Re: Comprehensive list of new Legend proposals (18 new legends)

by ZeptikkHue
Reply

Original Post

Comprehensive list of new Legend proposals (19 new legends)

[ Edited ]
★ Guide

Hi! I already posted this list in the Feedback forum, but I wanted these suggestions discussed with the community for quality assurance and maybe even adding more legends to this list. I'll credit you fully for your suggestions of course. I'd rather have a constantly updated list like this than a separate post here and there which gets lost in the void.

 

 

1. Names and styles are just placeholders

2. General philosophy = The better their abilites, the larger their hitbox

 

*Small hitbox = Wraith, Lifeline, Bloodhound, Octane

*Medium hitbox = Bangalore, Mirage, Pathfinder

*Large hitbox = Caustic, Gibraltar

 

 

-Risen (Class: Support) (Style: Necromancer)

Passive ability: Executing knocked player makes you devour him\her to get an extra health bonus of 25 health points. Enemies damaging you at above 100 HP sees their damage colour as orange. You change shape into an undead mist of sorts while devouring, making you invulnerable while animation is playing.

Tactical ability: Undead Aura which gives selected player Fortified perk x3 (30% damage reduction) for 5 seconds. Tapping tactical key like normal targets you while holding down tactical key lets you select a teammate instead.

Ultimate ability: Turn into an undead beast. Increases your player model to at least the size of Gibraltar, hopefully it's possible to make the beast even larger. You may only use melee, but your melee damage is 75 and you get 5x Fortified (50% damage reduction). Lasts for 20 sec or so. Transitioning takes a second or so making you stand still and be exposed.

Large hitbox size

 

-Fowl (Class: Attack) (Style: Demon)

Passive ability: Damage done to enemies heals you 20% of the damage done.

Tactical ability: Mist of Doom. You turn into a cloud of death which is a bit bigger than your player model for 10 seconds. Enemies inside your boundary get damage to health (can be killed) while screaming/panting. Does no damage to shield. You can't attack while active, but you are also invulnerable. Drains your own health (but not below 10%) as long as you do not do damage to enemies.

Ultimate ability: Hells rift. Populates an area with ghosts from hell. Quickly drains the health of enemies down to 10%, but does no shield damage. Strikes fear in the enemy, giving them a 25% speed boost inside area and for up to 3 seconds after leaving area. You regenerate health by walking inside your own rift area.

Large sized hitbox (Or you could make abilites weaker and a smaller hitbox)

 

-Chip (Class: Attack) (Style: Cyborg)

Passive ability: Slowly regenerates shield.

Tactical ability: Tazer which use shield as energy. Shoots a line which on direct impact slows the enemy movement speed by 75% for 3 seconds. Fast cooldown, but cost 10% shield on hit. Cost no shield on miss.

Ultimate ability: Computer assisted aim point. Enemy closest to crosshair is targeted. (not world space, but screen space distance) Bullet trajectory is calculated/predicted for you and visualized as a blue dot/marker. Lining up the marker with your crosshair and firing will most likely result in a body shot. Works with any sight as long as you are in ADS mode. Lasts for 30 seconds or so. Does not see through smoke.

Medium sized hitbox

 

-Hawkeye (Class: Defence) (Style: Sniper with treasure hunter hat)

Passive ability: 50% faster projectile speed for snipers and 50% faster hipfire to ADS transition animation for scopes.

Tactical ability: 50% faster sniper fire rate for 10 seconds. 10% added movement speed.

Ultimate ability: Dig in the ground for purple or golden sniper attachments. Can't do anything else while animation is playing. Lasts for 5 seconds or so.

Small sized hitbox

 

-Blue Red (Class: Attack) (Style: Clown) (Credits goes to k9seals)

Passive ability: Infer surprises aka gold items by getting cues about their general direction at 200-300 meters. When you get as close as 25-50 meters their exact position will light up. Looking directly at the item makes him yell "Surprise!" followed by a crazy laugh letting you know this was the item he inferred.

Tactical ability: HONK! Making nearby enemies hear less by dampening their audio with an effect similar to being under water. (Excludes voice com) Max duration 10 seconds, last shorter for enemies further away.

Ultimate ability: Laughing gas. Throw a gas container covering a rather large area. Enemies view is bobbing in a way which simulates laughing, making aiming hard. Gas covers area for about 15 seconds.

Small sized hitbox

 

-Guardiano (Class: Support) (Style: Bodyguard) (Thanks to kartikins and cheatercheater00 for the inspiration to come up with this one!)

Passive ability: Double heal from syringes and double shield recharge from cells. (if this is too much, just reduce the extra heal\charge bonus to 50 or 75%)

Tactical ability: Indestructible energy shield around you for 3 seconds. You can't attack while active. Can't be cancelled.

