Ability Concepts

Hello People! This thread is for discussing ideas for abilities you came up with or that you’ve seen somewhere, and could be a nice addition for a new hero.

For instance, since a lot of people are expecting next hero to be a tank, it got me thinking about shield tanks. If we got another shield tank, how could his shield be different from the others?

Then I remembered that omnic in Uprising, that has a personal frontal shield, that is generated from a device on its left shoulder. So you can either destroy the shield slowly by focusing damage on the shield, or quickly if you manage to flank him and destroy the generator.

Do you think that kind of shield would work for a playable hero?

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It would actually be nice to have a hero who can both carry or place the shield and maybe whip it around with some cool chains or something. It would be like a hybrid between rein and orisa. The shield could have less hp than rein’s but more then orisa’s, and needs to be recharged.

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What if the hero had a shield that (say on RMB), when pressing E or Shift, absorbs for a limited time all the damage blocked, building a resource. When the resource is fully charged, you can press the same key to provide target ally with some kind of boost (health, frontal shield, speed, cd resets).

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Let soldier 76 use that pistol he’s been carrying for 3 years, at least while he’s sprinting.

That could actually be pretty nice addition to the game. There might be a problem if the ability provides health tho. In combination with brig it could be too much burst healing. I mean one could argue that the repair pack is already too much.

Yeah that is true.

But if it was cooldowns reset, imagine being able, as ana, to shoot two sleep darts in succession, two nades, or two orbs if you are Moira. Two flashbangs, or two shield bashes!!! :scream: forget I said anything!!!

It would balance itself out actually. After implementation of this ability all the remaining tanks in the game will leave, because they won’t be able to play due to all the cc, so no double shield bashes!

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  • caltrops that deal damage when stepped on and continue to deal damage if moving on a surface after wards
  • poison DoT darts
  • cc immunity/resistance team ability (like bubble or AoE effect)
  • team mate riding on another hero
  • rubber ability bouncing off every surface and other players
  • shield that can be applied to teammates front or back (back for flanks front for head on charging)
  • jump pads (seriously let me play octane in OW)
  • chain that links prevents enemy from getting past X distance
  • blind ability shaped cone by staring at an enemy
  • trade locations with teammate

i could go on but im lazy xp

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In the old forums I had proposed a concept for a hardlight builder, that could create three sorts of pads: jump pads, accelerator pads (they propel you horizontally in one direction, like a boop) and healpack pads.

one concept doom fish proposed was a kind of resurrect, in the next way: you can resurrect a target fallen ally, the ally reappears as a zomnic or abomination or whatever for the time it waits to be respawned (so no more than 8 seconds).

I only played paladins a lil bit but 1 of the supports had an ability that could single out an enemy and make them float into the air unable to move (u couldn’t use your primary whilst u performed it and i think it got put on cooldown if u took damage maybe).

I think it would work well in OW personally even as an ult.

I would like a hero with an ability named (Deadly Ambush) : Run at an enemy with elusive speed using the speed fuel and climb on their back (the player screen will turn into a 3rd person perspective while this ability is active), continously stabbing the target dealing a maximum total amount of 120 hp, this ability can be interrupted by hack and CC abilities. This ability can also be stopped the fuel tank has ran out of speed fuel. Knockbacks will not stop this ability but will increase the speed of this ability, but also consume fuel faster. It can also be interuptted by damaging the hero that ia doing the stabbing animation, the duration of this speed run is 6 seconds. Cool down is 15 seconds. Note : The target is can’t use any abilities or shooting if being attacked by this ability. This can be countered easily while also very good to finish of low hp targets.

And yes i take this ability from the asassin in retribution and tweaked it a bit

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Or maybe target enemy gets a debuff, for example damage reduction. That could work very well for a tank.

I have a couple ideas to replace Hanzo’s balanced but boring changes, specifically Storm Arrows.

