[Merc] Jekyll and Hyde


(gg2ez) #1

“I assure you my interests lie in your health” -Jekyll
“…In taking your health, that is” -Hyde

Medic, 110HP, 420SP.

Seven years before the DB conflicts, a highly decorated English combat medic was diagnosed with “Dissociative Identity Disorder”. A persona that was cruel and brutally efficient had developed within himself in order to accompany his naturally caring and selfless nature. He continued his service without notifying his superiors but it became clearly evident that something was wrong with him when he began to take more pleasure in eliminating his enemies than saving his allies. When word got out, the soldier was dubbed " Jekyll and Hyde". Victim of immense ridicule, “Jekyll” left the military at the request of his commanding officers. Ever since then, Jekyll has learnt to deal with his alter-ego, how to use it to his full advantage, and utilises his unique skills on the battlegrounds of war-torn London.

Just in case none of you get the reference: https://en.m.wikipedia.org/wiki/Strange_Case_of_Dr_Jekyll_and_Mr_Hyde

Primary Ability (Jekyll) - Hyde
Jekyll’s alternate personality becomes dominant and his secondary ability changes. Cooldown of 40 seconds applies.

Primary Ability (Hyde) - Jekyll
Hyde’s natural personality becomes dominant and his secondary ability changes. Cooldown of 40 seconds applies.

Secondary Ability (Jekyll) - Health Pod
Jekyll throws down a Health Pod that explodes on impact and provides a pulse of health to nearby allies depending on the amount of HP collected by Hyde’s Secondary Ability. Number of Health Pods carried depends on how many Drain Pods were used during the last “Hyde Period”. Health Pods also revive allies.

Secondary Ability (Hyde) - Drain Pod
Hyde throws down a Drain Pod that explodes on impact and drains 60% HP of any nearby enemies. Cooldown of 16 seconds, one at a time. All Drain Pods used will be converted into Health Pods for Jekyll to use.

Loadouts favour SMGs, Pistols, and Melee.


(HunterAssassin5) #2

very interesting, a medic that has to be on the offensive to provide heals. its pretty interesting, but i have several questions:

  1. defibs?
  2. why choose jekyll and hyde over any other medic in the game? soboz is a pretty meaty medic, and he has health packs capable of full health regeneration.

(gg2ez) #3

[quote=“TheRyderShotgun;110330”]very interesting, a medic that has to be on the offensive to provide heals. its pretty interesting, but i have several questions:

  1. defibs?
  2. why choose jekyll and hyde over any other medic in the game? soboz is a pretty meaty medic, and he has health packs capable of full health regeneration.[/quote]
    @TheRyderShotgun
  1. Oh yeah, I totally forgot about defibs :lol: I’ll edit the Health Pods.
  2. Soboz will always be the king, but J&H can theoretically provide unlimited heals depending on how many times you use H’s Drain Pod. Say for example you play H throughout the entire game as a defender and switch to J at the last point. It’s pretty much an abundance of heals - only catch is you can’t heal in the time leading up to the end.

(HunterAssassin5) #4

so, in other words, how good he is as a medic depends on how good he is as a nade-tosser. fragger and nader players will dig this no doubt.
also no cooldown on the heals, merely held back by a numerical amount of said heals dependent on how many drains were properly used?


(gg2ez) #5

[quote=“TheRyderShotgun;110360”]so, in other words, how good he is as a medic depends on how good he is as a nade-tosser. fragger and nader players will dig this no doubt.
also no cooldown on the heals, merely held back by a numerical amount of said heals dependent on how many drains were properly used?[/quote]
@TheRyderShotgun
Exactly - Throw your pods correctly and you’re a good medic.

Only pods that actually drained opponents will be converted, however, whilst Health Pods do not have a cooldown, Drain Pods regenerate at a rate of 1 pod/15 seconds - this means Hyde can get at least 2 heals for Jekyll before he is allowed to change back.


(darlingClaymore) #6

Sounds interesting, you have my like.


(blisteringOwlNest) #7

Slightly confused, so does each health pod directly tied to each drain pod? For example, if as Hyde you have three drain pods that all did different damage, will each health pod do different amount of health?


(gg2ez) #8

Top of the class. Exactly correct.


(blisteringOwlNest) #9

Ah I see, so you throw one bad and two good as Hyde, and you’d have to use the bad heal to get to the good heals. Correct? If so, that’s awesome, as it really creates a strategic mindset, which is awesome.


(gg2ez) #10

Correct again. It’s all about memory.


(TheVulpesFox) #11

Very cool. I like it, like a support and offense character. Could make for some very interesting plays.


(KannibalTurtle) #12

I really really love this idea. To the point where I’m upset if he isn’t added.


(CallieBeats) #13

As a major fan of Jekyll and Hyde the musical, I approve. On top of the great flavor for this Merc, he has really neat abilities.


(gg2ez) #14

Good to know, thanks for the approval!


(eccentricLullabye) #15

I just have one question that is not asked: What can counter him? What abilities will be strong against him and what will be his weakness? I would like to know because I like the idea, but I don’t like a merc that does not have a counter.


(HunterAssassin5) #16

maybe make it so he has to take several seconds to do the personality swap? needs to hide around a corner and hold down a button, in which time he becomes vulnerable to attacks?


(gg2ez) #17

What ability counters Fragger? There’s no such thing as specific counterplay in DB, it’s not an FPS with a “rock-paper-scisors” class system. Each merc has a killing potential and that killing potential works on all other mercs equally. In other words, everything can counter him, just like everything can counter everyone.


(MrSoUndso) #18

Add him. NOW!!


(Naonna) #19

If this medic does not have defibs, it means he won’t be as reliable, but also is granted higher damage output. It would appear you want a balance of attack and heals. There has to be a downside for any merc’s extreme strengths.

While I do enjoy the idea of both abilities (pods) sharing the same counter, it has to have a cap of 3, similar to Fletcher’s stickies. Heal-wise, the pods would almost be required to have a smaller AOE than Pheonix, or risk making the earlier-stated merc useless for healing in comparison. - As a last note in regards to healing, what’s to stop the pills being used for only oneself, similar to how most sparks use theirs? - especially if they’re potent.

As for damage, sixty percent off 1 pill is a LOT - especially if you tag a rhino with one.) I’m unsure if percentages is a good way to do things. - Also, are said percentages being calculated by current health or max hp? If by current health, it would become much more difficult to use to kill, but would avoid being spammed like stickies.


(gg2ez) #20

[quote=“Naonna;133025”]If this medic does not have defibs, it means he won’t be as reliable, but also is granted higher damage output. It would appear you want a balance of attack and heals. There has to be a downside for any merc’s extreme strengths.

While I do enjoy the idea of both abilities (pods) sharing the same counter, it has to have a cap of 3, similar to Fletcher’s stickies. Heal-wise, the pods would almost be required to have a smaller AOE than Pheonix, or risk making the earlier-stated merc useless for healing in comparison. - As a last note in regards to healing, what’s to stop the pills being used for only oneself, similar to how most sparks use theirs? - especially if they’re potent.

As for damage, sixty percent off 1 pill is a LOT - especially if you tag a rhino with one.) I’m unsure if percentages is a good way to do things. - Also, are said percentages being calculated by current health or max hp? If by current health, it would become much more difficult to use to kill, but would avoid being spammed like stickies.[/quote]

How are you gonna spam something that can only be carried one at a time with a CD of 16 seconds? It’s like a Grenade. Defibs aren’t a problem because Health Pods act as revives, even so if they are less convenient.