
Appearance: a Japanese Ghost (Yūrei), with long black hair and white clothes.
Weapon: Some kind of range-limited weapon, like what Graves or Drifter have
Ultimate: Haunt
Mark a nearby friendly tower. While the tower is haunted, it emits a damaging aura around it in a large radius
Retriggering Haunt teleports Yurei to the tower, unleashing a damaging AOE and applying knockup to all enemies caught inside, removing the haunting from the tower. Teleport AOE damage is based on remaining haunting time
Teleport damage has a max and min value, with max value when haunt is first applied and min value right before it expires.
Can be cast on friendly towers (including Patron) and Midboss, but not enemy towers.
Tower must be visible like with applying a buff to an ally, not minimap-based like Mirage's ult.
Towers have some kind of TV glitch/static effect to show they're haunted.
Tier 1 (1AP): Reduce cooldown of Haunt for every enemy player hit by the teleport AOE
Tier 2 (2AP): Increase damage of aura, and increase haunted effect duration
Tier 3 (3AP): Become Unstoppable for a short time after teleporting
Tier 2 (2AP): Increase damage of aura, and increase haunted effect duration
Tier 3 (3AP): Become Unstoppable for a short time after teleporting
Because of how activating it works (apply to a nearby tower, then teleport back to that tower), it lets you rotate away from your tower and then quickly rotate back, or immediately place and pop if you're already defending an objective. The damaging aura keeps the tower slightly defended while you're away, and the AOE on teleport back gives it a purpose in objective fights (apply -> immediately teleport for big AOE damage burst). The AOE decreasing the longer the haunt is applied keeps the total damage dealt in the case of instantly popping teleport vs letting it fully tick out more balanced. The teleport + AOE is the primary purpose of this ability idea, the damaging aura's just an extra benefit that also signals to enemies that the tower's haunted.
The closest equivalent to this ability idea I can find is Ekko's Chronobreak from LoL. I don't play league, but it seems like the 2 pain points for that ult are that it self-heals (which this doesn't) and that you can use it to back out of a dive too freely (which is mitigated by the tower-only mark constraint), so this ability doesn't seem like it'd be too painful for enemies. The only issue is there's technically no direct counterbuild item, but you could just tune the AOE range to not be bullshit large. Maybe make it so it's 50% in size if applied to a Guardian while Walker/Patron gets full size.
The closest equivalent to this ability idea I can find is Ekko's Chronobreak from LoL. I don't play league, but it seems like the 2 pain points for that ult are that it self-heals (which this doesn't) and that you can use it to back out of a dive too freely (which is mitigated by the tower-only mark constraint), so this ability doesn't seem like it'd be too painful for enemies. The only issue is there's technically no direct counterbuild item, but you could just tune the AOE range to not be bullshit large. Maybe make it so it's 50% in size if applied to a Guardian while Walker/Patron gets full size.
Passive: Spectral Form/Tangible Form
Gain bonus defensive attributes. While spectral, gain bullet evasion and debuff resist. Taking heavy spirit damage temporarily makes you tangible, gaining weapon damage and move speed instead.
Upgrade: When a bullet is evaded, gain 1 stack. When you become tangible, temporarily gain spirit power for each stack & reset stack count (losing the spirit power when you become spectral again)
It just makes sense a ghost hero should be easier to hit with spirit damage than weapon damage, and the form-shift on taking spirit damage adds some extra flavor that might allow for more character complexity without being fully form-shift focused like Silver. Brings in the idea of a haunting figuring entering an "enraged" state, like the Witch from Left 4 Dead.
Ability 2: Maternal Care
Sacrifice some of your health to apply a barrier to an ally. While the barrier holds, they gain bullet and spirit lifesteal. Self damage type is Spirit and can be mitigated. Can be self cast. Always triggers Tangible Form when activated.
Order of operations is: take self-damage, gain spirit from tangible form swap, then apply shield.
Primary purpose is to trigger your tangible state, but being able to cast on an ally also gives you some support functionality if you have a lot of HP to spend. I'm also just a sucker for self-damage abilities
Ability 1: Evil Eye
Create a tether that drains enemy health over time and progressively reduces their movement. Target must be in line of sight and within max range to drain. You can shoot and use other abilities during the drain, but your move speed is reduced.
Unlike Geist's Life Drain, this does not come with built-in self-heal.
A fusion of Geist's Life Drain and Kelvin's Arctic Beam. I came up with this idea last as something to use as the finisher in a combo using the other two abilities, since combo characters are more fun to play in general and it's more interesting than yet another thrown projectile ability.
Overall Design Goal:
This hero concept started with the ult & ghost hero concept. A problem I have with Mirage's teleport ult is that it's basically useless when you're defending a tower you're already at, so if you're defending Patron (or your team are stupid and not letting you leave tower) you basically don't have an ult. This ult is meant to be a teleport ult that offsets that main problem with its AOE on teleport arrival, but balances itself with the restraint that you need to haunt it ahead of time before you can teleport to it & you can only teleport to friendly towers & midboss. I thought of having other effects (tower has increased damage resistance when haunted, you die if the tower you're haunting dies), but simplifying it down makes it a much less clunky concept.
Overall I'm satisfied with the character concept. Each ability incorporates some kind of trope/idea associated with ghosts, epecially beautiful female ghosts
Ult: Ghosts haunt locations
Passive: Ghosts are intangible, must be harmed using spirit power instead of physical means, and can also enter enraged states
Maternal Care: Ghosts of mothers (Kosodate Yūrei)
Evil Eye: Ghosts are cold (slowing enemies down), cause curses
I came up with the kit just around what I think fit the character theme rather than designing for a specific playstyle but she seems to fit with the brawler-type characters who can't function as the primary tank but get in, pop a lot of abilities, tank some damage, nuke a backliner, and get out.