Ok. Perhaps just stick to the cleanse effect.
How about Lynx ult steals ult charge the opponent has and gives it to an ally? How’s that?
That could work.
Name: Wayland
Role:Tank
Health: 800 (might seem op but read everything first)
Subclass: frontliner/initiationtank
Abilities:
Primary weapon: Wayland uses his fists to punch you. About one punch every .8 seconds and does 35 damage kind of like briggite.
Ability 1 (E)- battlecry: Wayland screams releasing an adrenaline rush causing his primary attacks to be 50% faster for 3 Seconds and healing 200 hp instantly. Cool down doesn’t start until the attack speed buff is over (cd 8 secs)
Ability 2 (leftshift)- CHARGE!!!: Wayland charges in headfirst pushing enemies away from him. This is about 50% slower then Reinhardts charge and you have much more control of where u can go. This does 50 damage to any enemy it hits, and pushes them about 5 Meters away, this lasts for 2 seconds and is cancelable (cd 6 seconds)
Ability 3 (RMB)- Don’t come back: Wayland targets an area in front of him. (3 meters) and then if he clicks again he will grab an enemy by the kneck and squeeze them with his overwhelming strength for one second dealing 100 damage over that period of time. if done successfully with out getting stunned/interrupt by other enemies he will then throw them 30 meters away in front of him. If they hit a wall from the impact, they will take a additional 50 damage, kind of like doom fists impact. (cd 10 secs)
Ultimate ability - Power armor: Wayland equips his power armor which takes 1 second to equip, and can be interrupted by hacks or stuns, if it is, the ultimate is canceled and it doesn’t activate. If he successfully puts on his armor he takes 50% less damage and reflects all incoming projectiles (like genjis reflect) from all directions. The armor lasts for 8 seconds and then he takes time to take it off for one second.
Passive - not yet: when Wayland reaches 0 hp he goes into a downed but not out state. he can’t move or do anything in this state. While in this state he has 250hp and if the enemy doesn’t kill him within 4 seconds he will get back up with 200 hp. mercy cannot rez him while he’s in this state . (This passive has a background cool down of 60 seconds)
Ultimate voice lines: (enemy) “This is power!!!” (friendly) “Lets show them what we’re made of!!!”
Sounds like an interesting idea (high health, low damage). Abilities sound interesting, although a couple of other possibilities include a Taunt ability (not sure how this would go in Overwatch) and a bodycheck (so dives in front of an ally to take damage for them). As for the ones you have, Battlecry sounds helpful for the soaking side, CHARGE could be useful (although maybe throw in some damage resistance due to the slower pace), and Don’t Come Back sounds a little OP (namely, can throw someone off a ledge some distance away). Power Armour sounds ok, although maybe the reflect is a bit much (not sure though). Not Yet sounds useful for survival.
Name:Zodiac
Primary:Discus Launcher (Zodiac fires photon discuses at mid range. The discuses are capable of dealing 50/40/30 damage based on how many times they bounce off of a hero. They also bounce off of surfaces. After three bounces off of either a wall or hero, the discus disappears. 2 discuses per second, 10 ammo, 1.25 second reload.
Skill 1:Gravity Zone (Zodiac uses the advanced gravity-based technology to generate a field of energy. This field works like a Lucio aura, with two functions. It either decreases the gravity Like on Horizon Lunar Colony, or increases it (Decreasing the distance of mobility abilities and increasing an enemy’s falling speed) No cooldown. Zodiac can also modify her gravity at will.
Skill 2:Satellite Blast (Zodiac marks a targetable area on the map. This area will be blasted by a laser from mid-air, dealing 50 damage in a 5 meter aoe radius. 8 second cooldown.
Skill 3: (I don’t have a name yet R.I.P) (Zodiac fires a small bolt which unravels into a net. The net has a 7 meter aoe and prevents any enemies from walking theough it. 8 second cooldown. 200 health.
