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Some discussion about LF2 characters fit into a MOBA system - rewlf2 - 02-10-2017 I had some discussion on LFE discord about how LF2 characters would be in a MOBA game. This post would include their mindsets and skill trees, as I feel it'd be fun comparing them to MOBA characters. Also because I'm basing characters mainly on Heroes of the Storm and slightly on LoL, you might see some unfamiliar terms. Beware that many of them may look similar. A playable character would look like this: Name - Role Q W E R Trait Davis (Click to View)
Davis - Melee Assassin Q: Energy Blast Cooldown: 3 sec, 4 charges No MP consumption Shoots a projectile that hits the first enemy on contact, it travels in straight line and speeds up over time, disperses if it collides with terrain. W: Strafe Cooldown: 12 sec No MP consumption Deals damage around him for 4 times over 2 seconds, each attack silences enemy for 0.5 second. Can move for 95% speed during Strafe. A typical engage attack, although he needs some crowd control to use this properly. E: Leap Attack Cooldown: 8 sec No MP consumption Dashes to target and deals damage if target is enemy. Damage is increased if enemy is recently damaged by Davis. Cooldown is refreshed if last attack of Strafe hits any hero. It's similar to a move of Illidan. R: Dragon Punch Cooldown: 1 sec 40% MP consumption Becomes invulnerable for 1 second and knocks enemies around him into sky, stunning for 1 second and dealing heavy damage. Trait: Descendant of Dragon All abilities except Dragon Punch have no MP consumption MP regeneration increases when HP percentage decreases Deep (Click to View)
Deep - Melee Warrior Q: Energy Blast Cooldown: 9 sec (3 sec x3) 15% MP consumption (5% x3) Shoots a projectile that hits the first enemy on contact, it travels in straight line for short distance. Channeling this ability will launch at most 3 projectiles at the same direction. Each projectile increases cooldown by 3 seconds, the cooldown starts when channeling is cancelled or interrupted. W: Strike Cooldown: 15 sec 10% MP consumption Enters a channeling state for 0.5 seconds, then knock enemies in a cone area in front of him into sky, stunning them and increases damage dealt to them by 25% for 1.5 seconds A basic crowd control move. E: Leap Attack Cooldown: 8 sec 7% MP consumption Dashes for short distance and deals damage to an cone area in front of him. Damage is increased by 25% if enemy is recently damaged by Deep's Strike. Cooldown is refreshed if Strike hits any hero. The increase in damage of Leap Attack stacks with that given by Strike. R: Dashing Strafe Cooldown: 60 sec 15% MP consumption Move in straight line for medium distance, dragging and stunning every enemy in a short circle around him, dealing continued damage over 3 seconds. If Deep collides with terrain at the end of move, all cooldown of basic abilities are refreshed. Trait: Follow-through Deep gains 15% damage reduction for 1 second whenever he starts an ability, and any enemy that is damage by him deals 15% less damage towards him for 1 second. Dennis (Click to View)
Dennis - Melee Assassin Q: Chase Blast Cooldown: 12 sec 10% MP consumption Shoots a projectile that deals heavy damage to the first enemy on contact, it chases the nearby hero if possible, disperses if it collides with terrain. If there is no nearby hero, it will chase in priority of nearest structure then minion, of no enemy is nearby it travels in straight line. W: Strafe Cooldown: 20 sec 8% MP consumption Targets a nearby enemy and dashes to him, dealing damage and splash damage and stunning everyone near him for 1 second. Your next 3 basic attacks deal splash damage and slow enemy movement for 75% for 1 second. If your use next basic attack within 1.5 second of using Strafe, cooldown of Strafe is reduced by 10 seconds. E: Whirlwind Kick Cooldown: 15 sec 8% (+ 4% x3) consumption Breaks free of any slow effect and deal 4 times damage to nearby enemies. Can move for 75% speed during Whirlwind kick and your attacks cause enemies to slow movement for 25% for 1 second R: Grab Cooldown: 90 sec 12.5% MP consumption Dashes to nearby location and stuns enemies in front of you in short cone for 1.5 seconds. Cooldown of Strafe and Whirlwind kick are reduced to 1 second (except when cooldown is already less than 1 second) Trait: Change style Cooldown: 5 sec No MP consumption By activating Trait, Dennis can use energy blast as his basic attack, which is a ranged attack that costs 2% MP per attack, and slows enemy movement by 15% for 1 second. Activating trait again changes back to melee attacks. Firen (Click to View)
