Ohhh ok I know that you mean now. Yeah that sounds really cool
Wouldnāt that be counter productive the the reverse boop you mentioned though? Lol
Thatās true.
The reverse boop range could boop enemies back into range if theyāre too far. The range and dmg of the gun could be tweaked to make it more consistent all round. The kinetic gun and the boop donāt need to be lumped together either.
Most of the time when you have heroes with abilities that synergies too much with each other; you end up with heroes like brig and doomfist. Personally, I donāt like heroes that combo that quickly.
Dmon could be a hero that works best when engaging at a certain range.
Maybe the gun bullets detonate after a certain distance. Add splash dmg to it, could be interesting.
These are just individual ideas; hopefully they help you in some way.
I think the side wonder and boop are interesting. I just feel like they are polar opposites lol but yeah thereās some interesting things you can try that could work around that probably like you said.
D.mon has so many possible options xD
This sounds brocken opā¦
It woud make rein uesless and orisa tooā¦
No one cares about a bigger hero if he has more hpā¦
That does not work togetherā¦
Oh and to make this thing have a s*it ton of abiletys does not help selling this as not brocken ā¦
I am happy you dont designe heros for this gameā¦
I donāt like the first design, way too many shields and too much health. Even with low dps and a huge hit box if she had a pocket healer she could probably outlast most the roster. I much prefer her brawler design
Healers can only heal so much. If you have a character this big a team could unload into it so much faster than a healer can actually heal you for. It would make healing irrelevant especially with all the damage we have now. It would hard for junkrat, pharah, hanzo, reaper widow not to miss thier shots. Lol
Iāve been throwing random ideas here and there lol. Hereās a more well thought out opinion of your OP. IT IS A LONG READ IM SORRY T^T.
Things I would remove/change;
HP Pool and size:
Dmon should be small enough to fit in OWās current hallways/doorways and low ceiling rooms. I donāt think she would be big enough to warrant such a high hp pool. But like you said; depends completely on balance.
Self Shield:
No self shields. Self shield is more for magey type characters who arenāt clad in armor imo (zarya, zenyatta, symmetra).
Shield:
No rein shield. We have enough of those. Shield health is just more health for a character. eg. rein has 2500 total hp, dmon would have 1700-4000. Size of the shield matters, how it interacts with the environment etc. Would love something more unique to Dmon and the MEKA squad.
Transformation modes/abilties:
Too overloaded. too flexible. Dmon can do the same or even more than every current OW tank. Dmon is the swiss army knife of tanks rn, that would make her a must pick. The current OW heroe kits are too simple in comparison. Better to make some abilities simpler and consistent for both forms (dash,stomp).
Energy Steal:
Her self heal (although only armor) makes her feel too similar to roadhog (big hitbox, self heal, shotgun). Itās not too bad of an idea though and could work.
Bunker:
Focus on Dmonās hitbox doing the tanking. Takes away from her design. It would feel really counter-intuitive to spawn a bunker when MEKA squad mostly engage above ocean, nor do I think the MEKA squad would really utilise it.
CC Passive:
Flat resistance too strong. Dmon shouldnāt just (soft) counter cc reliant heroes by existing. Needs a more engaging way to stop cc/stun. I hate cc as much as the next person, but I donāt think flat passive resistances are the answer.
AOE absorb:
I donāt think AOE abilities like that are good for the game, even as an ult. It encourages melee characters, encourages a more tank heavy meta, its hard enough to kill Dmon in the first place, and it takes away the core FPS experience from the players. But since its never actually been applied, who could say if it would work or not?
Dash:
I like MEKA boosters :3. Just personal preference. All 5 mechas just using the same movement boosters (except maybe overlord) makes sense to me.
My edit would be;
size: 1.2 - 1.5x reinhardt size
hp: pilot (150hp), mech (500 health,200 armor)
Passive: Demon energy (yup)
Dmon has an energy (I had to) counter 0-100, like Zarya. If Dmon is stunned/cced, Demon energy is used to reduce the time of OR negate the stun/cc/knockback completely. 1 energy = 0.01 stun/cc time. Energy lost is dependant on the stun/cc abilities dmg.
Example; Brig stuns with shield bash 50dmg.
At 0 energy, Dmon gets stunned for 1 sec. -0 energy, 0 energy left.
At 50 energy, Dmon gets stunned for 0.5 sec. -50 energy, 0 energy left.
At 100 energy, Dmon does not get stunned. -50 energy, 50 energy left.
