(WIP) Jester (Part 1)

gibnewitems

Active member
Before you start reading, I ask that you (the reader) come into this concept with an open mind. I don't usually do this, but this concept is incredibly game-warping and radical (even for one of my heroes).

Probably my most insane and overly complicated hero concept yet. Has 3 options for a primary with unique ability-lite secondaries, a unique leveling system, and a kit that's entirely customizable in a real match. Due to just how lengthy this concept is gonna be, I will be splitting it up into different parts. Part 1 will go over the fundamentals, namely this hero's weapons and how they interact with multiple existing system. Abilities will be reserved for a later date.


Primary: Choice of 3. Pick one the same you'd pick an ability at the start of a match.

Dimwit: Basic jabbing knife. Slightly longer than light melee. Secondary is a 50% fire rate steroid for 3s with 25s cd. Free ticket at 1500 souls. Cards unique to this weapon emphasize a get-in, get-out assassin playstyle.

OR

Butterknife
: Basic swinging knife. Slightly shorter than light melee. Front cleaves. Secondary grants 25% damage resistance and 15% lifesteal for 3s with 25s cd. Free ticket at 3000 souls. Cards unique to this weapon emphasize a tanky frontliner playstyle.

OR

Screwball
: Basic throwing knife. Ranged. Throws in an arch. 20/20 starting ammo. Fires twice per click. Secondary grants 15% move speed increase for 3s with 30s cd. Free ticket at 4500 and 21500 souls. Cards unique to this weapon emphasize a farm-heavy carry playstyle.

All basic attacks cannot be parried nor benefit from melee effects since they are independent from the current melee system. All secondary cds cannot be reduced.

Tokens: Other than souls, this hero is also granted tokens. These tokens are used to purchase abilities and other mechanics specific to Jester. Sources for tokens include:
  • Candle troopers, at 1 token each
  • Denizens, at 1/5/10 each
  • Guardians
  • Walkers
  • Player kills
Abilities: No longer granted from soul milestones. Granted from card packs. First card pack contains a consistent choice of 3 abilities (depending on the weapon), and is granted for free at the start of the game.

Cards upgrade from grading tickets instead of ability points. Every non-legendary card has one upgrade. Cards can be applied in any order, and can be moved freely through the player card. Some card abilities can be temporary, having limited uses or on a timer. A free ticket is granted after reaching a soul milestone (depends on the weapon selected). Other tickets have to be earned. Sources for grading tickets include:
  • Completing urn
  • Defeating Mid Boss
  • Buyable at the shop for a high amount of tokens (takes time to restock)
Shops and packs: Other than items, this hero can also buy card packs. Standard card packs always contain three cards. After the first mid boss is taken down, Advanced card packs will upgrade and start to contain four cards with at least one seal. Standard and Advanced packs always cost 20 tokens. Card packs can also be granted from sinner's sacrifice machines. A free standard pack is granted at 800 and 2200 souls.

Solo cards: Cards can also be bought from the shop. The shop has 5 random cards, and restocks every 10 minutes. The shop can be rerolled for free once, and then every reroll costs an increasing amount of tokens. Every solo card currently at the shop is applied a random seal after the first mid boss is taken down.

Seals: Seals grant extra effects onto cards. These can be applied to card abilities at the shop. An ability can have multiple seals (up to three), but cannot stack 2 or more of the same seal.

Cranky seal: Add cooldown reduction to the ability with this seal.
Speedy seal: Grants a move speed buff after using this sealed ability.
Healthy seal: Adds heal on kill to this sealed ability.
Greedy seal: Kills with this sealed ability grants extra souls and tokens.
Sticky seal: Add ability duration to the ability with this seal.
Groovy seal: Add ability range to the ability with this seal.

After the first mid boss, all cards (both packs and singles) spawn with at least one random seal. Seals on their own can also rarely drop from breakables.

Legendary cards: Killing mid boss grants a special 4 card pack. This card pack contains cards with very unique and powerful effects. This hero is limited to carrying one of these cards at a time. This is a sneak peak of what you could expect to be a legendary tier card:
fixedsketch.png

To do list:
  • finish the card abilities for all the selectable weapons
  • finish the card abilities shared between weapons
 
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