D.mon concept for all tank players

Wait so do the shields from defensive not dissapear if you go offensive?

That sounds really cool though. XD I just want to crush people with my hands

uhm Bunker already on field, should not disappear for no reason
(even if u change mod) (if it his like Orisa version)
but cooldown,hitpoint, and time, should be nerfed

a lot moreā€¦ need be nerfed
like the passiveā€¦ Maybe not Forever but Once every 7s immune cc or effect

Yes the stomp-grab is ultra fun. Remember u can do extra damage on another enemy! or more damage on the same if walled#### xD

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Oh my version was that it disappears to fuel the two shields on her arm, because she actually does have those.
Iā€™m curious now! I wish there was a way to watch both of ours come to life and see how they do among everything. It would be really neat to see both of them play lol I just keep getting more excited!

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Im here to do my job supporting

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give some love at my Overlord too :frowning:

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Iā€™m just stopping by to say I love the commitment and passion youā€™re going at D.Mon with :grin:

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OVERLORD WOOOHOOOooo

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Iz hereeee Concept HERO: OVERLORD

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Dmon is big. Not 2x rein. Enough to make a small room in hanamura second point feel claustrophobic though.

Dmonā€™s crit point is actually on her back, not the cockpit. Maybe Dmonā€™s cockpit has sci fi reinforced glass.

Her total hp should be around under 500. No shields and no mobility. Only armor >:D.

No stun resistance. Maybe cc movement resistance. She is big as hellā€¦

Remove the defensive/offensive mode. Too overloaded for now.

Dmon heavy hitting auto shotgun which fires from one hand. Firing speed ramps up the longer she fires.

OR Dmon has a kinetic sidewinder type thingy that deals max dmg at a specified distance from her. Maybe add a little splash dmg who knows.

Dmon Ult: Absorb becomes her Shift; Shield instead. Instead of aoe around, small aoe arc in front of her. She can use it while firing. She cannot toggle it.

Dmon can PULL enemies close to her. Opposite of lucio boop. Works better if enemies are airborne. She can use it while firing.

I like the electrical field aoe.

Just my little ideas building from yours. Youā€™ve made a pretty solid concept and put a lot of thought into this, good work!

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Nice work sir! I especially like the energy steal!

For anyone interested, me & Dmon here have been discussing this for a while, & so here is my iteration of D.Mon xD.

D.Mon Anchor Tank Kit Notes HP: Anywhere from 500 - 1000 depending on size & relative tanking abilities/statistics, split between health & shields or armour.

M1: Punching Hands ā€œThe Beastā€™s Clawsā€
(3-hit combo with knockback on final hit.)
(2 single jabs, 1 double palm / thrust kick.)
(Faster than Rein swings, lower damage. [50?])
(1st 2 hits only hit single targets, larger hitbox [& damage?] for 3rd hit.)
M2: Personal Shield
(Raise personal shield a la Rein.)
(2000 - 3000 HP, see Shooting Star for size.)

E: Deployable Barrier a la Orisa
(500HP barrier, subtracting the amount from your shieldā€™s total health pool.)
(Can place max of 2/3 at a time?)
(AoE knockback on placement, acting very briefly as physical cover.)
R: Reclaim
(Recall any placed barriers within range into your shieldā€™s health pool.)
(Barriers do not dissipate to do this, but move quickly from current position to D.Monā€™s position until LoS/environment prevents this, at which point they dissipate & the shield health is lost?)
(Any enemies in path of barriers returning to D.Mon will be knocked towards her.)
(Again, in this short instance, barriers act as physical objects, & can still be destroyed in flight based on their current health.)

Shift: Thrusters
(Mid-way between D.Va boosters & Rein charge, 3 seconds?)
(Grounded, no pin but more manoeuvrable, more damage & knockback than D.Va.)
(Can perform all other abilities during this period.)

Q: Shield-spin transformation ultimate
(8 copies of her deployable barrier (500HP) project around her at regular intervals at a similar radius to Winstonā€™s bubble, spinning to damage & knockback enemies that they make contact with, while also shielding from incoming fire; acting as physical objects when contacting enemies, but generally acting as barriers for teammates to shoot through.)
(This lasts 8-10 seconds & D.Mon can perform all her other abilities as normal while this is active.)
(Using Reclaim [R] will also cause the barriers summoned by the ultimate to push in towards D.Mon quickly before returning to their original distance, knocking any enemies close enough further towards her.)
(You can set the orientation of the spin: clockwise or anticlockwise.)

Skip to 7.15 in the video below to see a visual example of how I envision this working (Earthen Aegis arcana).

Q: Eject/Call Mech
(Give her a shotgun similar to Enforcers, needs to charge to fire heavy damage close-range slug.)
(More close range threat, less ranged ult charge build.)
(Have her mech burst up from the ground?)

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Her shield should be mobile.Less hp than Reins,Max.1200.Also smaller than Reins.
She should be A main tank/dps tank hybrid

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Iā€™ve put mine up as its own thread now too :slight_smile:
Iā€™ve also added quite a few potential ideas to it compared to my post above, plus itā€™s neater xD.

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Can you make a hero concept for all the heroā€™s dopplegangers?

I want to see a 2nd Reinhardt concept, maybe they should add Balderich to the game. :thinking:

Thank you! You are awesome!! :blush:

The more defensive form is melee. considering how fast Reinhardt gets shredded, 900 total hp sounds reasonable for a tank meant to actually take damage.

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I was just about to say I donā€™t mind if you link it for people. xD

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Thank you for the positive feedback really makes me happy :slight_smile:

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Those are some very intersting changes. Very cool! What is the sidewinder thing though? Also thank you so much for all the feedback! :slight_smile:

Thank you! It took a while to gather, I really like both of ours though! :slight_smile:

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kinetic sidewinder: fires a projectile. gains kinetic energy as it flies. It needs to achieve maximum velocity to deal maximum dmg.

So;
0-5m it would have dmg ramp up. Max 50dmg
5-7m it would deal max 100dmg.
+7m it would have dmg fall off.

Essentially, you always need to hit the enemy 5-7m away from you, to achieve optimal dmg.

If anyone knows the correct term for this kind of weapon, Iā€™d love to know. I just got it from Iron Man 2.

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