Viscous rework

Stretch Shot: V disarms themself and fires a hand in a direction to, until button release, pull themselves towards any enemies (who are slowed) or terrain that hand connects to. For some seconds after Stretch Shot's button is released V can extend its cooldown to cast it again, freely alternating hands while airborne or once so after ever touching the ground. Hands release with the button any terrain they connect to but not enemies, instead holding on until they are too far away, another hand is fired to pull both (or all 3, if V catches a 2nd) toward the midpoint of, or V's re-cast window times out
Cube: Loses allied casting but gains moment physics and the ability to catch (as a moving root) enemies by colliding into them with enough velocity. If catching these enemies ends with ramming the cube into any terrain they are further damaged and stunned
Goo Path: V forms a thin trail beneath them difficult for other players to stand on. V can attack from this as a platform, slide down it for momentum, or escape enemies unable to chase into the air. Despawns on a shorter distance from V
Dome Bubble: Around themselves and any players near enough, V summons an indestructible sphere only they can walk through
 
Never mind. Kelvin runs Cube and Path (not Dome) with more ludonarrative punch but Ivy still uses Goo Ball better
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Splatter needs more than a ridiculous name: The ground effect being bouncy (like Portal 2's blue goo, not Holliday's pad) feels like it's waiting in the wings. And/or momentum physics scaling damage with vertical distance travelled down? Both would play well with spiderman-ing
Puddle Punch needs a shader crackle for summoning the goo (then so too do reloading bullets & Splatter. Dome can animate like an inflated balloon with the crackle on Viscous walking through it): Energy released to sell the power of summoning matter
 
Gun rebalances to covering fire (plus orange-sniping) numbers for making escapes after flubbing combos. Combining Splatter's new momentum-as-damage physics with Stretch Shot requires its projectile speed be quite slow, making Puddle Punch the longest range ability: Give it a fast teardrop projectile for communicating threat range?
 
Stretchshot is a cooldown-stretching basic ability you press and hold multiple times to repeatedly ballistically shoot your hand (youre disarmed throughout) and pull yourself toward any players or terrain hit. Players hit remain connected to by so far and for so long while enemies are also directionally movement locked toward you. Landing another shot while connected to an enemy either merges both arms into a leash (moving immobilization. Movement, dashes, & items uniquely tax its length to breaking) or displaces that enemy up to a distance from any terrain or other players hit. Leash gets a silence at 2p and allies grab-ability (with a slower pull in) at 5
 
Solving Stretchshot's enemy displacement with 2 spring physics and giving Splatter portal2 blue goo (& no airtime damage scaling. If mortars at all they'd be best commonly available) gives Viscous's kit a challenging combo to optimize that displacement's stun time on divebombing in: An enemy-connecting stretchshot plus splatter on the way down before bouncing up & grabbing the terrain throws the enemy into the air before pulling them in (for release) with much greater flash & delay.

PS Stretchshot would be re-castable once so after Viscous touches the ground or grabs a player* and would have to share combat state & ignore connections to allies on or flying to a zipline. Re-casts tax the cooldown but the rate on airborne chains upgrades. Enemies are held until both hands return to within an arm's length. Crazy complicated but imo totally worth - C&C please!
 
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Hah more of a rework of both and Ivy. To sum up:

New basic: Stretchshot (see above)
Splatter gains a bounce-pad-ish reflection of vertical motion when Viscous (and allies? anyone?) lands on it
With a gun rebalanced for soul snipes & covering fire, Puddle Punch stays mostly vanilla but is shot as a projectile (the old alt-fire) before "punching"
The Cube is traded with Kelvin for Frozen Shelter, Viscous's new ultimate. Goo Ball goes to Ivy (Air Drop moves to basic & Watcher's Covenant rolls into Kudzu) but with rewards for running over allies.
 
The double-armed leash falls off as the merging animation finishes & upgrades into an actual lasso with grabbing allies at 5p*
With Spirit Lasso mechanically duplicated, here's a hat-trick ulternate for the Holl:
Shooting Gallery. Holliday glows with menace & their hat disappears. A laser like Vindicta's appears from their gun, and then two more (etc) either side of it do too as the hat fade-descends back. They move to stay square to hers. Now, when Holliday shoots a bullet it is paralleled by others along each line. When any land a shot she teleports to the end of the line that did, growing in (or maintaining the) menace each time

PS This one's my favorite
 
Viscous has a pretty fun kit that can be built in a lot of diverse ways with about as much counterplay as any other hero. I don't feel like he needs a larger scale rework
 
"Grenade cooking" mechanics' un-verifiability likely make this unimplementable, which is a shame (RIP spiderman -_-)

Viscous walking through a green Kelvin ultimate still looks great though
 
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