#Spitballing Hunter Concepts

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broken ibex
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What do you think about a Hunter like this being in?

Melee Frontline
HP: 1180 Movespeed: 480 

Passive: Wars to Skirmishes
You gain energy, up to two charges, while surviving damage and damaging enemies. 
|You can use energy on some abilities to cast effects instead without cds or mana cost|

Weapon (LMB): Incarnadine Brand
A cruel, undulating blade that sweeps across swathes of foes with basic attacks. You can hold your basic attack to buffer a charged *thrust attack* that deals greater damage to one target.

Shift: Bloody Fuller (8s cd) 
Lunge in target direction. If you lunge into an enemy after you've damaged them with a charged *thrust attack* (or use during Mortal Iron), stun them for 1 (more) second as you stake Incarnadine Brand into them and draw their blood from your fuller, gaining a charge of energy.
lvl I: 2nd charge 
lvl II: -2s cd, 1.5s stun

RMB: Strife in Cruciform (9s cd)
Drop a cross shaped AoE in target direction that slows enemies by 5% for 5s as you slam Incarnadine Brand down. 
|Hold to leave a 5s shadow in the shape of your sword with an AoE that slows nearby enemies by 15%|
lvl I: -4 s cd 
lvl II: bigger AoEs, +5% slows

Q Blade Battery
Hold Blade Battery to bash and parry incoming attacks, reducing all damage received and counterattacking in an AoE around Ghoulveke, but reducing your motion speed. There is slight recovery when attacking out of and ending Blade Battery. 
|Gain a %hp shield that scales better at less hp by tapping|
lvl I: increased motion speed during Blade Battery 
lvl II: increased shield scaling

R Mortal Iron (42s cd)
Channel, then lunge towards your enemy and drive a brand of Mortal Iron into them as a mighty *thrust attack*, stunning and anchoring them to your sword for 2 seconds before booting and launching them off in target direction. Enemies launched into terrain are Dazed for 2 seconds. You take less damage while anchoring but you can launch early.
lvl 2: more damage, -12s cd```
wheat zodiac
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If it's an open topic.. I wouldn't mind putting some character concepts in here lol

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Fully recognizing they'll probably never see the light of day, but one can dream ig

broken ibex
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Yeah sure, anybody's open to post a hunter idea they have and talk about it here

wheat zodiac
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Nobushi / Melee Skirmisher (Initiator or Fighter)

Probably edit this but it's something anyway

Weapon: Glaive/Naginata/Polearm.
Piercing thrusts for higher single target damage that ramps over time (kinda like Elluna and Shiv but melee and ramp resets if you attack a different hunter or let go of ability)

Passive:
Dark Sky Blooms
Knocks / Assists give 25% CDR kinda like how Felix's ignite passive works now.

RMB:
Duel Medusa
For 0.5 sec parry the next attack that would hit you and stun the source for 0.5 sec
CD: 6 sec
lv2: - 2 sec CD
lv3: Successful parry reduces dash CD by 25%

Shift: Nagi Dance
Ground/Air dash similar to Jin but covering a bit more distance using polearm to vault/dance around.
CD: ground 6 air 11 sec
lv2: -1 sec CD.
lv3: Ending your dash next to an enemy recovers 25% CD

Q: Perforation - Charge/Thrust forward through enemies covering some distance and anti-healing targets hit for 6 seconds as you perforate them with thorns. If at least 1 enemy is hit, refund 25% of dash CD.
CD: 12 sec
lv2: -4 sec CD
lv3: Dash CDR increased 25->50%

R: Harbinger
For 6 seconds, repeatedly ground enemies briefly in an aura around you. While this is active, you share heals applied to you with allies (including yourself) within the aura at half efficiency.
CD: 45 seconds
lv2: -15 sec CD

broken ibex
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Cool Hunter idea. Seems like a good Initiator

grave nacelle
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#🎨│fan-art message Here's one I posted in another channel a little while ago. Hope people enjoy

broken ibex
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Really dynamic character, we need a Hunter with intensive mechanics like this

crisp egret
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Here is a Concept I made a while ago in Feedback.

The whole schtick was a play on words with the lobby voice "choose Wisely" which I really wanna do.
Also I had this Idea that sometimes when he gets picked he gets to "take over the game" essentially replacing parts of the announcer voice or commenting sarcasticly about enemies and teammates deaths. Generally goofy and a bit fourth wall breaking.

