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A couple of friends and I were talking about the hero shooter

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A couple of friends and I were talking about the hero shooter games that have become popular recently and the idea that they force the developers to try to get across a character's core idea very clearly with only a few abilities.

How would your last character play in that style of game/what are the things you'd say are the core parts of them to be represented.
>>
>>54972995
>Male Human Fighter with a Don Quixote Complex
>Lots of HP, no damage reduction on anything
>High Damage (Bastard Sword), faster than most tanks should be

>"Smite": Enemies touched by crosshair when ability activated take a moment to laugh after the character shouts out a challenge.
>I Walk In The Law: activate to, through sheer force of will, be immune to knockback and movement impeding abilities. Damaged normally by such abilities, but moves unhindered.
>Heroism Is Its Own Reward (Passive): Upon death, all teammates within line of sight are buffed by 50% on damage for a brief time, and they have a slow regen of hp even in battle for the same amount of time.
>King With The Strength Of A Kingdom (Ultimate): Once activated, character gains twice the hp he normally has, and moves slightly slower. Sword Strikes do more damage, and he heals with each strike.
>>
>>54972995

Let's go with one of my magical girl characters.

>Descendant of ancient nobility with a chip on her shoulder desperate to make her family name mean something again; utilizes mixed sword and gunplay with ice magic and precognition.
>Average stats across the board, base movement on the slower side.
>Two stances: Gun and Sword. Basic attacks are medium-damage, high accuracy in both.

>Passive: Die Sphare der Zukufnt Kalten: Passive and innate 5% chance to avoid damage from any attack as if dodging it in Sword stance; in Gun stance causes every attack to have a 5% chance to deal damage as if a headshot if it hits.

>Ability 1: Freeze the Soul: Blast of ice magic slows enemy speed and cooldown timers. Deals more damage but has less range in Sword stance than in Gun stance.
>Ability 2: Pragmatism Wins: Next attack deals extra damage to crowd controlled enemies, based on how controlled they are (slow is only a bit; fully paralyzed would be a massive amount.) in sword stance. In gun stance, the next attack causes a massive slow for a short duration. Cooldown is such that you cannot chain the gun attack into the sword attack.
>Mobility Ability: Swap Stance. Changes from Sword mode to Gun mode and increases speed very slightly for a short duration.
>Ultimate: True Precognition. In Sword stance, all attacks deal no damage to you for a very short duration. in Gun stance, all attacks hit a target guaranteed for a very short duration.
>>
>>54972995
Am intrigued. I'll use my half elf ranger
>Fairly High Hp, High damage offense who fights in melee, dual wields
>So serious, he switches from terrifying man hunter to uptight/ stick in the mud/ no social life sword nerd

> "You're Next": The targeted enemy does reduced damage, and the user gains increased movement speed.
> "You Can't Run": the user throws one of his weapons, dealing double damage, however the user will only do 50% damage until the thrown weapon is retrieved.
> "You've Been Measured"(passive): After 5, 10, and 15 seconds of a enemy being in line of sight, a damage stacking damage bonus is applied to the character.
>"I'll Not Rest While You Live"(Ultimate): The user takes severely reduced damage, gains a 360 degree damage arc, and gets a small movement speed penalty for a number of seconds. Skill timer refills on enemy death.
>>
>>54972995
>Pathfinder, Goblin Unchained Knife master/Bandit Rogue
>Hyper specialized into stealth, sleight of hand, and acrobatics
>Squishy, but because goblin shenanigans he can dodge heavy hits.

>Passive; OUTTA THE PARK!: If damage received would exceed 20% of remaining HP, the attack instead sends the goblin flying in a random direction, cooldown based

>Ability 1; Lets play a game of SPINE JENGA!: The goblin does extra damage from behind it's targets, activate to roll forwards a distance. If the goblin passes through an enemy he immediately turns around and attacks the target once

>Ability 2; What goblin? There's no goblin here.: Turns invisible for a short time, stealth ends immediately when damaging an enemy. Attacks from invisibility deal bonus damage to targets that have not observed the goblin for a period of time.

Ability 3; That looked important, hope you didn't need that!: Put one random basic ability of the target on cooldown.

Ultimate; THAT'S IT! LET'S KILL EVERYONE!: for a short time movement speed, attack speed, and passive damage from ability 1 is doubled and cooldown of ability 1 is much lower.
>>
>Richard Flagg,
>Mundane Human Face in the sixth world.
Talks big, southern drawl like Augustus Sinclair from Bioshock 2. All about style over substance.

