Theme hero ideas

Hero Design concept that I just drew up

Its a hero stuck inside a painting.

Visually from the side the hero looks very thin, but technically you cannot 'headshot' the hero unless you are facing the hero directly and shooting into the painting.

I'm not the best artist but it would be cool if the painting looked 3D as well, like had its own 'room' and maybe allies can jump inside the painting for an escape. Or Celeste's balls jump in the background in the image.

Essentially its a walking doorway.


slightly inspired from that old TV hero concept

hero_inside_painting_concept.png
 
hero stuck inside a painting.


Just expanding on the idea if the allies can jump inside this hero's room then enemies would be able to too.

However, the hero would need an ability or button that would let them stop engaging in the 'real world' of Deadlock and walking around as a painting to change to moving the character within...

This could essentially let the hero escape from their shell or room if theres an enemy hero present but I should think that they still share damage with the painting frame and hero?


idk


hero_inside_painting_concept_expanded.png
 


Okay with this ability/room, you can have another painting that leads to another room/painting on the map.

For example:

There's a painting of the midboss that lets other heroes direct access to the midboss room if they can get inside this hero's painting room and run into that painting of the mid boss (which is a painting portal).

Or within the room there's a gallery painting room with a bunch of paintings - not just access to midboss.

Then you can introduce like a portable gallery painting room item...
 
Just expanding on the idea if the allies can jump inside this hero's room


View attachment 91986


If this hero (while attached in the painting) runs into a doorway that is inside himself, he can run into himself but then he cannot escape I think.

He would be stuck inside himself inside his own room... then you would need the dedicated exit painting portal in the room for an escape.

recursion_hero_inside_painting_concept_expanded.png
 
greybox man - has a visual aura that turns all materials affected by his aura to reflectivity_80

drew a vey basic design of what the greybox aura would look like:

if a unit is inside the aura their material changes to reflectivity_20 if they are an ally and reflectivity_80 if they are an enemy.


deadlock_greybox_hero_aura.png
 
drew a vey basic design of what the greybox aura would look like:

if a unit is inside the aura their material changes to reflectivity_20 if they are an ally and reflectivity_80 if they are an enemy.


View attachment 97917


An idea of how this would work...


1. there are two deadlock maps in the same map (stacked on top of each other?):

the greybox man resides in the greybox version of it

and when you inside his aura you are teleported into the greybox version of the map

the hero is projected as a 3D portal.

( issue? makes the map double the size)

2. the hero continually allies a graffiti/decal to the map and models that are under the effect of his aura

( issue? not how source 2 hammer works? or super expensive for gpu?)
 
insect hero that shoots cockroaches - cockroaches upon landing on a surface or object spawns a cockroach that you can melee/kill for +1 souls.

anti-shadow fiend hero where the game tracks how many cockroaches an enemy has killed, and increases damage dealt by that amount by a percentage - like revenge for killing the cockroaches

other passive abilities that upgrade the cockroaches shot like size (bullet size) on-fire, cockroaches deal fire damage or multiple cockroaches shot etc.
 
V from V For Vendetta Hero

Knife mastery - throws knives but more importantly, can catch shiv and vypers knives and return them and any other hero that throws knives...

good swordsmanship - can fight against yamato and apollo, maybe not beat them but sustain for a long duration

uses poison syringes, demolitions?

British-based hero/anti-hero.

Good film and comic



Also Watchmen heroes....

1775592109639.png
 
V from V For Vendetta Hero
View attachment 98432

charges

single target to give a hero a mask, turn a unit with a mask for a long duration - acting like a break/silence/bunny hex? (different ability set, gun, stats, stamina)

duplicate of this hero for a duration (april fools thing as a hero but only this hero)

enemimes - different abilities? but they retain their items
allies - they share the same abilities, retain their items,


like an anti-sinclair/anti-silver hero

has a spell that lets him give a mask to all units in the area transforming into that hero visually

enemies can target/attack each other but also can only see units with a mask
 
Invoker but, Quas, Wex, Exort abilities are actually the item slots: 'Z', 'X', 'C', 'V'.

so the hero has to buy active items and slot them to activate an instance of quas/wex/exort.


For example:

To unlock your first orb ability, you would probably rush Rusted Barrel.

Rusted Barrel would slot into the first item slot - when used it will grant you 1 orb instance 'Z'.

You can move your item in the different slots to activate different orbs, 'X', 'C', 'V'.


This design and idea opens up the 3 potential ability slots with 1 ability dedicated to invoke/the passive that enables this ability.

The 3 ability slots would probably be:
1 - consistent laning ability
2 - current invoked ability
3 - last invoked ability


Notes:

- Not sure if the hero has to activate and use the item or can just 'equip' it and 'unequip' it
- Not sure if this hero can use Blood tribute (Armlet item) to toggle orbs quickly.
- Not sure if this ability would be an ultimate and how Sinclar would steal/use this ultimate (but it would probably work normally)
- I think that the gameplay of item slot order management during shooting is fine - since a player may naturally do it in a real game after purchasing items/in general.
 
Nightstalker but hero changes based on the difference in networth:

Hero States:

Team has lower networth - more regen, movement speed, sprint speed, etc
Team has higher networth - more firerate, melee damage
Team Equal networth - more spirit, more health

Could be further changes such as differences in individual player networth, and against our team:

lowest networth = +90% stamina recovery
highest networth in team = + X Soul Per minute
highest networth in the game = 2x soul generation
2nd highest networth in the team = +1 soul everytime #1 gets 1 soul
 
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