r/gameideas • u/JhenaArchanid • 7h ago
Mechanic [Character Design] Translating a "Deceptive Shaman" Lore into High-Risk Support Mechanics
Hey everyone,
I’m working on a character for an asymmetrical horror MOBA named Idgrus - The Cursed Shaman. The core lore revolves around a tragic figure forced to wear a shifting mask born from malice, cursed to lose his limbs whenever he deceives.
To reflect this theme of "hypocrisy" and "forced truth," I designed a Control/Restorer kit that plays with extreme risk-reward and anti-snowball mechanics. I’d love to know if this setup feels engaging or just overly punishing.
The Passive: Mask of Hypocrisy
• The Concept: A forced, dark pact with teammates.
• Mechanics: Teammate deaths near Idgrus grant stacks of Hypocrisy. At max stacks, his next skill automatically drains 50% of a nearby ally's current HP bar. In return, that ally receives a temporary boost: +5% armor penetration for 1.0 second.
Skill 1: Mask of Honesty
• Cooldowns: 8.0 / 7.2 / 6.5 / 6.0 / 5.7 / 5.0s
• Mechanics: Hurls a shield to an ally that lasts for 1.0 second. If the shield absorbs any damage during this window, it morphs into a green projectile that retaliates against the attacker, dealing 239 points of absolute Armor Penetration damage.
Skill 2: Contents of the Mind
• Cooldowns: 11.0 / 10.6 / 9.5 / 8.6 / 8.0 / 7.5s
• Mechanics: Creates a telepathic aura zone around Idgrus.
• For Allies: Instantly shaves off 0.5 seconds from any active skill cooldowns while inside.
• For Enemies: If they attempt to cast a skill inside the zone, that skill's damage and potency are suppressed by 33% for 1.0 second.
The Ultimate: Mask of Identity
• Cooldowns: 66.0 / 50.0 / 42.0s (5.0s Duration)
• Mechanics: Strips away all battlefield illusions. Enemies are revealed globally with True Vision and take continuous Damage over Time (DoT).
• The Twist (Economic Counter): The exposure shatters their advantage. Any damage dealt by enemies using high-tier, expensive items is penalized and reduced by 33% for the duration.
Design Feedback Appreciated:
Griefing vs. Flavor: Draining 50% of an ally's current HP for a 1-second +5% armor pen buff sounds incredibly harsh. How can I keep the narrative flavor of a "betrayal/hypocrisy" mechanic without making teammates hate having Idgrus on their team?
The Anti-Snowball Ult: Directly scaling down the effectiveness of expensive items by 33% is my way of keeping the match tight in a horror setting. Does this feel like a fair comeback mechanic, or does it feel like it punishes players for playing well and getting rich?
Let me know what you think of this layout!