[Merc] Bloodknight


(Samniss_Arandeen) #1

“Some men spread lies - others, truth. I just spread death.” -Bloodknight references his Ability, and the tagline of the movie that inspired his creation.

Bio
Thirty-three years prior to the Dirty Bomb attacks, a spaceship full of alien beings appeared over Johannesburg, South Africa. Initially welcomed by Earth, the realization that exposure to the aliens caused humans to fall deathly ill meant humanity shunned and feared these newcomers. At the same time, the humans were wanting to reverse engineer their tech - not having much to lose, now confined to a small slum-like internment camp, the aliens fought back. They fought well, but at the mercy of mankind, prepared to shoot down their ship should they leave.

Enter Bloodknight, a Johannesburg private military contractor quarantined to the same camp after being exposed to the alien ooze. He slowly won over the aliens’ trust - eventually being taught the secrets of their technology. He used much of said to aid the aliens in taking out the anti-air missile batteries, allowing the ship to return to the stars intact. For this, he earned quite the mixed reputation - a skilled fighter, but for what he was being paid to fight against? But he was paid with all that stuff he’s been claimed to use. Amid this controversy, with more money to be paid and more toys to play with, Bloodknight went to London.

Stats
Health: 140
Speed: 400
Class: Assault/Medic cross class
Weapons: BR-16, M4A1, Dreiss; any pistol; Cricket Bat, Katana, Kukri

On a personal note, this is a combination of concepts put forth in previous Merc ideas I’ve had, namely the “damage enemies to heal” idea and the AoE revive, and marking teammates for protection.

Ability 1: Blood Grenade
This grenade is illness in weapon form. On impact with a Merc or floor (it can bounce off walls and ceilings), a pulse of energy not unlike Phoenix’s healing pulse will erupt from the nade. However, instead of healing, enemies in the vicinity of the nade will be “marked for death” - a percentage of damage dealt to them by Bloodknight or his friends will be returned to the damage dealer as health. This percentage varies, ranging from 10-40% depending on how close they were to the blast center, and lasts for ten seconds.

Blood Grenades can also be used for reviving, any friendly in the blast radius will be revived. Just as Defibs and Revivr revives are dictated by their charge, Blood Grenades are dictated by how close they were to the revive target, but with one exception - if more than one ally is revived with the same Blood Grenade, whatever state of revive the closest target ended up getting will be shared with all revive targets.

The Get Up Augment affects the Blood Grenade, as does Explodydendron (blast radius increase) and Potent Packs (which increases how much healing is given for a given amount of damage dealt). The blast of the Blood Grenade has no effect on any deployables; that Aura station will continue healing them, no matter how much healing you’re getting shooting them all.

1 in storage at a time, 15 second cooldown. Like any other nade, if Bloodknight is holding a Blood nade when downed, he’ll drop it where he dies.

Ability 2: Healing Transfer
With a stroke of the E key, and a teammate in his crosshairs, Bloodknight will mark said teammate for 10 seconds, or until he marks another teammate. His own health regen, and half of the healing he receives from healing sources, is transferred to the marked teammate, and the link is instantly broken if either Merc involved goes down.

Fight Back
Avoid the Blood Grenade if you can. The nade in flight makes a shrill beeping noise as it flies, and a Longjump can carry you out of its radius. A push being healed by a Blood Grenade is a powerful force, but remember that you can force Bloodknight to use his Blood Grenade for reviving. Do also recall that if he drops a live Blood Grenade when going down, it will function as an improvised self-revive, so be quick to finish him before this happens. If a Bloodknight is defending a site, go for him first, as he may have marked a teammate to transfer his healing to, and this in turn weakens himself.

So get Bloodknight, shed some blood, and get dirty.


(wolvie) #2

Not a bad idea. But when you put an M4 and a Driess as load out selections… Like no one is choosing a Dress over a BR or M4.


(HunterAssassin5) #3

The idea of getting yourself heals by attacking a specific enemy sounds interesting, though I have no idea how that’s supposed to work, but I have some questions about that:

  1. How can a teammate tell if an enemy is “marked” by the blud nade?
  2. Is there a way for the marked player to cancel the effect early?

maybe set the E Ability’s CD like vass’s snowballs, in that the effect duration is the same as the CD?


(gg2ez) #4

So kinda like the “Mad Milk” from TF2?


(Samniss_Arandeen) #5

[quote=“TheRyderShotgun;128294”]The idea of getting yourself heals by attacking a specific enemy sounds interesting, though I have no idea how that’s supposed to work, but I have some questions about that:

  1. How can a teammate tell if an enemy is “marked” by the blud nade?
  2. Is there a way for the marked player to cancel the effect early?

maybe set the E Ability’s CD like vass’s snowballs, in that the effect duration is the same as the CD?[/quote]
Or several specific enemies. Depends on who you end up marking.
1.) I imagine there being an outline around the person(s) marked for death.
2.) Sources of healing can reduce the duration of the marking, perhaps?
No cooldown on the E ability. It lasts for a set duration and resets duration if he switches targets.

Kind of. The Scout had a defensive use of the Milk (putting out fires, exposing Spies), neither of which are applicable in this game, so I added the revive feature.

Well, should I give him the K-121 or MK46 instead? I fear the sheer damage potential combined with damage-based healing would make him unstoppable.


(Naonna) #6

I think life-steal is an interesting idea, but would be horrible to play against. There’s not a way to un-mark yourself, and if you have a marked teammate gaining your heals, you could just stand near an aura’s heal-station and make said teammate nearly invincible except to burst damage. Too many exploits would be created. Good idea, but unsure how it would be applied here without problems. (Think of a rhino marked for healing while blood stands behind an aura station: allowing a fully-mobile constant-healer. - Issues indeed.)