The higher the energy percent, the less she will be knocked around too. Iām not 100% on how this would work out, but I think you get the idea.
m1: Hand Cannon
One/two hand cannons: auto pump action energy shotgun. No reload. Movement speed decreased when shooting. Slower fire rate than Dva, but hard hitting.
m2: Absorb Shield
Green shields appear all over Dmonās mech (arms, legs, shoulders). All dmg to Dmon is absorbed and converted to Demon energy. Max 50 energy absorbed. Can be stunned/cced/knockbacked while using this. Lasts 2 seconds. CD 6
seconds.
Because Dmonās shield is green, I think it would behave differently to a standard rein/sym/brigitte blue shield. Just like how Zaryaās shields behave differently and is purple. Could also have lore tie-ins with orisa/efi simply because of the color.
E: Stomp
AOE Stomp. Light damage. Pushes enemies back (or maybe towards). If used in air, Dmon will slam down and stomp. The higher Dmon is, the larger the effective radius. Gain energy based on how many enemies affected.
(Could be swapped out for electrical cloud instead)
Shift: Boosters
Like Dva but much slower, harder to gain altitude, and half the fuel. Can use abilities while flying.
Q: Transformation Dmon mode
Dmon firing rate +50%. Pellets explode on hit. While active, Dmon gains energy faster and does not lose energy. She can use all her abilities while this is active. Lasts 8 seconds.
(I honestly donāt have ideas for a Qā¦so anything goes)
Dva canāt crouch, so Dmon canāt jump >:D. And all of Dmonās emotes have her jumping 10/10.
Dmon should stand out from Dva, but should still feel like she belongs in MEKA squad. Keeping movement (and to some extent gunplay) semi-consistent would help sell this.
Iām sorry if I removed too much, I tried to keep it as close to your original.
It depends how big her shield is and size in game. Her shield isnāt that large in the short. I would make most of her health armor. We know how poorly D.va is on the front line. If her shield doesnāt completely cover her. D.mon would be bad as a main tank. She would get melted.
I really donāt think the passive is to strong given the.nature of the character lol
I like the green shield idea though that it interacts differently
I would probably choose electrical cloud just because I think the way to deal with flankers isnāt good with that kit. Your size makes you too easy to eat at and the shotgun will make getting damage in to hard. You would be pretty much free ult charge if you canāt get some space between yāall.
Look at her mech I donāt know if it would every fly similar to d.va but who knows itās future tech. I just see her more ground based, and doesnāt need to fly. I think if you didnāt let her fly you could strengthen her kit in other parts a lot more. Like making her more defensive to fill the role of a actual main tank. If she could fly I think that could endanger it.,
I agree I donāt think she would Jump lol
Thank you for giving feedback though! It was extremely helpful! I really do apprecite it! I know it probably took a while to create
I had a proper long look at Dmon. Sheās about 1.2 the size of dva. Keep in mind, the in game mech would most likely be taller than the playable mech (idle animations usually have the knees bent more). Iām only assuming this from āShooting Starā and some screenshots of Dmon in game mech.
Saying that she has cc resistance because of the nature of her size is not really a strong reason since thematic design =/= game design. Otherwise, we wouldnāt
have Brig stunning rein mid charge OR doomfist not being able to punch through walls in Numbani (the guy punched his way through a prison wall o.o).
Rules gotta be consistent especially if they affect direct gameplay. This is just my personal design philosophy.
Electrical field is dot and stomp is aoe cc. Iām not sure how either is more effective against flankers. Itād be cool if the electrical field was how she fights robots and omnics in the lore.
Dmonās boosters would be for covering short horizontal distances. Her boost would be laughable compared to Dva. Can confirm, she has 12 boosters similar to Dva; 4 on back, 4 on each foot. I assume the MEKA squad mostly fight above ocean, therefore, all of them need to be able to fly to a certain standard.
Getting in damage with a shotgun can be as easy as you want. Doesnāt have to behave like a stereotypical video game shotgun.
IF your ability is strong against flankers, there is a high chance it will be strong against everyone else AKA Brig.
Rein only has one mechanic that makes him a āmainā tank; his portable, big and high hp shield. Dmonās big hitbox tanking should be a direct translation from that. Maybe if absorb was a toggle-able ability, it would work better. My version does lack some main tanking qualities.
No worries, I love having design discussions like these and it was time well spent. Iām very passionate about game design especially for Overwatch and I love sharing that passion with like-minded people. Iām glad it could help you in some way.
I think they actually fight on land for the most part. In the news they were actually in the city. D.mon is also bigger than 1.2 times d.va lol
I think the electric could would be great because it covers for a duration an the damage can have a longer effect taking out a good chunk of damage and let you play around it to create space