The Captain - a ghost pirate

Quick lore concept:
Some time in the 17th century, Captain Flint's crew vanished mysteriously near the Sargasso Sea. Ever since, their souls have haunted the Bermuda Triangle to a varying degree of success.
But after centuries of undeath, The Captain of this motley crew seeks the help of the Patrons. Whether to move on from this cursed life to the next, or to live again. They don't really care which, they are just tired.

Weapon:
A heavy hitting gun with a low fire rate, long reload time and a small clip size (6-8?).

Base stats:
Average health growth. 650 hp. 2 stamina to account for Ability 2.

Art and design:
Weapon: A spectral flintlock pistol. After every shot, drops the gun which fizzles away. Manifests another one by seemingly pulling it from an invisible holster on his chest.
Hero: A green glowing spectral pirate captain. Very stereotypical with a hook hand, peg leg, an eye patch and so on.

A spectral pirate ship hangs somewhere in the skyline beyond the map borders when the hero is in play, which is used for his ultimate ability.

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Ability 1 - Endure
Gain a barrier and release an expanding wave that deals spirit damage and slows targets hit. Gain additional barrier from enemy heroes hit.

A duelling tool that helps you turn the tables and to endure in close range engagements.

Upgrade 1: -X Cooldown
Upgrade 2: +X Barrier on hit
Upgrade 3: ???

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Ability 2 - Harpoon
Throw a harpoon, which attaches to terrain and enemy heroes, reeling you in and dealing spirit damage to enemies you pass through. When used directly on an enemy hero, they are pulled towards you slightly.

Charge based ability. 35 Second cooldown, 16 seconds between Charges. Starts with one charge. Time between charges is halved when used on terrain.


Sorry Slork, this is how I think a harpoon ability should work. You can zip around by harpooning to terrain or directly to enemies, pulling them towards you. I envision the pull distance as a percentage of the reel in distance. Maybe 30%?
Just something to help the enemy meet you in the middle, not a cross map pull like Bebop's hook.

If you are familiar with Dota, it would be like Chaos Knight's Reality Rift, except for being a skillshot.

Upgrade 1: +X% Pull Distance, +Y Harpoon Range
Upgrade 2: ???
Upgrade 3: ???

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Ability 3 - Blighted Bullets
Your bullets apply a stack of Blight. Blight deals spirit damage over time and slows.
Each additional hit adds a stack, up to 5 stacks.


3 base DPS and 6% slow per stack, 6 second duration. Stacks with itself but additional stacks would not refresh the previous ones.
Somewhat low damage and slow, even when fully stacked. Mainly just serves as a supplementary tool to make you a really powerful chaser.

Upgrade 1: +2s duration
Upgrade 2: -40% Healing Reduction
Upgrade 3: Does something extra at max stacks. Silence? Disarm?

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Ability 4 - Broadside
Start marking ground targets. Cannonballs are shot towards the mark, dealing spirit damage in an area after a small delay and heavily slowing enemies.

Enemies hit by multiple cannonballs take 30% damage from subsequent hits.


Similar mechanics as Mirage's Scarabs for how the casting works. Activating the ability would start marking targets for bombardment and activate a timer during which you may do so. After the timer ends or all charges are spent, the ability would go on its full cooldown, refreshing all charges at once.
This ability would start with 3-4 charges.

I think the targets would appear as an X on the ground and a whistle would indicate when the cannonball hits. First cannonball does full damage to you, rest are heavily reduced.

The cannon shots can be seen to originate from the spectral pirate ship.

Upgrade 1: -X Cooldown
Upgrade 2: +X Damage per Cannonball
Upgrade 3: Multiple hit penalty reduced to 60% for subsequent hits
 
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