DURGE - Sentinel - Valorant Agent
- Kushal Umralkar

- Oct 24, 2020
- 6 min read
Updated: Jan 26, 2022
Creating a 'class' based competitive game comes with a heap of complications. One of them being, designing the characters themselves. This is my attempt at making a character and detailing it out. The format below is structured as a 'feature' document, which aims at addressing the game-play mechanics of the said feature and all other aspects related to it. You can also find a word document below for reference.
*All content seen here was forged by me.

Durge (Short for Demiurge) a proud heir of the healing deities from Greece, has sailed his way to suppress the immense power of the radianite's. His ancestral knowledge of healing has kept him and his worshippers immune to barrages of all kinds.
An overview of the intention behind this exercise:
Healing sentinel - Since only 'sage' and 'skye' can heal allies right now
Versatile sentinel - A sentinel that can be a viable option in the attacking side as well
Armor Infliction - Wanted to add some more definition to the armor in game, as right now it is just perceived as an extension to your HP.
Passive Ability - Introduction of a passive ability/perk for the character.
ABILITIES
Basic Ability 1: FORGE

Description:
A throwable device that emits an ‘Armor Healing’ AOE. This will only heal allies, as and when they enter the AOE. The ability comes in the form of a ‘stick’ that gets stuck onto any surface that it has been shot at. The trajectory would be like Viper’s snake bite.
Visual Description:
These ‘sticks’ will be a part of the characters attire and can be equipped once triggered. The sticks will be constantly ‘floating’ and ‘rotating’ around the character, although they only be visible once the command is triggered. Visual reference sketch below (Posture Sketch)
Functionality:
Press ‘Q’ to activate ‘Forge'
1. Pre-Activation:
a. The rotating sticks become visible. (To everyone – VFX and SFX)
b. The character picks one stick from the lot.
2. On-Activation:
a. Once the stick is picked, the character can aim and throw the stick.
b. The trajectory/Range of the throw will be like that of Vipers ‘Snake Bite’
c. The ‘stick’ device gets stuck onto the surface
d. The device activates, spawns the AOE (small animation)
3. Post-Activation:
a. The healing AOE will be active for 10 seconds
b. The device shrinks and disappears from the world.
Conditions:
1. Damage:
Can be destroyed by enemy bullets and grenades. Allies bullets and grenades will not affect them.
2. Visibility:
All VFX, SFX will be visible to both sides.
3. Affect:
Only Allies.
4. Retraction:
Cannot be retracted once deployed.
Cost and Capacity:
Cost – 100 Creds Each Charges – 3 per round (300 Creds for 3 Charges)
Posture Sketch:

Basic Ability 2: LEECH

Description:
A throwable device that temporarily drops enemies’ armor down to ‘0’ for 8 seconds. The device will have a detection radius and will get triggered once a player is in that range. The ability comes in the form of a ‘stick’ that gets stuck onto any surface that it has been shot at.
Visual Description:
These ‘sticks’ will be a part of the characters attire and can be equipped once triggered. The sticks will be constantly ‘floating’ and ‘rotating’ around the character, although they will only be visible once the command is triggered.
Functionality Breakdown:
Press ‘C’ to activate ‘Leech'
1. Pre-Activation:
a. The rotating sticks become visible. (To everyone – VFX and SFX)
b. The character picks one stick from the lot.
2. On-Activation:
a. Once the stick is picked, the character can aim and throw the stick.
b. The Trajectory/Range of the throw will be like that of Vipers ‘Snake Bite’
c. Once thrown, the ‘stick’ device gets stuck on the surface
d. The radar detection begins (VFX/SFX – Both sides)
e. Once detected, the enemies armor drops down to ‘0’ for a period of 8 seconds
i. This can affect multiple/all enemies that get detected in that AOE.
ii. Audio cue will be played for all allies.
3. Post-Activation:
a. Cooldown period of 8 seconds begins (HUD element)
b. The device shrinks and disappears after detection.
c. The device can be retracted or remain in the world till the end of each round.
Conditions:
1. Damage:
Can be destroyed by enemy bullets and grenades. Allies bullets and grenades will not affect them.
2. Visibility:
All VFX, SFX will be visible to both sides.
3. Affect:
Only Allies.
4. Retraction:
Can be retracted if not destroyed/activated before the round ends.
Cost and Charges:
1. Cost – 200 Creds Each 2. Charges – 2 per round (400 Creds for 2 Charges)
Signature Ability: SHRED

