Board Thread:Suggestions/@comment-27450786-20160807170501

Deadeye is an expert marksman of shrouded origin. Over the course of years Deadeye would be hidden away, nowhere to be found, but when groups of people were under serious threat Deadeye would appear seemingly spontaneously, using their expertise with their special revolver to impose justice. Now Deadeye has made their way onto the battlefield of Strife where they retain balance and order through triumphing over those who have ill intent. As a class Deadeye relies on aim more so than other ranged classes and after a series of successful shots along with their moderate debuffs they can gain an advantage over others in combat. However Deadeye can be overcome by faster classes. Deadeye also lacks means of escape and can be quickly defeated if they pursue in melee combat for too long.

Role - Mage

Subrole - Hexer

Weapon - Raptor revolver - a black revolver with design aspects drawn from the eagle. On the top of the revolver is an eagle head design, the beak aids in melee combat.

Stats - damage 1, defence 1, speed 0.9

Click combo - Deadeye first swipes to the left with the Raptor revolver for low damage and a 0.05 speed debuff that lasts for 8 seconds and then Deadeye swipes to the right which gives another 0.05 speed debuff to hit opponents, for 8 seconds. Next Deadeye jabs forwards with the Raptor revolver for low damage, slightly knocking back enemies and debuffing their speed once more by 0.05 for 8 seconds - the first three hits of the click combo will stack their debuffs no further than 0.15. Finally Deadeye will point the raptor revolver towards the ground and it will emit a small aoe blast in front of Deadeye that will deal moderate damage and good knockback.

Passive - Expert Marksman - Rather than mana, Deadeye has a bar called the Calibre bar; the bar only goes up to 20 and Deadeye starts out with 3 Calibre. The Calibre bar doesn't naturally regenerate so it is up to Deadeye to do so with their gun shots. Every missed gunshot will cause Deadeye to lose 1 Calibre however every shot that is successfully landed off will increase Deadeye's Calibre by 1. Additionally bullets can only be shot by Deadeye if they have at least 1 calibre, as long as Calibre keeps landing off shots they will be able to keep shooting infinitely without having to worry about reloading.

E - Gun stance - Deadeye enters a stance where they point their Raptor revolver towards the cursor. Clicking will cause Deadeye to shoot a very fast bullet (slightly faster than Trooper's shots). Deadeye can shoot at a fair rate with bullets that deal mediocre damage.

Z (1-20 calibre) - Concussive shot - Although this ability does not consume 2 calibre (unless missed) it does require that amount to be used. The Raptor revolver releases particles, which soon disappear, and emits a sound to denote that it has become charged. When charged, the next shot from the Raptor revolver will be a special Concussive shot. Upon hitting an enemy it will cause a small aoe explosion and the damage of the shot is the same as normal shots however it will cause a 0.15 speed debuff for 10 seconds (does not stack) as well as applying the status condition Weight for 5 seconds - weight leaves affected players unable to jump. Additionally a concussive shot will cause Deadeye to lose 2 calibre rather than 1 when missed and gain the standard 1 calibre if landed off successfully. The Z ability will change to reload when Deadeye has no calibre left. Cost - (effected by Expert Marksman), Cooldown - 8 seconds

Z (0 calibre) - Reload - When Deadeye has ran out of Calibre, the ability Concussive shot will turn into the ability reload. When activated, Deadeye will insert bullets into the revolver. Reloading will give Deadeye 3 calibre, allowing them to resume with shooting, but it will cause Deadeye to lose 20 health. Cost - 0 calibre, Cooldown - 8 seconds

X - Salvo - Deadeye will point out their revolver and will shoot up to 6 shots in quick succession. Deadeye can shoot 6 shots as long as they have 6 calibre, any less means that they will only shoot the same amount of times as the current amount of calibre. If Deadeye has 0 calibre, this ability cannot be used. Each shot will in some ways act like a normal shot - dealing the same damage, losing 1 calibre upon missing and giving 1 calibre upon hitting. However rate of fire is much greater than Deadeye shooting when in gun stance and each bullet debuffs defence by 0.04 for 10 seconds (stacks up to 0.24). Cost - 1-6 calibre, Cooldown - 12 seconds

C - Shell shock - Deadeye will point their revolver upwards and they will shoot a special bullet to the location of the cursor. This bullet is larger than regular bullets and slower than regular bullets and travels in an arc formation. Upon hitting a player or object, the bullet will explode in a sphere shape - the explosion will be effective within a 7 stud radius. The explosion will deal moderate damage and stun as well as slowing enemy speed by 0.2 (does not stack). This ability is not affected by the passive; landing it will not give any additional calibre and missing it will not lower any. Instead this ability has a set cost of Calibre that is required to use it. Cost - 6 calibre, Cooldown - 16 seconds

V - Volley form - Volley form allows Deadeye's Raptor revolver to enter a stronger state but to do so Deadeye needs to have 20 calibre - this ability will not drain Deadeye of any Calibre when used, it simply requires 20 for activation. When Deadeye does have the required amount, they will raise their Raptor revolver so that it points towards the sky, then the revolver will gain an extended design at its sides and some of its parts will gain a glow effect. Once this happens Deadeye will lower the now buffed Raptor revolver back down, ready to resume with combat. Volley form will cause Deadeye to lose the effects of Expert Marksman, allowing them to shoot and miss without setbacks. Additionally all abilities will cost no calibre and they will gain 25% shorter cooldowns. Volley form remains active for 20 seconds and upon running out the Raptor revolver will enter its original state a Deadeye's calibre will be depleted back to 3. Cost - 20 calibre (doesn't consume this amount), Cooldown - 50 seconds

Feel free to give criticism and suggestions for improvement :3

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