Firen - Ranged Specialist Q: Fire Ball Cooldown: 5 sec, 3 charges 3% (x3) MP consumption Shoots a projectile that hits the first enemy on contact, it travels in straight line for medium distance, disperses if it collides with terrain. When the projectile hits enemy, deal damage to enemies behind the primary target in a short cone. W: Blaze Cooldown: 12 sec 3% (x?) MP consumption Becomes a fiery state that pushes away any enemy on his path, leaving a burning ground wherever he walks onto that deals damage and slows enemy on it. This attack can be continued indefinitely until Firen cancels it, MP runs out or is interrupted. E: Inferno Cooldown: 15 sec 12% MP consumption Channels and deals damage to a cone area in front of Firen. Whenever an enemy is hit by Inferno, also damage enemies behind him in a short cone. The damage of primary and secondary cones do not stack. R: Explosion Cooldown: 90 sec 15% MP consumption Channels for 1-3 seconds, dealing heavy damage and pushes enemies away. Damage is the same regardless of channeling time. Trait: Pyromaniac Enemies damaged by all abilities gain a "burned" status, which fades out after 1 second. It deals slight damage to enemies nearby them without burned status. Freeze (Click to View)
Freeze - Melee Support Q: Ice Blast Cooldown: 8 sec 4% MP consumption Shoots a projectile that roots the first enemy on contact, it travels in straight line, disperses if it collides with terrain. W: Icicle Cooldown: 16 sec 8% MP consumption Create 3 icicles that deal damage to a cone that expands two times in length starting from him, stunning enemies inside the area for 2 seconds and creates impassable barrier for 1.5 seconds. Each icicle can be broken by 1 basic attack which removes the barrier but rooting effect isn't removed. E: Ice Sword Cooldown: 12 sec 8% MP consumption Your next basic attack deals damage and stuns enemies for 2 seconds in a half-circle based on the primary target. If you do not take damage within 1.5 second, you can cast it one more time for free. R: Whirlwind Cooldown: 120 sec 12% MP consumption Channels for 1 seconds and generates a whirlwind around you in a circle area the slowly propagates to one direction over 3 seconds, slowing movement and attack speed of enemies in it for 75%. Trait: Cryomaniac Enemies damaged by abilities of Freeze gain a "Frozen" status for 1.5 second, they take 10% more damage from all damage sources. Henry (Click to View)
Henry - Ranged Support (Carry) Q: Dragon Palm Cooldown: 10 sec 10% MP consumption Pushes away every enemy in front of rectangular area of Henry, dealing more damage and pushing farther if enemy is nearer to Henry. W: Mulitple Shot Cooldown: 12 sec 10% MP consumption Shoots 5 arrows in a cone that damage the first enemies in contact. An attack very similar to a skill of Ashe, except with no slow. E: Critical Shot Cooldown: 14 sec 12% MP consumption Targets one enemy at long range, shoots an arrow that damages and pushes enemies away from its path, and deals heavy damage to target. R: Sonata of Death Cooldown: 180 sec 15% MP consumption After 1 second channeling, silences every enemy in a large circle around Henry, Henry can continue the channeling for 4 seconds, dealing continued damage to enemies in area. Trait: Sprint Cooldown: 8 seconds No MP consumption Dashes for short distance, takes no damage from any basic attack in the duration. Basic attack reduces its cooldown by 0.5 second. John (Click to View)
John - Ranged Support Q: Energy Blast Cooldown: 8 sec 4% MP consumption Shoots a projectile that damages and pushes the first enemy on contact, it travels in straight line for some distance. If it hits enemy the cooldown is reduced by 4 seconds. W: Heal Cooldown: 20 sec 12% MP consumption Heals an ally hero of 20% of his maximum HP over 8 seconds, can be self-cast. E: Energy Shield Cooldown: 8 sec 5% consumption Create a narrow rectangular shield in front of John that kills any projectile that comes contact with it. The shield deals damage and pushes back any enemy hero touching it and then disperses. R: Energy Disk Cooldown: 75 sec 15% MP consumption Throws an energy disk that damages and pushes enemies back from its path. It targets the nearest enemy hero, but it moves in straight line and speeds up once it hits an hero, and rebounds once it hits a terrain, and disperses if it hits terrain the second time. Trait: (Not decided yet) Louis (Click to View)
