PDA

View Full Version : [Agility Pusher Contest] Outlaw



Rignite
04-18-2010, 02:29 AM
Outlaw
http://s.bebo.com/app-image/8162768220/5411656627/PROFILE/i.quizzaz.com/img/q/u/08/07/25/spawn_comic_cover_175_cl.jpg

The Outlaw is a man of lawlessness, who takes what he wants and lets nothing stand in his way, even lives. He's a dark and enigmatic man, wearing the ensemble of a cowboy (hat, jeans, boots, spurs) and always has on a heavy leather duster. The Outlaw is a multipurpose hero that can gank, support, disable, damage, but is at all times of the game an extremely powerful pusher. He is able to scale well as a carry if built that way as well.


Quotes
On Movement

"I'll move out at my own pace."
"Don't expect me to gallop, I prefer to trot"
"Cheat me and die"
"All in due time"

On attack


"One bullet per corpse"
"Gambling lives are we?"
"I never miss"
"Just another dirty job"

Ultimate


"I'm getting real sick of your face partner, excuse me while I rearrange it to six feet under."

Taunt


"You look like you could use a bullet in the back" - On use
"*blowing sound* Nothing hotter than a smoking gun and a job done" - On kill
"Damnit, even I can't cheat death!" - On death


Threaten (Q)
http://i40.tinypic.com/5evi8i.jpg

The Outlaw threatens a target, calling upon all the underlings working alongside him to react and attempt to take that target down above all others.

"Your death is a certainty, coward!"

Skill Mechanics: Applies Threatened (Unit) to target if target is an enemy unit, and Threatened (Building) to target if target is an enemy building. The target takes more damage and all allied creeps within 2000 units of the Outlaw and his target are forced to attack the Threatened target. If any units or buildings are destroyed by allied creeps while Threatened, it is counted as if the Outlaw was the one to get the killing blow.




Any threatened units are visible/revealed for the duration of the debuff.
Lasts 10 seconds at all levels.
All sources includes units allied to the Threatened target, meaning that if the Outlaw is not careful, his Threatened target can be denied just as easier as it is for him to kill it.
Single unit targeting.

Threatened (Unit)


Unit takes 5% more damage from all sources.
Unit takes 10% more damage from all sources.
Unit takes 15% more damage from all sources.
Unit takes 20% more damage from all sources.

Threatened (Building)


Building takes 2.5% more damage from all sources and misses 20% if building is tower.
Building takes 5% more damage from all sources and misses 30% if buiding is tower.
Building takes 7.5% more damage from all sources and misses 40% if building is tower.
Buidling takes 10% more damage from all sources and misses 50% if building is tower.

Range - 650
Manacost - 75/100/125/150
Cooldown - 30/25/20/15



Pot Shot (Passive)
http://i44.tinypic.com/htczo4.jpg

Being a man who follows his own rules, the Outlaw is always on the lookout for any and all opportunities to gain the upper hand. Whenever he is given the chance, the Outlaw will take aim and fire his second revolver, aiming for the most underhanded spots possible.

"Cheating is the only sure way to win."

Skill Mechanics: Fires a second shot a small percentage of the time that does damage like a normal attack and applies the debuff Pot Shot to the target.




Pot Shot can only occur off of a regular attack, and can not occur off of another Pot Shot.
Mini-stuns.
Pot Shot debuff slows target by %, they regain all of it over 2 seconds.
Pot Shot's damage is the same as auto attack, it's just a modified second attack.
Pot Shot is unaffected by item effects, such as Rift Shards or Frostburn.



10% chance on attack to do a Pot Shot.
15% chance on attack to do a Pot Shot.
20% chance on attack to do a Pot Shot.
25% chance on attack to do a Pot Shot.

Pot Shot debuff slows by - 15/25/35/45 % per level



Moonshine Flame (E)
http://i41.tinypic.com/2uf9dmq.jpg

Never the type to go anywhere without some of his homemade alcohol, the Outlaw knows full well the potency of the drink he has made to both burn the throat and warm the belly. He also has found that it's just as adept at burning the landscape and warming any enemies before him...to a crisp.

"Careful, this isn't just any other drink..."

Skill Mechanics: Blankets a large area with a powerful fire that spreads and burns enemy units, buildings, and trees down. Enemy units that wander into the flame take damage over time and units that are caught in the initial flame take additional damage from the burning alcohol spread on their bodies. Those unlucky enough to be near a burning building or tree take additional damage as well.




