Vampire Hero
-Loses HP while in broad daylight (under no roof)
-Gains HP while underneath a roof.
The game does a path tracing from the ceiling down to the player to check.
1 Terror Missile
[Projectile]
Sends a projectile forward, with slight homing properties.
This projectile deals AoE damage in a large radius, but only if you're looking towards it.
Basically a flashbang like mechanic, forcing you to look away for a brief second... enough for someone to lunge at your neck.
2 Lunge
[Player Target Ability]
Enemies that face away from you can be lunged at. Where you leap at their neck and drain some the damage and restore some of your own HP.
This is your lane sustain. You must first intimidate your enemy into showing their backs. Heck them just be terrified to show their back and running backwards into a wall is probably bad for them. Obviously your first ability plays into this one, if your ultimate already didn't do that.
3 Bat Parry
[Passive]
When parrying you turn you into a swarm of bats that deal AoE damage in a small AoE.
Reduces parry cooldown by 1s.
A double edged sword ability. Your parries become more threatening. But also using your parry raw to just deal more damage will leave you open to heavy melee attacks.
4 Blood Moon
[Semi-global activate]
All nearby enemies in a huge radius gain a debuff after 1.5s delay, with a audio warning to seek shelter. If they do not seek shelther from the open sky, they will become visible and continue to take damage until a shelter is found.
(Perhaps the opposite would be even more fun, for combos with Seven ult. If enemies are indoors they take damage.)
It's somewhat like a global Zeus ult, but the counterplay is more fun and engaging.
The whole point with the design is to have a character that's fun to play against. That uses player facing and map location as mechanics.
-Loses HP while in broad daylight (under no roof)
-Gains HP while underneath a roof.
The game does a path tracing from the ceiling down to the player to check.
1 Terror Missile
[Projectile]
Sends a projectile forward, with slight homing properties.
This projectile deals AoE damage in a large radius, but only if you're looking towards it.
Basically a flashbang like mechanic, forcing you to look away for a brief second... enough for someone to lunge at your neck.
2 Lunge
[Player Target Ability]
Enemies that face away from you can be lunged at. Where you leap at their neck and drain some the damage and restore some of your own HP.
This is your lane sustain. You must first intimidate your enemy into showing their backs. Heck them just be terrified to show their back and running backwards into a wall is probably bad for them. Obviously your first ability plays into this one, if your ultimate already didn't do that.
3 Bat Parry
[Passive]
When parrying you turn you into a swarm of bats that deal AoE damage in a small AoE.
Reduces parry cooldown by 1s.
A double edged sword ability. Your parries become more threatening. But also using your parry raw to just deal more damage will leave you open to heavy melee attacks.
4 Blood Moon
[Semi-global activate]
All nearby enemies in a huge radius gain a debuff after 1.5s delay, with a audio warning to seek shelter. If they do not seek shelther from the open sky, they will become visible and continue to take damage until a shelter is found.
(Perhaps the opposite would be even more fun, for combos with Seven ult. If enemies are indoors they take damage.)
It's somewhat like a global Zeus ult, but the counterplay is more fun and engaging.
The whole point with the design is to have a character that's fun to play against. That uses player facing and map location as mechanics.
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