Before we start, let’s answer the question we asked ourselves (if not). If only four champions were chosen, it’s not only because the editor was lazy (at least a little) but also because the twenty-five characters seemed like an effective roster for the start of the game and were average. fighting games. . Likewise, it was decided that each position should have an equal number of reps (which IMHO is unlikely to have more midfield/overhead champions than ADC for example), and since Jinks has already been confirmed, there are only four places left. .
Caitlin: They see me as a reconstruction, I hate it
Few League of Legends players like Caitlin, whose LoL gameplay is already based on this mechanic, can match the Zoner archetype. Has the greatest attack range at level 1 (Then Jinks/Tristan/Kogmau passed them when they reached levels) It’s a shame to face each other at the strip stage because they can fight lest their opponents retaliate. It will continue to do so in Project L, one of the best shells in the game, reminiscent of the Piltover Peacemaker (A/Q). This projectile not only crosses the entire screen, but also hits both the approaching opponent and at the start of the jump (it is always possible to avoid it with a double jump at the height of the jump or if this mechanism is present ). There would also be an overhead version that would discourage deleted characters. On the other hand, the recovery time will be long enough not to spam stupidly. Jordan Traps (Z/W) were also available, allowing them to block opponents’ progress, forcing them to jump, or halting their progress with protection.
The 90 caliber (E) grille would also be there to give it some mobility. As in LoL, it will be a mid-range projectile that allows Caitlin to spin further from the baseline. To recall a passive headshot, it will be possible to combine it with the Piltover Peaceful if the opponent is not in defense. On the other hand, having Caitlin in the corner of the screen would be ineffective. Surgical shot (R) will be a super classic, does not hurt without special advantages. He can use the pistol grip for normalcy so he offers good distance, but shoots relatively level with the frame. It’s that I’d rather be a scorer character who needs a little help keeping a loved one at bay.
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Darius’ brother will be there too. Like most shooters, he would have good mid-range options to remind himself that he is fighting from afar. He used his rotating axes (A/Q) to open a guard like regular bullets and then formed a combination. Therefore, he won’t be a clean zoner as he needs to be approached for maximum damage. Blood Drive (Z/W) has undergone major changes. In LoL, this is a spell that provides a movement speed bonus that is difficult to incorporate into a fighting game. It can be swapped out for a Beowulf-like mechanic in Skullgirls to shake things up (after all, an artist is an artist even in training). There would be three of these mechanics, the first allows him to move forward and instantly raise his guard, the second slightly improves his frame data, and the third slightly increases his damage. Unrest level can be lost by using a certain special and/or enhanced move (if the game has an EX move system) after completing super and/or a certain number of enemy attacks, or only after having a limited time. .
Section (E) would become reversible, giving him a decent defensive option as well as little air. As for Mortal Volley (R), it will still have very high damage. Drew’s weakness stems from his much lower health than other players, offset by injuries and above average bonuses provided by a hip mechanic. This all or nothing side fits rather well with a character ready to do anything to please the public. The anchor can be played at position, pressure, or hustle to use assists safely or to take advantage of the resources the score has accumulated. His place in the team is determined by the second character’s preferred position, rather than his gameplay. Finally, its control will remain very technical, because any error will be very expensive.
Samira: queen of combos
Samira would be one of the positive characters in the game, she could fight with a gun or a sword and switch between them depending on the weapon chosen by the player. Depending on the position he chose, his special moves would be different. Panache (Q/Q) will be a medium range projectile if equipped with a pistol, and a sword swipe if it is in Samira’s hand. It was then used to complete combinations. Blade Whirlwinds will be an anti-shell feature. Easy to dodge with a pistol, but also useful in a close shot, the sword is ineffective with a normal shot while allowing the bullet to return towards the opponent. Savage Charge (E) turns into an anti-aircraft (dragon) return with a sword, while a rear shot fires the gun. It is a protective option for Samira.
Hell Trigger(R) is going to be a slightly different super feature as it will only be useful for remembering League of Legends mechanics when performing combos. On the other hand, it would cost a bit less than the other superheroes in the game to make up for the fact that he couldn’t be countered or used as a punishment for counter-breathing. Samira would have great blends, she could let her guard down in a lot of ways. He prefers to act as a server, potentially being able to activate his superpower multiple times using already accumulated resources.
Ziggsy’s Stardust
It’s time to ditch the classic shooters for another playable character in Botline: Ziggs. Like Caitlin, she would be a selfless localist. On the other hand, his normal would have medium range and his gameplay would revolve more around his special moves. The Jumping Grenade (A/Q) will be a projectile that opposes Caitlin, and it will have two variations: a faster, airspace-covered call shot that goes straight to the screen. He can also place his Explosive Charge (Z/W) on the ground and use it to push his opponent back with good pushes, even while blocking, or to jump too high on himself and knock the opponent back if he gets stuck. come too close. .
Explosive mines (E) also existed in two forms: classic, where they remained on the ground to block the advance of the enemy, and on the other hand, they were reactivated, causing a column of fire to appear to block any attempt to attack them. ‘approach. by plane. Only one of the variants will be available at a time, forcing Ziggs to combine them with the Jumping Bomb to cover all options. Mega Infernal Bomb will be a super classic that will appear quickly and allow you to punish the opponent anywhere on the screen. To balance all of this out, Ziggs would have low health and no defensive options if his opponent managed to corner him. Instead, he assumed the role of a point and weighed anchor towards the super lane, using the assistant for self-defense and movement.
Source : Millenium