Applies "Burned!" to units caught in the initial AoE blast.
Applies "Scorched!" to units within 100 units of a burning building or tree.
Applies "Blazed!" to trees caught in the move's range.
Buildings burn as well and take the damage of the move's AoE burn.
Buildings are not affected by "Burned!", "Scorched!", or "Blazed!".



Creates a blazing fire that starts at a radius of 50 and spreads to a radius of 100 before dissipating over 5 seconds. Units caught in fire take 25 damage per second.
Creates a blazing fire that start at a radius of 75 and spreads to a radius of 150 before dissipating over 6 seconds. Units caught in fire take 30 damage per second.
Creates a blazing fire that starts at a radius of 100 and spreads to a radius of 200 before dissipating over 7 seconds. Units caught in fire take 35 damage per second.
Creates a blazing fire that starts at a radius of 125 and spreads to a radius of 250 before dissipating over 8 seconds. Units caught in fire take 45 damage per second.



Units that are "Burned!" take an additional 25/50/75/100 damage over 2 seconds.
Units that are "Scorched!" take an additional 50/100/150/200 damage for each two seconds they linger within 100 units of a "Blazed!" tree or building.
Trees that are "Blazed!" are burned down when Moonshine Flame is over.

Range - 425/450/475/500
Manacost - 175/200/225/250
Cooldown - 30/35/40/45



Six Shot Showdown (R)
http://i42.tinypic.com/6rsjcz.jpg

Fed up with the fact that his enemy is still breathing, the Outlaw decides to center his attention on taking them down, and fast. The Outlaw reloads his revolver and focuses his entire will on the target, forcing them into a showdown. Never one to lose, the Outlaw makes sure that the showdown ends in his favor, always taking one last Pot Shot to make sure the job is done."It doesn't matter what time it is, high noon or not, you're dead!"

Skill Mechanics: After a short moment of channeling where the Outlaw empties his gun and reloads it, the Outlaw forces his target into a "Showdown". During the "Showdown", the Outlaw quickly fires off a series of six shots over a 3 second period, and the target is forced to auto attack the Outlaw for the same duration.




Applies "Showdown!" debuff to the enemy unit targeted.
The last shot will always activate a Pot Shot, totaling at least 7 attacks every time.
The other five attacks are able to activate a Pot Shot.
Chance of Pot Shot occurring is dependent on level of Pot Shot.



Fires off six rounds, each round doing base damage + 15% of base damage.
Fires off six rounds, each round doing base damage + 30% of base damage.
Fires off six rounds, each round doing base damage + 45% of base damage.



"Showdown!" debuff disables the effected unit by causing it to turn attention to the Outlaw and auto attack him for 3 seconds.

Range - 400
Manacost - 150/200/250
Cooldown - 90/60/45




- There he is. I know a lot of his numbers could probably use tweaking, especially Moonshine Flame, but the purpose is obviously there. I had a lot of fun thinking him up and am more than happy to take any criticisms on him. I think the synergy he could have with all heroes is just amazing and his abilities make him a sound, solid, and hopefully above all else, a BALANCED hero. Besides, I know everyone is probably with me on the thought that playing as an Old West style Outlaw is just awesome.

hresvelgr
04-18-2010, 05:39 AM
1. Opposite of Legionnaire's taunt
2. Scout's disarm but slows instead of disarming
3. Engie's Keg
4. Panda's Ult

:|

Rignite
04-18-2010, 07:41 AM
1. Opposite of Legionnaire's taunt
2. Scout's disarm but slows instead of disarming
3. Engie's Keg
4. Panda's Ult

:|

1. Kind of
2. You could say the same about just about any non-crit passive
3. No? Did you even read what it does? Try more like Tempest's Meteor. Just because it's another alcohol themed move doesn't automatically make it The Keg redux.
4. Not at all again. Showdown is more like a mini-disable if anything. Sure you do the nuke with your six attacks, which CAN be interrupted so it's almost like a 3 second channeling time. But they are simply forced into trying to autoattack you. Panda's ult completely incapacitates you for a while.

I wish I could say I appreciate the criticism, but it feels more like trolling.

Rignite
04-18-2010, 03:16 PM
B ring
U p
M y
P ost

Seriously, no one has Old West fever?

