In a waiting room, So I made a Hero Concept

I know, no Developers will read this and it won’t do anything to better anything but I figured: why not?

Preface:
We need a Tank Hero that’s relatively easy to play. You can argue Reinhart, but if they don’t push, nothing happens and most beginners are too scared to advance, advance at the wrong times (especially when using Dive Tanks) or just don’t have an escape plan.

So here’s a concept that’s heavily inspired from Yuumi from League of Legends.

Mechanics
You can protect your allies by attatching to them. I’m sure Lore and Visual designers will come up with something but just focused on gameplay.

Stats:
Small profile. This “Tank” is meant to be difficult to hit.
Small health pool. Thinking 300 or 350 HP (80% of it is Blue HP)
This is not a conventional tank and relies on its allies to be effective. Because of how it becomes invulnerable while attached a small health pool (for a tank) is necessary.

Primary

Missile Launcher
Ammo: Infinite
Fire Rate: .7 (single) / .3 seconds (volley)
Damage: 20
Tapping the button/key will fire one missile with no guidance properties. Just a low powered Pharah primary. With a slightly faster fire rate.
Holding the button/key will bring up a targeting reticle. Keeping the enemy lined up for .5 seconds will place a lock-on stack on them. You can have up to 5 stacks on a single enemy or distribute them amongst the entire enemy team but can never exceed 5 lock-ons at a time. Uninterrupted LoS requirement for a lock-on and lock on stays on the enemy as long as Primary is held.
When Primary is released after a lock-on the launcher will fire rapidly for as many lock-ons that were acquired. This weapon cannot crit. Accuracy is not 100%. In the case of Tracer, she can evade with a well timed/angled Blink.

Secondary

Attach
Range: 20 Meters
Cooldown: 3 seconds / 6 seconds
Targeting similar to Zenyatta’s abilities.
Link up with one Ally. Imagine Zenyatta’s Harmony Orb but you are the Orb. You become invulnerable and supply your ally with buffs. While attached, you protect the Ally’s critical hit zones and supply +100 Green HP that slowly deteriorates to 0 in 3 seconds; Like a mini, localised sound Barrier. You can still use abilities, Primary and Ultimate while attached to an Ally.
If the Ally is Hacked, Stunned, Shattered or killed you will be forcefully separated nearby and cooldown set to 6 seconds.
You can hop from Ally to Ally using the ability again after the 3 second cooldown or just hop off by using interact.

Ability 1

Shield Generator
Shield Pool: 375
Structure Durability: 200
Range: 10 meters (buff radius), infinite (deployment)
Cooldown: 3 seconds / 10 seconds
Throw a Pod that gives you and your allies up to +75 Green HP over 2 seconds. It can stack with the attach bonus. Deploys like Sigma Barrier where holding the key sends it forward as long as key is held, release to deploy.
Deployable can be destroyed. If allies leave the radius or the structure is destroyed you and your allies lose the HP.
You can recall the pod after its been deployed for 3 seconds to recharge/repair it (after 1 second of it being stowed)

Ability 2

Push/pull mechanic
Cooldown: 6 seconds
Range: 15 meters
Attack type: Beam
Fire a beam that lasts for .8 seconds. If an enemy is hit, a prompt appears. Using M1 or M2, you can Push or Yank that one enemy. Similar to Doomfist’s Punch, the Target enemy will turn into a damaging projectile if they collide with their allies and takes damage if they collide with Geometry/Allies. Has no effect on Barriers. The strength of the effect is relative to distance and the enemy is push/pulled relative to your position at the time you press the respective prompt.
Stronger Push at closer distance.
Stronger Pull at further distance.

Ultimate

Back to Spawn
Bring up a Targeting reticle that lasts for 10 seconds. Only can target 1 enemy at a time. When enemy is targeted, you need to maintain the lock for 3 seconds. Initial lock needs LoS which can be blocked by Barriers but as long as no geometry is between you and enemy for 2 seconds after the initial lock-on, the enemy will be sent back to spawn, unharmed. After lock on, no ability can prevent the teleportation unless it somehow puts map geometry between you and the enemy (like Mei wall or teleporting behind map cover)

How to play:

  • Attach and jump from ally to ally when needed and use your abilities to Synergize with the ally. Be an extra set of eyes as you can swivel your sights as your ally charges forward, providing additional firepower when the opportunity arises.
  • Use push/pull to drag enemies to your close range allies or away from your backline. Push them to keep distance for your snipers or your attached ally. Maybe even disrupt the enemy or make them fall off the map?
  • Shield Generator for your Allies you leave behind while you go on an adventure with an attached ally that’s a dive specialist.
  • Be a terrible inconvenience using your Ultimate to send enemies back to the spawn room, alive, and there is little they can do about it.
1 Like

Sounds unbalanced and cheesy.
I like it.

A kiriko/brig main I see.

Sigma/Orisa/Ramattra
Symmetra/Bastion
Moira/Zenyatta/Lucio

But more of a Symmetra main.