Louis - Melee Warrior Q: Phoenix Palm Cooldown: 15 sec 12% MP consumption Channels for 1 second, and pushes away every enemy in a rectangle area centered by Louis, dealing more damage and pushing farther if enemy is nearer to Louis. W: Thunder Punch Cooldown: 12 sec 8% MP consumption Dashes for short distance, damages and pushes every enemy back in the path. E: Whirlwind Throw Cooldown: 7 sec, 1-2 charges 6% MP consumption Dashes to an enemy hero for very short distance, throws him backwards for twice the distance. When HP is below 50% he carries two charges of this ability. R: Thunder Kick Cooldown: 80 sec Moves in a straight line and kicks everyone back in the path, up to 5 times. Enemies damaged are stunned for a brief time. Trait: Royal Armor Whenever Louis is out of combat for 3 seconds, he gains an armor that reduces 90% of damage for one basic attack or one time ability damage. Each damage portion of a continued ability damage will disperse the armor. Rudolf (Click to View)
Rudulf - Ranged Assassin Q: Multiple shurikens Cooldown: 12 sec, 3 charges 7% MP consumption Throws 5 ninja stars that propagate in cone path from Rudolf for short distance, dealing damage to the first enemies at contact. W: Leap attack Cooldown: 9 sec 2.5% MP consumption Dashes to a very near location quickly and then dashes to another further location. The second dash is only as fast as normal movement and damages enemies in the path. E: Hide Cooldown: 20 sec 12% MP consumption After channeling for 1 sec, Becomes invulnerable and untargetable for 5 seconds. R: Double Cooldown: 150 sec 20% MP consumption Creates 2 copies of himself that have 10% maximum HP of original Rudolf, can press R again to direct target location and attack target of copies. Copies can only use normal attack. Copies will hide themselves for the duration of Hide Rudolf hides. Trait: Master of assassins Enemies damaged by Rudolf and copies gain "Daze" counters which resets if enemy is not attacked by Rudolf for at least 2 seconds (or his copies), Leap Attack gives 3 while others give 1. Whenever an enemy gains 3 counters, counter is reduced by 3 and enemy is rooted for 1 second. Woody (Click to View)
Woody - Melee Assassin Q: Energy Blast Cooldown: 12 sec 8% MP consumption Shoots two projectiles in sequence that damage the first enemies on contact, it travels in straight line for some distance. The second projectile can have direction slightly different from the first, changable by cursor position. W: Teleport Cooldown: 10 sec 4% MP consumption Targets any hero, channels for 0.5 sec and move to his direction even if he is out of reach. Will be adjacent to him if he is in reach. E: Turning Kick Cooldown: 8 sec 4% MP consumption Lasts for 2 seconds, Kicks every enemy near Woody into sky, interrupting their abilities. Can move for 75% of speed during Turning Kick. At the end of move instantly gain 3 charges of Flip Kick. R: Tiger Dash Cooldown: 30 sec, 2 charges 15% MP consumption After 0.5 sec channeling, become immune of any crowd control and dash in a straight line for medium distance, heavily damaging and pushing back every enemy on the path. Damage is increased if enemy is near start point of Tiger Dash and they are stunned for 1 sec and take additional damage if they collide with terrain. This move will end if Woody collides with any terrain. Trait: Flip Kick Cooldown: N/A, 3 charges* No MP consumption Each basic attack gains 1 charge of "Flipping", Woody starts with 3 charges and can gain up to 9 charges, by consuming 3 charges he can activate trait to use a Flip Kick that knocks up all enemies very nearby and are in front of him, interrupting any ability they're casting. After using Flip Kick, the next basic attack of Woody can dash a short distance. Flipping charges decay in rate of 1 charge every 5 seconds, but will not drop below 3 by decay. It doesn't decay unless Woody doesn't gain charge for at least 1 second. |