Azale
04-18-2010, 03:40 PM
B ring
U p
M y
P ost

Seriously, no one has Old West fever?

Feel the same way about my heroes man -.- people dont look at heroes long enough. they just vote and be done with it. cant get criticism in these forums for nothing.

Like your hero though, 2nd skill definitely needs a little tone down. Ult might be kinda OP as well, 6 auto attacks at 25 from a carry, each one 25% chance to hit againa, thats 12 shots total over 3 seconds, thats ALOT of effin damage. lol rework the ult i'd say, atleast take out the damage buff.

Ah, btw i voted YES, be a pretty cool hero if u ask me. jus rework those #'s :)

ps check out my hero and post on him plz :) putting him in the contest too http://forums.heroesofnewerth.com/showthread.php?t=97804

MarkMasters
04-18-2010, 03:58 PM
i like your hero, makes me think about the 'once upon a time in the west'' movie.

i do not like the first skill though, it is a bit overpowered i think, and ultimate killsteal ability number one :D

i like the 3 other skills.

Could you not create skill 1 in 'wanted: dead or alive'' targeted area of creatures, towers will attack the (after that) targeted unit/tower, but not allieD HEROES else you will have ''OMG I WAS GONNA DO MY ULT AND NOW I AM FORCED TO ATTACK HIM WHILE HE BLINKED IN 5 ALLIES OMG''

Rignite
04-18-2010, 04:14 PM
Feel the same way about my heroes man -.- people dont look at heroes long enough. they just vote and be done with it. cant get criticism in these forums for nothing.

Like your hero though, 2nd skill definitely needs a little tone down. Ult might be kinda OP as well, 6 auto attacks at 25 from a carry, each one 25% chance to hit againa, thats 12 shots total over 3 seconds, thats ALOT of effin damage. lol rework the ult i'd say, atleast take out the damage buff.

Ah, btw i voted YES, be a pretty cool hero if u ask me. jus rework those #'s :)

ps check out my hero and post on him plz :) putting him in the contest too http://forums.heroesofnewerth.com/showthread.php?t=97804

Thanks for the comment and yeah, I agree, people just sift through the ones that have something eye popping, vote on those, and don't comment there much less elsewhere.

How exactly do you think Pot Shot should be toned down? Is it in the percentage chance of occurring, the movement debuff, or the mini stun? And I know that that ult can be beastly, but the only change I've really considered making to it is increasing the reload (channeling) time and maybe extending the duration of the shots.

Think about it this way, it's not just a simple "I shoot you seven times with a chance of twelve while you not know until it's too late!". It's more like "Outlaw ulted me! Stun him!". Anyone who plays against an Outlaw would very quickly pick up on trying to disable him mid ult to just waste it. The range is short so you have to get in their face to even start it, overall I'd say it's a 4+ second move, which is longer than most team fights really even last.

Not to mention, at level 25, ANYONE who's farmed up, ESPECIALLY Agi heroes, can pretty much just shut people down. Is "Six Shot Showdown" extremely powerful? Yes, very. Is it easy to pull off? Maybe. Is it easy to counter, easier than most other rape your face channeling ults? Absolutely. The Outlaw is a gambler, the Six Shot Showdown is his all or nothing bet.

Rignite
04-18-2010, 04:18 PM
i like your hero, makes me think about the 'once upon a time in the west'' movie.

i do not like the first skill though, it is a bit overpowered i think, and ultimate killsteal ability number one :D

i like the 3 other skills.

Could you not create skill 1 in 'wanted: dead or alive'' targeted area of creatures, towers will attack the (after that) targeted unit/tower, but not allieD HEROES else you will have ''OMG I WAS GONNA DO MY ULT AND NOW I AM FORCED TO ATTACK HIM WHILE HE BLINKED IN 5 ALLIES OMG''

I think you may be misunderstanding Threaten a bit. It'd be very hard to killsteal with Threaten alone as the only outside source of damage you're getting other than your % extra damage depending on level, is creeps. It's focus is not to be on kill stealing, but to finally give us some level of control over our creeps. It's less of a "Hey look that guy is near a bunch of our creeps and teammate is going for kill, lets try to ks!" and more of a "Ooh that tower is pretty low, we just took out their wave, but the enemy is baiting our wave past the tower. Threaten that tower and lets take it down!"

