Yet Another Gambler Concept

potatosol

Member
Numbers are mostly random, but are there to give an idea of how the kit would work.


Gun: 6 Shot revolver - Additional Ammo Size instead increases weapon damage. Fire rate instead increases reload speed.

Double Down [1]: Active: Target unit and Gambler both receive +50% damage and +50% healing from all sources for 10s. Targeted ability, about the same range as Seven's initial stun activation, can be cast on allies AND troopers/camps. If either target or Gambler dies while under this effect, the other is cleansed of the effect and gains movement speed.

30s Cooldown, T1: Can be self cast to grant Gambler movement speed, T2: Units that die under this effect give extra souls, T3: Doubles damage and healing boost

Sleight of Hand [2]: Active: Gambler stores the current bullet. Gambler can store up to 3 bullets. Gambler gains additional benefits based on what type of bullets he has stored (see 3rd ability): Crit = Bonus weapon damage, Heal = Bonus weapon and spirit lifesteal, AoE = Bonus Movement speed. Storing a fourth bullet both chambers the first bullet stored and overrides the first bullet stored {so if he has stored a 1) Crit, 2) Heal, and 3) AoE, storing another heal will give him the benefits of 1) Heal, 2) AoE, and 3) Heal, and his next shot will become a Crit shot. }

30s Cooldown, T1: -10s Cooldown, T2: Increases bonus from each bonus stored, T3: Up to 6 bullets can be stored.

Keeping Count [3]: Passive: Gambler's bullets each have one of three additional effects. They do not do anything unless this ability is activated. 2 of each type of bullet will be placed in a random spot in Gambler's cylinder on reload.
  1. Crit - Deals 300% weapon damage and 200% spirit damage - has a red bullet trail regardless of it is activated or not.
  2. Heal - Heals target for 100% weapon damage and 100% spirit damage - has a green bullet trail regardless of it is activated or not.
  3. AoE - Deals 100% weapon damage and 100% spirit damage in an AoE around where the bullet lands (if it hits a target, that target doesn't take additional damage - has a blue bullet trail regardless of it is activated or not.
Active: Gambler activates the next bullet. Can be re-activated to cancel. If Gambler shoots, then this ability cannot be activated again until Gambler's next reload. Can be self targetted to shoot self (for the heal bullet).

Cooldown: 1s (Can only be used once per reload), T1: Reload speed increased by 50%. T2: Doubles the bonus of each bullet. T3: Repeated activations of the same bullet stack a multiplier. Each stack gives a 10% bonus to that type of bullet, up to 10 stacks. Resets when a new type of bullet is activated.

Stacked Deck [4]: Reloads gun with 6 bullets that are a copy of whatever bullet would have been shot next. Gain increased lifesteal, movement speed, and fire rate (bypasses weapon passive) for 15s. [If the next bullet Gambler would have shot is a Crit, Gambler reloads and their next 6 shots are now Crits].

Cooldown: 60s, T1: Shooting gives a brief movement speed buff that falls off quickly, T2: Increases the bonus of each bullet, T3: Resets on kill


The idea behind this is that by keeping track of what bullets are in your gun, you can massively increase your damage.

1 is a strong lane ability to help increase sustain (by increasing healing on you and an ally, and then using healing abilities/items), to boost your harass/all-in potential, or even to farm (since it can target troopers, you can use this on a trooper before you last hit it and get a bonus).

2 rewards keeping track of what bullets you have and allowing you to stack up passives to help you fight or farm more effectively.

3 allows Gambler to fire off a incredibly powerful shot late game, and farm and sustain early. But it requires keeping track of which bullets have already been fired, or randomly "gambling" that the next shot is the right one.

4 allows teamfights to become much more manageable. By storing Crit bullets, gambler can also ensure that he has a crit -> ult ready whenever a fight starts.

Concerns:
1) May be too complicated for people to want to pick up the character.
2) May be too difficult to keep track of each bullet - hopefully a distinict sfx and vfx of each bullet will be enough
3) May cause problems with certain ammo/reloading items (such as QSR and Melee Charge)
4) May be too snowbally (Additional farm from 1 and tons of additional damage could mean that one-shotting becomes too easy)
 
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