Ultimate ability: Damage done to teammates is done to you instead, but damage is reduced by 50%. Lasts for 30 seconds or ends when you have no shields and 10% or less health left. Enemies who shoot your teammates see orange color on the dmg done to indicate it is being mitigated. Teammates with protection also have a green glow. It's range is 100 meters or so.

Small to medium sized hitbox.

 

-Doctor Burn (Class: Attack) (Style: Psycho, but friendly appearing Satanist)

Passive ability: Immune to fire (like Incendiary grenade flames). Has an extra inventory slot which can only hold incendiary grenades (up to two)

Tactical ability: Burps out an incendiary grenade which lands in front of you.

Ultimate ability: Short range flamethrower which lasts for 5-10 seconds and leaves incendiary fire on the ground wherever you spray your flames. Direct hit deals DPS like R-301.

Alternatively his ultimate could be to drop a napalm bomb which covers a big area with fire, but I feel this could already be achieved by throwing several incendiary grenades in one spot.

Medium sized hitbox. 

 

-Don Slope  (Class: Attack) (Style: Hipster)

Passive ability: Extra 15% speed boost from slide move.

Tactical ability: Power slide/kick. Faster slide which also deals melee damage to enemies and doors. Can be triggered in air or while standing still, adds to current movement speed.

Ultimate ability: Jump height doubled and gets no penalty to aim accuracy while in the air.(Makes for cool combos with tactical and passive) Lasts 20-25 seconds or so.

Medium hitbox size.

 

-Johnny (Class: Attack) (Style: Bouncer)

Passive ability: Knockback effect on melee. Bounces enemies backwards and a bit up into the air.

Tactical ability: Shoots a rocket which does no or very little damage, but bounces enemies quite far up into the air when hit. Can shoot it in the ground below you for a rocket jump effect.

Ultimate ability: Anti-gravity bomb. Throw grenade which generates a rather large anti-gravity area where players float up into the air (max 10 meters up or so, gets pushed up into the roof inside buildings/caves), handicapping their movement. Duration of anti-gravity area is 10 seconds or so.

Small to Medium sized Hitbox.

 

-Bob (Class: Defence) (Style: Builder)

Passive ability: Fortify door. Adding planks to doors by holding down interact key instead of tapping it. (like pathfinder passive) Adds health to doors, making them take 4-5 kicks instead of 2.

Tactical ability: Spawn small wall in front of you which can handle up to 100 dmg. Can be used to give cover in open areas. (Same place mechanic as Caustic traps)

Ultimate ability: Throw a device which spawns an electric fence around the enemy or yourself. Hitting the electric fence slows you down by 75% and deals 10 dmg per tick. Fairly big diameter of 30 meters or so and too tall to jump over without a jump pad. Throw distance a bit like Caustic Ultimate, but throws with a quicker speed in order to be more accurate. Lasts for 15-20 seconds or so and is indestructible like Gibraltars Ult.

 

-Dragonfly (Class: Attack) (Style: Dragon man/woman)

Passive ability: Has less gravity when hovering (when close to ground after flying), making him able to hover further than others. (a bit like old exploit) And/Or make him get a greater speed boost from jumping towers, making him fly longer. Can use tactical while in the air.

Tactical ability: Spit a fairly slow moving fireball which does 50 dmg on direct hit. If ground\wall is hit it works like an incendiary grenade, but with a circular burning pattern.

Ultimate ability: Place mini-jumping tower. Like the current balloon towers, just a bit smaller, like 50-75% of the size.

Medium sized hitbox

 

-Crazy Love (Class: Support) (Style: Nurse or Nun) 

Passive ability: 40% speed increase for 10 seconds when a teammate gets knocked. Same revive speed as Lifeline.

Tactical ability: Salto move. Small and quick jump which propells you fast forward and can also be used to make you hard to hit. Can't attack while active.

Ultimate ability: Heal/Charge shield for whole team 100 points each instantly.

Small to Medium sized hitbox.

 

-BoBo Mr Lee (Class Support\Defense) (Style: Engineer)

Passive ability: Generates a shield around him self which can take 50 dmg when shot upon. Lasts for 2 seconds. Cooldown like Bangalore passive. (Does not block attack)

Tactical ability: Repair shield of self or teammate. Point at nearby teammate to repair her shield 25 points instantly or your own shield by not pointing at anyone.

Ultimate ability: Deploy turret which deals up to 400 dmg to nearby enemies. Can't change position, only rotation and can handle 1000 damage. Lasts for 20 seconds or when ammo is depleted. Should not be too hard to dodge its bullets.

Medium to large sized hitbox. (If large, then he has Fortified perk)

 

-Kikku (Class: Attack) (Style: Ninja) (Aggressive play style)

Passive ability: Melee hit slows enemy move speed by 25%, but only for a second or so. (consider cooldown)

Tactical ability: Boost jump. Same as jump, but faster and higher. This does not count as a jump so you are allowed to jump once while in the air at any time. If you use the tactical at the same time as an ordinary jump they will stack.

