Wincey - Map Control, Jungler, Disruption

New to making posts here, interested in feedback on the gameplay idea behind him. Hes very much inspired by trapper's gameplay.

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Story/Character:
The idea is that they're an Ixian who lives in the New York library, secretly helping out around the library or collecting books for the library. Their motivation for joining the ritual would be for the Patron to give him and the library a rare collection of books lost in an ancient fire from the past.
They're anxious person who avoids conflict. Might have some kind of friendship with Paige and Dynamo for lore, lol.

Gun:
Arms shoot projectiles (similar in size to kelvin's gun) and with a fire rate and gun damage similar to drifter. He would have mid gun scaling, with ~350m/s bullet velocity.

Vitality Stats:
Larger health pool to account for larger model (similar to Dynamo). 3 health regen to account for likely bad lane (as spitball and deflective wall are only useful abilities in lane).

Spit Ball:
Throw a projectile that knocks back enemies when hit and leaves a web on the floor that slows enemies disables ability usage so long as you stand within the radius. 0.35 cast time.
T1: +2m to deployed web
T2: decrease enemy fire rate
T3: +0.25 stun

Deflective Web:
give a small shield that deflects enemy gun damage (40%) and spirit damage (40%) and projectiles. Can be put on allies. 70 degree radius facing forward of character.
T1: cooldown reduction
T2: +30% deflected spirit damage
T3: +40% deflected gun damage

Spider’s Web:
place a double sided veil that allies can see through. Enemies can shoot it to break it. Enemies take damage and are revealed on map. Stays up until broken
T1: +2m/s when allies walk through it for 1.5 seconds
T2: +100hp
T3: increase range, release spiders on break that do 60 spirit dmg

(ULT) Spider’s Den:
Place a spider’s den, amount placeable increases with CHARGES (starts at 1). Cannot use den for 0.25 sec after taking damage. Teleporting with a den gives you a period of 20 seconds to return to the den to teleport you back to initial teleport location. After this duration, ability goes on cooldown.
T1: +4m/s
T2: cooldown reduction
T3: can recast ability within 7 seconds to teleport back to previous location

Notes on Character...

This character's gameplay loop is meant to be invading jungle all across the map with ult and making map traversal for enemies harder by placing spider webs. They can be broken if you dont feel like taking the damage, but otherwise you could spend a few seconds breaking. The first upgrade lets it be an important tool to place inside your own jungle and side of the map if you're winning to help your team with map traversal.

Spit Ball would basically feel like Ana's grenade from OW. At first the idea is that you'll invade jungle and be annoying, and when caught spitball can give you a chance to put space between you and the enemy to escape to a den. The silence while standing in it is important so in that period the enemy cannot use a movement ability to close the distance. The silence also helps with teamplay and proactively using the ability or to lock down enemies with troll gun builds.
The T3 upgrade lets this ability be a support tool to cancel problematic enemy ults and rewards learning the ability's arc.

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Deflective Web is a tool to let you buy time when you get jumped or to assist an ally in both engaging and escaping. The deflection radius is 90 degrees where you face (spiritually a Genji deflect), so it allows for some proactivity in using a point-and-click barrier. There may be a learning curve with the player base to learn to face towards enemies when escaping with this. I imagine he'd use his arms on his back to place the barrier in front of him, or spectral arms appear behind an ally and plays the same animation when placing on an ally. I can see this ability being really annoying so would have to have a cooldown similar to paige's shield (though this one would give less shields to even out for the deflect utility). The T3 is a big jump in value.

