#Hero Suggestion: Bao Feng

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cunning torrent
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Despite the fact I don't think the game needs more heroes anymore, I started thinking about ideas for a new hero. Things escalated from there.

Hero Suggestion: Bao Feng (Bàofēng (Storm Wind 暴风))
Description:
With unusual geological power, Bao Feng is an impatient fighter eager to take on any foe.

Frenzied crystal shards come forward and swarm her enemies at her command, or are set down and laid dormant as a perfect trap combination.

Restraint is needed to temper her aggressiveness however, else she risk falling to her own vices.

General Info:
Playstyle revolves around constantly hitting to gain powerful bonuses which have short durations.

Secondary skill can be set up beforehand to use alongside weapons or the primary skill, while the primary skill can keep hitting when needing to reload or charge up attacks, but also involves risk when misused.

Weapons focus on sustaining a rapid fire rate and not reloading often to keep the bonuses going.

Health: 60 (up to 85)
Armor: 70 (up to 105)
Speed: 5.2

Primary Skill: Fragment Storm
Cooldown: 20s (from 100% instability to 0%)
Conjure a storm of sharp shards and energy, dealing 200 DMG every 0.5s to enemies within 5m and recovering 5% Armor every hit. Storms can be conjured at any time.

Storms move onto an enemy in sight and lock on, moving to a new one when they are defeated. Keeping the storm conjured builds up instability over 6s, building twice as fast when not hitting enemies in other ways (helps counter hiding and letting the storm do everything).

Storms can be dismissed at any time which starts draining instability. Going over 100% instability will destabilize it, preventing the Armor recovery and dealing DMG to yourself equal to 5% of Max HP and Max Shield/Armor per second, down to 1 HP. At 200% instability it stops increasing, but deals double self DMG.
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Secondary Skill: Crystal Mine
Launches a crystal orb that sticks to any surface. After 3s or if an enemy is within 5m, it detonates into 4 homing bolts dealing 300 DMG every bolt. +10% Total Bolt DMG for 1s for every bolt hit (up to +100%).

Skill button can be held to charge up to 2 extra uses, adding an additional 3 bolts to the mine every use, which are released in sequence with a delay.

Talents
• Hardened Shell: +10 Max Armor. Recover 5% Armor for every use consumed when casting Crystal Mine.
• Still Counts: Getting hit by an enemy pauses the duration for all hero skill, Talent and Ascension buffs for 0.5s.
• Press Forward: +5% Movement Speed for every 0.5s of continuously hitting enemies (up to +50%). Bonus lasts for 2s.
• Crystal Bullets: 15% chance to recover consumed ammo for 2s after dealing DMG with a hero skill.
• Delayed Ending: +1s to fully destabilize Fragment Storm. +0.5s duration for all hero skill, Talent and Ascension buffs.

Ascension Trees
Perfect Storm (Enhance Storm Energy)
• Violent Energies: +150/300/450% Fragment Storm Base DMG. Lv.3: +20% Total DMG for every enemy hit at once.
• Stable Aegis: While Fragment Storm is active, recover 1/1.5/1.5% Armor per second for every 10% instability missing below 100/100/150%.
• Splitting Shards: +5/10/20% Fragment Storm Attack Speed for 2s for every hit from Fragment Storm (up to 60/90/120%). Duration refreshes on any hit to an enemy.
• Conjuration Trick: The first 1.5/2/3s of a Fragment Storm does not accumulate instability. +30/60/100% Fragment Storm travel speed.
• Redirected Surge: +50/75/100% Total Fragment Storm DMG when destabilized. Destabilizing deals -20/30/40% DMG to yourself. Lv.3: When destabilized, -50% instability gain speed.
• Storm Front: Defeating an enemy with Fragment Storm conjures a free Fragment Storm for 2s where the enemy was defeated, dealing 60% DMG but doesn't lock onto enemies.
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Dormant Crystal (Enhance Trap Power)
• Spiked Minefield: Crystal Mine's DMG bonus per hit is increased to +25/40/60% (up to +350/600/900%)
• Diversify: +10/20/30% Skill DMG for 2s for every unique enemy hit by Crystal Mine (up to +80/160/240%). Duration refreshes on any hit to an enemy. Lv.3: The first enemy counts as 3 enemies.
• Charged Volley: Crystal Mine gains +1/2/3 bolts for every extra use consumed. Lv.3: -25% Crystal Mine charge time.
• Flexible Plans: +0.5/1/1.5s Crystal Mine DMG buff duration. +2/2/5m AoE for detonation trigger. Lv.2: Recover uses equal to 15/30% capacity when Crystal Mine's DMG buff ends.
• Crystal Growth: +2/4/6 Crystal Mine capacity. +10/20/30 Max Armor for every Crystal Mine use consumed within 4s.
• Fragment Bolts: Hits from Fragment Storm refresh the duration of Crystal Mine's DMG buff. When the buff ends, Fragment Storm drains 3% instability for every stack it had.
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Suppressive Fire (Enhance Constant Shooting)
• Sustainability: +60/80/100% Magazine Capacity. -20/35/50% Reload Time. Lv.2: Recover 2/5% ammo to the magazine every second when the magazine is below 50%.
• Enemy Lockdown: Enemies deal -40/55/70% DMG and take +30/50/80% DMG for 3s after hitting them with a weapon.
• Guns Blazing: +10/15/20% Weapon DMG for every 0.5s of continuously hitting enemies with weapons (up to +80/135/200%). Bonus lasts for 2s. Duration refreshes on any hit to an enemy. Lv.3: Also increases Lucky Shot Chance by +3% (up to +30%).
• Assault Haste: While Fragment Storm is active, +20/30/40% Movement Speed and +30/40/50% RoF. Upon dismissal, the bonus is halved and lasts another 2/2/4s.
• Crucial Recovery: Recover 20/30/40% lost Armor upon defeating a normal enemy. Recover 4/6/8% lost Armor upon hitting an elite/boss (CD: 0.5s). Lv.3: After Armor breaks, recover 50% Armor immediately (CD: 10s).
• All Together: After hitting an enemy with a hero skill, hitting the same enemy with a weapon within 2s grants the hit +25% Lucky Shot Chance. Bonus is doubled if both hero skills count.