Flourish:
>Twirls his smg in his hand. Kills made on enemies who had vision of the Flourish within 6 seconds grant extra gold + exp

Impersonate:
>Studying an opponent, Richard can Impersonate them, becoming an identical copy of them until shot, or touched by an enemy. Flourishing will break an Impersonation, but grant double the gold + exp reward.

Interpretive Co-operation:
Ultimate/Passive
>Richard get's progressively stronger as he accumulates kills if a slain team mate scored an assist on that kill. Kill count resets on death.

1 kill: Richard brings out his signature Couger Fineblade. Melee attacks are faster and have slightly more reach.

2 kills: Flourish duration increased to 8 seconds.

3 kills: Triggering Interpretive Co-operation gives Richard a burst of movement speed.

4: Flourishing also reloads, Flourishing animation time halved.
>>
>>54972995
>small and agile
>moderate range with moderate, but swingy, damage
>>
>>54975635

What sort of character are they?
>>
>>54972995
Who's top right?
>>
>>54977811
Old concept art. Not in the game as of right now.
>>
>Pathfinder Tiefling Mastermind Investigator.
>medium health.
>medium attack speed.
>Attacks with a hand crossbow.
>His attacks do very little damage but apply a debilitating effect.
>Passive: An offer you can't refuse: "convince" enemy minions to join your side CD based.
>Q: darkness: create a zone of darkness that blinds all enemies in it persists .25 seconds after leaving zone.
>W: Pick your poison: toggle between basic attacks reduce attack damage/ basic attacks increase damage taken.
>E: Studied strike: For the next x seconds consecutive attacks against the same target do increased damage.
>Ultimate: It's a "special" blend: Your next x attacks stun/slow the target for y seconds.
>>
Overstated "Dashing Gentleman/Scholar" type guy who has distinct distaste for flashy combat magic and prefers to fuck with people and talk. It's not particularly obvious he even is a mage g, but for all his skill he's immensely full of himself when he thinks he's proving himself superior.

Weapon is a pretty regular semiauto pistol or similar, but gets better against marked targets.

Oh No You Don't:
>Quick counterspell burst. Fires in a straight line ahead of him, and dispels any area effects it passes through. If it hits an enemy or friendly, it stops, they're and all effects on them, positive or negative, are cancelled. Enemies hit are slowed, unable to use or benefit from abilities and marked for a duration equal to 4 seconds*number of dispelled effects. Fairly long cooldown.

Passive: Unchecked Arrogance
>For every successive hit with one of your spells, kill, assist or objective capture, gain one Arrogance stack. Each Arrogance stack decreases the cooldown of all your spells and reduces enemy abilities effect on you, but slightly decreases your movement speed and the fire rate of your weapons as well as increasing the amount of headshot and melee damage you take.
Basically, keep on your roll and they'll break before you with their "untidy" miniguns and Evocation magic but you get increasingly vulnerable to a knife in the back.

>Knowledge is Power:
Temporary self-buff, allows you to see enemy locations through walls with outlines as well as letting your spells travel through walls but tunnel-visions you. With enough Arrogance cooldown can be shorter than duration.

>Ultimate: Do Things Properly
>Pick an enemy, they are marked and you gain an Arrogance stack for each hit you score against them, but both your ability setups are disabled so Arrogance is a pure debuff. However, they're reduced to melee until one of you dies and you gain a massive damage buff.

Basically, you need to bully people and have your team watch your back.
>>
Female elven arcanist with male faerie dragon familiar.

>Primary
Cold Ice Strike. Short-range blast that has a chance of slowing the target's movespeed.

>Ability 2
Dispel. Removes any buffs on the target.

>Ability 3
Summon Angels. Short activation results in four lantern archons that fire energy beams at nearby targets. Long activation has a longer cooldown, but summons two celestial dire tigers that do medium damage and grapple targets.

>Ultimate
Legendary Forme. Polymorphs the familiar into a large dragon for a short duration. Dragon can be used as a mount for defense buffs and flight, or can be tasked to deal extreme damage to a single target.
>>
Another one cos that was fun. Human Fighter who is obsessed with technology.

>Primary
Power Attack. Heavy attack which deals extra damage.

>Ability 2
Quick Draw. Toggles between weapons, with each having its own use style. Falchion has the highest damage, Estoc has the longest range, and Scimitar allows use of his shield for increased defense.

>Ability 3
Jetpack. Allows for flight, but taking a set amount of damage disables the ability temporarily. Long activation sets the ability on cooldown but provides a short dash effect.

>Ultimate
Spellcut. Requires precise timing, but can be activated to deflect abilities or ranged attacks. Ability has three charges.
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