Not sure, since a LOT of it is in Dragonball lingo and the only real exposure I have to Dragonball is that movie some years ago and reviews of some of the Dragonball games on GGSP (Good Game Spawn Point).
I had an idea for a fire-based off-tank that was slow but had high mobility.
I think ive figured out my character for now. Thinking of emotes and skins he’d have though.
Jaguar
Born in Arizona
Moved to London England at 15
Occupation: Mercenary
Real Name: Tommy Johnson
Age: 27
Been hired by Blackwatch, Overwatch, Talon, Soldier 76
Health: 200
Shield: 0
Armor: 0
Weapon:Silenced Sniper/ Silenced Pistol
Damage: Pistol- 65 damage/ Sniper(fully charged) 180;(not charged) 50
Speed: Fast
Ability One- Rappel
Hang on the sides of buildings and shoot
Move up and down
5 second cooldown
Ability Two- Smoke grenade
5 seconds up time
Team can see through, enemy cannot
Can be deflected
8 second cooldown
Ultimate- Sneak Attack
All noise that Jaguar would make is cancelled
+50% speed boost
Melee Only (Claws)
175 damage
10 seconds
Special-Mountain Climber
Can jump from wall to wall
Thanks!! Love your ideas. I think it rounds the concept well enough. Ult is, as you say, meant as a counter measure.
Waffle’s aura should stay on during ult.
Thank you for the feedback
Cool! Any particular theme(s) (smoke, DoT, oil (and thus area control), incinerating shots, etc.)?
Seems like a Hero who can do well in an environment with lots of walls! Most of this looks pretty similar (from memory) except for Sneak Attack; could be interesting (and the sound cancellation should be enough to differentiate it from Primal Rage).
Hero doesn’t have a name, but I’ll give you the rundown of how they function.
Reason for concept: With the decline of people wanting to play main tank, I decided to create a hero for what Ana was to healers. Essentially, a hero that can still be a main tank whilst not having to be on the front lines to be effective as a tank.
Role: Main Tank/Sniper hybrid
Difficulty: 3 star
Health: 150
Armor: 150
Shield: 150
Weapon - High-pressure Water Rifle: Unscope shoot splashes of water that acts as a shotgun that does 50 dmg every 0.75 seconds with a weak push, scoped acts is a high pressured water gun that like a non-charging but weak Widow’s Kiss maxing at 100 dmg but 2.5 crit.
Jump - Aqua Jet: makes a giant vertical leap that has limiting horizontal movement, cannot jump when on cooldown. Cooldown of 6 seconds.
Ability 1 - Bubble Rush: For a 8 second period, you can shoot up to 6 mini Winston bubbles that can either be stuck onto the floor for point presence, on allies for protection, or even enemies to negate buffs. Can be shot at max 3 times to increase their size by 3. Health of Bubble is always 250, deteriorates after 8 seconds. Cooldown of 16 seconds.
Ability 2 - Biotic Geyser: a deployable that can create a fountain of 5 heals per second whilst also being able to use said Geyser as an elevating platform. Deteriorates in 6 seconds. Cooldown of 12 seconds.
Ultimate - Deep Cleanse: a 10 second state of every part of their kit now having a slow effect to enemies with a faster fire rate.
Don’t worry about needing a name.
Interesting idea for a sniper/tank Hybrid. Also pretty different to have a sniper with knockback. Biotic Geyser would be pretty useful for mobility, although the heals may be a bit too weak. Maybe tweak Aqua Jet so it is activated on a double-jump; that way, he can still jump even when Aqua Jet is on cooldown. Bubble Rush could be useful, although maybe have it so the bubbles gain more health instead of increasing in size (probably not too much more; maybe limit it to 100 increase per extra bubble?); either that or allow bubble stacking perhaps. Not sure about Deep Cleanse’s description: could you please clarify?
The main idea for Biotic Geyser is the maneuverability, and as such the healing isn’t the main strong suit. With that being said, the heals can be increased by a small increase like 10 or 15, so long as it doesn’t make the tank an alternative Ana.
Aqua Jet working with double jump sounds much better honestly.
I like the idea of the Bubbles increasing in health, but I would find it more interesting to also reset the Bubble health and deterioration when shot at again so it doesn’t become too unstoppable (maybe 75 hp extra so it becomes 400 at max).
Deep Cleanse would work as Molten Core, essentially allowing to fire faster and the kit to consist of slow down effects to enemies to make head shots more easier. Giving a killing factor to the ultimate and draw in the skill factor in tanking and shooting.
The healing thing isn’t necessary; maybe just change it so it pushes foes while active instead (still alongside the mobility side)? Probably have a height requirement for the room to prevent abuse in tight side routes, but can also be used for some flanking routes and for narrowing the space enemies can come down on main routes.
That sounds like a good idea for the Bubbles!
Thanks for clarifying.
No problem, hopefully this might give a concept to the devs to allow a sniper tank hybrid to exist so more DPS mains can try out tank besides Roadhog.
Plus it will hopefully shut up the high-skill crowd for a short time.
I can imagine 500 snipers like Kephrii and such picking her up cause of the kill potential the hero would have.
Sorry for the late reply. I don’t have a particular theme yet, but I’m working on it.
It’s not a very popular topic, because not all people are creative. It’s a kind of post that is directed towards a minority of any community. I’m happy with the few responses. Even just one well thought out response, to even the littlest idea was all I was curious about. The forums don’t hate us, they just are concerned with issues more than creativity. Not a bad thing, more what forums are for
They just need to bring in different weapon types. I am looking for a hero with:
Straight projectile that bounces off walls.
