Board Thread:Suggestions/@comment-27026273-20161221125634

"Fear, quelled with anxiety. Luct’s definition of edgy is beyond limits, so if you see Luct in the battlefield, whatever you do, never ask Luct if it's okay, or why it’s obsessed with the letter L" 

Fighter Class: Luct

Subclass: Hexer

Weapon Name: Limer

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Description: Luct is one that imbues itself with the power of pain splitting. Its unique performance of being able to share damage with other players has proved to show Luct’s capability on being an offensive fighter, whilst still being able to take fatal hits and greatly debuff opponents while buffing itself. Luct’s large pool of skills causes it to be unpredictable and can cause Luct to have multiple escape routes, but Luct’s lack of vulnerability on defense causes it to be more on the offensive sweeping than a runner.

Weapon Description: Limer, the saber. Acting like both a rapier and a sword, its thin but sharp blade with a hilt that has a hand guard can pierce and slash through many objects. Its appearance of a red bead on the end of the hilt can indicate on its power of [Lapse]

Standard Attack Combo: Luct will begin to do these four standard attack combos:

1. Luct swings Limer diagonally up right, then diagonally down left right after, both doing 20-25 damage

2. Luct then thrusts Limer 5 times, each thrust doing 2-5 damage and deducting 5% defense for 5 seconds

3. Luct then does a heavy jab that will push players back while doing 30-40 damage and deduct their attack by 10% for 3 seconds.

4. Luct finishes by slash spinning Limer around itself and then slam it on the floor with a mediocre wave to push players back while dealing 20-25 damage.

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[Passive] Loneliness – Luct’s Base Defense is lowered by 20% while its Base Attack is raised by 10%

Luct gains 20% more attack if being damaged by an AoE Field or a DPS/DoT skill, lasting for 5 seconds for the DPS/DoT and instantly removed when leaving an AoE Field. Additionally, Luct will lose the same equivalence of stat percentages that the opponent who Luct connected with [Lapse] but the duration for that loss is halved


 * If Luct is alone in the AoE field, then the 20% attack buff is hideously increased to 85% and will gradually wither away by 5% if another player enters that field


 * If the player goes out of the field however, then the attack depletion will halt but not go back up until Luct goes out of the field and then re-enter it.

[E] Lapse - Luct raises its left arm up, being lit with blood strings and connect souls with the opponent Luct has chosen with the mouse hovering over that opponent, making it a Soulbounded player.


 * This connection causes a bond with both Luct and the Soulbounded, on which causes both to take in the damage instead of themselves taking all the damage.


 * Luct will however, only take 25% of the damage the Soulbounded is getting, while the Soulbounded will take 50% of the damage Luct is getting.


 * If the Soulbounded dies before Luct, then Luct shall receive a 350 HP depletion, in exchange for additional 40% attack for 15 seconds.


 * If Luct dies before the Soulbounded, then they receive a 175 HP depletion in exchange for additional 65% attack and defense for 7 seconds.


 * If Luct attacks the Soulbounded with the Standard Attack Combo, then Luct loses 30% attack for 3 seconds and loses 40 HP, causing Luct to be careful on reckless attacking


 * If Soulbounded attacks Luct however, then they receive 25% attack increase for 2 seconds in exchange for 50 HP depletion and 10 Mana leeched off.


 * [Lapse] cannot be overlapped or used twice in a match, meaning if that if the Soulbounded dies, Luct cannot use [Lapse] again.


 * Due to [Lapse] not being able to be used again, all Luct’s skills do not require [Lapse] but can use it as more of advantage based gameplay.

[Z] Latent – Luct conceals itself by temporarily turning invisible and then travel forwards with a nerfed speed of 70%, draining 5 Mana per second. Luct will continue to travel forwards only until it has no mana, causing it to just appear, or when upon clicking with the mouse, Luct jabs forwards quickly removing the invisibility and goes in a fair distance. If that jab hits an opponent, they receive a 25% movement reduction for 5 seconds.


 * If there is [Lapse], Luct instead brightens the [Lapse] line, spins and then teleport to the Soulbounded with [Lapse] and then turn invisible.


