Unique hero with unique abilities played as a captain or a CP assasin who can literally bring people back from the dead, or send enemies near to death to the grave (of course he cab, he’s death for Christ sake).
Wanted to develop a hero who can be played in a diverse way. Stacking health improves deaths roam path providing additional healing and barriers whilst the CP path improved empowered attacks and abilites.
Death deals DMG over time when your in its presence hang around to long in its shadow and you’ll provide a small heal buff to him/her both abilites scale over time (Sounds a little like churnwalker I know). CP items improve the DMG whilst health items improve deaths healing.
A - Struck by death
Death swings his scythe in an arc damaging and slowing all those struck. Slow scales with deaths health upto a maximum of 40% whilst the DMG scales with CP items, cooldown influencers by CP power stacked.
B - Death Appears
This is a two part ability providing rapid movement. Death can activate this ability to rapidly move between two positions, he/she remains stealth whilst under B effect but must reactive the second part of the ability to reappear in the chosen position. Using this ability resets A allowing you to appear and immediately slow enemies And peeling for your carries, when using this ability you’ll gain fortified health barrier scaling based on your health(helping death to appear by the side of an ally or flee the immediate area). Your next two basic attacks are empowered and based on CP ratios.
C - Toss a coin, live or die…
A duel ability with large range (12/15) which behaves differently based on who you select (friend or foe).
Death strikes immediately appearing next to an enemy and swinging his scythe dealing a percentage of missing health DMG which scales based on his CP DMG (so this can’t finish an enemy but can chunk them down based on their total health) also applies a mortal wound effect.
Second part (roam path) enables death to immediately appear next to a fallen or living ally reviving them for a percentage of their health (based on deaths health pool more health higher percentage) or healing them around him for a percentage of deaths health. Note this will leave the ally susceptible to death (maybe max it at 30% of their total health).
Flame on guys, pick this apart