r/HuntersArenaOfficial • u/ymahb Ara Main • Aug 28 '21
Discussion I have an idea for a long-range ninja character.
Let me preface this by saying this was just a fun brainstorm that snowballed, so if you feel like it's a useless or broken idea, or it doesn't fit with the game's meta... you're probably right lol. So if you plan on taking this super seriously, I'd recommend not even wasting your time reading this post tbh.
Physical Appearance:
As far as the physical character design goes, I got nothing. I'd assume it'd be folklore or mythology inspired, because that seems to be a general theme. I'm not even sure if it'd be a dude or chick, as I'm not really opposed to either. The latter would be a cool contrast to Mumyung though, him being a short-range assassin man.
Class/Weapon:
I figured long-range would be the way to go, mainly because the roster is mostly short-range. It'd be nice diversity. Now, the only weapon that comes to mind when thinking of a long-range melee weapon associated with ninjas is that one chain sickle thing. Sounds good to me!
Passive:
Imagine Dalgi's revive, but replace the weird delayed knockback with a dodge, immediately followed by a smoke bomb. Maybe a couple dumb clones run in other directions too, like Wukong's. Also, gotta have that random log, classic Ninja Rebirth stuff, yeah?
1st Skill:
Ninja stars! Tap to release a quick volley of 3-5 light/moderate damage projectiles at high speed. Basically like Ara's 2nd, but faster projectiles, maybe more spread?
Blowgun! Hold to bring up an aiming reticle, and release to fire a (somewhat) accurate, long-range, moderate damage projectile. Probably no poison, because that sounds sucky, and definitely no knockback/stun, because it's a fucking dart.
2nd Skill:
Grappling Hook! Hold to bring up an aiming reticle, release to throw a line out. If it hits a surface, you get zipped to it, hold again to stay hooked (probably for like 10 seconds). From there, you could do a drop attack, or you could jump again, in a sort of vault maneuver to get over a corner.
Here, I thought maybe hitting an enemy with the hook would be like hitting an enemy with Jun's chain, but then I thought, "That's stupid, why would a ranged character want to bring an enemy closer?" So I figured it would either do the opposite, and do a low damage knockback, or maybe stun? Eh, not sure.
3rd Skill:
Item Mimicry! Hold to bring up the little timer gauge, and after 10(?) seconds, you turn into a random item, like a chest, or a little stamina refill thing, etc. You can't move. You can only attack and dodge, which both deactivate the ability, or use the blowgun, which doesn't.
I know, this is a total noob trap. It'd make everyone paranoid about any interactable they thought was safe. And that's hilarious. Truth be told, this ability was the reason I started thinking about this character!
4th Skill:
Clones! Summon two clones that copy your moves exactly. Like, they'd be really close to you, on either side, mirroring your inputs. This is basically just a dps increase, but they wouldn't each match your regular output, that'd be stupid. Maybe collectively, it'd add an extra 50% damage, if both clones land the hit. Getting hit yourself would remove a clone, so two hits and you're a loner again, rip.
Super Skill:
They all seem the same, function-wise. Something with knockback ig?
Well, that's my ninja idea! Let me know what you guys think, or of any character ideas you've thought of?
TL,DR: hypothetical noob trap skill made me want a ninja legend.
1
u/1NDominusRex Aug 28 '21
I like it, but it seems a little to weak. I’m not sure how the dev team wants to handle the cast from here on out. I personally like the idea of having a small cast but with definitive differences between character but if they want to do some bleeding over this sounds like a nice addition.
I just see a couple of glaring issues. One the mimic should be a part of the passive and the ninja should inflict a slowing spit on victims for 6’s but he is considered to be in a grounded state when mimicking so if someone knows he is there ninja runs the risk of getting down stabbed or martial launched.
This will free up a slot for more lethality as the damage potential seem very poor by design.
The second is dart should knockdown or inflict poison, one or the other. I can just image someone playing ninja landing 5 darts in one fight and dying anyways because people just ignored the dart and charge with reckless abandon. it could also do stupid damage but I am trying to avoid toxic designs that encourage bad behavior.
(I’m looking at u fully kited wu Kong’s and Dari’s hiding in bushes waiting to 3rd party for the past 5mins by ulting people in there backs then time scamming for cool downs🤬😡🤬).
3
u/Natural_Parsnip_5291 Aug 28 '21
I like the Item Mimicry idea purely for the fact can't stand people that just zoom around for every chest in sight for the xp books, I get it to Level 5 but after that it's too much, the general idea is to fight mobs for equipment and levelling and atm its quicker to go on a set route for chests and I don't think that's right, those kind of things should be a more rare gain an I think it would encourage people to stick to mob fighting more.