Ultimate ability: 75% speed boost, but you can only use melee while active. Melee does 2-4 times the dmg and passive skill is still active. Lasts 10-15 seconds and consider ability to cancel when wanted.

Small to Medium sized hitbox.

 

-Ms Blanks (Class: Attack) (Style: Cowgirl) (Balanced play style)

Passive ability: Halved bullet drop.

Tactical ability: 50% reduced weapon recoil and 50% faster reload for 10 seconds.

Ultimate ability: 25% faster fire rate and 50% reduced weapon switch time for 15 seconds. Weapon recoil will be mad on some weapons so Ultimate is well used in combination with tactical.

Large sized hitbox.

 

-Tuck (Class: Support) (Style Priest)(Motivates team to stay together)

Passive ability: Regenerate health of nearby friendlies and yourself. Radius 50 meters or so. Octanes regen stacks.

Tactical ability: Heal nearby friendlies 25 health points instantly. (Consider charging shields too if health is full) Radius 50 meters or so. Visual effect a bit like Hunters tactical, but healing color.

Ultimate ability: Revive one fallen teammate instantly, by shooting an arrow of adrenaline at them. (remote revive) Revived player will have an adrenaline speed boost for 5 seconds.

Small to Medium sized hitbox.

 

-Neuron (Class: Support) (Style: Psychic) (Thanks to Cabowse for inspiring me to come up with this one!)

Passive ability: Next global supply drop is always visible on map. If two are dropped at once both shows.

Tactical ability: Lay traps/soul whisperers which when triggered whispers a scary sound and makes the enemy glow up and even be visible through walls. Lasts about 10-15 seconds. (Dynamic, not static like Bloodhounds tactical as traps needs to be more powerful since they are not always triggered)

Ultimate ability: Deep scan. Scans a 500 radius area around you for enemies, revealing their location and shield level on the minimap\map. They are assigned colors representing their team. Annotations stick for 20 seconds or so and are dynamic. Consider revealing this for the whole team, like Pathfinders passive.

Small sized hitbox.

 

-Elec Tron (Class: Defence) (Style: Cyber Electrician)

Passive ability: Fortified Shield. Armor/Shields are Fortified by 10%.

Tactical ability: Lay mines which when triggered transfers 50 shield points from enemy to you and slows enemy movement by 50% for 3 seconds. If your shield is full nothing is transferred, but enemy shields are still damaged. 2 ability traps may stack, but faster cooldown than caustic traps. They are quite flat and do not block doors.  They trigger on proximity, 5 meter radius or so. They are not possible to fully disable, but they will trigger when shot upon and damage enemies within range.

Ultimate ability: EMP crossbow, longer range than grenade throws. Fully depletes enemy shields if they are at the center of impact, shield damage is reduced the further away from center you get. Splash damage radius is 25 meters or so.

Medium+ sized hitbox.

 

-Pal (Class: Support) (Style: Postman)

Passive ability: 2 extra inventory slots.

Tactical ability: Spawn an ammo pack of choice (select using select-wheel)

Ultimate ability: Teleport to selected teammates location. (No portal is spawned) Slows your movement by 75% for 2 seconds or so and you can't attack while teleport wind-up animation is playing. If no teammate is selected you may teleport up to 25 meters ahead in any direction. Teleport direction is visualized for a moment to give other players a clue to where you teleported.

Medium sized hitbox

 

 

New legends obviously needs to be tested and tweaked according to findings.

 

 

-Kind Regards,

ZeptikkHue

Message 1 of 9 (540 Views)

Re: Comprehensive list of new Legend proposals (17 new legends)

Champion (Retired)

Definitely a vote up for effort! I reckon some of the current Legends might struggle against your super Legends. Some of them might be good on Halloween though. Standard smile

Message 2 of 9 (505 Views)

Re: Comprehensive list of new Legend proposals (17 new legends)

★ Guide

Please let me know which ones you think is over powered. Keep in mind that I tried to give those with large hitboxes better abilites as I don't want them to be bad like Caustic and Gibraltar. Standard smile

Message 3 of 9 (499 Views)

Re: Comprehensive list of new Legend proposals (17 new legends)

Champion (Retired)

The first one has 30% damage reduction for 10 seconds. A very strong ability.

Message 4 of 9 (494 Views)

Re: Comprehensive list of new Legend proposals (17 new legends)

[ Edited ]
★ Guide

Yeah, but Necromancers hitbox is large and he has no Fortified perk like Gibraltar and Caustic. So he is weaker than those when he is not using tactical so I don't think that is too strong considering Caustic and Gibraltar are the worst legends at the moment. If you compare to those he sort of have one perk\ability less for focusing damage reduction at the time of your choosing.

