u/ArcyusStudios

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Legend Ability Ideas

One of the reasons we've been getting so many skirmishers and no controller legends is because the devs struggle to come up with new ideas for them. Here are some ideas I've come up with for new abilities to diversify the legend roster instead of adding more movement creep.

Tacticals:

Trip mine, Controller: This would be a high risk, high reward controller trap. It has low health and a small hit box, but deals similar damage to a grenade. It can be placed against climbable surfaces, but has a consistent height from the ground. Legends should be able to jump over it to get through a doorway with the precision needed dependent on hit box size. The trap extends a laser a certain distance from the wall within which legends will set it off.

Bear trap, Controller: The bear trap is pretty self explanatory. A medium health floor trap that deals moderate damage and freezes the target in place for a short time. The trigger box is large enough that it cannot be jumped over in a doorway, but otherwise can be. Similarly to the trip mine this attempts to create a new subcategory of controller who uses sneaky traps to deal considerable damage, while inducing a sense of paranoia to dissuade pushes.

Tactical pull, Support: The pull ability would primarily serve as a method of repositioning downed teammates - and with the introduction of death box revives, any death box. A secondary application is the ability to open doors towards the player. Ideally this tactical would pair with a double jump passive similar to Sparrow to make the focus on repositioning injured teammates, and moving loot boxes out of the storm/into better positions. A possible (but overpowered) perk could be the ability to pull enemies a short distance before the tether breaks. I feel like this would add a very versatile tool, similar to Crypto's drone.

Trick shot, Assault: Launch a boomerang like grenade (so that anti-grenade legends can counter it) that can curve around objects to hit opponents. The path will be shown before throwing and makes an arc. This ability could also work as an Ultimate by implementing high knockback to move opponents from behind cover.

Reckless Charge, Support/Assault: Reckless Charge would provide the user and a teammate with a version of Gibraltar's Momentum Boost ability for a short period and functions similarly to Conduit's tactical. A potential perk could upgrade the tactical to provide a version of Fortified as well. These effects could also be weaker versions of the true powers for balancing.

Prone, Recon: Pretty self explanatory, the user enters a prone/laying position. This would be a tactical for a Vantage style character, who prefers to engage from a distance. This tactical presents a smaller target while firing in exchange for the inability to move while prone. A slow effect would also be applied for a short period after exiting prone to reduce abuse in close range fights. The hitbox could be similar to that of a sliding small character.

Float, Skirmisher: The user regains their jump, and remains at the same elevation for a few seconds. Ends when they jump again or when time runs out. This is definitely one of the worse ideas here, but could have some interesting implementations.

Ultimates:

Platform, Controller: This ultimate would place a medium platform on a climbable surface. It would behave similarly to a Newcastle's Fortress, providing height and cover for a team until it has taken enough damage.

Bodyguard, Support: The user gains the Fortified perk, and targets a teammate. Any fatal damage to that teammate is directed onto the user instead.

Holy Blade, Assault: The user draws a high damage melee weapon and gains a boost similar to Bloodhound's Beast of the Hunt

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u/ArcyusStudios — 19 hours ago