Resurrecting is kind of broken. The only reason it works on Terminus is because it is only himself he can revive, it is a slow charging Ultimate, and it leaves him open for quite a bit to be counterattacked.
I overall can't get a good feeling for what this Champion does, aside from punish people for being good at the game. Terminus (again, yeah yeah I know) also is a very punish-focused Champion, but he punishes people for being bad at the game. Maybe it could help if you explained what your goal was in making this?
Yes it was part of the old Forums.
Dimitri was a concept before.... Khan...
Spent a bit of time on this one trying to make it work in game without any major complications.
Dimitri is an area supressor who uses strong low-mid range dps, as well as cripple and slow soft CC skill shot moves to lock foes out of escaping at range, keeping foes out in the open and exposed to fire for as long as possible. His powerful CC slow move is tied to his mobility tool, thus creating an all or nothing strategy if used this way.
Has a weak 4k dome shield to briefly hold back damage from every angle and get a window for healing, has to care for a deployable inside the shield as it is the key reducing the cooldown of the shield, so cqc fights inside a dome in the open are not recommended unless foes are kept out of the shield. The shield bides time to activate and deploy his mobility or lock down moves, or gain a decaut window to get maximum sustain healing from Berzerk.
His mobility tool is fairly easy to read as it describes to all players who can see it where he will travel before he gets opts to go there, it can be canceled by other players by shoving Dimitri out of range or out of line of sight of his hook. It can also be hindered by hard CC effects such as stuns, silences and fears although they will not brake the mobility cable unless the character is pulled out of line of sight or the duration of the mobility expires.
His ULT Berzerk is a Damage Reversal / Self Sustain endurance move designed to eat and throw back firepower for a brief time. Healing the player passively in order eat more damage and synergize with healing mechanics, combine with shield healing for a moment of powerful self recovery. As you take damage you gain energy to use for a powerful lazer shot or instant uncauterizable self recovery.
Reduce the scope damage to 800, every 0.8 perhaps.
Potential 8k damage a magazine with hitscan security is too much. Most blasters bearly get 6k per magazine.
Shaving off 200 damage would reduce its potential to 6600.
The ability to two shot squishy people within 2s is a bit disgusting don't you think. Especially when an aim assisted attack does half a champions HP with few counters.
How do you dive something that can 2 shot you that fast, combined with a cripple is too much overkill dueling potential for 1v1s
A cripple draws the fight out, giving a potential another free shot anyway, work with that I say.
If the scope damage was reduced to 800 you could easily make the cripple part of the lazer sight effect without the need for a damage amp. A hitscan cripple will do better at hindering mobility then a projectile in a damage sense (how do you have a projectile lazer... lazers are instant). Besides since you are using the lazer for utility sake here it is a fair game excuse to throw a 4s reveal after the lazer cripple, this would combo with the reposition of the tele beacon.
Cause 800 damage + 1s cripple + 4s reveal... sounds worthy when you combine it with a few follow up auto attacks and you have the ability to reposition to get at them.
I'm not sure the damage amp is needed after the cripple when your damage is strong enough to end a foe in a few shots the way it ia currently designed.
Playing around with the idea of cybernetic sight, you can play with reveal utility abilities all you want in base kit over talent options.
The talent that allows for free reveals depending on champ hp though is a bit much, gaining free information on foes you do nothing to is not a well designed talent and is piggybacking off of talus talent but with head shot kills at hp threshold... which kills bruised champs instantly.... dude too much.
The I spy just gives you an uncounterable strix flare that provides a big damage buff. 1000 damage shots with %25 additional damage plus reveal and headshot damage makes the rifle do more damage then snipers...
And the talent for 2 charges of aim assisted 1000 damage.... man wtf... that is too easy... you already get 2 per magazine with your fire rate and lazer sight CD... having 3 in a singe fire fight.. egh no...
These are not very well desiged talents Imo, they feel a bit last second, the current champion concept is iffy to be. Ideas need to be nailed down.
Fine I guess I could decrease the dmg later while giving a fire rate increase. And all snipers can 1 shot ppl at evie's health bar so its balanced imo. I mentioned that she has falloff at mid range that scales pretty high at long range so i guess I'll let the gun ignore falloff. The gun has a complex reload mechanic which needs to be managed so u can't burst people that often. Both snipers have fairly high skill ceiling with strix being over rewarding. It would give people a more noob friendly experience as well if they struggle a bit with aim. Her laser seems situational anyway so I'll maybe nerf the cooldown. her i-spy projectile is glowing making it very visible so it can be just shot down. Her talents are supposed to have a variety of playstyles so I'd say the reveal of come out is ok cuz it would give her a flank style of play.
Well, it's certainly an interesting concept with some very different ideas. Right now, I don't have a very good grasp on it, though. As it is, it definitely sounds like it would be awkward or clunky to control.
And as for a mobility-based Ultimate, it doesn't seem that useful. You're locked out for a long 1.5s, and you can't get hit by anything during this time, and then your reward is getting to move around well, and trigger an explosion (you never specify the explosion damage or the cooldown it seems to have.)
I guess it's hard to imagine without being the one who made the concept (especially regarding Accelerate)
why would it feel awkward?
I had several complaints about that lock out, but it is necessary, without this lockout you could just use the ult to reset Traverse cd, to simply escape, then there is a card reducing that lockout time, although, some other ults have lock out time, actually most ults have, not that long however, but like imani's dragon which can have a big impact (bigger than other ults at least) I thought it was necessary to have this lock out
as for the usefulness of this ult, I think it would be very useful, of course it's harder to use than other ults, but it allows for extreme mobility, which is powerful (just consider how mobile champs are hard to deal with, and this ult is even more mobile) then it changes your direct damage into aoe, the explosions are simply Destroy, so same damage and range, no cooldown, when you Traverse during Accelerate, it triggers Destroy (exactly the same as the talent), then of course you could also use destroy every 8sec as normal without having to tp