 * If Luct jabs the Soulbounded with [Latent], then they also receive a stagger.


 * [Latent] can only go forwards, meaning that Shift Locking will benefit greatly with [Latent]

[Consumes 5 Mana+5 per sec/Cooldown 10 seconds] 

[X] Lament - Luct aims Limer to itself and jabs itself into the torso, losing 150 HP but now gaining x1.2 Mana regeneration and halves cooldown. Additionally, the blood of Luct that now covers Limer causes every hit that has Limer give Luct 20-30 HP for 10 seconds while also giving Luct 35% additional attack for 5 seconds.


 * With [Lapse], Luct will still jab itself and gain the buffs, but instead of the HP Steal and 45% Attack, the Soulbounded loses 50 HP instead and has their mana be depleted by 25, while decreasing their movement by 30% for 3.5 seconds.


 * If Luct kills the Soulbounded with [Lament], then Luct receives 300 HP back and will also gain additional and permanent one quarter of the percentage of attack from the deceased Soulbounded,

For example, if the Soulbounded’s Attack was 100%, then Luct will receive a permanent 25% attack.


 * [Lament] cannot be used if Luct has below 450HP and will instead cause Luct to do an animation of a failed attempt of doing [Lament], causing this opportunity as a perfect punish.

[Requires 750-1000 HP/Cooldown 20 seconds]

[C] Lunatic - Luct sprints forward and jab once, but it actually does 7 hits in total with Limer at a cost of losing 15% defense for 15 seconds. On each jab, Luct will give the opponent a total of 35% defense deduction for 10 seconds. After the jab, Luct will then slash jump upwards and then swing the left arm diagonally down left and slam Limer on the ground.


 * If [Lapse] is available, Luct will still do the jabs and the slash jump, but will however pause in the air and cause Luct and the Soulbounded to switch teleport, causing the finale slam to now do a constant DPS explosion.


 * It is possible to hold [Lunatic] and continue to jab forwards and not proceed with the slash jump, but will now have a sliding effect, meaning that it now hits further at a cost of additional mana on every jab with a 1.2 second end lag in the animation of every jab.

[Consumes 20 Mana/Cooldown 20 seconds/Additional 10+5 Extra Mana Consumption]

[V] Liberation – Luct raises Limer up front and then does a stance, charging in an attack on which makes Luct glow. On this stance withheld, Luct will stoic and endure the proceeding hits that the opponents throw at Luct. Once 2 seconds have proceeded, Luct will release the held in power from the attacks from before and release a fast but large ranged jab forwards that will do insane amounts of damage based on the attacks received.


 * Enduring 5 hits will cause [Liberation] to pierce through opponents


 * Enduring 10 hits will cause [Liberation] to do pure damage only


 * After those 10 hits, all the others hits will now give Luct 2% attack on which will disappear when releasing [Liberation]


 * AoE Fields and DPS/DoT does not count as hits


 * Max hit stack with both Mana and HP drain is 30.


 * Stud Range decreases by 0.5 on every hit after the first 15.


 * [Liberation] drains mana if holding, however, if there is no more mana, then holding in [Liberation] will instead drain 5 HP per second.


 * [Liberation] will stop draining HP once there is only 650HP left on Luct, on which Luct cannot regenerate HP until it releases [Liberation]


 * Releasing [Liberation] with drained HP will cause Luct to mana steal the same equivalent amount of HP divided by 2 [200 divided by 2 = 100 Mana]


 * If [Lapse] is available, then [Liberation] will begin to drain the Soulbounded’s HP but by 2HP per second.


 * If [Liberation] drain kills the Soulbounded, then [Liberation] becomes fully maxed, which will show on Luct, completely glowing extremely bright with blood particles developing around Luct.


 * If there is no Soulbounded and there is no more Mana and HP depletion, then [Liberation] will be automatically released.


 * Upon release with maxed [Liberation] will cause Luct to do pure 50000+ damage except the range is nerfed as told from the Stud Range decrease.

[Consumes 5 Mana at Start/Drains 2 Mana Per Sec/Requires 1000 HP/Cooldown 50+5 Seconds every 5 hits] 