corniscool69420
New member
Hey small blurb of my background but I'm league of legends player (former gm) jungler. I play pretty exclusively off meta champions and enjoy developing niche builds for them. I'm mostly known for playing skarner but I also created the lethality briar build that the dev team spent months trying to balance. I've always loved things like champion design in mobas unfortunately it's difficult to get into. Seeing the community hero thread I thought it was the perfect time to throw out some of my ideas!
With that said let's discuss my second character idea. This character takes inspiration from halo grenade jumping mechanic, it also bears similarities to the tf2 soldier but I never actually played tf2 so I wouldn't say I drew inspiration from it. Thematically the character is designed to be a paratrooper with a focus on aerial and gun play. Much like my last idea I don't plan to talk about ratios very much as I am still relatively new and not experienced enough with the deadlock stat system to know exactly what spirit and damage ratio converts to how much damage and such. So with that being said let's get into it.
Art, art wise I don't have too much input on for this character. Soldiers are pretty generic appearance wise. The only thing would be maybe some grenades on his hip for his q and a rocket launcher on his back for his ultimate.
Left Click
Machine gun
I picture his left click weapon as a pretty standard machine gun, decent size mag, fully automatic. Designed to be one of the stronger left clicks in the game.
1
Impact Grenade
My vision is for this skill to function on a charge system. The ability is a grenade that is thrown in an arc, with a small aoe, that explodes on impact with any enemy character or surface, it can function as moderate wave clear and alright damage but the primary use of this ability is intended to be for mobility. The explosion of the grenade will not damage the paratrooper himself but will launch him away from the explosion. Aiming straight down will launch the paratrooper into the air where he will be able to shootdown upon his foes. While airborne the paratrooper can glide next to a wall and throw an additional grenade either at it to propel himself away from the wall or further up into the air depending on where it's thrown. Some upgrades for this could be increased charges, slow on enemy hit, and a larger aoe
2
Parachute
So this ability is a toggle that basically triggers a passive and a passive that is always on. The toggle part would be activating some sort of parachute/glider that would give him slow fall and increased movement control in the air. The permanent passive part would be that the paratrooper gains increased gun damage while he is airborne. This ability would enable the paratrooper to stay above combats avoiding a lot of aoe and give him unique angles for aiming at enemies behind cover. While it is strong the drawback would be that while aerial you have no cover, and you'd move slower than if you were on the ground making you an easy target for gun oriented carries on the enemy team. This ability will also synergize with his q in the aspect that his q will become easier to land on enemies beneath him, since he just has to hit the ground below them for his q to explode. It functions similarly to vindicta and greytalons aerial abilities only with slow fall as opposed to flight. Some upgrades for this ability could be bullet/spirit life steal, increased damage while airborne, increased speed while airborne.
3
Shotgun blast
Pretty straight forward, the paratrooper shoots an under barrel shotgun at his enemies. If he is airborne the shotgun will push him away from the direction he is shooting functioning as a small dash. It also damages enemies based off spirit doing more damage the closer they are to him. Some possible upgrades are a slow for enemies hit by the pellets, increased range, bullet damage/increased scaling
4
Rocket Launcher
The paratroopers ultimate ability is large aoe that deals damage based on spirit and stuns all enemies caught inside. Perhaps scaling with how close they are to the center. This ability will also send the paratrooper flying away from the blast if they are in the aoe zone. This ability synergizes with his parachute in the same way the grenades do in that they are easier to land when aiming at someone on the ground below you. This ability is pretty straight forward without too much complexity. Some possible upgrades for it could be resist shred, decreased cool down, and a burn applied to everyone caught in the blast.
So with that's my second character idea. Hope you guys enjoyed it!
With that said let's discuss my second character idea. This character takes inspiration from halo grenade jumping mechanic, it also bears similarities to the tf2 soldier but I never actually played tf2 so I wouldn't say I drew inspiration from it. Thematically the character is designed to be a paratrooper with a focus on aerial and gun play. Much like my last idea I don't plan to talk about ratios very much as I am still relatively new and not experienced enough with the deadlock stat system to know exactly what spirit and damage ratio converts to how much damage and such. So with that being said let's get into it.
Art, art wise I don't have too much input on for this character. Soldiers are pretty generic appearance wise. The only thing would be maybe some grenades on his hip for his q and a rocket launcher on his back for his ultimate.
Left Click
Machine gun
I picture his left click weapon as a pretty standard machine gun, decent size mag, fully automatic. Designed to be one of the stronger left clicks in the game.
1
Impact Grenade
My vision is for this skill to function on a charge system. The ability is a grenade that is thrown in an arc, with a small aoe, that explodes on impact with any enemy character or surface, it can function as moderate wave clear and alright damage but the primary use of this ability is intended to be for mobility. The explosion of the grenade will not damage the paratrooper himself but will launch him away from the explosion. Aiming straight down will launch the paratrooper into the air where he will be able to shootdown upon his foes. While airborne the paratrooper can glide next to a wall and throw an additional grenade either at it to propel himself away from the wall or further up into the air depending on where it's thrown. Some upgrades for this could be increased charges, slow on enemy hit, and a larger aoe
2
Parachute
So this ability is a toggle that basically triggers a passive and a passive that is always on. The toggle part would be activating some sort of parachute/glider that would give him slow fall and increased movement control in the air. The permanent passive part would be that the paratrooper gains increased gun damage while he is airborne. This ability would enable the paratrooper to stay above combats avoiding a lot of aoe and give him unique angles for aiming at enemies behind cover. While it is strong the drawback would be that while aerial you have no cover, and you'd move slower than if you were on the ground making you an easy target for gun oriented carries on the enemy team. This ability will also synergize with his q in the aspect that his q will become easier to land on enemies beneath him, since he just has to hit the ground below them for his q to explode. It functions similarly to vindicta and greytalons aerial abilities only with slow fall as opposed to flight. Some upgrades for this ability could be bullet/spirit life steal, increased damage while airborne, increased speed while airborne.
3
Shotgun blast
Pretty straight forward, the paratrooper shoots an under barrel shotgun at his enemies. If he is airborne the shotgun will push him away from the direction he is shooting functioning as a small dash. It also damages enemies based off spirit doing more damage the closer they are to him. Some possible upgrades are a slow for enemies hit by the pellets, increased range, bullet damage/increased scaling
4
Rocket Launcher
The paratroopers ultimate ability is large aoe that deals damage based on spirit and stuns all enemies caught inside. Perhaps scaling with how close they are to the center. This ability will also send the paratrooper flying away from the blast if they are in the aoe zone. This ability synergizes with his parachute in the same way the grenades do in that they are easier to land when aiming at someone on the ground below you. This ability is pretty straight forward without too much complexity. Some possible upgrades for it could be resist shred, decreased cool down, and a burn applied to everyone caught in the blast.
So with that's my second character idea. Hope you guys enjoyed it!