Ideas for unique hero abilities/concepts?

Yeah, there is that. It would be a low cooldown rez replacement for sure on her if you were going to stick it on her.

Which wouldn’t be awful you know.

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That’s what I just thought too. It would have been a fun way for a mass rez rework in the first place. :joy:

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I really do love short cooldown abilities replacing the longer cooldown ones.

I would enjoy playing support more if I had weaker but faster cooldowns. It is one of the reasons I like DPS.

I would totally go for a shorter cooldown but weaker Mei wall for instance. (Can you hear me devs???!?!?!? :stuck_out_tongue: )

It giving someone more chances at effecting the game in smaller ways is a way to give the heroes more interactivity in general.

I think it is the reason people love playing Kiriko, since she is all this.

My thought is that this burst should be something that, for example, Ana can predict and save her nade for. It could also be a shotgun of some form, which would limit the range from which it could be done and possibly make it so that you could just kill the guy reloading his gun next to the Orisa. Might buy one cycle at best in that case.

I really want to see - Healer Tracer

I just feel like a healer based around a similar kit to Tracer would be really cool.

I have an idea for a Flamethrower Tank who has a Deployable called the ‘Napalm Generator’.

He throws a Cylindrical Device that can grapple to any surface, before opening up and creating a large Ball of Fire around it, about the size of Winston’s Shield.

The Damage ramps up, so after a few Seconds of being inside the AoE, Enemies will begin to take so much Damage it can out-Damage a Transcendance. But this would only happen if you’re stupid enough to stand there for 10 consecutive Seconds. You’d need to step out of the fire and begin to Cool-Down to reset the Burn DoT, like a Reinhardt needing to put his Shield away to Recharge it.

The Cylinder has both a Fuel and Health-Bar that the Tank needs to Manage. If the NG runs out of Fuel, it will just sit there, being useless. It can also be Destroyed. The Tank can manually retract the NG like Sigma’s Barrier and he can begin Refuelling and Repairing it in a similar fashion. If it gets Completely Destroyed, the NG will be put on a long Rebuilding Cool-Down.

I was hoping that Kiriko was going to be healer Genji, but honestly, Kiriko is also pretty damn cool anyway.

But we do have a (short mobility range) duellist support gap.

Lucio is more strategic mobility.

I think it would be interesting to have a Support that produces an AoE healing hotspot when killing an enemy. I don’t think it would be enough healing for a full kit by itself mechanically, but on a more DPS-focused support it might make for some fun setups.

As part of a full kit, I’d like to see hitscan scoped sniper/marksman rifle shots (that can actually crit), some kind of pistol primary as the backup weapon (could make it actually semi-auto to distinguish mechanically from Mercy’s pistol). Have one of the ability buttons give a short ranged healing beam while not-scoped (pistol active), and have a long ranged burst healing beam on a cooldown if the same button is used while aiming with the sniper (both of those healing strictly single target).

You’d want some kind of reposition ability to reach high ground easy, maybe a deployable jump pad for some team utility.

For an ultimate, load the sniper with a special mag of rounds that produce a hotspot wherever they hit (enemy or environment), make the hotspots larger/more powerful and also damage enemies so it can have some strong impact in team fights.

Taken from my fav game EQ2,
Apply a buff where damage taken heals back a portion of health.

Also, a debuff ( not a buff because thats not gonna do pressures) that marks a target and heal via damaging.

The other of my fav is from Paladins where you create an object that heals an AOE and you can switch position with it if that is not destroyed or haven’t dissapeared.

An ability similar to rein’s flame thingy, but when you use it it stays still. When you press the button again the projectile starts moving, maybe at a faster rate than rein’s. This ability can be used to set traps or get calculated kills.

Sounds like kind of a fun weapon, but either useless or OP as an ability, depending on whether or not it oneshots. I have an idea for how it could work against current and future flyers, like Pharah, but I’ll save that mechanic for seperate post.

This is a new one. We have plenty of slows, but they all work on the player, not bullets. How fast/slow are you thinking the newly converted projectiles will be? How about the object that converts the bullets? Will it be similar in shape and placement to say… amp matrix?

Sounds like it could be a fun and useful new ability, depending on how far you can “draw” the circles from, and just how much healing/s they can do at minimum and maximum size.

Huh? You didnt mean these two together, right?

Healing shotgun? Sounds fun. Still depends on how long it takes to recharge I think.

Hmm, we’ll call this tank… Firebat.

This sounds like excessive AoE damage, unless its an ultimate. Even then, I think it’d have to ramp up slower at first.

So… like Reapers old soul orb mechanic, but AoE for everyone? I do kind of miss that, even if it wasnt really that useful most of the time.

Sounds like torb ult with larger puddles and team healing. Sounds pretty good.

Would it deal damage to enemies that passed through it while it was stationary?

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The shape and placement was an aoe in my head with them speeding up on leaving, but a window which things were passed though is also VERY cool.

There is a lot of things you could do with the idea.

I do, because I am comparing it to Rez / lamp.

Would I prefer even shorter? Hell yes.

I wouldn’t know; I wasn’t playing before OW2 launched. I know other games have used similar healing hotspot ideas, though often limited to just a single player from what I remember (Titans can do this in Destiny 2 with Solar element, but unless something’s been changed since I stopped playing, it was only for themselves, not team heal).

I was thinking you were referring to Kiriko’s cds as “weaker but faster”, but I probably just misread it.
Although, when you think about it, suzu is sort of a weaker but faster cd than lamp (shorter duration death protection, shorter cd) or rather it would be, except the potential healing amount is consistent and greater for squishy targets… Oh and the AoE cleanse on top of it all, arguably just making it an overall better lamp.
I dont think you can give many, if any, abilities that are very useful, yet fairly weak in any situation, in exchange for being available more often. The only cds like that that comes to mind, would be good personal mobility cds, like GA or shield bash, or knockbacks, like soundwave or whipshot. While useful, I do like having abilities with more impact, and it makes sense for abilities like rez/lamp/suzu to have much longer cds.

Oh yeah, I remember that. Yeah, I think you were able to get some self healing out of it, but nothing for your teammates in the way of healing, while enemies took burning damage in the spots iirc.

The soul orb can be found in reapers sprays (or old videos I guess), its just a red&black orb that enemies dropped on death and healed like 50hp when the reaper walked over it iirc. Like I said, it wasnt really a super useful passive most of the time, but it was kind of cool as a “this characters unique mechanic” kind of thing.

Edit:Now that I think about it, while soul orb wasnt that useful in PvP, it could potentially be useful in PvE. I’d like to see it make a reappearance there, once we get the PvE.

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Is the shoe removal consequent to the bag puking or are they separate actions to the same ability?

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I imagined the shoe removal as part of the casting animation.

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Nice to see someone asking the important questions.

I think the animation might have to be a little longer than 3s in that case.

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Hmm. Maybe they could just translocate out of their shoes. :thinking:

A support which instead of healing, could convert part of his teammates’ health into shields. The support would also be more dps-like, kinda similar to zen. Something like this would need a lot of tweaking but this is just a general idea.

So like, give allies passive regen when out of combat? Interesting, though I think they’d be really bad for tanks and non-flanker DPS unless it was implemented distinctly from shields.