Azale
04-18-2010, 04:31 PM
Thanks for the comment and yeah, I agree, people just sift through the ones that have something eye popping, vote on those, and don't comment there much less elsewhere.

How exactly do you think Pot Shot should be toned down? Is it in the percentage chance of occurring, the movement debuff, or the mini stun? And I know that that ult can be beastly, but the only change I've really considered making to it is increasing the reload (channeling) time and maybe extending the duration of the shots.

Think about it this way, it's not just a simple "I shoot you seven times with a chance of twelve while you not know until it's too late!". It's more like "Outlaw ulted me! Stun him!". Anyone who plays against an Outlaw would very quickly pick up on trying to disable him mid ult to just waste it. The range is short so you have to get in their face to even start it, overall I'd say it's a 4+ second move, which is longer than most team fights really even last.

Not to mention, at level 25, ANYONE who's farmed up, ESPECIALLY Agi heroes, can pretty much just shut people down. Is "Six Shot Showdown" extremely powerful? Yes, very. Is it easy to pull off? Maybe. Is it easy to counter, easier than most other rape your face channeling ults? Absolutely. The Outlaw is a gambler, the Six Shot Showdown is his all or nothing bet.

All im saying is, we dont want another chronos :) "Oh, crap chronos ult'd me im dead" nothing to counter it. Didnt take into thought he could be stunned, but i still stand by taking the damage boost off and making it something else instead.
Didnt mean to say 2nd move needs toning down, meant the 3rd flaming one. it does alot of damage for a non ult ability.

Rignite
04-18-2010, 04:41 PM
All im saying is, we dont want another chronos :) "Oh, crap chronos ult'd me im dead" nothing to counter it. Didnt take into thought he could be stunned, but i still stand by taking the damage boost off and making it something else instead.
Didnt mean to say 2nd move needs toning down, meant the 3rd flaming one. it does alot of damage for a non ult ability.

We don't have a bunch of "oh crap 'soandso' ult'd me and i'm dead" heroes? I take it you're one of those lucky people who goes entire games against Pyromancers, Witch Slayers, and even Swiftblade with them never ulting you? Because I don't know about you but even at least when it's Panda or Succ that ults me, I know that my team can at least save me. And if there's a Succ or Panda on the other team, you start getting ready to counter them specifically.

And yeah, I know Moonshine Flame definitely needs some tweaking. My main point in the move's usage was to take down towers faster, and create a sort of wall between a tower and its team. A sort of "tread here and suffer", but giving them that full option to tread there or not.

Any suggestions on changes I could make to the damage? Keep in mind too that you CAN take an ungodly amount of damage if all the pieces fall into place, but to be honest if you take the maximum amount of damage from it you're either a newb/noob/scrub who wandered into it himself or were almost definitely going to die anyways.

If you're caught in the initial flame, held down in flame for entire duration, and are within 100 units of trees or a building for entire said duration, do you really think you were someone getting away anyways?

Azale
04-18-2010, 04:50 PM
We don't have a bunch of "oh crap 'soandso' ult'd me and i'm dead" heroes? I take it you're one of those lucky people who goes entire games against Pyromancers, Witch Slayers, and even Swiftblade with them never ulting you? Because I don't know about you but even at least when it's Panda or Succ that ults me, I know that my team can at least save me. And if there's a Succ or Panda on the other team, you start getting ready to counter them specifically.

And yeah, I know Moonshine Flame definitely needs some tweaking. My main point in the move's usage was to take down towers faster, and create a sort of wall between a tower and its team. A sort of "tread here and suffer", but giving them that full option to tread there or not.

Any suggestions on changes I could make to the damage? Keep in mind too that you CAN take an ungodly amount of damage if all the pieces fall into place, but to be honest if you take the maximum amount of damage from it you're either a newb/noob/scrub who wandered into it himself or were almost definitely going to die anyways.

If you're caught in the initial flame, held down in flame for entire duration, and are within 100 units of trees or a building for entire said duration, do you really think you were someone getting away anyways?

I'd say just lower some of the numbers, how much damage it does with each thing. Like the "blazed" just lower it to about 50 damage per second, dont mess with the per 2 seconds thing.

hresvelgr
04-18-2010, 04:53 PM
Thank you for making a comment on my hero!