Ultimate:Meteor Shower (Zodiac throws a beacon at three targetable areas. 1.5 seconds after being marked, a meteor shower will bombard the aoe. She has 10 seconds to choose her locations.)
Liao (Xi Liao)
5’11”
Age: 52
Occupation: Soldier (formerly)
Affiliation: Overwatch (formerly)
Relations: none
Nationality: China
Defense
100 health
150 shields
M1(a)- Tactical Burst Rifle
21 rounds per clip
1.5 sec reload
22-6 damage per round
3 rounds per shot
6 rps
Falloff: 40-65 m
Hitscan
Headshot: yes
M1(b)- Personal-use Light Coilgun
1 round per clip
4-second reload
1 sec spin-up
150 damage per round
Falloff: none
Hitscan
Headshot: yes
M2- Scope
Burst Rifle: 2x zoom
Coilgun: 3x zoom
Mouse wheel- swap weapon
LShift- Antipersonnel Grenade
Arcing Projectile
150-15 damage
Projectile speed: 20 mps
Instant cast
5 m blast radius
Bounces off walls
8 sec CD
E- Homing RPG
Linear Projectile
3 sec lock-on
160-10 damage
Instant cast
Projectile speed: 35 mps
3 m blast radius
Chases target
10 sec CD
Passive- Biomedical System
Liao regains up to 70 health after 2 seconds of not taking damage.
Ultimate- Orbital Bombardment
Select 5 locations to fire an orbital heavy munition upon.
10 m blast radius
250-20 damage per round
Instant cast
Liao becomes immobile while selecting targets with overhead UI
“All heroes must fade away; all villains must persist.”
With the Omnic Crisis well underway, many nations tried, and promptly failed, many strategies to ward off the robotic menace. One such strategy was China’s super-soldier program, which piggybacked off the earlier American Enhancement Program. Few were chosen for the program, nevermind the even fewer who completed it. One such successful individual was Xi Liao, who would go on to become the youngest member of the original Overwatch strike team, joining the group at only the age of 22. Quiet, cool, and collected, Liao was ironically the only member of the original strike team who was proficient with heavy weapons and explosives. Soon after the obvious rift between Overwatch and Blackwatch began to form, Liao simply disappeared, taking his equipment and voice of reason with him. Now, with the collapse of Overwatch, Liao watches his old comrades from afar, and while not nearly as bitter as Morrison or vengeful as Reyes, he knows all too well that he will have to rejoin the fight one day, an inevitability he has great disdain for. In the meantime, however, he remains a simple recluse.
Comments:
The initial idea in terms of gameplay for Liao was to make him somewhat of a counterpart to Soldier. I have a lot of experience with many different FPS titles, and it is apparent that while Soldier certainly is the “generic shooter” character, he doesn’t cover all the bases (nor could he, as that would be a nightmare to design) that a player coming from any other FPS game would need to comfortably transition into Overwatch. In my mind at least, Soldier is specifically very reminiscent of CoD and CSGO. Liao on the other hand was designed to be more reminiscent of GoW and Halo, which make you feel like you’re playing as a human battle tank instead of just a normal soldier. To achieve this distinction I sacrificed mobility and utility for sheer damage output and resilience by making 150 of his 250 health shields, giving him two very powerful hitscan weapons, two explosives-based abilities, and a moderately-powerful self-healing passive.
In terms of intended function and playstyle, Liao is designed to be a relatively flexible hitscan hero with sniper elements who excels at choke breaking and holding from a relatively long range. While lacking any proper CC capabilities, Liao does counter flankers well, and has the firepower to additionally pressure tanks from a distance. That said, Liao’s weakness is intended to be close-range burst damage, as he has no consistent way of dealing with enemies in his face and his impressive longevity is negated if it doesn’t have the time to come into play.