Message 5 of 9 (491 Views)

Re: Comprehensive list of new Legend proposals (17 new legends)

★ Guide

*Added Elec Tron legend

Message 6 of 9 (427 Views)

Re: Comprehensive list of new Legend proposals (18 new legends)

★★★★ Novice
While the ideas are cool on paper and these Legends would be fun to play, you also need to think about whether their abilities promote healthy gameplay. By healthy gameplay, I both mean fair and fun to play against and not too game breaking. Let me make a couple of examples with the first few Legends you described.

Risen - Tactical ability is OP. Even with a huge cooldown it still is unfair. You can rush any player and basically auto-win with not much counter-play available. Ultimate is also OP. Enemies can choose whether wasting bullets into you and being killed by your teammates, or shooting your team and getting punched to death.

Fowl - Suddenly turning invulnerable while still doing damage is insanely OP. Ultimate quickly draining HP to 10% is also game breaking.

Chip - Sounds like it came out of Overwatch. Goes against the spirit of the game. No in-game Legend has advantages gun-wise. The slow would also be insanely annoying to play against.

Hawkeye - See Chip.

Blue Red - Ultimate would be OP (and annoying) if it lasted 2 seconds, let alone more.

I think the general problem with your suggestions is that you're trying too hard to make the abilities character-defining, while not considering healthy gameplay hard enough. Abilities should all have clear counter-play available. If you think about current in-game Legends, abilities are mainly either defensive/tactical abilities or mobility boosts.
Let's not turn Apex into Overwatch BR Standard smile
Message 7 of 9 (402 Views)

Re: Comprehensive list of new Legend proposals (18 new legends)

[ Edited ]
★ Guide

Thanks for the feedback Matriix. Yeah, I've not had the time to fully analyze these yet which is why I would like a discussion like this. Weakening or strengthening abilities should be trivial.

 

Risen has a large hitbox like somewhere between Caustic and Gibraltars. Gibraltar has both a shield in front of him and Fortified, but he is still the worst legend by far and this why I reckon 30% damage reduction for a limited period should be fine as he is weaker than Gibraltar when ability cools down. I have however reduced tactical duration to 5 sec based on your feedback. You do not auto win because a large hitbox easily experience taking 30% more bullets than the smaller ones. Gibraltars hitbox is 140% bigger than Wraiths and Caustics is 105% bigger! :O Try hitting a full mag into a moving Wraith with R99 compared to Caustic or Gibraltar. I guarantee you that you usually hit the bigger ones with at least 30% more bullets on average. Not only that but larger hitboxes means you can engage them at a further distance than they can engage you.

 

I tweaked his Ultimate a bit by removing the "Consider restoring health on transition" part and adding a transition period of 1 second or so where you stand still and are fully vulnerable. I am a bit afraid his ultimate now is too weak actually, but I guess being weaker is a better starting point than being OP. We'll only know for sure through testing.

 

 

Fowl also have a large hitbox and no Fortified which is why he needs better abilities than all the current legends. He is the weakest at base and inflicting damage to others while invulnerable is challenging, easy to flee from and also gives you a penalty of health loss, which makes you even easier to kill when the ability ends. He needs a great Ultimate for the mentioned reasons and please remember it can't kill anyone and it does not affect shield, so someone with a level 3 shield lose less than half their health at maximum. Now compare that to Gibraltars ultimate which can easily kill anyone. Gibraltar is currently the weakest character and Fowl will be even weaker at base value.

 

Chip: I have not played Overwatch and I don't see how his Ultimate gives him a gun-wise advantage which differs in philosophy from Bloodhounds Ultimate or Digital Threat. Both help you aim better. His tactical would be annoying at the same level as Caustic gas or grenades, maybe even less as you would not get slower rotation and you would not get a blurry vision.

 

Hawkeye: Here I agree he gets a gun-wise advantage, but only for snipers which are quite underpowered currently. I have not heard Respawn mentioning they will never release Legends with such advantages, but if that is their philosophy then I would surely respect that. I personally would not be afraid for such advantages if they are balanced and believe it would make for more varied gameplay as the gun fighting mechanics in this game is quite shallow with little variation.

 

Blue Red: I agree Ultimate would be annoying. How about changing it to their view bobbing a lot instead, simulating an uncontrollable laugh?

 

I don't really care that much about defining the characters, so I would not mind at all changing their abilities for making sure the game is intact. Standard smile I just need some more brainpower to quality check my ideas by looking at them a bit differently and that I thank you for!

 

 

Message 8 of 9 (387 Views)

Re: Comprehensive list of new Legend proposals (18 new legends)

★ Guide

*Added Pal legend and updated Risen, Fowl, Chip, Blue Red and Ms Blanks.

Message 9 of 9 (314 Views)