This is how you are going to balance this guy:

Skill 1: Lasts 7/8/9/10 seconds, unit takes an extra 6/9/12/15% damage, Cooldown is 35/30/30/25 seconds. Building misses 7.5/15/22.5/30% of the time if building is a tower.

Skill 2: No slow, instead reduces armor by -2/3/4/5 for 2 seconds, no mini-stun, instead a .2s slow at 10%. (Not stacking)

Skill 3: Scorched! to 25/50/75/100, dps from 45 to 40 at max level. Increase Burned! to 50/100/150/200

Skill 4: +10/20/30% damage, applies "Hot Shot" to Outlaw for .5 seconds after ultimate. Hot Shot - disarmed and silenced while his pistols cool off.

Rignite
04-18-2010, 05:15 PM
Thank you for making a comment on my hero!

This is how you are going to balance this guy:

Skill 1: Lasts 7/8/9/10 seconds, unit takes an extra 6/9/12/15% damage, Cooldown is 35/30/30/25 seconds. Building misses 7.5/15/22.5/30% of the time if building is a tower.

Skill 2: No slow, instead reduces armor by -2/3/4/5 for 2 seconds, no mini-stun, instead a .2s slow at 10%. (Not stacking)

Skill 3: Scorched! to 25/50/75/100, dps from 45 to 40 at max level. Increase Burned! to 50/100/150/200

Skill 4: +10/20/30% damage, applies "Hot Shot" to Outlaw for .5 seconds after ultimate. Hot Shot - disarmed and silenced while his pistols cool off.

"This is how you are going to balance this guy:"

I could care less what you have to say after you open with "here's what you're GOING to do".

Maybe try a little bit more "here's just what I was thinking, just a suggestion" and less "this is my project now, move over and let me work."

CrazyCoders
04-18-2010, 05:20 PM
I havent read all the replies but here is what i think.

This looks like another WitchSlayer, but the current stats are super duper OP. I feel the first skill is a killstealing skill... At the last second, the outlaw will simply activate the skill forcing all allies to attack the target and oviously giving him the kill for only activating it...

And its a base skill, not an ultimate...

The rest of the skills are nice, just a bit OP! But they are stats. The whole concept is nice but a bit normal in my opinion. No t-up no t-down.

Azale
04-18-2010, 05:21 PM
"This is how you are going to balance this guy:"

I could care less what you have to say after you open with "here's what you're GOING to do".

Maybe try a little bit more "here's just what I was thinking, just a suggestion" and less "this is my project now, move over and let me work."

lolz you tell em!

Rignite
04-18-2010, 05:40 PM
I havent read all the replies but here is what i think.

This looks like another WitchSlayer, but the current stats are super duper OP. I feel the first skill is a killstealing skill... At the last second, the outlaw will simply activate the skill forcing all allies to attack the target and oviously giving him the kill for only activating it...

And its a base skill, not an ultimate...

The rest of the skills are nice, just a bit OP! But they are stats. The whole concept is nice but a bit normal in my opinion. No t-up no t-down.

Yet again another person who didn't read through the description of Threaten to a "T". The only things forced to attack the threatened target are creeps, and it's only if your creeps get the killing blow while the target is under the Threaten debuff. It's not meant to killsteal nor is it POTENT or honestly all that POSSIBLE to killsteal with it. Not to mention it wouldn't be in your best interest to wait to killsteal someone with it, as its mostly meant as a debuff therefore getting its full usage if used right away.

How is any part of him like Witch Slayer? Does he "feel" that way because he's a dark mysterious bad ass carrying a gun? I didn't realize that Witch Slayer had a debuff, or a passive, or an AoE DoT, or a disable thrash ult.

Oh wait, that's right, because he doesn't. Not a single one of Witch Slayer's abilities are ANYTHING like Outlaw's. Put another Penny in the "Didn't Read Past Line 2" jar Azale, we has another winner.

Please, only commentary from people who have read through. I even already explained Threaten to someone else who thought the same as you. ffs at least SKIM the topic.

Oh and "I havent read all the replies but here is what i think." is like walking into a murder trial and going "Hey I haven't been here for the trial nor did I make an attempt to review it, but based on that picture of a gun we have up there on the board, I'm totally sure a knife was the murder weapon."