  1. Volley-An arrow that, when activated in midair, splits apart into a bunch of projectiles in a circle and travels forward like a cylinder.

  2. Scatter Shot-Instead of arching up from the point of impact it would pop into a bunch of shrapnel, outward from where it impacts in all directions. That way you can’t hit every arrow into a squishy because only the part they’re next to will hit them.

  3. An arrow that explodes for a new kind of status effect.

  4. Ricochet Shot-An arrow with a small cd that shows you it’s path and bounces off walls.

  5. Disengage-To replace lunge. It is way too similar to Genji’s double jump. This could be like Disengage from WoW where hunters vault only backwards, but extremely far. It would be different, would be great mobility requiring skill, and would be an effective survivability tool for Hanzo.

Well, what about:

  • Boomerang, that can stick into a wall and serve as a platform or one-time trampoline
  • A weapon that can be transformed into a shield and back
  • A bullet teleporter, which teleports projectiles flying into point A to point B, while also keeping their momentum
  • An ability that blocks incoming projectiles and melee attacks; part of blocked healing is transformed into healing, part - into raw damage boost
  • Ability, which allows to dig down into a surface and move under it
  • Bolt, that cuts up affected enemy’s animation and shatters its screen
  • Ability to lock down a gun on a part of enemy’s body after tracking it for some time.
  • Throwable thing that disables enemy weapons for some time.

I like this idea!

Even more, i took all of these ideas from my hero concepts (except one that disables the weapons and tracking to lock on, these are still worked one). Wanna give a look?

Hello there!

I have some ideas I’d like to share. I’ve tried to make these tanks “lore friendly” just for the fun of it, but I do believe we need the following abilities in-game:

Antonio (Absortion Off Tank)

Stats: 300 health, 300 armor

Affiliation: Talon

Playstyle: Antonio is a heavy hitting absorption tank. Using his black hole ability redirects attacks towards him, so it can be risky to use it. Requires a lot of coordination with healers. His ult is for survival. Can be considered as an off tank.

Look and Feel: There’s an awesome concept art by @Nexzerker on twitter. Please check it out because it’s incredible. I’d keep most of that design, but will remove the blade and will keep the gun in the arm and not over the shoulder. Additionally I’d make him a full robot/cyborg. The idea is that he actually died by the hand of Reyes during the Retribution event, but his conciousness was uploaded to a robot/cyborg.

Abilities:

LMB - Chaingun / Talon Heavy Chaingun. After a 0.5-second rev-up time, fires 20 hitscan shots per second in a moderate spread. Each shot deals 2-4 damage. While revved up or shooting, Antonio moves 20% slower. Holds 100 rounds. 2-second reload. (This very good weapon concept has been directly imported for the idea developed by forum user Gaze. This idea is entirely his).

RMB - Black Hole / Antonio raises his left hand and for 3 seconds, he redirects towards himself enemy ranged attacks (projectile or hitscan) on a 20-meter cylindrical range in front of him with 60% damage reduction. Attacks, even on him will not be critical. Antonio cannot attack but can move. 6 second cooldown after using the ability.

E - Supernova / While Black Hole is on cooldown Antonio can release 30% of the damage redirected towards him by the last use of Black Hole in an explosion around Antonio in an 8 meter radius. If Supernova is not activated during the Black Hole cooldown window, Antonio will lose that charge and will have to wait until the next use of Black Hole.

Shift - Biotic Enhancer / Antonio presses a button in the chest of his suit and it emits a wave of biotic enhancing energy / Antonio and allies around him in a 6 meter radius take 40% increased healing from allied sources for 5 seconds (doesn’t apply to healthpacks). / cooldown 10 seconds

Ult - Barricade / Antonio creates a Damage Immune zone for himself that lasts 6s. Antonio must remain in the zone to receive the Immunity. Can be booped out. Cannot use Black Hole or Biotic Enhancer while inside the Damage Immune zone.

