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His base damage values aren't close to the highest in the game, 8 heroes have higher DPS and damage values than him.His numbers are insanely high and he is overloaded
His ult is a bigger buff then frenzy and his armour and spirit resist shred is the highest in the game.
He shouldn't have access to a slow nearly as good as kelvins because that is that characters identity and a fire rate slow with that for no gold is wild; yet he has two abilities that do both.
When referring to base damage values I am talking about the base damage on abilities; Obviously he is not an auto attack carry.His base damage values aren't close to the highest in the game, 8 heroes have higher DPS and damage values than him.
Yamato also has 55% bullet and spirit resist on her ult and as a guy that mains her I can tell you its not nearly as strong as you think it is once you get mid game.
Yamato also has two abilities that apply movement slow, one for 30% and one for 40% so that's absolutley not a Kelvin thing. And Yamato coming in again, her crimson slash does 30% fire rate slow AND does 30% more after 1 ability point so that's also not nearly as strong as you think it is.
His numbers are insanely high and he is overloaded
For the roll thing its invincibility, not invisibility, like a dark souls roll. Would be primarily useful for dodging heavy hitting single attacks like say Abram's slam or Vindicta's assassinate. I thought about it a little more, and i think a good way to balance that out since it only works for the amount of max stamina owned would be to add a time limit to the amount of time you have to use an invinc roll. So that way, you cant just pop it and have 3 invinc dashes in your pocket for 5 minutes.I like the concept and the numbers don't seem overtuned to me. The damage of Jack in the Bomb stands out, but it has a 3 second wind up time which I imagine you can hear him perform, as it would be funny to listen to the Weasel tune. It also has a 40 second cooldown which balances it out.
The only thing that raises an eyebrow to me is his second ability, which grants him invisibility while dashing. I don't know if I'm reading that right, but I think as it is, the game is designed around heroes only having access to partial invisibility, which is revealed when you get to close to other players. That is because the game doesn't have any conventional detection.
I am pointing this out, because it seems like you want to use this ability next to enemies to apply vulnerabilities, but maybe it can be a two coined ability where the invisibility portion can be used for engaging and disengaging and the vulnerbility portion can be used during combat. Maybe this ability needs charges to be good.
Don't let negative feedback discourage you. Numbers are not that important when discussing concept, only design is.
And thanks, im definitely not the most concerned over numbers and stats. I like designing stuff like this for fun, coming up with interesting characters and using some of my photoshop skills.Don't let negative feedback discourage you. Numbers are not that important when discussing concept, only design is.
This would work a lot better for sure.I thought about it a little more, and i think a good way to balance that out since it only works for the amount of max stamina owned would be to add a time limit to the amount of time you have to use an invinc roll. So that way, you cant just pop it and have 3 invinc dashes in your pocket for 5 minutes.