Flamethrower
HMG/LMG slow wind up large clip heavy damage
Ooze / globule aoe
player controlled missle
Javelin toss
poison cloud
Hero Name: Sawbuck
Actual Name: Gordon McLaughlin
Age: 50-something
Nationality: Canadian
Short Lore: Took low-risk merc work for Talon to pay off gambling debts. Promoted frequently due to a lot of lucky coincidences.
Role: Tank
450 HP
Passive: Lucky Shot
Bullets from primary fire which hit walls or the ground ricochet up to 20 degrees towards nearest enemy but deal 50% less damage.
Primary Fire: Straight Flush
Fires 3 projectiles per second full-auto. They travel roughly the same speed as Lucio’s primary fire. Limited mag and low damage with no critical hits.
Secondary Fire: Cash Out
After a half-second wind up expels the remainder of the ammo in the weapon in a single shot which deals 50% less damage total than if each round was fired separately. Travels the same speed as primary fire in a slightly larger projectile. Half second of hang-time before next reload (similar to Fan the Hammer).
(e.g. Let’s say the weapon has 24 shots per reload which deal 10 damage apiece. It could deal 240 damage before reload or 120 damage via Cash Out)
Ability 1: Stack the Deck
Spawn a solid cube with 300HP where your cursor is pointing, up to 20m away. It’s just tall enough to jump on and can be stacked vertically. 4 can be active at a time marked with a heart, a club, a spade, and a club for aesthetics. Also makes good cover.
Ability 2: Take the Split
You and target enemy (up to 10m away) equalize HP (i.e. if you have 300 HP left and they have 400 HP, you both now have 350 HP instead). Overhealing does not occur for the enemy, for you it occurs as dark blue shield.
Ultimate: Dead Man’s Hand
Create a 10m aura around you that damages enemies for 50 HP per second. Lasts 6 seconds.
tl;dr: Gambling themed hero, no idea how the lore for the attacks/abilities will work.
That’s cool. It takes time to do a good concept (as I’m finding with these couple of anti-CC Heroes I have been working on).
Yeah, it is a bit tricky trying to have such a niche topic gain decent attention. And there are a lot of other good topics out there; they can just sadly be buried by the ones that inflame people enough to encourage long arguments (but not enough to get blocked) or the really short, simple, ones (JellyandJam does a fair few of these sorts of shorter, snappier, topics). Oh well, at least there is SOME community for this. I have been please by how almost all of the concepts have been serious ones, ones that would be interesting to see included, as opposed to just meme ones.
Yup. There is a fair bit they can still do. Another one would be a weapon that detonates in mid-air (inspired by the Blaster from Splatoon).
This guy seems interesting. The ricochet looks helpful on Straight Flush. Cash out seems decent, although not sure about balancing (since without headshots it may be a bit weak except for finishing off someone else’s target, but with headshot it could be like Zenyatta’s Orb of Destruction’s volley). Stack the Deck seems helpful as well. Take the Split seems like a good sustain strategy (and since he is a tank, it shouldn’t be used too much for tankbusting). Not sure about Dead Man’s Hand though; seems a little lacking in ambition (one random suggestion would be Payday, which speeds up the charging of allies Ultimates nearby).
So I came up with a hero concept for Lynx 17 and I though I would share it with you guys.
Lynx 17 (Defense hero) 250 health. 100 health, 150 shields. VA: Shelby Rabara
Primary Fire: Purge Gauntlet 50 dmg, 6 ammo
Reload time 1.3
Lynx fires an electric piercing burst from a gauntlet on it’s right hand.
Can be charged for 3 seconds by holding down both right and left click.
Wastes 3 ammo (Max. 150 dmg)
Right Click: Sabotage 8 second cooldown
Lynx uses it’s hacking powers to hack targets creating negative heals
Lynx can hack health packs and targets that have healing abilities or abilities that are set.
Health packs create negative heals which damage the enemy 60 second
Characters that have healing abilities are affected for 8 seconds.
This ability can also affect junkrat traps, armor packs, ana’s biotic grenade (mid air or when sabatoged), Winston’s Barrier(Barrier becomes opposite of original use. Barrier can be shoot through by team from enemy Winston. Enemies Can’t shoot through.),Torb and Sym turrent, Poison mine, Biotic Orb both heals and damage.
Space= Bionic Jump ( Chargeable) Lynx hacks into its own legs to all it to jump high into the air. When landing Lynx does 40 dmg to all in impact zone. 6 second cooldown
E=Motion Tag (x3) Sensors that can be placed on a surface and alarm when somone walks past 20hp
Q=Firewall Lynx creates a giant wall that slowly moves forward as it moves enemies that come into contact with it will become stuck to it. When it approaches a wall it damages the characters for 300 dmg.
Interactions:
(Sombra) It was so easy to get inside your mind last time, so called hacker.
(Lynx 17) I had made a miscalculation…(Sternly) It won’t happen again.
(Zarya)Are all your systems up to date?
(Lynx 17) Affirmative. All my “Robot functions” are up to date and functioning.
(Junkrat) Wow your a fancy one, huh? Be ashamed if your were to…explode in the middle of the fight.
(Lynx 17) I assure you I have no feature that would cause imminent combustion…and just in case stay away from me.
So what do you guys think of this?
Interesting to have another Lynx 17 concept. Sabotage seems interesting (and different to Hack which is good). Bionic Jump could work, although not fully sure how it fits with the character. Motion Tag sounds quite nice. With Firewall…I don’t think this is a brilliant idea with the crushing mechanic. Perhaps make it so it applies Sabotage to enemy objects it passes through and maybe even a CC cleanse to nearby allies (enemies can travel through unaffected except for their objects which suffer from Sabotage).
I don’t think so. That’s kinda too much like the relationship between hack and emp for Sombra.