Mine is just as "huh...?" as yours mate

MarkMasters
04-18-2010, 05:41 PM
btw, i had the idea of reducing the trigger chance of pot shot, or use it after X shot (7 would be awesome, then he really cheats, a gun with 7 shots :D) but with that amount you should buff the stuff. WHat do ya thinkj?

Rignite
04-18-2010, 05:45 PM
Oh and please let me point this out for the class yet again. For those of you who haven't read it, I put this little point in Threaten.

All sources includes units allied to the Threatened target, meaning that if the Outlaw is not careful, his Threatened target can be denied just as easily as it is for him to kill it.

Rignite
04-18-2010, 05:47 PM
btw, i had the idea of reducing the trigger chance of pot shot, or use it after X shot (7 would be awesome, then he really cheats, a gun with 7 shots :D) but with that amount you should buff the stuff. WHat do ya thinkj?

Thank you BlessedWolf, finally another person who actually took the time to read, isn't a jackass, and has a fairly cool idea regarding Outlaw.

I actually really like your concept. 7 shots for the gambler. I'm gonna sit on this for a bit for sure.

hresvelgr
04-18-2010, 06:03 PM
Way to get your panties in a bunch about nothing. Are you really that wound up that someone using a certain phrase gets you to start flaming them? Apparently so.

Rignite
04-18-2010, 06:06 PM
Way to get your panties in a bunch about nothing. Are you really that wound up that someone using a certain phrase gets you to start flaming them? Apparently so.

People kill over far less. I can't feel apologetic towards someone who doesn't have the common courtesy to understand for one how important first impressions are, and gives suggestions in the form of orders to a stranger for two.

Let me guess, you complain when the people with you don't hold the door open for you...but you can't recall a single time you did it for them?

Rignite
04-18-2010, 09:28 PM
Bump up the jam

MADD411
04-18-2010, 09:38 PM
t-up

MrPretyHands
04-18-2010, 09:42 PM
nvm :)

Rignite
04-19-2010, 12:16 AM
nvm :)

? nvm what?

Link42
04-19-2010, 12:46 AM
Moves have no synergy they need to interact together a lil more, they are sorta just random spells thrown into a theme.

btw:
a beer related spell, super original.....

Rignite
04-19-2010, 01:02 AM
Moves have no synergy they need to interact together a lil more, they are sorta just random spells thrown into a theme.

btw:
a beer related spell, super original.....

How do they have no synergy?

Threaten is a damage boosting debuff that if used correctly can push towers very early and even trap enemy heroes for easy ganks.

Pot Shot is a nice damage booster, a passive that stops channeling, and the slow can make chasing heroes or trapping them within creep easier.

Moonshine Flame has the potential to do nuts damage, and if combined properly with Threaten and a couple lucky Pot Shots (slow AND mini-stun) makes for some amazing damage, ganking potential, and can keep a team at bay until you down a tower. Not to mention you could potentially farm with it no problem, pushing a lane even faster.

Six Shot Showdown can be combined with all of these to hold someone in Moonshine Flame, do extra damage to them, and basically get someone out of your way so you can keep shoving on down that lane.

Tell me how any of that is lacking in synergy.

Oh and Moonshine is not beer. Learn your alcohols please. Moonshine is infamous for being extremely potent, to the point of being dangerously so.

Rignite
04-19-2010, 05:18 PM
bizzump

Drognok
04-19-2010, 06:11 PM
I really like this concept, and the hero has great synergy.

blaze > threaten > ult

Taking extra damage while being torn apart by a hail of bullets and angry creeps. Oh and you're ON FIRE.

Good stuff good stuff. Lot of thought put into it here.

couple questions,

1) He's imagined as having two pistols so wouldn't showdown involve 12 bullets? or i suppose he's got that one available for potshots. Just a silly detail.

2) I have some fears that threaten may be a little overpowered in early game, not many heroes can stand up to full creep attention at level 1. (granted they could run away, it's just a lot of power for a level one hero to have).

3) his synergy might be too good. Number tweaks could fix all that, but you might want to be a little more gracious with the heavy load of extra effects. (really looking at potshot here).

4) definitely make him disabled after using his ult. It really packs a wallop so I think giving it a 2/1/.5 second "reload" time would be the fair thing to do.

5) So showdown forces the opponent to auto attack, if they were to proc a brutalizer stun or even savage mace, would that end the showdown?

great concept. Hope they can make the model really distinct from witch slayer.