Here is a small concept for the tricky old bastard:
Name: Wisely
Role: Magical Trickster, Illusionist
Age: Ancient (only he knows his true age)
**Specialty: **Deception, Confusion, Illusions
**Personality: **Cheerful, wise, with an eccentric sense of humor. Speaks in riddles, loves to mislead. A master of battlefield confusion.
Appearance: An old elf with a long white beard, pointed ears, and a large, star-patterned wizard hat. His robe combines futuristic and traditional materials, adorned with mystical runes. Moves with surprising agility.

Passive: When damaged, creates an unpredictable illusion controlled by AI. It may attack or flee but does no damage.
Sometimes the announcers voice is Wiselys voice instead. (Including in the Lobby: "CHOOSE WISELY!")
LMB: Fires small homing energy bolts.
RMB: Creates an illusion of an ally that gives sight and behaves like the passive. If attacked, it bursts into smoke, obstructing vision and highlighting enemies.
**Q: **Hexes an area, dealing damage over time and disorienting enemies, making their attacks inaccurate.
**Shift: **Teleports a short distance with flashing lights that disorient enemies. Hold to increase range.
Ultimate: Creates a kaleidoscope of illusions, confusing enemies by showing multiple Wiselys, false projectiles, and altered terrain. Wisely can teleport and attack during this time.

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If we are already here, what if TC made an official Suggestion channel. Not just for Hunters, but powers, items, and map ideas aswell.
It could function as a creative wall for community and devs to look into.
And maybe some ideas are insteresting enough to explore by the devs.
Is there a way to ping discord mods for this idea?

exotic merlin
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A character making other peoples LMBs inaccurate would be very unfun to play against

crisp egret
crisp egret
# wheat zodiac Nobushi / Melee Skirmisher (Initiator or Fighter) Probably edit this but it's s...

I like it! Polearms are always fun. They are a great weapon for area control, that I think your concept could improve on. Also I think it sounds a bit weak and could use a little more "oomph" to make it a pro blade dancer:

Here are some things I think would elevate the concept:
LMB: Maybe instead of piercing only straight, charging the attack could widen the hitbox (cone) and range of the attack, additionally to charging up damage.

Shift: Maybe add some frames of invulnerability during the ground dash. (using the polearm, sticking it into the ground to jump over a projectile, pole vault style.)

RMB: I would change it so while you parry you swing in a cone in front of you and deal a bit of damage. If you get attacked while swinging, then deal extra damage and stun targets hit. This would allow you to stagger camps more effectively, and stun chosen targets instead of relying on the enemy key target to attack you, giving you more freedom and agency.

R: Again, combine with a swinging circle attack around you that actually damages enemies. Every swing deals damage and grounds briefly. Maybe add Omnivamp and distribute that omnivamp to teammates. Mabye enemies could even get stunned/slowed if hit by all three swings.

wheat zodiac
# crisp egret I like it! Polearms are always fun. They are a great weapon for area control, th...

I didnt' want to copy too much of Brall and originally the lmb was gonna be a 90° followed by 180° the lastingly 270° combo finisher each attack sort of ramping the aoe and damage compared to the last but I edited it out.

Having the dodge give projectile immunity briefly (not full incorporeal like Joule) would be strong but interesting.

Making the Parry a Riposte with stun attached is fine since it's kind of a tight window make the animation really obvious so people learn not to attack the riposte and it could hit pretty hard.

Having the R be an aura of sharing heal effects around you and making your autos ground/slow with the effect stronger the further into the combo you are would be more interactive and fairly strong for sure.

exotic merlin
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which would actully go hard in supervive

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Maybe give it Xins R

wheat zodiac
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I haven't really played League but I'll look up the characters lol

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The R is audacious charge?

exotic merlin
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nah dont think so

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it basicall knocks everybody away but the last person he hit and becomes invulnerable to attacks unless you are close enough

wheat zodiac
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Oh, ok

grave nacelle
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Another character idea. The general jist I was going for was a somewhat high-octane combo-casting melee brawler, with a focus on cleaving throughout a fight and handing squishy and tanky targets with similar levels of efficacy. Exact combo effects are then further tweaked based on exactly what abilities are being cast, so you're always on your toes for what to press and when.

crisp egret
# grave nacelle Another character idea. The general jist I was going for was a somewhat high-oct...