Spider's Web is potentially really badly designed haha. The idea is that an enemy will have to choose between taking the 3 seconds to break the wall or simply take the damage and not have to spend time breaking it. When rotating for a fight this would give you information on which enemies are rotating to a fight, as well as do some chip damage. It is important to note that walking through it does not apply a slow (beyond the penalty given for taking damage), so both choices of break/not break do not both slow you and gives enemies an active choice.
The player can also choose whether to place webs on the enemy's side or your team's side for quicker rotation. Though this character is not a dps focused character, so taking your own enemy's jungle isn't ideal, but placing it in lane can help a lot for movement. Noticing a web is broken in your team's side of the map also gives you information on if enemy's are invading your jungle and where (though this is shown on the map by the jungle markers, so potentially just irrelevant lmao).
The range early on only lets you place it in very tight areas of about 9m, but could eventually be placed across certain parts of lanes. This would let the ability not just be a tool outside of teamfights, but to help divide up teamfights as a veil and sponge for damage.
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Spider's Den is this character's ult and is the core of his kit. It's meant to function more as a 4th ability that you play around for traversal, rather than a big damage ult. Placing a den has a separate cooldown thats much longer, so you can break and replace the dens. Rapid Recharge is essentially necessary as none of the upgrades give extra charges, which is a part of the balance as this ability is a bit broken working as a shorter cooldown mirage ult that only works on dens, so forcing you to buy this item is a downside to this ability's power and only having 3 dens MAX. The idea is that you invade the enemy's jungle, placing a den in a convenient place that isn't immediately in the open to enemies if you pop out. You steal jungle and then run to a den as soon as you're found.
These dens CANNOT be broken by enemies and only by you, and so the dens can also act (nichely) as an obstacle that could prevent movement between some of the more close quarter areas of the map. This could allow for you to trap enemies between a den and you.
(I could also see how this is placed in certain places and you teleport to the den you may trap yourself between the den and a small area like inside a veil. I imagine the game would not let you place the den in certain areas, or it could just be you have to wait to eventually leave as punishment for bad placement lmao).

Spider's Den's cooldown would be rather short, similar to a paradox swap's cooldown. This means you can push up a wave, teleport and be active in enemy jungle, and teleport back within 20 seconds to catch the wave. Its also a game of chicken, seeing how much jungle you can steal within that 20 seconds. You can push your luck and get caught out by enemies before teleporting out, or you could leave early after stealing a small amount. (This ability is very inspired by being a jungle rat with Sinclair Assistant).
It would also be really annoying for him to escape while you're shooting him, so you cannot teleport within a short period of taking damage. This would also mean you need to place your den in a place not in the open, needing to break line of sight to escape an enemy.
The T3 is meant to be for juking enemy's out and maximising uptime in enemy jungle. When you're chased out by an enemy from their jungle after using den you could wait a short period before returning back and continuing stealing enemy jungle and placing spider webs after the enemy leaves. This means the enemy could out think you by just waiting those seven seconds.


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Here are some potential build ideas for Wincey/Potentially good items...

Support focused
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Gun Focused
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Closing Thoughts...

Thats about it, thanks for reading if you got to this point. My main concern with the gameplay is he only has 2 sources of damage in Spit Ball and his gun (and I suppose deflected shield damage). I feel this wouldn't really let you build for spirit outside of a gimmicky echo shard Spit Ball build. I also am not sure on the specific numbers and scaling for abilities, though I imagine the scaling could be higher to account for the smaller sources of damage he can deal. I also think the idea of Spider's Den allowing for stealing jungle, traversing the map to catch waves or by jumping enemies in their jungle is really fun and interesting. Though i feel the ult cooldown should be shorter, as it would be a better mirage tp (though there are some things each teleport is better at). Any and all feedback is super appreciated, and apologies for furry design lmao.
 
WINCEY FOLLOW-UP
This was my first fan character and so it was really rough, so I felt it needed some cleaning up and reimagining. I may reupload the entire thread with these edited abilities/text. Nonetheless any feedback is appreciated as its hard for me to gauge if this character is balanced/fun by myself haha.

MODEL COMPARISON...
Some little doodles of how Wincey's model is sized in comparison to others, being larger then most other character models.
The spider legs on his back do not contribute to his hitbox.

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GUN/VITALITY...
Gun has a similar vibe to Kelvin and Warden, shooting out big projectiles at a fire rate that feels slightly faster then Holliday. Would have average gun scaling for his bullet damage.

WINCEY WEAPON.png
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Starting Max Health that is similar to Dynamo and would have 60 health scaling per boon.

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SPIT BALL...
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Damage only occurs to enemies hit by the initial projectile, not the sticky web.