I’ve always imagined Liao as sort of like a mediator between the conflicting yet complementary personalities of Morrison and Reyes, and I wanted to put that on display with this concept. Narratively, Liao is relatively obscure, although his intended role in the story of Overwatch is to act as almost an outside spectator looking in at the happenings of a world he left behind long ago. His character is very much intended to be largely dry and rather uninteresting, with occasional signs that the lively and caring young man he once was still remains to a certain extent.
Thanks! I thought of taunt. Ur I thought that it wouldn’t feel good in overwatch, like imagine being forced to fight him for a certain period of time. I don’t know I think it wouldn’t be good in overwatch. And the take damage for a teammate is a good idea I didn’t take of that, that would be pretty goof
I just came up with this let me know what you think
Name: Shoskee
Role: support
Health: 200 Health 50 shields making a total of 250 hp.
Subclass: buffer
Abilities:
Passive - Light: Shoskee has a light meter, kind of like a resource thing like d.va’s defence matrix. It starts at zero and will be charged fully at 100. All of your abilities will charge it. This resource meter is used for the ability “medium blessing”.
Primary weapon - Light ring: Shoskee is equipped with a ring that she can shoot from it making a beam of light, similar to zarya’s beam. It does 60dps and has 100 ammo and takes .5 seconds to reload. This ring also charges her light passive, about 5 charge each second it’s on an enemy.
Ability 1 (E)- Minor Blessing: Shoskee can target an ally. (from 30 meters, and the target system is like zenyatta’s healing orb) When she targets them she blesses them making Shoskee’s Light passive generate %5 of the damage they take. They also have a %15 damage resistance while it’s on them. (This doesn’t have a cooldown similar to zen’s orb it will leave them when you lose LOS).
Ability 2 (Leftshift)- Regenerate: Shoskee uses the power in her light ring release a burst of healing around her (around 8 meters) healing 100 hp to everyone in the area. This also has a lingering heal that heals 50 hp over 3 seconds (kind of like moira’s heal) This also gives Shoskee 5 light for each ally ( including herself) that was healed. (cd 10 secs)
Ability 3 (RMB)- Medium blessing: If Shoskee has 100 light she can target a ally from 15 meters. ( like zens healing orb) When she does this they receive a 50% movement speed buff for 3 seconds and if they die in this period of time they will teleport back to shoskee with 50%hp left and can keep fighting. (There is no cooldown on this because it’s a resource ability.
Ultimate Ability (Q) - Godly blessing: Shoskee puts her godly blessing on every ally in the battlefield no matter where they are on the map. When they get this blessing everyone heals 250HP instantly, then 300 hp over 6 seconds ( like moira). Everyone also takes 15% less damage and also deals 30% more damage for 6 seconds.
Ultimate voice line:
(Enemy): “You soon too, will become my children.”
(Friendly): “Go my children my blessing is upon you.”
Comments: Shoskee can keep her allies alive with her blessing and can keep them topped off with her regeneration ability. The medium bleesing is kind of like a secondary ultimate in a different way and i liked the idea tell me what you think.
Is it fine to post descriptions of emotes, voice lines and skins our character have.
I have some cool ideas for Jaguar but I dont know if it fits in with the theme here.
DIscus Launcher looks good for hitting around corners. Gravity Zone sounds interesting (especially for vertical mobility or even assisting Heroes like Junk hit further than normal). Satellite Blast could be ok. Net Launcher (WIP name) could be interesting, but maybe have it so it traps foes who get hit instead? Meteor Shower sounds decent.
Very detailed. Not sure about why the Tactical Burst Rifle and the Personal-use Light Coilgun are both needed (only real difference is that one does high burst but slow fire rate, while the other does more sustained damage with a faster fire rate; both look like they have similar DPS, plus it would likely just mean using the Coilgun then swapping to the Burst Rifle while the Coilgun is reloading). Antipersonnel Grenade seems useful with the ricochet to hit around corners. Homing RPG could also be interesting with the homing mechanic (something mostly lacking from the game). Biomedical System looks ok, but it is probably just easier to substitute that with more shields, since those have pretty much the same effect. Orbital Bombardment could be a little OP with the high instantaneous damage and little/no warning, but still seems interesting.
