It seems to be mandatory in the current iteration of Talon for its high council members to be able to take care of themselves physically, on top of having some kind of political, corporate or diplomatic power/position.
Iâd definitely argue that Maximillien could join the hero roster, being a powerful being in his own right whilst also being more engaged in the financial & directive duties of Talon; just because he can fight doesnât mean his efforts manipulating actions from behind the scenes lose any weight.
So, ultimately, Iâm not a fan of your idea. It seems to use a few too many familiar mechanics in weird ways & while his main blocking ability is cool, itâs maybe also a death sentence, never mind all the logistical problems it could cause your team/yourself. I donât like the primary fire as a primary fire (that kind of weapon should belong to a Junker if at all, even being an alt fire or ability) or the passive (seems way too particular & almost useless).
Maybe have a tentacle hero who works more with just the tentacles, like a melee-based bruiser or spider-hopping dive tank. I can see now this is way more just your own hero kit that youâve just added to Maximillien, so maybe work on the actual kit more & really focus it down. The guard blade is a cool idea but again would moreso work with a Junker character based around rusty saw weaponry, rather than a tentacle Omnic.
Try splitting the core ideas there into two new characters & I think youâll have something much better/refined (a rusty sawblade Junker & an unsettling tentacle Omnic). Also ditch the turrets, make the tentacles spin or something for their ult, area control/denial yâknow.
So, hereâs a hero kit moreso for actual Maximillien (aiming somewhere in the range of off-tank/main-tank), trying to stay as close to the base idea of him, with a dollop of speculation of courseâŠ
HP: 300-400 (150-200 Health, 150-200 Shields)
With possibly the smallest hit-box of any tank, he shouldnât 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.
Maximillienâs 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.
âMoney is power. Donât believe me?â
Alternate Fire: Magnetic Grasp
Hold alternate fire to create a magnetic field from Maximillienâs hand that catches incoming projectiles, condensing them into a projectile for Max to shoot back at them by pressing primary fire.
(Think the Return to Sender Vigor from Bioshock Infinite.)
Resource-based a la Defence Matrix/Moiraâs Healing.
Will only block certain projectiles/bullets etc.
Say around 3-4 seconds of available charge to catch projectiles, firing them back at enemies doesnât 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 Maximillienâs influence, even those who would dare to harm him are destined to only hurt themselves.
âThe house always wins.â
Ability 1 (E): Magnetic Jail
Soft-locks onto enemies at a range (a la Zenâs Discord Orb) in order to be triggered. 8-10 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 âjailedâ 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 âjailedâ 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.
âIt matters not that you have the winning hand, if I can prevent you from playing it.â
OR
Ability 1 (E): Magna-Zone
Places a spherical magnetic field that lasts for a sizable duration, 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.
(Think Luxâs Lucent Singularity from LOL.)
Maximillienâs 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.
âAll in the pot. Time to show my hand.â
Ability 2 (Shift): Husk Clones
From Maxâs 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 Meiâs (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 health pool (like Meiâs 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 E while the Husks are in place 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 Maxâs general position, rather than the direction he is looking.
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?
âAnd they say money is the root of all evil. No, consciousness ups the ante on that one.â
Passive: Patryoshka
For every Husk that is destroyed by an enemy, Max regenerates a small amount of personal shield health.
(Likely not necessary but could be useful.)
âGotta spend lives to make a living.â
Ultimate: Polarisation
Transformation Ultimate: 6 secs?
Creates a spherical magnetic field around Max that slows enemies in the area, ending with a repulsive blast at the end of the transformation, knocking enemies away.
Max could get a speed boost during this time, but unsure.
Max can use his other abilities as normal.
Magnetic Jail (if used) gets drawn towards the field instantly.
Magna-Zone (if used) 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.
Maximillien keeps his friends close, but draws his enemies in closer & closer until they find their own plans blowing back up in their faces.
âReflect on your mistakes & accept the hand you are dealt.â
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.
Reckon this could work? Obviously he wouldnât have both E abilities, Iâm just not sure which one works best.