Jump to content

FPS Hero


Legacy
 Share

Recommended Posts

Hmm, some kind of "facing" mechanic that gives him a long range of vision but only in the direction he's facing. Being in first person, he's less limited by the screen size and he could potentially see a target in front while still keeping an eye on his immediate surroundings (as opposed to a hero that has to change his screen focus on a further opponent and isn't keeping track of his immediate surroundings. Also, his ult should be a global Time debuff for everything to simulate "bullet-time" mode. Possibly give him strafing ability to let him fire while moving. That's what I've got for now. I'll let the idea percolate for a while.

Link to comment
Share on other sites

I'll brainstorm some passives and abilities:

 

FPS sees everything in fps. His vision range is increased by 15 units in a triangle in front of him with 5 units at its widest.

 

FPS's autoattacks are skillshots by holding A and clicking in a direction. The faster you click, the faster his attack speed. FPS cannot move and attack.

 

FPS's autoattacks gain a slight homing ability and projectiles move faster.

 

FPS sends a rocket over terrain in a line. The rocket reveals fog of war in an area around itself and has detection. Slow movement speed and destructable.

 

FPS blinks backwards a number of units. (like reverse impact dial)

 

FPS gains increased movement speed and turn speed when enemy heroes are nearby.

 

I'm thinking it could be a Thor hero who fires rockets as an autoattack.

 

FPS gains spell damage from autoattacks based on his int

Link to comment
Share on other sites

Hmm, How about some kind of sniper. Not locked into FPS all the time but he can "deploy" into a sniper position and gain superior battlefield vision at the expense of mobility and you go into FPS mode which gives you targeting options based on a hit-box system (ie. hit their leg to debuff move speed, hit hand to debuff attack speed/attack, hit their head to insta-kill if their health is below a certain percentage). His rifle has a clip so he gets a certain number of shots as fast as he can click, but after that he has to reload.

Link to comment
Share on other sites

Ok, I've refined it a little more and here's what I've got, mechanics wise. Fluff and formatting can be added by someone who gives a damn.

 

Primary Stat; Int.

 

Heroic Active: Sniper Deployment - Locks you into FPS mode and immobilizes you. While in this mode, you gain an extended vision field in a cone in front of you extending 20 units, 7 units wide at the end. Fire a shot with left mouse button and reload with right mouse button. You can fire up to four shots in succession but then must spend 3 seconds to reload. Attacks in Deployment mode deal (20% Int) bonus damage. Takes 1s channeling to begin or end Deployment.

 

Ability 1: Called Shots (passive)- When in Deployment, aiming for certain hitboxes on the target can have extra effects. Rank 1) Legs: Reduces MS by 20%. Rank 2) Arms: Reduces Attack Speed by 20%. Rank 3) Lower Body: Stuns for 1 second. Rank 4) Head: If target is below 15% HP, instant kill.

 

Ability 2: No Scope - When not in deployment, you gain strafing for 10-15-20-25s. You also gain (5% attack speed / 100 Int). 20s CD starting when effect ends.

 

Ability 3: Diazepam Dose - In Deployment, hitboxes are 8-12-16-20% bigger. When not in deployment, you gain 10-14-18-22% crit chance but your attack speed is reduced by 3-5-7-9%. Lasts 10s at all levels. 50s CD

 

Ultimate: Bullet Time - Globally debuffs Timescale of all units (friend and foe) except this hero by 2.5% every 0.25s, capping at 20 stacks. Effect lasts 6-8-10s. When you score a Kill or Assist in Deployment Mode while this ability is active, you gain 5% Timescale for 3 seconds, capping at 4 stacks. 120s CD

Link to comment
Share on other sites

My only fear for his Q is that it would lag the game like hell. Maybe each hit should have a percent chance of cause a debuff (35% chance for movement speed/25% chance for attack speed/10% chance for stun/ 5% chance for instant kill or maybe attack does true damage/25% chance of no debuff)

 

Then his E could increase debuff chances by 1/2/3/4% each

Link to comment
Share on other sites

My only fear for his Q is that it would lag the game like hell. Maybe each hit should have a percent chance of cause a debuff (35% chance for movement speed/25% chance for attack speed/10% chance for stun/ 5% chance for instant kill or maybe attack does true damage/25% chance of no debuff)

 

Then his E could increase debuff chances by 1/2/3/4% each

 

Possibly...

E-Rank __ 0 ____ 1 _____ 2 ____ 3 _____ 4 __

 

MS -------- 35% --- 36% --- 37% --- 38% --- 39%

AS -------- 25% --- 26% --- 27% --- 28% --- 29%

Stun ------ 10% --- 11% --- 12% --- 13% --- 14%

Head ----- 5% ----- 6% ----- 7% ---- 8% ----- 9%

None ----- 25% --- 21% --- 17% --- 13% ---- 9%

 

But then, with the design philosophy of moving away from randomization of effects, It probably wouldn't be done this way.

Link to comment
Share on other sites

I think this games happens way to fast for someone to play it fps whilst rest can see from above. I mean big ass teamfights drake/jackson/toxi/rory/rancor will even be hard for a player with viewing from above what will a fps see ?

I think balance problems will be vision:

How will smokescreen(not thats its used often but still) affect him ? How will visual effects effect him like toxi's cloud or rancors nukes.

Will he be able to see anything if there are 2 micro's lvl 16 ingame or will he just see gigantus 70% of the time.

How will he be able to shoot vorpals legs or gara's or nulls ? rather hard since they have none.

How will he spot a burrowed hero ? burrowed heroes(brine,bio,unix) are flat on surface meaning he can't see them at larger range if he's small due to the angle.

How will he be able to shoot uphill ? you can target something because you have x/y sight of them. But in fps you will have the z range factor blocking you x/y range you otherwise would have i.e. shooting from river to mid.

How will los blockers work ? Since he will have a straight line view losblockers will block his los even when he has allies behind them.

 

The only way fixing this is only give headshot bonus +30% dmg and silence. Make his snipemode ignore doodads, losblockers, visuals like ulti's.

And even then this will be a insanely hard hero due to positioning it would require. But i like it since there aren't many skill heroes left.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share

×
×
  • Create New...