Haven’t played any of the shooters mentioned, but he does seem a bit reminiscent of traditional shooters.
Yeah, that is why I was iffy on it. Might work for pure MOBA’s, but not really for a PvP shooter.
Seems interesting (reminds me of Auriel from HotS). Medium Blessing…maybe make it a little more powerful (but the effective Res seems REALLY useful, so maybe not). Regenerate seems very useful for group healing (similar to Lucio’s, except burst focused instead of sustain focused). Minor Blessing sound handy for protecting allies. Godly Blessing also sounds quite powerful.
Go for it! Although this isn’t the specific purpose of the topic, it fits with the theme.
=OVERVIEW=
An attempt at designing a tank focused on protecting allies without relying on barriers. This tank uses psychic powers to lower enemy damage, make allies resistant to damage and provide a bit of healing to help allies endure the rest. Rewards proficient aim with higher debuff uptime on enemies.
‘X’ is used as a numeric placeholder.
Description:
A slender, olive-skinned oriental man wearing a high tech exoskeleton wired run to his scalp. The exoskeleton widens his hitbox but he’s still small for a tank.
- Tank
- Singaporean (mixed Chinese/Malay heritage)
- Male
- 150 health
- 250 shields
Story:
This hero was born with psychic empathic abilities and made a living as a therapist. After treating large numbers of people scarred by acts of terrorism, he decided to join Overwatch to tackle the root of his patient’s suffering. Overwatch outfitted him with an exoskeleton for both protection and magnification of his psychic powers.
This hero could possibly be Liao, the (as of this writing) last named Overwatch founder yet to be introduced. If Liao is female, switch this hero’s gender accordingly.
=ABILITIES=
Passive - Psi Energy:
Instead of ammo, this hero uses a resource called Psi Energy. Psi Energy replenishes rapidly when not in use.
- Can store up to 100 Psi Energy
- Regenerate X Psi Energy per second if no Psi Energy was consumed in the last X seconds
Primary Fire - Psi Current:
Emits a stream of deadly psychic energy that grows stronger depending on how much Psi Energy is available.
- Projectile, limited range
- Very high rate of fire
- Passes through enemies (but not barriers) like Mei’s primary fire
- Damage increases depending on current Psi Energy level
- Does not consume Psi Energy
Secondary Fire - Synaptic Scramble:
Fires a piercing beam that debuffs all enemies it hits, reducing the damage they deal and increasing the damage they receive. Can be charged up to increase the beam’s width and debuff duration.
- Hitscan, long range
- No direct damage
- Passes through enemies and barriers
- Enemies struck are debuffed for X seconds
- Enemies debuffed by this ability deal X% reduced damage
- Enemies debuffed by this ability receive X% increased damage
- Debuff duration is extended by a time equal to the amount of time spent charging
- Charging increases beam width by up to X%
- Consumes Psi Energy on startup plus extra Psi Energy while charging
Ability 1 - Determination Aura:
Strengthens the mental resolve of nearby allies, granting them damage resistance. Affected allies also regenerate health if below half health and deal increased damage if at or above half health.
- Buffs allies in a radius of X feet for X seconds
- Buffed allies take X% reduced damage
- Buffed allies regenerate X health per second if below 50% health
- Buffed allies deal X% increased damage if at or above 50% health
- Has a cooldown
Ability 2 - Empathic Feedback:
Debuff the target enemy, causing them to receive a portion of the damage they deal to others.
- Debuffs the target enemy for X seconds
- When enemies debuffed by this ability deal damage to other heroes, they receive X% of the damage dealt
- Damage against non-heroes (barriers, structures, etc.) is not counted
- Has a cooldown
Ultimate - Blindspot:
All enemies within sight are debuffed, preventing them from seeing other heroes outside their own team. If an enemy takes sufficient damage while under this debuff, that enemy is freed from it.
