PDA

View Full Version : [Concept] Ability Replacement Card - New Card Type



Kujan
11-08-2016, 08:57 AM
ABILITY REPLACEMENT CARD
A new card type concept
By Kujan (Chris M Brewer)
November 8, 2016


BRIEF
A unique card type that, when equipped, would replace an existing ability with a new ability and effect, particularly the Secondary Fire (RMB) ability.


DESIGN SCOPE
The scope could be focused narrow (A) or expandable (B):


SCOPE A
Straightforward, easy to implement, utilizes existing mechanisms


1 unique card (ability replacement) for each character
4 ranks per ability card, each increasing ability effectiveness
Card requires an existing card slot
Cards that affect original ability would not affect new ability
Utilizes existing mechanics, such as Slow, Marked, etc.



- OR -

SCOPE B
Extendable, utilizes new mechanisms

Possibly multiple unique cards (ability replacement) per character
No ability card ranks
Card utilizes a new “Ability” card slot

Ability card slot would be viewable during matches and as a 6th slot during Loadout deck creation.


Cards that affect original ability morph to appropriately effect new ability

Existing cards that affect the original Secondary Fire (RMB) ability would have an additional "hidden" effect that becomes the appropriate card effect when an ability replacement card is equipped.


Introduces new ability mechanics, in addition to utilizing existing mechanics.



EXAMPLE REPLACEMENT ABILITIES
The following new abilities replace the original Secondary Fire (RMB) ability, if the card is equipped. These abilities are just for depiction; could be adjusted as necessary.

NOTE: Sha Lin is not included in this mockup, as his kit may not yet be finalized and these examples attempt to keep the overall theme of each character, while providing an alternative style of play or application.



CARD ABILITY
REPLACED ABILITY


Androxus



Nether Twist (CD: 6s)
Immediately reverse direction, and then quickly dash forward with 0/10/20/30% increased distance.


Unlike Nether Step, only has one charge and do not automatically Drift.


Defiance (CD: none)
Fire a burst of 3 rounds from your revolver, with reduced accuracy, dealing 300 damage per shot over 1.2 seconds.
Bonus Damage: If you hit all 3 shots, you deal an additional 500 damage.






Barik



Bulwark (CD: 13s)
Deploy a circular bulwark that provides cover and damage opponents that strike it for 50 damage. Bulwark has 2500 health and lasts for 1/2/3/4 seconds or until destroyed.


Wraps in a complete circle.
Cannot be used while airborne.


Barricade (CD: 15s)
Deploy a barricade that provides cover. Barricade has 5000 health and lasts for 4 seconds or until destroyed.






Bomb King



Happy to Share (CD: 2s)
Detonate all active Sticky Bombs, causing them to explode for 60/50/40/30% less damage.
Bonus Damage: Hitting at least 2 targets with a single Sticky Bomb spawns an new Sticky Bomb at the original location that immediately detonates for full damage.


When detonated, gain 0.5% ultimate charge per enemy hit per explosion. Maximum 24%.
Has a pre-fire delay of 0.3s.
Deals area damage.


Detonate (CD: none)
Detonate all active Sticky Bombs, causing them to explode.
Bonus Damage: Hitting a target with multiple sticky bombs causes each bomb after the first to deal 30% more damage.






Buck



Reloader Cartridge (CD: 12s)
Instantly reload a full clip and gain 25% increased run speed for 1/2/3/4s.


Using Heroic Leap will remove the run speed bonus.


Net Shot (CD: 14s)
Fire a net that slows a single target by 50% for 1.5s and deals 150 damage.
Bonus Damage: Buck deals 30% more damage to Netted targets.






Cassie



Rain of Arrows (CD: 15s)
Fire 4/6/8/10 arrows in a scattered lob arc that each deal 40 damage and reveal hit targets for 1 second.


Gain 1% ultimate charge on hit. Maximum 10%.
Does not permanently break stealth.
Deals area damage.


Disengage (CD: 12s)
Shoot an arrow that deals 200 damage and blasts the target backwards.
Bonus Damage: Shooting a target out of the air after knocking them back with Disengage deals 30% more damage.






Drogoz



Breathe Fire (CD: 14s)
Spew forth hot flames in an arc in front of you, causing enemies hit by the blast to Burn for 30/60/90/120 damage per second for 3s.
Bonus Damage: If 2 or more enemies are hit, the Burn lasts for 6s instead.


Gain 2% ultimate charge per enemy hit. Maximum 10%.
Has dynamic damage fall-off.
Has a range of 40 units.
Deals area damage.


