Throw Gun Again (Heroic R)
Walking over to your unstable rifle allows for Run From Gun to be thrown again within
3 seconds at a separate location for free and increasing its damage by
25%.
This damage increase stacks up to
3 times and is reset when Run From Gun expires.
Pick Up Radius: 2
All In (Heroic R)
SCVs released from Pull the Boys's Command Center are mounted by Marines, increasing their Attack Damage by
60 (+
4% per level) and their Attack Range by
5, but they no longer drop Minerals.
Passive: Pull the Boys's initial cast is now global.
The Marines are not separate units. They and their respective SCVs are one singular unit.
Spray n' Pray (Q)
On top of its regular bullets, Shoot unleashes
8 non-redirectable bullets in random locations in front of Patches every second.
Passive: Casting Shoot grants Unstoppable for
0.25 seconds.
Arc: 180 degrees
Radius: 1
Missile Speed: 25
Firing Rate: 8
Hitbox (Shoot): 0.25 x 1.75
The non-redirectable Shoot bullets are separate from the ones controlled by Patches and their target locations are random within the arc.
Despite the arc, Patches can still turn around and the arc of the controllable Shoot is unchanged.
Give Me a Brick! (E)
Throw now uses bricks instead of junk, dealing
90 (+
4% per level) increased damage, Stunning the affected enemies by
0.25 seconds and knocking them slightly back, but each charge now has
3 seconds increased cooldown.
Knockback Speed: 10
Knockback Duration: 0.1875 seconds
The Slow effect of Throw is retained.
Plot Twist (Trait)
Plot Armor's cooldown refreshes
150% faster if Patches has been alive for at least
30 seconds after reviving with Plot Armor, but his respawn timer is increased by
25%.
Passive: Reduce Plot Armor's cooldown by
30 seconds.
If my calculations are correct, [Shoot] with [Magrail Munitions] deals 800 damage (50 damage per bullet x 8 bullets x doubled damage) per second to Heroes above 50% Health. That cannot be avoided because of how fast the bullets are. From range that is almost equal to Sgt. Hammer in Siege Mode. And this is at the start of the match.
Does [Shoot] fire projectiles or not? It sounds like it does, but then there is no "hitbox" for said projectiles, only the impact radius.
Also, how does the redirection delay work? Can you not just ignore it by never stopping your mouse cursor?
Can [Jumр] travel over terrain? Can its roll?
[Run From Gun] is really funny, but the damage is way over the top. It deals 2 [Pyroblasts] worth of damage in a decent area every 30 seconds.
Also, can the game even handle such a high tickrate?
[Pull the Boys] is [Wave of Force] on stimpacks, but I am way more concerned about the spawned SCVs having 700 Health. It would not be as questionable if he could not spawn 10 of them at once.
I hate to be negative towards this goober, but this concept simply cannot work. This is basically a ranged Murky with mobility, not to mention some of the talents.
Speaking of talents.
How does [Shoot] persists with [Magrail Munitions]? Does Patches just keep shooting while moving?
I am not sure if [Get Some!] is healthy for the game. It makes it basically impossible for most Bruisers to lane against Patches.
Does [Bio-Steel Junk] heal if its Slow gets removed?
Can [Stimpack] kill Patches? It sounds like it can, but this is not specified.
[Faithless Leap] makes prime Genji jealous. It should probably be on Level 13.
[Vanadium Plating] is broken, in fact, I think it would be broken even at Level 20.
[Missile] should have its radius reduced. It already deals a lot of damage.
What is the "pick up" range of [Throw Gun Again]?
Does [All In] at full charges not just win you the game on the spot? Its bonuses definitely make [Pull the Boys] the highest DPS button in the game.
How many bullets does [Spray n' Pray] add? Or am I misunderstanding something and this talent just takes away your ability to turn?
I've changed it so that without Plot Armor, he gives 100% XP and only 50% with it. That initial version was cause his low Health makes him really prone to dying a lot if caught.
I had to check the HotS wiki for this. I initially thought radius is the same as hitbox, but turns out it's not. Added hitbox now.
So the idea for it is to have there be a tiny bit of delay whenever the cursor direction changes. I don't think there is any effect like that in the game right now that isn't instant. So this is more or less made up out of thin air and I hoped it'd make sense.
I hadn't considered it at the time I made this. Changed it so that the initial leap can go over terrain, but the roll cannot.
Was hesitant on the damage numbers. It's reduced now and should be a lot more tolerable.
I had to check the wiki again and yeah, turns out it can. Li-Ming's
Somewhat of a leftover before I've moved stuff from a personal document to this concept page. Initially the SCVs had significantly less Health (50 I believe), that's why I wanted it to initially summon 2 SCVs per charge, but now with this health amount, I think 1 per charge is enough. Also reduced the damage of the Command Center so it's less than
All good, but I wouldn't really say it wouldn't work at all. Yeah there are elements inspired from Murky, but Murky has stuff that Patches doesn't (i.e. better waveclear, hard CC at 10). I'm not expecting this exact concept to make it to the game, this is all for fun, but it'd be nice to see even a version of it in the game.
Wrote some clarifications: when ending, Patches continues to fire Shoot bullets for 1 second at the last location of the player's cursor when Shoot was active. This persistence has no range limit.
Reduced the passive range increase and made the bonus one only apply when damaging a Hero below 50% Health.
It cannot since it has a Health cost. Clarified that it cannot be used while at or below 10% Health.
Since Throw only Slows (unless [Give Me a Brick!] is picked (which is only 0.25 seconds of Stun)), no, removing the Slow doesn't allow Patches to heal from that target unless they are affected with Throw again.
I don't know what to replace it with, but I've reduced the range increase. Should be more manageable now.
Yeah I didn't account for how powerful Invulnerability is. Changed it to Protected and reduced its duration to 0.5 seconds.
Added; 2.
Yeah good call. Reduced the damage increase, and since it's only a max of 5 SCVs now, it's a lot more manageable.
It's like Mei's
I suggest changing the description to:
Patches is healed for 40% of all damage taken by enemy Heroes Slowed by Throw.
Passive: Throw's Slow no longer decays.
Does Protected actually override Armor?
Sorry for the inconvenience, but now I think it would be fine to increase the damage of SCVs themselves from 65 to 80.
That sounds like a lot of visual clutter, but okay. However, now I am not sure if having 1.5 seconds of Unstoppable on top of this effect is fair.
I've changed it so that the Armor is now applied after the Protected status expires. To compensate, the Armor duration with this talent is reduced by 1 second.
Yeah 15 was admittedly too much. I've changed it to 8 bullets per second. Also reduced the Unstoppable duration to 0.75 seconds.