This ability is pretty broken in that if you have spirit investment you will do a big amount of damage with spirit investment (276 Damage with boundless) as well as a huge slow. With T1 and Boundless you give enemies a 50% movement slow. Paired with the ability disabling, this makes spit ball a really strong lockdown ability that stops people from escaping (w/o warp stone).

This is balanced by the fact that radius is really small and no ability point upgrades give it range, making you have to invest in max range to increase it (Greater Expansion makes its radius 8m rather than 6m).

The T3 enables you to do some intense gun damage so long as they remain in the web radius. This is again balanced by the small radius. This upgrade gives a big spike when building gun damage, encouraging you to build damage outside of your spirit damage and support and map traversal capabilities from the kit.

DEFLECTIVE WEB...
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Deflection radius refers to the radius of incoming damage impacting you that will be deflected and negated. The deflected damage travels in the direction of your crosshair.

This ability cannot negate Ultimate Abilities or their damage, piercing through Deflective Web.

This ability is mega strong, negating damage onto yourself/a chosen ally. This is balanced (hopefully) by its short 5s, and a slightly longer cooldown then Paige barrier. Giving the ability to deflect bullets/spirit to yourself or allies can feel really cool requiring you to aim and look at your attackers while running away.
The radius starts small, and so you need to be pretty precise in facing the projectile/bullets to negate them. This is fine for laning phase/1v1s, but spirit investment to increase your radius becomes a powerful tool for negating/deflecting damage in late game team fights from enemies.
T3 is a massive upgrade for saving yourself or allies, but might be too OP (and base deflection damage might be too OP too lmao).


SPIDER'S WEB...
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Damage/Regen over time duration can be scaled with duration extension.
Webs do not break unless broken by enemies.


Spider's Web and Den health scales with your vitality investment. This means there is an incentive to build for vitality to synergise with your kit in a way that no other character has (to my knowledge no other character's ability scales with vitality), making enemies take longer to break your webs as you build greens.

Damage is 192 over 12s w/o spirit and duration investment. (This is pretty high for no investment but this ability only really becomes useful after 10m when laning phase is over and you can begin roaming the map. This ability is also really easy to dodge and can be broken easily, so this high DPS feels pretty justified.
With Boundless Spirit + Superior Duration damage becomes 528 Damage over 15s.
This high damage is justified again by this ability being relatively easy to destroy and is easily avoidable.
(Superior Duration makes ability 15.36s.
16 + (92 * 0.2) = 34.4
34.4 * 15.36s = 528 damage over 15.36s)

T2 now makes this ability heal allies. This gives incentive to place webs on your side of the map to help allies and gives it a niche strategy when losing lane of rushing T2 to increase survivability.
This heal does 96 regen over 12 seconds without spirit/duration/heal items.
With Boundless Spirit and Superior Duration, it does 250 over 15.36s, and with Healing Tempo does 312 Regen over 15.36s.
(Superior Duration makes ability 15.36s.
8 + (0.09 * 92) = 16.3 Regen
16.3 Regen * 15.36s = 250 heal over 15.36s
250 + 25% = 312 heal over 15.36s)


SPIDER'S DEN...
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White Icons represent Spider's Den locations on the map.

Recast is now an inherent part of Spider's Den. This means that you can now take advantage of the dens to get out of enemy territory and teleport back to your side of the map/a creep wave on the map, with a gameplay loop similar to Sinclair using assistant to teleport back to safety after stealing enemy camps.

The ult now naturally starts with 2 charges, meaning you don't need to buy extra to be able to use this ability anymore. T2 drastically increases your range, making you able to teleport nearly across the whole map. Maybe to justify this range the cooldown should be longer, or the range shorter? It also gives you a damage amp on NPCs, meaning you can steal camps and backdoor/push enemy structures more efficiently.
The T3 leaves enemies vulnerable and revealed to you when they shoot the dens. This means you can teleport to the den being damaged and take an enemy off guard or alert your allies via comms to move towards an enemy/take advantage of the damage amp as it affects all your allies as well as your damage.
 

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