Fire Spit (CD: 8s)
Spit out an unstable loogie. Enemies hit by your flammable saliva take 150 damage and receive 30% additional damage from your attacks for 4s.
Bonus Damage: You may shoot your Fire Spit, causing a large explosion that deals 1000 damage.






Evie



Path of Frost (CD: 12s)
Leave a trail of frost behind you as you move for 3s, slowing enemies that enter it by 45/50/55/60% for 3.5s.
Ice Block (CD: 14s)
Become immune to all damage for 3s. Cannot move or attack. Over the duration of Ice Block, an area around you grows. When Ice Block ends, any enemy in that area is slowed and marked.






Fernando



Defensive Stance (CD: 10s)
Slightly expand your shield to block 3500 damage for 7s. Heal for 50/100/150/200 if it is destroyed. Can use an additional time before going on cooldown if it is destroyed. Cannot attack and move speed is reduced by 20%.


Begins cooldown after shield is destroyed or deactivated.
50% smaller shield than Shield ability.
Can be cancelled early by re-activating the skill, using Fireball or Immortal, and by emoting.


Shield (CD: 15s)
Expand your shield to block 8000 damage. Cannot attack.






Grohk



Lightning Totem (CD: 12s)
Deploy a totem with 400 health that zaps nearby enemies for 35/70/105/140 damage every second. Lasts 4 seconds or until destroyed.


Gains 1% ultimate charge per unique enemy hit. Maximum 5%.
Cannot be used while airborne.
A deployed Lightning Totem is destroyed when Grohk dies.


Shock Pulse (CD: 6s)
Fire a projectile that deals 125 damage and bounces between enemy players, slowing them by 30% for 2s.






Grover



Creeping Overgrowth (CD: 16s)
Toss a patch of toxic plants on a large area of the ground, initially dealing 30/60/90/120 damage to enemies in the area and slowing their movement by 10% per second they remain in the area. Damage and slow effectiveness increase each second. Lasts 5 seconds.


Damage dynamically increases by 30 for each second the enemy remains in the area. Maximum 240 damage per enemy. Unique per enemy.
Slow dynamically increases by 10% for each second the enemy remains in the area. Maximum 50% slow effect per enemy. Unique per enemy.
Gain 1.5% ultimate charge per second per enemy that remains in the area. Maximum 25%.
Pre-cast delay of 0.5s.
Highly-visible graphics/indication.


Crippling Throw (CD: 7s)
Throw an axe, dealing 300 damage and crippling affected enemies for 2s.






Kinessa



Proximity Mines (CD: 8s)
Throw out up to 3 Proximity Mines that activate when they land and explode for 250 damage and stun for 0.5s if any enemy comes within range. Carbine shots deals 20/30/40/50% increased damage to enemies while they are stunned from a Proximity Mine.


Mines have a trigger radius range of 40 units.
Can hold up to 3 charges at a time. Each charge is generated individually. Having deployed charges does not affect how many charges can be held.
Carbine shot damage increase stacks with Oppressor Mine and Headhunter damage increases.


Sniper Mode (CD: none)
Charge up and fire a long range attack dealing up to 1000 damage.
Bonus Damage: Hitting a target with a fully charged shot deals 20% more damage.






Makoa



Cannonfodder (CD: 15s)
Each time you fire your Cannon, you fire two additional cannon balls that each deal 70/60/50/40% less damage. Lasts 2.5 seconds.


Gain 1% additional ultimate charge per hit. Maximum 4%.
Does not consume ammo.
Deals direct damage.
Has all the other traits of a normal Cannon attack.


Dredge Anchor (CD: 9s)
Hurl your anchor and reel in an unsuspecting enemy. Enemies affected by Dredge Anchor are marked. Your next Cannon attack will deal 70% increased damage on marked targets.






Mal'Damba



Venom Burst (CD: 9s)
Fire 8 globs of venom out in all directions, each dealing 220/260/300/340 damage over 2s and slowing targets by 20% for the duration.


Gain 2% ultimate charge on hit. Maximum 16%.
Deals 0 damage to shields.
Deals area damage.


Mending Spirits (CD: 3s)
Summon a spirit to enchant an ally, healing 280 Health every second for 5 seconds.






Pip



Potion Accentuator (CD: 6s)
Your next Potion Launcher shot deals 7/14/21/28% more damage, has a 7/14/21/28% larger explosion area, and has 7/14/21/28% faster projectile speed.


Gains no additional ultimate charge beyond Potion Launcher attack bonus.
Has all the other traits of a normal Potion Launcher attack.