- Debuffs all enemies in line of sight for X seconds
- Enemy cannot see other heroes (or any effects from heroes) unless they’re on the same team
- Debuff on a particular enemy ends early if that enemy takes X damage
Thanks for reading, comments welcome!
Sounds cool! Not sure whether Psi Energy is being utilised well; it seems to only be used for Synaptic Scramble (one way to change this is to have abilities consist of a cooldown and some Psi Energy use; another would be to have the reload button be changed to an ability where Psi Energy is consumed to reenable the abilities again). Synaptic Scramble sounds very useful. Determination Aura also sounds like a good way of tanking damage. Empathic Feedback would be useful for Heroes under fire (particularly defenceless supports under fire from a flanker). Blindspot may be a little OP, but good idea to have it so the enemy loses the debuff if they take enough damage.
Yea the Rez makes the ability powerful but if it was needed it could be buffed and her ult seems very powerful to me it’s kind of like a mini trans with more benefits
I really like the idea of the hp thing where u get more damage if ur above half hp. I also like the idea of protecting ur teammates with out a shield we need something like that
Originally this character started as the idea of a character who upon securing eliminations could mock other heroes in a slightly robotic version of “their own voice” whose pre-round vocalizations, unlocked voice lines, etc would be dramatically different from each other (i.e Darth Vader-esque in one exchange to that of an elf on helium in the next)
From there Haze’s design evolved in such a way to make them an enigma: a human of unknown ethnicity, gender, origin, etc. The goal became to introduce a “hero” whose entire focus is their backstory/ongoing story, actions, interactions, and motivations not what they happen to be or where they happened to be from.
Hero Description:
A tall and lanky human figure in a loose hoodie with the hood worn up, a bandana around their face obscuring the nose down, a backpack, gloves, baggy jeans, and sneakers.
A face plate similar in design to that of an Omnic is worn just above and over the bandana completely obscuring Haze’s face. Hoses that run over Haze’s shoulders and into their backpack can be seen attached to the filters of a gas mask poking out from under the bandana.
When they speak a very obvious voice filter completely obscures their normal speaking voice by changing the modulation of everything they say and even allowing them to imitate the voices of others making it impossible to determine who Haze really is.
Goal:
A defense hero who utilizes debuffs that don’t remove player control or the ability to fight back (like Mei), but do provide distinct advantages unique to this hero who also has an area denial/control ability for potentially splitting up enemy teams or blocking off certain paths for them.
Their weapon is designed to dish out significant damage in a reasonable amount of time, but only within a reasonably short range which their passive is intended to allow them to better position themselves to do.
Name: “Haze”
Affiliation: None
Class: Defense
Health: 225 (150 Health, 75 Shields)
Weapon: Pulse shotgun with a projectile launcher
Primary fire:
8 shots before reload: 10 pellets per shot, 5 damage per pellet for max of 50 damage per shot, 1.5 shots per second, can head shot.
Secondary fire/ability: “Smoke Bomb”
“You didn’t see anything.”
A projectile smoke bomb is launched from the shotgun and detonates on impact with any surface or enemy. Enemies caught in the AoE take 50 damage and have their vision partially obscured (no player outlines and screen slightly clouded with a smoky effect) for 1.5 seconds.
Enemies hit directly by the projectile take 80 damage, cannot see player outlines, have no HUD, and have a more obscuring smoke effect on screen for 2 seconds.
-8 Second CD
E Ability: “Poison Bomb”
“Choke on this.”
Haze throws a toxic bomb at a target location. The field of purple gas that emanates from the point of impact encompasses a moderately sized area and causes damage over time that ramps up the longer someone stands inside it. The toxic cloud lasts for 5 seconds (50/75/100DPS; 425 damage over 5 seconds).
Enemies who escape the cloud and re-enter within 3 seconds will take the same level of damage they were taking when they escaped.
-10 second CD, CD doesn’t start until toxic cloud subsides.
