poked by the passive. Described as such, perhaps they'd be a lane bully, but not really able to secure kills early on without either some help from their team or the enemy messing up big time.
As for their teamfighting potential in later stages of the game, I propose the idea of their passive scaling with and being able to apply items and their effects. As such, they'd probably play more as a close-quarters ADC who could potentially "snowball" off of a kill with the souls that pop out if the enemies don't deny said souls. Keep in mind that the range for this passive proccing is kind of small, at most a little below medium reach; this could avoid team infighting over deaths that allow the hero to get their passive off for big chunks of damage since they can try to deny the souls first, which would also buy time for the hero to get into a more effective position to continue the fight.
I think the idea needs to be a bit more fleshed out since everything is just on paper, but I feel that it could be an interesting base for a potential hero!