I like the idea of dancing between 2 states, essentially unlocking crazy amounts of combo potential. However I think for the concept to work the abilities would have to be a lot simpler than what they are now. I think it is too many mechanics for a single character. Stances should mostly change hitboxes, timings and defensive and offensive properties.
Reason being balancing would become a nightmare with that many extras (%hp damage, damage increase, 3 different mobility roles which can be diversified further through Flow, knockback, ground, wisp stomp...)
Also I think not even an expirienced player could keep track of the different details of each move.

It would result in all of those spells doing absolutely nothing or being completely op, even if they did a minuscle amount of damage.

What I like are the pull in Q, which does not need to be linked to a LMB attack. Opening Stance shift minus the wisp smash and RMB both stances as a succession.

Worst part is honestly the instant guaranteed 58% (nearly 80% on lvl 3 Q) hp damage combo of R-Q that also deletes armor.

smoky cedar
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even if entire kits aren't used, it's really common for bits and pieces and concepts to be used

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so sharing is worthwhile

grave nacelle
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Mm.... in hindsight, I completely agree.
In my attempt to make each combo of abilities feel unique and engaging while also still being equally opportunistic, I kind of overdid it with the actual content of each ability.

I'll give it another go-over and repost an updated version with all this in mind in that case. I'll probably try to create a better distinction between how the different features and parts interact. Like making it so that each Flow has a specific way it augments and engages with combos, and precisely what each spell is actually doing in a combo, rather than just wildly different features across the board.

I also got mechanics mixed up, and meant the Shift spikes enemies, rather than sending them to deathbox. Since spiking was died to damage if I remember correctly, I wanted to specify the mechanical interactio nthat vaulting over someone in the air spikes them despite not doing damage.

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That way it'll probably be a lot more intuitive to learn and read both playing as and against, too.

grave nacelle
# grave nacelle Another character idea. The general jist I was going for was a somewhat high-oct...

I tuned down most of the Flow combo effects to be relatively on the nose across the board, with Ruinous Flow basically just being 'more offense' and Voracious Flow being 'more sustain'.

The actual abilities themselves were also somewhat simplified too. The 'feel' of the abilities should still be about the same, but in terms of actual numbers or mechanics, they are much simpler I should hope.

  • RMB has been left as being more of a spam DPS-mobility button with simpler Flow combo effects
  • Shift has been tweaked a little to provide more of an enhancement to your followup actions rather than trying to do so much as a standalone ability, so it hopefully sticks to feeling like 'the dash button'.
  • Q I changed the Closing Stance effect to feel similar, but function very differently, both for simplicity, but also because it will hopefully feel more consistent as a utility combo. I also left its Opening Stance as using the LMB combo, because I wanted the idea to be that you could combo it not just with other abilities, but also your basic attack.
    Given each step of the LMB 1-2-3 combo has a different aoe shape and size, it comes down to choosing what shape you want, and timing it properly. It becomes more interesting to use that way, but also gives the enemy a chance to react to the fact that you are probably aiming to ready an aoe pull.
  • R I only really changed the Closing Stance for, once again making it a little simpler in terms of function and interaction. Its Flow combo effects were also changed to fit the idea of each Flow having a strict identity, and also taking out the absolutely nuts damage stacking.
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Hope this looks a bit better!

crisp egret
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This looks way better 🙂
It fixed most of the very op interactions I think.
RMB -> RMB stays the most interesting part of the kit imo and that is a good thing.
The vault spike sounds really cool aswell.

All in all an interesting concept which I feel would need some play testing to actually see how it feels, but has unique interactions. 👍

wheat zodiac
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There's a site to make concepts in the supervive ability tooltip style?

candid bridge
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i copy pasted wrong LOL

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i would also be interested in that

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Character: Frog
Role: Initiator

Weapon: Plated Boots
A 3-hit kicking combo, last hit slows.

Passive: Limber Legs
Frog can double jump, allowing him to reach higher places than a single jump. Frog is not slowed down in water.

