Defensive Zenyatta Support Concept

Okay, this isn’t for Space Ranger, but given how we’ve been moving away from healing, with the Damage Passive, I came up with a ‘Defensive Zenyatta’ kind of hero. Which, in essence, is just Zenyatta’s high damage output but swapping out his offensive utility to defensive, focusing more on buffing his team rather than debuffing the enemy. With that, here’s the hero:

New Support Hero: Argus

General:

  • Health: 250
  • Movement Speed: 5.5m/s

Passive: Bulwark

Argus gains additional Damage Mitigation for every player entity within 12m of him, whether they be enemy or ally.

  • Damage Mitigation: 2% per ally/enemy player entity

Weapon: Plasma Shredder

Argus fires fast flying bullets of heated plasma at his target, dealing damage to enemies at close range. Reloading the weapon at Max Ammo will overcharge it, consuming the entire clip to fire a single, devastating blast that deals True Damage to enemies hit. The recoil from the blast temporarily causes the Plasma Shredder to overheat, preventing it’s use for a short time.

*True Damage deals damage to the enemy target whilst completely ignoring any and all beneficial effects from Buffs and Special Health Types - It cannot be reduced by any means.

Primary Fire:

  • Ammo: 50
  • Damage: 6.5 per bullet
  • Rate of Fire: 3/second
  • Falloff: 20-35m
  • Reload: 1.5 seconds

Charged Shot:

  • Ammo: 1
  • Damage: 100
  • Rate of Fire: 1
  • Charge Time: 0.8 seconds
  • Falloff: 10-25m
  • Overheat: 2.5 seconds

Secondary Fire: Resurgence

Argus enhances the potency of the targets Unique Health, increasing the Damage Mitigation from Armour and allowing Shield Health to instantly start recharging and recharge at a faster rate, and providing a small amount of healing over time. If the target has neither Armour or Shields, they gain additional Overhealth. If the target has Armour and Shields, Resurgence boosts the Health Type with the higher Total Health.

  • Range: 25m
  • Healing: 25/second
  • Armour Boost: +20%
  • Shield Recharge Rate: +50%
  • Shield Recharge Delay: - 2 seconds
  • Healing: +75 Overhealth
  • Duration: 5 seconds
  • Cooldown: 11 seconds

Ability 1: Foresight

Argus forsees the enemies attack before they get the chance to strike, greatly reducing incoming damage and unleashing a counter attack with a heavy slam, dealing damage proportional to what was taken before applying the reduction. Argus can use Foresight on an ally, but will lose out on any follow up.

  • Range: 20m or Self
  • Damage Mitigation: 75%
  • Counter Attack: 50 + 20% of Damage Taken
  • Range (Counter Attack): 9m
  • Duration: 0.5 seconds
  • Cooldown: 14 seconds

Ability 2: Martyr

Argus buffs himself, granting himself additional Overhealth and cleansing any Status Effects, transferring a portion of the damage he takes into healing for his allies. Argus can cancel Martyr at any time, starting the cooldown sooner, but losing any remaining Overhealth in the process.

  • Range: Self
  • Range (Healing): 15m
  • Healing (Self): +100 Overhealth
  • Healing (Allies): 15% of damage taken/second
  • Duration: 5 seconds
  • Cooldown: 10 seconds

Ultimate: Hera’s Protection

Argus places a buff on an ally, granting them Overhealth, Healing and Movement Speed for a short time. If the target takes lethal damage, they are pulled back to Argus’ location, wherever he may be, preventing their death. If Argus dies at any point whilst the buff is active, the buff is removed.

  • Ultimate Cost: 2,350
  • Range: 25m
  • Healing: +150 Overhealth
  • Healing: 35/second
  • Movement Speed: +30%
  • Duration: 7 seconds

I like the idea, but this would greatly annoy the “I shot him, so he should be dead” crowd that already ruined this game. Brig was gutted for the same reason. Actually, I like the entire concept of the character you wrote here; especially the counter attack ability.

I wish Overwatch was allowed to have cool dudes like this without people whining about how only abilities that kill are allowed.