Ultimate: “Noxious Cloud”
“Now you see me- now you don’t!”
Haze pulls a poison bomb out and holds it over their head briefly before simultaneously firing a smoke bomb at their feet as they throw the bomb too; encompassing a large area around them in a dark purple cloud that combines the effect of their two abilities.
The result is a 7 second cloud that does increased damage: (1st second 75 damage, 2nd second 100 damage, 3rd second onward 150 DPS) and obscures more and more of an enemy player’s vision the longer they stand in it.
Enemies who escape the cloud and re-enter within 3 seconds will take the same level of damage they were taking when they escaped.
Enemies outside of the cloud cannot see the outlines of any player standing in the cloud.
Passive: “Civil Disobedience”
Haze can run short distances along walls, jump off of them to reach greater heights, and climb up ledges they’re close enough to (think of it as a slightly stunted version of Lucio’s wall ride and Hanzo/Genji’s wall climb).
Lore:
In the wake of the original Omnic Crisis; the baby Haze and a group of other orphans (their “siblings”) were taken in and raised by Omnics who observed/supported the teachings of the Shambali and cared greatly for this varied assembly of human children for many years.
During a particularly violent anti-Omnic demonstration that washed over Haze’s home city: their adoptive parents were killed by justice officials who thought the Omnic couple was attempting to kidnap or harm the young children they were trying to urgently rush home.
Scarred by the violence that took the only parents they could clearly remember, one of the children would later find and scavenge parts of their foster parents remains and wear them on their person as they took up the mantle of “Haze”: an unaffiliated Omnic rights extremist who took a particular liking to using smoke and poisonous gases since these methods wouldn’t adversely affect Omnics they didn’t wish to harm in the vicinity around human targets.
Interesting smoke/poison themed Hero. Civil Disobedience seems useful for a bit of bonus mobility. All the abilities/Ultimate look helpful for area denial (some by denying vision, some by damaging foes who linger in them for too long).
I have a hero to submit. Still a work in progress, and I freely admit I am no game designer and will happily accept suggestions on improvements for any aspect of the character. Be that as it may, here they are. Apologies for the length of the post, since you can’t post links to other sites. If anyone is interested in the details or the lore aspect of the character, PM me and I’ll share the link to the Google Document. And since she’s a historian originally, if anyone here would like to collaborate on an ‘interview’ with their own character, let me know.
THEODORA
Overview:
-Role: Defense
Theodora is a modern Theodosian Wall that any attack will break against. Her adjustable plasma cannon and adaptive armor let her set the battlefield on fire.
Abilities:
-Isaurian-Model Plasma Cannon
Theodora fires a narrow beam of plasma at long range and a wide arc of sustained plasma at close range with alternate fire. The arc burns plasma at a much faster rate, but is much harder to dodge at its effective range and deals more damage. It must be noted that all Theodora’s plasma-related abilities result in bright blue fire rather than red.
-Focus(Shift):
Theodora concentrates intently on her enemies, analyzing their weapons and equipment so as to properly modulate and attune her armor’s shields to deflect their attacks. She must take two seconds to analyze her enemies and if she takes damage during this time, the ability will not activate and goes on cooldown. If successful, she becomes invulnerable to enemy fire for three seconds and sheds incoming fire in the form of intense heat, dealing that same damage to anyone within a certain radius. The more incoming fire she takes, the more damage dealt.
-Firewall(E):
Theodora injects flammable liquid adhesive into her cannon’s stream, laying down a damaging wall of plasma fire that can also obscure enemy vision. The cannon spews fire for two seconds, during which time, wherever the player drags the reticle across the screen, it will leave the wall of fire, which will burn for six seconds. This can be in any shape, but if fire is sprayed onto walls, the flames will mostly point upwards and the enemy sight-blocking effect will be wasted. If the fire is sprayed onto ceilings, there will be no detrimental effect to the enemy unless they are somehow knocked upwards into it. If the cursor is dragged back and forth across the same patch of ground, the damage grows accordingly for that smaller area. If the player tries to swipe the cursor more than a certain distance during those two seconds, the ability will cut off early, though the wall will still burn for the appropriate length of time.
