Trio - Deadlock Fan Champion Concept

Sick art! I think the guns could look a little less sleek, but other than that it looks great.
As for the kit itself, I think having more variety between the different guns would be pretty cool. For example, what if the rifle had a charge-up mechanic, and the shotgun had a right-click that worked like how the force-a-nature in tf2 does, where shooting it while in the air will actually give you some momentum backward, and if shot directly underneath you you got almost a double jump, would be pretty neat I think since he doesn't have any sort of mobility in his kit. As for the third skill, I think it's kinda boring and basic, especially when compared to the rest of his skills. What if instead, it worked by granting you a short-duration stackable dmg boost on destroying soul spheres, still pretty basic but I think it'd feel more impactful than simply more souls from orbs
 
Sick art! I think the guns could look a little less sleek, but other than that it looks great.
As for the kit itself, I think having more variety between the different guns would be pretty cool. For example, what if the rifle had a charge-up mechanic, and the shotgun had a right-click that worked like how the force-a-nature in tf2 does, where shooting it while in the air will actually give you some momentum backward, and if shot directly underneath you you got almost a double jump, would be pretty neat I think since he doesn't have any sort of mobility in his kit. As for the third skill, I think it's kinda boring and basic, especially when compared to the rest of his skills. What if instead, it worked by granting you a short-duration stackable dmg boost on destroying soul spheres, still pretty basic but I think it'd feel more impactful than simply more souls from orbs
Thanks for the comment!

I've really thought through the concept of weapon variety. For example, after each rifle shot, the hero cocked the bolt like a Winchester, and reloading is bullet-by-bullet. This means that the player can stop the reloading process and continue firing the already loaded rounds.

In terms of abilities, I wanted to create a hero that focuses more on shooting than specialised skills. Given that the game already has a movement mechanic, I decided that the hero could dispense with additional abilities for movement and focus on shooting. However, to avoid balance issues, I added a passive ability that allows the hero to dominate others through farming and shooting skills. This ability, although powerful, can be overpowered. In order to balance the hero and prevent him from becoming too strong by the end of the game, I introduced a condition: some of the souls gained should be invested in the ultimatum ability to increase its strength for a while.
 
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