Blessings (Balanced Version)
• Storm Dispersal: +100% Total DMG and +3m AoE for Fragment Storm. When Fragment Storm is inactive, +10% instability drain speed for every unique enemy hit within 5s.
• Splinter Mines: Crystal Mine gains +1 bolt for every use consumed. When a bolt hits an enemy, it has a 50% chance to fire an extra bolt at another enemy.
• Maintained Firing: Refill 15% of the magazine from reserves every second. +3% Weapon DMG for every 1% of the current ammo type's reserves missing.
• Volatile Epicenter: +10% Fragment Storm Attack Speed for every 10% instability you have below 100%. +10% Total Fragment Storm DMG and -4% self DMG taken for every 10% instability you have above 100%.
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Blessings (OP Version for the current game)
• Storm Dispersal: +200% Total DMG and +4m AoE for Fragment Storm. When Fragment Storm is inactive, +20% instability drain speed for every unique enemy hit within 5s.
• Splinter Mines: Crystal Mine gains +2 bolts for every use consumed. When a bolt hits an enemy, it fires an extra bolt at another enemy.
• Maintained Firing: Refill 15% of the magazine from reserves every second. +5% Weapon DMG for every 1% of the current ammo type's reserves you have.
• Volatile Epicenter: +15% Fragment Storm Attack Speed for every 10% instability you have below 100%. +20% Total Fragment Storm DMG and -6% self DMG taken for every 10% instability you have above 100%.

Spiritual Ascensions
• Eternal Tempest: -50% instability gain speed for Fragment Storm. +10% Total Fragment Storm DMG for every second it remains active (up to +100%, resets on dismissal).
• Trapped Step: After dashing, lay down a Crystal Mine at your previous position.
• Sundering Bolts: Hitting an enemy with a weapon creates a Crystal Mine bolt (CD: 0.5s). +10% Weapon DMG for 2s for every bolt hit (up to +300%).

timber valley
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Not OP enough, please increase damage by 3000%

cunning torrent
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Understandable. the Still Counts talent now instant kills every enemy in the room when you get hit.

cedar lark
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Man if only the text wasnt so long lol

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Its a good thing that its very detailed tho

cunning torrent
# cedar lark Man if only the text wasnt so long lol

Here's a TLDR:
• Hero designed around constant aggressiveness due to powerful buffs with short durations.
• Primary skill creates a storm that locks onto targets and does constant damage. Can be active indefinitely to sustain buffs, but using it for too long hurts you.
• Secondary skill creates a mine that detonates on nearby enemies, releasing homing bolts. Can be charged to release more bolts at the cost of additional consumption. Useful for combination attacks and getting big buffs quick.
• Talents, ascensions and blessings for weapons are based around constantly firing them without stopping, because you need to with short buff durations.

cedar lark
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sounds cool