RMB: Tongue Lash
GROUND: Shoot your tongue forward, grounding the first enemy hit and knocking them towards yourself.
AIRBORNE: Shoot your tongue forward, pulling yourself to the first enemy hit.

Shift: Froggy Leap
Hop a medium distance, dealing damage in a sweet spot exactly where you land, with lesser damage in an area around yourself. Slows enemies on impact. Spikes airborne enemies. Spikes yourself if your landing zone is in the abyss.

Q: Croak
Bulk yourself up, knocking enemies back in a short cone in front of you and stunning them.

R: Ribbiting Relocation
Channel for X seconds (recast to cast immediately). Takes all allies in a small radius around yourself airborne and land a short distance away, knocking enemies up and dealing damage.

crisp egret
candid bridge
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i was gonna make Q like, "consume the first enemy in front of you, slowing yourself massively. after X seconds, or on recast, spit them out, stunning them and dealing damage" but i feel like that's foo OP lol

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so you could pull yourself in, consume someone, hop out, etc.

crisp egret
grave nacelle
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It felt easier to follow and read than a straight block of text.

wheat zodiac
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Fair enough

broken ibex
broken ibex
grave nacelle
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Makes sense. I wanted the complexity and massive number of options to be a critical part of the design, rather than pushing some kind of standard, but I suppose there is a certain breaking point. I might give it another go and streamline things a little.

broken ibex
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I'd love it more if it seemed more like an Initiator than a Fighter, could use melees in other roles. Especially a Melee Protector, actually, but that's obviously not this one

grave nacelle
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I kind of considered an idea of making a character that was somehow related to one that already existed, and having their kit be a reflection of that character spliced into a different role. After fixing up this one as a fighter, perhaps there could be another that uses a similar gimmick of dancing between combos, but to other effects than just a drawn out fight. Like a diver or initiator, as you mentioned.

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It would certainly be interesting to have someone designed for the frontline as a tank or utility support that is also melee.

broken ibex
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The Ghoulveke character is inspired by the idea of Brall's energy mechanic being used for abilities instead of basic attacks. I could also see the melee support being a diver, someone who can keep up with Brall or Jin

crisp egret
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Rahel
Healer/Support
A little angel girl with anger management issues, Rahel balances healing and damage. She enters a frenzy (Martyr Form) when taking/dealing high damage or when nearby teammates die under her protection. Wields a tiny crossbow.

Passive: Rage/Martyr

  • Airborne movement gives slower drop speed when not gliding.
  • Rage bar fills when dealing/taking damage or when allies die nearby. Decays over time or when healed.
  • At 100 Rage, she enters invulnerable stasis (0.5s) and transforms into Martyr Form, altering abilities.
  • Martyr Form lasts until Rage depletes, decaying at a fixed rate. Damage refills Rage, extending duration.

LMB: Light/Rage Infused Bolts
Normal: Fires crossbow bolts that passively charge for 1.2s. Fully charged bolts deal maximum damage; shots can be fired early for less damage (0.4s minimum interval).
Martyr: All bolts fire fully charged.

RMB: Soothing Cure/Withering Mark
Normal: Spends a third of Rage to heal an ally over 3s (self-cast possible). If the ally dies under healing, gain significant Rage.
Martyr: Curses an enemy, dealing %-missing health damage over 3s. Killing a marked enemy resets cooldown.

LShift: Wing Stroke
Normal:

  • Ground: Propels Rahel upward/forward.
  • Airborne: Flap wings up to 3 times to gain height and reset drop speed
    Martyr: Each Wing Stroke deals damage in a small AOE.

Q: Binding Light/Binding Rage
Normal:

  • Tethers to an ally, sharing healing (percentage-based).
  • Enemies touching the tether are briefly stunned & grounded.
  • Tether breaks when allies separate too far.
    Martyr:
  • Tethers to an enemy, slowing them.
  • After 3s, tether breaks, dealing damage and stunning the enemy.
  • Tether breaks if distance is too great.

Ultimate Ability (R): Divine Intervention
Normal: Spends all Rage to grant an ally 3s of invulnerability, cleansing negative effects (cannot self-cast).
Martyr: Cleanses herself, gains 3s of invulnerability. LMB deals piercing waves of AOE damage.

broken ibex
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Seems like a good anti-burst healer, prolly need something like this