-Working Title(Ultimate):
Theodora does something cool that I haven’t been able to think of yet.
-Passive: Perception
If the player passes the reticule over an enemy, Theodora can tell what charge their ultimate ability is at, which is displayed in the lower right corner of the screen. She can also tell if their secondary abilities are on cooldown, the icons and their cooldown status are displayed to either side of them.
Health Breakdown:
100 Health + 100 Shields = 200 Total
Story:
Real Name: Theodora Palaiologos
Age: 45
Occupation: Historian, Test Subject, Advocate
Base of Operations: Ilios, Greece (Currently)
Affiliation: Oasis, New Rome
Appearance:
Theodora is a small, slender woman with dark, curly hair cut short, immense bushy eyebrows over deep-set, almost beady brown eyes, and a narrow, if thickly built face. Her cybernetics aren’t immediately obvious, being covered by a thin layer of synthetic flesh in places where it would be visible, save for the datajack at her right temple, though it does have an optional covering for when she wants to blend in. An exceptionally close examination will reveal her eyes are cybernetic as well.
For combat, she wears the best protection Oasis’ engineers can build, and resembles an Eastern Roman cataphract. Up top, the base layer is a short-sleeved jacket of ballistic cloth supplemented by forearm guards, over which is worn the heart of the Adaptive- Reactive Energy Shieldplate, or ARES armor, for short, resembling a mail shirt with shining silver rings, but each ring contains advanced shield technology. Half the rings can be damaged or destroyed and the armor will still work and the overlapping fields of protection are what let the adaptive system work in the first place, shaping and adjusting the fields with the necessary precision, unlike fixed-place emitters such as Symmetra’s visor or Zarya’s belt-pack shields. Not to mention, they provide the variety of energy frequencies needed to dissipate various types of ordinance. Shoulder pauldrons and a surcoat complete the upper portion. She prefers not to wear a helmet as Oasis is keen on protecting their investment and she has enough cranial subdermal armoring to stop most small-arms fire. Plus, she needs to see as much as possible for her enhanced perception to matter.
Down below, she wears boots and pants, over which goes a divided skirt of the same ballistic cloth as the jacket, with trauma plates attached. The ARES armor extends down as far as just above the knee and is also split to allow freedom of movement, and the surcoat too covers that. Shin guards fill the gap between knees and feet. A combat harness holds spare plasma canisters for her weapon.
Name:Zizzania
Full Name:Zaira Silvestri
Primary:Serpent’s Antique (A small pistol loaded with custom made venomous ammo. 16 ammo, 2 shots per second, 50 dps. Enemies hit by the pistol receive 25% less healing. 1.4 second reload.
Skill 2:Serpent Watcher (Zizzania deploys a snake like trap on the ground. This trap sets off once an enemy enters its los within 20 meters. The trap will arm itself afterwards and chase the enemy. Once it approaches the enemy, it explodes, damaging the enemy and anyone near them. 65 damage, 8 second cooldown.
Skill 2:Venomous Puddle (Zizzania lobs a venom capsule forward which detonates, creating a puddle of venom. Enemies that walk through it take 10 dps until they walk out. They take 10 dps three seconds after walking out as well. 10 second duration. 10 second cd.
Secondary Fire:Copperhead Whip (Zizzania lashes her copper whip forward. Targeted enemies are unable to move. Zizzania moves 50% slower and can move her target. No ammo.
Ult: (Name in progress) (Zizzania grabbes a remote control and presses a red button, unleashing 8 Omnic Serpwnts from her backpack. These serpents automatically spew balls of toxins at the direction she’s facing at the speed of a Reaper shotgun. Projectiles do 25 dps, 10 dps for three seconds after being hit. 8 second duration.