D.Mon (Main Barrier Tank)

Stats: 200 health, 200 armor

Affiliation: MEKA squad

Playstyle: D.Mon is a brawler tank. Can act as a main tank for the team with her barrier.

Look and Feel: You have all seen the art for D.Mon and Beast. Nothing more to add except that her shield should be larger that what we saw on the art. Upon dying D.Mon works like Hammond, not like D.Va. There will be no baby D.Mon running around.

Abilities:

LMB - Brawl / Melee attacks like Malganis from HotS or Attikus from Battleborn. Works similarly to Reinhard’s melee attack. Max range 5 meters. Damage 80 per hit. Each swing can only damage one target. 1 swing per 0.5 seconds.

RMB - MEKA Shield / Just as Rein or Brigitte D.Mon can raise a shield barrier. Sizewise, shield is half the width of Rein’s barrier and as tall as Brigitte’s. Health 1000. Regenerates at the same rate as Brigittes. Heals D.Mon for 20% of damage absorbed. 10% speed reduction while having shield active. Activates 3rd person view.

E - Power Tow / Skill shot. D.Mon dettaches Beast’s left fist, which will remain attached to the arm with a power cable. The fist will be thrown at a target the same way Brigitte’s whip shot or Roadhog’s hook do. Max range, 20 meters. If the shot lands D.Mon will use her boosters and a towing mechanism to propel herself to the targets position. Think of it as a reverse hook. This ability does no damage to the target, but it will stay in place until D.Mon arrives to the location. 8 second cooldown.

Shift - Thunder Clap / Similar to WoWs warrior ability with the same name. Slam both fists on the ground and blast nearby enemies in a 5 meter radius for 100 damage and slow them by 25% for 2 seconds.

Ult - Release the Beast / Transformation Ult. D.Mon lowers the metal plate over Beast’s head to fully cover the pilot’s cabin. Best gains 600 armor and becomes Unstoppable (anti CC) Increases movement and attack speed by 20%. Lasts 8 seconds.

Mama Hong (Main Dome Barrier Tank)

Stats: 200 health, 200 shields

Affiliation: Herself (I guess)

Playstyle: Mama Hong could be considered the Junkrat of tanks. Basically a deadly heavy hitter. Her barrier could help her be considered as a main tank.

Look and Feel: You already know the concept art. I’d give her the overall look and body type of Topaz from Thor Ragnarok maintaining the face and head from the concept art.

Abilities:

LMB - Sticky Bomb Launcher / Mama Hong shoots sticky bombs from a grenade launcher. Fire rate 0.5 seconds. Each bomb will detonate after 3.2 seconds of attaching itself to an enemy hero or a surface. Ammo 6. Reload time 1.5 seconds. Explosion does 60 damage and 40 splash damage.

RMB - Detonate Sticky Bombs / Detonate all active sticky bombs. (detonate all for burst damage).

E - Shield Drain / Throws a deployable that drains 100 shields (affects barriers and personal shields) per second in an area. Can be destroyed by enemies. 1 second to deploy. Lasts for 3 seconds.8 second cooldown

Shift - Bubble Barrier / Mama Hong raises her left arm over her head, and out of her gauntlet she can project a bubble barrier roughly half the radius of Winton’s Barrier Projector. Mama Hong can move with the barrier, but cannot shoot while barrier is active. Activates 3rd person view. 500 health, lasts for 5 seconds. Cooldown 6 seconds after barrier deactivates or is destroyed.

Ult - Manslaughter / Throws a Grav Bomb to a targeted location (Q swaps weapon for Ult interface and left click releases the bomb (like the old way of deploying Torb’s turret). Upon landing the bomb will create a gravity field that starts expanding from the center up until 8 meter radius over 3 seconds. After 3 second all enemies caught in the gravity field will be pulled towards the bomb, that will detonate doing damage similar to Junk’s rip tire.

that is not accurate. the ultimate of mamma hong should be slaughter man

You are right!!! will change asap.

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