[HC] OverWatch_Reinhardt

Happy New Year!
I love HOTS!

About Heroes

Reinhardt

A tank who specializes in protecting allies in the back row in the battlefield.

@Base

Role: tank

@Trait

D) Barrier Field

Reinhardt opens a barrier to defend his teammates from long-range attacks, and the damage dealt by the blocked attack is taken by Reinhardt. The barrier lasts for a maximum of 3.5 seconds, during which Reinhardt gains 25 points of armor and reduces damage taken by 25%, but reduces movement speed by 25%.
(30 seconds cooldown)

Note: During the skill Reinhardt can move, but can not turn, released again to turn off the shield.

Q) Charge

Charge in the direction of the target, the first enemy hero you hit during the charge is knocked back, takes [0] points of damage and is unconscious for 0.5 seconds when hitting an obstacle.
(12 seconds cooldown)

Note: The action is to build up strength in place before charging, and the first enemy hero that is hit will be toppled forward. If it stops after hitting an obstacle or reaching the maximum distance, the enemy hero who is hit by the top will be knocked back for a distance, but will not be stunned. You can turn slightly during the dash.

W) Rocket Hammer

Slam down Rocket Hammer with force, dealing [0] points of damage to nearby enemies and reducing their damage by 25%.
(14 seconds cooldown)

Note: The skill action is the “cracking slam” action in the close-up of Reinhardt in “Overwatch”, that is, first turn around and then force the rocket hammer forward.

E) Fire Strike

Cast Fier Strike in the direction of the target, dealing [0] points of damage to hit enemies and slowing them by 60%, this effect decreases over 1.5 seconds.
(12 seconds cooldown)

@Heroic Abilities

R1) Earthshatter

Slams the ground with Rocket Hammer, dealing [0] points of damage to enemies in range and stunning them for 1 second, after which they are slowed by 40% for 1.5 seconds.

R2) The Crusader’s Oath

Do ally shield, Reinhardt gain 20 points of armor, so that the damage taken by 20% for 5 seconds, this armor can be stacked with the barrier force field armor, during the duration of the lowest life value of the surrounding allies to take 35% of the damage will be taken by Reinhardt, and ranged allies will deal damage for Reinhardt to return to deal damage [0]% of the life value.

@Talent

Level 1 talents (Tier 1)

[Skilled Veterans] (E) Mission: Fire Strike increases the damage of this skill by [0] per hit on enemy heroes, up to [1].
Reward: Hitting a hero [2] times increases its slowing effect to 75% and no longer decreases.

[Shield of Toughness] (D) The armor value gained by Reinhardt after opening the shielding force field is increased to 40 points, which reduces the damage taken by 40%, and the barrier is immune to damage from the barrier for 0.5 seconds after it opens.

[Fearless] (Passive) Every [0] seconds, gain [1] point of physical armor, reducing physical damage taken by [1]% to a maximum of 2 stored levels; damage resisted by the shield does not consume this level. The healing effect of Orb of Restoration activates with a [2]% faster cooldown.

Talent Description:
This layer of talent is to choose the tendency to play, these 3 talents correspond to offensive tendency, long-range defense tendency and general defense tendency, players can choose the appropriate direction according to their habits and the opposite lineup. [Skilled Veteran] strengthens Reinhardt’s long-range control ability while improving output; [Shield of Toughness] improves survivability when shields are on and presents a new operational pursuit for players - mastering the timing to open shields can further improve survivability; [Fearless] increases physical armor to improve survival when Reinhardt has no shields. Reinhardt’s regular survival without shields can also be effectively offset by melee attacks when shields are on.

Level 4 talents (Tier 2)

[One more time!] (Q) If the charge slams an enemy hero into an obstacle, shorten the charge cooldown by 4 seconds.

[Smash] (W) Mission: Use Rocket Hammer to hit 4 or more heroes in a single hit.
Reward: Rocket Hammer’s range is extended by 15%, and when it hits, it reduces the target’s armor by 15% and increases the damage taken by 15%.

[Overexertion] (W) Rocket Hammer pulls enemies near the drop point toward the center of the drop point, then reduces the enemy hero’s movement speed by [0]% for 3 seconds.

Talent Description:
This tier of talents still selects play style tendencies, and after a brief encounter, players can respond or further develop their own style based on the opposing team’s play style and talent choices. [One more time! ] is a good choice for those who prefer a more aggressive play style, but if the opposing heroes are more agile you will need to consider it carefully; [Smash] provides a challenging task that allows Rocket Hammer to be more powerful when completed, but it is best to choose carefully if the opposing team’s lineup is spread out; [Overexertion] provides an additional control effect.

Level 7 talents (Tier 3)

[Daring Charge] (Q) After Charge slams an enemy into an obstacle, Reinhardt gains [0] spell armor for 2 seconds.

[Glory Flame] (E) Fire Strike restores [0] life points to Reinhardt for each enemy hit.