Explosive Flask (CD: 8s)
Fire an explosive flask that deals 150 damage and slows enemies by 50% for 2.5s.






Ruckus




Absorption Emission (CD: 10s)
Absorb all direct damage taken for the next 2.5 seconds, and then take damage equal to 110% of the damage absorbed. Create an energy shield around yourself for 2.5 seconds equal to 100/110/120/130% of the damage absorbed (maximum 5500). Reduced mobility.


Movement speed reduced by 10% while active.
Cannot use Advance while active.
Cannot be used during Hexa Fire.


Emitter (CD: 12s)
Create an energy shield around yourself for 3.5s, absorbing 3000 damage. Nearby enemies are slowed by 10% for 2s.







Sha Lin




Life-Hording Arrow (CD: 10s)
Replace your arrow with a life-hording arrow that deals no damage to enemies, but heals you for 45/55/65/75 Health on hit. Fire rate increased by 100% for the duration. Lasts 4s.

Missing a shot add 0.25s to the duration. Maximum 1s.
Healing is increased by Life Steal effects.
Awards no ultimate charge.


Impaler Arrow (CD: unknown)
Replace your arrow with an impaler arrow that knocks enemies back and stuns them for 1s if they hit a wall.







Skye




Poisoned Blade (CD: 14s)
Strike an enemy at close range with a poisoned blade, dealing 20/40/60/80 damage instantly and an additional 160/320/480/640 over 8s. The target is enshrouded in a cloud of darkness for the duration. Any healing the target receives cancels the effect.


Gain 2% ultimate charge on hit. Gain 8% ultimate charge if the effect lasts the full duration.
Cloud of darkness is visually identifiable, but has no other effect.


Poison Bolts (CD: 8s)
Fires 3 bolts in succession, each dealing 10% maximum Health damage over 5s and marking the target, increasing the damage they receive from Skype only by 5% per bolt. Reduces healing by 50% for 3s.






Viktor



Flash Grenade (CD: 13s)
Throw a flash grenade that temporarily blinds all enemies within a large area that can see the point of explosion. Effect last 0.5/1/1.5/2s on targets at center of the blast.

Has rapid effect fall-off.
Effective blind radius is small.
Can affect Viktor.
Fuse time is 2s.


Iron Sights (CD: none)
Look down the barrel of your rifle. Gain improved accuracy, but move 50% slower.






Ying



Archon Effect (CD: 3s)
Command two illusions to swiftly move toward each other and merge into one new illusion with full health and a shield that blocks 75/150/225/300 damage and lasts for 2.5 seconds.


Two illusions must be deployed to activate.
On activation, the illusions will try to run towards each other for up to 10s.
Illusions must be within a large range of each other.


Shatter (CD: 4s)
Shatter all active illusions, causing them to chase down enemies and explode for 500 damage.

Atlecx
11-09-2016, 12:42 PM
This is a really unique idea and I like it, but two qualms I have about this is that
1. A lot of people would cease to use the original ability forever
2. Some of the replaced abilities for certain characters (Mal'Damba, Skye, Buck, Ying, Bomb King, etc) are the focal points of their characters

I like this idea, maybe Hi-Rez will take note of it in the future.

GhostCrow
11-09-2016, 05:06 PM
Bomb King
Happy to Share (CD: 2s)
Detonate all active Sticky Bombs, causing them to explode for 60/50/40/30% less damage.
Bonus Damage: Hitting at least 2 targets with a single Sticky Bomb spawns an new Sticky Bomb at the original location that immediately detonates for full damage.

When detonated, gain 0.5% ultimate charge per enemy hit per explosion. Maximum 24%.
Has a pre-fire delay of 0.3s.
Deals area damage.

Detonate (CD: none)
Detonate all active Sticky Bombs, causing them to explode.
Bonus Damage: Hitting a target with multiple sticky bombs causes each bomb after the first to deal 30% more damage.

Ok, i like that. :cool:

Kujan
11-11-2016, 12:53 AM
This is a really unique idea and I like it, but two qualms I have about this is that
1. A lot of people would cease to use the original ability forever
2. Some of the replaced abilities for certain characters (Mal'Damba, Skye, Buck, Ying, Bomb King, etc) are the focal points of their characters

I like this idea, maybe Hi-Rez will take note of it in the future.

1. True, but with Scope B, additional abilities could be added in the future, giving a variety of play styles to the same kit.
2. This would have to be a design balance focal point, as you wouldn't want tanks without shields or some sort of defensive mechanism, lest they fall completely out of their class category. Definitely something to keep in mind -- diversity limited to the same grouping.