Description:
A self-inflicting ability that makes the character immune against enemies bullets and flashes. This acts like a ‘shield’ that can be destroyed by continuously damaging it. The sticks will have a defined health bar that upon destroyed will make the ‘shield’ weaker.
Visual Description:
When activated, the rotating ‘sticks’ around the character start rotating faster and become visible to others.
Functionality:
Press ‘E’ to activate 'Shred'
1. Pre-Activation:
a. The rotating sticks become visible. (To everyone – VFX and SFX)
b. The sticks start rotating at a faster rate, activating the shield.
i. The shield health bar becomes visible in the ‘HUD’
ii. At this point, the player can cancel the activation the ability.
2. On-Activation:
a. The shield is now activated
i. Remains activated for 6 seconds.
b. Gives immunity against Flashes, Tremors and Bullets.
3. Post-Activation:
a. If not destroyed: The rotating sticks will slow down and disappear within 6 seconds of activation.
b. If destroyed: The rotating ‘sticks will disappear as and when they shot down.
i. Each stick will have a small health to it, if a single stick breaks it will create a void for bullets to enter
ii. Grenades can instantly break the shield.
c. Cooldown – 30 seconds after ‘post-activation’
i. Ability can be used after the 30 second cooldown.
Conditions:
1. Damage:
Can be destroyed by enemy bullets and grenades although it will take more ammunition to break it. Allies bullets and grenades will not affect them.
2. Visibility:
All VFX, SFX will be visible to both sides.
3. Affect:
Only the character himself.
4. Retraction:
Cannot be retracted after activation. Can be cancelled before ‘pre- activation’ animation.
Cost and Charges:
Cost – Signature Ability, 30 seconds cooldown between activation. Charges – none.
Ultimate Ability: MATRIX

Description:
A deploy-able shield that slows down enemies weapons fire rates and damage by 50%. The rotating sticks ‘burst’ out horizontally from the characters body hitting onto any surface that it gets shot at, this creates the perimeter of the shield. These sticks can be broken to create a void to enter and to weaken the shield. If the enemies enter the shield, their fire rates and damages will decrease by 50%.
Visual Description:
When activated, the rotating sticks pause for a while and the create does a small ‘spinning’ animation that flings/shoots the sticks onto different surfaces. The sticks will get shot at an angle from the ‘sticks’ location and the characters ‘center’. The shield will then form while commencing the activation of the ultimate.

Functionality:
Press ‘X’ to activate ‘Matrix'
1. Pre-Activation:
a. The rotation of the sticks pauses, the character does a quick spin and shoots the sticks to create the perimeter of the ult.
i. The ultimate activation can be cancelled at this point
ii. If enemy kills you during this stage, the ultimate will be dissolved.
b. The sticks start sealing the perimeter with a translucent wall.
2. On-Activation:
a. The shield is now activated
b. Any enemy that is inside the shields AOE will get affected.
i. Fire rate and damage of all damaging weapons/abilities reduce by 50%
ii. Movement not affected.
iii. Enemies can shoot down the perimeter sticks to weaken the shield.
- Each stick will have a health.
- This will create a void through which they can enter, unaffected.
3. Post-Activation:
a. The ultimate will deactivate and disappear in 10 seconds.
b. If destroyed: The shield weakens if all sticks are destroyed then the ultimate gets deactivated.
c. If not destroyed: The ultimate's ability keeps affecting the enemy team until it gets over.
Conditions:
1. Damage:
Sticks can be destroyed by enemy bullets and grenades although it will take more ammunition to break it. Allies bullets and grenades will not affect them.
2. Visibility:
All VFX, SFX will be visible to both sides.
3. Affect:
Only the enemies.
4. Retraction:
Cannot be retracted after activation. Can be cancelled before ‘pre-activation’ animation.
Cost and Charges:
1. Cost – 6 kills. 2. Charges – 1
Posture Sketch:

Passive Ability: Sleight
The game aggressively hinders character movement, while its being shot by bullets. Killjoys turret that bursts fires 3 bullets at a time can slow the players movement. Even if you get spammed through a wall, the momentum slows down drastically. To counter this, a passive ability/perk can be introduced and can be character specific.
Description:
On equipping the melee weapon, the player can evade while being shot at. The evasion will last only for 0.5 seconds.
Changelist:
24/10/2020 - Published Blog
30/10/2020 - Changes, addition of overview section.
Reference Documents:
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