[Unyielding Wariness] (E) Fire Strike reduces Barrier Field cooldown by [0] seconds per enemy hero hit, and increases Fire Strike cooldown speed by [1]% while Barrier Field is on.

Talent Description:
This tier of talents is designed to strengthen Reinhardt’s survivability, and players can choose the right way to strengthen their survival according to their playstyle tendencies. [Daring Charge] allows Reinhardt to charge into the enemy line and still get out in one piece, but there are some requirements for the accuracy of the charge; [Glorious Flame] can restore Reinhardt’s life value from a distance, which can effectively improve the ability to consume in the line; [Unyielding Wariness] can shorten the cooldown of Barrier Force Field, which can be a very effective choice when the opponent has fierce long-range firepower.

Level 13 talents (Tier 4)

[Trial Hammer] (W) If Rocket Hammer hits only one target, it deals 250% damage.
Positive: Rocket Hammer’s cooldown reduced by [0] seconds and mana cost reduced by [1].

[Double Whammy] (E) Fire Strike increases subsequent damage by [0]% for each hit on a hero, up to [1]%.

[Hammer Down] (Positive) Attacking a slowed, immobilized, or unconscious hero increases Reinhardt’s attack damage by [0]% for 3 seconds.

Talent Description:
This tier of talents is designed to strengthen Reinhardt’s output ability, and players can choose the appropriate way to strengthen output according to their play style tendencies. [Trial Hammer] can increase the damage to single targets and can deal high damage to heroes who burst into our back row; [Double Whammy] can form a great threat to the back row of the opponent when facing a more concentrated station; [Hammer Down] can be combined with Reinhardt’s control skills to increase the regular output level.

Level 16 talents (Tier 5)

[Don’t Be Careless] (E) Fire Strike gains one extra level of use, with at least 1 second between Flame Strikes.

[Strong Body] (D) Shield duration is extended by 1 second, and movement speed is no longer reduced during the duration.

[Shield of Hope] (D) Active: Immediately refreshes the cooldown of Barrier Field and increases the armor value provided by the next Barrier Force Field for 5 seconds by 15 points, with a cooldown of [0] seconds.

Talent Description:
The purpose of this tier of talents is to make the experience of different play tendencies more intense and the difference in abilities more prominent. Have a super powerful Flame Strike but can’t use it because the cooldown is too long? [Don’t Be Careless] provides extra uses, so offensive tendencies can have double the fun; the barrier force field is too mobile for tactical shifts? [Strong Body] allows Reinhardt to move at full speed even when Barrier Force Field is on; Opponent’s long-range firepower is too strong for Barrier Force Field to support alone? [Shield of Hope] provides a stronger temporary barrier to improve the barrier field’s coverage against opposing bursts of fire.

Level 20 talents (Tier 6)

[Practice Makes Perfect] (R1) Earthshatter shortens the cooldown by [0] seconds for each enemy hit.

[Unwavering] (R2) The Crusader’s Oath no longer has a duration, as long as there are allies around, the effect of Crusader’s Oath will not end, but there are no allies around will immediately end this skill.

[Accurate Hits] (Q) Charge no longer has a distance limit, but the cooldown is increased by 150%, and if the charge slams an enemy into an obstacle, the cooldown is reduced by 50%.

[I Love it] (Q) The distance of Charge is increased by 50%, the width is increased by 20%, and it now knocks back all enemy heroes that it hits.

Talent Description:
The purpose of this tier of talents is to enhance the strength and experience of using ultimate skills, as well as to make Reinhardt’s signature skills a memorable gameplay experience. [Practice Makes Perfect] allows Reinhardt, who has excellent field control, to dominate the battlefield more actively; [Unwavering] shows Reinhardt’s determination to protect his teammates, but beware of the opponent’s control skills; [Accurate Hits] makes Reinhardt feel like he’s back in Overwatch, transforming him back into the chariot that runs across the battlefield; [I Love it] is a nightmare for holding lineups, and the feeling of slamming the opponent’s 5 people into the wall is something no one will refuse.

1 Like

So you want to make him just like Braum in League of Legends and not like he’s in OW. That’s bad.

Everything else is not even special, so i see no reason to say anything about other abilities.
Except this one:

Blizz already said about his “Fire” being too similar to Varian’s Q and Imperius’ W.

You are right, I only think about how to restore this hero, but ignore the characteristics of the hero.

Reinhardt would be overlapping with a lot of what we have in the game now and trying to get them to make a Barrier Shield that resembles what we see in Overwatch seems like a pretty monumental effort.

I’ve thought about it before and he does seem like a cool hero though.
My ideas usually involve Rocket Charge being his Z and having baseline cleave on his auto attack.
Make Earthshatter a basic ability that only slows move and attack speed in a large cone, kinda of like Mura’s Thunder Clap, then give one of his talent tiers nothing but options to change how Earthshatter works, like making it ministun everything or deal far more damage or leave a burning area in the ground that continually damages and slows.
He should get something fun for ult choices to reflect his character instead of being yet another tank with a teamwide stun.