Design:Zizzania is wearing a mask like the one Ren from Persona 5 wears and is wearing a black, purple and pink cloak. She’s wearing a backback like device on her back decorated with several snakes.
Hey guys!
Let me share another of my concepts after “Sicario” and “Lifeline & Waffle”
Hero: Professor Adam Venkman (Prof. Venkman)
Role: Offense
Sub Role: Assault / Builder
Occupation: Teacher of Mechanical & Aeronautic Engineering
Base of Operations: Haifa, Israel
Affiliation: Israel Institute of Technology
Playstyle: Prof Venkman is a builder offense hero. Besides his main weapon, his distinctive form of attack is creating drones (max 3 at the same time). Drones can be deployed to attack enemy heroes in line of sight. Only one drone can attack a single enemy. Can have a maximum of 3 drones deployed each attacking a single target. Spawned drones that havent been deployed hover over Prof Venkman, similar to KaelThas’s orbs from WoW. Drones can be recalled to spin around Prof Venkman and create a shield around him, for emergencies, and can be assembled into a larger drone for his Ultimate. No actual mobility tools for himself. Drones need to be dealt with by enemies, because their damage increases over time.
Look and Feel: Doesn’t look like a fighter. This guy is a scientist and belongs in a lab or a classroom. He wears a labcoat, of course. Uses cool gear of his own design. Has a high-tech rifle and switches to a PDA (held on his hand or left forearm) as an interface to launch the drones. Drones are deployed from a high-tech backpack. Drones are very slick looking.
Referencial image: h ttps://2-dpanda.deviantart.com/art/scientist-251361835
Now picture him with a lab coat, and mix him up a little with Otacon from Metal Gear and Egon Stettman from Starcraft for the labcoat, gadgets and final nerdy touches
I don´t own the picture. Credit to 2-Panda
This pic from Oxan Studios also fit perfectly with the concept and gave me the idea for the PDA: h ttp://conceptartworld.com/wp-content/uploads/2013/10/Oxan_Studios_Concept_Art_03.jpg
Abilities:
LMB - Spinfusor Rifle / Mid range exploding plasma discs / Damage 60 HP: projectile / Momentum inherited projectile (if you are strafing right, disc shoots out with a slight rightward curve) 2 shots x sec / Spinfusor is copied straight from the Tribe game series. h ttp://tribes.wikia.com/wiki/Spinfusor Very cool weapon effects / can fire 10 discs without reloading.
Shift - Drone interface PDA / Puts Spinfusor away and uses touch screen PDA (shift again to revert to spinfusor rifle) / With LMB Prof Venkman can deploy 1-3 airborne drones. Each drone has 100 HP and hover in circles 1.5 meters above enemy’s head. Targeted like Zenyatta’s orb of discord. Only one drone per enemy. Drones can be destroyed by enemies. Destroyed drones regenerate automatically but spawn every 5 seconds (15 sec total to have 3 operative drones). When not deployed, drones hang around idly and over hover above Venkman. Drone stays with enemy until it kills its target, is destroyed, is sent to another target, or is recalled. / 15 hp x second. 25 hp x second after 6 seconds. Targeted at mid range. 35 mts / h ttps://www.amazon.co.uk/Air-Hogs-Helix-X4-Stunt/dp/B00C3SDXH4
E - Emergency Shield Projector / Recalls all active drones to spin around Prof. Venkman and project a shield barrier on him. If no drones are active, automatically deploys 1 drone. / Drones are recalled in 1.5 seconds. 50 hp shield per active drone (max 150 hp shield). 3 sec duration / 8 second cooldown
Ultimate - Airstrike / Recalls all active drones (or deploys 3 new ones). Drones interlock to form a larger drone that will do 3 airstrikes runs in the designated linear area (targeted like Mei’s Icewall). / 12 x 3 meter area / Haven’t figured out damage yet, but being caught in the Airstrike should feel like being caught into a milder version of Pharra’s Barrage.