For if anyone wants a Maximillien Tank iteration…
(I’ve tried to avoid numbers where I am unsure, I am not a game designer xD).
**Maximillien (Anchor Tank/Bruiser)**
HP: 300-400 (150-200 Health, 150-200 Shields)
With possibly the smallest hit-box of any tank, he shouldn’t have a huge health pool, but with how he will largely be implementing his abilities, he will need to be able to take some aggression.
Primary Fire: Railgun (3-5 shots per clip?)
Semi-automatic, each shot must be charged (a la Widowmaker/Hanzo).
Instantaneous line projectile, travels through enemies hit, but not shields.
EDIT: Damage per shot between 60-100? Reduced damage to subsequently damaged enemies as coin passes through them?
Maximillien’s love for money & power actualises itself in his choice of weaponry; a magnetic coil contained within his arm that allows him to propel gold coins from his fingertips at several times the speed of sound.
“Money is power. Don’t believe me?”
Alternate Fire: Magnetic Grasp
Hold alternate fire to create a magnetic field from Maximillien’s hand that catches incoming projectiles, condensing them into a projectile for Max to shoot back at them with primary fire.
(Think the Return to Sender Vigor from Bioshock Infinite.)
Must be at least big enough to fully protect Maximillien, could be made bigger so as to enable anchor-tanking. Does not project forward like Defence Matrix.
Resource-based a la Defence Matrix/Moira’s Healing.
Will only block certain projectiles/bullets etc.
Say around 3-4 seconds of available charge to catch projectiles, firing them back at enemies doesn’t consume any of the meter. Maybe have the option to fire the projectile linger a second after the magnetic shield has run out. Or make it have a cooldown & a set duration.
Everything falls under Maximillien’s influence, even those who would dare to harm him are destined to only hurt themselves.
“The house always wins.”
Ability 1 (E): Magnetic Jail
Soft-locks onto enemies at a range (a la Zen’s Discord Orb) in order to be triggered. 8-12 second CD?
Encases an enemy in a magnetic sphere for a short duration (max 3 secs), preventing them from influencing the fight or anyone from interacting with them. The “jailed” target can not be damaged or healed, & can not damage or heal, but they can move; while the orb that contains them itself acts as a barrier to both teams.
OR the “jailed” target is rooted in place but can perform all other actions as normal?
Whether in political strategy, gambling, or combat; Maximillien finds the most pleasure in denying his opponents their agency. To him it is far more enjoyable to watch someone struggle & drown than to simply push them under.
“It matters not that you have the winning hand, if I can prevent you from playing it.”
OR
Ability 1 (E): Magna-Zone
Places a spherical magnetic field that lasts for a sizeable duration (6-8 secs?), slowing enemies in the area (& giving allies a speed boost?).
Re-trigger effect to knock all enemies in area up & away from each other based on their relative position to the centre of the circular effect.
This will also reset the cooldown on the ability early (6-8 secs) OR the cooldown period begins as soon as the ability is placed (12-16 secs?).
(Think Lux’s Lucent Singularity from LOL.)
Maximillien’s web of influence stretches far & wide; those who oppose him find their progress impeded at every turn, almost as if some invisible force were acting against them.
“All in the pot. Time to show my hand.”
Ability 2 (Shift): Husk Clones
From Max’s chest bursts a small container that expands outward to unveil 5 mindless Omnics with the same appearance as Maximillien (Husks), that link arms to form a defensive wall similar to Mei’s (not as tall but around the same width) in a horizontal line only.
The initial opening of the container & release of Omnics deals a small amount of damage & knockback to nearby enemies.
Each Omnic body has its own (300-500HP?) health pool (like Mei’s pillars) & act as physical cover, not as a barrier shield. These Husks should likely only last for a certain amount of time before decaying. There could be gaps between Husks to allow allies to shoot through.
Pressing Shift again while the Husks are active will detonate them for AoE damage & knockback. (Possible)
Husks are drawn towards Magna-Zone or anyone affected with Magnetic Jail, dependant on which ability seems best suited. (If above used)
This ability could function in a different way so that the Husk line always stays in front of Maximillien at a set distance once summoned rather than leaving them in a set position, allowing him to reposition it, but limited to his own positioning & LOS.
The line could stay static on some kind of vector so that they always stay facing the same direction, but the line moves in relation to Max’s general position, rather than the direction he is looking.
EDIT: Crazy addition: Allies can walk behind a Husk & press Interact to gain their own personal bodyguard that travels in front of them at a short distance to act as cover. Maximillien can still detonate these bodyguard Husks.
Maximillien is only too aware of the limitations of his kind; it could even be said that he resents them. But that will not prevent him from exploiting those weaknesses for his own gain. Why get his own hands dirty when he has the ability to choose not to?
“And they say money is the root of all evil. No, consciousness ups the ante on that one.”
Passive: Patryoshka
For every Husk that is destroyed by an enemy (not personally detonated), Max regenerates a small amount of personal shield health.
(Likely not necessary but could be useful.)
“Gotta spend lives to make a living.”
Ultimate: Polarisation
Transformation Ultimate: 6 secs?
Creates a spherical magnetic field around Max that slows & damages enemies in the area (max 50HP/s), ending with a repulsive blast (single instance 50 damage) at the end of the transformation, knocking enemies away. (Max damage 350 HP).
Max could get a speed boost during this time, but unsure. EDIT: Duh, of course he does & he floats too. I’m leaning in to the similarities to Transcendence.
However, unlike with Transcendence, Max can use his other abilities as normal.
Magnetic Jail (if chosen) gets drawn towards the field instantly.
Magna-Zone (if chosen) can be reactivated at this time to draw all enemies caught within it towards Maximillien instead of knocking them apart.
Husks caught within the field will circle Max at a distance, knocking enemies around, but detonate when the ultimate ends.
EDIT: Alternatively, Husks automatically detonate upon contact with enemies; possibly triggering Max’s passive (I say possibly due to this being a circumstance where they wouldn’t usually do this, but it could add further strength to the ultimate).
Maximillien keeps his friends close, but draws his enemies in closer & closer until they find their own plans blowing back up in their faces.
“Expedience brings polarity.”
“Reflect on your mistakes & accept the hand you are dealt.”
With a combination of ranged damage & multiple kinds of tanking abilities (damage mitigation, area denial, knockback, sustain) I feel his lack of mobility & potentially smaller health pool work as a nice trade-off, along with his smaller hit-box.
Thoughts? I am unsure which ‘E’ would be best to use with the character.